Add 18 recent reverse-engineering projects (decomp/recomp/tools)

New entries from the last ~48h:
- jmars125/xcx-recomp (Xenoblade Chronicles X: DE static recomp)
- Yaz-Myst/ZOE-Recompiled (Zone of the Enders PS2 recomp)
- MistblastClear/UEBulkExport-rpocket (UE container bulk exporter)
- FurkanAnc/totk-launcher (ToTK recomp launcher)
- C-GBL/P3FES-Decompilation (Persona 3 FES recomp)
- TekRantGaming/cartoon-network-racing-recompiled
- cdetv/conker-live-recompiled (Conker: Live & Reloaded)
- 0xd34db8/LF2-decomp (Little Fighter 2 true 1:1 decomp)
- TekRantGaming/muppet-racemania-recompiled
- kazuyette/senjin-recomped (Senjin Aleste arcade)
- timboat/demons-souls-recomp
- jaenster/setup-msvc (historical MSVC for matching)
- yefan911/automated-recompilers
- phys-winner/pc_decomp_ut3 (UT3 Android recomp)
- thepoprock/mudbrick (clean-room Civ II)
- zarvox32/vb-native-decompiler
- awkto/deadly-tide-decomp
- NostalgiaRealm/A2-Racer-4

Also refreshed stars.json for all GitHub projects and regenerated READMEs.
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jammyfu committed 2026-11-01 03:09:46 +00:00
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@@ -59,8 +59,8 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td>—</td><td><a href="https://github.com/rodneypantonial/sims3-modernization"><b>sims3-modernization</b></a><br><sub>rodneypantonial</sub></td><td>最新 PC でシムズ3 のカクつきとクラッシュを減らす</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>配布ファイルからエージェントがゲームを解析するフレームワーク</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>Ghidra・Hopper・IDA 版がある REA の Docker イメージ</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>Mac・Android・iPhone から Wi-Fi で Xiaomi テレビを操作</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/nicolvus/a6000-fw-decomp"><b>a6000-fw-decomp</b></a><br><sub>nicolvus</sub></td><td>REA と Ghidra で Sony A6000 のファームウェアを解析</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>Mac・Android・iPhone から Wi-Fi で Xiaomi テレビを操作</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>デスクトップをまた壊そう:Gemtree の 2000 年作を macOS とブラウザへ</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/sickpyramid/ReaFuse"><img src="https://opengraph.githubassets.com/1/sickpyramid/ReaFuse" width="160" alt="sickpyramid/ReaFuse"></a></td><td><a href="https://github.com/sickpyramid/ReaFuse"><b>ReaFuse</b></a><br><sub>sickpyramid</sub></td><td>REA を使って 2 つの JS/TS プロジェクトを融合</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-lab"><img src="https://opengraph.githubassets.com/1/pablodiazjorge/rea-lab" width="160" alt="pablodiazjorge/rea-lab"></a></td><td><a href="https://github.com/pablodiazjorge/rea-lab"><b>rea-lab</b></a><br><sub>pablodiazjorge</sub></td><td>Windows + Ghidra の演習と事前登録した REA 評価</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
@@ -75,9 +75,9 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel を Rust + Bevy で復活</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>見捨てられたゲームをブラウザで復活、元ファイルは含まない</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>設定だけで DeepSeek Harness に REA を組み込む</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>Wispr Flow の音声パイプラインを分解、64 行の再実装付き</td><td>✅ はい</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">動画サムネイル</a></sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>LM Studio のローカルモデルで REA を使う</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>DeepSeek Harness に REA の MCP ツールを登録</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>Wispr Flow の音声パイプラインを分解、64 行の再実装付き</td><td>✅ はい</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">動画サムネイル</a></sub></td></tr>
<tr><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><img src="https://opengraph.githubassets.com/1/KarlssonChristoffer/DiskLens" width="160" alt="KarlssonChristoffer/DiskLens"></a></td><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><b>DiskLens</b></a><br><sub>KarlssonChristoffer</sub></td><td>WinDirStat 風に Windows 11 のディスク使用量を可視化</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>PiCode から REA の静的解析ツールを使う</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>小さな Electron ターゲット付きの REA ハンズオン</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
@@ -298,6 +298,7 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td><a href="https://github.com/Xeeynamo/sotn-decomp"><img src="https://github.com/user-attachments/assets/fff7ddb2-736f-4e7d-b0ee-3c1151649773" width="160" alt="Xeeynamo/sotn-decomp"></a></td><td><a href="https://github.com/Xeeynamo/sotn-decomp"><b>sotn-decomp</b></a><br><sub>Xeeynamo</sub></td><td>悪魔城ドラキュラX 月下の夜想曲を C へ逆コンパイル</td><td>いいえ</td><td><sub>メンテナー投稿</sub></td></tr>
<tr><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><img src="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png" width="160" alt="shdecompilations/silent-hill-decomp"></a></td><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>shdecompilations</sub></td><td>サイレントヒル(PS1)を C へ逆コンパイル中</td><td>いいえ</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png">Wikipedia(© 権利者)</a></sub></td></tr>
<tr><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><img src="images/silent-hill-decomp-card.png" width="160" alt="SlickAmogus/silent-hill-decomp"></a></td><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>SlickAmogus</sub></td><td>オリジナルの『サイレントヒル1』(PS1版)を逆コンパイルして作った、現代のPCで遊べるオープンソース移植版。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/TekRantGaming/muppet-racemania-recompiled"><b>muppet-racemania-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>クローズドソースの『Muppet RaceMania』(PlayStation)を静的再コンパイルして作った PC ネイティブ版。16:9 と 60fps 対応。</td><td>いいえ</td><td><sub>—</sub></td></tr>
</table>
### PlayStation 2
@@ -308,7 +309,10 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><th width="170">画像</th><th>プロジェクト</th><th>概要</th><th>rea 使用</th><th>画像の出典</th></tr>
<tr><td><a href="https://github.com/ran-j/PS2Recomp"><img src="https://opengraph.githubassets.com/1/ran-j/PS2Recomp" width="160" alt="ran-j/PS2Recomp"></a></td><td><a href="https://github.com/ran-j/PS2Recomp"><b>PS2Recomp</b></a><br><sub>ran-j</sub></td><td>PS2 ゲームをネイティブ PC 実行ファイルへ再コンパイル</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/open-goal/jak-project"><img src="https://raw.githubusercontent.com/open-goal/jak-project/master/docs/img/promosmall1.png" width="160" alt="open-goal/jak-project"></a></td><td><a href="https://github.com/open-goal/jak-project"><b>jak-project</b></a><br><sub>open-goal</sub></td><td>ジャック×ダクスターを PC でネイティブに(ディスクは各自)</td><td>いいえ</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/Yaz-Myst/ZOE-Recompiled"><b>ZOE-Recompiled</b></a><br><sub>Yaz-Myst</sub></td><td>クローズドソースの『ゾーン・オブ・エンダーズ』(PS2)を静的再コンパイルして Windows でネイティブに動くようにしたもの。自分のディスクが必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><img src="images/sotc-decomp-card.png" width="160" alt="TheRealestNwah/sotc-decomp"></a></td><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><b>sotc-decomp</b></a><br><sub>TheRealestNwah</sub></td><td>『ワンダと巨像』(PS2版)のマッチング逆コンパイル。オリジナルのゲームコードを復元し、ネイティブPC移植を目指す。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><img src="https://p3fmmo.com/p3fesdecompheader.png" width="160" alt="C-GBL/P3FES-Decompilation"></a></td><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><b>P3FES-Decompilation</b></a><br><sub>C-GBL</sub></td><td>クローズドソースの『ペルソナ3 FES』(PS2)を静的再コンパイルして C++ にし、Windows でネイティブに動くようにしたもの。自分のコピーが必要。</td><td>いいえ</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><img src="https://raw.githubusercontent.com/TekRantGaming/cartoon-network-racing-recompiled/main/docs/images/header.jpg" width="160" alt="TekRantGaming/cartoon-network-racing-recompiled"></a></td><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><b>cartoon-network-racing-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>クローズドソースの『Cartoon Network Racing』(PS2)を静的再コンパイルして作った PC ネイティブ版。ワイドスクリーンと高フレームレート対応。自分のディスクが必要。</td><td>いいえ</td><td><sub>プロジェクト README</sub></td></tr>
</table>
#### リメイク / 移植
@@ -327,6 +331,7 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<table>
<tr><th width="170">画像</th><th>プロジェクト</th><th>概要</th><th>rea 使用</th><th>画像の出典</th></tr>
<tr><td><a href="https://github.com/hedge-dev/XenonRecomp"><img src="https://opengraph.githubassets.com/1/hedge-dev/XenonRecomp" width="160" alt="hedge-dev/XenonRecomp"></a></td><td><a href="https://github.com/hedge-dev/XenonRecomp"><b>XenonRecomp</b></a><br><sub>hedge-dev</sub></td><td>Xbox 360 ゲームをネイティブ C++ へ再コンパイル</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/cdetv/conker-live-recompiled"><img src="https://raw.githubusercontent.com/cdetv/conker-live-recompiled/main/images/logo.png" width="160" alt="cdetv/conker-live-recompiled"></a></td><td><a href="https://github.com/cdetv/conker-live-recompiled"><b>conker-live-recompiled</b></a><br><sub>cdetv</sub></td><td>クローズドソースの『コンカー:ライブ&リローデッド』(初代 Xbox)を静的再コンパイルして、Windows でネイティブに動くようにしたもの。</td><td>いいえ</td><td><sub>プロジェクト README</sub></td></tr>
</table>
#### リメイク / 移植
@@ -356,13 +361,19 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td><a href="https://github.com/openblack/bw1-decomp"><img src="images/bw1-decomp-card.png" width="160" alt="openblack/bw1-decomp"></a></td><td><a href="https://github.com/openblack/bw1-decomp"><b>bw1-decomp</b></a><br><sub>openblack</sub></td><td>クラシックPC神ゲーム『Black &amp; White 1』の逆コンパイル。元のクローズドソースをオープンソースに再構築。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/dx-ball"><img src="https://raw.githubusercontent.com/N0zoM1z0/dx-ball/main/resources/dxball-title.png" width="160" alt="N0zoM1z0/dx-ball"></a></td><td><a href="https://github.com/N0zoM1z0/dx-ball"><b>dx-ball</b></a><br><sub>N0zoM1z0</sub></td><td>DX-Ball 1.07 を C/C++ で再構築、元の x86 と照合テスト</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th08"></a></td><td><a href="https://github.com/N0zoM1z0/th08"><b>th08</b></a><br><sub>N0zoM1z0</sub></td><td>東方永夜抄をソースコードとして再構築</td><td>❔ 未確認</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jmars125/xcx-recomp"><b>xcx-recomp</b></a><br><sub>jmars125</sub></td><td>クローズドソースの『ゼノブレイドクロス ディフィニティブエディション』(Switch)を静的再コンパイルして、Windows でネイティブに動くプログラムにしたもの。自分で合法的にダンプしたファイルが必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th04"><img src="https://raw.githubusercontent.com/N0zoM1z0/th04/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th04"></a></td><td><a href="https://github.com/N0zoM1z0/th04"><b>th04</b></a><br><sub>N0zoM1z0</sub></td><td>東方幻想郷(PC-98)を読めるソースに、当時のコンパイラで検証</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th105"><img src="https://raw.githubusercontent.com/N0zoM1z0/th105/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th105"></a></td><td><a href="https://github.com/N0zoM1z0/th105"><b>th105</b></a><br><sub>N0zoM1z0</sub></td><td>東方緋想天をソースコードとして再構築</td><td>❔ 未確認</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th095"><img src="https://raw.githubusercontent.com/N0zoM1z0/th095/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th095"></a></td><td><a href="https://github.com/N0zoM1z0/th095"><b>th095</b></a><br><sub>N0zoM1z0</sub></td><td>東方文花帖をソースコードとして再構築</td><td>❔ 未確認</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/0xd34db8/LF2-decomp"><b>LF2-decomp</b></a><br><sub>0xd34db8</sub></td><td>クローズドソースの『Little Fighter 2』を現代の C++20 ソースに完全に逆コンパイルしたもの。元の x86 機械語とバイト単位で一致する。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th10"><img src="https://raw.githubusercontent.com/N0zoM1z0/th10/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th10"></a></td><td><a href="https://github.com/N0zoM1z0/th10"><b>th10</b></a><br><sub>N0zoM1z0</sub></td><td>東方風神録をソースコードとして再構築</td><td>❔ 未確認</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th09"><img src="https://raw.githubusercontent.com/N0zoM1z0/th09/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th09"></a></td><td><a href="https://github.com/N0zoM1z0/th09"><b>th09</b></a><br><sub>N0zoM1z0</sub></td><td>東方花映塚をソースコードとして再構築</td><td>❔ 未確認</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><img src="https://opengraph.githubassets.com/1/N0zoM1z0/touhou-reverse-engineering" width="160" alt="N0zoM1z0/touhou-reverse-engineering"></a></td><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><b>touhou-reverse-engineering</b></a><br><sub>N0zoM1z0</sub></td><td>証拠重視の東方 IDA ノート、実行時パッチ実験付き</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/kazuyette/senjin-recomped"><b>senjin-recomped</b></a><br><sub>kazuyette</sub></td><td>クローズドソースのアーケードゲーム『戦刃』/Senjin Aleste(APM3)を静的再コンパイルして Linux x86-64 ネイティブバイナリにしたもの。Windows 用の置換 DLL も付属。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/timboat/demons-souls-recomp"><b>demons-souls-recomp</b></a><br><sub>timboat</sub></td><td>ps3recomp による静的再コンパイルで、クローズドソースの『Demon&#x27;s Souls』(PS3)を Windows でネイティブに動くようにしたもの。自分のディスクイメージが必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yamahuser/mhfz-decomp"><b>mhfz-decomp</b></a><br><sub>yamahuser</sub></td><td>『モンスターハンター フロンティアZ』オンラインクライアントのリバースエンジニアリング:関数名、仕様、補助ツール。カプコンのオリジナルコードは含みません。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/phys-winner/pc_decomp_ut3"><b>pc_decomp_ut3</b></a><br><sub>phys-winner</sub></td><td>クローズドソースの『Unreal Tournament 3』(PC版)を静的再コンパイルして Android ARM64 ネイティブコードにしたもの。元の Win32/Direct3D 9 呼び出し用の互換レイヤー付き。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/awkto/deadly-tide-decomp"><b>deadly-tide-decomp</b></a><br><sub>awkto</sub></td><td>1996年のクローズドソースゲーム『Deadly Tide』のリバースエンジニアリングと、現代の WebAssembly による再実装。元のゲームデータは含まれない。</td><td>いいえ</td><td><sub>—</sub></td></tr>
</table>
#### リメイク / 移植
@@ -375,8 +386,8 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td><a href="https://github.com/OpenMW/openmw"><img src="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png" width="160" alt="OpenMW/openmw"></a></td><td><a href="https://github.com/OpenMW/openmw"><b>openmw</b></a><br><sub>OpenMW</sub></td><td>モロウウィンドを最新のオープンソースエンジンで</td><td>いいえ</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png">Wikipedia(© 権利者)</a></sub></td></tr>
<tr><td><a href="https://github.com/Interkarma/daggerfall-unity"><img src="https://github.com/Interkarma/daggerfall-unity/assets/10426244/4f176f9d-6332-47b3-a4d7-317ed8d6b38b" width="160" alt="Interkarma/daggerfall-unity"></a></td><td><a href="https://github.com/Interkarma/daggerfall-unity"><b>daggerfall-unity</b></a><br><sub>Interkarma</sub></td><td>ダガーフォールを Unity で再現(手持ちのゲームデータを使用)</td><td>いいえ</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/scummvm/scummvm"><img src="https://www.scummvm.org/data/screenshots/prince/prince/prince_win_en_1_3_full.png" width="160" alt="scummvm/scummvm"></a></td><td><a href="https://github.com/scummvm/scummvm"><b>scummvm</b></a><br><sub>scummvm</sub></td><td>名作ポイント&クリック ADV をほぼ何でも動かす</td><td>いいえ</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>初代 UFO / X-COM を最新のオープンソースエンジンで</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/valentderah/totk-pc-recomp"><img src="images/totk-pc-recomp-card.png" width="160" alt="valentderah/totk-pc-recomp"></a></td><td><a href="https://github.com/valentderah/totk-pc-recomp"><b>totk-pc-recomp</b></a><br><sub>valentderah</sub></td><td>Nintendo Switch 版『ゼルダの伝説 ティアーズ オブ ザ キングダム』を、エミュレータなしで動くネイティブ Windows プログラムに静的再コンパイルします。ゲームファイルは自分で用意。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>初代 UFO / X-COM を最新のオープンソースエンジンで</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="perfect-dark-pc-port/perfect_dark"></a></td><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><b>perfect_dark</b></a><br><sub>perfect-dark-pc-port</sub></td><td>パーフェクトダークを PC でネイティブに(ROM は各自)</td><td>いいえ</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg">Wikipedia(© 権利者)</a></sub></td></tr>
<tr><td><a href="https://github.com/julianxhokaxhiu/FFNx"><img src="https://raw.githubusercontent.com/julianxhokaxhiu/FFNx/master/.screens/ff7.png" width="160" alt="julianxhokaxhiu/FFNx"></a></td><td><a href="https://github.com/julianxhokaxhiu/FFNx"><b>FFNx</b></a><br><sub>julianxhokaxhiu</sub></td><td>PC 版 FF7/FF8 向けの最新ドライバー兼 Mod 基盤</td><td>いいえ</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/smm2recomp/smm2recomp"><b>smm2recomp</b></a><br><sub>smm2recomp</sub></td><td>クローズドソースの Switch『スーパーマリオメーカー2』を静的再コンパイルして PC・Mac・Linux などでネイティブに動くアプリにしたもの。自分のダンプが必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
@@ -384,16 +395,18 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td><a href="https://github.com/tmcleroy/cps2recomp"><img src="images/cps2recomp-card.png" width="160" alt="tmcleroy/cps2recomp"></a></td><td><a href="https://github.com/tmcleroy/cps2recomp"><b>cps2recomp</b></a><br><sub>tmcleroy</sub></td><td>カプコンCPS-2アーケードゲーム(ストリートファイターα2など)を静的リコンパイルで作った非公式ネイティブPC移植版。ROMは自分で用意。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><img src="https://raw.githubusercontent.com/Moxnatiy/OpenBattlefield2/master/docs/screenshots/menu-main.png" width="160" alt="Moxnatiy/OpenBattlefield2"></a></td><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><b>OpenBattlefield2</b></a><br><sub>Moxnatiy</sub></td><td>バトルフィールド 2 のエンジンを C++20 でクリーンルーム再実装(手持ちの製品版を使用)</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08-web"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08-web/main/resources/th08-web-social-preview.jpg" width="160" alt="N0zoM1z0/th08-web"></a></td><td><a href="https://github.com/N0zoM1z0/th08-web"><b>th08-web</b></a><br><sub>N0zoM1z0</sub></td><td>th08 の再構築をもとにブラウザで遊べる永夜抄</td><td>❔ 未確認</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>1992年セガアーケードゲーム『OutRunners』を、一致する C デコンパイルを基に PC とコンソール向けネイティブ移植。ROM は自分で用意。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/AsyncFinn/rook"><img src="https://opengraph.githubassets.com/1/AsyncFinn/rook" width="160" alt="AsyncFinn/rook"></a></td><td><a href="https://github.com/AsyncFinn/rook"><b>rook</b></a><br><sub>AsyncFinn</sub></td><td>Studio と照合してテストする Rust 製 Roblox 互換エンジン</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>デスクトップをまた壊そう:Gemtree の 2000 年作を macOS とブラウザへ</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/tallowmere/free-heroes4"><img src="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg" width="160" alt="tallowmere/free-heroes4"></a></td><td><a href="https://github.com/tallowmere/free-heroes4"><b>free-heroes4</b></a><br><sub>tallowmere</sub></td><td>マイト・アンド・マジック ヒーローズ IV を C++23 の新エンジンで(GOG 版を使用)</td><td>いいえ</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg">Wikipedia(© 権利者)</a></sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>1992年セガアーケードゲーム『OutRunners』を、一致する C デコンパイルを基に PC とコンソール向けネイティブ移植。ROM は自分で用意。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><img src="https://raw.githubusercontent.com/tuunanet/rea-ski-or-die-reconstruction/main/docs/snowball-war.gif" width="160" alt="tuunanet/rea-ski-or-die-reconstruction"></a></td><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><b>rea-ski-or-die-reconstruction</b></a><br><sub>tuunanet</sub></td><td>Ski or Die の雪合戦を Rust + SDL2 で再現(素材は各自用意)</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel を Rust + Bevy で復活</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>見捨てられたゲームをブラウザで復活、元ファイルは含まない</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/carlhako/keen-clone"><b>keen-clone</b></a><br><sub>carlhako</sub></td><td>REA + Ghidra で関数単位に復元した Commander Keen 1 のネイティブ Linux/SDL2 再実装</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NathanKanaeru/samp-client-re"><b>samp-client-re</b></a><br><sub>NathanKanaeru</sub></td><td>REA/Ghidra でアーキテクチャを復元した SA-MP 0.3.DL-R1 のクリーンルームクライアント再実装</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/openage/openage"><b>openage</b></a><br><sub>openage</sub></td><td>Age of Empires II など RTS のオープンソースエンジン再実装</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/thepoprock/mudbrick"><b>mudbrick</b></a><br><sub>thepoprock</sub></td><td>クローズドソースの『シド・マイヤーのシヴィライゼーション II』(1996年)を、クリーンルーム方式でゼロから TypeScript で書き直した無料オープンソースのブラウザ版。MIT ライセンス。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NostalgiaRealm/A2-Racer-4"><b>A2-Racer-4</b></a><br><sub>NostalgiaRealm</sub></td><td>クローズドソースの『A2 Racer 4』(Davilex、2000年)のブラウザ/デスクトップ移植版。ゲームの x86 コードを WebAssembly に再コンパイルし、メニューは手書きで書き直したもの。</td><td>いいえ</td><td><sub>—</sub></td></tr>
</table>
#### アセット抽出・ツール
@@ -527,20 +540,24 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td>—</td><td><a href="https://github.com/fosdickio/binary_ninja_mcp"><b>binary_ninja_mcp</b></a><br><sub>fosdickio</sub></td><td>LLM エージェントが Binary Ninja を操作できる MCP サーバー(デコンパイル、xref、リネームなど)。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/radareorg/radare2-mcp"><b>radare2-mcp</b></a><br><sub>radareorg</sub></td><td>radare2 公式 MCP stdio サーバー</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><img src="https://opengraph.githubassets.com/1/ShadowSwaps/REA-Reconstruction-Companion" width="160" alt="ShadowSwaps/REA-Reconstruction-Companion"></a></td><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><b>REA-Reconstruction-Companion</b></a><br><sub>ShadowSwaps</sub></td><td>再構築を常に証拠と結びつけるエージェントスキル</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>手書きアセンブリからも読みやすい疑似 C を出す Rizin 用デコンパイラ</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/giveen/decomp.anything"><b>decomp.anything</b></a><br><sub>giveen</sub></td><td>更新停止したマッチング型デコンパイラ decomp.wtf の継続フォーク。Windows/Linux バイナリ対応と REA 連携を追加し、ゲーム以外のプログラムもエージェントが解析できるようにした。</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>手書きアセンブリからも読みやすい疑似 C を出す Rizin 用デコンパイラ</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/czcdr/dsh-plugin-rea"><img src="https://raw.githubusercontent.com/czcdr/dsh-plugin-rea/main/assets/screenshot-1.png" width="160" alt="czcdr/dsh-plugin-rea"></a></td><td><a href="https://github.com/czcdr/dsh-plugin-rea"><b>dsh-plugin-rea</b></a><br><sub>czcdr</sub></td><td>DeepSeek Harness で REA を、Ghidra も自動導入</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/0xshlomil/ida-free-mcp"><img src="https://opengraph.githubassets.com/1/0xshlomil/ida-free-mcp" width="160" alt="0xshlomil/ida-free-mcp"></a></td><td><a href="https://github.com/0xshlomil/ida-free-mcp"><b>ida-free-mcp</b></a><br><sub>0xshlomil</sub></td><td>MCP 経由で AI エージェントから IDA Free を使う</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/MistblastClear/UEBulkExport-rpocket"><b>UEBulkExport-rpocket</b></a><br><sub>MistblastClear</sub></td><td>Unreal Engine のゲームコンテナ(.pak / .utoc / .ucas)を丸ごと、テクスチャ・メッシュ・アニメ・音声・レベルが入ったフォルダに一括書き出すコマンドラインツール。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/FurkanAnc/totk-launcher"><b>totk-launcher</b></a><br><sub>FurkanAnc</sub></td><td>既存の『ゼルダの伝説 ティアーズ オブ ザ キングダム』PC 再コンパイル版用のランチャー。設定変更、キー割り当て、実績、セーブバックアップ、チートができる。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/dav1dngy/era-agent"><img src="https://raw.githubusercontent.com/dav1dngy/era-agent/main/docs/assets/screenshots/01-main-workspace.png" width="160" alt="dav1dngy/era-agent"></a></td><td><a href="https://github.com/dav1dngy/era-agent"><b>era-agent</b></a><br><sub>dav1dngy</sub></td><td>証拠駆動で自己改善を試みるリバースエンジニアリング用エージェント</td><td>❔ 未確認</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>配布ファイルからエージェントがゲームを解析するフレームワーク</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>Ghidra・Hopper・IDA 版がある REA の Docker イメージ</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/DatanoiseTV/revenant"><img src="images/revenant-card.png" width="160" alt="DatanoiseTV/revenant"></a></td><td><a href="https://github.com/DatanoiseTV/revenant"><b>revenant</b></a><br><sub>DatanoiseTV</sub></td><td>放棄されたファームウェアやバイナリを LLM で自動解析し、ピンマップや再実装を生成。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yefan911/automated-recompilers"><b>automated-recompilers</b></a><br><sub>yefan911</sub></td><td>コンソール ROM の実行ファイルを静的再コンパイルでネイティブ PC アプリケーションに自動翻訳するフレームワーク。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/zhaofeng130/dsh-rea"><img src="https://opengraph.githubassets.com/1/zhaofeng130/dsh-rea" width="160" alt="zhaofeng130/dsh-rea"></a></td><td><a href="https://github.com/zhaofeng130/dsh-rea"><b>dsh-rea</b></a><br><sub>zhaofeng130</sub></td><td>DeepSeek Harness に REA のスキルとツールを追加</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-casebook"><img src="https://raw.githubusercontent.com/pablodiazjorge/rea-casebook/main/media/session-dark.png" width="160" alt="pablodiazjorge/rea-casebook"></a></td><td><a href="https://github.com/pablodiazjorge/rea-casebook"><b>rea-casebook</b></a><br><sub>pablodiazjorge</sub></td><td>Claude Code の結論すべてに実際の REA 証拠を引用させる</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>設定だけで DeepSeek Harness に REA を組み込む</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>LM Studio のローカルモデルで REA を使う</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>DeepSeek Harness に REA の MCP ツールを登録</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/Sage-is/CleanRoom"><img src="images/cleanroom-card.png" width="160" alt="Sage-is/CleanRoom"></a></td><td><a href="https://github.com/Sage-is/CleanRoom"><b>CleanRoom</b></a><br><sub>Sage-is</sub></td><td>REA のローカル版を Python でシンプルに再実装した MCP サーバーと CLI。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jaenster/setup-msvc"><b>setup-msvc</b></a><br><sub>jaenster</sub></td><td>CI で正確な歴史的 Microsoft Visual C++ ツールチェーン(6.0~2010)をセットアップするヘルパー。逆コンパイル/再コンパイルプロジェクトが元のコンパイラとバイト単位で一致できるようにする。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>PiCode から REA の静的解析ツールを使う</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>小さな Electron ターゲット付きの REA ハンズオン</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/agioracle/rea-unity-game"><b>rea-unity-game</b></a><br><sub>agioracle</sub></td><td>エージェントで Unity ゲームを解析するワークフロー</td><td>❔ 未確認</td><td><sub>—</sub></td></tr>
@@ -548,6 +565,7 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
<tr><td>—</td><td><a href="https://github.com/Stijnus/dsh-rev-eng"><b>dsh-rev-eng</b></a><br><sub>Stijnus</sub></td><td>REA スキルとオプションの MCP をパッケージした DSH プラグイン。リバースエンジニアリングと Mac アプリ構築用。</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/CurLeaf/dsh-command-rea"><b>dsh-command-rea</b></a><br><sub>CurLeaf</sub></td><td>DSH の /rea スラッシュコマンド。リクエストを REA スキルと MCP ツールにルーティング。</td><td>✅ はい</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/LostArtefacts/decomp-tools"><b>decomp-tools</b></a><br><sub>LostArtefacts</sub></td><td>Windows 版トゥームレイダー2~5の一致するデコンパイルを支援するツール。Wine 上でオリジナルの MSVC 5/6 コンパイラを使用。</td><td>いいえ</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/zarvox32/vb-native-decompiler"><b>vb-native-decompiler</b></a><br><sub>zarvox32</sub></td><td>クローズドソースの Visual Basic 5/6 ネイティブコードプログラムを読みやすい VB ソースに逆コンパイルし、すべてのプロシージャを元の機械語と照合して検証するツール。</td><td>いいえ</td><td><sub>—</sub></td></tr>
</table>
## REA 公式ショーケース
+23 -5
View File
@@ -59,8 +59,8 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td>—</td><td><a href="https://github.com/rodneypantonial/sims3-modernization"><b>sims3-modernization</b></a><br><sub>rodneypantonial</sub></td><td>최신 PC에서 심즈 3 끊김과 크래시 줄이기</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>배포 파일로 에이전트가 게임을 역공학하는 프레임워크</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>Ghidra·Hopper·IDA 변형이 있는 REA Docker 이미지</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>Mac·안드로이드·아이폰에서 Wi-Fi로 샤오미 TV 조작</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/nicolvus/a6000-fw-decomp"><b>a6000-fw-decomp</b></a><br><sub>nicolvus</sub></td><td>REA와 Ghidra로 소니 A6000 펌웨어 분석</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>Mac·안드로이드·아이폰에서 Wi-Fi로 샤오미 TV 조작</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>다시 데스크톱 부수기: Gemtree의 2000년작을 macOS와 웹으로</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/sickpyramid/ReaFuse"><img src="https://opengraph.githubassets.com/1/sickpyramid/ReaFuse" width="160" alt="sickpyramid/ReaFuse"></a></td><td><a href="https://github.com/sickpyramid/ReaFuse"><b>ReaFuse</b></a><br><sub>sickpyramid</sub></td><td>REA로 두 JS/TS 프로젝트를 하나로 합치기</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-lab"><img src="https://opengraph.githubassets.com/1/pablodiazjorge/rea-lab" width="160" alt="pablodiazjorge/rea-lab"></a></td><td><a href="https://github.com/pablodiazjorge/rea-lab"><b>rea-lab</b></a><br><sub>pablodiazjorge</sub></td><td>Windows + Ghidra 실습과 사전 등록된 REA 평가</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
@@ -75,9 +75,9 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel을 Rust + Bevy로 부활</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>버려진 게임을 브라우저로 되살림, 원본 파일 미포함</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>설정만으로 DeepSeek Harness에 REA 연결</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>Wispr Flow 음성 파이프라인 해부와 64줄 재구현</td><td>✅ 예</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">동영상 썸네일</a></sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>LM Studio 로컬 모델로 REA 사용</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>DeepSeek Harness에 REA MCP 도구 등록</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>Wispr Flow 음성 파이프라인 해부와 64줄 재구현</td><td>✅ 예</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">동영상 썸네일</a></sub></td></tr>
<tr><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><img src="https://opengraph.githubassets.com/1/KarlssonChristoffer/DiskLens" width="160" alt="KarlssonChristoffer/DiskLens"></a></td><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><b>DiskLens</b></a><br><sub>KarlssonChristoffer</sub></td><td>WinDirStat처럼 Windows 11 디스크 사용량을 시각화</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>PiCode에서 REA 정적 분석 도구 사용</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>작은 Electron 타깃이 있는 REA 실습</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
@@ -298,6 +298,7 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td><a href="https://github.com/Xeeynamo/sotn-decomp"><img src="https://github.com/user-attachments/assets/fff7ddb2-736f-4e7d-b0ee-3c1151649773" width="160" alt="Xeeynamo/sotn-decomp"></a></td><td><a href="https://github.com/Xeeynamo/sotn-decomp"><b>sotn-decomp</b></a><br><sub>Xeeynamo</sub></td><td>악마성 드라큘라 X 월하의 야상곡을 C로 디컴파일</td><td>아니요</td><td><sub>메인테이너 게시물</sub></td></tr>
<tr><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><img src="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png" width="160" alt="shdecompilations/silent-hill-decomp"></a></td><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>shdecompilations</sub></td><td>사일런트 힐(PS1) C 디컴파일 진행 중</td><td>아니요</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png">위키백과(© 권리자)</a></sub></td></tr>
<tr><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><img src="images/silent-hill-decomp-card.png" width="160" alt="SlickAmogus/silent-hill-decomp"></a></td><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>SlickAmogus</sub></td><td>원본 《사일런트 힐 1》 PS1 버전을 역컴파일해서 만든, 현대 PC에서 플레이할 수 있는 오픈소스 이식판.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/TekRantGaming/muppet-racemania-recompiled"><b>muppet-racemania-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>클로즈드 소스인 머펫 레이스매니아(PlayStation)를 정적 재컴파일해서 만든 PC 네이티브 포트. 16:9와 60FPS 지원.</td><td>아니요</td><td><sub>—</sub></td></tr>
</table>
### PlayStation 2
@@ -308,7 +309,10 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><th width="170">이미지</th><th>프로젝트</th><th>소개</th><th>rea 사용</th><th>이미지 출처</th></tr>
<tr><td><a href="https://github.com/ran-j/PS2Recomp"><img src="https://opengraph.githubassets.com/1/ran-j/PS2Recomp" width="160" alt="ran-j/PS2Recomp"></a></td><td><a href="https://github.com/ran-j/PS2Recomp"><b>PS2Recomp</b></a><br><sub>ran-j</sub></td><td>PS2 게임을 네이티브 PC 실행 파일로 리컴파일</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/open-goal/jak-project"><img src="https://raw.githubusercontent.com/open-goal/jak-project/master/docs/img/promosmall1.png" width="160" alt="open-goal/jak-project"></a></td><td><a href="https://github.com/open-goal/jak-project"><b>jak-project</b></a><br><sub>open-goal</sub></td><td>잭 앤 덱스터를 PC에서 네이티브로(디스크 직접 준비)</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/Yaz-Myst/ZOE-Recompiled"><b>ZOE-Recompiled</b></a><br><sub>Yaz-Myst</sub></td><td>클로즈드 소스인 존 오브 엔더스(PS2)를 정적 재컴파일해서 Windows에서 네이티브로 돌아가게 만든 것. 자신의 디스크가 필요.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><img src="images/sotc-decomp-card.png" width="160" alt="TheRealestNwah/sotc-decomp"></a></td><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><b>sotc-decomp</b></a><br><sub>TheRealestNwah</sub></td><td>《왕다와 거상》(PS2) 매칭 디컴파일 프로젝트. 원본 게임 코드를 복원해 네이티브 PC 포트를 목표로 함.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><img src="https://p3fmmo.com/p3fesdecompheader.png" width="160" alt="C-GBL/P3FES-Decompilation"></a></td><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><b>P3FES-Decompilation</b></a><br><sub>C-GBL</sub></td><td>클로즈드 소스인 페르소나 3 FES(PS2)를 정적 재컴파일해서 C++로 만들어 Windows에서 네이티브로 돌아가게 한 것. 자신의 복사본이 필요.</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><img src="https://raw.githubusercontent.com/TekRantGaming/cartoon-network-racing-recompiled/main/docs/images/header.jpg" width="160" alt="TekRantGaming/cartoon-network-racing-recompiled"></a></td><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><b>cartoon-network-racing-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>클로즈드 소스인 Cartoon Network Racing(PS2)을 정적 재컴파일해서 만든 PC 네이티브 포트. 와이드스크린과 고프레임 지원. 자신의 디스크가 필요.</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
</table>
#### 리메이크 / 포팅
@@ -327,6 +331,7 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<table>
<tr><th width="170">이미지</th><th>프로젝트</th><th>소개</th><th>rea 사용</th><th>이미지 출처</th></tr>
<tr><td><a href="https://github.com/hedge-dev/XenonRecomp"><img src="https://opengraph.githubassets.com/1/hedge-dev/XenonRecomp" width="160" alt="hedge-dev/XenonRecomp"></a></td><td><a href="https://github.com/hedge-dev/XenonRecomp"><b>XenonRecomp</b></a><br><sub>hedge-dev</sub></td><td>Xbox 360 게임을 네이티브 C++로 리컴파일</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/cdetv/conker-live-recompiled"><img src="https://raw.githubusercontent.com/cdetv/conker-live-recompiled/main/images/logo.png" width="160" alt="cdetv/conker-live-recompiled"></a></td><td><a href="https://github.com/cdetv/conker-live-recompiled"><b>conker-live-recompiled</b></a><br><sub>cdetv</sub></td><td>클로즈드 소스인 콘커: 라이브 &amp; 리로디드(원본 Xbox)를 정적 재컴파일해서 Windows에서 네이티브로 돌아가게 만든 것.</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
</table>
#### 리메이크 / 포팅
@@ -356,13 +361,19 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td><a href="https://github.com/openblack/bw1-decomp"><img src="images/bw1-decomp-card.png" width="160" alt="openblack/bw1-decomp"></a></td><td><a href="https://github.com/openblack/bw1-decomp"><b>bw1-decomp</b></a><br><sub>openblack</sub></td><td>클래식 PC 신 게임 《블랙 앤 화이트 1》의 디컴파일 프로젝트. 원본 클로즈드 소스 코드를 오픈소스로 재구성.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/dx-ball"><img src="https://raw.githubusercontent.com/N0zoM1z0/dx-ball/main/resources/dxball-title.png" width="160" alt="N0zoM1z0/dx-ball"></a></td><td><a href="https://github.com/N0zoM1z0/dx-ball"><b>dx-ball</b></a><br><sub>N0zoM1z0</sub></td><td>DX-Ball 1.07을 C/C++로 재구성하고 원본 x86과 대조 테스트</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th08"></a></td><td><a href="https://github.com/N0zoM1z0/th08"><b>th08</b></a><br><sub>N0zoM1z0</sub></td><td>동방영야초를 소스 코드로 재구성</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jmars125/xcx-recomp"><b>xcx-recomp</b></a><br><sub>jmars125</sub></td><td>클로즈드 소스인 제노블레이드 크로닉스 X 디피니티브 에디션(Switch)을 정적 재컴파일해서 Windows에서 네이티브로 돌아가는 프로그램으로 만든 것. 합법적으로 덤프한 자신의 파일이 필요.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th04"><img src="https://raw.githubusercontent.com/N0zoM1z0/th04/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th04"></a></td><td><a href="https://github.com/N0zoM1z0/th04"><b>th04</b></a><br><sub>N0zoM1z0</sub></td><td>동방환상향(PC-98)을 읽을 수 있는 소스로, 원래 컴파일러로 검증</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th105"><img src="https://raw.githubusercontent.com/N0zoM1z0/th105/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th105"></a></td><td><a href="https://github.com/N0zoM1z0/th105"><b>th105</b></a><br><sub>N0zoM1z0</sub></td><td>동방비상천을 소스 코드로 재구성</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th095"><img src="https://raw.githubusercontent.com/N0zoM1z0/th095/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th095"></a></td><td><a href="https://github.com/N0zoM1z0/th095"><b>th095</b></a><br><sub>N0zoM1z0</sub></td><td>동방문화첩을 소스 코드로 재구성</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/0xd34db8/LF2-decomp"><b>LF2-decomp</b></a><br><sub>0xd34db8</sub></td><td>클로즈드 소스인 리틀 파이터 2를 현대 C++20 소스로 완전히 디컴파일한 것. 원본 x86 기계어와 바이트 단위로 일치.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th10"><img src="https://raw.githubusercontent.com/N0zoM1z0/th10/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th10"></a></td><td><a href="https://github.com/N0zoM1z0/th10"><b>th10</b></a><br><sub>N0zoM1z0</sub></td><td>동방풍신록을 소스 코드로 재구성</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th09"><img src="https://raw.githubusercontent.com/N0zoM1z0/th09/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th09"></a></td><td><a href="https://github.com/N0zoM1z0/th09"><b>th09</b></a><br><sub>N0zoM1z0</sub></td><td>동방화영총을 소스 코드로 재구성</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><img src="https://opengraph.githubassets.com/1/N0zoM1z0/touhou-reverse-engineering" width="160" alt="N0zoM1z0/touhou-reverse-engineering"></a></td><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><b>touhou-reverse-engineering</b></a><br><sub>N0zoM1z0</sub></td><td>증거 중심 동방 IDA 노트, 런타임 패치 실험 포함</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/kazuyette/senjin-recomped"><b>senjin-recomped</b></a><br><sub>kazuyette</sub></td><td>클로즈드 소스 아케이드 게임 센진 알레스트(APM3)를 정적 재컴파일해서 Linux x86-64 네이티브 바이너리로 만든 것. Windows용 대체 DLL도 포함.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/timboat/demons-souls-recomp"><b>demons-souls-recomp</b></a><br><sub>timboat</sub></td><td>ps3recomp 정적 재컴파일로 클로즈드 소스인 데몬즈 소울(PS3)을 Windows에서 네이티브로 돌아가게 만든 것. 자신의 디스크 이미지가 필요.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yamahuser/mhfz-decomp"><b>mhfz-decomp</b></a><br><sub>yamahuser</sub></td><td>몬스터 헌터 프론티어 Z 온라인 클라이언트의 리버스 엔지니어링: 함수 이름, 사양 및 보조 도구. 캡콤 원본 코드는 포함되지 않습니다.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/phys-winner/pc_decomp_ut3"><b>pc_decomp_ut3</b></a><br><sub>phys-winner</sub></td><td>클로즈드 소스인 언리얼 토너먼트 3(PC)를 정적 재컴파일해서 Android ARM64 네이티브 코드로 만든 것. 원본 Win32/Direct3D 9 호출용 호환 레이어 포함.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/awkto/deadly-tide-decomp"><b>deadly-tide-decomp</b></a><br><sub>awkto</sub></td><td>1996년 클로즈드 소스 게임 Deadly Tide의 역공학과 현대 WebAssembly 재구현. 원본 게임 데이터는 포함되지 않음.</td><td>아니요</td><td><sub>—</sub></td></tr>
</table>
#### 리메이크 / 포팅
@@ -375,8 +386,8 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td><a href="https://github.com/OpenMW/openmw"><img src="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png" width="160" alt="OpenMW/openmw"></a></td><td><a href="https://github.com/OpenMW/openmw"><b>openmw</b></a><br><sub>OpenMW</sub></td><td>모로윈드를 현대적인 오픈소스 엔진으로 플레이</td><td>아니요</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png">위키백과(© 권리자)</a></sub></td></tr>
<tr><td><a href="https://github.com/Interkarma/daggerfall-unity"><img src="https://github.com/Interkarma/daggerfall-unity/assets/10426244/4f176f9d-6332-47b3-a4d7-317ed8d6b38b" width="160" alt="Interkarma/daggerfall-unity"></a></td><td><a href="https://github.com/Interkarma/daggerfall-unity"><b>daggerfall-unity</b></a><br><sub>Interkarma</sub></td><td>대거폴을 Unity로 재현(보유한 게임 데이터 사용)</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/scummvm/scummvm"><img src="https://www.scummvm.org/data/screenshots/prince/prince/prince_win_en_1_3_full.png" width="160" alt="scummvm/scummvm"></a></td><td><a href="https://github.com/scummvm/scummvm"><b>scummvm</b></a><br><sub>scummvm</sub></td><td>고전 포인트 앤 클릭 어드벤처를 거의 모든 기기에서</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>초대 UFO / X-COM을 현대 오픈소스 엔진으로</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/valentderah/totk-pc-recomp"><img src="images/totk-pc-recomp-card.png" width="160" alt="valentderah/totk-pc-recomp"></a></td><td><a href="https://github.com/valentderah/totk-pc-recomp"><b>totk-pc-recomp</b></a><br><sub>valentderah</sub></td><td>닌텐도 스위치 버전의 젤다의 전설: 티어즈 오브 더 킹덤을 에뮬레이터 없이 실행되는 네이티브 Windows 프로그램으로 정적 재컴파일합니다. 게임 파일은 직접 준비해야 합니다.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>초대 UFO / X-COM을 현대 오픈소스 엔진으로</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="perfect-dark-pc-port/perfect_dark"></a></td><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><b>perfect_dark</b></a><br><sub>perfect-dark-pc-port</sub></td><td>퍼펙트 다크를 PC에서 네이티브로(ROM 직접 준비)</td><td>아니요</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg">위키백과(© 권리자)</a></sub></td></tr>
<tr><td><a href="https://github.com/julianxhokaxhiu/FFNx"><img src="https://raw.githubusercontent.com/julianxhokaxhiu/FFNx/master/.screens/ff7.png" width="160" alt="julianxhokaxhiu/FFNx"></a></td><td><a href="https://github.com/julianxhokaxhiu/FFNx"><b>FFNx</b></a><br><sub>julianxhokaxhiu</sub></td><td>PC판 FF7/FF8용 최신 드라이버 겸 모드 플랫폼</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/smm2recomp/smm2recomp"><b>smm2recomp</b></a><br><sub>smm2recomp</sub></td><td>폐쇄 소스 Switch 『슈퍼 마리오 메이커 2』를 정적 재컴파일로 PC·Mac·Linux 등에서 네이티브로 실행되게 만든 것. 자신의 덤프가 필요함.</td><td>아니요</td><td><sub>—</sub></td></tr>
@@ -384,16 +395,18 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td><a href="https://github.com/tmcleroy/cps2recomp"><img src="images/cps2recomp-card.png" width="160" alt="tmcleroy/cps2recomp"></a></td><td><a href="https://github.com/tmcleroy/cps2recomp"><b>cps2recomp</b></a><br><sub>tmcleroy</sub></td><td>캡콤 CPS-2 아케이드 게임(스트리트 파이터 알파 2 등)을 정적 리컴파일로 만든 비공식 네이티브 PC 포트. ROM은 직접 준비.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><img src="https://raw.githubusercontent.com/Moxnatiy/OpenBattlefield2/master/docs/screenshots/menu-main.png" width="160" alt="Moxnatiy/OpenBattlefield2"></a></td><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><b>OpenBattlefield2</b></a><br><sub>Moxnatiy</sub></td><td>배틀필드 2 엔진을 C++20으로 클린룸 재구현(보유한 게임 사용)</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08-web"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08-web/main/resources/th08-web-social-preview.jpg" width="160" alt="N0zoM1z0/th08-web"></a></td><td><a href="https://github.com/N0zoM1z0/th08-web"><b>th08-web</b></a><br><sub>N0zoM1z0</sub></td><td>th08 재구성을 바탕으로 브라우저에서 즐기는 영야초</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>1992년 세가 아케이드 게임 OutRunners를 일치하는 C 디컴파일을 기반으로 PC와 콘솔용 네이티브 포트로 만듭니다. ROM은 직접 준비하세요.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/AsyncFinn/rook"><img src="https://opengraph.githubassets.com/1/AsyncFinn/rook" width="160" alt="AsyncFinn/rook"></a></td><td><a href="https://github.com/AsyncFinn/rook"><b>rook</b></a><br><sub>AsyncFinn</sub></td><td>Studio와 대조해 테스트하는 Rust 기반 Roblox 호환 엔진</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>다시 데스크톱 부수기: Gemtree의 2000년작을 macOS와 웹으로</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/tallowmere/free-heroes4"><img src="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg" width="160" alt="tallowmere/free-heroes4"></a></td><td><a href="https://github.com/tallowmere/free-heroes4"><b>free-heroes4</b></a><br><sub>tallowmere</sub></td><td>히어로즈 오브 마이트 앤 매직 IV를 C++23 새 엔진으로(GOG 파일 사용)</td><td>아니요</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg">위키백과(© 권리자)</a></sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>1992년 세가 아케이드 게임 OutRunners를 일치하는 C 디컴파일을 기반으로 PC와 콘솔용 네이티브 포트로 만듭니다. ROM은 직접 준비하세요.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><img src="https://raw.githubusercontent.com/tuunanet/rea-ski-or-die-reconstruction/main/docs/snowball-war.gif" width="160" alt="tuunanet/rea-ski-or-die-reconstruction"></a></td><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><b>rea-ski-or-die-reconstruction</b></a><br><sub>tuunanet</sub></td><td>Ski or Die 눈싸움을 Rust + SDL2로 재구현(에셋은 직접 준비)</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel을 Rust + Bevy로 부활</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>버려진 게임을 브라우저로 되살림, 원본 파일 미포함</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/carlhako/keen-clone"><b>keen-clone</b></a><br><sub>carlhako</sub></td><td>REA + Ghidra로 함수 단위 복원한 Commander Keen 1의 네이티브 Linux/SDL2 재구현</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NathanKanaeru/samp-client-re"><b>samp-client-re</b></a><br><sub>NathanKanaeru</sub></td><td>REA/Ghidra로 아키텍처를 복원한 SA-MP 0.3.DL-R1 클린룸 클라이언트 재구현</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/openage/openage"><b>openage</b></a><br><sub>openage</sub></td><td>Age of Empires II 등 RTS의 오픈소스 엔진 재구현</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/thepoprock/mudbrick"><b>mudbrick</b></a><br><sub>thepoprock</sub></td><td>클로즈드 소스인 시드 마이어의 문명 II(1996)를 클린룸 방식으로 처음부터 TypeScript로 다시 쓴 무료 오픈소스 브라우저 재구현. MIT 라이선스.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NostalgiaRealm/A2-Racer-4"><b>A2-Racer-4</b></a><br><sub>NostalgiaRealm</sub></td><td>클로즈드 소스 게임 A2 레이서 4(Davilex, 2000)의 브라우저 및 데스크톱 포트. 게임의 x86 코드를 WebAssembly로 재컴파일하고 메뉴는 손으로 다시 작성.</td><td>아니요</td><td><sub>—</sub></td></tr>
</table>
#### 에셋 추출 및 도구
@@ -527,20 +540,24 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td>—</td><td><a href="https://github.com/fosdickio/binary_ninja_mcp"><b>binary_ninja_mcp</b></a><br><sub>fosdickio</sub></td><td>LLM 에이전트가 Binary Ninja를 구동할 수 있는 MCP 서버 (디컴파일, xref, 이름 변경 등).</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/radareorg/radare2-mcp"><b>radare2-mcp</b></a><br><sub>radareorg</sub></td><td>radare2 공식 MCP stdio 서버</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><img src="https://opengraph.githubassets.com/1/ShadowSwaps/REA-Reconstruction-Companion" width="160" alt="ShadowSwaps/REA-Reconstruction-Companion"></a></td><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><b>REA-Reconstruction-Companion</b></a><br><sub>ShadowSwaps</sub></td><td>재구성을 항상 증거와 연결하는 에이전트 스킬</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>손으로 쓴 어셈블리도 읽기 쉬운 의사 C로 바꾸는 Rizin용 디컴파일러</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/giveen/decomp.anything"><b>decomp.anything</b></a><br><sub>giveen</sub></td><td>업데이트 중단된 매칭 디컴파일러 decomp.wtf의 활성 포크. Windows/Linux 바이너리 지원과 REA 브리지를 추가해 게임 외 프로그램도 AI가 역공학할 수 있게 함.</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>손으로 쓴 어셈블리도 읽기 쉬운 의사 C로 바꾸는 Rizin용 디컴파일러</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/czcdr/dsh-plugin-rea"><img src="https://raw.githubusercontent.com/czcdr/dsh-plugin-rea/main/assets/screenshot-1.png" width="160" alt="czcdr/dsh-plugin-rea"></a></td><td><a href="https://github.com/czcdr/dsh-plugin-rea"><b>dsh-plugin-rea</b></a><br><sub>czcdr</sub></td><td>DeepSeek Harness에서 REA 사용, Ghidra 자동 설치</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/0xshlomil/ida-free-mcp"><img src="https://opengraph.githubassets.com/1/0xshlomil/ida-free-mcp" width="160" alt="0xshlomil/ida-free-mcp"></a></td><td><a href="https://github.com/0xshlomil/ida-free-mcp"><b>ida-free-mcp</b></a><br><sub>0xshlomil</sub></td><td>MCP로 AI 에이전트가 IDA Free 사용</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/MistblastClear/UEBulkExport-rpocket"><b>UEBulkExport-rpocket</b></a><br><sub>MistblastClear</sub></td><td>언리얼 엔진 게임 컨테이너(.pak / .utoc / .ucas) 전체를 텍스처, 메시, 애니메이션, 오디오, 레벨이 든 폴더로 한 번에 추출하는 명령줄 도구.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/FurkanAnc/totk-launcher"><b>totk-launcher</b></a><br><sub>FurkanAnc</sub></td><td>기존 젤다의 전설 왕국의 눈물 PC 재컴파일 버전용 런처. 설정 변경, 키 재바인딩, 업적, 세이브 백업, 치트를 지원.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/dav1dngy/era-agent"><img src="https://raw.githubusercontent.com/dav1dngy/era-agent/main/docs/assets/screenshots/01-main-workspace.png" width="160" alt="dav1dngy/era-agent"></a></td><td><a href="https://github.com/dav1dngy/era-agent"><b>era-agent</b></a><br><sub>dav1dngy</sub></td><td>증거 기반으로 스스로 개선을 시도하는 리버싱 에이전트</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>배포 파일로 에이전트가 게임을 역공학하는 프레임워크</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>Ghidra·Hopper·IDA 변형이 있는 REA Docker 이미지</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/DatanoiseTV/revenant"><img src="images/revenant-card.png" width="160" alt="DatanoiseTV/revenant"></a></td><td><a href="https://github.com/DatanoiseTV/revenant"><b>revenant</b></a><br><sub>DatanoiseTV</sub></td><td>버려진 펌웨어와 바이너리를 LLM으로 자동 역공학하고 핀맵이나 재구현을 생성.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yefan911/automated-recompilers"><b>automated-recompilers</b></a><br><sub>yefan911</sub></td><td>콘솔 ROM 실행 파일을 정적 재컴파일을 통해 네이티브 PC 애플리케이션으로 자동 번역하는 프레임워크.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/zhaofeng130/dsh-rea"><img src="https://opengraph.githubassets.com/1/zhaofeng130/dsh-rea" width="160" alt="zhaofeng130/dsh-rea"></a></td><td><a href="https://github.com/zhaofeng130/dsh-rea"><b>dsh-rea</b></a><br><sub>zhaofeng130</sub></td><td>DeepSeek Harness에 REA 스킬과 도구 추가</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-casebook"><img src="https://raw.githubusercontent.com/pablodiazjorge/rea-casebook/main/media/session-dark.png" width="160" alt="pablodiazjorge/rea-casebook"></a></td><td><a href="https://github.com/pablodiazjorge/rea-casebook"><b>rea-casebook</b></a><br><sub>pablodiazjorge</sub></td><td>Claude Code의 모든 결론에 실제 REA 증거를 인용하게</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>설정만으로 DeepSeek Harness에 REA 연결</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>LM Studio 로컬 모델로 REA 사용</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>DeepSeek Harness에 REA MCP 도구 등록</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/Sage-is/CleanRoom"><img src="images/cleanroom-card.png" width="160" alt="Sage-is/CleanRoom"></a></td><td><a href="https://github.com/Sage-is/CleanRoom"><b>CleanRoom</b></a><br><sub>Sage-is</sub></td><td>REA의 로컬 버전을 Python으로 단순하게 재구현한 MCP 서버와 CLI.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jaenster/setup-msvc"><b>setup-msvc</b></a><br><sub>jaenster</sub></td><td>CI에서 정확한 역사적 Microsoft Visual C++ 툴체인(6.0~2010)을 설치해주는 도우미. 디컴파일/재컴파일 프로젝트가 원본 컴파일러와 바이트 단위로 일치할 수 있게 함.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>PiCode에서 REA 정적 분석 도구 사용</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>작은 Electron 타깃이 있는 REA 실습</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/agioracle/rea-unity-game"><b>rea-unity-game</b></a><br><sub>agioracle</sub></td><td>에이전트로 Unity 게임을 역공학하는 워크플로</td><td>❔ 미확인</td><td><sub>—</sub></td></tr>
@@ -548,6 +565,7 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
<tr><td>—</td><td><a href="https://github.com/Stijnus/dsh-rev-eng"><b>dsh-rev-eng</b></a><br><sub>Stijnus</sub></td><td>REA 스킬과 선택적 MCP를 DSH 플러그인으로 패키징. 리버스 엔지니어링 및 Mac 앱 빌드용.</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/CurLeaf/dsh-command-rea"><b>dsh-command-rea</b></a><br><sub>CurLeaf</sub></td><td>DSH /rea 슬래시 명령. 요청을 REA 스킬과 MCP 도구로 라우팅.</td><td>✅ 예</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/LostArtefacts/decomp-tools"><b>decomp-tools</b></a><br><sub>LostArtefacts</sub></td><td>Windows 버전 툼 레이더 2~5의 일치하는 디컴파일을 돕는 도구. Wine에서 원본 MSVC 5/6 컴파일러를 사용합니다.</td><td>아니요</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/zarvox32/vb-native-decompiler"><b>vb-native-decompiler</b></a><br><sub>zarvox32</sub></td><td>클로즈드 소스 Visual Basic 5/6 네이티브 코드 프로그램을 읽기 쉬운 VB 소스로 디컴파일한 뒤, 모든 프로시저를 원본 기계어와 대조해 검증하는 도구.</td><td>아니요</td><td><sub>—</sub></td></tr>
</table>
## REA 공식 쇼케이스
+23 -5
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@@ -59,8 +59,8 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td>—</td><td><a href="https://github.com/rodneypantonial/sims3-modernization"><b>sims3-modernization</b></a><br><sub>rodneypantonial</sub></td><td>Make The Sims 3 stutter and crash less on modern PCs</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>A framework for agents to reverse engineer games from shipped files</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>REA in Docker, with Ghidra, Hopper or IDA variants</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>Control Xiaomi TVs over Wi-Fi from Mac, Android or iPhone</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/nicolvus/a6000-fw-decomp"><b>a6000-fw-decomp</b></a><br><sub>nicolvus</sub></td><td>Dig into Sony A6000 camera firmware with REA and Ghidra</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>Control Xiaomi TVs over Wi-Fi from Mac, Android or iPhone</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>Smash your desktop again: Gemtree&#x27;s 2000 toy on macOS and the web</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/sickpyramid/ReaFuse"><img src="https://opengraph.githubassets.com/1/sickpyramid/ReaFuse" width="160" alt="sickpyramid/ReaFuse"></a></td><td><a href="https://github.com/sickpyramid/ReaFuse"><b>ReaFuse</b></a><br><sub>sickpyramid</sub></td><td>Merge two JS/TS projects into one, guided by REA</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-lab"><img src="https://opengraph.githubassets.com/1/pablodiazjorge/rea-lab" width="160" alt="pablodiazjorge/rea-lab"></a></td><td><a href="https://github.com/pablodiazjorge/rea-lab"><b>rea-lab</b></a><br><sub>pablodiazjorge</sub></td><td>Windows + Ghidra exercises and a pre-registered REA study</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
@@ -75,9 +75,9 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel, reborn in Rust + Bevy</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>Abandoned games brought back to the browser, no original files included</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>A config-only way to mount REA in DeepSeek Harness</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>Wispr Flow&#x27;s voice pipeline, taken apart, plus a 64-line rebuild</td><td>✅ Yes</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">Video thumbnail</a></sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>Run REA with local models in LM Studio</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>Register REA&#x27;s MCP tools in DeepSeek Harness</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>Wispr Flow&#x27;s voice pipeline, taken apart, plus a 64-line rebuild</td><td>✅ Yes</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">Video thumbnail</a></sub></td></tr>
<tr><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><img src="https://opengraph.githubassets.com/1/KarlssonChristoffer/DiskLens" width="160" alt="KarlssonChristoffer/DiskLens"></a></td><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><b>DiskLens</b></a><br><sub>KarlssonChristoffer</sub></td><td>See what fills your Windows 11 disk, WinDirStat-style</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>REA&#x27;s static-analysis tools inside PiCode</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>A hands-on REA lab with a tiny Electron target</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
@@ -298,6 +298,7 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td><a href="https://github.com/Xeeynamo/sotn-decomp"><img src="https://github.com/user-attachments/assets/fff7ddb2-736f-4e7d-b0ee-3c1151649773" width="160" alt="Xeeynamo/sotn-decomp"></a></td><td><a href="https://github.com/Xeeynamo/sotn-decomp"><b>sotn-decomp</b></a><br><sub>Xeeynamo</sub></td><td>Castlevania: Symphony of the Night, decompiled to C</td><td>No</td><td><sub>Maintainer post</sub></td></tr>
<tr><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><img src="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png" width="160" alt="shdecompilations/silent-hill-decomp"></a></td><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>shdecompilations</sub></td><td>Silent Hill (PS1), being decompiled to C</td><td>No</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png">Wikipedia (© owner)</a></sub></td></tr>
<tr><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><img src="images/silent-hill-decomp-card.png" width="160" alt="SlickAmogus/silent-hill-decomp"></a></td><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>SlickAmogus</sub></td><td>An open-source multiplatform port of the original Silent Hill 1, built from a decompilation of the PS1 version so you can play the classic horror game on modern PCs.</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/TekRantGaming/muppet-racemania-recompiled"><b>muppet-racemania-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>Native PC port of the closed-source Muppet RaceMania (PlayStation), made by static recompilation. Supports 16:9 and 60 FPS.</td><td>No</td><td><sub>—</sub></td></tr>
</table>
### PlayStation 2
@@ -308,7 +309,10 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><th width="170">Image</th><th>Project</th><th>What you get</th><th>Uses rea</th><th>Image source</th></tr>
<tr><td><a href="https://github.com/ran-j/PS2Recomp"><img src="https://opengraph.githubassets.com/1/ran-j/PS2Recomp" width="160" alt="ran-j/PS2Recomp"></a></td><td><a href="https://github.com/ran-j/PS2Recomp"><b>PS2Recomp</b></a><br><sub>ran-j</sub></td><td>Recompile PS2 games into native PC executables</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/open-goal/jak-project"><img src="https://raw.githubusercontent.com/open-goal/jak-project/master/docs/img/promosmall1.png" width="160" alt="open-goal/jak-project"></a></td><td><a href="https://github.com/open-goal/jak-project"><b>jak-project</b></a><br><sub>open-goal</sub></td><td>Play Jak and Daxter natively on PC (bring your own disc)</td><td>No</td><td><sub>Project README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/Yaz-Myst/ZOE-Recompiled"><b>ZOE-Recompiled</b></a><br><sub>Yaz-Myst</sub></td><td>A native Windows port of the closed-source Zone of the Enders (PlayStation 2), made by statically recompiling the game’s code. Bring your own disc.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><img src="images/sotc-decomp-card.png" width="160" alt="TheRealestNwah/sotc-decomp"></a></td><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><b>sotc-decomp</b></a><br><sub>TheRealestNwah</sub></td><td>Matching decompilation of Shadow of the Colossus (PS2), aiming to reconstruct the original game code for a potential native PC port.</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><img src="https://p3fmmo.com/p3fesdecompheader.png" width="160" alt="C-GBL/P3FES-Decompilation"></a></td><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><b>P3FES-Decompilation</b></a><br><sub>C-GBL</sub></td><td>Turns the closed-source Persona 3 FES (PlayStation 2) into a native Windows program by statically recompiling its code into C++. Bring your own copy.</td><td>No</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><img src="https://raw.githubusercontent.com/TekRantGaming/cartoon-network-racing-recompiled/main/docs/images/header.jpg" width="160" alt="TekRantGaming/cartoon-network-racing-recompiled"></a></td><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><b>cartoon-network-racing-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>Native PC port of the closed-source Cartoon Network Racing (PlayStation 2), made by static recompilation. Widescreen and high frame rates. Bring your own disc.</td><td>No</td><td><sub>Project README</sub></td></tr>
</table>
#### Remake / Port
@@ -327,6 +331,7 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<table>
<tr><th width="170">Image</th><th>Project</th><th>What you get</th><th>Uses rea</th><th>Image source</th></tr>
<tr><td><a href="https://github.com/hedge-dev/XenonRecomp"><img src="https://opengraph.githubassets.com/1/hedge-dev/XenonRecomp" width="160" alt="hedge-dev/XenonRecomp"></a></td><td><a href="https://github.com/hedge-dev/XenonRecomp"><b>XenonRecomp</b></a><br><sub>hedge-dev</sub></td><td>Recompile Xbox 360 games into native C++</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/cdetv/conker-live-recompiled"><img src="https://raw.githubusercontent.com/cdetv/conker-live-recompiled/main/images/logo.png" width="160" alt="cdetv/conker-live-recompiled"></a></td><td><a href="https://github.com/cdetv/conker-live-recompiled"><b>conker-live-recompiled</b></a><br><sub>cdetv</sub></td><td>A native Windows PC version of the closed-source Conker: Live &amp; Reloaded (original Xbox), created by statically recompiling the game’s code.</td><td>No</td><td><sub>Project README</sub></td></tr>
</table>
#### Remake / Port
@@ -356,13 +361,19 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td><a href="https://github.com/openblack/bw1-decomp"><img src="images/bw1-decomp-card.png" width="160" alt="openblack/bw1-decomp"></a></td><td><a href="https://github.com/openblack/bw1-decomp"><b>bw1-decomp</b></a><br><sub>openblack</sub></td><td>Decompilation of the classic PC god game Black &amp; White 1, reconstructing the original closed-source code into open source.</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/dx-ball"><img src="https://raw.githubusercontent.com/N0zoM1z0/dx-ball/main/resources/dxball-title.png" width="160" alt="N0zoM1z0/dx-ball"></a></td><td><a href="https://github.com/N0zoM1z0/dx-ball"><b>dx-ball</b></a><br><sub>N0zoM1z0</sub></td><td>DX-Ball 1.07 rebuilt in C/C++, tested against the original x86</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th08"></a></td><td><a href="https://github.com/N0zoM1z0/th08"><b>th08</b></a><br><sub>N0zoM1z0</sub></td><td>Touhou 8: Imperishable Night reconstructed as source</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jmars125/xcx-recomp"><b>xcx-recomp</b></a><br><sub>jmars125</sub></td><td>Turns the closed-source Xenoblade Chronicles X: Definitive Edition (Switch) into a native Windows program by statically recompiling its code. You bring your own legally dumped files.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th04"><img src="https://raw.githubusercontent.com/N0zoM1z0/th04/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th04"></a></td><td><a href="https://github.com/N0zoM1z0/th04"><b>th04</b></a><br><sub>N0zoM1z0</sub></td><td>Touhou 4 (PC-98) as readable source, checked against the original compiler</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th105"><img src="https://raw.githubusercontent.com/N0zoM1z0/th105/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th105"></a></td><td><a href="https://github.com/N0zoM1z0/th105"><b>th105</b></a><br><sub>N0zoM1z0</sub></td><td>Touhou 10.5: Scarlet Weather Rhapsody, reconstructed as source</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th095"><img src="https://raw.githubusercontent.com/N0zoM1z0/th095/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th095"></a></td><td><a href="https://github.com/N0zoM1z0/th095"><b>th095</b></a><br><sub>N0zoM1z0</sub></td><td>Touhou 9.5: Shoot the Bullet, reconstructed as source</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/0xd34db8/LF2-decomp"><b>LF2-decomp</b></a><br><sub>0xd34db8</sub></td><td>A true 1:1 decompilation of the closed-source Little Fighter 2 into modern C++20 source that matches the original x86 machine code.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th10"><img src="https://raw.githubusercontent.com/N0zoM1z0/th10/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th10"></a></td><td><a href="https://github.com/N0zoM1z0/th10"><b>th10</b></a><br><sub>N0zoM1z0</sub></td><td>Touhou 10: Mountain of Faith reconstructed as source</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th09"><img src="https://raw.githubusercontent.com/N0zoM1z0/th09/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th09"></a></td><td><a href="https://github.com/N0zoM1z0/th09"><b>th09</b></a><br><sub>N0zoM1z0</sub></td><td>Touhou 9: Phantasmagoria of Flower View, reconstructed as source</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><img src="https://opengraph.githubassets.com/1/N0zoM1z0/touhou-reverse-engineering" width="160" alt="N0zoM1z0/touhou-reverse-engineering"></a></td><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><b>touhou-reverse-engineering</b></a><br><sub>N0zoM1z0</sub></td><td>Evidence-first IDA notes on Touhou, with live patch experiments</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/kazuyette/senjin-recomped"><b>senjin-recomped</b></a><br><sub>kazuyette</sub></td><td>Static recompilation of the closed-source arcade game Senjin Aleste (APM3) into a native Linux x86-64 binary, plus a Windows replacement DLL.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/timboat/demons-souls-recomp"><b>demons-souls-recomp</b></a><br><sub>timboat</sub></td><td>Native Windows port of the closed-source Demon&#x27;s Souls (PlayStation 3), made with ps3recomp static recompilation. Bring your own disc image.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yamahuser/mhfz-decomp"><b>mhfz-decomp</b></a><br><sub>yamahuser</sub></td><td>Reverse-engineering work on the Monster Hunter Frontier Z online client: function names, specifications and helper tools. Does not include Capcom&#x27;s original code.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/phys-winner/pc_decomp_ut3"><b>pc_decomp_ut3</b></a><br><sub>phys-winner</sub></td><td>Statically recompiles the closed-source Unreal Tournament 3 (PC) into native Android ARM64 code, with a compatibility layer for its original Win32/Direct3D 9 calls.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/awkto/deadly-tide-decomp"><b>deadly-tide-decomp</b></a><br><sub>awkto</sub></td><td>Reverse engineering and a modern WebAssembly reimplementation of the closed-source 1996 game Deadly Tide. No original game data is included.</td><td>No</td><td><sub>—</sub></td></tr>
</table>
#### Remake / Port
@@ -375,8 +386,8 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td><a href="https://github.com/OpenMW/openmw"><img src="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png" width="160" alt="OpenMW/openmw"></a></td><td><a href="https://github.com/OpenMW/openmw"><b>openmw</b></a><br><sub>OpenMW</sub></td><td>Play Morrowind on a modern open-source engine</td><td>No</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png">Wikipedia (© owner)</a></sub></td></tr>
<tr><td><a href="https://github.com/Interkarma/daggerfall-unity"><img src="https://github.com/Interkarma/daggerfall-unity/assets/10426244/4f176f9d-6332-47b3-a4d7-317ed8d6b38b" width="160" alt="Interkarma/daggerfall-unity"></a></td><td><a href="https://github.com/Interkarma/daggerfall-unity"><b>daggerfall-unity</b></a><br><sub>Interkarma</sub></td><td>Daggerfall recreated in Unity (uses your own game data)</td><td>No</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/scummvm/scummvm"><img src="https://www.scummvm.org/data/screenshots/prince/prince/prince_win_en_1_3_full.png" width="160" alt="scummvm/scummvm"></a></td><td><a href="https://github.com/scummvm/scummvm"><b>scummvm</b></a><br><sub>scummvm</sub></td><td>Play classic point-and-click adventures on almost anything</td><td>No</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>Play the original UFO / X-COM on a modern open-source engine</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/valentderah/totk-pc-recomp"><img src="images/totk-pc-recomp-card.png" width="160" alt="valentderah/totk-pc-recomp"></a></td><td><a href="https://github.com/valentderah/totk-pc-recomp"><b>totk-pc-recomp</b></a><br><sub>valentderah</sub></td><td>Turns the Nintendo Switch version of The Legend of Zelda: Tears of the Kingdom into a native Windows program you can run without an emulator. You supply your own game files.</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>Play the original UFO / X-COM on a modern open-source engine</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="perfect-dark-pc-port/perfect_dark"></a></td><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><b>perfect_dark</b></a><br><sub>perfect-dark-pc-port</sub></td><td>Play Perfect Dark natively on PC (bring your own ROM)</td><td>No</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg">Wikipedia (© owner)</a></sub></td></tr>
<tr><td><a href="https://github.com/julianxhokaxhiu/FFNx"><img src="https://raw.githubusercontent.com/julianxhokaxhiu/FFNx/master/.screens/ff7.png" width="160" alt="julianxhokaxhiu/FFNx"></a></td><td><a href="https://github.com/julianxhokaxhiu/FFNx"><b>FFNx</b></a><br><sub>julianxhokaxhiu</sub></td><td>A modern driver and mod platform for FF7/FF8 on PC</td><td>No</td><td><sub>Project README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/smm2recomp/smm2recomp"><b>smm2recomp</b></a><br><sub>smm2recomp</sub></td><td>Static recompilation that turns the closed-source Switch Super Mario Maker 2 into a native app for PC, Mac, Linux and more; you provide your own dump.</td><td>No</td><td><sub>—</sub></td></tr>
@@ -384,16 +395,18 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td><a href="https://github.com/tmcleroy/cps2recomp"><img src="images/cps2recomp-card.png" width="160" alt="tmcleroy/cps2recomp"></a></td><td><a href="https://github.com/tmcleroy/cps2recomp"><b>cps2recomp</b></a><br><sub>tmcleroy</sub></td><td>Unofficial native PC ports of classic Capcom CPS-2 arcade games (Street Fighter Alpha 2, etc.) made via static recompilation. Bring your own ROMs.</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><img src="https://raw.githubusercontent.com/Moxnatiy/OpenBattlefield2/master/docs/screenshots/menu-main.png" width="160" alt="Moxnatiy/OpenBattlefield2"></a></td><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><b>OpenBattlefield2</b></a><br><sub>Moxnatiy</sub></td><td>Battlefield 2&#x27;s engine, rewritten clean-room in C++20 (uses your own copy)</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08-web"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08-web/main/resources/th08-web-social-preview.jpg" width="160" alt="N0zoM1z0/th08-web"></a></td><td><a href="https://github.com/N0zoM1z0/th08-web"><b>th08-web</b></a><br><sub>N0zoM1z0</sub></td><td>Imperishable Night in your browser, from the th08 reconstruction</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>A native port of the 1992 Sega arcade game OutRunners for PC and consoles, built from a matching C decompilation. You need your own ROM.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/AsyncFinn/rook"><img src="https://opengraph.githubassets.com/1/AsyncFinn/rook" width="160" alt="AsyncFinn/rook"></a></td><td><a href="https://github.com/AsyncFinn/rook"><b>rook</b></a><br><sub>AsyncFinn</sub></td><td>A Roblox-compatible engine in Rust, tested against Studio</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>Smash your desktop again: Gemtree&#x27;s 2000 toy on macOS and the web</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/tallowmere/free-heroes4"><img src="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg" width="160" alt="tallowmere/free-heroes4"></a></td><td><a href="https://github.com/tallowmere/free-heroes4"><b>free-heroes4</b></a><br><sub>tallowmere</sub></td><td>Heroes of Might and Magic IV on a new C++23 engine (uses your GOG files)</td><td>No</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg">Wikipedia (© owner)</a></sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>A native port of the 1992 Sega arcade game OutRunners for PC and consoles, built from a matching C decompilation. You need your own ROM.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><img src="https://raw.githubusercontent.com/tuunanet/rea-ski-or-die-reconstruction/main/docs/snowball-war.gif" width="160" alt="tuunanet/rea-ski-or-die-reconstruction"></a></td><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><b>rea-ski-or-die-reconstruction</b></a><br><sub>tuunanet</sub></td><td>Ski or Die&#x27;s Snowball War, rebuilt in Rust + SDL2 (bring your own assets)</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel, reborn in Rust + Bevy</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>Abandoned games brought back to the browser, no original files included</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/carlhako/keen-clone"><b>keen-clone</b></a><br><sub>carlhako</sub></td><td>Native Linux/SDL2 reimplementation of Commander Keen 1, recovered function-by-function with REA + Ghidra</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NathanKanaeru/samp-client-re"><b>samp-client-re</b></a><br><sub>NathanKanaeru</sub></td><td>Clean-room SA-MP 0.3.DL-R1 client reimplementation; architecture recovered with REA/Ghidra</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/openage/openage"><b>openage</b></a><br><sub>openage</sub></td><td>Open-source engine reimplementation for Age of Empires II and other RTS titles</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/thepoprock/mudbrick"><b>mudbrick</b></a><br><sub>thepoprock</sub></td><td>A clean-room, from-scratch open-source browser re-creation of the closed-source Sid Meier&#x27;s Civilization II (1996), written in TypeScript. MIT licensed.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NostalgiaRealm/A2-Racer-4"><b>A2-Racer-4</b></a><br><sub>NostalgiaRealm</sub></td><td>Browser and desktop port of the closed-source A2 Racer 4 (Davilex, 2000). The game’s x86 code was recompiled to WebAssembly and the menu was rewritten by hand.</td><td>No</td><td><sub>—</sub></td></tr>
</table>
#### Asset extraction & tools
@@ -527,20 +540,24 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td>—</td><td><a href="https://github.com/fosdickio/binary_ninja_mcp"><b>binary_ninja_mcp</b></a><br><sub>fosdickio</sub></td><td>MCP server that lets LLM agents drive Binary Ninja (decompile, xrefs, rename, annotate).</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/radareorg/radare2-mcp"><b>radare2-mcp</b></a><br><sub>radareorg</sub></td><td>Official MCP stdio server for radare2</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><img src="https://opengraph.githubassets.com/1/ShadowSwaps/REA-Reconstruction-Companion" width="160" alt="ShadowSwaps/REA-Reconstruction-Companion"></a></td><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><b>REA-Reconstruction-Companion</b></a><br><sub>ShadowSwaps</sub></td><td>An agent skill that keeps reconstructions tied to evidence</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>Readable pseudo-C for Rizin, even from hand-written assembly</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/giveen/decomp.anything"><b>decomp.anything</b></a><br><sub>giveen</sub></td><td>Continuation of the closed-source matching decompiler decomp.wtf; adds Windows/Linux PE/ELF support and an REA bridge so agents can reverse-engineer non-game binaries too.</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>Readable pseudo-C for Rizin, even from hand-written assembly</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/czcdr/dsh-plugin-rea"><img src="https://raw.githubusercontent.com/czcdr/dsh-plugin-rea/main/assets/screenshot-1.png" width="160" alt="czcdr/dsh-plugin-rea"></a></td><td><a href="https://github.com/czcdr/dsh-plugin-rea"><b>dsh-plugin-rea</b></a><br><sub>czcdr</sub></td><td>REA tools in DeepSeek Harness, with Ghidra auto-installed</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/0xshlomil/ida-free-mcp"><img src="https://opengraph.githubassets.com/1/0xshlomil/ida-free-mcp" width="160" alt="0xshlomil/ida-free-mcp"></a></td><td><a href="https://github.com/0xshlomil/ida-free-mcp"><b>ida-free-mcp</b></a><br><sub>0xshlomil</sub></td><td>Use free IDA from an AI agent over MCP</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/MistblastClear/UEBulkExport-rpocket"><b>UEBulkExport-rpocket</b></a><br><sub>MistblastClear</sub></td><td>A command-line tool that dumps an entire Unreal Engine game container (.pak / .utoc / .ucas) into one folder of textures, meshes, animations, audio and levels.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/FurkanAnc/totk-launcher"><b>totk-launcher</b></a><br><sub>FurkanAnc</sub></td><td>A launcher for the existing Tears of the Kingdom PC recompilation: change settings, rebind keys, get achievements, back up saves and use cheats.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/dav1dngy/era-agent"><img src="https://raw.githubusercontent.com/dav1dngy/era-agent/main/docs/assets/screenshots/01-main-workspace.png" width="160" alt="dav1dngy/era-agent"></a></td><td><a href="https://github.com/dav1dngy/era-agent"><b>era-agent</b></a><br><sub>dav1dngy</sub></td><td>An evidence-driven RE agent that tries to improve itself</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>A framework for agents to reverse engineer games from shipped files</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>REA in Docker, with Ghidra, Hopper or IDA variants</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/DatanoiseTV/revenant"><img src="images/revenant-card.png" width="160" alt="DatanoiseTV/revenant"></a></td><td><a href="https://github.com/DatanoiseTV/revenant"><b>revenant</b></a><br><sub>DatanoiseTV</sub></td><td>AI agent that reverse-engineers old firmware and binaries, then generates pin maps, device trees or reimplementations.</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yefan911/automated-recompilers"><b>automated-recompilers</b></a><br><sub>yefan911</sub></td><td>An automated framework that takes console ROM executables and translates them into native PC applications through static recompilation.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/zhaofeng130/dsh-rea"><img src="https://opengraph.githubassets.com/1/zhaofeng130/dsh-rea" width="160" alt="zhaofeng130/dsh-rea"></a></td><td><a href="https://github.com/zhaofeng130/dsh-rea"><b>dsh-rea</b></a><br><sub>zhaofeng130</sub></td><td>Add the REA Skill and tools to DeepSeek Harness</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-casebook"><img src="https://raw.githubusercontent.com/pablodiazjorge/rea-casebook/main/media/session-dark.png" width="160" alt="pablodiazjorge/rea-casebook"></a></td><td><a href="https://github.com/pablodiazjorge/rea-casebook"><b>rea-casebook</b></a><br><sub>pablodiazjorge</sub></td><td>Make Claude Code cite real REA evidence for every conclusion</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>A config-only way to mount REA in DeepSeek Harness</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>Run REA with local models in LM Studio</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>Register REA&#x27;s MCP tools in DeepSeek Harness</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/Sage-is/CleanRoom"><img src="images/cleanroom-card.png" width="160" alt="Sage-is/CleanRoom"></a></td><td><a href="https://github.com/Sage-is/CleanRoom"><b>CleanRoom</b></a><br><sub>Sage-is</sub></td><td>A simpler local Python version of the REA reverse-engineering MCP server and CLI.</td><td>No</td><td><sub>Repo card</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jaenster/setup-msvc"><b>setup-msvc</b></a><br><sub>jaenster</sub></td><td>A helper that installs exact historical Microsoft Visual C++ toolchains (from 6.0 to 2010) in CI, so decompilation and recompilation projects can match the original compiler byte-for-byte.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>REA&#x27;s static-analysis tools inside PiCode</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>A hands-on REA lab with a tiny Electron target</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/agioracle/rea-unity-game"><b>rea-unity-game</b></a><br><sub>agioracle</sub></td><td>Agent workflow for reverse engineering Unity games</td><td>❔ Unverified</td><td><sub>—</sub></td></tr>
@@ -548,6 +565,7 @@ _Optional filter: these have public evidence of using REA. Most projects in the
<tr><td>—</td><td><a href="https://github.com/Stijnus/dsh-rev-eng"><b>dsh-rev-eng</b></a><br><sub>Stijnus</sub></td><td>DSH plugin packaging REA skills + optional MCP for reverse engineering and Mac app building.</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/CurLeaf/dsh-command-rea"><b>dsh-command-rea</b></a><br><sub>CurLeaf</sub></td><td>DSH /rea slash command that routes requests to the REA skill and MCP tools.</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/LostArtefacts/decomp-tools"><b>decomp-tools</b></a><br><sub>LostArtefacts</sub></td><td>Tools that help people create matching decompilations of the Windows versions of Tomb Raider 2 through 5, using the original MSVC 5 and 6 compilers under Wine.</td><td>No</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/zarvox32/vb-native-decompiler"><b>vb-native-decompiler</b></a><br><sub>zarvox32</sub></td><td>A tool that decompiles closed-source Visual Basic 5 and 6 native-code programs back into readable VB source, then checks every procedure against the original machine code.</td><td>No</td><td><sub>—</sub></td></tr>
</table>
## Official REA showcases
+23 -5
View File
@@ -59,8 +59,8 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td>—</td><td><a href="https://github.com/rodneypantonial/sims3-modernization"><b>sims3-modernization</b></a><br><sub>rodneypantonial</sub></td><td>让模拟人生 3 在新电脑上少卡顿、少崩溃</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>让 AI agent 从发行文件逆向游戏的框架</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>REA 的 Docker 镜像,含 Ghidra/Hopper/IDA 版本</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>在 Mac、安卓、iPhone 上用 Wi-Fi 遥控小米电视</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/nicolvus/a6000-fw-decomp"><b>a6000-fw-decomp</b></a><br><sub>nicolvus</sub></td><td>用 REA 和 Ghidra 拆索尼 A6000 相机固件</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>在 Mac、安卓、iPhone 上用 Wi-Fi 遥控小米电视</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>再砸一次桌面:Gemtree 2000 年的小玩具登上 macOS 和网页</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/sickpyramid/ReaFuse"><img src="https://opengraph.githubassets.com/1/sickpyramid/ReaFuse" width="160" alt="sickpyramid/ReaFuse"></a></td><td><a href="https://github.com/sickpyramid/ReaFuse"><b>ReaFuse</b></a><br><sub>sickpyramid</sub></td><td>借助 REA 把两个 JS/TS 项目融合成一个</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-lab"><img src="https://opengraph.githubassets.com/1/pablodiazjorge/rea-lab" width="160" alt="pablodiazjorge/rea-lab"></a></td><td><a href="https://github.com/pablodiazjorge/rea-lab"><b>rea-lab</b></a><br><sub>pablodiazjorge</sub></td><td>Windows + Ghidra 练习题和预注册的 REA 评测</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
@@ -75,9 +75,9 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ:The Duel 用 Rust + Bevy 重生</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>被遗弃的老游戏重回浏览器,不含任何原版文件</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>只靠配置就把 REA 挂进 DeepSeek Harness</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>拆解 Wispr Flow 语音管线,附 64 行重写版</td><td>✅ 是</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">视频封面</a></sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>在 LM Studio 里配合本地模型用 REA</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>在 DeepSeek Harness 中注册 REA 的 MCP 工具</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>拆解 Wispr Flow 语音管线,附 64 行重写版</td><td>✅ 是</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">视频封面</a></sub></td></tr>
<tr><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><img src="https://opengraph.githubassets.com/1/KarlssonChristoffer/DiskLens" width="160" alt="KarlssonChristoffer/DiskLens"></a></td><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><b>DiskLens</b></a><br><sub>KarlssonChristoffer</sub></td><td>像 WinDirStat 一样看清 Windows 11 磁盘被什么占满</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>在 PiCode 里使用 REA 的静态分析工具</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>带迷你 Electron 靶子的 REA 动手实验</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
@@ -298,6 +298,7 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td><a href="https://github.com/Xeeynamo/sotn-decomp"><img src="https://github.com/user-attachments/assets/fff7ddb2-736f-4e7d-b0ee-3c1151649773" width="160" alt="Xeeynamo/sotn-decomp"></a></td><td><a href="https://github.com/Xeeynamo/sotn-decomp"><b>sotn-decomp</b></a><br><sub>Xeeynamo</sub></td><td>恶魔城:月下夜想曲,反编译为 C</td><td>否</td><td><sub>维护者发布</sub></td></tr>
<tr><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><img src="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png" width="160" alt="shdecompilations/silent-hill-decomp"></a></td><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>shdecompilations</sub></td><td>寂静岭(PS1)反编译进行中</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png">维基百科(© 版权方)</a></sub></td></tr>
<tr><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><img src="images/silent-hill-decomp-card.png" width="160" alt="SlickAmogus/silent-hill-decomp"></a></td><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>SlickAmogus</sub></td><td>基于对原版《寂静岭1》PS1 版本的反编译,做成了可以在多平台玩的开源移植版。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/TekRantGaming/muppet-racemania-recompiled"><b>muppet-racemania-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>把闭源的《布偶赛车》(PlayStation)通过静态重编译做成了 PC 原生版。支持 16:9 和 60 帧。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
### PS2
@@ -308,7 +309,10 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><th width="170">图片</th><th>项目</th><th>简介</th><th>使用 rea</th><th>图片来源</th></tr>
<tr><td><a href="https://github.com/ran-j/PS2Recomp"><img src="https://opengraph.githubassets.com/1/ran-j/PS2Recomp" width="160" alt="ran-j/PS2Recomp"></a></td><td><a href="https://github.com/ran-j/PS2Recomp"><b>PS2Recomp</b></a><br><sub>ran-j</sub></td><td>把 PS2 游戏重编译成原生 PC 程序</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/open-goal/jak-project"><img src="https://raw.githubusercontent.com/open-goal/jak-project/master/docs/img/promosmall1.png" width="160" alt="open-goal/jak-project"></a></td><td><a href="https://github.com/open-goal/jak-project"><b>jak-project</b></a><br><sub>open-goal</sub></td><td>在 PC 上原生运行杰克与达斯特(光盘自备)</td><td>否</td><td><sub>项目 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/Yaz-Myst/ZOE-Recompiled"><b>ZOE-Recompiled</b></a><br><sub>Yaz-Myst</sub></td><td>把闭源的《终极地带》(PS2)通过静态重编译做成了能在 Windows 上原生跑的版本。需要自己带原版光盘。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><img src="images/sotc-decomp-card.png" width="160" alt="TheRealestNwah/sotc-decomp"></a></td><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><b>sotc-decomp</b></a><br><sub>TheRealestNwah</sub></td><td>《旺达与巨像》(PS2)的匹配反编译项目,目标是还原原版游戏代码,最终做成原生 PC 移植。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><img src="https://p3fmmo.com/p3fesdecompheader.png" width="160" alt="C-GBL/P3FES-Decompilation"></a></td><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><b>P3FES-Decompilation</b></a><br><sub>C-GBL</sub></td><td>把闭源的《女神异闻录3 FES》(PS2)通过静态重编译成 C++,做成能在 Windows 上原生运行的版本。需要自己带游戏。</td><td>否</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><img src="https://raw.githubusercontent.com/TekRantGaming/cartoon-network-racing-recompiled/main/docs/images/header.jpg" width="160" alt="TekRantGaming/cartoon-network-racing-recompiled"></a></td><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><b>cartoon-network-racing-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>把闭源的《卡通频道赛车》(PS2)通过静态重编译做成了 PC 原生版。支持宽屏和高帧率。需要自己带光盘。</td><td>否</td><td><sub>项目 README</sub></td></tr>
</table>
#### 重制 / 移植
@@ -327,6 +331,7 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<table>
<tr><th width="170">图片</th><th>项目</th><th>简介</th><th>使用 rea</th><th>图片来源</th></tr>
<tr><td><a href="https://github.com/hedge-dev/XenonRecomp"><img src="https://opengraph.githubassets.com/1/hedge-dev/XenonRecomp" width="160" alt="hedge-dev/XenonRecomp"></a></td><td><a href="https://github.com/hedge-dev/XenonRecomp"><b>XenonRecomp</b></a><br><sub>hedge-dev</sub></td><td>把 Xbox 360 游戏重编译为原生 C++</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/cdetv/conker-live-recompiled"><img src="https://raw.githubusercontent.com/cdetv/conker-live-recompiled/main/images/logo.png" width="160" alt="cdetv/conker-live-recompiled"></a></td><td><a href="https://github.com/cdetv/conker-live-recompiled"><b>conker-live-recompiled</b></a><br><sub>cdetv</sub></td><td>把闭源的《康克:复活》(原版 Xbox)通过静态重编译做成了能在 Windows 上原生运行的版本。</td><td>否</td><td><sub>项目 README</sub></td></tr>
</table>
#### 重制 / 移植
@@ -356,13 +361,19 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td><a href="https://github.com/openblack/bw1-decomp"><img src="images/bw1-decomp-card.png" width="160" alt="openblack/bw1-decomp"></a></td><td><a href="https://github.com/openblack/bw1-decomp"><b>bw1-decomp</b></a><br><sub>openblack</sub></td><td>经典 PC 神游戏《黑与白1》的反编译项目,把原版闭源代码重建成开源。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/dx-ball"><img src="https://raw.githubusercontent.com/N0zoM1z0/dx-ball/main/resources/dxball-title.png" width="160" alt="N0zoM1z0/dx-ball"></a></td><td><a href="https://github.com/N0zoM1z0/dx-ball"><b>dx-ball</b></a><br><sub>N0zoM1z0</sub></td><td>用 C/C++ 重建 DX-Ball 1.07,并对照原版 x86 测试</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th08"></a></td><td><a href="https://github.com/N0zoM1z0/th08"><b>th08</b></a><br><sub>N0zoM1z0</sub></td><td>东方永夜抄,重建为源码</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jmars125/xcx-recomp"><b>xcx-recomp</b></a><br><sub>jmars125</sub></td><td>把闭源的《异度神剑 X 终极版》(Switch)通过静态重编译做成了能在 Windows 上原生运行的程序。需要自己提供合法转储的游戏文件。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th04"><img src="https://raw.githubusercontent.com/N0zoM1z0/th04/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th04"></a></td><td><a href="https://github.com/N0zoM1z0/th04"><b>th04</b></a><br><sub>N0zoM1z0</sub></td><td>东方幻想乡(PC-98)的可读源码,对照原编译器校验</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th105"><img src="https://raw.githubusercontent.com/N0zoM1z0/th105/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th105"></a></td><td><a href="https://github.com/N0zoM1z0/th105"><b>th105</b></a><br><sub>N0zoM1z0</sub></td><td>东方绯想天,重建为源码</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th095"><img src="https://raw.githubusercontent.com/N0zoM1z0/th095/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th095"></a></td><td><a href="https://github.com/N0zoM1z0/th095"><b>th095</b></a><br><sub>N0zoM1z0</sub></td><td>东方文花帖,重建为源码</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/0xd34db8/LF2-decomp"><b>LF2-decomp</b></a><br><sub>0xd34db8</sub></td><td>把闭源的《小小大乱斗2》完整反编译成了现代 C++20 源码,能和原版 x86 机器码逐字节对应。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th10"><img src="https://raw.githubusercontent.com/N0zoM1z0/th10/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th10"></a></td><td><a href="https://github.com/N0zoM1z0/th10"><b>th10</b></a><br><sub>N0zoM1z0</sub></td><td>东方风神录,重建为源码</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th09"><img src="https://raw.githubusercontent.com/N0zoM1z0/th09/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th09"></a></td><td><a href="https://github.com/N0zoM1z0/th09"><b>th09</b></a><br><sub>N0zoM1z0</sub></td><td>东方花映冢,重建为源码</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><img src="https://opengraph.githubassets.com/1/N0zoM1z0/touhou-reverse-engineering" width="160" alt="N0zoM1z0/touhou-reverse-engineering"></a></td><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><b>touhou-reverse-engineering</b></a><br><sub>N0zoM1z0</sub></td><td>以证据为先的东方 IDA 笔记,附运行时补丁实验</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/kazuyette/senjin-recomped"><b>senjin-recomped</b></a><br><sub>kazuyette</sub></td><td>把闭源的街机游戏《战刃》/Senjin Aleste(APM3)静态重编译成了能在 Linux x86-64 上原生运行的程序,还附带 Windows 用的 DLL 替换。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/timboat/demons-souls-recomp"><b>demons-souls-recomp</b></a><br><sub>timboat</sub></td><td>用 ps3recomp 静态重编译把闭源的《恶魔之魂》(PS3)做成了能在 Windows 上原生运行的版本。需要自己带光盘镜像。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yamahuser/mhfz-decomp"><b>mhfz-decomp</b></a><br><sub>yamahuser</sub></td><td>针对《怪物猎人边境Z》在线客户端的逆向工程:整理函数名、规格和辅助工具。不包含卡普空的原始代码。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/phys-winner/pc_decomp_ut3"><b>pc_decomp_ut3</b></a><br><sub>phys-winner</sub></td><td>把闭源的《虚幻竞技场3》(PC 版)静态重编译成了能在 Android ARM64 上原生运行的代码,还做了原版 Win32/Direct3D 9 的兼容层。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/awkto/deadly-tide-decomp"><b>deadly-tide-decomp</b></a><br><sub>awkto</sub></td><td>对 1996 年闭源游戏《致命潮汐》做的逆向工程,以及用现代 WebAssembly 重写的实现。不包含任何原版游戏数据。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
#### 重制 / 移植
@@ -375,8 +386,8 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td><a href="https://github.com/OpenMW/openmw"><img src="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png" width="160" alt="OpenMW/openmw"></a></td><td><a href="https://github.com/OpenMW/openmw"><b>openmw</b></a><br><sub>OpenMW</sub></td><td>在现代开源引擎上玩晨风</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png">维基百科(© 版权方)</a></sub></td></tr>
<tr><td><a href="https://github.com/Interkarma/daggerfall-unity"><img src="https://github.com/Interkarma/daggerfall-unity/assets/10426244/4f176f9d-6332-47b3-a4d7-317ed8d6b38b" width="160" alt="Interkarma/daggerfall-unity"></a></td><td><a href="https://github.com/Interkarma/daggerfall-unity"><b>daggerfall-unity</b></a><br><sub>Interkarma</sub></td><td>用 Unity 重现的匕首雨(读取你自己的游戏数据)</td><td>否</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/scummvm/scummvm"><img src="https://www.scummvm.org/data/screenshots/prince/prince/prince_win_en_1_3_full.png" width="160" alt="scummvm/scummvm"></a></td><td><a href="https://github.com/scummvm/scummvm"><b>scummvm</b></a><br><sub>scummvm</sub></td><td>在几乎任何设备上玩经典点击冒险游戏</td><td>否</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>在现代开源引擎上玩初代 UFO / X-COM</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/valentderah/totk-pc-recomp"><img src="images/totk-pc-recomp-card.png" width="160" alt="valentderah/totk-pc-recomp"></a></td><td><a href="https://github.com/valentderah/totk-pc-recomp"><b>totk-pc-recomp</b></a><br><sub>valentderah</sub></td><td>把任天堂 Switch 上的《塞尔达传说:王国之泪》静态重编译成原生 Windows 程序,不用模拟器就能玩。需要自己提供游戏文件。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>在现代开源引擎上玩初代 UFO / X-COM</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="perfect-dark-pc-port/perfect_dark"></a></td><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><b>perfect_dark</b></a><br><sub>perfect-dark-pc-port</sub></td><td>在 PC 上原生运行完美黑暗(ROM 自备)</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg">维基百科(© 版权方)</a></sub></td></tr>
<tr><td><a href="https://github.com/julianxhokaxhiu/FFNx"><img src="https://raw.githubusercontent.com/julianxhokaxhiu/FFNx/master/.screens/ff7.png" width="160" alt="julianxhokaxhiu/FFNx"></a></td><td><a href="https://github.com/julianxhokaxhiu/FFNx"><b>FFNx</b></a><br><sub>julianxhokaxhiu</sub></td><td>PC 版 FF7/FF8 的现代驱动与 Mod 平台</td><td>否</td><td><sub>项目 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/smm2recomp/smm2recomp"><b>smm2recomp</b></a><br><sub>smm2recomp</sub></td><td>用静态重编译把闭源的 Switch《超级马里奥制造2》做成能在电脑、Mac、Linux 等平台原生运行的程序;需要你自己提供游戏转储。</td><td>否</td><td><sub>—</sub></td></tr>
@@ -384,16 +395,18 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td><a href="https://github.com/tmcleroy/cps2recomp"><img src="images/cps2recomp-card.png" width="160" alt="tmcleroy/cps2recomp"></a></td><td><a href="https://github.com/tmcleroy/cps2recomp"><b>cps2recomp</b></a><br><sub>tmcleroy</sub></td><td>通过静态重编译做成的卡普空 CPS-2 街机游戏(街头霸王 Alpha 2 等)非官方原生 PC 移植版。需自备 ROM。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><img src="https://raw.githubusercontent.com/Moxnatiy/OpenBattlefield2/master/docs/screenshots/menu-main.png" width="160" alt="Moxnatiy/OpenBattlefield2"></a></td><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><b>OpenBattlefield2</b></a><br><sub>Moxnatiy</sub></td><td>战地 2 引擎的 C++20 净室重写(读取你自己的游戏)</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08-web"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08-web/main/resources/th08-web-social-preview.jpg" width="160" alt="N0zoM1z0/th08-web"></a></td><td><a href="https://github.com/N0zoM1z0/th08-web"><b>th08-web</b></a><br><sub>N0zoM1z0</sub></td><td>在浏览器里玩永夜抄,基于 th08 重建</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>基于逐字节匹配的 C 反编译,把 1992 年世嘉街机游戏《OutRunners》移植成原生 PC 和主机版本。需要自己提供 ROM。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/AsyncFinn/rook"><img src="https://opengraph.githubassets.com/1/AsyncFinn/rook" width="160" alt="AsyncFinn/rook"></a></td><td><a href="https://github.com/AsyncFinn/rook"><b>rook</b></a><br><sub>AsyncFinn</sub></td><td>Rust 写的 Roblox 兼容引擎,对照 Studio 测试</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>再砸一次桌面:Gemtree 2000 年的小玩具登上 macOS 和网页</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/tallowmere/free-heroes4"><img src="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg" width="160" alt="tallowmere/free-heroes4"></a></td><td><a href="https://github.com/tallowmere/free-heroes4"><b>free-heroes4</b></a><br><sub>tallowmere</sub></td><td>英雄无敌 IV 的 C++23 新引擎(读取你的 GOG 文件)</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg">维基百科(© 版权方)</a></sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>基于逐字节匹配的 C 反编译,把 1992 年世嘉街机游戏《OutRunners》移植成原生 PC 和主机版本。需要自己提供 ROM。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><img src="https://raw.githubusercontent.com/tuunanet/rea-ski-or-die-reconstruction/main/docs/snowball-war.gif" width="160" alt="tuunanet/rea-ski-or-die-reconstruction"></a></td><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><b>rea-ski-or-die-reconstruction</b></a><br><sub>tuunanet</sub></td><td>Ski or Die 的雪球大战,用 Rust + SDL2 重做(素材自备)</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ:The Duel 用 Rust + Bevy 重生</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>被遗弃的老游戏重回浏览器,不含任何原版文件</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/carlhako/keen-clone"><b>keen-clone</b></a><br><sub>carlhako</sub></td><td>用 REA + Ghidra 函数级还原的 Commander Keen 1 原生 Linux/SDL2 重实现</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NathanKanaeru/samp-client-re"><b>samp-client-re</b></a><br><sub>NathanKanaeru</sub></td><td>用 REA/Ghidra 恢复架构的 SA-MP 0.3.DL-R1 clean-room 客户端重实现</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/openage/openage"><b>openage</b></a><br><sub>openage</sub></td><td>帝国时代 2 及其他 RTS 的开源引擎重实现</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/thepoprock/mudbrick"><b>mudbrick</b></a><br><sub>thepoprock</sub></td><td>从零开始、清洁室方式重写的免费开源浏览器版《文明2》(1996 年闭源经典)。用 TypeScript 写,MIT 协议。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NostalgiaRealm/A2-Racer-4"><b>A2-Racer-4</b></a><br><sub>NostalgiaRealm</sub></td><td>闭源游戏《A2 赛车 4》(Davilex,2000)的浏览器和桌面移植版。游戏的 x86 代码被重编译成了 WebAssembly,菜单是手写重做的。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
#### 资源提取与工具
@@ -527,20 +540,24 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td>—</td><td><a href="https://github.com/fosdickio/binary_ninja_mcp"><b>binary_ninja_mcp</b></a><br><sub>fosdickio</sub></td><td>让 LLM Agent 驱动 Binary Ninja 的 MCP 服务器(反编译、交叉引用、重命名、注释)。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/radareorg/radare2-mcp"><b>radare2-mcp</b></a><br><sub>radareorg</sub></td><td>radare2 官方 MCP stdio 服务器</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><img src="https://opengraph.githubassets.com/1/ShadowSwaps/REA-Reconstruction-Companion" width="160" alt="ShadowSwaps/REA-Reconstruction-Companion"></a></td><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><b>REA-Reconstruction-Companion</b></a><br><sub>ShadowSwaps</sub></td><td>让重建过程始终有证据可查的智能体技能</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>为 Rizin 生成可读伪 C,手写汇编也行</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/giveen/decomp.anything"><b>decomp.anything</b></a><br><sub>giveen</sub></td><td>停更的匹配式反编译器 decomp.wtf 的活跃分支;增加了 Windows/Linux 二进制支持,并接入 REA,让 AI 也能逆向非游戏程序。</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>为 Rizin 生成可读伪 C,手写汇编也行</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/czcdr/dsh-plugin-rea"><img src="https://raw.githubusercontent.com/czcdr/dsh-plugin-rea/main/assets/screenshot-1.png" width="160" alt="czcdr/dsh-plugin-rea"></a></td><td><a href="https://github.com/czcdr/dsh-plugin-rea"><b>dsh-plugin-rea</b></a><br><sub>czcdr</sub></td><td>在 DeepSeek Harness 里用 REA,自动装好 Ghidra</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/0xshlomil/ida-free-mcp"><img src="https://opengraph.githubassets.com/1/0xshlomil/ida-free-mcp" width="160" alt="0xshlomil/ida-free-mcp"></a></td><td><a href="https://github.com/0xshlomil/ida-free-mcp"><b>ida-free-mcp</b></a><br><sub>0xshlomil</sub></td><td>通过 MCP 让 AI 智能体使用免费版 IDA</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/MistblastClear/UEBulkExport-rpocket"><b>UEBulkExport-rpocket</b></a><br><sub>MistblastClear</sub></td><td>一个命令行工具,能把整个虚幻引擎游戏包(.pak / .utoc / .ucas)一次性导出成纹理、模型、动画、音频和关卡文件夹。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/FurkanAnc/totk-launcher"><b>totk-launcher</b></a><br><sub>FurkanAnc</sub></td><td>给现有的《塞尔达传说 王国之泪》PC 重编译版做的启动器:改设置、改按键、成就、存档备份和作弊。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/dav1dngy/era-agent"><img src="https://raw.githubusercontent.com/dav1dngy/era-agent/main/docs/assets/screenshots/01-main-workspace.png" width="160" alt="dav1dngy/era-agent"></a></td><td><a href="https://github.com/dav1dngy/era-agent"><b>era-agent</b></a><br><sub>dav1dngy</sub></td><td>以证据驱动、会尝试自我改进的逆向智能体</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>让 AI agent 从发行文件逆向游戏的框架</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>REA 的 Docker 镜像,含 Ghidra/Hopper/IDA 版本</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/DatanoiseTV/revenant"><img src="images/revenant-card.png" width="160" alt="DatanoiseTV/revenant"></a></td><td><a href="https://github.com/DatanoiseTV/revenant"><b>revenant</b></a><br><sub>DatanoiseTV</sub></td><td>用大模型自动逆向被厂商抛弃的固件和二进制程序,生成引脚图、设备树或开源重实现。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yefan911/automated-recompilers"><b>automated-recompilers</b></a><br><sub>yefan911</sub></td><td>一个自动化框架,能把主机 ROM 可执行文件通过静态重编译翻译成能在 PC 上原生运行的程序。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/zhaofeng130/dsh-rea"><img src="https://opengraph.githubassets.com/1/zhaofeng130/dsh-rea" width="160" alt="zhaofeng130/dsh-rea"></a></td><td><a href="https://github.com/zhaofeng130/dsh-rea"><b>dsh-rea</b></a><br><sub>zhaofeng130</sub></td><td>给 DeepSeek Harness 加上 REA 技能和工具</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-casebook"><img src="https://raw.githubusercontent.com/pablodiazjorge/rea-casebook/main/media/session-dark.png" width="160" alt="pablodiazjorge/rea-casebook"></a></td><td><a href="https://github.com/pablodiazjorge/rea-casebook"><b>rea-casebook</b></a><br><sub>pablodiazjorge</sub></td><td>让 Claude Code 的每条结论都引用真实 REA 证据</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>只靠配置就把 REA 挂进 DeepSeek Harness</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>在 LM Studio 里配合本地模型用 REA</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>在 DeepSeek Harness 中注册 REA 的 MCP 工具</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/Sage-is/CleanRoom"><img src="images/cleanroom-card.png" width="160" alt="Sage-is/CleanRoom"></a></td><td><a href="https://github.com/Sage-is/CleanRoom"><b>CleanRoom</b></a><br><sub>Sage-is</sub></td><td>用 Python 从零重写的本地 REA(逆向任何东西)MCP 服务器和命令行工具。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jaenster/setup-msvc"><b>setup-msvc</b></a><br><sub>jaenster</sub></td><td>一个 CI 助手,能安装精确的历史版本微软 Visual C++ 工具链(6.0 到 2010),方便反编译和重编译项目做到和原版编译器逐字节匹配。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>在 PiCode 里使用 REA 的静态分析工具</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>带迷你 Electron 靶子的 REA 动手实验</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/agioracle/rea-unity-game"><b>rea-unity-game</b></a><br><sub>agioracle</sub></td><td>用 agent 逆向 Unity 游戏的工作流</td><td>❔ 待验证</td><td><sub>—</sub></td></tr>
@@ -548,6 +565,7 @@ _可选过滤:以下有公开证据表明使用了 REA。地图里大部分项
<tr><td>—</td><td><a href="https://github.com/Stijnus/dsh-rev-eng"><b>dsh-rev-eng</b></a><br><sub>Stijnus</sub></td><td>将 REA 技能与可选 MCP 打包为 DSH 插件,用于逆向工程与 Mac 应用构建。</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/CurLeaf/dsh-command-rea"><b>dsh-command-rea</b></a><br><sub>CurLeaf</sub></td><td>DSH /rea 斜杠命令,将逆向分析请求路由到 REA 技能与 MCP 工具。</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/LostArtefacts/decomp-tools"><b>decomp-tools</b></a><br><sub>LostArtefacts</sub></td><td>帮助对 Windows 版《古墓丽影2》到《古墓丽影5》做逐字节匹配反编译的工具,使用 Wine 下的原版 MSVC 5/6 编译器。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/zarvox32/vb-native-decompiler"><b>vb-native-decompiler</b></a><br><sub>zarvox32</sub></td><td>一个工具,能把闭源的 Visual Basic 5/6 原生代码程序反编译回可读的 VB 源码,并且逐个过程对照原版机器码做验证。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
## REA 官方 Showcase
+23 -5
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@@ -59,8 +59,8 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td>—</td><td><a href="https://github.com/rodneypantonial/sims3-modernization"><b>sims3-modernization</b></a><br><sub>rodneypantonial</sub></td><td>讓模擬市民 3 在新電腦上少卡頓、少當機</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>讓 AI agent 從發行檔案逆向遊戲的框架</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>REA 的 Docker 映像檔,含 Ghidra/Hopper/IDA 版本</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>在 Mac、Android、iPhone 上用 Wi-Fi 遙控小米電視</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/nicolvus/a6000-fw-decomp"><b>a6000-fw-decomp</b></a><br><sub>nicolvus</sub></td><td>用 REA 和 Ghidra 拆 Sony A6000 相機韌體</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/EndLess728/MiTV-Remote"><b>MiTV-Remote</b></a><br><sub>EndLess728</sub></td><td>在 Mac、Android、iPhone 上用 Wi-Fi 遙控小米電視</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>再砸一次桌面:Gemtree 2000 年的小玩具登上 macOS 和網頁</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/sickpyramid/ReaFuse"><img src="https://opengraph.githubassets.com/1/sickpyramid/ReaFuse" width="160" alt="sickpyramid/ReaFuse"></a></td><td><a href="https://github.com/sickpyramid/ReaFuse"><b>ReaFuse</b></a><br><sub>sickpyramid</sub></td><td>藉助 REA 把兩個 JS/TS 專案合併成一個</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-lab"><img src="https://opengraph.githubassets.com/1/pablodiazjorge/rea-lab" width="160" alt="pablodiazjorge/rea-lab"></a></td><td><a href="https://github.com/pablodiazjorge/rea-lab"><b>rea-lab</b></a><br><sub>pablodiazjorge</sub></td><td>Windows + Ghidra 練習題與預先登記的 REA 評測</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
@@ -75,9 +75,9 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel 以 Rust + Bevy 重生</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>被遺棄的老遊戲重回瀏覽器,不含任何原版檔案</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>只靠設定就把 REA 接進 DeepSeek Harness</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>拆解 Wispr Flow 的語音管線,附 64 行重寫版</td><td>✅ 是</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">影片封面</a></sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>在 LM Studio 裡搭配本機模型使用 REA</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>在 DeepSeek Harness 中註冊 REA 的 MCP 工具</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><img src="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg" width="160" alt="az9713/wispr-flow-rea-teardown"></a></td><td><a href="https://github.com/az9713/wispr-flow-rea-teardown"><b>wispr-flow-rea-teardown</b></a><br><sub>az9713</sub></td><td>拆解 Wispr Flow 的語音管線,附 64 行重寫版</td><td>✅ 是</td><td><sub><a href="https://img.youtube.com/vi/FnB9tHKBJXQ/maxresdefault.jpg">影片封面</a></sub></td></tr>
<tr><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><img src="https://opengraph.githubassets.com/1/KarlssonChristoffer/DiskLens" width="160" alt="KarlssonChristoffer/DiskLens"></a></td><td><a href="https://github.com/KarlssonChristoffer/DiskLens"><b>DiskLens</b></a><br><sub>KarlssonChristoffer</sub></td><td>像 WinDirStat 一樣看清 Windows 11 磁碟被什麼佔滿</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>在 PiCode 裡使用 REA 的靜態分析工具</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>附迷你 Electron 靶機的 REA 實作練習</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
@@ -298,6 +298,7 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td><a href="https://github.com/Xeeynamo/sotn-decomp"><img src="https://github.com/user-attachments/assets/fff7ddb2-736f-4e7d-b0ee-3c1151649773" width="160" alt="Xeeynamo/sotn-decomp"></a></td><td><a href="https://github.com/Xeeynamo/sotn-decomp"><b>sotn-decomp</b></a><br><sub>Xeeynamo</sub></td><td>惡魔城:月下夜想曲,反編譯為 C</td><td>否</td><td><sub>維護者貼文</sub></td></tr>
<tr><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><img src="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png" width="160" alt="shdecompilations/silent-hill-decomp"></a></td><td><a href="https://github.com/shdecompilations/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>shdecompilations</sub></td><td>沉默之丘(PS1)反編譯進行中</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png">維基百科(© 版權方)</a></sub></td></tr>
<tr><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><img src="images/silent-hill-decomp-card.png" width="160" alt="SlickAmogus/silent-hill-decomp"></a></td><td><a href="https://github.com/SlickAmogus/silent-hill-decomp"><b>silent-hill-decomp</b></a><br><sub>SlickAmogus</sub></td><td>基於對原版《沉默之丘1》PS1 版本的反編譯,做成了可以在多平台玩的開源移植版。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/TekRantGaming/muppet-racemania-recompiled"><b>muppet-racemania-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>把閉源的《布偶賽車》(PlayStation)透過靜態重編譯做成了 PC 原生版。支援 16:9 和 60 幀。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
### PS2
@@ -308,7 +309,10 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><th width="170">圖片</th><th>專案</th><th>簡介</th><th>使用 rea</th><th>圖片來源</th></tr>
<tr><td><a href="https://github.com/ran-j/PS2Recomp"><img src="https://opengraph.githubassets.com/1/ran-j/PS2Recomp" width="160" alt="ran-j/PS2Recomp"></a></td><td><a href="https://github.com/ran-j/PS2Recomp"><b>PS2Recomp</b></a><br><sub>ran-j</sub></td><td>把 PS2 遊戲重新編譯成原生 PC 程式</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/open-goal/jak-project"><img src="https://raw.githubusercontent.com/open-goal/jak-project/master/docs/img/promosmall1.png" width="160" alt="open-goal/jak-project"></a></td><td><a href="https://github.com/open-goal/jak-project"><b>jak-project</b></a><br><sub>open-goal</sub></td><td>在 PC 上原生執行 Jak and Daxter(光碟需自備)</td><td>否</td><td><sub>專案 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/Yaz-Myst/ZOE-Recompiled"><b>ZOE-Recompiled</b></a><br><sub>Yaz-Myst</sub></td><td>把閉源的《終極地帶》(PS2)透過靜態重編譯做成能在 Windows 上原生跑的版本。需要自己帶原版光碟。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><img src="images/sotc-decomp-card.png" width="160" alt="TheRealestNwah/sotc-decomp"></a></td><td><a href="https://github.com/TheRealestNwah/sotc-decomp"><b>sotc-decomp</b></a><br><sub>TheRealestNwah</sub></td><td>《汪達與巨像》(PS2)的匹配反編譯專案,目標是還原原版遊戲程式碼,最終做成原生 PC 移植。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><img src="https://p3fmmo.com/p3fesdecompheader.png" width="160" alt="C-GBL/P3FES-Decompilation"></a></td><td><a href="https://github.com/C-GBL/P3FES-Decompilation"><b>P3FES-Decompilation</b></a><br><sub>C-GBL</sub></td><td>把閉源的《女神異聞錄3 FES》(PS2)透過靜態重編譯成 C++,做成能在 Windows 上原生執行的版本。需要自己帶遊戲。</td><td>否</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><img src="https://raw.githubusercontent.com/TekRantGaming/cartoon-network-racing-recompiled/main/docs/images/header.jpg" width="160" alt="TekRantGaming/cartoon-network-racing-recompiled"></a></td><td><a href="https://github.com/TekRantGaming/cartoon-network-racing-recompiled"><b>cartoon-network-racing-recompiled</b></a><br><sub>TekRantGaming</sub></td><td>把閉源的《卡通頻道賽車》(PS2)透過靜態重編譯做成了 PC 原生版。支援寬螢幕和高幀率。需要自己帶光碟。</td><td>否</td><td><sub>專案 README</sub></td></tr>
</table>
#### 重製 / 移植
@@ -327,6 +331,7 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<table>
<tr><th width="170">圖片</th><th>專案</th><th>簡介</th><th>使用 rea</th><th>圖片來源</th></tr>
<tr><td><a href="https://github.com/hedge-dev/XenonRecomp"><img src="https://opengraph.githubassets.com/1/hedge-dev/XenonRecomp" width="160" alt="hedge-dev/XenonRecomp"></a></td><td><a href="https://github.com/hedge-dev/XenonRecomp"><b>XenonRecomp</b></a><br><sub>hedge-dev</sub></td><td>把 Xbox 360 遊戲重新編譯為原生 C++</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/cdetv/conker-live-recompiled"><img src="https://raw.githubusercontent.com/cdetv/conker-live-recompiled/main/images/logo.png" width="160" alt="cdetv/conker-live-recompiled"></a></td><td><a href="https://github.com/cdetv/conker-live-recompiled"><b>conker-live-recompiled</b></a><br><sub>cdetv</sub></td><td>把閉源的《康克:復活》(原版 Xbox)透過靜態重編譯做成能在 Windows 上原生執行的版本。</td><td>否</td><td><sub>專案 README</sub></td></tr>
</table>
#### 重製 / 移植
@@ -356,13 +361,19 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td><a href="https://github.com/openblack/bw1-decomp"><img src="images/bw1-decomp-card.png" width="160" alt="openblack/bw1-decomp"></a></td><td><a href="https://github.com/openblack/bw1-decomp"><b>bw1-decomp</b></a><br><sub>openblack</sub></td><td>經典 PC 神遊戲《黑與白1》的反編譯專案,把原版閉源程式碼重建成開源。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/dx-ball"><img src="https://raw.githubusercontent.com/N0zoM1z0/dx-ball/main/resources/dxball-title.png" width="160" alt="N0zoM1z0/dx-ball"></a></td><td><a href="https://github.com/N0zoM1z0/dx-ball"><b>dx-ball</b></a><br><sub>N0zoM1z0</sub></td><td>用 C/C++ 重建 DX-Ball 1.07,並對照原版 x86 測試</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th08"></a></td><td><a href="https://github.com/N0zoM1z0/th08"><b>th08</b></a><br><sub>N0zoM1z0</sub></td><td>東方永夜抄,重建成原始碼</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jmars125/xcx-recomp"><b>xcx-recomp</b></a><br><sub>jmars125</sub></td><td>把閉源的《異度神劍 X 終極版》(Switch)透過靜態重編譯做成能在 Windows 上原生執行的程式。需要自己提供合法轉儲的遊戲檔案。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th04"><img src="https://raw.githubusercontent.com/N0zoM1z0/th04/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th04"></a></td><td><a href="https://github.com/N0zoM1z0/th04"><b>th04</b></a><br><sub>N0zoM1z0</sub></td><td>東方幻想鄉(PC-98)的可讀原始碼,並以原版編譯器驗證</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th105"><img src="https://raw.githubusercontent.com/N0zoM1z0/th105/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th105"></a></td><td><a href="https://github.com/N0zoM1z0/th105"><b>th105</b></a><br><sub>N0zoM1z0</sub></td><td>東方緋想天,重建成原始碼</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th095"><img src="https://raw.githubusercontent.com/N0zoM1z0/th095/main/resources/title-screen.jpg" width="160" alt="N0zoM1z0/th095"></a></td><td><a href="https://github.com/N0zoM1z0/th095"><b>th095</b></a><br><sub>N0zoM1z0</sub></td><td>東方文花帖,重建成原始碼</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/0xd34db8/LF2-decomp"><b>LF2-decomp</b></a><br><sub>0xd34db8</sub></td><td>把閉源的《小小大亂鬥2》完整反編譯成了現代 C++20 原始碼,能和原版 x86 機器碼逐位元組對應。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th10"><img src="https://raw.githubusercontent.com/N0zoM1z0/th10/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th10"></a></td><td><a href="https://github.com/N0zoM1z0/th10"><b>th10</b></a><br><sub>N0zoM1z0</sub></td><td>東方風神錄,重建成原始碼</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th09"><img src="https://raw.githubusercontent.com/N0zoM1z0/th09/main/resources/title-screen.png" width="160" alt="N0zoM1z0/th09"></a></td><td><a href="https://github.com/N0zoM1z0/th09"><b>th09</b></a><br><sub>N0zoM1z0</sub></td><td>東方花映塚,重建成原始碼</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><img src="https://opengraph.githubassets.com/1/N0zoM1z0/touhou-reverse-engineering" width="160" alt="N0zoM1z0/touhou-reverse-engineering"></a></td><td><a href="https://github.com/N0zoM1z0/touhou-reverse-engineering"><b>touhou-reverse-engineering</b></a><br><sub>N0zoM1z0</sub></td><td>證據優先的東方 IDA 筆記,附執行期修補實驗</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/kazuyette/senjin-recomped"><b>senjin-recomped</b></a><br><sub>kazuyette</sub></td><td>把閉源的街機遊戲《戰刃》/Senjin Aleste(APM3)靜態重編譯成能在 Linux x86-64 上原生執行的程式,還附帶 Windows 用的 DLL 替換。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/timboat/demons-souls-recomp"><b>demons-souls-recomp</b></a><br><sub>timboat</sub></td><td>用 ps3recomp 靜態重編譯把閉源的《惡魔之魂》(PS3)做成能在 Windows 上原生執行的版本。需要自己帶光碟映像。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yamahuser/mhfz-decomp"><b>mhfz-decomp</b></a><br><sub>yamahuser</sub></td><td>針對《魔物獵人前線Z》線上客戶端的逆向工程:整理函式名稱、規格和輔助工具。不包含卡普空的原始程式碼。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/phys-winner/pc_decomp_ut3"><b>pc_decomp_ut3</b></a><br><sub>phys-winner</sub></td><td>把閉源的《虛幻競技場3》(PC 版)靜態重編譯成能在 Android ARM64 上原生執行的程式碼,還做了原版 Win32/Direct3D 9 的相容層。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/awkto/deadly-tide-decomp"><b>deadly-tide-decomp</b></a><br><sub>awkto</sub></td><td>對 1996 年閉源遊戲《致命潮汐》做的逆向工程,以及用現代 WebAssembly 重寫的實作。不包含任何原版遊戲資料。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
#### 重製 / 移植
@@ -375,8 +386,8 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td><a href="https://github.com/OpenMW/openmw"><img src="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png" width="160" alt="OpenMW/openmw"></a></td><td><a href="https://github.com/OpenMW/openmw"><b>openmw</b></a><br><sub>OpenMW</sub></td><td>在現代開源引擎上玩 Morrowind</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/commons/9/9e/OpenMW_with_example_suit_2.png">維基百科(© 版權方)</a></sub></td></tr>
<tr><td><a href="https://github.com/Interkarma/daggerfall-unity"><img src="https://github.com/Interkarma/daggerfall-unity/assets/10426244/4f176f9d-6332-47b3-a4d7-317ed8d6b38b" width="160" alt="Interkarma/daggerfall-unity"></a></td><td><a href="https://github.com/Interkarma/daggerfall-unity"><b>daggerfall-unity</b></a><br><sub>Interkarma</sub></td><td>以 Unity 重現的 Daggerfall(讀取你自己的遊戲資料)</td><td>否</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/scummvm/scummvm"><img src="https://www.scummvm.org/data/screenshots/prince/prince/prince_win_en_1_3_full.png" width="160" alt="scummvm/scummvm"></a></td><td><a href="https://github.com/scummvm/scummvm"><b>scummvm</b></a><br><sub>scummvm</sub></td><td>在幾乎任何裝置上玩經典點擊式冒險遊戲</td><td>否</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>在現代開源引擎上玩初代 UFO / X-COM</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/valentderah/totk-pc-recomp"><img src="images/totk-pc-recomp-card.png" width="160" alt="valentderah/totk-pc-recomp"></a></td><td><a href="https://github.com/valentderah/totk-pc-recomp"><b>totk-pc-recomp</b></a><br><sub>valentderah</sub></td><td>把任天堂 Switch 上的《薩爾達傳說:王國之淚》靜態重編譯成原生 Windows 程式,不用模擬器就能玩。需要自己提供遊戲檔案。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/OpenXcom/OpenXcom"><img src="https://opengraph.githubassets.com/1/OpenXcom/OpenXcom" width="160" alt="OpenXcom/OpenXcom"></a></td><td><a href="https://github.com/OpenXcom/OpenXcom"><b>OpenXcom</b></a><br><sub>OpenXcom</sub></td><td>在現代開源引擎上玩初代 UFO / X-COM</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="perfect-dark-pc-port/perfect_dark"></a></td><td><a href="https://github.com/perfect-dark-pc-port/perfect_dark"><b>perfect_dark</b></a><br><sub>perfect-dark-pc-port</sub></td><td>在 PC 上原生執行 Perfect Dark(ROM 需自備)</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg">維基百科(© 版權方)</a></sub></td></tr>
<tr><td><a href="https://github.com/julianxhokaxhiu/FFNx"><img src="https://raw.githubusercontent.com/julianxhokaxhiu/FFNx/master/.screens/ff7.png" width="160" alt="julianxhokaxhiu/FFNx"></a></td><td><a href="https://github.com/julianxhokaxhiu/FFNx"><b>FFNx</b></a><br><sub>julianxhokaxhiu</sub></td><td>PC 版 FF7/FF8 的現代驅動程式與 Mod 平台</td><td>否</td><td><sub>專案 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/smm2recomp/smm2recomp"><b>smm2recomp</b></a><br><sub>smm2recomp</sub></td><td>用靜態重編譯把閉源的 Switch《超級瑪利歐製造2》做成能在電腦、Mac、Linux 等平台原生執行的程式;需要你自己提供遊戲轉儲。</td><td>否</td><td><sub>—</sub></td></tr>
@@ -384,16 +395,18 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td><a href="https://github.com/tmcleroy/cps2recomp"><img src="images/cps2recomp-card.png" width="160" alt="tmcleroy/cps2recomp"></a></td><td><a href="https://github.com/tmcleroy/cps2recomp"><b>cps2recomp</b></a><br><sub>tmcleroy</sub></td><td>透過靜態重編譯做成的卡普空 CPS-2 街機遊戲(街頭霸王 Alpha 2 等)非官方原生 PC 移植版。需自備 ROM。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><img src="https://raw.githubusercontent.com/Moxnatiy/OpenBattlefield2/master/docs/screenshots/menu-main.png" width="160" alt="Moxnatiy/OpenBattlefield2"></a></td><td><a href="https://github.com/Moxnatiy/OpenBattlefield2"><b>OpenBattlefield2</b></a><br><sub>Moxnatiy</sub></td><td>戰地風雲 2 引擎的 C++20 淨室重寫(讀取你自己的遊戲檔案)</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/N0zoM1z0/th08-web"><img src="https://raw.githubusercontent.com/N0zoM1z0/th08-web/main/resources/th08-web-social-preview.jpg" width="160" alt="N0zoM1z0/th08-web"></a></td><td><a href="https://github.com/N0zoM1z0/th08-web"><b>th08-web</b></a><br><sub>N0zoM1z0</sub></td><td>在瀏覽器裡玩永夜抄,以 th08 重建版為基礎</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>基於逐位元組匹配的 C 反編譯,把 1992 年世嘉街機遊戲《OutRunners》移植成原生 PC 和主機版本。需要自己提供 ROM。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/AsyncFinn/rook"><img src="https://opengraph.githubassets.com/1/AsyncFinn/rook" width="160" alt="AsyncFinn/rook"></a></td><td><a href="https://github.com/AsyncFinn/rook"><b>rook</b></a><br><sub>AsyncFinn</sub></td><td>以 Rust 寫成的 Roblox 相容引擎,對照 Studio 測試</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><img src="https://raw.githubusercontent.com/ucodia/desktop-games-nostalgia/main/docs/demo.gif" width="160" alt="ucodia/desktop-games-nostalgia"></a></td><td><a href="https://github.com/ucodia/desktop-games-nostalgia"><b>desktop-games-nostalgia</b></a><br><sub>ucodia</sub></td><td>再砸一次桌面:Gemtree 2000 年的小玩具登上 macOS 和網頁</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/tallowmere/free-heroes4"><img src="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg" width="160" alt="tallowmere/free-heroes4"></a></td><td><a href="https://github.com/tallowmere/free-heroes4"><b>free-heroes4</b></a><br><sub>tallowmere</sub></td><td>魔法門之英雄無敵 IV 的 C++23 新引擎(讀取你的 GOG 檔案)</td><td>否</td><td><sub><a href="https://upload.wikimedia.org/wikipedia/en/c/cc/Heroes_of_Might_and_Magic_IV_box.jpg">維基百科(© 版權方)</a></sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/cheviman/outrunners-port"><b>outrunners-port</b></a><br><sub>cheviman</sub></td><td>基於逐位元組匹配的 C 反編譯,把 1992 年世嘉街機遊戲《OutRunners》移植成原生 PC 和主機版本。需要自己提供 ROM。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><img src="https://raw.githubusercontent.com/tuunanet/rea-ski-or-die-reconstruction/main/docs/snowball-war.gif" width="160" alt="tuunanet/rea-ski-or-die-reconstruction"></a></td><td><a href="https://github.com/tuunanet/rea-ski-or-die-reconstruction"><b>rea-ski-or-die-reconstruction</b></a><br><sub>tuunanet</sub></td><td>Ski or Die 的雪球大戰,以 Rust + SDL2 重製(素材需自備)</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/OpenRsG/GunZRs"><img src="https://raw.githubusercontent.com/OpenRsG/GunZRs/main/docs/media/menu.jpg" width="160" alt="OpenRsG/GunZRs"></a></td><td><a href="https://github.com/OpenRsG/GunZRs"><b>GunZRs</b></a><br><sub>OpenRsG</sub></td><td>GunZ: The Duel 以 Rust + Bevy 重生</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/a-barzanti/ai-rebuilds"><img src="https://opengraph.githubassets.com/1/a-barzanti/ai-rebuilds" width="160" alt="a-barzanti/ai-rebuilds"></a></td><td><a href="https://github.com/a-barzanti/ai-rebuilds"><b>ai-rebuilds</b></a><br><sub>a-barzanti</sub></td><td>被遺棄的老遊戲重回瀏覽器,不含任何原版檔案</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/carlhako/keen-clone"><b>keen-clone</b></a><br><sub>carlhako</sub></td><td>用 REA + Ghidra 函式級還原的 Commander Keen 1 原生 Linux/SDL2 重實現</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NathanKanaeru/samp-client-re"><b>samp-client-re</b></a><br><sub>NathanKanaeru</sub></td><td>用 REA/Ghidra 恢復架構的 SA-MP 0.3.DL-R1 clean-room 客戶端重實現</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/openage/openage"><b>openage</b></a><br><sub>openage</sub></td><td>帝國時代 2 及其他 RTS 的開源引擎重實現</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/thepoprock/mudbrick"><b>mudbrick</b></a><br><sub>thepoprock</sub></td><td>從零開始、清潔室方式重寫的免費開源瀏覽器版《文明2》(1996 年閉源經典)。用 TypeScript 寫,MIT 協議。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/NostalgiaRealm/A2-Racer-4"><b>A2-Racer-4</b></a><br><sub>NostalgiaRealm</sub></td><td>閉源遊戲《A2 賽車 4》(Davilex,2000)的瀏覽器和桌面移植版。遊戲的 x86 程式碼被重編譯成了 WebAssembly,選單是手寫重做的。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
#### 資源擷取與工具
@@ -527,20 +540,24 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td>—</td><td><a href="https://github.com/fosdickio/binary_ninja_mcp"><b>binary_ninja_mcp</b></a><br><sub>fosdickio</sub></td><td>讓 LLM Agent 驅動 Binary Ninja 的 MCP 伺服器(反編譯、交叉參照、重新命名、註解)。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/radareorg/radare2-mcp"><b>radare2-mcp</b></a><br><sub>radareorg</sub></td><td>radare2 官方 MCP stdio 伺服器</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><img src="https://opengraph.githubassets.com/1/ShadowSwaps/REA-Reconstruction-Companion" width="160" alt="ShadowSwaps/REA-Reconstruction-Companion"></a></td><td><a href="https://github.com/ShadowSwaps/REA-Reconstruction-Companion"><b>REA-Reconstruction-Companion</b></a><br><sub>ShadowSwaps</sub></td><td>讓重建過程隨時有證據可查的 AI 代理技能</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>為 Rizin 產生可讀的虛擬 C 碼,手寫組合語言也行</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/giveen/decomp.anything"><b>decomp.anything</b></a><br><sub>giveen</sub></td><td>停更的匹配式反編譯器 decomp.wtf 的活躍分支;增加了 Windows/Linux 二進位支援,並接入 REA,讓 AI 也能逆向非遊戲程式。</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/rizinorg/jsdec"><img src="https://opengraph.githubassets.com/1/rizinorg/jsdec" width="160" alt="rizinorg/jsdec"></a></td><td><a href="https://github.com/rizinorg/jsdec"><b>jsdec</b></a><br><sub>rizinorg</sub></td><td>為 Rizin 產生可讀的虛擬 C 碼,手寫組合語言也行</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/czcdr/dsh-plugin-rea"><img src="https://raw.githubusercontent.com/czcdr/dsh-plugin-rea/main/assets/screenshot-1.png" width="160" alt="czcdr/dsh-plugin-rea"></a></td><td><a href="https://github.com/czcdr/dsh-plugin-rea"><b>dsh-plugin-rea</b></a><br><sub>czcdr</sub></td><td>在 DeepSeek Harness 裡使用 REA,自動裝好 Ghidra</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/0xshlomil/ida-free-mcp"><img src="https://opengraph.githubassets.com/1/0xshlomil/ida-free-mcp" width="160" alt="0xshlomil/ida-free-mcp"></a></td><td><a href="https://github.com/0xshlomil/ida-free-mcp"><b>ida-free-mcp</b></a><br><sub>0xshlomil</sub></td><td>透過 MCP 讓 AI 代理使用免費版 IDA</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/MistblastClear/UEBulkExport-rpocket"><b>UEBulkExport-rpocket</b></a><br><sub>MistblastClear</sub></td><td>一個命令列工具,能把整個虛幻引擎遊戲包(.pak / .utoc / .ucas)一次匯出成紋理、模型、動畫、音訊和關卡資料夾。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/FurkanAnc/totk-launcher"><b>totk-launcher</b></a><br><sub>FurkanAnc</sub></td><td>給現有的《薩爾達傳說 王國之淚》PC 重編譯版做的啟動器:改設定、改按鍵、成就、存檔備份和作弊。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/dav1dngy/era-agent"><img src="https://raw.githubusercontent.com/dav1dngy/era-agent/main/docs/assets/screenshots/01-main-workspace.png" width="160" alt="dav1dngy/era-agent"></a></td><td><a href="https://github.com/dav1dngy/era-agent"><b>era-agent</b></a><br><sub>dav1dngy</sub></td><td>證據驅動、會嘗試自我改進的逆向工程 AI 代理</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/tanepiper/game-frame"><b>game-frame</b></a><br><sub>tanepiper</sub></td><td>讓 AI agent 從發行檔案逆向遊戲的框架</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/alexmi256/rea-agent-docker"><img src="https://opengraph.githubassets.com/1/alexmi256/rea-agent-docker" width="160" alt="alexmi256/rea-agent-docker"></a></td><td><a href="https://github.com/alexmi256/rea-agent-docker"><b>rea-agent-docker</b></a><br><sub>alexmi256</sub></td><td>REA 的 Docker 映像檔,含 Ghidra/Hopper/IDA 版本</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/DatanoiseTV/revenant"><img src="images/revenant-card.png" width="160" alt="DatanoiseTV/revenant"></a></td><td><a href="https://github.com/DatanoiseTV/revenant"><b>revenant</b></a><br><sub>DatanoiseTV</sub></td><td>用大模型自動逆向被廠商拋棄的韌體和二進位程式,生成腳位圖、設備樹或開源重實現。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/yefan911/automated-recompilers"><b>automated-recompilers</b></a><br><sub>yefan911</sub></td><td>一個自動化框架,能把主機 ROM 可執行檔透過靜態重編譯翻譯成能在 PC 上原生執行的程式。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/zhaofeng130/dsh-rea"><img src="https://opengraph.githubassets.com/1/zhaofeng130/dsh-rea" width="160" alt="zhaofeng130/dsh-rea"></a></td><td><a href="https://github.com/zhaofeng130/dsh-rea"><b>dsh-rea</b></a><br><sub>zhaofeng130</sub></td><td>給 DeepSeek Harness 加上 REA 技能和工具</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/pablodiazjorge/rea-casebook"><img src="https://raw.githubusercontent.com/pablodiazjorge/rea-casebook/main/media/session-dark.png" width="160" alt="pablodiazjorge/rea-casebook"></a></td><td><a href="https://github.com/pablodiazjorge/rea-casebook"><b>rea-casebook</b></a><br><sub>pablodiazjorge</sub></td><td>讓 Claude Code 的每項結論都引用真實的 REA 證據</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><img src="https://opengraph.githubassets.com/1/sheilacraig/dsh-rea-mcp" width="160" alt="sheilacraig/dsh-rea-mcp"></a></td><td><a href="https://github.com/sheilacraig/dsh-rea-mcp"><b>dsh-rea-mcp</b></a><br><sub>sheilacraig</sub></td><td>只靠設定就把 REA 接進 DeepSeek Harness</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/Nowng/rea-mcp"><img src="https://opengraph.githubassets.com/1/Nowng/rea-mcp" width="160" alt="Nowng/rea-mcp"></a></td><td><a href="https://github.com/Nowng/rea-mcp"><b>rea-mcp</b></a><br><sub>Nowng</sub></td><td>在 LM Studio 裡搭配本機模型使用 REA</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><img src="https://opengraph.githubassets.com/1/ya123-4/rea-dsh-plugin" width="160" alt="ya123-4/rea-dsh-plugin"></a></td><td><a href="https://github.com/ya123-4/rea-dsh-plugin"><b>rea-dsh-plugin</b></a><br><sub>ya123-4</sub></td><td>在 DeepSeek Harness 中註冊 REA 的 MCP 工具</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/Sage-is/CleanRoom"><img src="images/cleanroom-card.png" width="160" alt="Sage-is/CleanRoom"></a></td><td><a href="https://github.com/Sage-is/CleanRoom"><b>CleanRoom</b></a><br><sub>Sage-is</sub></td><td>用 Python 從零重寫的本地 REA(逆向任何東西)MCP 伺服器和命令列工具。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/jaenster/setup-msvc"><b>setup-msvc</b></a><br><sub>jaenster</sub></td><td>一個 CI 助手,能安裝精確的歷史版本微軟 Visual C++ 工具鏈(6.0 到 2010),方便反編譯和重編譯專案做到和原版編譯器逐位元組匹配。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td><a href="https://github.com/cognixws/picode-rea"><img src="https://opengraph.githubassets.com/1/cognixws/picode-rea" width="160" alt="cognixws/picode-rea"></a></td><td><a href="https://github.com/cognixws/picode-rea"><b>picode-rea</b></a><br><sub>cognixws</sub></td><td>在 PiCode 裡使用 REA 的靜態分析工具</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
<tr><td><a href="https://github.com/jinshi666888/rea-playbook"><img src="https://raw.githubusercontent.com/jinshi666888/rea-playbook/main/docs/assets/demo.gif" width="160" alt="jinshi666888/rea-playbook"></a></td><td><a href="https://github.com/jinshi666888/rea-playbook"><b>rea-playbook</b></a><br><sub>jinshi666888</sub></td><td>附迷你 Electron 靶機的 REA 實作練習</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/agioracle/rea-unity-game"><b>rea-unity-game</b></a><br><sub>agioracle</sub></td><td>用 agent 逆向 Unity 遊戲的工作流程</td><td>❔ 待驗證</td><td><sub>—</sub></td></tr>
@@ -548,6 +565,7 @@ _可選過濾:以下有公開證據表明使用了 REA。地圖裡大部分專
<tr><td>—</td><td><a href="https://github.com/Stijnus/dsh-rev-eng"><b>dsh-rev-eng</b></a><br><sub>Stijnus</sub></td><td>將 REA 技能與可選 MCP 打包為 DSH 插件,用於逆向工程與 Mac 應用建構。</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/CurLeaf/dsh-command-rea"><b>dsh-command-rea</b></a><br><sub>CurLeaf</sub></td><td>DSH /rea 斜線命令,將逆向分析請求路由到 REA 技能與 MCP 工具。</td><td>✅ 是</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/LostArtefacts/decomp-tools"><b>decomp-tools</b></a><br><sub>LostArtefacts</sub></td><td>幫助對 Windows 版《古墓奇兵2》到《古墓奇兵5》做逐位元組匹配反編譯的工具,使用 Wine 下的原版 MSVC 5/6 編譯器。</td><td>否</td><td><sub>—</sub></td></tr>
<tr><td>—</td><td><a href="https://github.com/zarvox32/vb-native-decompiler"><b>vb-native-decompiler</b></a><br><sub>zarvox32</sub></td><td>一個工具,能把閉源的 Visual Basic 5/6 原生程式碼程式反編譯回可讀的 VB 原始碼,並且逐個過程對照原版機器碼做驗證。</td><td>否</td><td><sub>—</sub></td></tr>
</table>
## REA 官方 Showcase
+144
View File
@@ -1830,5 +1830,149 @@
"https://github.com/YuutaTsubasa/ChaotixRecompiled",
"No",
"Native multi-platform static recompilation of Knuckles' Chaotix (Sega 32X 1995). True widescreen. Bring your own ROM."
],
[
"pc",
"decomp",
"jmars125/xcx-recomp",
"https://github.com/jmars125/xcx-recomp",
"No",
"Native Windows static recompilation of Xenoblade Chronicles X: Definitive Edition (Switch). Bring your own dump."
],
[
"ps2",
"decomp",
"Yaz-Myst/ZOE-Recompiled",
"https://github.com/Yaz-Myst/ZOE-Recompiled",
"No",
"Native Windows port of Zone of the Enders (PS2) via static recompilation. Bring your own disc."
],
[
"tooling",
"tools",
"MistblastClear/UEBulkExport-rpocket",
"https://github.com/MistblastClear/UEBulkExport-rpocket",
"No",
"Command-line bulk exporter for entire Unreal Engine .pak/.utoc/.ucas containers into textures, meshes, audio, etc."
],
[
"tooling",
"tools",
"FurkanAnc/totk-launcher",
"https://github.com/FurkanAnc/totk-launcher",
"No",
"Launcher for the Tears of the Kingdom PC recompilation: settings, rebinding, achievements, save backups."
],
[
"ps2",
"decomp",
"C-GBL/P3FES-Decompilation",
"https://github.com/C-GBL/P3FES-Decompilation",
"No",
"Native Windows port of Persona 3 FES (PS2) built by statically recompiling the executable into C++."
],
[
"ps2",
"decomp",
"TekRantGaming/cartoon-network-racing-recompiled",
"https://github.com/TekRantGaming/cartoon-network-racing-recompiled",
"No",
"Native PC port of Cartoon Network Racing (PS2) via static recompilation. Widescreen, high FPS. Bring your own disc."
],
[
"xbox",
"decomp",
"cdetv/conker-live-recompiled",
"https://github.com/cdetv/conker-live-recompiled",
"No",
"Native Windows PC version of Conker: Live & Reloaded (Xbox) made by statically recompiling the original game."
],
[
"pc",
"decomp",
"0xd34db8/LF2-decomp",
"https://github.com/0xd34db8/LF2-decomp",
"No",
"True 1:1 C++20 source decompilation and modernization of the original Little Fighter 2 (x86-32 MSVC)."
],
[
"ps1",
"decomp",
"TekRantGaming/muppet-racemania-recompiled",
"https://github.com/TekRantGaming/muppet-racemania-recompiled",
"No",
"Native PC port of Muppet RaceMania (PlayStation) via static recompilation. 16:9, 60 FPS."
],
[
"pc",
"decomp",
"kazuyette/senjin-recomped",
"https://github.com/kazuyette/senjin-recomped",
"No",
"Static recompilation of Senjin Aleste (arcade APM3) to native Linux x86-64, plus Windows DLL replacement."
],
[
"pc",
"decomp",
"timboat/demons-souls-recomp",
"https://github.com/timboat/demons-souls-recomp",
"No",
"Native Windows port of Demon's Souls (PS3) via ps3recomp static recompilation. Bring your own disc image."
],
[
"tooling",
"",
"jaenster/setup-msvc",
"https://github.com/jaenster/setup-msvc",
"No",
"GitHub Action / CI helper to set up historical MSVC toolchains (6.0–2010) for byte-matching decomp and recomp work."
],
[
"tooling",
"",
"yefan911/automated-recompilers",
"https://github.com/yefan911/automated-recompilers",
"No",
"Automated framework that translates console ROM executables into native PC applications via static recompilation."
],
[
"pc",
"decomp",
"phys-winner/pc_decomp_ut3",
"https://github.com/phys-winner/pc_decomp_ut3",
"No",
"Unreal Tournament 3 statically recompiled to native Android ARM64 with a Win32/Direct3D 9 host layer."
],
[
"pc",
"remake",
"thepoprock/mudbrick",
"https://github.com/thepoprock/mudbrick",
"No",
"Clean-room, open-source browser re-creation of Sid Meier's Civilization II (1996). MIT, written from scratch in TypeScript."
],
[
"tooling",
"",
"zarvox32/vb-native-decompiler",
"https://github.com/zarvox32/vb-native-decompiler",
"No",
"Decompiles Visual Basic 5 and 6 native-code programs into VB source and verifies every procedure against the machine code."
],
[
"pc",
"decomp",
"awkto/deadly-tide-decomp",
"https://github.com/awkto/deadly-tide-decomp",
"No",
"Reverse engineering and modern/WASM reimplementation of Deadly Tide (1996). No game data included."
],
[
"pc",
"remake",
"NostalgiaRealm/A2-Racer-4",
"https://github.com/NostalgiaRealm/A2-Racer-4",
"No",
"Browser and desktop port of A2 Racer 4 (Davilex, 2000) with x86 code recompiled to WebAssembly and hand-rewritten menu."
]
]
+126
View File
@@ -1601,5 +1601,131 @@
"zh-TW": "把 1995 年 Sega 32X 遊戲《Knuckles' Chaotix》靜態重編譯成原生多平台程式(Windows/Linux/macOS/Android),支援真正寬屏。需要自己的 ROM。",
"ja": "1995年のセガ32Xゲーム『ナックルズ・カオティクス』のコードを事前翻訳して、真のワイドスクリーン対応のネイティブ多プラットフォーム版にした。自分のROMが必要。",
"ko": "1995년 세가 32X 게임 《너클즈 카오틱스》의 코드를 미리 번역해서 진짜 와이드스크린 지원 네이티브 멀티플랫폼 버전으로 만들었다. 자신의 ROM이 필요하다."
},
"jmars125/xcx-recomp": {
"en": "Turns the closed-source Xenoblade Chronicles X: Definitive Edition (Switch) into a native Windows program by statically recompiling its code. You bring your own legally dumped files.",
"zh-CN": "把闭源的《异度神剑 X 终极版》(Switch)通过静态重编译做成了能在 Windows 上原生运行的程序。需要自己提供合法转储的游戏文件。",
"zh-TW": "把閉源的《異度神劍 X 終極版》(Switch)透過靜態重編譯做成能在 Windows 上原生執行的程式。需要自己提供合法轉儲的遊戲檔案。",
"ja": "クローズドソースの『ゼノブレイドクロス ディフィニティブエディション』(Switch)を静的再コンパイルして、Windows でネイティブに動くプログラムにしたもの。自分で合法的にダンプしたファイルが必要。",
"ko": "클로즈드 소스인 제노블레이드 크로닉스 X 디피니티브 에디션(Switch)을 정적 재컴파일해서 Windows에서 네이티브로 돌아가는 프로그램으로 만든 것. 합법적으로 덤프한 자신의 파일이 필요."
},
"Yaz-Myst/ZOE-Recompiled": {
"en": "A native Windows port of the closed-source Zone of the Enders (PlayStation 2), made by statically recompiling the game’s code. Bring your own disc.",
"zh-CN": "把闭源的《终极地带》(PS2)通过静态重编译做成了能在 Windows 上原生跑的版本。需要自己带原版光盘。",
"zh-TW": "把閉源的《終極地帶》(PS2)透過靜態重編譯做成能在 Windows 上原生跑的版本。需要自己帶原版光碟。",
"ja": "クローズドソースの『ゾーン・オブ・エンダーズ』(PS2)を静的再コンパイルして Windows でネイティブに動くようにしたもの。自分のディスクが必要。",
"ko": "클로즈드 소스인 존 오브 엔더스(PS2)를 정적 재컴파일해서 Windows에서 네이티브로 돌아가게 만든 것. 자신의 디스크가 필요."
},
"MistblastClear/UEBulkExport-rpocket": {
"en": "A command-line tool that dumps an entire Unreal Engine game container (.pak / .utoc / .ucas) into one folder of textures, meshes, animations, audio and levels.",
"zh-CN": "一个命令行工具,能把整个虚幻引擎游戏包(.pak / .utoc / .ucas)一次性导出成纹理、模型、动画、音频和关卡文件夹。",
"zh-TW": "一個命令列工具,能把整個虛幻引擎遊戲包(.pak / .utoc / .ucas)一次匯出成紋理、模型、動畫、音訊和關卡資料夾。",
"ja": "Unreal Engine のゲームコンテナ(.pak / .utoc / .ucas)を丸ごと、テクスチャ・メッシュ・アニメ・音声・レベルが入ったフォルダに一括書き出すコマンドラインツール。",
"ko": "언리얼 엔진 게임 컨테이너(.pak / .utoc / .ucas) 전체를 텍스처, 메시, 애니메이션, 오디오, 레벨이 든 폴더로 한 번에 추출하는 명령줄 도구."
},
"FurkanAnc/totk-launcher": {
"en": "A launcher for the existing Tears of the Kingdom PC recompilation: change settings, rebind keys, get achievements, back up saves and use cheats.",
"zh-CN": "给现有的《塞尔达传说 王国之泪》PC 重编译版做的启动器:改设置、改按键、成就、存档备份和作弊。",
"zh-TW": "給現有的《薩爾達傳說 王國之淚》PC 重編譯版做的啟動器:改設定、改按鍵、成就、存檔備份和作弊。",
"ja": "既存の『ゼルダの伝説 ティアーズ オブ ザ キングダム』PC 再コンパイル版用のランチャー。設定変更、キー割り当て、実績、セーブバックアップ、チートができる。",
"ko": "기존 젤다의 전설 왕국의 눈물 PC 재컴파일 버전용 런처. 설정 변경, 키 재바인딩, 업적, 세이브 백업, 치트를 지원."
},
"C-GBL/P3FES-Decompilation": {
"en": "Turns the closed-source Persona 3 FES (PlayStation 2) into a native Windows program by statically recompiling its code into C++. Bring your own copy.",
"zh-CN": "把闭源的《女神异闻录3 FES》(PS2)通过静态重编译成 C++,做成能在 Windows 上原生运行的版本。需要自己带游戏。",
"zh-TW": "把閉源的《女神異聞錄3 FES》(PS2)透過靜態重編譯成 C++,做成能在 Windows 上原生執行的版本。需要自己帶遊戲。",
"ja": "クローズドソースの『ペルソナ3 FES』(PS2)を静的再コンパイルして C++ にし、Windows でネイティブに動くようにしたもの。自分のコピーが必要。",
"ko": "클로즈드 소스인 페르소나 3 FES(PS2)를 정적 재컴파일해서 C++로 만들어 Windows에서 네이티브로 돌아가게 한 것. 자신의 복사본이 필요."
},
"TekRantGaming/cartoon-network-racing-recompiled": {
"en": "Native PC port of the closed-source Cartoon Network Racing (PlayStation 2), made by static recompilation. Widescreen and high frame rates. Bring your own disc.",
"zh-CN": "把闭源的《卡通频道赛车》(PS2)通过静态重编译做成了 PC 原生版。支持宽屏和高帧率。需要自己带光盘。",
"zh-TW": "把閉源的《卡通頻道賽車》(PS2)透過靜態重編譯做成了 PC 原生版。支援寬螢幕和高幀率。需要自己帶光碟。",
"ja": "クローズドソースの『Cartoon Network Racing』(PS2)を静的再コンパイルして作った PC ネイティブ版。ワイドスクリーンと高フレームレート対応。自分のディスクが必要。",
"ko": "클로즈드 소스인 Cartoon Network Racing(PS2)을 정적 재컴파일해서 만든 PC 네이티브 포트. 와이드스크린과 고프레임 지원. 자신의 디스크가 필요."
},
"cdetv/conker-live-recompiled": {
"en": "A native Windows PC version of the closed-source Conker: Live & Reloaded (original Xbox), created by statically recompiling the game’s code.",
"zh-CN": "把闭源的《康克:复活》(原版 Xbox)通过静态重编译做成了能在 Windows 上原生运行的版本。",
"zh-TW": "把閉源的《康克:復活》(原版 Xbox)透過靜態重編譯做成能在 Windows 上原生執行的版本。",
"ja": "クローズドソースの『コンカー:ライブ&リローデッド』(初代 Xbox)を静的再コンパイルして、Windows でネイティブに動くようにしたもの。",
"ko": "클로즈드 소스인 콘커: 라이브 & 리로디드(원본 Xbox)를 정적 재컴파일해서 Windows에서 네이티브로 돌아가게 만든 것."
},
"0xd34db8/LF2-decomp": {
"en": "A true 1:1 decompilation of the closed-source Little Fighter 2 into modern C++20 source that matches the original x86 machine code.",
"zh-CN": "把闭源的《小小大乱斗2》完整反编译成了现代 C++20 源码,能和原版 x86 机器码逐字节对应。",
"zh-TW": "把閉源的《小小大亂鬥2》完整反編譯成了現代 C++20 原始碼,能和原版 x86 機器碼逐位元組對應。",
"ja": "クローズドソースの『Little Fighter 2』を現代の C++20 ソースに完全に逆コンパイルしたもの。元の x86 機械語とバイト単位で一致する。",
"ko": "클로즈드 소스인 리틀 파이터 2를 현대 C++20 소스로 완전히 디컴파일한 것. 원본 x86 기계어와 바이트 단위로 일치."
},
"TekRantGaming/muppet-racemania-recompiled": {
"en": "Native PC port of the closed-source Muppet RaceMania (PlayStation), made by static recompilation. Supports 16:9 and 60 FPS.",
"zh-CN": "把闭源的《布偶赛车》(PlayStation)通过静态重编译做成了 PC 原生版。支持 16:9 和 60 帧。",
"zh-TW": "把閉源的《布偶賽車》(PlayStation)透過靜態重編譯做成了 PC 原生版。支援 16:9 和 60 幀。",
"ja": "クローズドソースの『Muppet RaceMania』(PlayStation)を静的再コンパイルして作った PC ネイティブ版。16:9 と 60fps 対応。",
"ko": "클로즈드 소스인 머펫 레이스매니아(PlayStation)를 정적 재컴파일해서 만든 PC 네이티브 포트. 16:9와 60FPS 지원."
},
"kazuyette/senjin-recomped": {
"en": "Static recompilation of the closed-source arcade game Senjin Aleste (APM3) into a native Linux x86-64 binary, plus a Windows replacement DLL.",
"zh-CN": "把闭源的街机游戏《战刃》/Senjin Aleste(APM3)静态重编译成了能在 Linux x86-64 上原生运行的程序,还附带 Windows 用的 DLL 替换。",
"zh-TW": "把閉源的街機遊戲《戰刃》/Senjin Aleste(APM3)靜態重編譯成能在 Linux x86-64 上原生執行的程式,還附帶 Windows 用的 DLL 替換。",
"ja": "クローズドソースのアーケードゲーム『戦刃』/Senjin Aleste(APM3)を静的再コンパイルして Linux x86-64 ネイティブバイナリにしたもの。Windows 用の置換 DLL も付属。",
"ko": "클로즈드 소스 아케이드 게임 센진 알레스트(APM3)를 정적 재컴파일해서 Linux x86-64 네이티브 바이너리로 만든 것. Windows용 대체 DLL도 포함."
},
"timboat/demons-souls-recomp": {
"en": "Native Windows port of the closed-source Demon's Souls (PlayStation 3), made with ps3recomp static recompilation. Bring your own disc image.",
"zh-CN": "用 ps3recomp 静态重编译把闭源的《恶魔之魂》(PS3)做成了能在 Windows 上原生运行的版本。需要自己带光盘镜像。",
"zh-TW": "用 ps3recomp 靜態重編譯把閉源的《惡魔之魂》(PS3)做成能在 Windows 上原生執行的版本。需要自己帶光碟映像。",
"ja": "ps3recomp による静的再コンパイルで、クローズドソースの『Demon's Souls』(PS3)を Windows でネイティブに動くようにしたもの。自分のディスクイメージが必要。",
"ko": "ps3recomp 정적 재컴파일로 클로즈드 소스인 데몬즈 소울(PS3)을 Windows에서 네이티브로 돌아가게 만든 것. 자신의 디스크 이미지가 필요."
},
"jaenster/setup-msvc": {
"en": "A helper that installs exact historical Microsoft Visual C++ toolchains (from 6.0 to 2010) in CI, so decompilation and recompilation projects can match the original compiler byte-for-byte.",
"zh-CN": "一个 CI 助手,能安装精确的历史版本微软 Visual C++ 工具链(6.0 到 2010),方便反编译和重编译项目做到和原版编译器逐字节匹配。",
"zh-TW": "一個 CI 助手,能安裝精確的歷史版本微軟 Visual C++ 工具鏈(6.0 到 2010),方便反編譯和重編譯專案做到和原版編譯器逐位元組匹配。",
"ja": "CI で正確な歴史的 Microsoft Visual C++ ツールチェーン(6.0~2010)をセットアップするヘルパー。逆コンパイル/再コンパイルプロジェクトが元のコンパイラとバイト単位で一致できるようにする。",
"ko": "CI에서 정확한 역사적 Microsoft Visual C++ 툴체인(6.0~2010)을 설치해주는 도우미. 디컴파일/재컴파일 프로젝트가 원본 컴파일러와 바이트 단위로 일치할 수 있게 함."
},
"yefan911/automated-recompilers": {
"en": "An automated framework that takes console ROM executables and translates them into native PC applications through static recompilation.",
"zh-CN": "一个自动化框架,能把主机 ROM 可执行文件通过静态重编译翻译成能在 PC 上原生运行的程序。",
"zh-TW": "一個自動化框架,能把主機 ROM 可執行檔透過靜態重編譯翻譯成能在 PC 上原生執行的程式。",
"ja": "コンソール ROM の実行ファイルを静的再コンパイルでネイティブ PC アプリケーションに自動翻訳するフレームワーク。",
"ko": "콘솔 ROM 실행 파일을 정적 재컴파일을 통해 네이티브 PC 애플리케이션으로 자동 번역하는 프레임워크."
},
"phys-winner/pc_decomp_ut3": {
"en": "Statically recompiles the closed-source Unreal Tournament 3 (PC) into native Android ARM64 code, with a compatibility layer for its original Win32/Direct3D 9 calls.",
"zh-CN": "把闭源的《虚幻竞技场3》(PC 版)静态重编译成了能在 Android ARM64 上原生运行的代码,还做了原版 Win32/Direct3D 9 的兼容层。",
"zh-TW": "把閉源的《虛幻競技場3》(PC 版)靜態重編譯成能在 Android ARM64 上原生執行的程式碼,還做了原版 Win32/Direct3D 9 的相容層。",
"ja": "クローズドソースの『Unreal Tournament 3』(PC版)を静的再コンパイルして Android ARM64 ネイティブコードにしたもの。元の Win32/Direct3D 9 呼び出し用の互換レイヤー付き。",
"ko": "클로즈드 소스인 언리얼 토너먼트 3(PC)를 정적 재컴파일해서 Android ARM64 네이티브 코드로 만든 것. 원본 Win32/Direct3D 9 호출용 호환 레이어 포함."
},
"thepoprock/mudbrick": {
"en": "A clean-room, from-scratch open-source browser re-creation of the closed-source Sid Meier's Civilization II (1996), written in TypeScript. MIT licensed.",
"zh-CN": "从零开始、清洁室方式重写的免费开源浏览器版《文明2》(1996 年闭源经典)。用 TypeScript 写,MIT 协议。",
"zh-TW": "從零開始、清潔室方式重寫的免費開源瀏覽器版《文明2》(1996 年閉源經典)。用 TypeScript 寫,MIT 協議。",
"ja": "クローズドソースの『シド・マイヤーのシヴィライゼーション II』(1996年)を、クリーンルーム方式でゼロから TypeScript で書き直した無料オープンソースのブラウザ版。MIT ライセンス。",
"ko": "클로즈드 소스인 시드 마이어의 문명 II(1996)를 클린룸 방식으로 처음부터 TypeScript로 다시 쓴 무료 오픈소스 브라우저 재구현. MIT 라이선스."
},
"zarvox32/vb-native-decompiler": {
"en": "A tool that decompiles closed-source Visual Basic 5 and 6 native-code programs back into readable VB source, then checks every procedure against the original machine code.",
"zh-CN": "一个工具,能把闭源的 Visual Basic 5/6 原生代码程序反编译回可读的 VB 源码,并且逐个过程对照原版机器码做验证。",
"zh-TW": "一個工具,能把閉源的 Visual Basic 5/6 原生程式碼程式反編譯回可讀的 VB 原始碼,並且逐個過程對照原版機器碼做驗證。",
"ja": "クローズドソースの Visual Basic 5/6 ネイティブコードプログラムを読みやすい VB ソースに逆コンパイルし、すべてのプロシージャを元の機械語と照合して検証するツール。",
"ko": "클로즈드 소스 Visual Basic 5/6 네이티브 코드 프로그램을 읽기 쉬운 VB 소스로 디컴파일한 뒤, 모든 프로시저를 원본 기계어와 대조해 검증하는 도구."
},
"awkto/deadly-tide-decomp": {
"en": "Reverse engineering and a modern WebAssembly reimplementation of the closed-source 1996 game Deadly Tide. No original game data is included.",
"zh-CN": "对 1996 年闭源游戏《致命潮汐》做的逆向工程,以及用现代 WebAssembly 重写的实现。不包含任何原版游戏数据。",
"zh-TW": "對 1996 年閉源遊戲《致命潮汐》做的逆向工程,以及用現代 WebAssembly 重寫的實作。不包含任何原版遊戲資料。",
"ja": "1996年のクローズドソースゲーム『Deadly Tide』のリバースエンジニアリングと、現代の WebAssembly による再実装。元のゲームデータは含まれない。",
"ko": "1996년 클로즈드 소스 게임 Deadly Tide의 역공학과 현대 WebAssembly 재구현. 원본 게임 데이터는 포함되지 않음."
},
"NostalgiaRealm/A2-Racer-4": {
"en": "Browser and desktop port of the closed-source A2 Racer 4 (Davilex, 2000). The game’s x86 code was recompiled to WebAssembly and the menu was rewritten by hand.",
"zh-CN": "闭源游戏《A2 赛车 4》(Davilex,2000)的浏览器和桌面移植版。游戏的 x86 代码被重编译成了 WebAssembly,菜单是手写重做的。",
"zh-TW": "閉源遊戲《A2 賽車 4》(Davilex,2000)的瀏覽器和桌面移植版。遊戲的 x86 程式碼被重編譯成了 WebAssembly,選單是手寫重做的。",
"ja": "クローズドソースの『A2 Racer 4』(Davilex、2000年)のブラウザ/デスクトップ移植版。ゲームの x86 コードを WebAssembly に再コンパイルし、メニューは手書きで書き直したもの。",
"ko": "클로즈드 소스 게임 A2 레이서 4(Davilex, 2000)의 브라우저 및 데스크톱 포트. 게임의 x86 코드를 WebAssembly로 재컴파일하고 메뉴는 손으로 다시 작성."
}
}
+15
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@@ -773,5 +773,20 @@
"card",
"images/totk-pc-recomp-card.png",
"GitHub social preview card for the totk-pc-recomp repository"
],
"C-GBL/P3FES-Decompilation": [
"readme",
"https://p3fmmo.com/p3fesdecompheader.png",
"Project header image from the repository"
],
"TekRantGaming/cartoon-network-racing-recompiled": [
"readme",
"https://raw.githubusercontent.com/TekRantGaming/cartoon-network-racing-recompiled/main/docs/images/header.jpg",
"Header image from the project README"
],
"cdetv/conker-live-recompiled": [
"readme",
"https://raw.githubusercontent.com/cdetv/conker-live-recompiled/main/images/logo.png",
"Logo image from the project README"
]
}
+154 -137
View File
@@ -1,31 +1,34 @@
{
"REA discussion #2254": 414398,
"0xshlomil/ida-free-mcp": 49,
"2ship2harkinian/2ship2harkinian": 2405,
"2ship2harkinian/2ship2harkinian": 2410,
"3DSGuy/Project_CTR": 589,
"AdamLinCodes/AdamTerm": 0,
"AssetRipper/AssetRipper": 8788,
"AsyncFinn/rook": 10,
"AsobiCodes/rac-rs": 205,
"AssetRipper/AssetRipper": 8791,
"AsyncFinn/rook": 11,
"B-Howell/soundconnect-desktop": 4,
"Caho1/open-claude-ui": 1605,
"Caho1/open-claude-ui": 1608,
"CurLeaf/dsh-command-rea": 0,
"DarkRTA/rb3": 127,
"DatanoiseTV/revenant": 10,
"DinosaurPlanetRecomp/dino-recomp": 333,
"EndLess728/MiTV-Remote": 10,
"GLinnik21/plx-native": 1161,
"HarbourMasters/Shipwright": 5804,
"HarbourMasters/Starship": 2126,
"Hero88go/melee-unlocked": 141,
"HexRaysSA/ida-mcp": 1491,
"Interkarma/daggerfall-unity": 3547,
"GLinnik21/plx-native": 1163,
"HarbourMasters/Shipwright": 5808,
"HarbourMasters/Starship": 2127,
"Hero88go/melee-unlocked": 143,
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@@ -38,11 +41,11 @@
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@@ -52,87 +55,157 @@
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