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Add recent Switch 2 and Link's Awakening recomps plus ghidra-reconstruct
- NotRexed/Hookshot: native Windows recomp of Switch 2 Ocarina of Time remake - peiikai/LASRecomp: native multi-platform recomp of Switch Link's Awakening (2019) - drakolordx7/switch2-recomp: native Windows recomp of Pokémon Pokopia (Switch 2) - jaenster/ghidra-reconstruct: turns Ghidra decompiler output into recompilable C++ Also refreshed stars.json for all GitHub projects.
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@@ -48,13 +48,13 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
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<tr><td>—</td><td><a href="https://github.com/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>REA で CapCut を調べて作り直したオープンソースのオフライン動画編集</td><td>✅ はい</td><td><sub>—</sub></td></tr>
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<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>OBS を参考にした Rust 製の高速 macOS 録画ツール</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
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<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>Paper を研究して作った Rust 製の無限デザインキャンバス</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA で逆解析した 1992 年 Johnny Castaway スクリーンセーバーの Rust 再実装</td><td>✅ はい</td><td><sub>—</sub></td></tr>
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<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>QuickBooks for Mac を参考にしたローカル優先の会計アプリ</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
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<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA で逆解析した 1992 年 Johnny Castaway スクリーンセーバーの Rust 再実装</td><td>✅ はい</td><td><sub>—</sub></td></tr>
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<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>
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<tr><td>—</td><td><a href="https://github.com/gryszzz/reverse-engineer-everything"><b>reverse-engineer-everything</b></a><br><sub>gryszzz</sub></td><td>REA エンジン上に構築されたローカルワークベンチと調査スタジオ。ファイルをアップロードせずに証拠に基づくソフトウェア分析を行う。</td><td>✅ はい</td><td><sub>—</sub></td></tr>
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<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>
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@@ -214,8 +214,8 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
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<tr><td><a href="https://github.com/n64decomp/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="n64decomp/perfect_dark"></a></td><td><a href="https://github.com/n64decomp/perfect_dark"><b>perfect_dark</b></a><br><sub>n64decomp</sub></td><td>パーフェクトダーク(N64)を C へ逆コンパイル</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>
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<tr><td><a href="https://github.com/DinosaurPlanetRecomp/dino-recomp"><img src="images/dino-recomp-card.png" width="160" alt="DinosaurPlanetRecomp/dino-recomp"></a></td><td><a href="https://github.com/DinosaurPlanetRecomp/dino-recomp"><b>dino-recomp</b></a><br><sub>DinosaurPlanetRecomp</sub></td><td>N64 プロトタイプの Dinosaur Planet を静的再コンパイルでネイティブ PC ポートに。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
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<tr><td><a href="https://github.com/bryantmh/rush2recompiled"><img src="images/rush2recompiled-card.png" width="160" alt="bryantmh/rush2recompiled"></a></td><td><a href="https://github.com/bryantmh/rush2recompiled"><b>rush2recompiled</b></a><br><sub>bryantmh</sub></td><td>N64 の Rush 2 を事前に翻訳して、ネイティブ PC で動かすプロジェクト。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
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<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>AIツール(REA + Ghidra)でニンテンドー64版『バイオハザード2』を解析。数千のデコンパイル関数と検証スイートあり。ゲームROMは含まれません。</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
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<tr><td>—</td><td><a href="https://github.com/RetroReversing/v-rally-decomp"><b>v-rally-decomp</b></a><br><sub>RetroReversing</sub></td><td>N64ゲーム『V-Rally Edition 99』(欧州版)のマッチングデコンパイル。AI支援でROMから復元し、オリジナルROMとバイト単位で検証。</td><td>いいえ</td><td><sub>—</sub></td></tr>
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<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>AIツール(REA + Ghidra)でニンテンドー64版『バイオハザード2』を解析。数千のデコンパイル関数と検証スイートあり。ゲームROMは含まれません。</td><td>✅ はい</td><td><sub>リポジトリカード</sub></td></tr>
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<tr><td>—</td><td><a href="https://github.com/RetroReversing/turok-decomp"><b>turok-decomp</b></a><br><sub>RetroReversing</sub></td><td>N64ゲーム『Turok: Dinosaur Hunter』(欧州版)の部分マッチングデコンパイル。AI支援でROMから復元。自分のROMが必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
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</table>
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@@ -432,13 +432,16 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
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<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>
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<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>
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<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>
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<tr><td><a href="https://github.com/peiikai/LASRecomp"><img src="https://opengraph.githubassets.com/1/peiikai/LASRecomp" width="160" alt="peiikai/LASRecomp"></a></td><td><a href="https://github.com/peiikai/LASRecomp"><b>LASRecomp</b></a><br><sub>peiikai</sub></td><td>2019年のNintendo Switch版『ゼルダの伝説 夢をみる島』を、Windows・macOS・Linuxでネイティブに動くプログラムに変換します。自分のゲームダンプを使います。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
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<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>
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<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>
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<tr><td><a href="https://github.com/drakolordx7/switch2-recomp"><img src="https://opengraph.githubassets.com/1/drakolordx7/switch2-recomp" width="160" alt="drakolordx7/switch2-recomp"></a></td><td><a href="https://github.com/drakolordx7/switch2-recomp"><b>switch2-recomp</b></a><br><sub>drakolordx7</sub></td><td>Nintendo Switch 2 の『ポケモン ポコピア』を、エミュレータなしで Windows 上でネイティブに動くプログラムに変換します。自分のゲームダンプを使います。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
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<tr><td><a href="https://github.com/NotRexed/Hookshot"><img src="https://opengraph.githubassets.com/1/NotRexed/Hookshot" width="160" alt="NotRexed/Hookshot"></a></td><td><a href="https://github.com/NotRexed/Hookshot"><b>Hookshot</b></a><br><sub>NotRexed</sub></td><td>Nintendo Switch 2 版『ゼルダの伝説 時のオカリナ』を、エミュレータなしで Windows 上でネイティブに動くプログラムに変換します。自分のゲームダンプを使います。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
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<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>
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<tr><td><a href="https://github.com/fallout2-ce/fallout2-ce"><img src="https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/main/docs/images/two-column-inventory.jpg" width="160" alt="fallout2-ce/fallout2-ce"></a></td><td><a href="https://github.com/fallout2-ce/fallout2-ce"><b>fallout2-ce</b></a><br><sub>fallout2-ce</sub></td><td>Fallout 2 を現行 OS で(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>
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<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>
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<tr><td>—</td><td><a href="https://github.com/AksharDP/xc2-recomp"><b>xc2-recomp</b></a><br><sub>AksharDP</sub></td><td>任天堂Switchのゲーム『ゼノブレイド2』の無料オープンソースWindowsネイティブ版。自分のゲームダンプを静的リコンパイルしてVulkanレンダラー付きのネイティブ実行ファイルにする。</td><td>いいえ</td><td><sub>—</sub></td></tr>
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<tr><td>—</td><td><a href="https://github.com/BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp"><b>Castlevania-Grimoire-of-Souls-Recomp</b></a><br><sub>BLSNCVS</sub></td><td>Apple Arcade / macOS版『悪魔城ドラキュラ ソウル魔典』をエミュレーターなしで動くネイティブWindows版にしたもの。自分のゲームファイルが必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
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<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>
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<tr><td>—</td><td><a href="https://github.com/pablocpas/OpenCMR2"><b>OpenCMR2</b></a><br><sub>pablocpas</sub></td><td>マッチング逆コンパイルを基に、2000年のクローズドソース PC ゲーム『Colin McRae Rally 2.0』を現代のマルチプラットフォーム向けネイティブ移植にしたもの。古い DirectX の代わりに SDL3 を使用。自分のゲームファイルが必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
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<tr><td>—</td><td><a href="https://github.com/mr-finster/vf3-recomp"><b>vf3-recomp</b></a><br><sub>mr-finster</sub></td><td>1996年のクローズドソース Sega Model 3 アーケードゲーム『バーチャファイター3』の PowerPC プログラムをネイティブ PC コードに静的再コンパイルし、最大6倍解像度と120fpsに対応。自分の ROM が必要。</td><td>いいえ</td><td><sub>—</sub></td></tr>
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<tr><td>—</td><td><a href="https://github.com/linuxopt/mp4-recomp"><b>mp4-recomp</b></a><br><sub>linuxopt</sub></td><td>任天堂Switchのゲーム『メトロイドプライム4 ビヨンド』の無料オープンソースLinuxネイティブ版。自分のゲームダンプを使ってエミュレータなしで遊べる。</td><td>いいえ</td><td><sub>—</sub></td></tr>
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@@ -501,8 +504,8 @@ _任意のフィルタ:以下は REA を使用した公開証拠があるプ
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<tr><td>—</td><td><a href="https://github.com/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>REA で CapCut を調べて作り直したオープンソースのオフライン動画編集</td><td>✅ はい</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>OBS を参考にした Rust 製の高速 macOS 録画ツール</td><td>✅ はい</td><td><sub>プロジェクト README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>Paper を研究して作った Rust 製の無限デザインキャンバス</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/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA で逆解析した 1992 年 Johnny Castaway スクリーンセーバーの Rust 再実装</td><td>✅ はい</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>QuickBooks for Mac を参考にしたローカル優先の会計アプリ</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/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA で逆解析した 1992 年 Johnny Castaway スクリーンセーバーの Rust 再実装</td><td>✅ はい</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/LilZeeCN/zee-rp"><img src="https://raw.githubusercontent.com/LilZeeCN/zee-rp/main/examples/screenshot/source.png" width="160" alt="LilZeeCN/zee-rp"></a></td><td><a href="https://github.com/LilZeeCN/zee-rp"><b>zee-rp</b></a><br><sub>LilZeeCN</sub></td><td>CLI や MCP から Axure RP のプロトタイプを読み書き</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/laaielichter/Reverseport"><img src="https://raw.githubusercontent.com/laaielichter/Reverseport/main/docs/assets/demo.gif" width="160" alt="laaielichter/Reverseport"></a></td><td><a href="https://github.com/laaielichter/Reverseport"><b>Reverseport</b></a><br><sub>laaielichter</sub></td><td>解析結果を Godot・Unity・Unreal・three.js へ移植</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/Dicklesworthstone/frankentorch"><b>frankentorch</b></a><br><sub>Dicklesworthstone</sub></td><td>PyTorchと同じように動くことを目指した、安全なRustによるゼロからの再実装。勾配計算も含め、決定性と耐久性を追加。</td><td>いいえ</td><td><sub>—</sub></td></tr>
|
||||
@@ -614,20 +617,21 @@ _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/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/BurnoutDecomp/BP-Decomp_Workflow"><img src="https://opengraph.githubassets.com/1/BurnoutDecomp/BP-Decomp_Workflow" width="160" alt="BurnoutDecomp/BP-Decomp_Workflow"></a></td><td><a href="https://github.com/BurnoutDecomp/BP-Decomp_Workflow"><b>BP-Decomp_Workflow</b></a><br><sub>BurnoutDecomp</sub></td><td>『バーンアウトパラダイス』の逆解析・デコンパイルを助けるツールとワークフローのリポジトリ。スクリプト、IDAデータベース、エージェント調整を含む。</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/veritr1x/recomp-kit"><b>recomp-kit</b></a><br><sub>veritr1x</sub></td><td>古い32ビットx86 Windowsゲームを、エミュレータやJITなしでmacOS/iOS/Android/Linux/Windowsのネイティブアプリに変換する静的再コンパイルキット。</td><td>いいえ</td><td><sub>—</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/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/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/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><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/jaenster/ghidra-reconstruct"><img src="https://opengraph.githubassets.com/1/jaenster/ghidra-reconstruct" width="160" alt="jaenster/ghidra-reconstruct"></a></td><td><a href="https://github.com/jaenster/ghidra-reconstruct"><b>ghidra-reconstruct</b></a><br><sub>jaenster</sub></td><td>Ghidra が吐き出すごちゃごちゃした逆コンパイル結果を、きれいに整理されたコンパイル可能な C++ ソースに変換します。</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/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>—</td><td><a href="https://github.com/ValveResourceFormat/Source2Mcp"><b>Source2Mcp</b></a><br><sub>ValveResourceFormat</sub></td><td>CS2やDota 2、DeadlockなどのSource 2ゲームをAIが起動・操作できるようにするMCPサーバー。コンソールコマンド、カメラ移動、スクリーンショット。</td><td>いいえ</td><td><sub>—</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/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>—</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>
|
||||
<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>
|
||||
<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/MarkMcCaskey/dolphin-decomp-mcp"><b>dolphin-decomp-mcp</b></a><br><sub>MarkMcCaskey</sub></td><td>AIエージェントがDolphinエミュレータ上で動くGameCubeとWiiのゲームをライブデバッグできるMCPサーバーとコマンドラインツール。リバースエンジニアリングやマッチングデコンパイルに便利。</td><td>いいえ</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/orikami048/gea"><img src="images/gea-card.png" width="160" alt="orikami048/gea"></a></td><td><a href="https://github.com/orikami048/gea"><b>gea</b></a><br><sub>orikami048</sub></td><td>ゲームのリバースエンジニアリング、アセット抽出、Cocos/Three.js 再現のための MCP と CLI。morluto/rea に着想。</td><td>いいえ</td><td><sub>リポジトリカード</sub></td></tr>
|
||||
|
||||
+11
-7
@@ -48,13 +48,13 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
|
||||
<tr><td>—</td><td><a href="https://github.com/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>REA로 CapCut을 분석해 다시 만든 오픈소스 오프라인 영상 편집기</td><td>✅ 예</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>OBS를 참고한 Rust 기반 빠른 macOS 녹화 도구</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>Paper를 연구해 만든 Rust 무한 디자인 캔버스</td><td>✅ 예</td><td><sub>프로젝트 README</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>—</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/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/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/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/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/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA로 역공학한 1992년 Johnny Castaway 화면 보호기의 Rust 재구현</td><td>✅ 예</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>QuickBooks for Mac을 참고한 로컬 우선 회계 앱</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA로 역공학한 1992년 Johnny Castaway 화면 보호기의 Rust 재구현</td><td>✅ 예</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>—</td><td><a href="https://github.com/gryszzz/reverse-engineer-everything"><b>reverse-engineer-everything</b></a><br><sub>gryszzz</sub></td><td>REA 엔진 위에 구축된 로컬 워크벤치 및 조사 스튜디오로, 파일을 업로드하지 않고 증거 기반 소프트웨어 분석을 수행함.</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>
|
||||
@@ -214,8 +214,8 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
|
||||
<tr><td><a href="https://github.com/n64decomp/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="n64decomp/perfect_dark"></a></td><td><a href="https://github.com/n64decomp/perfect_dark"><b>perfect_dark</b></a><br><sub>n64decomp</sub></td><td>퍼펙트 다크(N64)를 C로 디컴파일</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/DinosaurPlanetRecomp/dino-recomp"><img src="images/dino-recomp-card.png" width="160" alt="DinosaurPlanetRecomp/dino-recomp"></a></td><td><a href="https://github.com/DinosaurPlanetRecomp/dino-recomp"><b>dino-recomp</b></a><br><sub>DinosaurPlanetRecomp</sub></td><td>N64 프로토타입 Dinosaur Planet을 정적 재컴파일로 네이티브 PC 포트로 만듦.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/bryantmh/rush2recompiled"><img src="images/rush2recompiled-card.png" width="160" alt="bryantmh/rush2recompiled"></a></td><td><a href="https://github.com/bryantmh/rush2recompiled"><b>rush2recompiled</b></a><br><sub>bryantmh</sub></td><td>N64의 Rush 2를 미리 번역해서 네이티브 PC에서 실행하는 프로젝트.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>AI 도구(REA + Ghidra)로 닌텐도 64판 『바이오하자드 2』를 분석. 수천 개의 디컴파일 함수와 검증 스위트 포함. 게임 ROM은 포함되지 않음.</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/v-rally-decomp"><b>v-rally-decomp</b></a><br><sub>RetroReversing</sub></td><td>닌텐도 64 게임 『V-Rally Edition 99』(유럽판)의 매칭 디컴파일. AI 지원으로 ROM에서 복원하고 원본 ROM과 바이트 단위로 검증.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>AI 도구(REA + Ghidra)로 닌텐도 64판 『바이오하자드 2』를 분석. 수천 개의 디컴파일 함수와 검증 스위트 포함. 게임 ROM은 포함되지 않음.</td><td>✅ 예</td><td><sub>저장소 카드</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/turok-decomp"><b>turok-decomp</b></a><br><sub>RetroReversing</sub></td><td>닌텐도 64 게임 『Turok: Dinosaur Hunter』(유럽판)의 부분 매칭 디컴파일. AI 지원으로 ROM에서 복원. 자신의 ROM 필요.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
</table>
|
||||
|
||||
@@ -432,13 +432,16 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
|
||||
<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/peiikai/LASRecomp"><img src="https://opengraph.githubassets.com/1/peiikai/LASRecomp" width="160" alt="peiikai/LASRecomp"></a></td><td><a href="https://github.com/peiikai/LASRecomp"><b>LASRecomp</b></a><br><sub>peiikai</sub></td><td>2019년 닌텐도 스위치 버전 『젤다의 전설: 꿈꾸는 섬』을 Windows, macOS, Linux에서 네이티브로 실행되는 프로그램으로 바꿉니다. 본인 게임 덤프를 사용합니다.</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><a href="https://github.com/drakolordx7/switch2-recomp"><img src="https://opengraph.githubassets.com/1/drakolordx7/switch2-recomp" width="160" alt="drakolordx7/switch2-recomp"></a></td><td><a href="https://github.com/drakolordx7/switch2-recomp"><b>switch2-recomp</b></a><br><sub>drakolordx7</sub></td><td>닌텐도 스위치 2 게임 『포켓몬 포코피아』를 에뮬레이터 없이 Windows에서 네이티브로 실행되는 프로그램으로 바꿉니다. 본인 게임 덤프를 사용합니다.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/NotRexed/Hookshot"><img src="https://opengraph.githubassets.com/1/NotRexed/Hookshot" width="160" alt="NotRexed/Hookshot"></a></td><td><a href="https://github.com/NotRexed/Hookshot"><b>Hookshot</b></a><br><sub>NotRexed</sub></td><td>닌텐도 스위치 2 버전 『젤다의 전설: 시간의 오카리나』를 에뮬레이터 없이 Windows에서 네이티브로 실행되는 프로그램으로 바꿉니다. 본인 게임 덤프를 사용합니다.</td><td>아니요</td><td><sub>저장소 카드</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>
|
||||
<tr><td><a href="https://github.com/fallout2-ce/fallout2-ce"><img src="https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/main/docs/images/two-column-inventory.jpg" width="160" alt="fallout2-ce/fallout2-ce"></a></td><td><a href="https://github.com/fallout2-ce/fallout2-ce"><b>fallout2-ce</b></a><br><sub>fallout2-ce</sub></td><td>폴아웃 2를 최신 OS에서(보유한 게임 데이터 사용)</td><td>아니요</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<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>—</td><td><a href="https://github.com/AksharDP/xc2-recomp"><b>xc2-recomp</b></a><br><sub>AksharDP</sub></td><td>닌텐도 스위치 게임 제노블레이드 2의 무료 오픈소스 윈도우 네이티브 버전. 자신의 게임 덤프를 정적으로 리컴파일해 Vulkan 렌더러가 있는 네이티브 실행 파일로 만듦.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp"><b>Castlevania-Grimoire-of-Souls-Recomp</b></a><br><sub>BLSNCVS</sub></td><td>Apple Arcade / macOS 버전의 캐슬바니아: 영혼의 마법서를 에뮬레이터 없이 실행되는 네이티브 Windows 프로그램으로 만든 것. 자신의 게임 파일이 필요.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
<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>—</td><td><a href="https://github.com/pablocpas/OpenCMR2"><b>OpenCMR2</b></a><br><sub>pablocpas</sub></td><td>매칭 디컴파일을 기반으로 2000년 클로즈드 소스 PC 게임 『Colin McRae Rally 2.0』를 현대 멀티플랫폼 네이티브 포트로 만든 프로젝트. 오래된 DirectX 대신 SDL3를 사용. 자신의 게임 파일이 필요.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/mr-finster/vf3-recomp"><b>vf3-recomp</b></a><br><sub>mr-finster</sub></td><td>1996년 클로즈드 소스 세가 Model 3 아케이드 게임 『버추어 파이터 3』의 PowerPC 프로그램을 네이티브 PC 코드로 정적 재컴파일하여 최대 6배 해상도와 120fps를 지원. 자신의 ROM이 필요.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/linuxopt/mp4-recomp"><b>mp4-recomp</b></a><br><sub>linuxopt</sub></td><td>닌텐도 스위치 게임 메트로이드 프라임 4: 비욘드의 무료 오픈소스 리눅스 네이티브 버전. 자신의 게임 덤프로 에뮬레이터 없이 플레이 가능.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
@@ -501,8 +504,8 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
|
||||
<tr><td>—</td><td><a href="https://github.com/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>REA로 CapCut을 분석해 다시 만든 오픈소스 오프라인 영상 편집기</td><td>✅ 예</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>OBS를 참고한 Rust 기반 빠른 macOS 녹화 도구</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>Paper를 연구해 만든 Rust 무한 디자인 캔버스</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA로 역공학한 1992년 Johnny Castaway 화면 보호기의 Rust 재구현</td><td>✅ 예</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>QuickBooks for Mac을 참고한 로컬 우선 회계 앱</td><td>✅ 예</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>REA로 역공학한 1992년 Johnny Castaway 화면 보호기의 Rust 재구현</td><td>✅ 예</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/LilZeeCN/zee-rp"><img src="https://raw.githubusercontent.com/LilZeeCN/zee-rp/main/examples/screenshot/source.png" width="160" alt="LilZeeCN/zee-rp"></a></td><td><a href="https://github.com/LilZeeCN/zee-rp"><b>zee-rp</b></a><br><sub>LilZeeCN</sub></td><td>CLI나 MCP로 Axure RP 프로토타입 파일 읽기·쓰기</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/laaielichter/Reverseport"><img src="https://raw.githubusercontent.com/laaielichter/Reverseport/main/docs/assets/demo.gif" width="160" alt="laaielichter/Reverseport"></a></td><td><a href="https://github.com/laaielichter/Reverseport"><b>Reverseport</b></a><br><sub>laaielichter</sub></td><td>리버싱 결과를 Godot·Unity·Unreal·three.js로 이식</td><td>❔ 미확인</td><td><sub>프로젝트 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/Dicklesworthstone/frankentorch"><b>frankentorch</b></a><br><sub>Dicklesworthstone</sub></td><td>PyTorch와 똑같이 동작하는 것을 목표로 안전한 Rust로 처음부터 다시 작성한 머신러닝 라이브러리. 그래디언트 포함, 결정성과 내구성 기능 추가.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
@@ -614,20 +617,21 @@ _선택 필터: 다음은 REA를 사용했다는 공개 증거가 있는 프로
|
||||
<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/BurnoutDecomp/BP-Decomp_Workflow"><img src="https://opengraph.githubassets.com/1/BurnoutDecomp/BP-Decomp_Workflow" width="160" alt="BurnoutDecomp/BP-Decomp_Workflow"></a></td><td><a href="https://github.com/BurnoutDecomp/BP-Decomp_Workflow"><b>BP-Decomp_Workflow</b></a><br><sub>BurnoutDecomp</sub></td><td>『번아웃 파라다이스』를 역공학하고 디컴파일하는 데 도움을 주는 도구 및 워크플로 저장소. 스크립트, IDA 데이터베이스, 에이전트 오케스트레이션 포함.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/veritr1x/recomp-kit"><b>recomp-kit</b></a><br><sub>veritr1x</sub></td><td>오래된 32비트 x86 Windows 게임을 에뮬레이터나 JIT 없이 macOS, iOS, Android, Linux, Windows용 네이티브 앱으로 바꾸는 정적 재컴파일 키트.</td><td>아니요</td><td><sub>—</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/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/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/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><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/jaenster/ghidra-reconstruct"><img src="https://opengraph.githubassets.com/1/jaenster/ghidra-reconstruct" width="160" alt="jaenster/ghidra-reconstruct"></a></td><td><a href="https://github.com/jaenster/ghidra-reconstruct"><b>ghidra-reconstruct</b></a><br><sub>jaenster</sub></td><td>Ghidra가 출력한 지저분한 디컴파일 코드를 깔끔하고 네임스페이스가 정리된 컴파일 가능한 C++ 소스로 바꿉니다.</td><td>아니요</td><td><sub>저장소 카드</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>—</td><td><a href="https://github.com/ValveResourceFormat/Source2Mcp"><b>Source2Mcp</b></a><br><sub>ValveResourceFormat</sub></td><td>CS2, Dota 2, Deadlock 같은 Source 2 게임을 AI가 실행하고 제어할 수 있게 하는 MCP 서버. 콘솔 명령, 카메라 이동, 스크린샷.</td><td>아니요</td><td><sub>—</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/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>—</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>
|
||||
<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>
|
||||
<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/MarkMcCaskey/dolphin-decomp-mcp"><b>dolphin-decomp-mcp</b></a><br><sub>MarkMcCaskey</sub></td><td>AI 에이전트가 돌핀 에뮬레이터에서 실행 중인 게임큐브와 위 게임을 실시간 디버깅할 수 있는 MCP 서버와 명령줄 도구. 리버스 엔지니어링과 매칭 디컴파일에 유용.</td><td>아니요</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/orikami048/gea"><img src="images/gea-card.png" width="160" alt="orikami048/gea"></a></td><td><a href="https://github.com/orikami048/gea"><b>gea</b></a><br><sub>orikami048</sub></td><td>게임 리버스 엔지니어링, 에셋 추출, Cocos/Three.js 재현을 위한 MCP 및 CLI. morluto/rea에서 영감.</td><td>아니요</td><td><sub>저장소 카드</sub></td></tr>
|
||||
|
||||
@@ -48,13 +48,13 @@ _Optional filter: these have public evidence of using REA. Most projects in the
|
||||
<tr><td>—</td><td><a href="https://github.com/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>An open-source offline video editor rebuilt from REA research on CapCut</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>A fast macOS screen recorder in Rust, modelled on OBS</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>An infinite design canvas in Rust, rebuilt by studying Paper</td><td>✅ Yes</td><td><sub>Project README</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>—</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/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/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/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'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/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/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>Rust reimplementation of the 1992 Johnny Castaway screensaver, reverse-engineered with REA</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>A local-first accounting app, modelled on QuickBooks for Mac</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>Rust reimplementation of the 1992 Johnny Castaway screensaver, reverse-engineered with REA</td><td>✅ Yes</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>—</td><td><a href="https://github.com/gryszzz/reverse-engineer-everything"><b>reverse-engineer-everything</b></a><br><sub>gryszzz</sub></td><td>A local workbench and investigation studio built on the REA engine for evidence-backed software analysis without uploading files.</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>
|
||||
@@ -214,8 +214,8 @@ _Optional filter: these have public evidence of using REA. Most projects in the
|
||||
<tr><td><a href="https://github.com/n64decomp/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="n64decomp/perfect_dark"></a></td><td><a href="https://github.com/n64decomp/perfect_dark"><b>perfect_dark</b></a><br><sub>n64decomp</sub></td><td>Perfect Dark (N64), decompiled to C</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/DinosaurPlanetRecomp/dino-recomp"><img src="images/dino-recomp-card.png" width="160" alt="DinosaurPlanetRecomp/dino-recomp"></a></td><td><a href="https://github.com/DinosaurPlanetRecomp/dino-recomp"><b>dino-recomp</b></a><br><sub>DinosaurPlanetRecomp</sub></td><td>Dinosaur Planet (N64 prototype) turned into a native PC port via static recompilation with better graphics.</td><td>No</td><td><sub>Repo card</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/bryantmh/rush2recompiled"><img src="images/rush2recompiled-card.png" width="160" alt="bryantmh/rush2recompiled"></a></td><td><a href="https://github.com/bryantmh/rush2recompiled"><b>rush2recompiled</b></a><br><sub>bryantmh</sub></td><td>Rush 2: Extreme Racing USA running natively on PC, translated from the N64 ROM ahead of time.</td><td>No</td><td><sub>Repo card</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>Took apart Resident Evil 2 on the Nintendo 64 with AI tools (REA + Ghidra). Thousands of decompiled functions and a verification suite; no game ROM included.</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/v-rally-decomp"><b>v-rally-decomp</b></a><br><sub>RetroReversing</sub></td><td>A matching decompilation of the Nintendo 64 game V-Rally Edition 99 (Europe version), recovered with AI assistance and verified byte-for-byte against the original ROM.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>Took apart Resident Evil 2 on the Nintendo 64 with AI tools (REA + Ghidra). Thousands of decompiled functions and a verification suite; no game ROM included.</td><td>✅ Yes</td><td><sub>Repo card</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/turok-decomp"><b>turok-decomp</b></a><br><sub>RetroReversing</sub></td><td>A partial matching decompilation of the Nintendo 64 game Turok: Dinosaur Hunter (Europe version), recovered from the ROM with AI assistance. Bring your own ROM.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
</table>
|
||||
|
||||
@@ -432,13 +432,16 @@ _Optional filter: these have public evidence of using REA. Most projects in the
|
||||
<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/peiikai/LASRecomp"><img src="https://opengraph.githubassets.com/1/peiikai/LASRecomp" width="160" alt="peiikai/LASRecomp"></a></td><td><a href="https://github.com/peiikai/LASRecomp"><b>LASRecomp</b></a><br><sub>peiikai</sub></td><td>Turns the 2019 Nintendo Switch version of The Legend of Zelda: Link's Awakening into a native Windows, macOS or Linux program you run with your own game dump.</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><a href="https://github.com/drakolordx7/switch2-recomp"><img src="https://opengraph.githubassets.com/1/drakolordx7/switch2-recomp" width="160" alt="drakolordx7/switch2-recomp"></a></td><td><a href="https://github.com/drakolordx7/switch2-recomp"><b>switch2-recomp</b></a><br><sub>drakolordx7</sub></td><td>Turns the Nintendo Switch 2 game Pokémon Pokopia into a native Windows program you run with your own game dump, without an emulator.</td><td>No</td><td><sub>Repo card</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/NotRexed/Hookshot"><img src="https://opengraph.githubassets.com/1/NotRexed/Hookshot" width="160" alt="NotRexed/Hookshot"></a></td><td><a href="https://github.com/NotRexed/Hookshot"><b>Hookshot</b></a><br><sub>NotRexed</sub></td><td>Turns the Switch 2 version of The Legend of Zelda: Ocarina of Time into a native Windows program you can run without an emulator, using your own game dump.</td><td>No</td><td><sub>Repo card</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>
|
||||
<tr><td><a href="https://github.com/fallout2-ce/fallout2-ce"><img src="https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/main/docs/images/two-column-inventory.jpg" width="160" alt="fallout2-ce/fallout2-ce"></a></td><td><a href="https://github.com/fallout2-ce/fallout2-ce"><b>fallout2-ce</b></a><br><sub>fallout2-ce</sub></td><td>Play Fallout 2 on modern systems (uses your own game data)</td><td>No</td><td><sub>Project README</sub></td></tr>
|
||||
<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>—</td><td><a href="https://github.com/AksharDP/xc2-recomp"><b>xc2-recomp</b></a><br><sub>AksharDP</sub></td><td>A free native Windows version of the Nintendo Switch game Xenoblade Chronicles 2. It statically recompiles your own game dump into a native executable with a Vulkan renderer.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp"><b>Castlevania-Grimoire-of-Souls-Recomp</b></a><br><sub>BLSNCVS</sub></td><td>Turns the Apple Arcade / macOS version of Castlevania: Grimoire of Souls into a native Windows program you can run without an emulator, using your own game files.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
<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>—</td><td><a href="https://github.com/pablocpas/OpenCMR2"><b>OpenCMR2</b></a><br><sub>pablocpas</sub></td><td>Native multi-platform port of the closed-source 2000 PC game Colin McRae Rally 2.0, built on a matching decompilation and using modern SDL3 instead of old DirectX. You supply your own game files.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/mr-finster/vf3-recomp"><b>vf3-recomp</b></a><br><sub>mr-finster</sub></td><td>Static recompilation of the closed-source 1996 Sega Model 3 arcade game Virtua Fighter 3 into native PC code, with up to 6x resolution and 120 fps. Bring your own ROM.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/linuxopt/mp4-recomp"><b>mp4-recomp</b></a><br><sub>linuxopt</sub></td><td>A free native Linux version of the Nintendo Switch game Metroid Prime 4: Beyond. It recompiles your own game dump so the game runs without an emulator.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
@@ -501,8 +504,8 @@ _Optional filter: these have public evidence of using REA. Most projects in the
|
||||
<tr><td>—</td><td><a href="https://github.com/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>An open-source offline video editor rebuilt from REA research on CapCut</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>A fast macOS screen recorder in Rust, modelled on OBS</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>An infinite design canvas in Rust, rebuilt by studying Paper</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>Rust reimplementation of the 1992 Johnny Castaway screensaver, reverse-engineered with REA</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>A local-first accounting app, modelled on QuickBooks for Mac</td><td>✅ Yes</td><td><sub>Project README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>Rust reimplementation of the 1992 Johnny Castaway screensaver, reverse-engineered with REA</td><td>✅ Yes</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/LilZeeCN/zee-rp"><img src="https://raw.githubusercontent.com/LilZeeCN/zee-rp/main/examples/screenshot/source.png" width="160" alt="LilZeeCN/zee-rp"></a></td><td><a href="https://github.com/LilZeeCN/zee-rp"><b>zee-rp</b></a><br><sub>LilZeeCN</sub></td><td>Read and write Axure RP prototype files from the CLI or MCP</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/laaielichter/Reverseport"><img src="https://raw.githubusercontent.com/laaielichter/Reverseport/main/docs/assets/demo.gif" width="160" alt="laaielichter/Reverseport"></a></td><td><a href="https://github.com/laaielichter/Reverseport"><b>Reverseport</b></a><br><sub>laaielichter</sub></td><td>Port reverse-engineering findings into Godot, Unity, Unreal or three.js</td><td>❔ Unverified</td><td><sub>Project README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/Dicklesworthstone/frankentorch"><b>frankentorch</b></a><br><sub>Dicklesworthstone</sub></td><td>A from-scratch Rust rewrite of PyTorch that aims to behave exactly the same way, including gradients, but written in safe Rust with extra determinism and durability features.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
@@ -614,20 +617,21 @@ _Optional filter: these have public evidence of using REA. Most projects in the
|
||||
<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/BurnoutDecomp/BP-Decomp_Workflow"><img src="https://opengraph.githubassets.com/1/BurnoutDecomp/BP-Decomp_Workflow" width="160" alt="BurnoutDecomp/BP-Decomp_Workflow"></a></td><td><a href="https://github.com/BurnoutDecomp/BP-Decomp_Workflow"><b>BP-Decomp_Workflow</b></a><br><sub>BurnoutDecomp</sub></td><td>Tools and workflow repo that helps reverse-engineer and decompile Burnout Paradise. Includes scripts, IDA databases and agent orchestration.</td><td>No</td><td><sub>Repo card</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/veritr1x/recomp-kit"><b>recomp-kit</b></a><br><sub>veritr1x</sub></td><td>A static recompilation kit that turns old 32-bit x86 Windows games into native applications for macOS, iOS, Android, Linux and Windows, running without any emulator or JIT.</td><td>No</td><td><sub>—</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/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/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/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><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/jaenster/ghidra-reconstruct"><img src="https://opengraph.githubassets.com/1/jaenster/ghidra-reconstruct" width="160" alt="jaenster/ghidra-reconstruct"></a></td><td><a href="https://github.com/jaenster/ghidra-reconstruct"><b>ghidra-reconstruct</b></a><br><sub>jaenster</sub></td><td>Takes the messy decompiled code that Ghidra spits out and turns it into clean, organized C++ source that you can actually compile and build.</td><td>No</td><td><sub>Repo card</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>—</td><td><a href="https://github.com/ValveResourceFormat/Source2Mcp"><b>Source2Mcp</b></a><br><sub>ValveResourceFormat</sub></td><td>An MCP server that lets an AI launch and control Source 2 games like CS2, Dota 2 or Deadlock: run console commands, move the camera and take screenshots.</td><td>No</td><td><sub>—</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/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's MCP tools in DeepSeek Harness</td><td>✅ Yes</td><td><sub>Repo card</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>
|
||||
<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'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>
|
||||
<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/MarkMcCaskey/dolphin-decomp-mcp"><b>dolphin-decomp-mcp</b></a><br><sub>MarkMcCaskey</sub></td><td>An MCP server and command-line tool that lets AI agents live-debug GameCube and Wii games running in the Dolphin emulator. Useful for reverse-engineering and matching decompilations.</td><td>No</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/orikami048/gea"><img src="images/gea-card.png" width="160" alt="orikami048/gea"></a></td><td><a href="https://github.com/orikami048/gea"><b>gea</b></a><br><sub>orikami048</sub></td><td>MCP & CLI for game RE, asset extraction and Cocos/Three.js recreation; inspired by morluto/rea.</td><td>No</td><td><sub>Repo card</sub></td></tr>
|
||||
|
||||
+11
-7
@@ -48,13 +48,13 @@ _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/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>用 REA 研究剪映后重做的开源离线剪辑软件</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>Rust 写的 macOS 快速录屏工具,参照 OBS 设计</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>Rust 写的无限设计画布,研究 Paper 后重建</td><td>✅ 是</td><td><sub>项目 README</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>—</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/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/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/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/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/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向并重写的 1992 年 Johnny Castaway 屏保(Rust)</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>本地优先的记账应用,参照 QuickBooks Mac 版</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向并重写的 1992 年 Johnny Castaway 屏保(Rust)</td><td>✅ 是</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>—</td><td><a href="https://github.com/gryszzz/reverse-engineer-everything"><b>reverse-engineer-everything</b></a><br><sub>gryszzz</sub></td><td>基于 REA 引擎的本地工作台和调查工作室,用于有证据支持的软件分析,文件不上云。</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>
|
||||
@@ -214,8 +214,8 @@ _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/n64decomp/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="n64decomp/perfect_dark"></a></td><td><a href="https://github.com/n64decomp/perfect_dark"><b>perfect_dark</b></a><br><sub>n64decomp</sub></td><td>完美黑暗(N64),反编译为 C</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/DinosaurPlanetRecomp/dino-recomp"><img src="images/dino-recomp-card.png" width="160" alt="DinosaurPlanetRecomp/dino-recomp"></a></td><td><a href="https://github.com/DinosaurPlanetRecomp/dino-recomp"><b>dino-recomp</b></a><br><sub>DinosaurPlanetRecomp</sub></td><td>把 N64 原型游戏 Dinosaur Planet 静态重编译成原生 PC 移植,带图形增强。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/bryantmh/rush2recompiled"><img src="images/rush2recompiled-card.png" width="160" alt="bryantmh/rush2recompiled"></a></td><td><a href="https://github.com/bryantmh/rush2recompiled"><b>rush2recompiled</b></a><br><sub>bryantmh</sub></td><td>把 N64 上的 Rush 2 赛车游戏静态重编译成原生 PC 版本,支持宽屏和高帧率。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>用 AI 工具(REA + Ghidra)拆解任天堂64版《生化危机2》。有数千个反编译函数和验证套件,不含游戏ROM。</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/v-rally-decomp"><b>v-rally-decomp</b></a><br><sub>RetroReversing</sub></td><td>任天堂64游戏《V-Rally 99欧洲版》的匹配反编译项目,用AI辅助从ROM还原,并逐字节验证与原版一致。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>用 AI 工具(REA + Ghidra)拆解任天堂64版《生化危机2》。有数千个反编译函数和验证套件,不含游戏ROM。</td><td>✅ 是</td><td><sub>仓库卡片</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/turok-decomp"><b>turok-decomp</b></a><br><sub>RetroReversing</sub></td><td>任天堂64游戏《恐龙猎人》(Turok: Dinosaur Hunter,欧洲版)的部分匹配反编译,用AI辅助从ROM还原。需要你自己拥有的ROM。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
</table>
|
||||
|
||||
@@ -432,13 +432,16 @@ _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/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/peiikai/LASRecomp"><img src="https://opengraph.githubassets.com/1/peiikai/LASRecomp" width="160" alt="peiikai/LASRecomp"></a></td><td><a href="https://github.com/peiikai/LASRecomp"><b>LASRecomp</b></a><br><sub>peiikai</sub></td><td>把 2019 年任天堂 Switch 版《塞尔达传说:织梦岛》变成可以在 Windows、macOS 或 Linux 上原生运行的程序,用你自己的游戏转储。</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><a href="https://github.com/drakolordx7/switch2-recomp"><img src="https://opengraph.githubassets.com/1/drakolordx7/switch2-recomp" width="160" alt="drakolordx7/switch2-recomp"></a></td><td><a href="https://github.com/drakolordx7/switch2-recomp"><b>switch2-recomp</b></a><br><sub>drakolordx7</sub></td><td>把任天堂 Switch 2 上的《宝可梦 波克皮亚》变成可以在 Windows 上原生运行的程序,不需要模拟器,用你自己的游戏转储。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/NotRexed/Hookshot"><img src="https://opengraph.githubassets.com/1/NotRexed/Hookshot" width="160" alt="NotRexed/Hookshot"></a></td><td><a href="https://github.com/NotRexed/Hookshot"><b>Hookshot</b></a><br><sub>NotRexed</sub></td><td>把任天堂 Switch 2 上的《塞尔达传说:时之笛》重制版变成可以在 Windows 上原生运行的程序,不需要模拟器,用你自己的游戏转储。</td><td>否</td><td><sub>仓库卡片</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>
|
||||
<tr><td><a href="https://github.com/fallout2-ce/fallout2-ce"><img src="https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/main/docs/images/two-column-inventory.jpg" width="160" alt="fallout2-ce/fallout2-ce"></a></td><td><a href="https://github.com/fallout2-ce/fallout2-ce"><b>fallout2-ce</b></a><br><sub>fallout2-ce</sub></td><td>在现代系统上玩辐射 2(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/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>—</td><td><a href="https://github.com/AksharDP/xc2-recomp"><b>xc2-recomp</b></a><br><sub>AksharDP</sub></td><td>从零重写的任天堂Switch游戏《异度神剑2》的免费开源Windows原生版。用你自己的游戏dump静态重编译成原生程序,配Vulkan渲染器。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp"><b>Castlevania-Grimoire-of-Souls-Recomp</b></a><br><sub>BLSNCVS</sub></td><td>把 Apple Arcade / macOS 版的《恶魔城:灵魂魔典》做成原生 Windows 程序,不用模拟器就能玩,需要自己的游戏文件。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<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>—</td><td><a href="https://github.com/pablocpas/OpenCMR2"><b>OpenCMR2</b></a><br><sub>pablocpas</sub></td><td>基于匹配反编译,把 2000 年闭源 PC 游戏《柯林麦克雷拉力赛 2.0》(Colin McRae Rally 2.0)做成现代多平台原生移植,用 SDL3 替换了老的 DirectX。需要自备游戏文件。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/mr-finster/vf3-recomp"><b>vf3-recomp</b></a><br><sub>mr-finster</sub></td><td>把 1996 年闭源的世嘉 Model 3 街机游戏《VR战士 3》(Virtua Fighter 3)的 PowerPC 程序静态重编译成原生 PC 代码,支持最高 6 倍分辨率和 120 帧。需要自备 ROM。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/linuxopt/mp4-recomp"><b>mp4-recomp</b></a><br><sub>linuxopt</sub></td><td>从零重写的任天堂Switch游戏《密特罗德 究极4:超越》的免费开源Linux原生版。用你自己的游戏dump就能玩,不用模拟器。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
@@ -501,8 +504,8 @@ _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/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>用 REA 研究剪映后重做的开源离线剪辑软件</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>Rust 写的 macOS 快速录屏工具,参照 OBS 设计</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>Rust 写的无限设计画布,研究 Paper 后重建</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向并重写的 1992 年 Johnny Castaway 屏保(Rust)</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>本地优先的记账应用,参照 QuickBooks Mac 版</td><td>✅ 是</td><td><sub>项目 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向并重写的 1992 年 Johnny Castaway 屏保(Rust)</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/LilZeeCN/zee-rp"><img src="https://raw.githubusercontent.com/LilZeeCN/zee-rp/main/examples/screenshot/source.png" width="160" alt="LilZeeCN/zee-rp"></a></td><td><a href="https://github.com/LilZeeCN/zee-rp"><b>zee-rp</b></a><br><sub>LilZeeCN</sub></td><td>用命令行或 MCP 读写 Axure RP 原型文件</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/laaielichter/Reverseport"><img src="https://raw.githubusercontent.com/laaielichter/Reverseport/main/docs/assets/demo.gif" width="160" alt="laaielichter/Reverseport"></a></td><td><a href="https://github.com/laaielichter/Reverseport"><b>Reverseport</b></a><br><sub>laaielichter</sub></td><td>把逆向成果移植到 Godot、Unity、Unreal 或 three.js</td><td>❔ 待验证</td><td><sub>项目 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/Dicklesworthstone/frankentorch"><b>frankentorch</b></a><br><sub>Dicklesworthstone</sub></td><td>从零用安全的 Rust 重写了一个和 PyTorch 行为完全一样的机器学习库,包括梯度计算,还加了确定性与耐久性功能。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
@@ -614,20 +617,21 @@ _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/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/BurnoutDecomp/BP-Decomp_Workflow"><img src="https://opengraph.githubassets.com/1/BurnoutDecomp/BP-Decomp_Workflow" width="160" alt="BurnoutDecomp/BP-Decomp_Workflow"></a></td><td><a href="https://github.com/BurnoutDecomp/BP-Decomp_Workflow"><b>BP-Decomp_Workflow</b></a><br><sub>BurnoutDecomp</sub></td><td>帮助逆向和反编译《横冲直撞:天堂》的工具与工作流仓库。包含脚本、IDA数据库和代理编排。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/veritr1x/recomp-kit"><b>recomp-kit</b></a><br><sub>veritr1x</sub></td><td>一套静态重编译工具包,把老的32位x86 Windows游戏变成macOS、iOS、Android、Linux和Windows上的原生程序,完全不需要模拟器或JIT。</td><td>否</td><td><sub>—</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/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/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/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><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/jaenster/ghidra-reconstruct"><img src="https://opengraph.githubassets.com/1/jaenster/ghidra-reconstruct" width="160" alt="jaenster/ghidra-reconstruct"></a></td><td><a href="https://github.com/jaenster/ghidra-reconstruct"><b>ghidra-reconstruct</b></a><br><sub>jaenster</sub></td><td>把 Ghidra 反编译出来的乱糟糟代码整理成干净、有命名空间的 C++ 源码,让你可以真正编译构建。</td><td>否</td><td><sub>仓库卡片</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>—</td><td><a href="https://github.com/ValveResourceFormat/Source2Mcp"><b>Source2Mcp</b></a><br><sub>ValveResourceFormat</sub></td><td>一个 MCP 服务器,让 AI 能启动并控制 CS2、Dota 2 或 Deadlock 这类 Source 2 游戏:跑控制台命令、移动镜头、截图。</td><td>否</td><td><sub>—</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/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>—</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>
|
||||
<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>
|
||||
<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/MarkMcCaskey/dolphin-decomp-mcp"><b>dolphin-decomp-mcp</b></a><br><sub>MarkMcCaskey</sub></td><td>一个MCP服务器和命令行工具,让AI代理可以实时调试在海豚模拟器里跑的GameCube和Wii游戏。适合做逆向工程和匹配反编译。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/orikami048/gea"><img src="images/gea-card.png" width="160" alt="orikami048/gea"></a></td><td><a href="https://github.com/orikami048/gea"><b>gea</b></a><br><sub>orikami048</sub></td><td>游戏逆向、资源提取与 Cocos/Three.js 重现的 MCP 与 CLI;受 morluto/rea 启发。</td><td>否</td><td><sub>仓库卡片</sub></td></tr>
|
||||
|
||||
+11
-7
@@ -48,13 +48,13 @@ _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/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>用 REA 研究剪映後重做的開源離線剪輯軟體</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>以 Rust 寫成的 macOS 快速螢幕錄影工具,參考 OBS 設計</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>以 Rust 寫成的無限設計畫布,研究 Paper 後重建</td><td>✅ 是</td><td><sub>專案 README</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>—</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/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/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/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/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/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向並重寫的 1992 年 Johnny Castaway 螢幕保護程式(Rust)</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>本機優先的記帳 App,參考 QuickBooks Mac 版</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向並重寫的 1992 年 Johnny Castaway 螢幕保護程式(Rust)</td><td>✅ 是</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>—</td><td><a href="https://github.com/gryszzz/reverse-engineer-everything"><b>reverse-engineer-everything</b></a><br><sub>gryszzz</sub></td><td>基於 REA 引擎的本地工作台和調查工作室,用於有證據支持的軟體分析,檔案不上雲。</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>
|
||||
@@ -214,8 +214,8 @@ _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/n64decomp/perfect_dark"><img src="https://upload.wikimedia.org/wikipedia/en/3/32/Perfect_dark_box.jpg" width="160" alt="n64decomp/perfect_dark"></a></td><td><a href="https://github.com/n64decomp/perfect_dark"><b>perfect_dark</b></a><br><sub>n64decomp</sub></td><td>Perfect Dark(N64),反編譯為 C</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/DinosaurPlanetRecomp/dino-recomp"><img src="images/dino-recomp-card.png" width="160" alt="DinosaurPlanetRecomp/dino-recomp"></a></td><td><a href="https://github.com/DinosaurPlanetRecomp/dino-recomp"><b>dino-recomp</b></a><br><sub>DinosaurPlanetRecomp</sub></td><td>把 N64 原型遊戲 Dinosaur Planet 靜態重編譯成原生 PC 移植,帶圖形增強。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/bryantmh/rush2recompiled"><img src="images/rush2recompiled-card.png" width="160" alt="bryantmh/rush2recompiled"></a></td><td><a href="https://github.com/bryantmh/rush2recompiled"><b>rush2recompiled</b></a><br><sub>bryantmh</sub></td><td>把 N64 上的 Rush 2 賽車遊戲靜態重編譯成原生 PC 版本,支援寬螢幕和高幀率。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>用 AI 工具(REA + Ghidra)拆解任天堂64版《惡靈古堡2》。有數千個反編譯函式和驗證套件,不含遊戲ROM。</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/v-rally-decomp"><b>v-rally-decomp</b></a><br><sub>RetroReversing</sub></td><td>任天堂64遊戲《V-Rally 99歐洲版》的匹配反編譯專案,用AI輔助從ROM還原,並逐位元組驗證與原版一致。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/alemigav/re2-64-decomp"><img src="https://opengraph.githubassets.com/1/alemigav/re2-64-decomp" width="160" alt="alemigav/re2-64-decomp"></a></td><td><a href="https://github.com/alemigav/re2-64-decomp"><b>re2-64-decomp</b></a><br><sub>alemigav</sub></td><td>用 AI 工具(REA + Ghidra)拆解任天堂64版《惡靈古堡2》。有數千個反編譯函式和驗證套件,不含遊戲ROM。</td><td>✅ 是</td><td><sub>儲存庫卡片</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/RetroReversing/turok-decomp"><b>turok-decomp</b></a><br><sub>RetroReversing</sub></td><td>任天堂64遊戲《恐龍獵人》(Turok: Dinosaur Hunter,歐洲版)的部分匹配反編譯,用AI輔助從ROM還原。需要你自己擁有的ROM。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
</table>
|
||||
|
||||
@@ -432,13 +432,16 @@ _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/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/peiikai/LASRecomp"><img src="https://opengraph.githubassets.com/1/peiikai/LASRecomp" width="160" alt="peiikai/LASRecomp"></a></td><td><a href="https://github.com/peiikai/LASRecomp"><b>LASRecomp</b></a><br><sub>peiikai</sub></td><td>把 2019 年任天堂 Switch 版《薩爾達傳說:織夢島》變成可以在 Windows、macOS 或 Linux 上原生執行的程式,用你自己的遊戲轉儲。</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><a href="https://github.com/drakolordx7/switch2-recomp"><img src="https://opengraph.githubassets.com/1/drakolordx7/switch2-recomp" width="160" alt="drakolordx7/switch2-recomp"></a></td><td><a href="https://github.com/drakolordx7/switch2-recomp"><b>switch2-recomp</b></a><br><sub>drakolordx7</sub></td><td>把任天堂 Switch 2 上的《寶可夢 波克皮亞》變成可以在 Windows 上原生執行的程式,不需要模擬器,用你自己的遊戲轉儲。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/NotRexed/Hookshot"><img src="https://opengraph.githubassets.com/1/NotRexed/Hookshot" width="160" alt="NotRexed/Hookshot"></a></td><td><a href="https://github.com/NotRexed/Hookshot"><b>Hookshot</b></a><br><sub>NotRexed</sub></td><td>把任天堂 Switch 2 上的《薩爾達傳說:時之笛》重製版變成可以在 Windows 上原生執行的程式,不需要模擬器,用你自己的遊戲轉儲。</td><td>否</td><td><sub>儲存庫卡片</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>
|
||||
<tr><td><a href="https://github.com/fallout2-ce/fallout2-ce"><img src="https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/main/docs/images/two-column-inventory.jpg" width="160" alt="fallout2-ce/fallout2-ce"></a></td><td><a href="https://github.com/fallout2-ce/fallout2-ce"><b>fallout2-ce</b></a><br><sub>fallout2-ce</sub></td><td>在現代系統上玩異塵餘生 2(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/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>—</td><td><a href="https://github.com/AksharDP/xc2-recomp"><b>xc2-recomp</b></a><br><sub>AksharDP</sub></td><td>從零重寫的任天堂Switch遊戲《異度神劍2》的免費開源Windows原生版。用你自己的遊戲dump靜態重編譯成原生程式,配Vulkan渲染器。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp"><b>Castlevania-Grimoire-of-Souls-Recomp</b></a><br><sub>BLSNCVS</sub></td><td>把 Apple Arcade / macOS 版的《惡魔城:靈魂魔典》做成原生 Windows 程式,不用模擬器就能玩,需要自己的遊戲檔案。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<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>—</td><td><a href="https://github.com/pablocpas/OpenCMR2"><b>OpenCMR2</b></a><br><sub>pablocpas</sub></td><td>基於匹配反編譯,把 2000 年閉源 PC 遊戲《柯林麥克雷拉力賽 2.0》(Colin McRae Rally 2.0)做成現代多平台原生移植,用 SDL3 替換了老的 DirectX。需要自備遊戲檔案。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/mr-finster/vf3-recomp"><b>vf3-recomp</b></a><br><sub>mr-finster</sub></td><td>把 1996 年閉源的世嘉 Model 3 街機遊戲《VR 戰士 3》(Virtua Fighter 3)的 PowerPC 程式靜態重編譯成原生 PC 程式碼,支援最高 6 倍解析度和 120 幀。需要自備 ROM。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/linuxopt/mp4-recomp"><b>mp4-recomp</b></a><br><sub>linuxopt</sub></td><td>從零重寫的任天堂Switch遊戲《密特羅德 究極4:超越》的免費開源Linux原生版。用你自己的遊戲dump就能玩,不用模擬器。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
@@ -501,8 +504,8 @@ _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/Xiangyu-CAS/rea-capcut"><b>rea-capcut</b></a><br><sub>Xiangyu-CAS</sub></td><td>用 REA 研究剪映後重做的開源離線剪輯軟體</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/rec-rs"><img src="https://raw.githubusercontent.com/michaelshimeles/rec-rs/main/docs/screenshots/main.png" width="160" alt="michaelshimeles/rec-rs"></a></td><td><a href="https://github.com/michaelshimeles/rec-rs"><b>rec-rs</b></a><br><sub>michaelshimeles</sub></td><td>以 Rust 寫成的 macOS 快速螢幕錄影工具,參考 OBS 設計</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/michaelshimeles/sketch"><img src="https://raw.githubusercontent.com/michaelshimeles/sketch/main/docs/screenshots/app_demo.png" width="160" alt="michaelshimeles/sketch"></a></td><td><a href="https://github.com/michaelshimeles/sketch"><b>sketch</b></a><br><sub>michaelshimeles</sub></td><td>以 Rust 寫成的無限設計畫布,研究 Paper 後重建</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向並重寫的 1992 年 Johnny Castaway 螢幕保護程式(Rust)</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/lxistired/ledger-reborn"><img src="https://raw.githubusercontent.com/lxistired/ledger-reborn/main/docs/screenshots/accounting.png" width="160" alt="lxistired/ledger-reborn"></a></td><td><a href="https://github.com/lxistired/ledger-reborn"><b>ledger-reborn</b></a><br><sub>lxistired</sub></td><td>本機優先的記帳 App,參考 QuickBooks Mac 版</td><td>✅ 是</td><td><sub>專案 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/glauberlima/open-scrantic"><b>open-scrantic</b></a><br><sub>glauberlima</sub></td><td>用 REA 逆向並重寫的 1992 年 Johnny Castaway 螢幕保護程式(Rust)</td><td>✅ 是</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/LilZeeCN/zee-rp"><img src="https://raw.githubusercontent.com/LilZeeCN/zee-rp/main/examples/screenshot/source.png" width="160" alt="LilZeeCN/zee-rp"></a></td><td><a href="https://github.com/LilZeeCN/zee-rp"><b>zee-rp</b></a><br><sub>LilZeeCN</sub></td><td>以命令列或 MCP 讀寫 Axure RP 原型檔</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/laaielichter/Reverseport"><img src="https://raw.githubusercontent.com/laaielichter/Reverseport/main/docs/assets/demo.gif" width="160" alt="laaielichter/Reverseport"></a></td><td><a href="https://github.com/laaielichter/Reverseport"><b>Reverseport</b></a><br><sub>laaielichter</sub></td><td>把逆向成果移植到 Godot、Unity、Unreal 或 three.js</td><td>❔ 待驗證</td><td><sub>專案 README</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/Dicklesworthstone/frankentorch"><b>frankentorch</b></a><br><sub>Dicklesworthstone</sub></td><td>從零用安全的 Rust 重寫了一個和 PyTorch 行為完全一樣的機器學習庫,包括梯度計算,還加了確定性與耐久性功能。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
@@ -614,20 +617,21 @@ _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/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/BurnoutDecomp/BP-Decomp_Workflow"><img src="https://opengraph.githubassets.com/1/BurnoutDecomp/BP-Decomp_Workflow" width="160" alt="BurnoutDecomp/BP-Decomp_Workflow"></a></td><td><a href="https://github.com/BurnoutDecomp/BP-Decomp_Workflow"><b>BP-Decomp_Workflow</b></a><br><sub>BurnoutDecomp</sub></td><td>幫助逆向和反編譯《橫衝直撞:天堂》的工具與工作流倉庫。包含腳本、IDA資料庫和代理編排。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
|
||||
<tr><td>—</td><td><a href="https://github.com/veritr1x/recomp-kit"><b>recomp-kit</b></a><br><sub>veritr1x</sub></td><td>一套靜態重編譯工具包,把老的32位x86 Windows遊戲變成macOS、iOS、Android、Linux和Windows上的原生程式,完全不需要模擬器或JIT。</td><td>否</td><td><sub>—</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/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/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/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><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/jaenster/ghidra-reconstruct"><img src="https://opengraph.githubassets.com/1/jaenster/ghidra-reconstruct" width="160" alt="jaenster/ghidra-reconstruct"></a></td><td><a href="https://github.com/jaenster/ghidra-reconstruct"><b>ghidra-reconstruct</b></a><br><sub>jaenster</sub></td><td>把 Ghidra 反編譯出來的亂糟糟程式碼整理成乾淨、有命名空間的 C++ 原始碼,讓你可以真正編譯建置。</td><td>否</td><td><sub>儲存庫卡片</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>—</td><td><a href="https://github.com/ValveResourceFormat/Source2Mcp"><b>Source2Mcp</b></a><br><sub>ValveResourceFormat</sub></td><td>一個 MCP 伺服器,讓 AI 能啟動並控制 CS2、Dota 2 或 Deadlock 這類 Source 2 遊戲:跑控制台命令、移動鏡頭、截圖。</td><td>否</td><td><sub>—</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/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>—</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>
|
||||
<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>
|
||||
<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/MarkMcCaskey/dolphin-decomp-mcp"><b>dolphin-decomp-mcp</b></a><br><sub>MarkMcCaskey</sub></td><td>一個MCP伺服器和命令列工具,讓AI代理可以即時除錯在海豚模擬器裡跑的GameCube和Wii遊戲。適合做逆向工程和匹配反編譯。</td><td>否</td><td><sub>—</sub></td></tr>
|
||||
<tr><td><a href="https://github.com/orikami048/gea"><img src="images/gea-card.png" width="160" alt="orikami048/gea"></a></td><td><a href="https://github.com/orikami048/gea"><b>gea</b></a><br><sub>orikami048</sub></td><td>遊戲逆向、資源提取與 Cocos/Three.js 重現的 MCP 與 CLI;受 morluto/rea 啟發。</td><td>否</td><td><sub>儲存庫卡片</sub></td></tr>
|
||||
|
||||
@@ -2406,5 +2406,37 @@
|
||||
"https://github.com/Trick230/DualizeRecomp",
|
||||
"No",
|
||||
"Native static recompilation of NiGHTS: Journey of Dreams (Wii). Bring your own dump."
|
||||
],
|
||||
[
|
||||
"pc",
|
||||
"remake",
|
||||
"NotRexed/Hookshot",
|
||||
"https://github.com/NotRexed/Hookshot",
|
||||
"No",
|
||||
"Static recompilation of the Nintendo Switch 2 Ocarina of Time remake to native Windows with Vulkan. Bring your own dump."
|
||||
],
|
||||
[
|
||||
"pc",
|
||||
"remake",
|
||||
"peiikai/LASRecomp",
|
||||
"https://github.com/peiikai/LASRecomp",
|
||||
"No",
|
||||
"Static recompilation of The Legend of Zelda: Link's Awakening (Switch 2019) to native Windows/macOS/Linux. Bring your own dump."
|
||||
],
|
||||
[
|
||||
"pc",
|
||||
"remake",
|
||||
"drakolordx7/switch2-recomp",
|
||||
"https://github.com/drakolordx7/switch2-recomp",
|
||||
"No",
|
||||
"Static recompilation of Pokémon Pokopia (Switch 2) to native Windows with Vulkan. Bring your own dump."
|
||||
],
|
||||
[
|
||||
"tooling",
|
||||
"tools",
|
||||
"jaenster/ghidra-reconstruct",
|
||||
"https://github.com/jaenster/ghidra-reconstruct",
|
||||
"No",
|
||||
"Turns Ghidra decompiler output into clean, namespaced, recompilable C++ source with transform passes."
|
||||
]
|
||||
]
|
||||
@@ -2105,5 +2105,33 @@
|
||||
"zh-TW": "把 Wii 遊戲《NiGHTS: Journey of Dreams》靜態重編譯成原生 PC 程式",
|
||||
"ja": "Wii ゲーム『NiGHTS: Journey of Dreams』を静的再コンパイルでネイティブ PC プログラムに",
|
||||
"ko": "Wii 게임 《NiGHTS: Journey of Dreams》를 정적 재컴파일로 네이티브 PC 프로그램으로"
|
||||
},
|
||||
"NotRexed/Hookshot": {
|
||||
"en": "Turns the Switch 2 version of The Legend of Zelda: Ocarina of Time into a native Windows program you can run without an emulator, using your own game dump.",
|
||||
"zh-CN": "把任天堂 Switch 2 上的《塞尔达传说:时之笛》重制版变成可以在 Windows 上原生运行的程序,不需要模拟器,用你自己的游戏转储。",
|
||||
"zh-TW": "把任天堂 Switch 2 上的《薩爾達傳說:時之笛》重製版變成可以在 Windows 上原生執行的程式,不需要模擬器,用你自己的遊戲轉儲。",
|
||||
"ja": "Nintendo Switch 2 版『ゼルダの伝説 時のオカリナ』を、エミュレータなしで Windows 上でネイティブに動くプログラムに変換します。自分のゲームダンプを使います。",
|
||||
"ko": "닌텐도 스위치 2 버전 『젤다의 전설: 시간의 오카리나』를 에뮬레이터 없이 Windows에서 네이티브로 실행되는 프로그램으로 바꿉니다. 본인 게임 덤프를 사용합니다."
|
||||
},
|
||||
"peiikai/LASRecomp": {
|
||||
"en": "Turns the 2019 Nintendo Switch version of The Legend of Zelda: Link's Awakening into a native Windows, macOS or Linux program you run with your own game dump.",
|
||||
"zh-CN": "把 2019 年任天堂 Switch 版《塞尔达传说:织梦岛》变成可以在 Windows、macOS 或 Linux 上原生运行的程序,用你自己的游戏转储。",
|
||||
"zh-TW": "把 2019 年任天堂 Switch 版《薩爾達傳說:織夢島》變成可以在 Windows、macOS 或 Linux 上原生執行的程式,用你自己的遊戲轉儲。",
|
||||
"ja": "2019年のNintendo Switch版『ゼルダの伝説 夢をみる島』を、Windows・macOS・Linuxでネイティブに動くプログラムに変換します。自分のゲームダンプを使います。",
|
||||
"ko": "2019년 닌텐도 스위치 버전 『젤다의 전설: 꿈꾸는 섬』을 Windows, macOS, Linux에서 네이티브로 실행되는 프로그램으로 바꿉니다. 본인 게임 덤프를 사용합니다."
|
||||
},
|
||||
"drakolordx7/switch2-recomp": {
|
||||
"en": "Turns the Nintendo Switch 2 game Pokémon Pokopia into a native Windows program you run with your own game dump, without an emulator.",
|
||||
"zh-CN": "把任天堂 Switch 2 上的《宝可梦 波克皮亚》变成可以在 Windows 上原生运行的程序,不需要模拟器,用你自己的游戏转储。",
|
||||
"zh-TW": "把任天堂 Switch 2 上的《寶可夢 波克皮亞》變成可以在 Windows 上原生執行的程式,不需要模擬器,用你自己的遊戲轉儲。",
|
||||
"ja": "Nintendo Switch 2 の『ポケモン ポコピア』を、エミュレータなしで Windows 上でネイティブに動くプログラムに変換します。自分のゲームダンプを使います。",
|
||||
"ko": "닌텐도 스위치 2 게임 『포켓몬 포코피아』를 에뮬레이터 없이 Windows에서 네이티브로 실행되는 프로그램으로 바꿉니다. 본인 게임 덤프를 사용합니다."
|
||||
},
|
||||
"jaenster/ghidra-reconstruct": {
|
||||
"en": "Takes the messy decompiled code that Ghidra spits out and turns it into clean, organized C++ source that you can actually compile and build.",
|
||||
"zh-CN": "把 Ghidra 反编译出来的乱糟糟代码整理成干净、有命名空间的 C++ 源码,让你可以真正编译构建。",
|
||||
"zh-TW": "把 Ghidra 反編譯出來的亂糟糟程式碼整理成乾淨、有命名空間的 C++ 原始碼,讓你可以真正編譯建置。",
|
||||
"ja": "Ghidra が吐き出すごちゃごちゃした逆コンパイル結果を、きれいに整理されたコンパイル可能な C++ ソースに変換します。",
|
||||
"ko": "Ghidra가 출력한 지저분한 디컴파일 코드를 깔끔하고 네임스페이스가 정리된 컴파일 가능한 C++ 소스로 바꿉니다."
|
||||
}
|
||||
}
|
||||
+16
@@ -831,5 +831,21 @@
|
||||
"LostArtefacts/tr01": [
|
||||
"readme",
|
||||
"https://opengraph.githubassets.com/c3468ed1535c650ff7a109a6497529f084b0a6421f089b4a5fa835a2069a851a/LostArtefacts/tr01"
|
||||
],
|
||||
"NotRexed/Hookshot": [
|
||||
"card",
|
||||
"https://opengraph.githubassets.com/1/NotRexed/Hookshot"
|
||||
],
|
||||
"peiikai/LASRecomp": [
|
||||
"card",
|
||||
"https://opengraph.githubassets.com/1/peiikai/LASRecomp"
|
||||
],
|
||||
"drakolordx7/switch2-recomp": [
|
||||
"card",
|
||||
"https://opengraph.githubassets.com/1/drakolordx7/switch2-recomp"
|
||||
],
|
||||
"jaenster/ghidra-reconstruct": [
|
||||
"card",
|
||||
"https://opengraph.githubassets.com/1/jaenster/ghidra-reconstruct"
|
||||
]
|
||||
}
|
||||
+292
-287
@@ -1,297 +1,302 @@
|
||||
{
|
||||
"0xd34db8/LF2-decomp": 15,
|
||||
"0xshlomil/ida-free-mcp": 51,
|
||||
"1llu50ry/mcp-reverse": 552,
|
||||
"2ship2harkinian/2ship2harkinian": 2426,
|
||||
"3DSGuy/Project_CTR": 590,
|
||||
"AdamLinCodes/AdamTerm": 0,
|
||||
"AksharDP/xc2-recomp": 153,
|
||||
"AndrewAltimit/legend-of-legaia-re": 29,
|
||||
"AsobiCodes/rac-rs": 248,
|
||||
"AssetRipper/AssetRipper": 8849,
|
||||
"AsyncFinn/rook": 14,
|
||||
"B-Howell/soundconnect-desktop": 4,
|
||||
"BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp": 152,
|
||||
"BurnoutDecomp/BP-Decomp_Workflow": 24,
|
||||
"C-GBL/P3FES-Decompilation": 23,
|
||||
"Caho1/open-claude-ui": 1716,
|
||||
"CurLeaf/dsh-command-rea": 0,
|
||||
"DarkRTA/rb3": 129,
|
||||
"DatanoiseTV/revenant": 11,
|
||||
"Dicklesworthstone/frankentorch": 16,
|
||||
"DinosaurPlanetRecomp/dino-recomp": 336,
|
||||
"EndLess728/MiTV-Remote": 11,
|
||||
"FurkanAnc/totk-launcher": 88,
|
||||
"GLinnik21/plx-native": 1190,
|
||||
"HarbourMasters/Shipwright": 5870,
|
||||
"HarbourMasters/Starship": 2135,
|
||||
"Hero88go/melee-unlocked": 148,
|
||||
"HexRaysSA/ida-mcp": 1548,
|
||||
"Interkarma/daggerfall-unity": 3571,
|
||||
"JusticeRage/Gepetto": 3487,
|
||||
"Karlos-fr/fun-tracks-recomp-releases": 41,
|
||||
"KarlssonChristoffer/DiskLens": 2,
|
||||
"KevinBonnoron/xc2-decomp": 12,
|
||||
"LaurieWired/GhidraMCP": 11787,
|
||||
"LilZeeCN/zee-rp": 30,
|
||||
"LostArtefacts/decomp-tools": 0,
|
||||
"LostArtefacts/tr01": 0,
|
||||
"MarkMcCaskey/dolphin-decomp-mcp": 1,
|
||||
"Mava-b/folklore-decomp": 53,
|
||||
"Megami-Decomps/smt3-decomp": 6,
|
||||
"MiaAI-Lab/sparkDash": 837,
|
||||
"MistblastClear/UEBulkExport-rpocket": 33,
|
||||
"Moxnatiy/OpenBattlefield2": 63,
|
||||
"MrPowerUp82/superman_returns_recomp": 25,
|
||||
"MysteriousAeon/rayman3-hd-recompiled": 74,
|
||||
"N0zoM1z0/dx-ball": 83,
|
||||
"N0zoM1z0/th04": 35,
|
||||
"N0zoM1z0/th08": 55,
|
||||
"NationalSecurityAgency/ghidra": 98415,
|
||||
"N0zoM1z0/th08-web": 13,
|
||||
"N0zoM1z0/th09": 6,
|
||||
"N0zoM1z0/th095": 8,
|
||||
"N0zoM1z0/th10": 7,
|
||||
"N0zoM1z0/th105": 17,
|
||||
"N0zoM1z0/touhou-reconstruction-factory": 6,
|
||||
"N0zoM1z0/touhou-reverse-engineering": 5,
|
||||
"N64Recomp/N64Recomp": 8357,
|
||||
"NEstelami/ZAPD": 42,
|
||||
"NathanKanaeru/samp-client-re": 0,
|
||||
"NationalSecurityAgency/ghidra": 98312,
|
||||
"NextrixVFX/Hydro-Recomp": 4,
|
||||
"NostalgiaRealm/A2-Racer-4": 0,
|
||||
"Nowng/rea-mcp": 8,
|
||||
"NullLabTests/OpenBSD_netcat_REA": 7,
|
||||
"Open-BFME/Open-BFME-1": 172,
|
||||
"OpenMW/openmw": 6724,
|
||||
"OpenRA/OpenRA": 17739,
|
||||
"OpenRAC/rac1-decomp": 71,
|
||||
"OpenRAC/rac2-decomp": 35,
|
||||
"OpenRAC/rac5-sm-decomp": 7,
|
||||
"OpenRCT2/OpenRCT2": 16545,
|
||||
"OpenRsG/GunZRs": 3,
|
||||
"OpenTTD/OpenTTD": 8472,
|
||||
"OpenXcom/OpenXcom": 2248,
|
||||
"Perfare/AssetStudio": 15585,
|
||||
"Ptraaah/godhand-recompiled-android": 1,
|
||||
"RSDKModding/RSDKv4-Decompilation": 1158,
|
||||
"RSDKModding/RSDKv5-Decompilation": 575,
|
||||
"ReFirmLabs/binwalk": 14621,
|
||||
"RetroPulse03/WinBackRecomp": 18,
|
||||
"RetroReversing/turok-decomp": 1,
|
||||
"RetroReversing/v-rally-decomp": 1,
|
||||
"RuiNelson/StreetsOfRageProject": 35,
|
||||
"RussoPhone/tomodachi-ltd-recomp": 51,
|
||||
"Sage-is/CleanRoom": 2,
|
||||
"ShadowSwaps/REA-Reconstruction-Companion": 131,
|
||||
"Shagg88/COGBox": 401,
|
||||
"SlickAmogus/silent-hill-decomp": 825,
|
||||
"Slyvan25/OpenGHub": 31,
|
||||
"SourMesen/Mesen2": 2413,
|
||||
"Stijnus/dsh-rev-eng": 1,
|
||||
"SubmitGame/awesome-decomp-games": 2906,
|
||||
"TekRantGaming/cartoon-network-racing-recompiled": 16,
|
||||
"TekRantGaming/muppet-racemania-recompiled": 10,
|
||||
"TheBozos/ChampionsOfNorrath_Recomp": 1,
|
||||
"TheRealestNwah/sotc-decomp": 34,
|
||||
"Trick230/DualizeRecomp": 4,
|
||||
"UnknownHacker1/rea-groundtruth": 1,
|
||||
"ValveResourceFormat/Source2Mcp": 5,
|
||||
"WeAreTommyBruh/Legaia2-Decomp": 5,
|
||||
"WerWolv/ImHex": 55755,
|
||||
"Xeeynamo/sotn-decomp": 1231,
|
||||
"Xiangyu-CAS/rea-capcut": 127,
|
||||
"Yaz-Myst/ZOE-Recompiled": 61,
|
||||
"YuutaTsubasa/ChaotixRecompiled": 64,
|
||||
"YuutaTsubasa/MarbleKnightsRecompiled": 1,
|
||||
"Zelda64Recomp/Zelda64Recomp": 7595,
|
||||
"a-barzanti/ai-rebuilds": 5,
|
||||
"a-funk/open-appleremote": 252,
|
||||
"agioracle/rea-unity-game": 1,
|
||||
"aicodeking/leanrea": 4039,
|
||||
"albertan017/LLM4Decompile": 7257,
|
||||
"albovsky/nd-blackmoor-decomp": 0,
|
||||
"aldonunez/zelda1-disassembly": 281,
|
||||
"alemigav/re2-64-decomp": 1,
|
||||
"alexgaoth/awesome-reverse-engineered": 1254,
|
||||
"alexmi256/rea-agent-docker": 18,
|
||||
"alphaSeclab/awesome-reverse-engineering": 5194,
|
||||
"andrewnakas/thug-decomp": 4,
|
||||
"angr/angr": 9320,
|
||||
"ata4/disunity": 2699,
|
||||
"attify/firmware-analysis-toolkit": 1625,
|
||||
"avast/retdec": 8668,
|
||||
"awkto/deadly-tide-decomp": 0,
|
||||
"az9713/REA-demo": 2,
|
||||
"az9713/wispr-flow-rea-teardown": 2,
|
||||
"bryantmh/rush2recompiled": 72,
|
||||
"carlhako/keen-clone": 0,
|
||||
"ccbury/MGSPOStaticRecomp": 17,
|
||||
"Hero88go/melee-unlocked": 152,
|
||||
"cdetv/conker-live-recompiled": 31,
|
||||
"cheviman/outrunners-port": 55,
|
||||
"chilliesdev/fmseasonhub-re": 0,
|
||||
"cognixws/picode-rea": 1,
|
||||
"crabsmack/xmen2-pc": 32,
|
||||
"cranebeaker/coop-anything": 1922,
|
||||
"crowdere/Awesome-RE-MCP": 160,
|
||||
"cudanexus/vd-streamer-linux": 8,
|
||||
"cyberkaida/reverse-engineering-assistant": 947,
|
||||
"czcdr/dsh-plugin-rea": 73,
|
||||
"dav1dngy/era-agent": 49,
|
||||
"decompme/decomp.me": 654,
|
||||
"diasurgical/DevilutionX": 9990,
|
||||
"dnSpyEx/dnSpy": 11429,
|
||||
"doldecomp/melee": 2459,
|
||||
"doldecomp/sms": 382,
|
||||
"ectrc/dishonoredrecompiled": 9,
|
||||
"electron/asar": 2886,
|
||||
"encounter/decomp-toolkit": 326,
|
||||
"encounter/objdiff": 621,
|
||||
"ethteck/splat": 380,
|
||||
"exoteric33/ps2-native-recomp": 135,
|
||||
"fabox-os/Pro-Wave": 188,
|
||||
"fallout2-ce/fallout2-ce": 169,
|
||||
"fosdickio/binary_ninja_mcp": 456,
|
||||
"frida/frida": 22668,
|
||||
"fuddlesworth/pokebw2": 85,
|
||||
"ghidraninja/game-and-watch-backup": 461,
|
||||
"ghidraninja/ghidra_scripts": 1182,
|
||||
"giveen/decomp.anything": 82,
|
||||
"glauberlima/open-scrantic": 50,
|
||||
"google/bindiff": 3231,
|
||||
"gothamor/gta-vcs-recomp": 504,
|
||||
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|
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||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
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||||
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||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
"timboat/demons-souls-recomp": 182,
|
||||
"tmcleroy/cps2recomp": 160,
|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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||||
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|
||||
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|
||||
"RSDKModding/RSDKv4-Decompilation": 1159,
|
||||
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|
||||
"OpenRCT2/OpenRCT2": 16547,
|
||||
"michaelshimeles/rec-rs": 120,
|
||||
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||||
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|
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"fallout2-ce/fallout2-ce": 170,
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||||
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|
||||
"NotRexed/Hookshot": 267,
|
||||
"N0zoM1z0/dx-ball": 83,
|
||||
"a-funk/open-appleremote": 252,
|
||||
"RSDKModding/RSDKv5-Decompilation": 575,
|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
"gothamor/gta-vcs-recomp": 508,
|
||||
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|
||||
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|
||||
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|
||||
"tmcleroy/cps2recomp": 161,
|
||||
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|
||||
"ghidraninja/game-and-watch-backup": 461,
|
||||
"storytold/designcraft": 5141,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"Interkarma/daggerfall-unity": 3570,
|
||||
"Mava-b/folklore-decomp": 56,
|
||||
"Caho1/open-claude-ui": 1720,
|
||||
"Dicklesworthstone/frankentorch": 16,
|
||||
"Zelda64Recomp/Zelda64Recomp": 7600,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"timboat/demons-souls-recomp": 190,
|
||||
"storytold/lightcraft": 15602,
|
||||
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|
||||
"Moxnatiy/OpenBattlefield2": 63,
|
||||
"storytold/soundcraft": 4136,
|
||||
"drakolordx7/switch2-recomp": 476,
|
||||
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|
||||
"openage/openage": 0,
|
||||
"MistblastClear/UEBulkExport-rpocket": 33,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"N0zoM1z0/th10": 7,
|
||||
"OpenRAC/rac1-decomp": 76,
|
||||
"yaz0r/Azel": 191,
|
||||
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|
||||
"SlickAmogus/silent-hill-decomp": 825,
|
||||
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|
||||
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|
||||
"nicolvus/a6000-fw-decomp": 17,
|
||||
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|
||||
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|
||||
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|
||||
"perfect-dark-pc-port/perfect_dark": 2106,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"bryantmh/rush2recompiled": 72,
|
||||
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|
||||
"Open-BFME/Open-BFME-1": 173,
|
||||
"smm2recomp/smm2recomp": 239,
|
||||
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|
||||
"BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp": 162,
|
||||
"encounter/decomp-toolkit": 327,
|
||||
"zladx/LADX-Disassembly": 919,
|
||||
"OpenXcom/OpenXcom": 2248,
|
||||
"ShadowSwaps/REA-Reconstruction-Companion": 131,
|
||||
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|
||||
"SubmitGame/awesome-decomp-games": 2919,
|
||||
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|
||||
"ectrc/dishonoredrecompiled": 9,
|
||||
"andrewnakas/thug-decomp": 4,
|
||||
"yefan911/automated-recompilers": 19,
|
||||
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|
||||
"doldecomp/melee": 2459,
|
||||
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|
||||
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|
||||
"Megami-Decomps/smt3-decomp": 6,
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||||
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|
||||
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|
||||
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|
||||
"RetroReversing/turok-decomp": 1,
|
||||
"N0zoM1z0/th08": 55,
|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
"isledecomp/racers": 107,
|
||||
"snesrev/zelda3": 4989,
|
||||
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|
||||
"storytold/filmcraft": 17701,
|
||||
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|
||||
"Stijnus/dsh-rev-eng": 1,
|
||||
"snesrev/sm": 564,
|
||||
"qilingframework/qiling": 6167,
|
||||
"n64decomp/mk64": 1317,
|
||||
"awkto/deadly-tide-decomp": 0,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"openblack/bw1-decomp": 127,
|
||||
"albovsky/nd-blackmoor-decomp": 0,
|
||||
"x64dbg/x64dbg": 50224,
|
||||
"Slyvan25/OpenGHub": 31,
|
||||
"tangosdev/sm64ds-decomp": 237,
|
||||
"ghidraninja/ghidra_scripts": 1182,
|
||||
"sickpyramid/ReaFuse": 7,
|
||||
"YuutaTsubasa/ChaotixRecompiled": 65,
|
||||
"iammukeshm/hexgrab": 5,
|
||||
"cudanexus/vd-streamer-linux": 8,
|
||||
"postlund/pyatv": 1206,
|
||||
"scummvm/scummvm": 2881,
|
||||
"lxistired/ledger-reborn": 50,
|
||||
"mr-finster/vf3-recomp": 85,
|
||||
"frida/frida": 22676,
|
||||
"chilliesdev/fmseasonhub-re": 0,
|
||||
"agioracle/rea-unity-game": 2,
|
||||
"dav1dngy/era-agent": 49,
|
||||
"WeAreTommyBruh/Legaia2-Decomp": 5,
|
||||
"lemonadesaltbagel/crab": 223,
|
||||
"n64decomp/sm64": 8962,
|
||||
"avast/retdec": 8668,
|
||||
"cranebeaker/coop-anything": 1933,
|
||||
"AdamLinCodes/AdamTerm": 0,
|
||||
"attify/firmware-analysis-toolkit": 1625,
|
||||
"pret/pokegold": 735,
|
||||
"0xshlomil/ida-free-mcp": 53,
|
||||
"HarbourMasters/Shipwright": 5880,
|
||||
"cheviman/outrunners-port": 58,
|
||||
"AssetRipper/AssetRipper": 8854,
|
||||
"pret/pokeemerald": 3667,
|
||||
"storytold/effectcraft": 8517,
|
||||
"3DSGuy/Project_CTR": 590,
|
||||
"open-goal/jak-project": 3635,
|
||||
"az9713/REA-demo": 2,
|
||||
"radareorg/r2ai": 532,
|
||||
"N64Recomp/N64Recomp": 8359,
|
||||
"MrPowerUp82/superman_returns_recomp": 25,
|
||||
"gryszzz/reverse-engineer-everything": 29,
|
||||
"sheilacraig/dsh-rea-mcp": 3,
|
||||
"AsobiCodes/rac-rs": 255,
|
||||
"encounter/objdiff": 621,
|
||||
"mandiant/flare-floss": 4214,
|
||||
"az9713/wispr-flow-rea-teardown": 2,
|
||||
"skylot/jadx": 51646,
|
||||
"jiangzhengwenjz/katam": 161,
|
||||
"Shagg88/COGBox": 405,
|
||||
"ucodia/desktop-games-nostalgia": 8,
|
||||
"zhaofeng130/dsh-rea": 5,
|
||||
"zinja-coder/jadx-ai-mcp": 2989,
|
||||
"zladx/LADX-Disassembly": 919
|
||||
"sp00nznet/pcrecomp": 127,
|
||||
"xemu-project/xemu": 4239,
|
||||
"alphaSeclab/awesome-reverse-engineering": 5194,
|
||||
"isledecomp/isle": 3499,
|
||||
"julianxhokaxhiu/FFNx": 532,
|
||||
"NathanKanaeru/samp-client-re": 0
|
||||
}
|
||||
Reference in new issue
Block a user