Static recompilation with AI: games and programs translated to native code
Updated · 168 projects
Static recompilation translates a program's machine code into C or C++ ahead of time and compiles that into a native executable, instead of emulating the original CPU while the game runs. The projects on this page did that for console and PC games, from NES and Game Boy Advance titles to Nintendo 64, PlayStation 2 and 3, GameCube and Xbox 360. Most build on an existing recompiler such as N64Recomp, PS2Recomp, ps3recomp, XenonRecomp or ReXGlue, and use an agent like Claude Code or Codex to fill in what the tool cannot do on its own: the hardware a game expects, its graphics and audio calls, and the functions the translator gets wrong. Nearly all of them need your own copy of the game, because the game's code and data are not included. Each entry lists the model, the toolchain, the reported outcome and what the person still had to fix.
- Projects
- 168
- Outcomes
- Works75Partial73Research20
- Models used
- Claude151GPT10Open / local1
The projects
Share the writeup or repo, and what the AI got right and wrong.
Related guides
Tools these projects used
Common questions
An emulator interprets the original machine code while the game runs. A static recompiler translates that code into C or C++ before the game runs, so the result is an ordinary native program that can run faster and be modified like any other source.
A matching decompilation rewrites the game as readable source that compiles back to the original bytes. Static recompilation produces generated code that behaves like the original but is not meant to be read or to match byte for byte.
Yes, for nearly every project here. The recompiled code is built from, or runs alongside, a disc image or ROM you supply. Projects that ship the game's data or need a cracked executable are not listed.

















