About Recompendium
A community-driven, multi-console, filterable catalog of static recompilations: the process that turns a console game's original binary into native PC code. It's not emulation and not a hand-written decompilation — it's translating the executable to C/C++ and compiling it for your machine.
What's in and what's out
The Catalog brings together four kinds of project: static recompilations (N64Recomp, XenonRecomp, ReXGlue…), ports & remakes based on decompilation or made by fans (Ship of Harkinian, P-06…), the decompilations themselves —the original code reversed to source, synced from decomp.dev— and the tools that make it all possible.
Recomp vs. decompilation
A recompilation translates the game's binary into native code and is playable now. A decompilation is the step before: it reverses that binary into readable source, byte-matching the original; once mature, native ports grow from it. That's why we list both, but kept apart — a recomp is playable; a 30%-decompiled project isn't yet. Each decompilation's % is synced live from decomp.dev.
A bit of history
The first full, playable game recomp was Zelda 64: Recompiled (Majora's Mask), by Mr. Wiseguy, in May 2024, built on N64Recomp. It was also the first to ship a built-in launcher. The wave grew fast: Banjo (January 2025, with a very polished launcher/mod-manager), the first standalone universal launcher (N64RecompLauncher, Aug. 2025), and the Xbox 360 explosion with XenonRecomp and, more recently, ReXGlue.
Want to add or fix something?
No coding needed. Use the Contribute form —or the Edit button on any entry— and fill in the fields in your language. Your proposal comes in as a suggestion we review by hand before publishing: we complete the missing translation, and stars and dates update automatically from GitHub.
Recompendium does not host or link ROMs or copyrighted assets. Every recomp requires your own legal copy of the game.