Hardware
10 platform recompilation ecosystems from Retro Porting Toolkit: decoders and runtimes for original console hardware.
- PlayStation (2026): Seven playable first-party titles, the real PS1 BIOS recompiled and running as the kernel, and the decoder behind community ports of Spyro and Pepsiman.
- NES (2026): Ten commercial titles rebuilt as native C from raw 6502 machine code, across four mappers, with no BIOS required at all.
- Super Nintendo (2026): Three released games, true widescreen, and MSU-1 CD-quality audio, coaxed out of the 65816, a chip that fights static analysis.
- Game Boy Advance (2026): The toolkit's first 32-bit target: ARM7TDMI to C++, about ten game repos, adaptive widescreen that genuinely widens, and an Android APK.
- Sega Genesis (2026): The Sonic family running as native code, with netplay, 2-player split-screen, and an experimental recompiler for the Z80 sound chip riding along.
- Nintendo DS (2026): Two CPUs, one recompiler: very early pre-alpha research that already has one public game consumer to its name.
- Virtual Boy (2026): Mario's Tennis running as native code, a tech demo from a recompiler whose stated ambition is life beyond red-and-black.
- GameCube (2026): The GameCube's own firmware menu, booting as recompiled native code: LLE-first research on the PowerPC Gekko, honestly labeled as such.
- CD-i (2026): Very early research with a distinctive scope: the entire Philips CD-i system ROM, OS-9 and all, recompiled into native code.
- Original Xbox (2026): The odd one out: the Xbox already speaks x86, so the work here is low-level emulation, validated against a real console and not yet public.