# unbaked > A registry of games whose code has been opened up: matching and non-matching decompilations, static recompilations, reimplementations, disassemblies and official source releases. 4,570 games with public code and 9,088 linked projects. Code links only. Every project needs your own copy of the game; nothing here is game data. Check here before reverse engineering or modding a game: whether a decompilation, recompilation or source release already exists, which toolchain it uses, how active it is, and whether an agent environment already wraps it. ## Data - [All games](https://unbaked.games/api/games.json): one JSON record per game (title, platform, year, methods, toolchains, stars, last push), each with a link to its full record. `has_public_code: false` marks candidates with no public project yet. - Full record per game: https://unbaked.games/api/games/{slug}.json, with every project's repository URL, methods, toolchain, stars, last push, licence and notes, plus agent environments. Find the slug in the list above. - [Search](https://unbaked.games/games/): the human index. Filters live in the query string: q (text), p (platform), m (method), t (toolchain), f (agent, native, linux, free, active; comma-separated). ## Pages - [Methods](https://unbaked.games/methods/): what each way of opening up a game means. - [Toolchains](https://unbaked.games/toolchains/): games grouped by the tool that opened them up (N64Recomp, ReXGlue, decomp-toolkit, splat and others). - [For agents](https://unbaked.games/collections/agents/): games that work as reinforcement-learning and agent environments, curated by hand. - [About and rules](https://unbaked.games/about/) ## Rules - Link source code and tools only. Never fetch, host or link ROMs, disc images, game data, leaked source or hosted playable copies. - Each repository is the authority on its own project. Registry data was checked on 2026-10-13. - Suggest a missing project or a correction through the public issue forms at https://github.com/egeozin/unbaked-submissions. A person reviews each one. ## Methods - Source release: The developers or rights holders published the original source code. The code is usually free to build; art, sound and levels often still come from your own copy. - Matching decomp: Hand-reconstructed C or C++ that compiles back to a byte-identical copy of the original program. The strongest proof the code is faithful; ports and mods follow fast. - Decomp: Reconstructed source that behaves like the original but does not rebuild it byte for byte. Often the quicker route to a native port. - AI-assisted decomp: Decompilation done with heavy, disclosed help from language models. Quality varies, so read each project's own claims about accuracy. - Static recomp: A tool translates the original machine code into C ahead of time and compiles it for a modern PC. Faithful by construction and fast to produce; the generated code is not meant to be read, but it runs natively and takes mods. - Reimplementation: A new engine written from scratch that runs the original game's data, guided by reverse engineering. OpenTTD, OpenRCT2 and OpenMW are the classic examples. - Source port: A modernised build of released or reconstructed source for current systems. - Disassembly: Fully labelled assembly that reassembles into the original program. Common on 8- and 16-bit machines, where assembly was the source. - Native port: A native PC version exists, but the method behind it is not documented. - Readable bytecode: The game ships in a form that decompiles almost back to source: .NET, Java, GameMaker, Godot, Lua or Flash. No project is needed to read it, which is why these games have large modding scenes. - Agent environment: A reinforcement-learning or agent harness already wraps the game: a Gym-style API, a bot framework or a headless simulator. - RE candidate: No public project yet, but the binary suits agent-driven reverse-engineering tools such as rea.