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vs-sr-dev/README.md

Silicon Relics

Homebrew, ports and preservation research for obscure and failed vintage platforms — the machines that flopped, got cancelled, or were never documented, and so have almost no public technical record — and native PC ports of console games that never left their console.

The goal is concrete: take technical knowledge that exists nowhere else — compiler bugs, hardware register maps, undocumented file formats, emulator internals — and make it publicly verifiable for the people who come after. For several of these platforms, these repositories are the only public documentation of their kind.

Everything below is either original code or documentation. No repository here contains game assets, ROM data or copyrighted content — the tools read media you already own.

Everything here is published as is. This is reverse-engineering work, not a specification: findings are revisited and corrected over time, but nothing in these repositories is guaranteed to be complete or correct, whether or not a given page says so. Where a claim can be checked mechanically, the repository ships the command that checks it — run that rather than trusting the prose.


🕹️ Homebrew

Original software, written from scratch for the target hardware.

Repo Platform What it is
fcf-quest Fairchild Channel F (1976) A JRPG in 4 KiB of cartridge and 64 bytes of RAM, F8 assembly
fcf-bufo Fairchild Channel F (1976) BUFO, a road-and-river crossing game in 2 KiB, F8 assembly
vis-synth Tandy/Memorex VIS (1992) OPL3 polyphonic synth — pad instrument, SMF player, live MIDI from host hardware over a custom MAME bridge
vis-fileviewer Tandy/Memorex VIS (1992) Media browser for photos, OPL3 audio and FLC video, the native Modular Windows way on an 80286
wiiu-crema Wii U Crema — a clean-room GX2/AX engine, benchmarked on real silicon

The Channel F is the constraint that best explains the appeal: a 1976 console with 64 bytes of system RAM, and two complete games written into it.

⚙️ Static recompilation

Console games brought to PC by translating their own machine code to C++ ahead of time and running it natively, with a runtime that stands in for the console's hardware. No emulator underneath and no source code needed: the game's code is the game's code, compiled for a different machine.

The work that every game on a console shares — its discs, its CPU, its graphics and sound hardware, its SDK — lives in a game-agnostic toolkit per console. Each toolkit grows inside the ports: a piece is written because a game needed it, then kept free of that game's knowledge.

Toolkit Console What it replaces
wiikit Wii and GameCube Gekko → C++ recompiler; IOS, the GX GPU, the DSP's AX mixer, the Remote and its extensions, the GameCube's ARAM and controllers
saturnkit Sega Saturn SH-2 → C++ recompiler; both SH-2s, VDP1 and VDP2, the SCU and its DSP, the CD block, the 68000 and SCSP
ps2kit PlayStation 2 Disc, format and executable tooling beside PS2Recomp; still inside its first port, published on its own once a second game uses it
Port Game Built on
pc-victorious Victorious: Taking the Lead (Wii, 2012) wiikit, born here
pc-dragonquestswords Dragon Quest Swords (Wii, 2007) wiikit
pc-arcrisefantasia Arc Rise Fantasia (Wii, 2009) wiikit
pc-monsterhunter3 Monster Hunter Tri (Wii, 2009) wiikit
pc-finalfantasycrystalbearers Final Fantasy Crystal Chronicles: The Crystal Bearers (Wii, 2009) wiikit
pc-thelaststory The Last Story (Wii, 2011) wiikit
pc-conduit2 Conduit 2 (Wii, 2011) wiikit
pc-megamanxcm Mega Man X: Command Mission (GameCube, 2004) wiikit
pc-virtualhydlide Virtual Hydlide (Saturn, 1995) saturnkit, born here
pc-deepfear Deep Fear (Saturn, 1998) saturnkit
pc-extermination Extermination (PS2, 2001) PS2Recomp and ps2kit
pc-mikie Konami's Mikie (arcade, 1984) its own MC6809 → C recompiler (the sound board's Z80 emulated), verified instruction by instruction against MAME

Where each one stands is at the top of its README, and in a .recomp.json at its root that recomp.board reads.

🔀 Ports & reimplementations

To other consoles

Games built from their released source for hardware they were never meant to run on.

Repo Target Source
psx-lba PlayStation Little Big Adventure (1994 DOS engine), at native 640×480
ds-lba Nintendo DS Little Big Adventure — 50 fps on a stock 4 MB DS, with voices, streamed music and a touch panel
jag-lba Atari Jaguar Little Big Adventure at 640×480 interlaced, 3D bodies on the GPU
hs-lba Mattel HyperScan Little Big Adventure on an S+core 7, from a servo-driven CD, saving 96 bytes to an RFID card
wiiu-lba2 Wii U LBA2 / Twinsen's Odyssey from the 1997 Adeline source — completed start to finish on real hardware
n64-lba2 Nintendo 64 LBA2 on libdragon, its data (movies aside) in a 64 MB cartridge
dc-lba2 Dreamcast LBA2 on KallistiOS, with VMU saves
wiiu-planetblupi Wii U Planet Blupi (Epsitec) — GamePad touch as mouse, runs on Aroma
vis-wolf3d Tandy/Memorex VIS Wolfenstein 3D, Win16 native, OPL3 audio
3do-omf2097 Panasonic 3DO One Must Fall: 2097, built on OpenOMF
coleco-ff ColecoVision Final Fantasy (NES, 1987) rewritten in C, on the Super Game Module and a 512 KB MegaCart

Native reimplementations

Engines rebuilt for PC from their file formats and their behaviour.

Repo Game State
pc-highlander Highlander: The Last of the MacLeods (Jaguar CD, 1995) engine reimplementation
pc-rpgmaker3 The RPG Maker 3 engine (PS2, 2005) formats and tools
pc-immercenary Immercenary (3DO, 1995) formats and tools
pc-ragnarokodysseyace Ragnarok Odyssey ACE (PS3) formats and tools

All ports, recompiled or rebuilt, are BYOA — bring your own assets. They need a copy of the game you already own.

📖 Documentation & reverse engineering

Platform research

Three platforms with essentially no prior public reverse-engineering record.

Repo Platform Result
hyperscan-homebrew Mattel HyperScan (2006) — Sunplus S+Core 7, RFID cards, a total commercial flop 16+ reproducible bugs in the unmaintained GCC score-elf backend with verified workarounds; PPU, RFID-NFC and I²C drivers from scratch; the first emulated HyperScan audio in MAME (video)
ngpc-homebrew-notes SNK Neo Geo Pocket Color (1999) — Toshiba TLCS-900/H Verified toolchain and binary inventory, plus the first NGPC↔Dreamcast link-cable bridge ever emulated — retail hardware from 1999 that had never been emulated on either side (homebrew · retail)
pippin-homebrew Bandai Pippin @WORLD (1996) — Apple-licensed PowerPC 603 Upstreamable DingusPPC fixes giving it serial-over-DBDMA, which put the emulated Pippin on the real Internet (ping, and a live page in Netscape), plus a homebrew thin-client browser — and an honest, tcpdump-backed account of the one symptom that turned out not to be the emulator's fault

Game and engine documentation

Format archaeology: containers, sprite codecs, map formats, text systems, and the strata a shipped build accidentally preserves. Each repository carries machine-checkable verification commands, not just prose — the claims can be re-run against the files years from now.

The larger families are indexed rather than listed: each index repository links one write-up per title, and the shared platform notes hold each finding once. Counts are kept in the indices, never here. Everything below is reachable from this page in at most two hops.

Some indices were created before their first title, so that the first disc had a structure to be filed into and a set of questions to be measured against. Their checklists mark every claim by where it came from — a disc that was opened, code that runs on the machine, or public documentation only — and never promote a mark because nothing contradicted it.

Repo Subject
cd32-gamelist-doc Index of the Amiga CD32 / CDTV disc documentation, one repository per pressing. Measurement where there was folklore: the .TM block pinned to a file rather than to a fixed sector, several timestamp epochs told apart, a cruncher wearing another's magic bytes
cd32-platformnotes-doc The shared Amiga CD32 / CDTV platform checklist — the system identifier of a CD32 game reads CDTV, the .TM block belongs to no file and is not always at sector 21, and the claims later discs falsified are corrected in place
cdi-gamelist-doc Index of the Philips CD-i disc documentation. The discs bracket the format instead of agreeing on it: one is 2.4 % full, another 98 %, a CD-i Ready title hides entirely in the pregap of track 1, and two retail builds shipped their own symbol tables
cdi-platformnotes-doc The shared CD-i platform checklist — Green Book layouts, OS-9 modules, DYUV, real-time interleave, and 29 seconds of authoring-system audio found byte-identical on three unrelated discs
3do-gamelist-doc Index of the 3DO disc documentation — the odd one out among the optical families: no ISO 9660, but the 3DO's own Opera file system, big-endian on an ARM6
3do-platformnotes-doc The shared 3DO platform checklist — begun as a scaffold of [unverified] claims from public documentation; each disc converts them into measurements, or into corrections with the wrong version left visible
dc-gamelist-doc Index of the Dreamcast disc documentation — the best-documented machine here, so the risk is inheriting an answer rather than not finding one. The first retail disc falsified the line its checklist called most important
dc-platformnotes-doc The shared Dreamcast platform checklist — GD-ROM's two areas, IP.BIN, the SH-4 executable scrambled or not, and the ARM7 sound program: a second binary in a second instruction set on the same disc
vis-gamelist-doc Index of the Tandy / Memorex VIS disc documentation — "game" being generous for a library of reference and educational discs. Also links the homebrew the platform knowledge came from
vis-platformnotes-doc The shared VIS platform checklist, which starts from the opposite end: the machine was known from homebrew before any retail disc was opened, so it keeps retail, [authoring] and [unverified] marks apart. The leading 84 bytes of CONTROL.TAT are byte-identical across unrelated studios
tales-gamelist-doc Index of the Tales series documentation — the one index organised by saga rather than by platform, from cartridges and discs to a keitai i-appli and a phone gacha
tales-blockcodec-doc The shared Tales block codec — Wolf Team's in-house LZSS, carried from the Super Famicom across every console generation since, with a reference decoder and the tests that tell shared code from a shared format
pc-gamelist-doc Index of the PC and portable-C game documentation — DOS-era format archaeology, and modern remasters where the interesting layer is the older console the build is still pretending to be
dos-platformnotes-doc A checklist for the MS-DOS-era subset of the PC family, which as a whole has none — whether the subset has enough in common is answered by a sweep of the finished repositories, not by opinion
pc-infiniteundiscovery Infinite Undiscovery (Xbox 360) and tri-Ace's ASKA engine
wii-thelaststory-re The Last Story (Wii) and the LastWorld engine — the format notes that came before pc-thelaststory
snes-rudranohihou-re Rudra no Hihou (SNES, Square) — the Japanese text system

🧰 Also

Repo What it is
chiproll Browser piano roll for chip music — NES, Atari TIA and POKEY. No install, no build, no server
pc-mediacatalog .NET 8 / WPF media cataloguer — perceptual-fingerprint duplicate detection across re-encodes
silicon-relics The wider Silicon Relics codex — a showcase site covering work beyond what is published here

Reading the repository names

<platform>-<subject>, where the platform is the target, not the origin. So psx-lba is Little Big Adventure running on PlayStation, and pc-victorious is a Wii game brought to PC.

Two suffixes narrow it further: -doc is documentation only, and -re is a reverse-engineering devlog. Anything without a suffix ships runnable code. A -kit is a game-agnostic toolkit, named after the console it stands in for.

The wider Silicon Relics project

These repositories are part of a larger, ongoing body of cross-console work — an analog-horror ARG series and the homebrew and reverse-engineering that underpins it, spanning many years and many forgotten machines. Which platforms, and in what order, is something the series leaves for players to discover.

This is where that technical work surfaces publicly first.

On method and attribution

This is a human + LLM collaboration, stated openly because the honesty is the point. Claude acts as a technical bridge: I bring decades of domain knowledge and direction — knowing these platforms, recognising when a result is a genuine first, and deciding where it's worth digging — and Claude provides implementation across architectures I could not otherwise approach: the drivers, the emulator patches, the disassembly and log forensics, the documentation. Neither side reaches these results alone.

I'm a professional technical translator, a field heavily affected by AI, and I hold a deliberate position about it: AI used for net-new work that displaces no one — reverse-engineering an abandoned console that nobody else was working on — is the case worth defending. Visibility of the collaboration is part of that argument, not a disclaimer.

— @vs-sr-dev

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