This project aims to provide a customizable, cross-platform, legacy Minecraft experience. The code is based on a decompilation of Minecraft: Pocket Edition (v0.1.3) as of 2011, which itself is a port of Minecraft: Java Edition (Beta 1.3-1.7.3).
Its goals are:
- To add features from Minecraft Beta 1.7.3 and below.
- To add togglable edition-specific aesthetic features.
Some examples include:
- Legacy Console Edition gamma and mipmaps
- Pocket Edition sky colors
- Normal lighting (something Pocket Edition lacked)
- Alpha title logo
- To (in the future) provide a cross-platform modding API in WebAssembly, giving more creative control to the community.
- To keep the source code layout similar to the original Minecraft PE (reconstructed from clues hidden within certain versions of the game, such as the 0.1.0 touch prototype/debug build)
- To add support for as many platforms as possible, such as the PlayStation 3, Wii, and more.
Currently, the following platforms are supported:
- Windows (2000 and above; thanks to iProgramInCpp)
- Android (thanks to Stom for the help)
- Linux
- WebGL
- macOS (10.4 and above; thanks to BrentDaMage)
- iOS (3.1 and above; thanks to BrentDaMage)
- Xbox 360 (thanks to BrentDaMage)
- HaikuOS (thanks to SanyaSho)
- Nintendo Switch (thanks to Bagietas)
We will not do the following:
- Add features added in or after Java Edition Beta 1.8
- Change the default aesthetic the game is shipped with. We're currently targeting Java Edition Beta 1.7.3. Players can use the options menu to change the game's aesthetic to match the version/edition of their liking.
- Add Herobrine
- Add support for Minecraft Java or Minecraft Bedrock servers. (although LAN play with original MCPE clients will be supported for as long as possible)
Note: While the original Minecraft PE v0.1.3 may not work on newer devices, ReMinecraftPE works on any of the platforms listed above.
This is a modified version of the original Minecraft PE v0.1.3 decompilation.
This project is licensed under the BSD 1 clause license. However, it contains third party software with different but compatible licenses:
- RakNet: Licensed under the BSD 2 clause license
- zlib: View license
- coi-serviceworker: View license. Embedded as a submodule.
- stb: View license. Embedded as a submodule.
Want to help this project? Here's a list of things to do. Once your code is tested and ready, submit a pull request.
Prepare a copy of minecraft.jar from Beta 1.7.3.
Then, copy the assets (including sounds and textures) into the "minecraft" resource pack within the project.
Do this by performing the following:
- Open minecraft.jar as if it were a ZIP file, either by renaming it to "minecraft.jar.zip", or by opening it with an unarchiver.
- Locate the the following files/folders in minecraft.jar, and copy them into the
game/assets/resource_packs/minecraftdirectory of the project:armor art environment font gui item misc mob terrain title pack.png particles.png terrain.png - Any Pocket Edition assets will need to be manually extracted from Pocket Edition.
- Locate the the following files/folders in minecraft.jar, and copy them into the
- To retrieve the sounds, locate the
resourcesdirectory in the.minecraftfolder- Copy the contents (e.g.
music,sound, etc.) into thegame/assets/resource_packs/minecraftdirectory of the project.
- Copy the contents (e.g.
Finally, the "minecraft" resource pack should be automatically enabled by the game, assuming it can find it.
Before trying to build:
- Run the following
gitcommands, or perform the following actions with Git:
git submodule init
git submodule update
This fetches the project's necessary dependencies.
Click the thumbnail below to watch a video guide showcasing how to build ReMCPE.

The project is configured to target Windows XP by default by using "v141_xp" build tools. If you would like to build with Windows XP support, please follow the guide here to obtain the build tools via the Visual Studio installer.
If you would like to strictly target more modern versions of Windows, you can change the build toolset by doing the following:
- Right-click the project and click "Properties".
-
Click the dropdown for the "Platform Toolset" property and select "Visual Studio 2022 (v143)" or newer.

-
Click "Apply".
Install the DirectX SDK (June 2010), unless:
- You opt to use OpenAL instead (but that will require some hacking)
- You are using the latest platform toolset
Once you have the proper build tools installed (v140_xp or newer), you can now build it.
After building, place the assets folder you have prepared in the working directory of the output executable.
(if running from VS, it's in game/, otherwise, where your executable is)
Make sure you have CMake and Ninja installed. On Windows, the ninja executable must be in your PATH.
On Linux, the package names are cmake and ninja-build respectively if you are using apt.
The game will use the assets from within the game/ directory. So put your assets there if you want to build
for wasm. Then run the build-wasm script corresponding to your platform (-.sh on linux/WSL, -.bat on
windows).
The output files will be in ./wasm/dist, but you need to upload them to a web host (localhost works too) to
use. (problem with Emscripten)
NOTE: If you are using nginx, make sure the *.wasm file is served as application/wasm, and not
application/octet-stream. This can be done by opening /etc/nginx/mime.types as root and adding
application/wasm wasm; to the types block.
This project uses CMake on Linux. Just like WebAssembly, the game assets must be placed in the game/ directory.
build-essential(C/C++ Toolchain)cmake(CMake)ninja-build(Ninja)libsdl2-dev(SDL2)libopenal-dev(OpenAL)zlib1g-dev(ZLib)
mkdir build && cd build
cmake -GNinja ..
cmake --build .
# Run
./reminecraftpeDependencies:
libsdl2_devel(SDL2)glu_devel mesa_devel(Mesa)cmake(CMake)ninja(Ninja)
To build, perform the same steps as on Linux.
clang(Clang)llvm(LLVM)cmake(CMake)make(GNU Make)pkg-config(pkg-config)wget(Wget)zip(zip)libplist-utils(plistutil)libplist-dev(libplist development headers)libssl-dev(OpenSSL development headers)
./platforms/ios/build.shThen install the IPA at platforms/ios/build/ReMCPE.ipa
I've had texture seams when playing Minecraft Classic, ClassiCube and this recreation of Minecraft PE, on a fresh new laptop. If seams bother you, and you are using an NVIDIA graphics card, go to the NVIDIA Control Panel, then in "Manage 3D Settings", change "Antialiasing - Mode" to "Application Controlled".
ReMinecraftPE is an enhanced version of the original decompilation. To see the original, (mostly) unmodified code, see the mcped repository.






