OpenGOAL (Jak & Daxter)
open-goal/jak-project
It decompiles the GOAL code of the PS2 Jak & Daxter games and recompiles it to native x86-64. Jak 1 is polished, Jak 2 is in beta, and Jak 3 is a work in progress (v0.3.3). You supply your own PS2 copy.
You needYour own PS2 copy of the Jak trilogy (PAL, NTSC, or NTSC-J).
PS2Recomp
ran-j/PS2Recomp
Static recompiler and runtime that turns PS2 R5900 MIPS ELFs into C++. The CPU works, but the Graphics Synthesizer, VU1 microcode, and DMA are still stubbed out; no playable game yet.
Dragon Ball Z: Budokai Tenkaichi 3
z3xox/Tenkaichi3Decomp
Native PC port built on BT3-Decompiled, the matching decompilation of the US release (SLUS-21678): it’s the game’s own code compiled for PC, with a new renderer, sound, and input layer underneath, not an emulator. The whole loop works (boot, opening movie, menus, saving, fights, and split screen), with a Vulkan renderer that keeps the PS2’s effects (outline, glow, depth tint, and distance blur), each one toggleable, plus an OpenGL 3.3 fallback. Internal resolution from 1x to 8x, and widescreen up to 21:9 and beyond without stretching the fights.
You needYour own disc image of the US release (SLUS-21678). The repository holds no game data: setup reads it from your disc and it stays on your machine.
⑂ Fork of nathanialf/ico
ICO
nathanialf/ico-pc
Native port of the PS2 ICO to Windows, Linux, the Steam Deck, 64-bit ARM handhelds, and Android, built on the same author’s decompilation, which is also in the catalog. It runs the game’s own code, so it plays and sounds like the PAL original. The extras (sharper picture, widescreen, smoother motion) stay off until you turn them on, and the frame rate is only locked to the PS2’s if you pick Original.
You needYour own copy of the PAL ICO disc. The game isn’t included in the repository or in the downloads.
Resident Evil - Code: Veronica X
AshfordFamily/recvx-decomp
Decompiles the Code: Veronica X PS2 ELF (MIPS back to C), US release only (SLUS-20184). The engine, gameplay, graphics code, and the CRI ADXT library are decompiled, and the README says the game is now fully decompiled. Contributors must disclose any AI-generated submissions.
Sly Cooper and the Thievius Raccoonus
TheOnlyZac/sly1
Work-in-progress decompilation of Sly Cooper and the Thievius Raccoonus for PS2. It builds the NTSC-U executable (SCUS_971.98), aims to turn the whole engine into matching source, and hosts online documentation of the code.
Sly Cooper and the Thievius Raccoonus (ProjectCane)
theclub654/ProjectCane
Playable port of the NTSC release, rebuilt through reverse engineering. It started as a map viewer and grew into a complete port, the opposite route to the other Sly Cooper project in the catalog, which recompiles the PS2 binary and is still stuck before graphics. Windows only for now, with Linux planned. You build it in Visual Studio 2022, and it ships a file extractor you drag your own ISO onto.
You needYour own NTSC ISO of Sly Cooper and the Thievius Raccoonus (PS2) and Visual Studio 2022 with the Desktop C++ workload.
PaRappa the Rapper 2
parappadev/parappa2
Work-in-progress decompilation of PaRappa the Rapper 2 for PS2. It currently targets the July 12 NTSC-J prototype; the final NTSC-J, NTSC, and PAL builds are a future goal. Progress is tracked per area, split between the EE core (debug, OS, gameplay, menus, engine) and the IOP modules.
Silent Hill 3
dreamingmoths/memory-of-alessa
Matching decompilation of Silent Hill 3 for PS2 (v1.02 NTSC-U, SLUS_206.22), in the Memory of Alessa repository. It aims for 100% byte-matching of both Silent Hill 3 and the Silent Hill 2 engine it builds on, and for documenting the technical history of Team Silent’s engine. The README warns it’s at an early stage.
Fatal Frame
Mikompilation/Himuro
Himuro, a matching decompilation of Fatal Frame (Project Zero) for PS2, with the stated intent of porting the game to modern hardware once it fully matches. It covers three regions: US (SLUS_203.88), Europe (SLES_508.21), and Japan (SLPS_250.74).
God Hand
LucasPicoli/god-hand-decomp
Matching decompilation of God Hand (PS2, Clover Studio / Capcom) targeting the NTSC-U release (SLUS-21503). It uses the original toolchain (ee-gcc 2.96, the SN linker, and dvp-as) to reproduce the SLUS_215.03 boot ELF and the .rel overlays byte for byte. Its stated aim is only to decompile the game; there will be no port.
Ratchet & Clank
re-rac/rerac
ReRAC: a rewrite of Ratchet & Clank (2002) as a native PC game, in Rust on the Bevy engine. The game’s systems are ported and run natively, with no emulator in between, aiming to look, sound, and play like the original. It’s at an early stage: every level loads and renders, but it isn’t playable from start to finish yet. There are alpha builds for Windows, Linux, and macOS, and a separate launcher that sets the game up from your disc.
You needYour own copy of the US PS2 disc (SCUS-97199, version 1.00). No game files are included.
ICO
nathanialf/ico
Matching decompilation of the PAL disc (SCES-50760) that rebuilds the boot ELF with the toolchain the game was built with. The match is byte-for-byte at both levels: the SHA-1 of the image the console loads and that of the ELF itself both match the disc’s. It’s the base of the PC and Android port, also in this catalog.
Silent Hill 2
dreamingmoths/mirror-of-alessa
Mirror of the Silent Hill 2 report from the memory-of-alessa monorepo, re-uploaded separately because decomp.dev expects one game per repository. If a standalone Silent Hill 2 decompilation is created, this repository will be deleted.
Dog's Life
IWILLCRAFT-M0d/dogcomp
Dogcomp, a decompilation of Dog's Life (2003) for PS2. It is currently working on the PAL release, SCES_512.48.
Sonic Riders: Zero Gravity (PS2 Prototype)
KidWizardOfTheWeb/SR2
Work-in-progress decompilation of a prototype of Sonic Riders: Zero Gravity for PS2 (SLUS_216.42, US, September 1, 2007), not the retail release.
Devil May Cry
Gui-Tora/dmc-recomp
Experimental static recompilation of the R5900 and the IOP to native PC code, with PS2Recomp. It already reaches a real interactive boot: you can navigate the menus with a gamepad, it gets to the title screen, and it shows recognizable frames from the PSS movies. Its author frames it as a reverse-engineering and bring-up project rather than a playable port: rendering is still incomplete, and the game itself (gameplay and missions) doesn’t work yet.
You needYour own legal copy of Devil May Cry for PlayStation 2, European PAL edition SLES_503.58, version 1.02. The repository doesn’t include the original executable, a disc image, a BIOS, or any game assets.
Sly Cooper and the Thievius Raccoonus
chrisking1981/sly1-recomp
A very early attempt at a native port of the first Sly Cooper via PS2 recompilation. It runs over 100 functions (memory and I/O) before hitting unimplemented GS and DMA hardware; no graphics yet.
You needThe “SCUS_971.98” ELF from your Sly Cooper and the Thievius Raccoonus disc (PS2).
PS2 OSDSYS
JeanxPereira/CrystalOSD
Clean-room reconstruction of the PS2 OSDSYS, the system menu with the crystal towers and the memory card browser, made by analyzing the binary in Ghidra and cross-checking it against PS2SDK and PCSX2. The primary goal is a byte-identical ELF rebuilt from C; a desktop reimplementation is only a long-term goal.