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PS2 Playable

Burnout 3: Takedown (gomesvieira)

Game: Burnout 3: Takedown → (PS2, 2004)

A native Windows port of the North American PS2 release, separate from the Xbox version recomps already in the catalog. It’s built with ps2-port-engine, the same author’s tool, which decompiles the game’s program to C++, checks its behavior against the original machine code, and compiles it for x64, with a runtime standing in for the EE, IOP, sound, VUs, and GS, drawn with Vulkan. The game’s code is generated on your machine from your disc image and never committed to the repository. The whole game works: menus, races, crash mode, the World Tour career, saves, sound, and music. It adds resolution up to 4x the PS2’s, widescreen with the HUD kept in place and a HUD editor, 60 or 120 fps or your display’s refresh rate (up to 240) without speeding up the game, FXAA, SMAA, or SSAA 2x, bloom, motion blur, shadow, and particle options, rebindable controls with button prompts for your keys or a PlayStation or Xbox controller, a mouse in the menus, rumble, two-player splitscreen, local network play through the game’s own online mode, your own MP3s in EA Trax, and PCSX2 texture packs. A PC SETTINGS menu takes ONLINE’s place, with the hidden developer menu and a MODS page that brings in Nehalem’s PCSX2 patches, such as km/h, mirror mode, no traffic, or Crash Breaker in every mode. It’s an alpha: online play through EA’s servers doesn’t work, and vertical splitscreen still misplaces part of the HUD. The README points to a Windows zip on the releases page, but none is published right now; the latest tag is 0.6.1-alpha (October 21). Its author states that the port is written by Claude Code under their direction, and its last 100 commits list Claude as a co-author.

You needA disc image of your own North American (NTSC-U) copy of Burnout 3: Takedown for PS2, SLUS-21050; other regions don’t work yet. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3 (GeForce GTX 900, Radeon RX 400, Intel UHD 600, or newer), and a CPU with AVX2, or an older one with the bundled SSE4 build. To build it, Visual Studio 2022 with C++, Python 3.10 or later, and, optionally, LLVM.

How it gets to PC
Static recompilation
Console
PlayStation 2
Architecture
Emotion Engine
Author
danielgomesvieira2000
Original studio
Criterion Games
Year
2004
Stars
196
Last activity
2026-10-30 · 1 day ago
Language
C++
View repository ↗
emotion-engineracingwidescreen60fps+multiplayermodsvulkanai-assisted

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