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PS3 Experimental

God of War II HD

Game: God of War II (PS3, 2009)

A native port of the PS3 PSN release (NPUA80491) for Apple silicon macOS, made by static recompilation: the PPU code (about 69,000 functions) and the seven SPU programs are translated ahead of time to C/C++ and compiled for arm64, with no emulator or JIT, on a fork of the ps3recomp runtime with Metal for graphics, VideoToolbox for movies, and CoreAudio for sound. It gets from boot to the menu, saves, and gameplay in Rhodes, with combat, HUD, particles, and lighting at 45–60 fps on an Apple silicon Mac; the Colossus of Rhodes fight is playable with a graphical glitch, and audio still partly follows the host clock. A setup kit decrypts EBOOT.BIN with your license, translates and builds the game on your Mac, and checks every generated file against the project’s hashes; a SwiftUI launcher handles options, mods, and RPCS3-style patches, and an in-game menu covers display, remappable controls, and sound. The iPhone and Android builds are experimental, and the Windows one isn’t maintained. Its documentation indicates it’s developed with AI agents (Claude and Codex), and four of its 654 commits list Claude as a co-author. The latest kit is from September 30.

You needYour own copy of God of War II HD for PS3 in its US PSN release (NPUA80491, 1.00): the PS3_GAME folder, with USRDIR/EBOOT.BIN and gow2.psarc, taken from RPCS3 or your PS3, and your UP9000-NPUA80491_00-GODOFWARIIHDUS00.rap license. Plus an Apple silicon Mac (M1 or later) with a recent macOS, the Xcode Command Line Tools, and Homebrew with cmake, ninja, pkgconf, and sdl2; the first build takes 5 to 15 minutes.

How it gets to PC
Static recompilation
Console
PlayStation 3
Architecture
Cell/PPE
Author
André Brum
Original studio
Bluepoint Games / SCE Santa Monica Studio
Year
2009
Stars
88
Last activity
2026-10-19 · 11 days ago
Latest version
kit-macos-20260930 · 2026-09-30
License
MIT
Language
Python
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powerpcmodsai-assisted