Launcher Stable

OpenGOAL Launcher

Games: Jak and Daxter: The Precursor Legacy (PS2, 2001) · Jak II (PS2, 2003) · Jak 3 (PS2, 2004)

A cross-platform launcher for OpenGOAL that makes installing and updating the Jak and Daxter games simple, with built-in support for mods and texture packs. It is built with Tauri v2 and Svelte 5, and the README points to the installation and usage guide on opengoal.dev. It has builds for Windows, Linux (AppImage), and macOS; v2.11.2 is from October 9. The games it handles appear in third-party launcher listings as Jak and Daxter: The Precursor Legacy, Jak II, and Jak 3.

Type
Launcher
Consoles
PS2
Author
open-goal
Stars
255
Last activity
2026-11-01 · 10 days ago
Latest version
v2.11.2 · 2026-10-09
License
ISC
Language
Svelte
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mipsmods
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Recomps it can launch 40

PS2 Experimental
PS2

Grand Theft Auto: Vice City Stories (PS2)

gothamor/gta-vcs-recomp

A native Windows and Linux port of the PS2 version (USA, SLUS-21590), made by recompiling the PS2 executable into C++ with PS2Recomp, which the project vendors with its own changes. It builds from the same source with Direct3D 11 on Windows and Vulkan on Linux. The repository contains no game code or data: the build reads the executable from your ISO and the finished game reads everything else from it. A Windows launcher walks through four steps (folder, disc, Microsoft build tools, and build, 20 to 60 minutes the first time) and manages save backups. Its progress document marks it as in development: the game loop runs and the intro scene renders, with a hardware graphics backend that shows the loading screen, and movies are skipped for now. Launcher version 0.1.0 is from November 1. All of its last 100 commits list Claude as a co-author.

You needYour own Grand Theft Auto: Vice City Stories PS2 ISO (USA, SLUS-21590). On Windows, Microsoft’s C++ tools (about 6 GB; the launcher installs them) and 20 to 60 minutes for the first build; a Linux build is also available.

★ 609 · 2026-11-09 View →
PS2 Playable
PS2

Gran Turismo 4

moesuito/gt4-staticrecomp

A static recompilation of Gran Turismo 4 (NTSC-U) for Windows x86-64: the game’s code is translated ahead of time into C++ and compiled to native code, including every VU1 and VU0 microprogram, and the PS2 hardware is reproduced in software. It is what the README calls a hybrid recompilation: the image goes out through Vulkan with PCSX2’s GSdx renderer in a separate process, which the launcher downloads, while an in-house one (CoreGS 2.0) is in development. It advertises a locked 60 FPS at 100% game speed in the scenes it tests, 1080p by default and up to 8K, widescreen and ultrawide, custom texture packs, a crash-safe memory card, and gamepads through SDL3. It ships an installer and a launcher that set the game up from your disc. Version 1.3.0-rc6 (October 26) is a test build; 1.2.5 is from the same day. 51 of its last 100 commits list Claude as a co-author.

You needYour own .iso image of Gran Turismo 4 USA v2.00 (SCUS-97328). 64-bit Windows 10 or 11, a processor with SSE4.1, a graphics card with Vulkan 1.2, and about 6 GB free (the launcher keeps a 5.3 GB copy of your image).

★ 535 · 2026-11-11 View →
PS2 Fully playable
PS2

Ratchet & Clank (rac-rs)

AsobiCodes/rac-rs

rac-rs: an unofficial Windows port written in Rust. On setup it translates the PS2 code from your disc into Rust (static recompilation), and that code runs on a PS2 CPU core also written in Rust; graphics, sound, movies, input, and saving are native code written for the port. Only the original functions that need a fix or a PC feature are rewritten in Rust, and changes are tested by playing the same frames on both versions and comparing the game’s memory. According to its author, the whole game is playable from power-on to the end credits, New Game+ included. It adds widescreen, keyboard and mouse, Xbox and PlayStation controllers, three camera styles (the classic one, a static one with free look and strafing, and a smooth one), lock-on, rebindable controls, and a graphics page with quality levels for enhanced lighting, global illumination, ambient occlusion, dynamic shadows, water with waves and reflections, vegetation, particles, sun rays, draw distance, in-between frames, and a sharp HUD; the “Classic” settings keep the PS2 look. Setup downloads its own copy of Rust, Python, and the GNU assembler (about 220 MB), builds the game in about 12 to 30 minutes depending on the CPU, and checks for updates at launch. Version 0.3.0 came out on October 21. Nine of its twelve commits list Claude as co-author.

You needYour own .iso image of the Ratchet & Clank PS2 disc, European v1.00 (SCES-50916) or US v1.00 (SCUS-97199); the US one has had less testing, and the Japanese release and the Platinum and Greatest Hits reissues aren’t supported. Plus 64-bit Windows 10 or 11, about 5 GB of free space (the finished install takes about 3.5 GB), and an internet connection for the first setup.

★ 264 · 2026-11-05 View →
PS2 Playable
PS2

God of War (Vnnc1)

Vnnc1/gow-native-pc

A native Windows port of God of War (PS2, NTSC-U, SCUS-97399), by static recompilation of the MIPS R5900 code to C++ with PS2Recomp. It brings together the work of several authors (among them Waffle565, KIexster, and the Tobiichi port) behind an installer: the launcher downloads the build tools and the runtime, which isn’t stored in the repository, installs your ISO (the original or a recognized fan translation; with several it asks which language you want), and builds the game with profile-guided optimization. Its README says the game is playable but not 100%: it doesn’t reach a locked 60 fps in every scene, only the opening areas have been measured in depth, and known issues remain; it plans texture packs, a Linux port, and ISO mods. It has an in-game menu (F1) with live graphics settings, cheats, and memory card copies, and configurable controls. Version 3.0.1 (October 31) speeds up the VU1 code, from about 51 to 57 FPS on average on the author’s test PC, and 1.0.0, 2.0.0, 3.0.0, and 3.0.1 came out between October 25 and 31. 43 of its 65 commits list Claude as a co-author.

You needYour own God of War ISO (NTSC-U, SCUS-97399) or a recognized fan translation. 64-bit Windows 10 or 11, an x86-64 CPU with SSE4.2, 8 GB of RAM (16 GB recommended while building), a GPU with OpenGL 4.3 or newer (otherwise a slower software renderer is used), under 10 GB free as an estimate, and an internet connection to download the runtime and the tools, which download themselves (Visual Studio isn’t required).

★ 240 · 2026-11-10 View →
PS2 Experimental
PS2

God of War (KIexster)

KIexster/god-of-war-recomp

A native PC port of God of War (PS2, NTSC-U, SCUS-97399), by static recompilation of the SCUS_973.99 executable to C++ with PS2Recomp, compiled into a Windows program. Since October 2026 it uses the runtime of Waffle565’s native port, which replaces every piece of PS2 hardware with native code: the CPU, VU1, and the IOP modules are compiled ahead of time, the GS is drawn with an OpenGL renderer at double internal resolution, and files are read from the extracted disc instead of the ISO. The repository only holds what is specific to the game (the map of 6,414 functions, the recompiler configuration, patches, and tools), no game files and no generated C++. According to its README it boots, loads its data, and reaches gameplay with keyboard or gamepad (menus, new game, and the fight on the ship, with HUD) at exact game speed; 60 fps isn’t reached in heavy scenes yet, an intermittent hang of the window thread is under investigation, and a full playthrough is pending. It states it was made with AI (Claude Code and OpenAI Codex); 49 of its last 100 commits list Claude as a co-author.

You needYour own copy of God of War for PS2, NTSC-U (SCUS-97399), from which the disc’s files are extracted (about 8.5 GB). 64-bit Windows 10 or 11, Visual Studio 2022 Build Tools with C++, Git, and Python 3, about 20 GB free, and 16 GB of RAM recommended.

★ 232 · 2026-11-06 View →
PS2 Playable
PS2

Burnout 3: Takedown (gomesvieira)

danielgomesvieira2000/burnout3-pc

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.

★ 209 · 2026-10-31 View →
PS2 Experimental
PS2

Killzone

drakolordx7/KillzoneRecomp

KillzoneRecomp: a native Windows port of Killzone (PlayStation 2), made by static recompilation. The game’s PS2 code is translated to C++ with PS2Recomp, and PCSX2’s hardware renderer, microVU, IPU, and SPU2 are linked in as libraries. It adds fully rebindable mouse and keyboard (aiming is an engine patch), SDL3 controllers with the PS2 layout, frame rate matching the monitor (about 117-120 fps at 120 Hz), internal resolution up to 8x, native 16:9 plus 21:9 and 32:9 ultrawide, on Direct3D 11, 12, or Vulkan. It’s an alpha: boot, menus, profile creation, and the first level have been verified in automated runs, but longer playthroughs are still to come. The latest, 0.1.3-alpha (October 22, 2026), is a pre-release. Killzone Online isn’t included. 60 of its last 100 commits list Claude as a co-author. Licensed GPL-3.0.

You needYour own disc image of Killzone NTSC-U (SCUS-97402). 64-bit Windows and a CPU with AVX2.

★ 194 · 2026-11-09 View →
PS2 Playable
PS2

God of War (danielalves96)

danielalves96/gow-pc-port

An unofficial native port for Windows, with experimental Linux support, of the North American edition (SCUS-97399), made by static recompilation: a recompiler written in Rust translates the game’s MIPS code to C++, which is compiled as a normal program, and the PS2 hardware (graphics synthesizer, VU1, IOP, sound, pad, and memory card) is implemented natively, with no interpreter, no emulation, and no BIOS. It offers an OpenGL 4.6 renderer with internal resolution from 1x to 6x, 16:9, 16:10, and 21:9 widescreen, natively decoded MPEG-2 movies, remappable keyboard and gamepad controls, a cheat menu, PCSX2-compatible saves, PCSX2 texture packs, and a launcher with a setup wizard. Its status document admits there are no automated tests, a hang after saving is still open, and Linux is prepared but not supported. The installer builds the game on your PC from your disc. Launcher version 0.2.0 is from November 1.

You needYour own copy of the North American God of War for PS2 (SCUS-97399), from which the installer extracts what it needs once. 64-bit Windows (primary target) or x86-64 Linux (experimental); a GPU with OpenGL 4.6.

★ 191 · 2026-11-11 View →
PS2 Playable
PS2

Dragon Ball Z: Budokai Tenkaichi 3 (BT3-Recomp)

z3xox/BT3-Recomp

BT3-Recomp: a native port for Windows and Linux, and experimental on macOS, of the US PS2 release (SLUS-21678), by static recompilation with a modified PS2Recomp (with FPU and VU fixes): at build time, the MIPS code of the executable and its gameplay overlay is translated into about 7,800 C++ files from your image. It draws with OpenGL, with paraLLEl-GS (the GS emulated on Vulkan, experimental, which becomes the default renderer when built in), or with a native Vulkan renderer. It ships its own front end (ImGui on SDL2) with an install wizard, settings, and gamepads, widescreen, render scale, PCSX2-compatible texture packs (the front end opens the pack’s download page and installs it from the archive you download), a texture cache, and a mod API, used to make Tag Team, a mod for up to six fighters that’s distributed separately. It boots through the logos and title, the menus work, and fights render close to the engine’s 30 fps cap; stray triangles in some arenas, shadow differences, stage texture glitches, and an arm pose that sometimes flips during ki charge remain, and the movies are skipped. The README points to published releases, but the repository has none: you have to build it with your image. The repository includes the already recompiled code of 19 IOP modules from the disc (data/IRX), about 16 MB of C++. The same author has a separate port built on the game’s decompilation, Tenkaichi3Decomp.

You needYour own dump of the Dragon Ball Z: Budokai Tenkaichi 3 disc, US release (SLUS-21678), as an ISO; other regions won’t work. To play, 64-bit Windows 10 or Linux (macOS, experimental), an x86-64 CPU with SSE4.1, 8 GB of RAM, an OpenGL 3.3 GPU, and about 6 GB free. To build it, about 16 GB of RAM and 10 GB free; on Windows, the Visual Studio 2022 Build Tools with Clang, CMake, Ninja, Python 3, and Git, and on Linux, CMake, GCC or Clang with C++20, Python 3, and the FFmpeg development libraries.

★ 129 · 2026-10-01 View →
PS2 Experimental
PS2

Dragon Quest VIII: Journey of the Cursed King

Sinan-Karakaya/DQ8-Recompiled

DQ8Recomp: an experimental native port of the US PS2 release (SLUS-21207), built with PS2Recomp. The game’s MIPS code is translated to C++ on your machine and linked to a runtime that implements the PS2 services it uses; graphics go through SDL3 GPU or a software reference renderer, and sound comes from the game’s own drivers, running on an emulated IOP. Its author is clear that it’s a development project, not a finished port: it boots, loads saves, and reaches field gameplay with music, effects, speech, and movies, and on an Apple M1 Pro the opening field holds the game’s 30 fps cap, but the rest of the game and other hardware haven’t been checked yet, and support for the European version is incomplete. It adds an in-game menu (F1) with internal resolution, sound, remappable controls, pause, fast-forward, and screenshots. A launcher for Windows, macOS, and Linux (ARM64 too) checks your disc image, installs anything missing, such as a C++ compiler, and builds the game in about ten minutes. 29 of its 143 commits list Claude as a co-author. The latest build is from October 11.

You needA disc image (.iso) of your own US copy of Dragon Quest VIII for PS2 (SLUS-21207). Plus Windows, macOS, or Linux with about 8 GB of free space; the launcher installs a C++ compiler if it’s missing (Visual Studio Build Tools on Windows, the Command Line Tools on macOS) and, on Windows, downloads FFmpeg once. No game files are included.

★ 127 · 2026-11-07 View →
PS2 Playable
PS2

⑂ Fork of sp00nznet/reo

Resident Evil Outbreak (Ninjacornix)

Ninjacornix/reo

A native PC port of Resident Evil Outbreak (Biohazard Outbreak), made by static recompilation and a PS2 compatibility runtime; it is not an emulator. It is a fork of sp00nznet/reo, with 52 commits of its own ahead of the original. According to the README, Outbreak File #1 is fully playable (menus, scenarios, movies, audio, and saves) on Windows x64, while File #2 is only a placeholder in the launcher. It adds online co-op for up to 4 players with the bundled openSNAP server, a Randomizer mode, cheats (including a subset of PCSX2 .pnach files), DualSense and Xbox controllers, and video up to 4K. The launcher checks your ISO, builds the game on your PC, and deletes the generated code afterwards; game files and generated code are not included. Version v1.0.19 is from October 24 (there is a testing prerelease, 1.0.20-rc0, from the 28th). 45 of its 78 commits list Claude as a co-author.

You needYour own Resident Evil Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765). Windows x64 with the .NET 8 Desktop Runtime and a Vulkan graphics driver; the first build needs internet and about 10 GB free and can take over an hour.

★ 125 · 2026-11-10 View →
PS2 Playable
PS2

Ridge Racer V

danisandoval/fukami

Fukami: a native port of the US PS2 release (SLUS-20002) for Windows, Apple silicon macOS, and the Steam Deck, made by static recompilation: the game’s MIPS code is translated ahead of time to C++, on top of PS2Recomp’s runtime, and the GS and SPU2 come from PCSX2. The VU microcode and the hottest functions are compiled ahead of time too, with no JIT. It runs at 60 fps progressive without changing the game’s timing, with up to 8x internal resolution, anti-aliasing, FXAA, CAS sharpening, anisotropic filtering, and true widescreen (16:9, 16:10, and 21:9) where the camera sees more, plus optional extra full-detail cars, longer draw distance, and faster loading. It has controller support with rumble, keyboard, two players, and an in-game settings menu; controls can’t be remapped yet. The releases carry the game’s code already translated and, on first launch, take the files they need from your disc. Three of its nine commits list Claude as a co-author. Version 1.1.0 (October 14) added Windows, with Direct3D 11 or Vulkan.

You needYour own dump of the US Ridge Racer V disc (SLUS-20002) as a CHD or .cue/.bin; only that release is accepted, and its SHA-256 hashes are checked. Plus about 500 MB of free space and, depending on the system, 64-bit Windows 10 or 11 with a Direct3D 11 or Vulkan graphics card and the Visual C++ Redistributable (x64); an Apple silicon Mac with macOS 27 (what 1.1.0 was built on); or SteamOS 3.7 or later. Other Linux distributions are untested.

★ 102 · 2026-10-14 View →
PS2 Playable
PS2

Shadow of the Colossus (LightVelox)

LightVelox/sotc-vibe-pc

An unofficial native Windows port of the PS2 Shadow of the Colossus (PAL, SCES-53326 v1.00), by static recompilation of the PS2 code to C++ with PS2Recomp; it is the PS2 original, not the PS4 remake that is already in the catalog. The EE code and the VU1 microprograms are translated ahead of time and compiled with MSVC, the IOP runs in an emulated R3000 with high-level replacements for disc, memory card, pad, and sound, and the GS is drawn with an OpenGL 4.6 renderer. Its README declares it fully written by AI (Claude and ChatGPT/Codex) and directed by a person. It says boot, the intro, and gameplay work, as do riding Agro, climbing, and fighting; all 16 colossi pass an automated test harness and the early ones have been played by hand; there are memory card saves and save states (F5 and F9), a 60 Hz mode, widescreen, and mouse support. Issues remain, such as an occasional black frame, and only Windows and the PAL v1.00 disc are supported. Version 0.2.0 preview 2 (October 20) is a prebuilt zip of about 22 MB, which therefore carries the translated game code and which we haven’t checked inside. 36 of its 61 commits list Claude as a co-author.

You needYour own .iso dump (2048-byte sectors) of Shadow of the Colossus, Europe and Australia (PAL), SCES-53326 version 1.00, with SHA-256 068925770645266189005f09c9a9a1fee25726bfc93c89b12f832f3673664ac4; the tools only accept that disc and check its hashes. Windows x64 with an AVX2-capable CPU and OpenGL 4.6. To build from source, MSVC x64 (Visual Studio 2022 or newer) and Python 3.10 or newer; the generated code is about 9,000 C++ files and a full build takes around an hour.

★ 99 · 2026-10-20 View →
PS2 Playable
PS2

Rogue Galaxy

victor-takai/rogue-galaxy-recomp

Rogue Galaxy Recompiled: a native Windows port of the US PS2 release (SCUS-97490), by static recompilation on PS2Recomp, with the function maps from the RGDecomp decompilation and DQ8-Recompiled’s SDL3 GPU graphics backend and menu. It offers 60 fps, widescreen, internal resolution up to 8x, its own menu (F1) with new game options (more bag space, items up to 99, faster weapon growth, a smaller minimap), a free camera, Xbox controller prompts, Japanese voices and movies (undub), the Japanese Director’s Cut’s battle balance, enemy behavior, and party AI as options, text in French, German, Spanish, or Italian (experimental), and texture packs, PCSX2’s included. It’s a pre-release: the whole game can be played, but it hasn’t been played from start to finish yet, most testing covers the early game, and it warns of graphics glitches, dips to 50 fps in the heaviest scenes, and a possible freeze. The installer builds the game on your PC from your image in about 20 minutes, up to an hour on slower machines. 0.2.0 (November 4), a pre-release, is the latest of 2 releases. 84 of its last 100 commits list Claude as a co-author.

You needYour own uncompressed .iso of Rogue Galaxy, US release (SCUS-97490), like Redump’s (6,967,721,984 bytes); .chd and .cso files have to be turned back into an .iso first. For the undub and the Director’s Cut balance, which are optional, your image of the Japanese Director’s Cut (SCPS-17013), and for the European texts, the European disc’s (SCES-54552). Plus 64-bit Windows 10 or 11, about 16 GB free, and an internet connection: the installer downloads about 300 MB of build tools.

★ 80 · 2026-11-10 View →
PS2 Playable
PS2

Urban Reign

thiagordsfx/urban-reign-recomp

A native Windows port of the US PS2 release (SLUS-21209), made by static recompilation with PS2Recomp: the executable’s 9,878 functions are translated to C++, the IOP runs the game’s original modules on an interpreter, and the picture is drawn by PCSX2’s GS renderer with Direct3D 11. It builds on the runtime of LightVelox’s Shadow of the Colossus port and takes its video decoder from the Ace Combat 5 one. According to its author, fights and story mode work, with sound, movies, and a PCSX2-compatible memory card. It runs at 60 fps, eight fighters on screen included, with 1x–8x internal resolution, FXAA, sharpening, TV shaders, HD texture packs in PCSX2’s format, and the game’s own hidden widescreen mode (16:9, with the camera corrected), on by default. It supports controllers with rumble and a multitap for up to eight players, save states, .pnach patches, and DLL mods with their own kit; it includes CoopTool, which allows up to eight humans in multiplayer and Free Mode missions for four. A launcher asks for your disc image and starts the game. Its documentation indicates it was made with the help of Claude. Version 1.3.0 came out on October 13.

You needYour own US Urban Reign PS2 disc image (SLUS-21209) as an .iso. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, a CPU with SSE4.1, and the Microsoft Edge WebView2 Runtime for the launcher (already in Windows 11). The HD texture pack, if you want it, is downloaded separately.

★ 80 · 2026-11-04 View →
PS2 Playable
PS2

Zone of the Enders

Yaz-Myst/ZOE-Recompiled

A native Windows port of the USA PS2 version (SLUS_201.48), made by statically recompiling the game’s MIPS code to C++ with PS2Recomp and running it on a PC runtime with an OpenGL renderer, compiled vector-unit programs, and IOP and sound emulation. According to the README, the game runs at a steady 60 frames per second, up to three times the PS2’s internal resolution, with widescreen, progressive output, save states, remappable keyboard and controller input, DualShock 2 pressure buttons, rumble, and two controllers for Versus mode. It can be played in full, from the intro to the final area, with cutscenes, movies with sound, the Hub, and the hidden Versus mode. Known issues remain, such as an occasional freeze when loading a warehouse. The repository includes vector-unit programs already compiled from the game (zoe_vu_aot.cpp, about 3 MB); the rest of the C++ is generated on your PC from your disc and is not in the repository. It recommends playing with a controller. Version 1.0.1 is from October 31.

You needYour own .iso disc image (2048-byte sectors) of the USA Zone of the Enders; the check expects SLUS_201.48, 3,001,304 bytes, CRC-32 A0A48DD1 (the undub release works too). 64-bit Windows 10 or 11 and a GPU with OpenGL 3.3.

★ 65 · 2026-11-01 View →
PS2 Playable
PS2

God of War (YYOzcan)

YYOzcan/Tobiichi-Port

Tobiichi Port: a native Linux and Windows port of the US PS2 release (SCUS-97399), made by static recompilation with PS2Recomp. The game’s code (about 6,400 functions) is translated to C++, and the rest of the hardware is replaced with native code: the VU1 programs and the IOP modules are compiled ahead of time, and the GS is drawn with OpenGL at 1x to 4x internal resolution. It brings together the work of Waffle565 (renderer, IOP, VU1, movies, and sound) and KIexster (the recompilation pipeline). An installer extracts your disc, generates the code, builds the game and the launcher, and optimizes it by playing by itself for four minutes; the first time takes 30 to 90 minutes. It adds true widescreen (16:9, 16:10, and 21:9) with the game’s own widescreen movies, image filters and FXAA, remappable keyboard and mouse with lock-on, slightly more responsive combat, a cheat menu, and an FPS counter. The game logic runs at 60 fps, as on the console. 11 of its 14 commits list Claude as a co-author.

You needYour own US God of War PS2 disc image (SCUS-97399) as an .iso. Plus 64-bit Windows 10 or 11 (with an AVX2 CPU) or Linux, 8 GB of RAM, a graphics card with OpenGL 4.3, and about 20 GB of free space.

★ 62 · 2026-10-15 View →
PS2 Playable
PS2

TimeSplitters

GTTeancum/Timesplitters

A static recompilation of TimeSplitters (PlayStation 2, Free Radical Design, 2000; the US release, SLUS-200.90) to native code for Windows, Linux, and the original Xbox. The game’s MIPS program and VU microcode were translated to C++ with PS2Recomp and run on a runtime that replaces the PS2 hardware: the Graphics Synthesizer is drawn on the GPU (OpenGL 3.3 on PC), the sound chip and IOP are modeled, and memory cards are folders. It includes the full game (story, arcade, challenges, the map maker, cheats and unlocks), one to four players in split screen (with up to four controllers on PC), any window size, 16:9 widescreen, rendering at up to 4 times the PS2 resolution, FXAA, and texture replacement from PNG files. On first run it unpacks your disc into a game-data folder (about 600 MB). The Xbox version runs from the hard disk of a modded console. Version 1.0, from October 23, is the first release. The repository includes the C++ code generated from the game, with analysis files and a disassembly (in project/, about 65 MB). 79 of its last 88 commits list Claude as a co-author.

You needYour own copy of TimeSplitters for PS2 (US release, SLUS-200.90) as a .bin with its .cue, a lone .bin, or an .iso; the program unpacks it on first run. Plus 64-bit Windows 10 or 11 with OpenGL 3.3, or Linux x86-64 (the published binary was built on Ubuntu 26.04 and needs its FFmpeg 8 and OpenGL libraries; on other distributions you build it).

★ 59 · 2026-11-11 View →
PS2 Playable
PS2

Shadow of the Colossus (HenryKun55)

HenryKun55/celosia

Celosia: a native port for Apple silicon macOS, and also for the PS Vita, of the US PS2 release (SCUS-97472), by static recompilation of the MIPS code to C++ with PS2Recomp. Since the game loads most of its code in three modules (KERNEL.XFF, MANAGER.XFF, and GAMECORE.XFF) that it links in memory, setup captures them one by one while the game boots and recompiles them along with the boot ELF, about 16,000 functions; the VU1 microprograms are turned into C++ too. It no longer emulates the GPU: a native renderer (Metal on the Mac, OpenGL ES on the Vita) reads the game’s models directly, and DMA, the IOP, and sound (SPU2) are reimplemented in native code. It plays from boot into gameplay (riding Agro, exploring), with menus, sound, and a PCSX2-compatible memory card; on an M4 Pro it runs at 60 fps at 1536×1344. It’s also rewriting the most-used functions by hand in C++, checking that they give the same result as the recompiled ones: on October 30 it had 5.4% of the functions, which already take 48% of the calls. On the Vita it boots and plays the intro, at 18 to 25 fps in Vita3K. It has a settings menu (F1) with optional cuts to gain performance and a renderer panel (F10). It’s a separate project from LightVelox’s Windows port, whose notes helped it find shared runtime bugs. There are no releases: it’s built with ./celosia setup from your disc image. The README states it was developed with the help of an AI coding assistant, with the work directed, reviewed, and tested by the author.

You needYour own disc image of Shadow of the Colossus for PS2, US release (SCUS-97472), as an .iso or inside a .zip. An Apple silicon Mac with the Xcode Command Line Tools, Homebrew’s cmake, ninja, pkg-config, ffmpeg, and python, about 10 GB free, and a connection for the first build (CMake downloads raylib, imgui, and sse2neon). For the Vita, also VitaSDK.

★ 56 · 2026-11-11 View →
PS2 Playable
PS2

Def Jam Vendetta

jcsix694/def-jam-vendetta-recomp

Def Jam Vendetta Recompiled: a native Windows port of the US PS2 release (SLUS-20639). The game’s code is translated to C++ with PS2Recomp and compiled on your machine, and the PS2’s graphics chip is drawn on your graphics card with Vulkan through paraLLEl-GS. A settings program checks your disc, installs Microsoft’s C++ build tools if needed, builds the game (20 to 30 minutes the first time), and updates itself. It offers 1x–16x resolution with AMD FSR scaling, 16:9 matches showing more of the arena (menus and movies stay 4:3), sharp 2D for the HUD, text, and menus, high-detail models in every match (the PS2 lowered them with three or four fighters), up to four players on controllers with the keyboard as any of them, rumble, WWF No Mercy and Wrestle Kingdom 2 camera styles, adjustable match speed (with No Mercy’s pace as an option), and an option to unlock everything without touching your save. Saves are kept as memory card files on your PC. Mod support is in development. Version 0.4.1 came out on October 17.

You needYour own US copy of Def Jam Vendetta for PS2 (SLUS-20639) as an .iso or .chd. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3, about 8 GB of free space, and an internet connection once.

★ 51 · 2026-11-10 View →
PS2 Playable
PS2

Grandia III

GranasSabre/Grandia3-PC

A native Windows version of Grandia III made by static recompilation: the game’s MIPS code, its sound driver, and its VU1 geometry programs are translated ahead of time into C/C++ and compiled for x86-64. A small runtime stands in for the PS2 hardware (graphics via Direct3D 11, sound, DMA, memory cards) and nothing is interpreted at run time. It reads the disc images when you play, without changing or copying them, and the repository contains no generated code. It offers internal resolution up to 8x, real 16:9 and 16:10 widescreen or ultrawide (menus and text stay 4:3), 60 fps in the field and, optionally, in battles, savestates in 9 slots, skippable movies, automatic Steam Deck detection, original English text or a complete German translation, and separate unofficial HD texture packs (7.5 GB). Subtitles are experimental. It works on Windows 10 and 11 and on Steam Deck or Linux with Proton; v1.0.4 is from October 28. 12 of its 14 commits list Claude as a co-author.

You needYour own copy of Grandia III (USA): the ISO images of discs 1 and 2 (you can pick disc 1 at startup, or leave the images next to the executable as disc1.iso and disc2.iso). Windows 10 or 11 with a Direct3D 11.3 graphics card.

★ 47 · 2026-11-09 View →
PS2 Experimental
PS2

Castlevania: Curse of Darkness

sergiomanzur/noble-archimedes

“Noble Archimedes” is an experimental Windows x64 recompilation project for Castlevania: Curse of Darkness (US PS2 version, SLUS-21168). The EE executable is translated locally from MIPS to C++ and compiled to native code; the runtime supplies scheduling, memory, VIF/GIF, controllers, and storage. The default renderer is paraLLEl-GS on Vulkan, and there is a hybrid mode using PCSX2’s GS through a DLL, which doesn’t run the whole emulator. According to its README of October 15, playable development builds exist, with about 53 fps measured in gameplay transitions after optimizing the scheduler and adding a native VIF1 worker, against a target of 58 to 60; the 0.2.1 notes measure 14.43 fps in the courtyard. It distributes no ISO, executable, assets, translated code, microcode, or compiled binaries: version 0.2.1 (October 16) is a 357 KB source-only Windows kit, opened through command launchers after building the host on your PC.

You needYour own lawfully obtained copy of the game (PS2, USA, SLUS-21168), from which the code is generated locally. Windows x64, MinGW-w64 GCC/G++ 15.2, Python 3.12, CMake and Ninja, and a Vulkan driver.

★ 43 · 2026-11-10 View →
PS2 Playable Abandoned
PS2

Dark Cloud 2

Red-tv141/DC2-PS2RECOMP

A native Windows port of the US PS2 release, made by static recompilation with PS2Recomp: the executable’s code (SCUS_972.13) is translated to C++ and runs on the PS2Recomp runtime, with its own GS rasterizer and the VU1 microprograms compiled to x86-64 code. A launcher extracts the files from your .iso image and lets you pick the resolution (720p to 4K, or custom), fullscreen, a 60 fps mode, skipping the intro, the debug menu, the memory card folders, the controls, and a mods folder that supports HD texture packs; 0.9.4 added a custom aspect ratio. High resolutions still have problems: they stretch the picture instead of widening the field of view, and textures or HUD parts sometimes disappear. Version 0.9.5 (October 10) improved performance and fixed the speed at different frame rates and the analog stick, and it’s the last one: the author calls the game playable and is ending the project here because TealAlchemist’s decompilation exists. The repository has no instructions. Its working documents include rules for the AI agents that develop it, Gemini among them.

You needYour own .iso image of the US Dark Cloud 2 PS2 disc (SCUS-97213); by default the launcher expects v2.00. Plus 64-bit Windows.

★ 41 · 2026-10-10 View →
PS2 Playable
PS2

God Hand (LasVola)

LasVola/godhand-recomp

A native Windows port of God Hand (PS2, US version), made by static recompilation with PS2Recomp: the game’s code is rebuilt as a Windows program, with no emulator. Its README warns it is a work in progress: it has been played from the start into stage 3, past the Gorilla Mask and Mad Midget Five bosses, side by side with the original game on a real PS2, and stages 4 to 8, the ending, the Coliseum, and the extras haven’t been tried and may fail. Fighting, the God Reel, dying and continuing, cutscenes, memory card saves, and the casino and pirate ship cannon minigames work. It runs at 60 fps at 3x resolution (1536x1344, in 4:3), windowed or full screen, with rebindable keyboard, mouse, and gamepad controls, and the button prompts show your keys or your gamepad’s buttons. The first run is slow, with a couple of minutes on a black screen while the graphics are prepared. It publishes no releases: you build it from the repository. 12 of its 13 commits list Claude as a co-author.

You needYour own disc image (.iso) of God Hand, US version, SLUS-21503; it must be exactly that version (the checksums are in DISC_HASHES.md) and the port refuses any other disc. Windows 10 or 11, a reasonably modern graphics card, Visual Studio 2022 Build Tools with C++, and Python 3.10 or newer.

★ 40 · 2026-10-20 View →
PS2 Playable
PS2

Twisted Metal: Black

TheBozos/TMB_Recomp

TMB_Recomp: a native Windows port of the US PS2 release (SCUS-97101), by static recompilation of the MIPS R5900 code to C++ on BozoEngine, The Bozos’ recompiler and runtime, which in 0.4.0 fully replaced the PS2Recomp fork of earlier releases. The executable has no IOP, SPU2, GS, VIF, or VU interpreter: meshes and textures are converted into native packs, the VU programs become C++, the 989SND sound is played by its own mixer, and movies are decoded with FFmpeg, all on OpenGL. It plays at full speed, at 60 updates per second as on NTSC: movies, menus, single-player matches, story mode, and 2 to 4 player split screen, with saves on native memory cards. It offers twice the internal resolution by default, interpolated presentation above 60 Hz (experimental), rebindable controllers, keyboard, and mouse, windowed or fullscreen, and cheats (everything unlocked, infinite health, ammo, and energy). The story endings and every arena on the new engine are still to be checked; widescreen and the Linux build are pending. The launcher builds the game on your PC from your disc with the tools it ships, without downloads. 0.4.0 (November 6) is the latest of 31 releases. 85 of its last 100 commits list Codex as a co-author, and 2 list Claude.

You needYour own disc image of Twisted Metal: Black, US release (SCUS-97101), as an .iso or a .bin with its .cue; the SCUS_971.01 executable must have SHA-1 3ff17f4897552e355d0bb8c3abfa5125fe3ff2ef, and the European disc won’t work. Plus Windows 10 (version 1903 or later) or 11, a CPU with AVX2 and FMA, an OpenGL 3.3 GPU, and about 10 GB free for preparation.

★ 39 · 2026-11-11 View →
PS2 Fully playable
PS2

NBA Street V3

recomp-code/street-recomp-v3

A native port of the US PS2 release (SLUS-21126) for Windows and Apple silicon macOS. The game’s code is recompiled to native code with PS2Recomp, with the project’s own changes, and drawn on the GPU by PCSX2’s renderer (Vulkan, Direct3D 11 and 12, or OpenGL on Windows; Metal on Mac); PCSX2’s SPU2 mixes the sound. According to its documentation it plays start to finish offline, with matches at about 60 fps. It offers up to 8x internal resolution, 16:9, texture filtering, AMD FSR 1, and NVIDIA DLSS with the game’s real depth and motion vectors, controller and keyboard support, and an in-game graphics menu. It brings back online play, which EA shut down years ago, through a community server that reimplements its protocol and relays match traffic, so no port forwarding is needed; the server code isn’t in the repository. On Windows, the launcher downloads the tools and builds the game from your ISO the first time (about an hour); the Mac build already carries the recompiled code and reads everything else from your ISO. There’s also an experimental browser version you have to build yourself. While preparing the game on Windows, the launcher downloads a fan-made HD texture pack (about 250 MB) from the project’s releases page, and it can be turned off. Version 1.4.1 came out on October 20. About 39 of its 54 commits list Claude as co-author.

You needYour own US NBA Street V3 ISO for PS2 (SLUS-21126). On Windows, 64-bit Windows 10 or 11, a graphics card with Vulkan or Direct3D 11 or 12, and an internet connection: preparing the game downloads about 6 GB, and its build guide asks for about 40 GB of free space and recommends 16 GB of RAM. On Mac, Apple silicon and macOS 14 or later.

★ 35 · 2026-10-25 View →
PS2 Experimental
PS2

Resident Evil Outbreak (RaccoonRecomp)

RaccoonRecomp/ResidentEvilOutbreakRecompiled

An unofficial native Windows port of Resident Evil Outbreak (File #1, USA), called Resident Evil Outbreak Recompiled: the game’s PS2 code is recompiled into native x64 code and runs on a PC runtime written for it (Emotion Engine, vector units, Graphics Synthesizer, I/O processor with the game’s own sound driver, SPU2, movie playback, and memory card), with no emulator. The project does not publish its code: the GitHub repository holds only the README, release notes, and screenshots, and the release installer (about 244 MB) ships the program with an LLVM compiler, which on first start converts and compiles the game’s code on your PC from your disc or extracted files, in about 3 to 6 minutes. It offers Direct3D 11 and Vulkan renderers, internal resolution up to 4x, MSAA and FXAA, experimental widescreen, an experimental 60 fps mode, gamepad and keyboard-and-mouse controls, saves in PCSX2’s card format, and a mod system with a first-person camera. File #2 is not supported. Version 1.5.1 is from October 13; the release notes say it was built with AI-assisted programming (Claude), and 4 of its 8 commits list Claude as a co-author.

You needYour own copy of Resident Evil Outbreak for PS2, USA release (SLUS-20765, disc version 2.00), as an .iso image or a folder of extracted files; other releases are recognized but not yet supported. 64-bit Windows 10 or 11, a Direct3D 11 graphics card, and about 780 MB free.

★ 34 · 2026-10-13 View →
PS2 Playable
PS2

Guitar Hero II (PS2)

noahbaxter/GHClassic

Guitar Hero Classic is a modded recompilation of the PS2 version of Guitar Hero II that runs natively on Windows, macOS, and Linux. It recompiles the game with the author’s own fork of PS2Recomp and runs the original code mostly unchanged; the renderer, audio, controls, and saves were written separately. It brings together in one package the campaigns of Guitar Hero, Guitar Hero II (PS2 and Xbox 360), and Guitar Hero Encore: Rocks the 80s, lets you pick the GH2 or GH1 note engine, mix every song from every game in quickplay, and play local multiplayer. A custom Vulkan rendering engine offers the original PS2 look, the Xbox 360’s, or anything in between, with any resolution, uncapped frame rate, MSAA, TAA, and mipmaps. Its author states generative AI was used only to write code and that no game asset was generated or upscaled. It is in active development; version 0.8.6 is from October 29.

You needDisc images of your own copies as .chd, .iso, or .bin: required, Guitar Hero II for PS2 (USA only, SLUS-21447); optional, any region, Guitar Hero (PS2), Guitar Hero II (Xbox 360), and Guitar Hero Encore: Rocks the 80s (PS2). A Vulkan-capable GPU; Windows, Apple Silicon macOS, or Linux.

★ 28 · 2026-11-10 View →
PS2 Playable
PS2

Road Trip

silentsudin/RoadTripAdventure-recomp

Road Trip Recomp: a native Windows, macOS, and Android version of Road Trip (Choro Q HG 2), from the US PS2 release (SLUS-20398), by static recompilation with a fork of PS2Recomp. The app doesn’t ship the game: on first run it reads your disc image, recompiles the game’s program, and builds it with the compiler it carries (on a Mac, with Apple’s Command Line Tools), in under a minute on an M-series Mac and about 2.5 minutes on the AYN Thor. The game, the VU1 microcode, and the sound driver run as native code, and graphics go through Vulkan (Metal on the Mac), with a hardware renderer or paraLLEl-GS’s exact one. Adventure (towns, fields, shops, and races) and Quick Race are playable on all three platforms. It offers up to 4x resolution, a progressive picture without interlacing, FSR 1 and 3, DLSS and XeSS (with a separate add-on on Windows), MetalFX and other upscalers, FXAA, SMAA, and TAA, 16:9, 16:10, 21:9, and 32:9 with the HUD kept in shape, 120 and 240 Hz with extra frames re-rendered from the game’s geometry, texture dumping and custom packs, four save states, an enhanced map, modern controls with analog triggers, rumble, and, on dual-screen devices such as the AYN Thor, the map and notebook on the second screen. There’s also a portable Windows build. 0.2.3 (October 11) is the latest of 7 releases. 91 of its last 100 commits list Claude as a co-author.

You needYour own disc image of Road Trip for PS2, US release (SLUS-20398), as .cue/.bin, .iso, or .chd; the app checks it against the Redump dump. On Windows, 64-bit Windows 10 (1903) or 11 with an SSE4.1 CPU and a Vulkan 1.3 GPU; on a Mac, Apple silicon with macOS 13 or newer and Apple’s Command Line Tools. About 2 GB free.

★ 26 · 2026-11-01 View →
PS2 Playable
PS2

Stuntman

LAB0ULANGE/stuntman-pc

An unofficial native Windows port of the PS2 version, made by translating the console’s program into C++ and compiling it for the PC, with no emulator. It uses Daniel Gomes Vieira’s ps2-port-engine, extended for this game, with a Vulkan renderer. It offers higher resolutions (from the original up to 3x), widescreen and ultrawide, smoothing, and gamepad support, and keeps the game’s 25 frames per second. The README marks it as alpha: the career and its stunts can be played, but bugs remain. The data is read from your ISO. Version 0.1.1-alpha is from October 31 and drops the AVX2 requirement. All of its last 100 commits list Claude as a co-author.

You needYour own Stuntman ISO, European release (SLES-50288); the program asks for it and checks it on first launch. 64-bit Windows 10 or 11, a fast 4-core CPU (indicative minimum i5-12400 or Ryzen 5 5600), and a Vulkan 1.3 card (estimated minimum RTX 3060 or RX 6600).

★ 26 · 2026-11-07 View →
PS2 Playable
PS2

Dragon Ball Z: Budokai Tenkaichi 4 (BT3 mod)

recomp-code/dbz-bt4-recomp

A static recompilation with PS2Recomp of Dragon Ball Z: Budokai Tenkaichi 4, Team BT4’s fan mod of Budokai Tenkaichi 3 (disc SLUS-219.78, “Beta 14 Rev2”), to run natively on Windows, Mac, and Android, with online play. Other versions of the mod don’t work, because the game was recompiled for this one. It uses its own native renderer (Vulkan), with DLSS or FSR 2 on Windows and MetalFX on Mac, 60 fps fights, frame generation on Windows up to 120, and a launcher with accounts, friends, invitations, and rooms of 2 to 4 players with chat and statistics, with lockstep matches that work between Windows and Mac. It unlocks everything from the start (an option, on by default). The repository holds no game data and no game code, which is generated from your ELF when building, but the releases are prebuilt (Windows zips of about 87 MB and Mac zips of about 34 MB, and an APK of about 43 MB) that carry the recompiled game code. The latest are 2.5.6 for Windows and Mac (October 25) and 3.4.6 for Android (October 27). 93 of its last 100 commits list Claude as a co-author.

You needYour own image of Team BT4’s mod (SLUS-219.78, Beta 14 Rev2), which you get from the team’s download page; the recompilation only works with that version. 64-bit Windows 10 or 11 with a Vulkan GPU, a Mac with Apple Silicon and macOS 14 or later, or Android 12 or later (arm64, a 2022 or newer Vulkan driver).

★ 25 · 2026-10-28 View →
PS2 Fully playable
PS2

Persona 3 FES

C-GBL/P3FES-Decompilation

P3FES Decompilation: a native Windows x64 port of the US PS2 release (SLUS_216.21), by static recompilation: its own recompiler translates all 14,500 functions of the game’s MIPS executable into C++, which run on a runtime written for this game, with graphics in Direct3D 11 and the 114 VU1 microprograms compiled ahead of time. According to the README, the game can be played from start to finish, though the author warns that it isn’t the finished product: disc reads, sound, ADX playback, and other parts of the PS2 are still emulated. Since v0.2.0 there are optional native layers, off by default, that replace those pieces one at a time: files with instant loading, input, sound, movies, graphics, and kernel. It offers a native renderer for the RenderWare models, interpolated in-between frames at 60 or 120 fps or at the monitor’s refresh rate (game logic stays at 30), keyboard and XInput controllers, screenshots, and a frame-time overlay; saves go to a standard PS2 memory card image. Every change is validated against PCSX2 with six recorded routes that must produce the same memory and the same picture byte for byte. The repository includes the game’s translated code: all 14,500 functions, moved into C++ under their IDA names in the game/ folder (about 53 MB). The only published release, marked as a prerelease, is the v0.2.0 executable, updated on October 31. The README says the author has used Claude a lot on the project.

You needYour own .iso image of Persona 3 FES, US release (SLUS_216.21), at input\persona3fes.iso, plus its contents extracted to extracted\disc; the recompiler checks the ELF’s SHA-256 and refuses other regions and modified images, and native sound needs the LIB31 files. Plus Windows x64. To build it, MSVC 14.44 (Visual Studio 2022 17.14 Build Tools) or clang-cl, CMake 3.25 or newer, Ninja, and Windows SDK 10.0.26100.

★ 25 · 2026-10-31 View →
PS2 Playable
PS2

⑂ Fork of LasVola/godhand-recomp

God Hand (kc-anderson)

kc-anderson/kamite

Kamite: an unofficial native Windows port of God Hand (PS2) by static recompilation, forked from LasVola/godhand-recomp with 235 commits of its own. The game’s code is rebuilt as a Windows program and the PS2 hardware is reimplemented in runtime/, with PCSX2’s hardware renderer (Direct3D 11) at 1x to 8x resolution. Its README warns it is under construction: it plays from the start into stage 3, and the later stages, the ending, and the extras haven’t been tried. It adds a 60 FPS mode, any aspect ratio (16:9, 21:9, 32:9) with the HUD at the screen edges or where the PS2 had it, camera options, HD texture packs in PCSX2 format, a launcher that installs the game and checks your disc, quality-of-life changes (L3 dash, d-pad scrolling in the God Reel, Hard unlocked), button prompts that follow your controller, and a character system that swaps the player model, with an example mod of Xavier, from Xavier: Renegade Angel (owned by Adult Swim). It publishes no releases. 91 of its last 100 commits list Claude as a co-author, and its README says it was built with AI assistance.

You needYour own disc image of God Hand, US version, SLUS-21503 (the checksums are in DISC_HASHES.md). Windows 10 or 11; build instructions are in docs/BUILDING.md.

★ 24 · 2026-11-11 View →
PS2 Experimental
PS2

Dragon Ball Z: Budokai Tenkaichi 2

oric212/BT2-Recomp

BT2 Recomp: a native Windows port of the North American PS2 release (SLUS-21441), by static recompilation with PS2Recomp: the game’s code (11,139 EE functions and 494 in the DBZP.BIN overlay) is translated to C++ and runs on a small native layer, with no emulator. Requests to the IOP (disc, controller, memory card, sound) are answered on the PC without running any IOP code, and graphics go through paraLLEl-GS on Vulkan. It takes BT3-Recomp and Tenkaichi3Decomp, by z3xox, as architecture references. The README calls it early development: versus battles are playable with a controller at the original speed, with the enemy AI computing the same as in PCSX2 at the calls compared, and story mode (all 200 parts and 73 towns), Ultimate Battle Z, the tournaments, and training run without stopping, but the story hasn’t been played through and saving to the memory card hasn’t been tried yet. It offers HD textures with Sal9im’s AI-upscaled PCSX2 pack (not included), super-sampling up to 16x, widescreen in fights, cutscenes, and the story map (menus and the HUD are stretched), 60 fps battles with an in-between frame, shorter loading, and pushing in beam struggles with buttons instead of the stick. There’s no release: it’s built from source, and the game’s code is generated on your PC from your disc. The README says AI tools are used for coding, investigation, and documentation.

You needYour own .iso image of Dragon Ball Z: Budokai Tenkaichi 2 for PS2, North American release (SLUS-21441). To build it, 64-bit Windows 10 or 11 with Visual Studio 2022 (C++ tools) and CMake. To play, by the README’s estimates, a 4-core CPU, 4 GB of RAM, a Vulkan GPU such as a GeForce GTX 1050 Ti or Radeon RX 570, and 3.2 GB free; about 12 GB with the texture pack.

★ 17 · 2026-11-10 View →
PS2 Playable
PS2

Dynasty Warriors 5: Xtreme Legends

TheSlackbringer/dw5xl-recomp

A native Windows and Linux port of the PS2 version, made with PS2Recomp: the game’s code is translated into C++ and runs natively, with graphics on Vulkan through paraLLEl-GS. The release (190 to 270 MB) ships the project’s program, its source code, a compiler, and the tools, and builds the game on your PC from your disc without downloading anything; the repository and downloads contain no disc images, game executables, IRX modules, assets, or translated code. According to the README it is in beta and all modes work: boot, menus, Legend, Musou, and Free modes, movies, music, voices, effects, saving and loading, and “Load Original” to unlock the original game’s modes with its disc. Its authors are still testing for bugs and performance: in busy battles the frame rate on Windows is lower than on Linux. Version 0.1.0-beta.7 is from October 31. 74 of its last 100 commits list Claude as a co-author.

You needYour own copy of Dynasty Warriors 5: Xtreme Legends for PS2, English PAL (SLES_538.60), as an .iso; optionally Dynasty Warriors 5, English PAL (SLES_533.39), for “Load Original”. Other regions are not supported. A 64-bit CPU with AVX2, a graphics card with a current Vulkan driver, and about 10 GB free; Windows 10 (1903 or newer) or 11, or Linux with glibc 2.31 or newer.

★ 14 · 2026-11-11 View →
PS2 Experimental
PS2

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.

★ 13 · 2026-11-10 View →
PS2 Experimental
PS2

Ace Combat 04: Shattered Skies

PresidentRaptor/Ace-Combat-04-PC-Port

A work-in-progress native Windows port of Ace Combat 04: Shattered Skies (USA, SLUS-20152), made by static recompilation: the original executable’s main CPU functions are translated ahead of time to C and compiled into ac4.exe, and a shared runtime stands in for the console (GS graphics through Vulkan, vector units, audio, movies, memory cards, and input). The recompiler and runtime come from sal063’s Ace Combat 5 recompilation, to which this project adds the AC4 configuration, its own sound services, and the rendering, widescreen, and Windows fixes. According to the README, mission 01 was completed in live play, and boot, movies, briefings, aircraft and weapon selection, and flight were checked at native and 6x resolution; later missions still need full playthroughs. It offers up to 8x internal resolution, FXAA, sharpening, optional texture packs, and Lua or native mods. Version v2.2.3-beta is from October 21. 31 of its last 64 commits list Claude as a co-author.

You needYour own Ace Combat 04: Shattered Skies image for PS2, unmodified US release (SLUS-20152), and the disc data. The Windows installer asks for the ISO, verifies the game executable, copies the ISO, and creates the local memory image; it needs about 4 GB free, .NET Framework 4.8, and a Vulkan 1.3 graphics card.

★ 11 · 2026-11-01 View →
PS2 Experimental
PS2

Metropolismania

koaque/Metropolismania-PC

Metropolismania PC: a native Windows version of the US PS2 release that starts from a static recompilation with PS2Recomp and rewrites it by hand into readable C++, one function at a time, in the style of OpenRCT2. Every rewritten function is checked against the original by replaying calls recorded from a running game, and only counts as done when memory, registers, and results match. All 1,481 of the game’s functions are mapped, and 1,058 (71%) are rewritten and verified. It’s early, experimental work: the game boots, shows the logos and title screen, passes the memory card check, and reaches the city, with movies, music, and sound effects, but it can’t be played through yet. Widescreen, high refresh rates, high resolution, PC controls, and a Linux build are proposed, not started. There are no releases: you build it from source.

You needYour own dump of the US Metropolismania disc (SLUS-20377, version 1.02), as BIN/CUE or ISO. To build it, Windows with Visual Studio 2022, CMake, Python 3.11 or later, Git, and Ghidra 12.1.4 with the Emotion Engine extension.

★ 8 · 2026-11-10 View →
PS2 Experimental Stalled · 11 months
PS2

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).

★ 4 · 2025-12-13 View →
PS2 Experimental
PS2

Mister Mosquito

danielgomesvieira2000/mister-mosquito-pc

A native Windows port of Mister Mosquito (PS2, US NTSC-U version, SLUS-20375), in development: the game’s program is translated to C++ and compiled for PC, with no emulator, with ps2-port-engine, the same author’s tool behind the Burnout 3: Takedown port. According to its README, it boots and plays the title, the menus, and the first stage with sound, with a Vulkan renderer at up to 4x the PS2’s resolution, widescreen with the HUD kept in place (F10 edits it), “PC SETTINGS” and “EXIT GAME” in the main menu, an engine settings panel (F9), and an FPS counter (F1). Its findings and open problems are in docs/FINDINGS.md. The game’s C++ code is generated on your PC and never committed to the repository. It has no releases yet. It states it was made with AI (Claude Code), and all 34 commits of the repository list Claude as a co-author.

You needA BIN/CUE disc image of your own copy of Mister Mosquito for PS2, NTSC-U, SLUS-20375, named “Mister Mosquito (USA).cue” in the repository’s root. Windows with Visual Studio 2022 (C++, CMake, and Ninja) and Python 3.10 or later.

★ 3 · 2026-10-31 View →