ps2-port-engine
A toolchain and runtime for making native PS2 ports on PC: decompilation to C++ checked against the original machine code, and a native host that reproduces the EE kernel, the IOP, sound, the GS on Vulkan and the VUs. It adds higher resolutions, widescreen and frame pacing. It was built on Burnout 3: Takedown. It includes no game code, game data or BIOS. Latest release: v0.7.0, October 15. All of its last 100 commits list Claude as a co-author.
- Type
- Recompiler
- Consoles
- PS2
- Author
- danielgomesvieira2000
- Stars
- 12
- Last activity
- 2026-11-06 · 5 days ago
- Latest version
- v0.7.0 · 2026-10-15
- Language
- C++
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[](https://recompendium.com/en/tool/ps2-port-engine/) Recompiled with this tool 2
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.
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.