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PS2Recomp: PlayStation 2 Static Recompiler (Experimental)

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Also check our WIKI

This project statically recompiles PS2 ELF binaries into C++ and provides a runtime to execute the generated code.

Modules

  • ps2xAnalyzer: scans ELF/functions and writes TOML config (stubs, skip, instruction patches).
  • ps2xRecomp: reads TOML + ELF, decodes R5900 instructions, and generates C++ output.
  • ps2xRuntime: hosts memory, function registration, syscall dispatch, and hardware stubs.

Features

  • Translates MIPS R5900 instructions to C++ code
  • PS2-specific MMI and VU0 macro support.
  • Single-file or multi-file output.
  • Configurable stubs, skips, and instruction patches.
  • Instruction-driven syscall handling.

How It Works

PS2Recomp works by:

  • Parsing a PS2 ELF file to extract functions, symbols, and relocations
  • Decoding the MIPS R5900 instructions in each function
  • Translating those instructions to equivalent C++ code
  • Generating a runtime that can execute the recompiled code

The translated code is very literal, with each MIPS instruction mapping to a C++ operation. For example, addiu $r4, $r4, 0x20 becomes ctx->r4 = ADD32(ctx->r4, 0X20);.

Current Behavior

  • stubs entries generate wrappers that call known runtime syscall/stub handlers by name.
  • skip entries are not recompiled and generate explicit ps2_stubs::TODO_NAMED(...) wrappers.
  • Recompiled SYSCALL now calls runtime->handleSyscall(...) with the encoded syscall immediate.
  • Runtime syscall dispatch tries encoded syscall ID first, then falls back to $v1.

Requirements

  • CMake 3.20+
  • C++20 compiler (currently tested mainly with MSVC)
  • SSE4/AVX host support for some vector paths

Build

git clone --recurse-submodules https://github.com/ran-j/PS2Recomp.git
cd PS2Recomp

cmake -S . -B out/build
cmake --build out/build --config Debug

Usage

  1. Analyze ELF and generate config:
./ps2_analyzer your_game.elf config.toml

For better results on retail games, see the Ghidra Workflow.

  1. Recompile using generated TOML:
./ps2_recomp config.toml
  1. Build generated output and link with ps2xRuntime.

Configuration

Main fields in config.toml:

  • general.input: source ELF path.
  • general.ghidra_output: optional function map CSV.
  • general.output: generated C++ output folder.
  • general.single_file_output: one combined cpp or one file per function.
  • general.patch_syscalls: apply configured patches to SYSCALL instructions (false recommended).
  • general.patch_cop0: apply configured patches to COP0 instructions.
  • general.patch_cache: apply configured patches to CACHE instructions.
  • general.stubs: names to force as stubs.
  • general.skip: names to force as skipped wrappers.
  • patches.instructions: raw instruction replacements by address.

Example:

[general]
input = "path/to/game.elf"
ghidra_output = ""
output = "output/"

single_file_output = true
patch_syscalls = false
patch_cop0 = true
patch_cache = true

stubs = ["printf", "malloc", "free"]

skip = ["abort", "exit"]

[patches]
instructions = [
  { address = "0x100004", value = "0x00000000" }
]

Runtime

To execute the recompiled code.

ps2xRuntime currently provides:

  • Guest memory model and function dispatch table.
  • Some syscall dispatcher with common kernel IDs.
  • Basic GS/VU/file/system stubs.
  • Foundation to expand and port your game.

Limitations

  • Graphics Synthesizer and other hardware components need external implementation
  • VU1 microcode is not complete.
  • Hardware emulation is partial and many paths are stubbed.

Acknowledgments

  • Inspired by N64Recomp
  • Uses ELFIO for ELF parsing
  • Uses toml11 for TOML parsing
  • Uses fmt for string formatting

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