ran-j

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05101520Oct 7Oct 21Nov 5
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5posts
Nov 60 posts
  1. For those interested I'm opting to use snuri00/ps2-web-recomp over ran-j/PS2Recomp because it is far less taxing on my system to compile and link the games translation units

    20 views
  2. Reddit · · r/recomps · u/DrinkCubaLibre · ran-j/PS2Recomp

    Zone of the Enders PC Static Recompilation Release - 1.0 EDIT (12:07PM EST): I will be rolling out 1.0.1 with logging capabilities for those with issues to send me over github. Trailer: youtube.com Download / source: Yaz-Myst/ZOE-Recompiled (grab the zip under Releases) A native Windows port of Zone of the Enders (PS2, USA), statically recompiled from the game’s own code and built on PS2Recomp. You need your own copy: a disc image (.iso) of the USA release (SLUS-20148). The undub works too. Unzip, run ZOE-Recompiled.exe, point it at your ISO, play. No game assets are included. What you get: - Locked 60 fps, including the heavy boss fights - 16:9 widescreen with the HUD repositioned for it, progressive output, higher internal resolutions - Save states (F5/F8) on top of regular memory card saves - Controller support (DualShock 4, DualSense, Xbox, Switch Pro…), remappable, with DS2 pressure buttons and rumble - Two-controller Versus, plus an option to unlock Versus without a cleared save Heads up: it’s made for a controller. The options menu (Esc) needs the keyboard for now (Q/E, arrows, Enter, Esc). Known issues: a rare freeze when loading the warehouse before the second Neith fight (reload your save), one reported freeze after the long lift movie to the final area, and a few cockpit HUD bits that sit slightly off. Bug reports welcome on GitHub. GPLv3. Thanks to ran-j and the PS2Recomp contributors, and to PCSX2 for the SPU2 sound core. If you're happy and/or want to show some support, hit my Ko-fi: ko-fi.com - either way, ZOE-Recompiled and future recompilations will always be free.

    91 points · 14 comments
  3. Reddit · · r/decomps · u/MiserableMeeting2479 · ran-j/PS2Recomp

    Hice Recomp, un launcher para ports nativos de juegos de PS2 en PC y Mac, con juego en línea integrado (Windows y Mac juntos) Recomp es un launcher para juegos de PS2 recompilados para correr nativos en Windows y Mac. No hay emulador que configurar, ni plugins, ni BIOS. Le das tu propia ISO una vez, instala y actualiza el juego, y trae el juego en línea integrado. Juegos por ahora: • Dragon Ball Z: Budokai Tenkaichi 4 (el mod de BT3 de Team BT4): Windows y Mac, en línea. • Bloody Roar 4 (PAL, con el Analog Stick Mod): Windows. Vienen más. El launcher los toma de su catálogo él solo. Qué hace el launcher • Biblioteca y catálogo. + Agregar juego muestra los juegos disponibles. Eliges uno y descarga la versión lista para jugar. No se descarga nada del juego: todo se lee de tu ISO, que eliges una sola vez. • Se actualiza solo, y cada juego también. No hay que volver a bajar zips. • Opciones de cada juego, antes de abrirlo: • resolución interna hasta 6x, con DLSS/FSR en Windows o MetalFX en Mac; • 60 fps (donde el juego lo permite); • todo desbloqueado desde el principio; • pantalla completa y controles (mandos de Xbox/PlayStation, teclado). • En línea, igual para todos los juegos: • Una sola cuenta para todos los juegos. • Lobby: ves quién está conectado y a qué juega, y activas Buscar partida para que te encuentren. • Invitaciones: invitas a quien sea y acepta con un clic. • Salas de 2 a 4 jugadores por turnos, con contraseña si quieres y chat. • Amigos y bloqueados. • Estadísticas por juego: ganadas, perdidas, porcentaje de victorias, tiempo jugado y tabla de los mejores. Una pelea solo cuenta si los juegos de los dos vieron el mismo resultado. • Encima de la partida: Back + Start (o Shift+Tab) pone el launcher sobre el juego para el chat, las invitaciones o salir de la partida. • No hay que abrir puertos. Los dos juegos corren los mismos frames sincronizados por un servidor relay. • Windows y Mac juegan juntos. • Tu propio servidor, si quieres. El servidor es código abierto y se instala con un script. Lo pones en AJUSTES. Descarga • Windows 10/11 (64 bits, GPU con Vulkan): Recomp.exe (github.com/recomp-code/recomp-online/releases/lat…) • Mac (Apple Silicon, macOS 14 o más nuevo): DBZ_BT4_Mac.zip (github.com/recomp-code/recomp-online/releases/lat…). En Mac el launcher trae DBZ BT4 dentro. Cómo empezar 1. Abre el launcher.• Windows: pon Recomp.exe en una carpeta donde puedas escribir (Escritorio o Documentos, no Archivos de programa) y ábrelo.• Mac: descomprime y arrastra DBZ_BT4.app a Aplicaciones. No está firmada con una cuenta de desarrollador de Apple, así que la primera vez: • en macOS 15, doble clic, Listo, y luego Ajustes del Sistema > Privacidad y seguridad > Abrir igualmente; • en macOS 14, clic derecho > Abrir. 2. Agrega un juego. Dale a + Agregar juego, elígelo del catálogo y espera la descarga. En Mac, DBZ ya viene. 3. Elige tu ISO. Dale a Seleccionar ISO y elige tu propia copia: • DBZ BT4 usa la SLUS-219.78 Beta 14 Rev2 del mod, de la página de Team BT4 (teambt4.wixsite.com); • Bloody Roar 4 usa la PAL SLES-518.77 con el Analog Stick Mod. 4. Dale a JUGAR. Jugar en línea 1. Entra en la pestaña EN LÍNEA y crea una cuenta. 2. Empieza una partida de una de tres formas:• dale a Invitar a alguien;• activa Buscar partida;• crea una sala. 3. Cuando aceptan la invitación, los dos juegos se abren ya conectados. En DBZ se encuentran en el menú Multijugador del juego. 4. Los dos necesitan la misma versión del juego (el launcher te avisa si no). 5. Si la partida da tirones porque están lejos, sube Retraso de controles en AJUSTES. Código Todo es código abierto. Los repositorios no traen datos ni código del juego: al compilar se genera desde tu propio ELF. • Launcher y servidor en línea (recomp-code/recomp-online) • Port de DBZ BT4 (recomp-code/dbz-bt4-recomp) Créditos: PS2Recomp (ran-j/PS2Recomp), PCSX2 (PCSX2/pcsx2) (renderizador GS), z3xox/BT3-Recomp, Team BT4 por el mod.

    9 points · 1 comment
  4. Reddit · · r/BestGitHubRepos · u/amootiranian · ran-j/PS2Recomp

    PS2Recomp: Playstation 2 Static Recompiler & Runtime Tool to make native PC ports (3.5k stars) What it does All text below is quoted directly from the project README. >PS2Recomp: PlayStation 2 Static Recompiler (Experimental) >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. - ps2xIOP: R3000A IRX execution, a virtual IOP kernel, and generic HLE fallbacks. 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);. Runtime: >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. - ps2xIOP execution of original IRX modules with generic HLE fallbacks. Requirements: - CMake 3.20+ - C++20 compiler (currently tested mainly with MSVC) - SSE4/AVX host support for some vector paths Limitations: - Performance is very bad for VU and GS - 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 - Reference for runtime PCSX2 Repository ran-j/PS2Recomp Repository stats |Metric|Value| |:-|:-| |Stars|3,480| |Forks|184| |Last release|None| |Languages|C++ 99.3%| |Contributors|22| |AI contributor accounts (Claude / Codex / Cursor / Copilot)|None| |AI co-authored commits|None| Main contributor |Field|Value| |:-|:-| |Name|Ranieri| |GitHub|@ran-j| |Commits to this repo|107 (top contributor)| |Bio|Software development at Zup Innovation| |Company / Location|Zup / Brazil| |Followers|207|

    131 points · 2 comments
  5. Reddit · · r/decomps · u/TrashCollector1337 · ran-j/PS2Recomp

    [WIP] SRWZ-native: Super Robot Taisen Z (PS2), static recompilation to native Windows, with notes on method, testing and extras Not a decomp in the matching-source sense: this is a static recompilation with PS2Recomp. I’m sharing it here because the method and tooling should be useful to anyone doing PS2 recomps. Pipeline - Function map: Ghidra plus the Emotion Engine extension on the stripped Metrowerks boot ELF (SDK 3.1.0). PS2Recomp’s analyzer names 988 Sony library functions from its SDK database. Functions reached only through vtables, callback tables or overlay calls are found by a separate code-pointer scan. - Recompilation: about 772k R5900 instructions become ~380 C++ files. 318 SDK functions (SIF/RPC, CD, pad, memcard, sound, libgraph, libmpeg) are bound to native runtime versions instead of being translated. - Overlays: the 205 stage overlays all load at 0x756700. Each is recompiled into its own namespace and dispatched by the overlay name read from guest memory. - Runtime: the IOP runs the game’s own IRX modules on an R3000 interpreter. DMA, VIF1, GIF and the GS are modelled in the runtime. How it’s tested (the part I’d recommend most) - Full-machine snapshots that load into later builds. The title screen loads in ~0.25 s instead of after a 6.5-minute intro. - Deterministic mode: guest time from cycle counts, with per-frame RAM/VRAM/GS hashes, so two runs are bit-identical. Every change gets an A/B run: “301 of 301 frames identical”. - Checkpoints paired with PCSX2 save states for picture comparisons, plus a content-based regression scorer. - Each of the 21 walls so far is written up with cause, evidence and fix. A few examples: - a DMA chain walk capped at 4096 tags, which silently dropped the end of the 3D pass; - PMFHL.LW dropping the high half of 64-bit products, so soft-float multiplies returned 0 and the game hung; - an IOP sound memory pool that never reused freed memory. The VU1 wall - The numbers: the battle map runs ~2M VU1 instruction pairs per frame. The cycle-accurate interpreter cost ~700 host cycles per pair: 92% of the game thread, 3 fps. - What didn’t work: - ahead-of-time compiling each pair into its own copy of the interpreter step was slower (×0.81, instruction-cache bloat; god-of-war-recomp hit the same wall); - micro-tuning the interpreter gave ×1.05. - What worked: reading other ports first. KillzoneRecomp had packaged PCSX2’s microVU as a library (kzvu). Wired in behind a switch, it passed 1,776 differential checks against our interpreter and took the map to ~40 fps. The picture matches PCSX2 and runs stay deterministic. A frame-timing issue exposed by the new speed is being fixed before it goes public. - Lesson: check what the other PS2Recomp ports have solved before building anything big. We now scan them daily. How it was built - Who: Claude agents wrote the code and tools; I direct and test against PCSX2. - Pace: four days from nothing to the end of scenario 1. - Transparency: the agents’ working notes (CLAUDE.md, START-HERE.md, docs/HANDOFF.md) and every mistake are public, if you’re curious how that works in practice. Bonus: a proof of concept of the game drawing English menu labels with its own font (clip attached). Links - The port: SloppyWyn/SRWZ-native - Our PS2Recomp fork (snapshots, determinism, fixes): github.com/SloppyWyn/PS2Recomp/tree/srwz - PS2Recomp: ran-j/PS2Recomp, Discord: discord.gg - KillzoneRecomp (kzvu): drakolordx7/KillzoneRecomp - PCSX2: PCSX2/pcsx2 - retro-trans SRW Z docs: retro-trans/SRW-Z No game data included; bring your own disc. GPL-3.0. Discord: _wyn_

    6 points · 2 comments

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