snuri00

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GitHub stars734
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0295887116Oct 4Oct 18Nov 2
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64posts
Nov 30 posts
  1. Hacker News · · ps3recomp · snuri00/GoWA-pc

    PS3 static recomp God of War Ascension

    2 points
  2. Hacker News · · recomp001 · snuri00/GoWA-pc

    GoW Ascension static recompilation PC port

    1 point
  3. Hacker News · · deadxwarrior · snuri00/GoWA-pc

    Show HN: A static recompilation of God of War Ascension for PC

    2 points
  4. Playing PlayStation Portable games in your browser with a WebAssembly (WASM) recompiler. You do need to supply your own game files. snuri00/psp-web-recomp youtu.be

    2 likes
  5. YouTube · · YouTube description · Repo Radar · snuri00/ps2-web-recomp

    AI Is Porting Console Games to PC, and It's All on GitHub Bloodborne has never had an official PC release, yet three GitHub projects now run it on PC. I tracked the 300 most-starred new repos on GitHub in three snapshots: console games running natively on another platform went from 2 (Oct 7) to 6 (Oct 15) to 13 (Oct 19). Then I checked how many of them show AI help in their own repositories. In this video: → 13 projects, 5 consoles: PS4, Switch, Wii U, GameCube, PS2 → How the PS4 ports work (not emulators) and what static recompilation is → 11 of 13 show AI help: 3 say so in the README, 9 list Claude as co-author in recent commits (bbport: 92 of its last 100) → The agent tools climbing the same list, and a project that bans AI outright ⏱️ Chapters 0:00 Intro: 2 → 6 → 13 ports in 12 days 0:20 The lineup 0:35 How the PS4 ports work 0:52 Static recompilation isn't new 1:11 Guess: how many used AI? 1:21 11 of 13 show AI help 1:36 The agent tools 1:49 The other side: no-AI 1:59 The fine print 2:11 Takeaways 📊 Method GitHub Search API: public repositories created in the previous 30 days, sorted by stars, top 300 kept, in three snapshots (2026-10-07 20:21, 2026-10-15 15:42, 2026-10-19 00:10). A "port" here is a console game made to run natively on another platform (PC, Mac, iPhone, browser) that requires your own copy of the game; the list was reviewed by hand, repo by repo, from each README. "AI help" means the README says AI was used, or recent commits (up to 100, read Oct 19) carry a Claude "Co-Authored-By" line. No trace does not mean no AI: 2 projects simply don't state it. Star counts change daily. 🎮 The 13 projects (all say they include no game files; you need your own copy) • Diablo II: Resurrected (Switch): jhaizhou-ops/d2r-mobile • Bloodborne (PS4): deadinside28/bloodborne_pc • P.T. (PS4): LoreanXavier/pt-pc • Uncharted Collection (PS4): Supermedo/uncharted_pc • Link's Awakening (Switch): peiikai/LASRecomp • Shadow of the Colossus (PS4): AjncSystem/ShadowOfTheColossus-PC • PS2 games (PS2): snuri00/ps2-web-recomp • Tears of the Kingdom (Switch): ly05010419/MacNativeGames • Wind Waker HD (Wii U): ZeldaWWHDRecomp/ZeldaWWHDRecomp • Bloodborne (PS4): droogie/bbhost • inFAMOUS Second Son (PS4): HayatoG/iss_pc • The Wind Waker (GameCube): elliotttate/Wind-Waker-Recomp • Bloodborne (PS4): Awakenchan/BloodBorneButPc 🛠️ Agent tools mentioned • rehan-remade/universal-modder (#14, 8,358 ★) rehan-remade/universal-modder • Zfinix/eleven (#213, 761 ★) Zfinix/eleven • aicodeking/leanrea (#246, 651 ★) aicodeking/leanrea • morluto/awesome-reverse-engineering (#179, 846 ★) morluto/awesome-reverse-engineering 📚 Sources • bbport "the counterpart of Wine + DXVK for a single game": deadinside28/bloodborne_pc • LASRecomp, "made almost exclusively with AI": peiikai/LASRecomp • Zelda 64: Recompiled, no-AI stance: Zelda64Recomp/Zelda64Recomp • N64: Recompiled: N64Recomp/N64Recomp • Unleashed Recompiled: hedge-dev/UnleashedRecomp • shadPS4 (credited by every PS4 port): shadps4-emu/shadPS4 • No official Bloodborne PC release (PCWorld): pcworld.com Left out on purpose: a GTA V port that doesn't explain where the game build it needs comes from, a PS2 emulator for jailbroken PS5s (not a port to PC), and two reverse-engineering repos (one ships license-bypass playbooks, one is an uncredited copy of morluto/rea). This video does not show or link any game files. Bloodborne, Shadow of the Colossus, Uncharted, inFAMOUS, P.T., Zelda, Diablo and the consoles named are trademarks of their owners. Repo Radar is not affiliated with any project or company mentioned. Previous videos: youtube.com · youtube.com 📅 Next month I'll check whether this wave keeps growing. Which game do you want ported next? Tell me in the comments. ℹ️ The voice in this video is AI-generated (ElevenLabs), and the person in the thumbnail is an AI-generated image. The data and analysis are real. #GitHub #OpenSource #Gaming

    2 comments · 216 views
  6. Reddit · · r/ReverseEngineering · u/-beleon · snuri00/ps2-web-recomp

    PS2 games statically recompiled to WebAssembly

    119 points · 18 comments
  7. YouTube · · YouTube description · Grow with Naman · snuri00/ps2-web-recomp

    PS5 Nahi Hai, Phir Bhi Game Chalta Hai: 6,270 Stars | 5 Emulator GitHub Repos #Shorts Top 5 trending GitHub repos, Hindi mein - har number aaj check kiya gaya hai. Is week ke top trending repos, 18k+ stars combined: 1. sharpemu/sharpemu (6k stars) - An experimental PlayStation 5 emulator for Windows, Linux and macOS. 2. ministackorg/ministack (5k stars) - Ministack: Free, open-source local AWS emulator - 60+ services, Terraform compatible, real databases. Free forever. MIT licensed. 3. davidmonterocrespo24/velxio (3k stars) - Emulate Arduino, ESP32 & Raspberry Pi. in your browser. Write code, compile, and run on 19 real boards — Arduino Uno, ESP32, ESP32-C3, Raspberry Pi Pico, Raspberry Pi 3, and more. No hardware, no cloud, no limits.. Discord: discord.gg 4. magnum6actual/flipoff (3k stars) - Free split-flap display emulator for any TV. The classic flip-board look, without the $3,500 hardware. 5. snuri00/ps2-web-recomp (838 stars) - PS2 games in the browser: static recompilation to WebAssembly with a native runtime Repo links: sharpemu/sharpemu ministackorg/ministack davidmonterocrespo24/velxio magnum6actual/flipoff snuri00/ps2-web-recomp Comment karo "RUN" - saare links DM mein bhej dunga. Kisi dev dost ko bhejo jise ye chahiye. Save karlo, baad mein kaam aayega. Naman AI - AI aur dev tools, Hindi mein. Har din naya repo, har number verified. #Shorts #GitHub #AI #OpenSource #TechHindi [github trending repos, best github repositories 2026, top 5 github repos, open source projects for beginners, ai coding agents, github stars] [coding in hindi, tech shorts hindi, programming for beginners, developer tools 2026, ai tools for developers, learn coding free] [bn] PS5 নেই, তাও গেম চলে: ৬,২৭০ স্টারস | ৫টি এমুলেটর গিটহাব রিপো #Shorts হিন্দিতে শীর্ষ ৫টি ট্রেন্ডিং গিটহাব রিপো - আজ প্রতিটি নম্বর চেক করা হয়েছে। এই সপ্তাহের শীর্ষ ট্রেন্ডিং রিপো, সম্মিলিতভাবে ১৮ হাজারেরও বেশি স্টার: ১. sharpemu/sharpemu (৬ হাজার স্টার) - উইন্ডোজ, লিনাক্স এবং ম্যাকওএস-এর জন্য একটি পরীক্ষামূলক প্লেস্টেশন ৫ এমুলেটর। ২. ministackorg/ministack (৫ হাজার স্টার) - মিনিস্ট্যাক: ফ্রি, ওপেন-সোর্স লোকাল AWS এমুলেটর - ৬০টিরও বেশি সার্ভিস, টেরাফর্ম কম্প্যাটিবল, আসল ডেটাবেস। আজীবন বিনামূল্যে। MIT লাইসেন্সপ্রাপ্ত। ৩. davidmonterocrespo24/velxio (৩ হাজার স্টার) - আপনার ব্রাউজারে আরডুইনো, ESP32 এবং রাস্পবেরি পাই এমুলেট করুন। ১৯টি আসল বোর্ডে কোড লিখুন, কম্পাইল করুন এবং চালান — আরডুইনো উনো, ESP32, ESP32-C3, রাস্পবেরি পাই পিকো, রাস্পবেরি পাই ৩, এবং আরও অনেক কিছু। কোনো হার্ডওয়্যার নেই, কোনো ক্লাউড নেই, কোনো সীমাবদ্ধতা নেই.. ডিসকর্ড: discord.gg ৪. magnum6actual/flipoff (৩ ​​হাজার স্টার) - যেকোনো টিভির জন্য ফ্রি স্প্লিট-ফ্ল্যাপ ডিসপ্লে এমুলেটর। ৩,৫০০ ডলারের হার্ডওয়্যার ছাড়াই ক্লাসিক ফ্লিপ-বোর্ড লুক। ৫. snuri00/ps2-web-recomp (৮৩৮ স্টার) - ব্রাউজারে PS2 গেম: একটি নেটিভ রানটাইম সহ WebAssembly-তে স্ট্যাটিক রিকম্পাইলেশন। রেপো লিঙ্ক: sharpemu/sharpemu ministackorg/ministack davidmonterocrespo24/velxio magnum6actual/flipoff snuri00/ps2-web-recomp "RUN" কমেন্ট করুন - সব লিঙ্ক DM-এ পাঠিয়ে দেব। কিসি দেব দোস্ত কো ভেজো জিসে ইয়ে চাহিয়ে। করলো বাঁচাও, বাদ মে কাম আয়েগা। নমন এআই - এআই অর দেব টুল, হিন্দি মে। হার দিন নয়া রেপো, হার নম্বর যাচাই করা হয়েছে। #শর্টস #GitHub #AI #OpenSource #TechHindi [গিথুব ট্রেন্ডিং রিপোজ, সেরা গিথুব রিপোজিটরি 2026, শীর্ষ 5 গিথুব রিপোজ, নতুনদের জন্য ওপেন সোর্স প্রকল্প, এআই কোডিং এজেন্ট, গিথুব স্টার] [হিন্দিতে কোডিং, টেক শর্টস হিন্দি, নতুনদের জন্য প্রোগ্রামিং, ডেভেলপার টুল 2026, ডেভেলপারদের জন্য এআই টুলস, ফ্রি কোডিং শিখুন]

    9 likes · 2 comments · 285 views
  8. Gran Turismo 4 at 50fps in a browser on integrated graphics. not emulated: the EE machine code is recompiled ahead of time to C++, then wasm. God of War II needed zero game-specific code but found 2 bugs GT4 never hit snuri00/ps2-web-recomp

    21 views
  9. Alguien está consiguiendo que los juegos de PS2 funcionen en una pestaña del navegador. Sin emulador: los convierte directamente. ¿Cuál probaríais primero? snuri00/ps2-web-recomp

    18 views
  10. [WIP] PS2 in the browser: I got Kingdom Hearts to the title screen via static recompilation + EmulatorJS — then it dies. Surveying PS2-on-web and looking for recompiler help Looking for more devs to join! **Read this first: this is incomplete.** I do *not* have playable PS2 in a browser. I have a boot sequence that reaches Kingdom Hearts' title screen and then stops dead, plus a pipeline that's slowly grinding forward. I'm posting early because I want to compare notes with everyone else working on PS2-on-web, and because the wall I hit looks like a scene-knowledge problem more than a coding problem. Proof of progress Why I'm here I recently got Selkies working for browser-based game streaming, allowing me to play my Switch library remotely from my server. That got me wondering about the current state of PS2 emulation directly in a browser. I'm not talking about streaming a remote PS2 emulator. Selkies already solves that with server-side GPU acceleration. I mean actually executing PS2 games client-side in a browser tab, similar to how EmulatorJS handles PS1, N64, PSP, and dozens of other systems. For self-hosting, this matters: - No dedicated server GPU required per player. - No per-session virtual machines. - No server-side emulation workload. - Players use their own CPU/GPU resources. - Easier to scale across multiple users. After digging into existing projects, I found something promising. What already exists ps2-web-recomp This project uses static recompilation to translate PS2 Emotion Engine (EE) machine code into C++, which is then compiled to WebAssembly. Instead of interpreting the PS2's main CPU instructions at runtime, the game code is translated ahead of time. The remaining hardware components, including the IOP, SPU2, IPU, and Graphics Synthesizer (through WebGPU), are handled by the runtime. Disc access uses HTTP Range requests, so the entire ISO doesn't need to download before gameplay begins. The project already demonstrates Gran Turismo 4 and God of War II running at full speed in Chrome on integrated graphics. That's a significant achievement. EmulatorJS EmulatorJS supports 40+ systems and is already widely used as a self-hosted browser emulator, including as the web player in RomM. However, it doesn't support PS2. So we have a functioning PS2 WebAssembly runtime with two supported games, and an established browser emulation frontend without PS2 support. I decided to try connecting them. What I've implemented 1. PS2 integration into EmulatorJS (working) I've added a new ps2 system and ps2web core. Because this isn't a RetroArch/libretro core, it bypasses the normal core-download mechanism and launches a game-specific Emscripten build instead. The integration reuses EmulatorJS's existing functionality: - Disc streaming: EJS_gameUrl supplies the game disc through HTTP Range requests. - Controls: Keyboard and gamepad inputs connect to the runtime's DualShock API, including analog pressure support and rumble. - Multiplayer: A second gamepad maps to controller port 2. - Audio: SPU2 audio passes through a SharedArrayBuffer ring buffer into an AudioWorklet, with EmulatorJS volume and mute controls. - Memory cards: An 8 MB PS2 memory card is persisted in IndexedDB, with .ps2 export/import support using the PCSX2 memory card layout. EmulatorJS PR (WIP): EmulatorJS#1284 2. Kingdom Hearts (USA) running in the browser This is where things got interesting. I ported Kingdom Hearts (USA) into the static recompilation pipeline. The game successfully: - Boots inside Chrome. - Streams its disc image (approximately 1.48 million sectors). - Loads IOP modules from the disc's IRX files. - Initializes the SquareSounds audio driver. - Renders the Square logo and title screen through WebGPU. - Produces working audio. - Executes more than 4,000 frames in-browser during exploration. Screenshot: The game reaches the title screen, but eventually goes black. And that's where I've hit the real problem. The technical wall: Self-decompressing PS2 executables Kingdom Hearts doesn't execute its entire engine directly from the ELF stored on the disc. Like other titles from that era, the disc contains a small loader stub that decompresses additional executable code into Emotion Engine RAM during startup, then jumps into that code. This presents a fundamental challenge for static recompilation. The recompiler only sees the original ELF. The actual game engine doesn't exist in its executable form until runtime. When execution reaches a dynamically decompressed region that wasn't translated, the emulator halts: [ee] halted: missing code at 0x00F20000 (ra 0x001200D8) This isn't an ordinary rendering issue or a missing texture. The runtime is attempting to execute PS2 instructions that were never included in the static recompilation. My current workaround: RAM overlays I've been developing an experimental solution in my wip-ram-overlays branch. The implementation includes: 1. RAM dumping PS2_DUMP_RAM=<path> The native runner dumps all 32 MiB of EE RAM when execution halts. 2. Overlay extraction scripts/carve_overlay.py A script extracts candidate executable regions from the memory dump surrounding recorded missing-code addresses, excluding the original ELF load range and kernel vector space. 3. Overlay recompilation eerecomp --overlay <addr>:<file> I added an option to compile raw executable memory segments at specified physical EE addresses alongside the original ELF. 4. Iterative exploration The workflow becomes: Run game ↓ Encounter missing executable code ↓ Dump EE RAM ↓ Extract candidate code overlay ↓ Recompile ELF + overlays ↓ Run again ↓ Repeat And surprisingly, it works — just not particularly elegantly. Initially, Kingdom Hearts halted around frame 21. With the overlay approach, I pushed execution beyond frame 2,900, through the Square logo, into the title screen, and partially into the introductory FMV. The problem is that Kingdom Hearts decompresses executable code in multiple stages. Each successful overlay reveals another missing region. One overly aggressive extraction even included data instead of executable instructions, corrupting the translation and eventually causing a jump to a null address. I'm currently on stage three, with no clear indication of how many stages exist. It's becoming a game of whack-a-mole. What I'm looking for 1. Other PS2-in-browser projects Has anyone encountered other attempts to run PS2 games directly in a web browser? I'm interested in anything: - WebAssembly PS2 emulators. - Static or dynamic recompilation projects. - Experimental WebGPU Graphics Synthesizer implementations. - Forks or abandoned prototypes. - Private or Patreon-funded development. - Research into recompiling self-modifying or dynamically generated PS2 executable code. I'm especially interested in whether anyone has developed a generic solution for dynamically decompressed PS2 executables. Ideally, adding support for new games shouldn't require manually discovering and recompiling every executable region. 2. Static recompilation / R5900 developers For anyone familiar with the PS2's R5900, static recompilation, or projects such as Zelda64Recomp: Is there a better approach than extracting RAM after execution fails? The loader stub knows exactly where it's writing decompressed instructions. Would it make more sense to instrument the decompression process, memory writes, or relevant DMA transfers and record executable regions and entry points automatically? Could those regions then be fed into the static recompilation pipeline without manually guessing code boundaries? I'd be interested in existing techniques or tools that could make this process more deterministic. 3. PS2 reverse-engineering community Does anyone have documentation or experience with the decompression and executable-loading stages used by Kingdom Hearts? More specifically: - Are the executable regions and their memory addresses already documented? - Does Kingdom Hearts use a loading pattern shared with other Squaresoft titles? - Are Kingdom Hearts II, Final Fantasy X, or Dragon Quest VIII doing anything similar? - Are there existing tools for extracting the fully unpacked engine before recompilation? Even a memory map or known loading sequence could potentially eliminate a substantial amount of trial and error. 4. WebGPU / self-hosting developers The current browser runtime relies on: - WebGPU - WebAssembly JSPI - SharedArrayBuffer - COOP/COEP cross-origin isolation headers Has anyone deployed a similar setup in production? My infrastructure uses nginx/Traefik behind a CDN, and COEP compatibility with Cloudflare and cross-origin assets can introduce complications. I'd be interested in how others handle these requirements reliably. 5. EmulatorJS and RomM maintainers My goal is to get this working upstream rather than maintain a permanent fork. The EmulatorJS integration is functional, but the architecture introduces an unusual situation: a non-RetroArch core with game-specific WebAssembly builds. I'd appreciate feedback on how this should coexist with EmulatorJS's existing core download, loading, and caching mechanisms. The PR is open, and I'd welcome architectural feedback. Repositories and current work EmulatorJS integration: github.com/BlizzHacker/emulatorjs/tree/feat/ps2-w… PS2 static recompilation / RAM overlays: github.com/BlizzHacker/ps2-web-recomp/tree/wip-ra… Upstream EmulatorJS PR: EmulatorJS#1284 Original PS2 web recompilation project: snuri00/ps2-web-recomp What I can contribute I already have a working development pipeline covering: - Game porting and exploration. - Automated execution and missing-code detection. - EE RAM dumps and overlay extraction. - Static recompilation with additional executable regions. - WebAssembly bundling. - EmulatorJS integration. - Browser-based testing. I also run a self-hosted RomM instance with an actual PS2 library, so I have an environment for testing additional games and integration scenarios. The work is MIT licensed, and I'm happy to collaborate, accept contributions, or merge improvements that move the project forward. The goal isn't just to get Kingdom Hearts running. I want to help make client-side PS2 emulation a practical option for the self-hosting community, ideally one that could eventually become part of EmulatorJS and RomM without requiring a server GPU for every player. If you've worked on PS2 emulation, static recompilation, WebAssembly, WebGPU, or even an abandoned PS2 browser project, I'd genuinely like to hear from you. Even an old experimental branch or undocumented tool could be useful.

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