14 comments

  • kodablah 6 minutes ago
    I did similar for PS Vita over the past few months: https://github.com/cretz/vitaslop

    But instead of single games, I "built" an ARM-to-WASM transpiler in WASM. Also cool transcoding of WebGPU shaders, audio, and more.

    Only have tested a few games so far, it's early days, but works quite well in Chrome mobile on flagship Android phones.

  • Megabinator 29 minutes ago
    What about compiling the compiler to WebAssembly so it can be hosted anywhere and convert a project directly from a browser?
    • kodablah 4 minutes ago
      Mentioned in other comment, but this is what I did at https://github.com/cretz/vitaslop for Vita. Generic ARM-to-WASM transpiler.
    • deadxwarrior 14 minutes ago
      yes, and its probably where this should go. The recompiler itself is plain C++ and builds for wasm easily, the heavy part is compiling its output (GoW2 becomes about 670k lines of Cpp), which would need clang running in the browser. The nicer route is to have the recompiler emit WebAssembly directly and let the browsers own engine compile it. I already do that for VU1 microprograms that were not seen AOT. It also solves distribution you'd pick your own ISO and the conversion would happen locally, so nothing derived from the game is ever hosted.
  • zuInnp 1 hour ago
    All of this recomp stuff is pretty amazing. I really don't like how AI changed my profession, but hey at least I get something good from it.
  • eluusive 3 hours ago
    Who would want to play Gran Turismo without long CD loading screens?
    • easyThrowaway 2 hours ago
      A better question: who would want to play Gran Turismo 3 or 4 without pressure sensitive controllers?

      Even using the original ps2 or ps3 controller with the right drivers on PCSX2 doesn't really reproduce the same smooth acceleration/brake curve of the PS2.

      Playing them on a keyboard or fully digital inputs is just a miserable experience.

      • suprjami 38 minutes ago
        Right analog should be accelerate and brake.

        Analog buttons were always a bad idea and should never be used.

        These days you can map analog triggers to the sticks for a modern experience if you want that.

        • easyThrowaway 0 minutes ago
          > These days you can map analog triggers to the sticks for a modern experience if you want that.

          It gets wonky if you press both analog triggers at the same time though. I've also tried mapping them to X and O to simulate the pressure, but the range is also somewhat off, with a way steeper curve (half pressing a trigger gives nearly 100% intensity of the OG buttons).

          An alternate solution I've seen around is using a GMIX or similar devices and mapping the g29 wheel controls from the game to a modern Xbox/PS controller, but I've never tried it myself.

    • rickdeckard 2 hours ago
      wow, how awesome it would be to play those games with Trackmania-like reload-times (if you restart the race in Trackmania, you're immediately at the starting line again).

      I assume it would require some additional patching in those GT / NFS games though...

    • ErroneousBosh 41 minutes ago
      ITYM "Who would want to play Gran Turismo" [Preparing...] <fwsssssssssss rrrmp fssswsss grmp fsswsss grmp fssswsss grmp> <ejects disc, polishes on T-shirt> <fwsssssssssssssssssssssss> "without long CD" [Preparing...] <aw no not again...> "loading screens?"
    • ssl-3 2 hours ago
      That's easy enough to simulate, too, isn't it? Just pause the game manually at the right spots to make time to get up, make a sandwich, eat the sandwich, take the dog out, walk the dog around the block, and then use the bathroom before resuming. No worries.
    • embedding-shape 2 hours ago
      Or without the very-much-needed hold-your-breath moment at startup, where you listen to the sounds to see if the DVD actually loaded correctly. You get a ~1 second moment in there where life itself suddenly stops, before you hear the "viump" that tells you everything is OK in the world.
    • styleio 1 hour ago
      And you lose the acoustic error handling too: one seek noise meant resolve(), another meant reject().
  • krystalgamer 1 hour ago
    ah yes, another recomp that still emulates a core system component.

    https://github.com/snuri00/ps2-web-recomp/blob/1066c9eea78c2...

    • popcar2 24 minutes ago
      It's really getting annoying. There are a lot of people advertising "decompilations" and "native PC ports" that just turn out to be the emulator packaged into an exe that immediately runs the game... Makes it hard to find actual recompilations of games now.
    • xyzsparetimexyz 51 minutes ago
      Theres a lot of lying going on with these types of AI projects. What I want to see is more 100% matching decompilation so that people who dont use AI can modify the rendering eyv glue and port them to new platforms
      • wasabinator 4 minutes ago
        I would say it could be less lying and more the various "authors" having not even the slightest idea what their creations actually do.
    • ekremabiii01 1 hour ago
      its still under development, system components will compile to cpu and VU1 modules will translate to gpu shaders
    • deadxwarrior 37 minutes ago
      Fair point, the IOP is interpreted. Its the PS1-class I/O CPU, and here it only runs the driver modules a game ships on its disc (sound engine, pad, memory card). The IOP kernel and the 20 core Sony libraries are reimplemented natively. In a God of War2 fight that interpreter is about 2% of cpu time, so it hasnot been worth recompiling yet for me. Its the same relocatable module problem i already handle for SN systems overlays, so its on the list. The EE game code is fully recompiled AOT (a missing function is a hard error, there is no interpreter fallback), and VU1 microprograms are recompiled per game, with a JIT and an interpreter only for programs not seen before. Whats left is hardware; the GS runs on the GPU, plus DMA, VIF, SPU2 and CDVD. Every recomp has to model that part, the same way N64Recomp uses RT64 for the RDP as i checked.
  • simonmales 2 hours ago
    No GitHub pages so I can play?
    • svantana 1 hour ago
      The games themselves are copyrighted, no?
      • rvz 1 hour ago
        Yes they are, and Cloudflare gets DMCA requests to take them down.
  • CodeCompost 1 hour ago
    AI or no AI, this is amazing.
  • spwa4 2 hours ago
    VERY cool. I wish you could make this work for steam deck (and friends) though.
    • TheCapeGreek 1 hour ago
      Why would you want this to work on a dedicated gaming device that can emulate the titles outright?

      Have a look at Decky loader and Emudeck.

      • spwa4 1 hour ago
        Can't get decky loader to work on my (Lenovo) steam deck
        • hodgehog11 1 hour ago
          You can definitely still get PCSX2 working on it though, and it's fantastic. PS2 and PS3 games are among my favourite uses for handheld PCs.
        • FanaHOVA 1 hour ago
          What's a Lenovo Steamdeck?
          • nottorp 3 minutes ago
            From an ars technica review of the steam deck "friends", a portable device that is way ahead of the actual steam deck, specs wise, but since it runs plain unmodified windows is a pain in the ass to use as a portable :)
    • deadxwarrior 7 minutes ago
      [dead]
  • fonrex 3 hours ago
    I hope they'll be able to do that with Forza too !
  • squidmaster 2 hours ago
    [dead]
  • danxbuild 5 hours ago
    Impressive. How are you handling the PS2’s timing sensitive hardware, like the vector units, in a static recompilation? Curious how close you can get to correct behavior without emulating cycle by cycle.
  • DylanMerigaud 4 hours ago
    [dead]
  • anthk 2 hours ago
    On the PSP recomp, I wish they could somehow target GL 2.1 video cards (ancient Intel iGPU's) so legacy users like me could play most of the games on an n270 netbook.
    • fps-hero 1 hour ago
      Man, the netbooks were amazing for their time, but even by 2008 standards, they were not powerful computers.

      At the time you needed a fairly capable gaming PC for PS2 emulation, which is a far cry from the igpu in an atom. Given a PSP is basically a cut down PS2, I don’t think emulation on that calibre hardware is an achievable goal. An atom doesn’t even have a hardware programmable vertex shaders, on windows I don’t even think they had GL 2.1.

      I never thought I’d see the day where an atom would be vintage tech, and people would still be rocking said vintage tech. It’s amazing you’ve kept it running and usable. Modern PCs can’t even keep up with modern OS, and you’re still rocking the good old days of single core single thread. Rock on!

      • ant6n 54 minutes ago
        I used to play GTA San Andreas on an n270 netbook, I believe at 1024x600. Didn’t run well, but was definitely playable.
        • mathgeek 31 minutes ago
          Sounds like the epitome of amazing for its time but not a powerful computer.
    • pjmlp 55 minutes ago
      I agree with the sentiment, however it needs to be at least OpenGL 3.3, and take advantage of shaders.
      • Narishma 47 minutes ago
        GL 2.1 supports shaders.
        • pjmlp 44 minutes ago
          I know, but it still has lots of baggage and missing features, which is why game engines that support OpenGL tend to target OpenGL 3.3 as the minimum baseline, given that it used to be widely deployed.
          • Narishma 30 minutes ago
            But we're talking about AI generated code here, it shouldn't have any difficulty supporting the older API if it has the necessary features. For PS2 games I think GL 2.1 (or GL ES 2.0 or WebGL 1 which are all more or less the same thing) is largely sufficient.
    • m00dy 2 hours ago
      I don’t think it’ll happen. The market is too small, and the token costs don’t seem worth the potential upside.
      • Narishma 45 minutes ago
        What do you mean by token costs? Does it cost more tokens to support an older graphics API than a newer one?
        • dewey 10 minutes ago
          Yes, because it would not be an "or" but an "and", more features = more tokens.
    • sick_of_slop 1 hour ago
      [dead]