17 comments

  • Elizer0x0309 19 minutes ago
    With the slew of recomps these days enabled by AI, How much incentive is there for a game studio to pour their heart, soul and money in a product when it can be easily "stolen" and shared for free...
    • goosejuice 14 minutes ago
      It's been 27 years since Napster. People are still making albums and movies. I don't think piracy moves the needle in any meaningful way, not with enforcement anyway.
    • vjsrinivas 10 minutes ago
      The incentive will always be there for games that build an organic community. Good examples are a lot of Valve games.
    • iugtmkbdfil834 10 minutes ago
      Because good stuff will defend itself regardless. If Pratchett or Carlin was alive, I would still be waiting for his new stuff.. maybe even more so in the age of AI. Hell, I am doing a ton of personal projects now and I am still waiting for new divinity, because by know I trust them to do the stuff right. And this is the point: no more corporate slop! All hail AI slop. Second golden gaming age is upon us brothers!
    • squidmaster 4 minutes ago
      [dead]
  • Megabinator 1 hour ago
    What about compiling the compiler to WebAssembly so it can be hosted anywhere and convert a project directly from a browser?
    • kodablah 50 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 1 hour 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.
  • kodablah 52 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.

  • 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 3 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.

      • sigmar 9 minutes ago
        >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.

        why not? if we're at the point of byte perfect recomp of system firmware+games, surely we could find a patch that would fix that in both pcsx2 or this project

      • suprjami 1 hour 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 46 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 3 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...

    • ssl-3 3 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.
    • ErroneousBosh 1 hour 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?"
    • embedding-shape 3 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 2 hours ago
      And you lose the acoustic error handling too: one seek noise meant resolve(), another meant reject().
  • gitowiec 11 minutes ago
    I will wait for MVG video
  • mglvsky 16 minutes ago
    are there clean-room games?
  • CodeCompost 1 hour ago
    AI or no AI, this is amazing.
  • simonmales 2 hours ago
    No GitHub pages so I can play?
    • svantana 2 hours ago
      The games themselves are copyrighted, no?
      • rvz 2 hours ago
        Yes they are, and Cloudflare gets DMCA requests to take them down.
  • krystalgamer 2 hours ago
    ah yes, another recomp that still emulates a core system component.

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

    • popcar2 1 hour 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.
    • rvz 20 minutes ago
      This is how you know that most coders that use claude never read the code, nor their own READMEs.
    • xyzsparetimexyz 1 hour 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 51 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.
        • xyzsparetimexyz 32 minutes ago
          I don't see a difference tbh. The Human/AI cyborg knows what it is and is lying.
      • dmonterocrespo 20 minutes ago
        [dead]
    • ekremabiii01 2 hours ago
      its still under development, system components will compile to cpu and VU1 modules will translate to gpu shaders
    • deadxwarrior 1 hour 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.
  • spwa4 3 hours ago
    VERY cool. I wish you could make this work for steam deck (and friends) though.
    • TheCapeGreek 2 hours 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 2 hours ago
        Can't get decky loader to work on my (Lenovo) steam deck
        • hodgehog11 2 hours 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 50 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 53 minutes ago
      There is already a native Linux build (Vulkan through wgpu, SDL2 window, audio and gamepad support), so it can run on the Deck as a non-steam game, and the browser build should work in desktop mode too. Two things are missing, the native host still runs on one thread (the VU1 and GS threads only exist in the web host so far), and since i cant distribute anything built from a game, you currently have to convert your own ISO on a PC. Decks GPU is less than half of the laptop iGPU i test on, so 1x resolution is the realistic target for now.Please keep an eye on the repo update, i'll release the relevant update for u.
  • fonrex 4 hours ago
    I hope they'll be able to do that with Forza too !
  • squidmaster 3 hours ago
    [dead]
  • danxbuild 6 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.
    • deadxwarrior 46 minutes ago
      Thanks:) it isn't cycle-accurate, and for the games i have tried so far it hasnt needed to be. EE code is translated AOT, and each block subtracts its instruction count from a cycle budget. Interrupts, timers, DMA and vblank are events on one emulated clock, delivered at block boundaries, so the order is right and the timing is approximate. Most games sync on interrupts and semaphores rather than cycle counts. When one does depend on timing, it shows up as a specific bug i can fix.for example, ran off an HBLANK timer I had set to the PAL period on an NTSC game. VU programs are not really part of the executable; games upload them over DMA. So i record each microprogram the first time its uploaded and compile it aot, and in the browser i JIT any program i havent seen to wasm. The pipeline details games actually observe are modeled: MAC/status/clip flags become visible four instructions late (getting that wrong put blotches on GT4s cars), and PS2 floats, which are nott IEEE (no inf/NaN, clamping instead), are done bit-exact. VU1 runs on its own thread, synced to the EE through the VIF/GIF streams
  • DylanMerigaud 5 hours ago
    [dead]
  • anthk 3 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 2 hours 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 1 hour 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 1 hour ago
          Sounds like the epitome of amazing for its time but not a powerful computer.
    • pjmlp 1 hour ago
      I agree with the sentiment, however it needs to be at least OpenGL 3.3, and take advantage of shaders.
      • Narishma 1 hour ago
        GL 2.1 supports shaders.
        • pjmlp 1 hour 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 1 hour 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.
            • pjmlp 36 minutes ago
              Yeah, but I am speaking about what the hardware can do, also I don't see why target WebGL 1.0 in the days of WebGPU, WebGL 2.0 yes, because WebGPU isn't yet widely available.

              Now, OpenGL ES 2.0 isn't OpenGL 2.0, this is the trap of those that think OpenGL is the same everywhere.

              Also OpenGL 3.3 is from 2010, whereas OpenGL 2.1 was designed for 2006 hardware, how back you want to get?

              • Narishma 17 minutes ago
                > also I don't see why target WebGL 1.0 in the days of WebGPU, WebGL 2.0 yes, because WebGPU isn't yet widely available.

                Because not every hardware capable of running PS2 level games supports the newer APIs.

                > Also OpenGL 3.3 is from 2010, whereas OpenGL 2.1 was designed for 2006 hardware, how back you want to get?

                Doesn't matter how old it is, what matters is if it has the required features or not. For the use case being discussed, GL 2.1 is sufficient so there's no good reason to not target it. That's my philosophy at least. When I write code, I always use the oldest library or API that has the stuff I need. I don't just go automatically for the latest one.

    • m00dy 3 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 1 hour ago
        What do you mean by token costs? Does it cost more tokens to support an older graphics API than a newer one?
        • dewey 56 minutes ago
          Yes, because it would not be an "or" but an "and", more features = more tokens.
          • Narishma 22 minutes ago
            It's not an "and". GL 2.1 has all the features necessary for PS2 games and is still supported on modern systems. Older APIs may be slightly more verbose than newer APIs but that shouldn't matter to an AI.
    • sick_of_slop 2 hours ago
      [dead]