mirror of
https://github.com/ran-j/PS2Recomp.git
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043bf3bf8d
* feat: split runtime code in small files to be easy to develop * feat: split stubs in inl files * feat: function auto link function treat functions with underscore as same as without underscore * feat: remove underscore prefix from stubs * feat: thread and flags refactor * feat: propagate request stop feat: some elf validation on runtime * feat: remove Z7 compiler options feat: added a literal float case error on vu * fix: fix critical recompiler error on marking pc calls * feat: better system interrupt refactor: small refactor on thread system * feat: stubs implements for resident evil code veronica * feat: merge fileio * feat: stub by address * feat: codegen now auto-routes J/JAL callssites with known relocation symbols to syscalls/stubs
151 lines
5.2 KiB
Markdown
151 lines
5.2 KiB
Markdown
## PS2Recomp: PlayStation 2 Static Recompiler (Experimental)
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[](https://discord.gg/JQ8mawxUEf)
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Also check our [WIKI](https://github.com/ran-j/PS2Recomp/wiki)
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This project statically recompiles PS2 ELF binaries into C++ and provides a runtime to execute the generated code.
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### Modules
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* `ps2xAnalyzer`: scans ELF/functions and writes TOML config (`stubs`, `skip`, instruction patches).
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* `ps2xRecomp`: reads TOML + ELF, decodes R5900 instructions, and generates C++ output.
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* `ps2xRuntime`: hosts memory, function registration, syscall dispatch, and hardware stubs.
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### Features
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* Translates MIPS R5900 instructions to C++ code
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* PS2-specific MMI and VU0 macro support.
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* Single-file or multi-file output.
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* Configurable stubs, skips, and instruction patches.
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* Instruction-driven syscall handling.
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### How It Works
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PS2Recomp works by:
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* Parsing a PS2 ELF file to extract functions, symbols, and relocations
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* Decoding the MIPS R5900 instructions in each function
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* Translating those instructions to equivalent C++ code
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* Generating a runtime that can execute the recompiled code
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The translated code is very literal, with each MIPS instruction mapping to a C++ operation. For example, `addiu $r4, $r4, 0x20` becomes `ctx->r4 = ADD32(ctx->r4, 0X20);`.
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### Current Behavior
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* `stubs` entries generate wrappers that call known runtime syscall/stub handlers by name.
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* `stubs` also supports address bindings with `handler@0xADDRESS` for stripped games (for example `sceCdRead@0x00123456`).
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* Recompiler now tries relocation-symbol auto-binding at callsites (`J/JAL`) before raw address dispatch; when relocation symbol is known (for example `sceCdRead`), it can call runtime handlers without manual address mapping.
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* `skip` entries are not recompiled and generate explicit `ps2_stubs::TODO_NAMED(...)` wrappers.
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* Recompiled `SYSCALL` now calls `runtime->handleSyscall(...)` with the encoded syscall immediate.
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* Runtime syscall dispatch tries encoded syscall ID first, then falls back to `$v1`.
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### Requirements
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* CMake 3.20+
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* C++20 compiler (currently tested mainly with MSVC)
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* SSE4/AVX host support for some vector paths
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### Build
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```bash
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git clone --recurse-submodules https://github.com/ran-j/PS2Recomp.git
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cd PS2Recomp
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cmake -S . -B out/build
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cmake --build out/build --config Debug
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```
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### Usage
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1. Analyze ELF and generate config:
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```bash
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./ps2_analyzer your_game.elf config.toml
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```
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*For better results on retail games, see the [Ghidra Workflow](ps2xAnalyzer/Readme.md#3-ghidra-integration-recommended-for-complex-games).*
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2. Recompile using generated TOML:
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```bash
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./ps2_recomp config.toml
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```
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3. Build generated output and link with `ps2xRuntime`.
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### Configuration
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Main fields in `config.toml`:
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* `general.input`: source ELF path.
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* `general.ghidra_output`: optional function map CSV.
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* `general.output`: generated C++ output folder.
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* `general.single_file_output`: one combined cpp or one file per function.
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* `general.patch_syscalls`: apply configured patches to `SYSCALL` instructions (`false` recommended).
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* `general.patch_cop0`: apply configured patches to COP0 instructions.
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* `general.patch_cache`: apply configured patches to CACHE instructions.
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* `general.stubs`: names to force as stubs. Also accepts `handler@0xADDRESS` to bind a stripped function address directly to a runtime syscall/stub handler.
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* `general.skip`: names to force as skipped wrappers.
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* `patches.instructions`: raw instruction replacements by address.
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Address binding for stripped ELFs:
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* Use `handler@0xADDRESS` inside `general.stubs` to map a stripped function start directly to a runtime handler.
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* Example: `sceCdRead@0x00123456` binds function start `0x00123456` to `ps2_stubs::sceCdRead(...)`.
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* Before manual binding, try plain recompilation first: if ELF relocation symbols are present for calls, runtime handler routing can be inferred automatically.
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* The address must be the function start in that exact ELF build.
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* Addresses are not portable across different games/regions/builds.
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* The handler name must exist in runtime call lists (`PS2_SYSCALL_LIST` or `PS2_STUB_LIST`).
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Example:
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```toml
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[general]
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input = "path/to/game.elf"
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ghidra_output = ""
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output = "output/"
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single_file_output = true
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patch_syscalls = false
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patch_cop0 = true
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patch_cache = true
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stubs = ["printf", "malloc", "free"]
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# stripped function binding by address:
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# stubs = ["sceCdRead@0x00123456", "SifLoadModule@0x00127890"]
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# mixed example:
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# stubs = ["printf", "sceCdRead@0x00123456", "SifLoadModule@0x00127890"]
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skip = ["abort", "exit"]
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[patches]
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instructions = [
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{ address = "0x100004", value = "0x00000000" }
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]
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```
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### Runtime
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To execute the recompiled code.
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`ps2xRuntime` currently provides:
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* Guest memory model and function dispatch table.
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* Some syscall dispatcher with common kernel IDs.
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* Basic GS/VU/file/system stubs.
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* Foundation to expand and port your game.
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### Limitations
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* Graphics Synthesizer and other hardware components need external implementation
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* VU1 microcode is not complete.
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* Hardware emulation is partial and many paths are stubbed.
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### Acknowledgments
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* Inspired by N64Recomp
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* Uses ELFIO for ELF parsing
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* Uses toml11 for TOML parsing
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* Uses fmt for string formatting
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