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https://github.com/ran-j/PS2Recomp.git
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a293fa433a
refactor: codegen to catch callbacks on mips code feat: added a lot of entries or IOP emulator
175 lines
7.7 KiB
Markdown
175 lines
7.7 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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* `ps2xIOP`: portable, instance-owned IOP HLE services, game profiles, and the C plugin ABI.
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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, $r4, 0x20` becomes `ctx->r4 = ADD32(ctx->r4, 0X20);`.
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### Current Behavior
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* `stubs` entries generate wrappers that call known runtime syscall/stub handlers by name.
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* `stubs` also supports address bindings with `handler@0xADDRESS` for stripped games (for example `sceCdRead@0x00123456`).
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* Address bindings also support generic return handlers for triage: `ret0`, `ret1`, `reta0`.
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* Recompiler now tries relocation-symbol auto-binding at callsites (`J/JAL`) before raw address dispatch; when relocation symbol is known (for example `sceCdRead`), it can call runtime handlers without manual address mapping.
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* Recompiler discovers additional internal static entry targets and emits `entry_...` wrappers for those addresses.
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* For unresolved static `J/JAL` sites, generated code falls back to `runtime->lookupFunction(0x...)`.
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* `skip` entries are not recompiled and generate explicit `ps2_stubs::TODO_NAMED(...)` wrappers.
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* Recompiled `SYSCALL` now calls `runtime->handleSyscall(...)` with the encoded syscall immediate.
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* Runtime syscall dispatch tries encoded syscall ID first, then falls back to `$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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Preferred workflow for retail or stripped games:
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1. Open the ELF in Ghidra.
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2. Run `ps2xRecomp/tools/ghidra/ExportPS2Functions.java`.
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3. Use the exported TOML and CSV map.
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4. Recompile with the exported TOML:
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```bash
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./ps2_recomp config.toml
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```
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Fallback workflow for quick local experiments or ELFs with debug symbol :
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```bash
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./ps2_analyzer your_game.elf config.toml
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```
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See the [Ghidra Workflow](ps2xAnalyzer/Readme.md#3-ghidra-integration-for-retail-and-stripped-games-preferred) for ghdira instructions.
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Then 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`: recommended function map CSV exported from Ghidra.
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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.low_memory_mode`: reduce peak output-generation memory by avoiding retained disassembly strings and forcing serial output generation. Generated instruction comments are still emitted; disassembly text is produced while writing each output file instead of being kept in memory.
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* `general.output_worker_threads`: number of output-generation workers (clamped to nproc * 2). A positive value uses exactly that many workers. `0` uses `nproc - 1` when at least two hardware threads are available, otherwise serial output generation. `1` forces serial output generation.
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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. Includes generic handlers `ret0`, `ret1`, `reta0`.
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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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* Generic temporary handlers are available: `ret0@0xADDR`, `ret1@0xADDR`, `reta0@0xADDR`.
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* Before manual binding, prefer recompilation from a Ghidra-exported TOML/CSV first. The extra boundaries and synthetic entry points are usually more important than manual early triage.
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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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# stripped function binding by address:
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stubs = ["sceCdRead@0x00123456", "SifLoadModule@0x00127890"]
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# temporary return handlers:
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stubs = ["ret0@0x001D9410", "ret1@0x001D5BC8", "reta0@0x0024B7C0"]
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# mixed example:
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stubs = ["printf", "sceCdRead@0x00123456", "SifLoadModule@0x00127890"]
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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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* `ps2xIOP` profile selection and optional `.dll`/`.so` discovery for game-specific IOP HLE.
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See [IOP HLE profiles and plugins](ps2xIOP/README.md) for the service boundary and external plugin workflow.
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### Game Override Hooks
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Game overrides are runtime-side, build-scoped patch modules.
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A game override is C++ code that runs during `loadELF` and can replace EE function bindings by address for one specific game build. IOP RPC/DMA behavior belongs in a `ps2xIOP` profile instead. This is separate from recompilation output and separate from global runtime stubs/syscalls.
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API:
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* Header: `ps2xRuntime/include/game_overrides.h`
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* Register macro: `PS2_REGISTER_GAME_OVERRIDE(name, elfName, entry, crc32, applyFn)`
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* Direct bind helper: `ps2_game_overrides::bindAddressHandler(runtime, addr, "handler")`
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Use Game Override modules when:
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* You need per-game/per-build routing or patches without polluting global behavior.
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* You need to bind many addresses, or install custom replacement logic for a specific title.
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#### Recommended Iteration Loop
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1. Run with minimal config and no aggressive skipping.
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2. Fix hard blockers first (`function not found`, syscall TODO, critical IO stubs).
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3. Use temporary return stubs only to classify call importance.
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4. Promote temporary fixes to real implementations.
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5. Move per-game hacks into game overrides keyed by ELF metadata.
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6. Re-test from cold boot after each batch.
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### Limitations
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* Performance is very bad for VU and GS
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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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* Reference for runtime PCSX2 |