LightVelox / sotc-vibe-pc
git clone https://github.com/LightVelox/sotc-vibe-pc.git
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Star history (as recorded here)
LanguageC++
LicenseGPL-3.0
Created2026-10-02 (22d ago)
Last push3d ago
Watchers4
OwnerUser
Links
README excerpt
# Shadow of the Colossus — native PC port (fully vibe-coded) An unofficial native Windows port of **Shadow of the Colossus** (PS2, PAL, SCES-53326 v1.00), built by statically recompiling the game's PlayStation 2 code to C++ with PS2Recomp. **This project is fully vibe-coded.** Every line of code, every tool and every document in this repository was written by AI coding agents (Anthropic's Claude through Claude Code, and OpenAI's ChatGPT/Codex). A human directed the work, played the builds and reported what was wrong, but did not write the code by hand. Treat it accordingly: it works surprisingly well, and some of it is strange. > **No game data is included.** This repository contains no disc image, no game files, no BIOS, no emulator and no > code generated from the game. You need your own legally obtained copy of the game. The tools only accept the > exact SCES-53326 v1.00 disc image and check its hashes before doing anything. > > This is a fan project. It is not affiliated with or endorsed by Sony Interactive Entertainment, Team Ico or > Japan Studio. *Shadow of the Colossus* is a trademark of its respective owners. ## What works - Boot, language/video selection, title screen, intro cutscene, gameplay, riding Agro, climbing and fighting. - All 16 colossus fights pass the automated scenario harness (warp, fight, kill, death cutscene, save prompt), and the early colossi have been played through by hand. - Memory card saves (stored as a PCSX2-compatible card image), plus instant save states on F5 / F9. - 60 Hz (NTSC) mode, widescreen with proportional UI, maximized/fullscreen window (F11). - Mouse camera, keyboard bindings and gamepad input. - Sound and music through an emulated IOP and SPU2. - Heavy scenes such as the lake, the canyon and the Gaius fight run at a steady 60 fps on a Ryzen 5 5500 with an RTX 3060. The original console often ran at 20–30 fps. ## Known issues - Occasionally a single black frame flashes on screen. - The first time a new kind of surface appears, a few frames can be slower while its GPU shader compiles in the background. Compiled shaders are cached on disk, so this happens once per PC. - Audio is functional but not a perfect SPU2 reproduction. - Only Windows and only the PAL v1.00 disc are supported. - On GPUs without `GL_ARB_fragment_shader_interlock` (for example AMD on Windows OpenGL), the renderer falls back to the slower compute-shader path automatically. ## How it works - **EE (main CPU):** the game's MIPS R5900 code (boot ELF plus the `KERNEL`, `MANAGER` and `GAMECORE` XFF modules, relocated statically) is translated to C++ ahead of time and compiled with MSVC. A small runtime provides the PS2 kernel, threads, interrupts, timers and DMA. - **VU1 (vector unit):** the game's VU1 microprograms are recompiled to C++ as well and run on their own thread, with an interpreter fallback. - **IOP (I/O processor):** the game's IOP modules run in an emulated R3000 with high-level replacements where useful (CD/DVD, mem