YYOzcan / tokisaki-port
git clone https://github.com/YYOzcan/tokisaki-port.git
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Star history starts 2026-10-20; the chart appears after the second daily snapshot.
LanguageC++
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Created2026-10-15 (5d ago)
Last pushtoday
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README excerpt
# Tokisaki Port (Killzone 2 PC Port) -lightgrey.svg) > [!WARNING] > **Work in progress — this is not a playable port.** > The game boots, streams its data, runs its SPU jobs and walks its menus up to the start of a campaign, but it is far from playable: the campaign level loads and its loading screen renders, but the first in-level frames stall on a command-buffer park nothing patches (docs/PROGRESS.md §20), so nothing past the loading screen is shown yet; the intro movie stalls. Status details below. > **Devam eden bir çalışma — oynanabilir bir port değildir.** Oyun açılıyor, verisini okuyor, SPU işlerini çalıştırıyor ve menülerinde bir kampanya başlatmaya kadar ilerliyor; kampanya seviyesi yükleniyor ve yükleme ekranı çiziliyor, ancak seviye içindeki ilk kareler yamalanmayan bir komut tamponu park noktasında takılıyor (docs/PROGRESS.md §20); giriş videosu takılıyor. > > Built on ps3recomp; the boot harness is adapted from Kurtisone/twistedmetal. Developed with an AI coding agent. See CREDITS.md. English | Türkçe --- ## English Static recompilation project for **Killzone 2** (PlayStation 3) targeting native PC execution. ### 📊 Project Status: boots, streams data, renders its first frames (pre-alpha) Built on **ps3recomp** (v0.15.0, pinned as a submodule, with this port's fixes in `patches/ps3recomp/`). Linux/Vulkan is the primary host. | Stage | State | |---|---| | EBOOT → ELF, PPU lift | **done** — 34,145 OPD functions → 67,196 lifted, 41 chunks, ~6.1 M lines of C++, 234 switch tables | | SPU lift | **done** — 23 embedded SPU ELFs, the WWS job-manager policy module, 36 WWS job modules | | Build & link | **done** — ~118 MB native x86-64 binary (clang, ~3 min at -j8) | | Boot | CRT, TLS, SPURS ×2, FIOS, cellGcm 720p, display buffers/tiles/zcull, cellFont, cellSaveData, cellAudio, trophies | | Asset streaming | **works** — FIOS reads `data_ps3.psarc`; Edge Zlib requests are inflated on the host | | Rendering | title screen and menus with full text on Vulkan, 60-150 presented frames/s; campaign loading screen renders | | Front end | language select → gamma → main menu → save warning → start screen → campaign difficulty → campaign start (driven with `PAD_SCRIPT`) | | Movies / gameplay | intro movie player deadlocks (skipped via `tools/make_vfs_nointro.sh`); campaign start sound teardown hang resolved; advances to level asset loading; gameplay not reached | Full engineering log: docs/PROGRESS.md. #### Roadmap - [x] **Phase 0: Runtime & Build System** (ps3recomp submodule, CMake, Linux/Vulkan runner) - [x] **Phase 1: ELF extraction & analysis** (imports, SPU images, job modules) - [x] **Phase 2: Static recompilation** (PPU + SPU lifted and linked) - [ ] **Phase 3: HLE / OS layer** — in progress (lwcond ABI, Edge Zlib, cellFont fixed; SVO front end next) - [ ] **Phase 4: RSX rendering** — first passes render; final composition missing - [ ] **Phase 5: Audio, input, game loop** - [ ] **Phase 6: Playability** ### Name The repository is named after Kurum