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drakolordx7 / KillzoneRecomp

git clone https://github.com/drakolordx7/KillzoneRecomp.git

Native PC port of Killzone (PS2) via static recompilation. Mouse and keyboard, 120+ fps, upscaling. Bring your own disc.

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Star history (as recorded here)

2026-10-20 · 76 ★ 2026-10-23 · 103 ★
LanguageC++
LicenseGPL-3.0
Created2026-09-30 (22d ago)
Last pushtoday
Watchers5
OwnerUser

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README excerpt
# KillzoneRecomp
A native Windows PC port of **Killzone** (PlayStation 2, 2004), made by statically recompiling the game's PS2 code to
C++ with PS2Recomp. PCSX2's hardware renderer, microVU, IPU and SPU2 are linked in
as libraries.
**No game code or data is in this repository.** You need your own disc image of Killzone NTSC-U (SCUS-97402).
Developed with AI assistance (Claude Code). Findings, measurements and the reasoning behind each change are in
`docs/findings.md` and `patches/README.md`.
## Status
Test build. Boot, menus, profile creation and the first mission's gameplay are verified in automated runs; longer
play-throughs and hands-on testing are ongoing.
- **Frame rate:** runs at the monitor's refresh rate. Measured in gameplay: about 117-120 fps at 120 Hz and about
 130-140 fps at 144 Hz. The game's clock runs at real time at 120 Hz (the frame timer is rescaled, not sped up).
- **Mouse and keyboard:** mouse aim is an engine patch (raw counts go into the game's own look rate: no stick
 acceleration or dead zone), with fully rebindable keys. Controllers work through SDL3 with the original PS2 layout.
- **Graphics:** internal resolution up to 8x (supersampling), native 16:9, sharp scaling, anisotropic filtering,
 optional FXAA; D3D11, D3D12 or Vulkan.
- **Launcher:** display, graphics, controls and audio settings; checks the disc image is the supported version.
- **Not included:** Killzone Online (LOADER.ELF and the network modules); its servers are long gone.
## Default controls
| | |
|---|---|
| Mouse | aim |
| Left / right / middle mouse | fire / hold to aim / secondary fire |
| W A S D | move (menus: navigate) |
| Left Shift / C or Left Ctrl | sprint / crouch |
| R / G / Q or wheel | reload / grenade / switch weapon |
| E or F / X or Mouse4 | use / special item |
| Escape / Tab | pause / objectives |
| Arrow keys, Enter | menus |
The profile name can be typed directly on the game's on-screen keyboard. Bindings live in `killzone.ini` under
`[Bindings]`.
## Building
Windows x64, Visual Studio 2022 or later (MSVC), CMake 3.21+, Ninja, Python 3, a CPU with AVX2.
1. Clone with submodules: `git clone --recursive https://github.com/drakolordx7/KillzoneRecomp`.
 `ext/PS2Recomp` is the `killzone` branch of drakolordx7/PS2Recomp.
2. Dependencies that are not committed:
 - PCSX2 source in `ext/pcsx2` (verified against commit `646df006a4`), unmodified.
 - pcsx2-windows-dependencies
 extracted to `ext/kzgs/deps`.
 - SDL3 3.4.16 (VC development package) in `ext/sdl3`.
3. Extract `SCUS_974.02` from your disc image into `game/`.
4. Build the recompiler: `tools\scripts\build_ps2recomp.bat`.
5. Recompile the game: `python tools\scripts\regen.py` (writes `generated/`, about 20k C++ files).
6. Build: `tools\scripts\build.bat RelWithDebInfo` -> `build\RelWithDebInfo\killzone.exe`.
7. Optional: `tools\scripts\package.ps1` makes a player folder in `dist\Killzone`.
`killzone.exe --selftest` runs the unit checks. `tool