PlayStation 2 重制项目令人惊叹。
PlayStation 2 Recompilation Project Is Absolutely Incredible

原始链接: https://redgamingtech.com/playstation-2-recompilation-project-is-absolutely-incredible/

## PS2Recomp 或为PS2游戏带来原生PC移植 一个名为 **PS2Recomp** 的新项目旨在将PlayStation 2游戏原生移植到现代PC,而非通过模拟器。这款“静态反编译器和运行时工具”将反编译为主机独特的“Emotion Engine”CPU设计的PS2游戏,并将其转换为在Windows或Linux上运行。 PS2Recomp并非“一键”解决方案,但它比模拟器具有显著优势。原生移植可以解锁更高的分辨率、稳定的帧率,并为视觉增强提供更大的自由度,例如高清纹理甚至光线追踪,可能在较低配置的硬件上实现。 受成功的N64移植项目(如带有RTX的*马里奥64*和*塞尔达传说*)的启发,PS2Recomp承诺一个未来,届时像*合金装备2*和*战神*这样的经典游戏可以拥有功能齐全的PC版本,并支持手柄和其他现代功能。尽管该项目仍在开发中,但它代表了游戏保护方面的一大进步,并为重振PS2令人难以置信的游戏库提供了令人兴奋的可能性。

一个重新编译PlayStation 2游戏的项目,而非模拟,在Hacker News上引起了关注。重新编译旨在通过将PS2代码翻译为在现代硬件上原生运行来提高性能。虽然只有有限数量的游戏可能会接受这种处理,但讨论强调了模拟和重新编译技术的惊人进展。 用户指出,价格实惠的Android掌机已经可以模拟整个PS2游戏库,通常还带有超采样。这个重新编译项目被描述为“魔法”,并链接到类似在Nintendo 64上进行的工作。静态重新编译的关键挑战是处理自修改代码并确保完整的代码覆盖率——否则,就需要动态编译(如模拟中使用的JIT)。对话中还包括有趣的误读(“Futurama”代替“Futamura projection”)以及对PS2游戏 *Futurama* 的提及。
相关文章

原文

The PlayStation 2’s library is easily among the best of any console ever released, and even if you were to narrow down the list of games to the very best, you’d be left with dozens (more like hundreds) of incredible titles.

But the PS2 hardware is getting a bit long in the tooth, and even though you can hook up the console using RGB component cables to a great upscaler (or use other means) to get the best visuals on a modern 4k TV, emulators have grown in popularity with PCSX2 offering gamers means to scale titles to render internally at higher resolutions, run with a more stable frame rate and, even make use of texture packs.

But do you know what’s better than an emulator? Taking the existing Playstation 2 game and recompiling it to run on a modern platform (such as your Windows or Linux desktop PC). That’s exactly what is being worked on now with PS2Recomp, a static Recompiler & Runtime Tool.

To keep things simple here, this will basically take a Playstation 2 game (which would be designed around the PS2’s unique architecture such as the ‘Emotion Engine’ CPU that’s based around a MIP R5900) and convert it to natively run on whatever platform you’re targeting.

In plain English, this is a tool and obviously, would need to be used on different games. In other words, it’s not just a ‘download and every game automatically runs’ application. But, it will give folks a tool to be able to decompile the game and quite frankly, that’s absolutely incredible.

This is a great stepping stone for some incredible remasters and community remakes of games. There are already HD Texture Packs available for PS2 emulators, as well as other ways to improve visuals. But this would give even more freedom and flexibility to do modify and really enhance the games. That’s to say nothing of totally unlocking the frame rates (and likely not breaking physics or collision detection which is a big problem with emulated titles).

At a guess, too, the games would also run great even with much lower-end hardware than would be needed for emulators. Recompilation efforts in the community certainly aren’t new. Indeed, you can look to the N64 because there have been several high-profile examples of what these kind of projects can achieve.

A few infamous ones would include both including Mario 64 and Zelda. Indeed, there’s a fork of the Mario 64 project supporting RTX (ray tracing) for Nvidia owners. You can see an example of Mario 64 below:

Another example on the N64 is Zelda, where the project has a plethora of visual and gameplay enhancements, and in the longer term again, they’re planning to introduce Ray Tracing.

So, in the future we could be playing the likes of MGS2, Gran Turismo, God of War, Tekken 4, Shadow Hearts with ‘native’ PC versions. This would allow controllers to run (such as dual shock or Xbox controllers) and other features to be bundled in too (exactly as we see with the N64 ports).

So yes, currently playing PS2 games on PC via emulator is still absolutely fantastic, but native ports would be the holy grail of game preservation.

The Playstation 2 architecture is extremely unique, and as I mentioned earlier in this article focused around a MIPS R5900 based CPU known as the Emotion Engine (operating a shade under 300MHz). This CPU was super unique, because Sony implemented a number of customized features include two Vector Units designed to help manipulate geometry and perform a bunch of other co-processing duties.

This was bundled with 32MB of memory, and the GPU was known as the Graphics Synthesizer, runing at about 147MHz, and sporting 4MB of embedded DRAM. Sony’s design was fascinating for the time, and despite its processor clocked significantly lower than either Nintendo’s GameCube or Microsoft’s Xbox, punched well above its weight class.

As a small update – I want to remind people that (as of the time I’m writing this article) the project is *NOT* finished yet, and there is still work to do. But the fact that this is being worked on is awesome for those of us interested in game preservation.

联系我们 contact @ memedata.com