by Waffle565
A native PC port of God of War (PS2, NTSC-U SCUS-97399): the game's code is statically recompiled to C++, and the PS2 hardware it talked to is replaced by native code, not emulated.
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God-Of-War-Native-Port is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by Waffle565. A native PC port of God of War (PS2, NTSC-U SCUS-97399): the game's code is statically recompiled to C++, and the PS2 hardware it talked to is replaced by native code, not emulated. It has 50 GitHub stars.
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Clone the repository with "git clone https://github.com/Waffle565/God-Of-War-Native-Port" and add it to your Claude Code skills directory (see the Installation section above).
God-Of-War-Native-Port is primarily written in C++. It is open-source under Waffle565 on GitHub, so you can review or fork the full source.
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A native PC port of God of War (PS2, NTSC-U SCUS-97399): the game's code is statically recompiled to C++, and
the PS2 hardware it talked to is replaced by native code, not emulated.
[!IMPORTANT] This repository does not contain any game files (ISO, executable, IRX modules, saves) nor the C++ code generated from them. You need your own legal copy of God of War for the PS2.
Instead of emulating the PlayStation 2, this project translates the game's executable (SCUS_973.99) into C++
with PS2Recomp and compiles it into a Windows program. On top of that, every
piece of PS2 hardware the game used is being replaced, layer by layer, by native code that produces the same result
from the game's own data:
| Layer | Native replacement |
|---|---|
| EE CPU (game code) | Static recompilation to C++ (6.4k functions) |
| VU1 (vector unit microcode) | ~500 microprograms compiled ahead of time to C++ |
| GS (graphics) | Native OpenGL render-target renderer, internal 2x resolution, 16:9; texture/CLUT store instead of a VRAM model |
| IOP (I/O CPU) | The game's 8 IRX modules compiled ahead of time to C++ |
| Sound (SPU2) | Native sound engine driven by the game's LIBSD calls |
| Pad / memory card | Native services (no SIO2 chip model) |
| DMA / VIF / GIF | The game's packets are handed straight to VU1 and the GS (no DMA controller model) |
The end goal: after the PC port is complete, the same native port running on the Nintendo Switch.
Per-component breakdown: docs/status-map/detail.md. Regenerated from
docs/status-map/data.toml by tools/status_map.py (and automatically on push to main).
Native Windows build, 1920x1080 window, captured by the automatic zone test (tools/zones.py).
| Milestone | Status |
|---|---|
Recompiling SCUS_973.99 to C++ and building the native executable (MSVC, x64) |
✅ |
| Boot, menu, loading saves, gameplay | ✅ |
Kratos animation correct (the "walk twist" was a miscompiled MMI PMULTH) |
✅ |
| VU1 microcode as native code (no VU interpreter on the hot path) | ✅ |
| Native GS renderer: world, lighting, reflections, fog/shadow mask passes, HUD, menu blur | ✅ |
| 16:9 widescreen, 1920x1080 output | ✅ |
| IOP modules as native code (boot to gameplay 95 s → 20 s) | ✅ |
| Native pad, memory card (load/save verified), sound engine | ✅ |
| Native DMA data path; SIF already native | ✅ |
| GS memory image → native texture/CLUT store; GS display registers native | ✅ |
| EE timers → native clock (recompiler turns timer reads into native clock calls) | ✅ |
| 60 fps in all tested zones (Olympus, Desert, Cliffs, slot 4, new-game ship start) | ✅ |
| Game speed exact (1.00) at 30 and 60 fps, matching PCSX2 | ✅ |
| Game data from the extracted disc files (no ISO reads) | ✅ |
| FMV: movies play natively at real speed with sound (libmpeg2 + native sound engine) | ✅ |
| Nintendo Switch build | ⏳ after the PC port |
Latest zone check (4 save slots, ~2 minutes each): all zones reach gameplay with no runtime errors, fps
60 / 60 / 60 / 60, save test passes. Details and the ordered next steps: docs/status.md and
docs/native-port.md.
The project lives in two branches of this repository:
main (this branch): documentation, tools, game overrides, recompiler configuration.runtime: the runtime (fork of PS2Recomp): native GS renderer, VU1 and IOP code generators, sound engine,
native services. It goes into ext/PS2Recomp-kl/ of a main checkout..
├── docs/ # Documentation (single source of truth, start with docs/README.md)
│ └── captures/ # Screenshots for this page
├── port/
│ ├── functions.csv # Function map
│ ├── gow.toml, gow-kl.toml # PS2Recomp configurations
│ └── overrides-usa/ # Hand-written game overrides (gow_overrides.cpp)
├── tools/
│ ├── zones.py # Zone regression test: load every save slot, walk, capture, judge fps
│ ├── savetest.py # Memory card save test
│ ├── movies.py # Movie test: play every movie of the disc, judge picture and sound
│ ├── vu1/ iop/ # Ahead-of-time code generators (VU1 microcode, IOP modules)
│ ├── dis.py, irxdis.py # Disassemblers for the game ELF and IRX modules
│ └── switch/ # Switch smoke-link helpers
├── gemini-work/ # Requests/results of the read-only helper agent
├── play.cmd # Launcher (release settings)
├── disc-usa/, iso-usa/ # YOUR game files go here (ignored by git)
└── ext/PS2Recomp-kl/ # The `runtime` branch (ignored by git on main)
capstone and Pillow.SCUS_973.99.The pipeline is still manual; the exact steps and their build cost are in
docs/build-and-run.md and the top of docs/status.md. In short:
runtime into ext/PS2Recomp-kl/, configure with CMake (out/build-kl), build ps2_recomp.SCUS_973.99 with ps2_recomp and copy the generated code plus port/overrides-usa/gow_overrides.cpp
into ps2xRuntime/src/runner/.tools/iop/iopn_gen.py, tools/vu1/; see docs/native-port.md).ps2EntryRunner (Release) and run it with play.cmd.Test runs: python tools/zones.py --slots 1,2,3,4 (sound on, --silent mutes) and python tools/savetest.py; every movie of the disc: python tools/movies.py (muted, sound recorded and checked).
Everything is in docs/: status, build and run, diagnostics, native-port inventory, performance,
sound, memory card, game internals, Switch notes.
runtime branch keeps that license).God of War is a trademark of Sony Interactive Entertainment. This project is not affiliated with or endorsed by Sony.