samiul@portfolio:~/projects/gt2-recomp$ cat README.md
05 GT2 Recompiled
Gran Turismo 2 recompiled from PlayStation MIPS to native PC code. It boots to the garage and renders races.
status: boots and races; saving not proven yet
samiul@portfolio:~/projects/gt2-recomp$ cat problem.txt
Emulation runs the whole console in software. Static recompilation turns the game's own machine code into native C instead, which is how you get a PC port you can actually modify: resolution, widescreen, audio.
samiul@portfolio:~/projects/gt2-recomp$ cat build.log
A hybrid static recomp plus incremental decompilation on the psxrecomp framework. The main executable is recompiled into 358 generated C shards; GT2's overlays run through an interpreter and a GTFS reader at runtime. The menu has run 26k+ frames without a crash, the garage renders with cursor navigation, and races render. A headless mode drives the game through the controller port (license → garage → race) and dumps frames, which is how it's tested without a display. First enhancements are in: GL resolution and audio config, plus a widescreen mod scaffold (off by default). No game data is in the repo; you bring your own disc dump.
samiul@portfolio:~/projects/gt2-recomp$ xdg-open screenshot.jpg

samiul@portfolio:~/projects/gt2-recomp$ cat highlights.txt
- PS1 MIPS → 358 shards of native C via psxrecomp
- Boots to the garage, renders races, menu stable for 26k+ frames
- Headless auto-input run: license → garage → race, frame dumps
- Enhancements: GL resolution, audio config, widescreen mod
- Bring-your-own-disc: no game data committed
samiul@portfolio:~/projects/gt2-recomp$ cat stack.toml
# gt2-recomp
lang = "c (generated + hand-written)"
target = "gt2 usa simulation mode v1.2"
method = "static recomp + incremental decomp"
overlays = "interpreter + gtfs reader"
test = "headless sio auto-input, frame dumps"
status = "races render; saving not proven yet"
stack = ["C", "psxrecomp", "SDL3", "CMake", "Python"]
samiul@portfolio:~/projects/gt2-recomp$ git remote -v