Show HN: PS2 games statically recompiled to WebAssembly (github.com)
aceazzameen 7 hours ago
ReptileMan 6 hours ago
natpalmer1776 5 hours ago
Xirdus an hour ago
natpalmer1776 an hour ago
j45 5 hours ago
The price of carelssness is too high of an irreversible lesson.
zamadatix 6 hours ago
edflsafoiewq an hour ago
johnfn 5 hours ago
cbluth 4 hours ago
artisinal 2 hours ago
zuInnp 10 hours ago
exhumet 8 hours ago
patrickk 7 hours ago
https://old.reddit.com/r/SteamDeck/comments/1x0vzyb/speedbre...
Forza Horizon recomp: https://github.com/arcanite24/pinyon-shift
More Xbox 360 projects here:
mwkaufma 5 hours ago
IshKebab 5 hours ago
yuriks 3 hours ago
jonwinstanley 41 minutes ago
matheusmoreira 2 hours ago
dfxm12 an hour ago
0 - https://www.theguardian.com/business/2026/sep/08/ai-cure-can...
Megabinator 10 hours ago
deadxwarrior 10 hours ago
kodablah 9 hours ago
kodablah 9 hours ago
But instead of single games, I "built" an ARM-to-WASM transpiler in WASM. Also cool transcoding of WebGPU shaders, audio, and more.
Only have tested a few games so far, it's early days, but works quite well in Chrome mobile on flagship Android phones.
eluusive 12 hours ago
ssl-3 12 hours ago
embedding-shape 12 hours ago
Xirdus 7 hours ago
rickdeckard 12 hours ago
I assume it would require some additional patching in those GT / NFS games though...
bpye 5 hours ago
easyThrowaway 12 hours ago
Even using the original ps2 or ps3 controller with the right drivers on PCSX2 doesn't really reproduce the same smooth acceleration/brake curve of the PS2.
Playing them on a keyboard or fully digital inputs is just a miserable experience.
suprjami 10 hours ago
Analog buttons were always a bad idea and should never be used.
These days you can map analog triggers to the sticks for a modern experience if you want that.
easyThrowaway 9 hours ago
It gets wonky if you press both analog triggers at the same time though. I've also tried mapping them to X and O to simulate the pressure, but the range is also somewhat off, with a way steeper curve (half pressing a trigger gives nearly 100% intensity of the OG buttons).
An alternate solution I've seen around is using a GMIX or similar devices and mapping the g29 wheel controls from the game to a modern Xbox/PS controller, but I've never tried it myself.
fwip 8 hours ago
suprjami 2 hours ago
sgalbincea 5 hours ago
sigmar 9 hours ago
why not? if we're at the point of byte perfect recomp of system firmware+games, surely we could find a patch that would fix that in both pcsx2 or this project
Xirdus 7 hours ago
unleaded 4 hours ago
Xirdus 2 hours ago
So apparently, to make pressure sensitive PS2 controller work in PCSX2, you need ShanWan PS2-to-PS3 adapter (or equivalent), DSHidMini, and set input mode to SDL. Since I lack both pieces of hardware, I can't test it myself. Or skip the middleman and get a PS3 controller, which is a better option anyway for several reasons.
easyThrowaway 2 hours ago
Patching that is possible I guess, but it would also require setting up some sort of calibration in the game.
artisinal 2 hours ago
styleio 11 hours ago
ErroneousBosh 10 hours ago
mamonoleechi 6 hours ago
- might interest you, if you like the topic you're currently reading: https://thegamingemporium.com/recent/
Elizer0x0309 9 hours ago
goosejuice 9 hours ago
Laremere 7 hours ago
sublinear 7 hours ago
The internet sparked interest in independent music, artists had been fed up for a long time regarding earnings, and the music being made by the big labels was already pretty lackluster by this point in time.
doublerabbit 6 hours ago
If they actually embraced the digital era of mp3s rather than throwing lawsuits at the problem they would of been on top.
Music should be free, however these dinosaurs are stuck in tar and will continue to sue, hoard and milk their old ways restricting innovation and progress.
No sympathy for any of the wet teabags in the music industry.
axus 5 hours ago
jasomill an hour ago
Sharing cracked PC games has been a thing since the dawn of the industry, yet it has continued to grow and thrive.
Console…maybe? But good Switch emulators have been around for years, yet Switch hardware and exclusive games that ran better-than-native under emulation continued to sell in record numbers, and Sony has always delayed the release of PC ports of PlayStation exclusive titles to ensure healthy console sales.
iugtmkbdfil834 9 hours ago
vjsrinivas 9 hours ago
diath 9 hours ago
nullishdomain 6 hours ago
jgalt212 6 hours ago
matsemann 5 hours ago
Aka lost sales.
treyd 8 hours ago
fwip 8 hours ago
Emulators + ROM is one way to do that. Recompiling from the ROM is another. I think that for most people, your stance on if emulating is stealing or piracy, will well-predict how you feel about recompilation tools.
ndriscoll 6 hours ago
I swear gamers have the most insane Stockholm syndrome. It's super common to see them say that it's a problem that there aren't enough "exclusives" for a console. Like, dude, the problem is that the console sucks next to its competition. You shouldn't want product tying to try to make you buy it. They're literally all just branded commodity computers that are locked down to tie purchases (an illegal, anti-competitive practice) at this point. This was already litigated multiple times 20-30 years ago and the big companies consistently lost every case. Sega even lost a case where a company displayed the message "PRODUCED BY OR UNDER LICENSE FROM SEGA ENTERPRISES LTD" for a game that Sega had not approved because it was required for the console to boot, and they couldn't try to use trademarks to stop someone from developing for their console.
yieldcrv 6 hours ago
Anything that shows its no longer worth it will accelerate that industry using newer tools to make games faster with multimodal language models powering audio, voice, asset generation, rendering as well as agentic workflows for the manual work humans would still be involved in
right now, AAA studios won’t do it and their audiences wont want them to do it, but any dedicated indie developer that would have never hired the teams of people needed for those aspects can do it. a nearby parallel reality where AAA do it based on no ability to protect high valued IP now looks closer with the decompilation route
chaosharmonic 6 hours ago
Especially when, for games of this age, we're talking about going through the secondary market, and paying potentially hundreds of dollars for a physical copy, without the creators seeing a dime of that transaction to begin with.
arshxyz 6 hours ago
mwkaufma 5 hours ago
anonymous908213 4 hours ago
Fucking amazing that this person can prompt to embed an emulator into a binary and call it "no emulation recompilation" and get not one but two threads on the front page. LLMs are such an amazing tool for liars to produce upvotable slop, nobody gives a fuck about verifying whether the claims are true.
Hyperlisk 7 hours ago
I've been building the tooling around the PS2 binaries and hope to have a standalone PSS player out soon that can play PSS files as they are encoded, via simulated renderer, and via in-game engine renderer. The future is so bright with LLMs!
krystalgamer 11 hours ago
https://github.com/snuri00/ps2-web-recomp/blob/1066c9eea78c2...
ekremabiii01 11 hours ago
xyzsparetimexyz 10 hours ago
wasabinator 9 hours ago
xyzsparetimexyz 9 hours ago
dmonterocrespo 9 hours ago
Instead of high-level emulation, the decompiled C source is compiled directly to Xtensa machine code for the ESP32-S3. We replaced the PlayStation SDK/GPU/GTE with custom software routines, running on a DIY handheld built around a Seeed XIAO ESP32-S3 Sense.
To speed up development without constantly flashing hardware, we run the compiled firmware image directly inside a browser-based hardware simulator CLI (velxio-cli) to verify serial outputs and execution in seconds.
Having 100% matching C code makes native ports to embedded platforms completely feasible without relying on heavy JIT/interpreter glue.
deadxwarrior 10 hours ago
foltik 5 hours ago
popcar2 10 hours ago
rvz 9 hours ago
krystalgamer 4 hours ago
khalidkhair 7 hours ago
Xirdus 7 hours ago
deadxwarrior 7 hours ago
herunan 2 hours ago
Altern4tiveAcc 7 hours ago
deadxwarrior 6 hours ago
krishhgg 27 minutes ago
Benard-dev 9 hours ago
What's the performance like on heavier titles?
gitowiec 9 hours ago
CodeCompost 11 hours ago
nashtik 8 hours ago
TheSkyHasEyes 7 hours ago
shan-pafin 5 hours ago
deadxwarrior 4 hours ago
simonmales 11 hours ago
svantana 11 hours ago
rvz 11 hours ago
jgalt212 6 hours ago
Physical disc production ending in January 2028
https://blog.playstation.com/2026/07/01/physical-disc-produc...
mglvsky 9 hours ago
ultropolis 4 hours ago
SIMPL_Language 6 hours ago
spwa4 12 hours ago
TheCapeGreek 11 hours ago
Have a look at Decky loader and Emudeck.
spwa4 11 hours ago
hodgehog11 11 hours ago
FanaHOVA 10 hours ago
nottorp 9 hours ago
ntauthority 9 hours ago
there's an actual sku of one lenovo handheld that officially runs SteamOS, i assume that's what GP is referring to
nottorp 9 hours ago
spwa4 2 hours ago
captainbland 8 hours ago
corysama 6 hours ago
deadxwarrior 9 hours ago
fonrex 13 hours ago
anthk 12 hours ago
m00dy 12 hours ago
Narishma 10 hours ago
dewey 10 hours ago
Narishma 9 hours ago
zamadatix 3 hours ago
Newer APIs are also more flexible, making fewer assumptions about how things in the pipeline should run. E.g. the way a buffer clamps or overflows compared to the PS2 may be hardcoded in OpenGL 2.1 meaning you have to write emulation of that feature inside the older API to then run the code to emulate the buffer. In OpenGL the shaders types are limited in this manner, in WebGPU you can just use arbitrary compute shaders instead of having any assumptions at all about the rendering pipeline.
There are tradeoffs to selecting the older APIs just as there are tradeoffs selecting the newer APIs. Generally, the latter is easier on the implementation side for emulators.
That doesn't necessarily stop you from pointing an LLM at it and getting a working WebGL 1 version of course, it's just not a universal answer to "how should someone spend their tokens.
fps-hero 11 hours ago
At the time you needed a fairly capable gaming PC for PS2 emulation, which is a far cry from the igpu in an atom. Given a PSP is basically a cut down PS2, I don’t think emulation on that calibre hardware is an achievable goal. An atom doesn’t even have a hardware programmable vertex shaders, on windows I don’t even think they had GL 2.1.
I never thought I’d see the day where an atom would be vintage tech, and people would still be rocking said vintage tech. It’s amazing you’ve kept it running and usable. Modern PCs can’t even keep up with modern OS, and you’re still rocking the good old days of single core single thread. Rock on!
ant6n 10 hours ago
mathgeek 10 hours ago
anthk 8 hours ago
I've got GL 2.1 running under n270 perfectly well, up to the point to test Yandex Maps to roam around Prypiat.
Even for emulation PPSSPP was far less demanding than PCSX2.
pjmlp 10 hours ago
Narishma 10 hours ago
pjmlp 10 hours ago
Narishma 10 hours ago
pjmlp 9 hours ago
Now, OpenGL ES 2.0 isn't OpenGL 2.0, this is the trap of those that think OpenGL is the same everywhere.
Also OpenGL 3.3 is from 2010, whereas OpenGL 2.1 was designed for 2006 hardware, how back you want to get?
Narishma 9 hours ago
Because not every hardware capable of running PS2 level games supports the newer APIs.
> Also OpenGL 3.3 is from 2010, whereas OpenGL 2.1 was designed for 2006 hardware, how back you want to get?
Doesn't matter how old it is, what matters is if it has the required features or not. For the use case being discussed, GL 2.1 is sufficient so there's no good reason to not target it. That's my philosophy at least. When I write code, I always use the oldest library or API that has the stuff I need. I don't just go automatically for the latest one.
anthk 5 hours ago