
What was done
MustafaSamer93 recompiles the 1998 Neversoft shooter to native code with its own PlayStation runtime, 60 Hz simulation and widescreen. Your own disc stays required and no game data ships.
MustafaSamer93 recompiles Apocalypse (PlayStation, 1998) into native Windows and Linux programs. The README names Claude, Anthropic AI through Claude Code, as co-author of the recompiler, the runtime and the enhancements, with its commits carrying a Co-Authored-By: Claude line. No game data ships: the build reads the executable and data from your own disc image.
How it was done
The recompiler decodes the R3000A instruction set, finds functions from entry points, call targets and a function-pointer scan, recovers jump tables and checks load-delay hazards, then emits one C function per game function into about 2,660 generated files. The runtime reimplements the console: OpenGL and Vulkan renderers with modelled VU1 microcode, the GTE maths chip, CD and XA audio, SPU with reverb, MDEC video and byte-exact controller timing over the SIO port because the game reads pads directly. Enhancements add a 60 Hz simulation with in-between frames, widescreen, subtitles for speech and checkpoint saves.
Results
The status table marks every layer as working, from boot and BIOS through 2D and 3D rendering at one to nine times resolution with supersampling and antialiasing, 4:3 through 32:9 aspect ratios, native 3D at exact float positions, sound, speech and CD music, memory cards, save states and a chapter list. Keyboard and mouse twin-stick aiming, rumble and rebindable controls ship with it, alongside scripted test runs for regressions and screenshots for verification. The game data still comes from your own copy at build time.