Evidence at a glance
Based on the linked sources. The author's reported result and independent confirmation are separate checks.
- AI involvement
- Reported models: Claude. Tools: Ghidra, PS2Recomp, SDL3, Vulkan, MSVC, CMake, Ninja. The writeup below describes the work attributed to AI.
- Reported result
- Partial. This is the directory's source-based outcome classification.
- Independent confirmation
- Not reported.
- Human work and limitations
- The project uses a combination of manual Ghidra analysis and automated tools to map functions and replace Sony SDK library code. Claude Opus 5.5 is credited as a co-author on several commits related to design and implementation tasks.
Original sources
What was done
TheGetawayRecomp is a project to port The Getaway to Windows using static recompilation of MIPS R5900 code to C++. The game currently boots to the main menu, though gameplay is not yet functional.
TheGetawayRecomp is a native Windows port of the 2002 PlayStation 2 game The Getaway, achieved through static recompilation. The project translates the game's MIPS R5900 code into C++ using a fork of PS2Recomp. Hardware components such as the GS, VU, IOP, SPU2, and IPU are replaced with native implementations using SDL3 and Vulkan. The author reports that the game currently boots through the legal notice, developer logo, and intro movie to the main menu, which accepts gamepad input. However, the project is not yet playable, as choosing 'New Game' stops on the first loading screen. The author notes that the game runs at approximately one-fifth of full speed in Release mode, largely due to the current use of PS2Recomp's software GS renderer. Future development milestones include implementing a native GS renderer on Vulkan, VU1 microcode, and sound support. The project requires a user-supplied dump of the NTSC-U release (SCUS-97133); PAL versions are not supported due to specific address dependencies in the recompilation configuration. Development work is documented in the repository README.
Reproduce it
1. Run tools/scripts/bootstrap.ps1 to fetch dependencies. 2. Run tools/scripts/build.ps1 to build the host tools. 3. Use tools/scripts/extract-disc.ps1 to extract the boot ELF and IRX modules. 4. Run tools/scripts/recompile.ps1 to generate C++ code. 5. Run tools/scripts/build.ps1 -WithRecompiledCode to build the final executable. 6. Execute tools/scripts/run.ps1 (use -Preset msvc-release for performance).