JRickey/PS2Recomp — reverse-engineered prompt
Reverse engineered prompt
Build me an experimental tool that can take a PlayStation 2 ELF and turn it into native C++ code I can compile and run on a PC. I want the main flow to be, either analyze an ELF directly for a quick pass, or use a Ghidra export for better results on stripped retail games, then generate C++ output and run it with a small runtime.
Please make the generated code very literal to the original instructions, with support for R5900 features, PS2 specific MMI and basic VU0 macro handling. I also want config options for stubs, skipped functions, instruction patches, syscall handling, single file or multi file output, and simple address based bindings for stripped games. On the runtime side, include guest memory, function lookup and dispatch, syscall dispatch, and some basic file, system, GS, and VU style stubs so it is usable for early boot and testing.
Set it up so it builds cleanly with CMake and give me a simple example workflow and sample config. Look up current docs online if you need to.
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