God Hand Decompilation
Source code reconstructed from the original game's compiled binary, so the game can be understood, rebuilt and ported.
Based on God Hand
Original game imageAbout
A matching decompilation of God Hand (PS2, 2006, Clover Studio / Capcom). The goal is C/C++ that, compiled with the original toolchain, reproduces the NTSC-U retail master (SLUS-21503) byte-for-byte from a single source tree. The build is byte-identical to the retail boot ELF and carries the active C decompilation, and the README states the sole aim is to decompile the game; there is no port.
Getting started
You need your own legally dumped NTSC-U disc, as no game data ships in the repo. Place your ISO at the repository root, extract and verify the boot ELF and overlays, provision the toolchain with the setup script, split the ELF into assembly, and run the build.
What you need to run it
Licensing & legal
- The original code, tooling and documentation are MIT-licensed, which covers only the project's own work and grants no rights to God Hand itself.
- The README says it is not affiliated with, authorized by or endorsed by Capcom or Clover Studio.
Additional notes
- Method
- Functions start as raw assembly included from C and are rewritten to C one at a time; a function counts as matched when its compiled code is identical down to register allocation and instruction order.
FAQ
- What is God Hand Decompilation?
- God Hand Decompilation is an open-source decompilation of God Hand. Source code reconstructed from the original game's compiled binary, so the game can be understood, rebuilt and ported. The original game ran on PlayStation 2.
- Do I need the original game files to run God Hand Decompilation?
- Yes. The project does not include the original game's assets, so you need your own copy.
- How is God Hand Decompilation licensed?
- project: MIT License (project's own authored work: the reconstructed C, the build scripts, and the configuration). The repository itself is the authoritative source.
