Gran Turismo 2 Decompilation
Source code reconstructed from the original game's compiled binary, so the game can be understood, rebuilt and ported.
Based on Gran Turismo 2
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Original game imageAbout
A reverse-engineering repository for Gran Turismo 2 on the PS1. It is based on the North American 1.2 (Greatest Hits) simulation disk executables, though the infrastructure is meant to handle other near-final or final releases of the game. The build produces the main executable and six overlay executables, but it does not currently reassemble the overlays.
Getting started
Building needs Linux (WSL2 works if the repo is kept inside the Linux filesystem rather than an NTFS mount), python3 with splat, a mipsel-compatible binutils, ninja and the initialized submodules. Take the main executable and the overlay archive from your own copy of the North American 1.2 simulation disk, place them in the repo's original-binaries config folder, then run the build generator script and ninja.
Licensing & legal
- Files outside the tools and assembly includes are almost certainly under the repository's CC0 license, while the bundled compilers are unmodified GPL 2.0 old GCC versions.
Additional notes
- Versions
- Only the US 1.2 simulation disk is supported for now, with preliminary build support for other region and version codes.
FAQ
- What is Gran Turismo 2 Decompilation?
- Gran Turismo 2 Decompilation is an open-source decompilation of Gran Turismo 2. 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.
- How is Gran Turismo 2 Decompilation licensed?
- project: CC0 (repository files other than tools/ and include/*.asm); project: CC0 (.h includes); respective Git submodule licensors: their respective submodule licenses (tools); ninja: their license (ninja_syntax); GCC / decompals/old-gcc: GPL 2.0 (compilers); nocato/homebrew-psyq: GPL 2.0 (homebrew-psyq44). The repository itself is the authoritative source.


