PS3
Killzone 2
1 project on the board for the PS3 version: 1 recomp, 0 decomp.
- First released
- 2009
| Kind | Project | Claimed | Claimed through | Maintainer | Description (the repository's) | Works from (serial) | Toolchain | Status | Runs on | Version | Released | Last commit | Started | Licence | Language | Repository | Approach (owner's) | Notes (owner's) | Wants help with | Tags | Links | ID |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| recomp | Project Pyrrhus | claimed | its .recomp.json file | undecuple | Killzone 2 // Unofficial PC Port (static recompilation). Work in progress, partly playable. Builds on your PC from your own game. | BCUS98116 (US) | Ps3recomp | In progress | Windows | v0.1.11 | 2026-11-05 | 2026-11-05 | 2026-10-28 | MIT | Python | public | Static recompilation of the PPU and SPU code to C++ with ps3recomp, HLE system libraries, Direct3D 12 RSX backend | Needs your own copy of the game (disc dump, the 1.29 update and its decrypted EBOOT); the build happens on your PC. Partly playable: the first level is drawn and can be played with a pad; a scripted run gives about 23 frames per second (PS3: 30), and hand play is not measured. | Testing on real Windows with NVIDIA GPUs Testing with real PlayStation and Xbox pads Speed: the first level ran at 23.3 frames per second in one scripted run (PS3: 30) | cell, spurs, d3d12 | Features Release criteria Screenshots Releases | killzone-2-undecuple |
Rows come from the projects' public repositories, read every day; status and notes are the owner's word once they claim the row. Game facts are from Wikidata (CC0). The whole table · Add or correct a project