Sony PlayStation 2

Sony Playstation 2

Edit on Github | Updated: 24th October 2026

Introduction

Welcome to our page dedicated to PS2 reverse engineering! The PlayStation 2 was a gaming console released by Sony in 2000, and has since become a beloved classic of the gaming world. If you’re interested in learning more about the technical aspects of this console and how it works, you’ve come to the right place.

On this page, we’ve compiled a list of links to other pages that cover various topics related to PS2 reverse engineering. Whether you’re interested in understanding the hardware architecture of the console, analyzing game code, or exploring the many mods and hacks that have been created by enthusiasts over the years, you’ll find a wealth of resources and information on the pages we’ve linked to.

So grab your DualShock controller, and get ready to dive into the exciting world of PS2 reverse engineering!


Game Software Development for the Sony Playstation 2

How long did it take to develop PS2 games back in the day?

In Postmortems from Game Developer, one LucasArts PlayStation 2 production released in February 2001 is described as taking 30 months to complete 1. At the height of production, the team had approximately 40 full-time developers 1.

The postmortem also provides a useful snapshot of a relatively large early-PS2 production:

  • Schedule - 30 months of development
  • Team size - Approximately 40 full-time developers at peak production
  • Project scale - 301,000 lines of code, including internal tools
  • Development hardware - 700MHz Pentium III PCs with 256MB of RAM, GeForce 256 graphics cards, and dedicated PS2 tools
  • Software stack - Windows 2000, Microsoft Visual C++, Metrowerks for PS2, 3D Studio Max, Softimage, Photoshop, Bryce, Visual SourceSafe, Perl, AfterEffects, and Premiere
  • Specialized technology - The Eve level design tool, Miles Sound System, ObjectSpace STL, Macromedia/Secret Level Flash, and Planet Blue’s Tulip for prerendered cut-scene lip-syncing

Hardware

Similar to the original PlayStation the PS2 used a MIPS processor but this time it was 64 bit and codenamed the Emotion Engine, along with 2 custom vector processors. Although the PS2 has a much more modern GPU design compared to the PS1, the actual transformation of the vertices were still being process by the CPU core rather than the GPU 2.

The main components of the PS2 hardware were:

  • Emotion Engine (EE) - (64 bit MIPS processor + 2 vector processors)
  • Graphics Synthesiser (GS) - 4MB with features such as Z-buffer, trilinear texturing and Gourard shading 2
  • Sound Processor (SPU2) - 48-Channel sound chip
  • Image processing Unit (IPU) - Decodes MPEG2 streams

Console security

Modern Vintage Gamer explains how PlayStation 2 security was defeated. It is a platform-specific introduction to the protection mechanisms that homebrew and research tools had to work around.

Retail Hardware

For an in-depth look at the PlayStation 2 Retail hardware architecture check out the excellent post by Copetti.org:

What were the specs of the PS2?

Display Specs:

  • Supports 480p progressive
  • MPEG-2 Full Motion Video (FMV)

Sound Specs:

  • Dolby pro logic 2 (5.1 Surround sound)
  • DTS
  • Streaming Audio

Max Game Specs Per frame:

  • 120,000 and 6,000 tris
  • 3Mb of Textures
  • Frame rate of 30 or 60fps

Emotion Engine

The Emotion Engine was used for Game Logic and had the following:

  • 32MB RAM
  • MIPS 59k CPU

Graphic Synthesiser (GS)

Used for rendering and vertex transformation:

  • 4MB RAM
  • 2.4 GPixel/sec
  • Support for Mip-mapping and alpha blending
  • Texture formats: 32/24/16/8/4

I/O Processor (IOP)

Used for Interaction with peripherals (Memory cards, usb devices, Networking, Audio, DVD etc)

  • 2MB RAM (8MB on a devkit)
  • Playstation 1 on a chip (used for playing PS1 games)
  • 36.9 Mhz

Serial Interface (SIF)

The Serial Interface (SIF) is used to Interface between the Emotion Engine (EE) and the I/O processor (IOP)

  • SIFDMA - transfer memory to other processor
  • CIFCMD - run a command on the other processor such as setting flags
  • SIFRPC - run remote operations on the other processor, includes a return value

Example of SIF in action

An example of using the SIF to communicate between both processors is the controller pad libraries. We want to communicate between libpad.a which runs on the Emotion Engine and padman.irx which runs on the I/O Processor. So during the VBlank period the IOP Padman.irx uses SIFDMA to send controller information (such as which buttons are pressed) to the Emotion Engine. The Emotion Engine can then request this information by calling the API scePadRead


Development Hardware

The hardware used to develop PlayStation 2 games was similar but had an increase in memory along with a few debugging features. The details are covered in a separate post:

Later in the PS2’s lifetime SN Systems released a specific development kit for developing online multiplayer PS2 games compatible with the PS2 Modem called the Network Development Kit (NDK).


Third Party Hardware

PlayStation 2 Olympus Eye-Trek FMD-20

Olympus managed to get an official license for “VR goggles” specifically for the PS2 which were supposed to simulate a 52 inch tv floating in front of your eyes. Sounds like a great idea for a cheaper large screen tv without taking all the space, however prolonged use did cause headaches due to only having 180k pixels per eye, much lower than modern VR headsets.

Review from PSi2 magazine issue 18: Playstation 2 Olympus Eye-Trek FMD-20


Games

What would the Sony Playstation 2 be without its excellent line-up of games? It was huge line up of third party games that attracted many people away from the Nintendo Gamecube and Microsoft Xbox.

Playstation 2 Games with Debug Symbols

An excellent way to start reverse engineering is to find games where the developers accidentally left the Debug symbols in the retail release of the game. This was surprisingly common in early PS2 games as the SDK didn’t remove them when building the final executables. These gives you access to all the original function and variables names that were used in the retail source code so are very valuable for reversers!

Playstation 2 Demos with Debug Symbols

Playstation 2 Exclusives

The most valuable reverse engineering projects tend to be the platform exclusives that have never been re-released as these are the games that can benefit the most from enhancements on modern hardware.

Wikipedia maintains a list of games exclusive to the Playstation 2 - PlayStation 2-only games - Wikipedia


Matching Decompilation Research

The Digital Devil Saga 1 and 2 project reconstructs readable source for the USA PS2 executables and checks rebuilt executables against retail SHA-1 hashes. Unfinished functions use assembly extracted from the original executable, so a matching build is not evidence that all code has been recovered. The project explicitly describes itself as research, not a playable port, and requires the user’s own game files 3.

ChronicleTwo reconstructs Dark Chronicle, also known as Dark Cloud 2. Its documented PAL build checks the rebuilt executable against retail and supports objdiff comparisons; a separate native-port target is also provided. These build targets should not be confused with an independently verified completion or full-game compatibility claim. The build requires the user’s own PAL disc image 4.


Static Recompilation Projects

Static recompilation translates game code ahead of time for a different host processor. It does not by itself establish a completed matching decompilation or remove the need to reproduce console hardware behavior.

God Hand

LasVola’s God Hand Recompiled uses PS2Recomp to translate the main executable to C++, with function names and boundaries from LucasPicoli’s god-hand-decomp project. Its README reports side-by-side testing with a real PS2 through stage 2 and part of stage 3. Later stages, final bosses and the ending remain untested in the documented progress report. The project requires the user’s own USA disc image and includes no game data 5.


Gran Turismo 4

The moesuito GT4Recomp fork, forked from Kaezzey’s project, documents ahead-of-time translation of Emotion Engine code and VU0/VU1 microprograms to native code. Graphics use the PCSX2 GSdx renderer in a separate process, while other PS2 hardware behavior is reproduced in software. This is a hybrid recompilation, not a claim of zero emulation 6.

The maintainers report full-speed 60 FPS in their tested scenes, but long sessions, some graphics features and broader GPU coverage remain incompletely tested. Setup requires the user’s own Gran Turismo 4 USA v2.00 disc image (SCUS-97328); the repository does not provide game files 6.


Software Development Kits

Official Software development kit

The Official Software development kit was developed by a partnership between SN Systems who are known for excellent 3rd party development kits and the Game Studio Psygnosis who are known for excellent quality games.

Emotion Engine Static Libraries

The Playstation 2 Software Development kit included various statically compiled libraries that could be optionally included in your games, these ranged from vital (gcc runtime) to optional such as Multi-tap support.

Emotion Engine Relocatable Executable (.ERX) Files

This was a newer format introduced by Sony which can be used to provide patches for online PS2 games according to a GDC advert from Metrowerks Codewarrior 7.

IOP Relocatable Executable Executable (.IRX) Files


Consumer Development Kits

Playstation 2 Linux

Similar to how the PS1 had Net Yaroze for consumers to develop small games for the Playstation, the PS2 had special software that ran a build of Linux. The software ran on consumer PS2 models and came with a PS2 hard-drive.


Homebrew PS2 Software Development Kits

Athena - Javascript on the PS2

Athena is an environment that acts as a native PS2 program (written in C) which embeds a modified version of the QuickJS engine to interpret and run JavaScript code on the console.

JSLegendDev has a good video covering the basic of the engine, showing how to show a 2D Sonic sprite, move it around with the controller and text rendering:


Creative Software used to create PS2 Games

3D Studio Max

3D Studio Max and Character Studio was used by Runecraft software to develop games such as Premier manager on the PS28.

We have a separate post on 3D Studio Max which you can find below:

Photoshop - industry standard for PS2 Texturing

Photoshop was used by Runecraft software to develop games such as Premier manager on the PS2. In issue 20 of PSi2 magazine there is an interview with Mark Edwards from Runecraft where he talks about using Photoshop for Premier manager on the PS2 along with a low-resolution screenshot you can see below 8:

Photoshop being used to create a PS2 game - PSi2 issue 20


Game Engines for the PS2

Before Unity and the modern Unreal Engine dominated the scene it was common for developers to create their own in-house game engine, or license a third party engine such as Renderware.

Brainstorm by BeyondGames (in-house)

In issue 20 of PSi2 an interview with Clark Stacey revealed that they have an in-house game engine called Brainstorm which was used for racing games such as Motor Mayhem and Hot Wheels 8. It also mentioned that it in theory has support for other genres of games such as platformers and that it has built in networking support.


Merkury engine by Krome Studios (in-house)

Krome Studios used the Merkury Engine for many of its own titles, particularly on the PS2 and other last-generation systems:

  • Ty the Tasmanian Tiger (2002) - The first in the franchise and a flagship Merkury title.
  • Sunny Garcia Surfing (2001) - Credited engine programmers in the manual.
  • The Adventures of Jimmy Neutron: Jet Fusion (2003) - Confirmed via file analysis.
  • King Arthur (2004)
  • Ty the Tasmanian Tiger 2: Bush Rescue (2004)
  • Ty the Tasmanian Tiger 3: Night of the Quinkan (2005)
  • The Legend of Spyro: A New Beginning (2006) - Developed by Krome for the PS2, Xbox, GameCube, and GBA.
  • The Legend of Spyro: The Eternal Night (2007) - Developed by Krome for the PS2 and Wii.
  • Star Wars: The Force Unleashed (2008) - The PS2, PSP, and Wii versions were custom-built by Krome using Merkury.
  • Star Wars: The Clone Wars – Republic Heroes (2009) - Included a PS2 version.
  • Transformers: Revenge of the Fallen (2009) - The PS2 and Wii versions were developed by Krome Studios.

If you are interested in learning more we have a specific post about the Merkury engine:


Static Recompilation for the Browser

PS2 Web Recomp translates a game’s Emotion Engine executable into C++ ahead of time, then compiles it to WebAssembly. Its browser runtime handles the remaining PS2 operating system and hardware services, including graphics through WebGPU. The project documents Gran Turismo 4 and God of War II as working examples, with users supplying their own disc images.

The repository’s How it works section explains how the recompiler handles R5900 instructions and how the runtime handles the I/O processor and vector units. This is a toolkit and runtime for game-specific browser builds rather than a matching decompilation of either example game.


Executable Overlays and Loadable Segments

A disc file containing code may be a separate executable or a raw overlay rather than part of the boot program. The decomp.wtf PS2 importer reads executable ELF program headers to obtain the file offsets and virtual addresses of executable loadable segments 9.

Prefer those declared mappings over a guessed base, then verify how the game loads them. The importer excludes relocatable I/O processor modules from this path; these need the IRX module workflow rather than being treated as an Emotion Engine executable. For headerless code, the raw-overlay example explains how call targets can suggest a base and why loader verification is still needed.


All Posts

Sony PlayStation 2
Capcom Leaks

On 1st November 2020 CAPCOM was targeted by known hacker group RagnarLeaks and some source code and private data was leaked to the dark web.

This post will only cover source code that was found in the leak, we only... ...

Sony PlayStation 2
Static Libraries (.A) for Playstation 2 Emotion Engine

This post will cover the programming libraries that were provided by the Official PS2 SDK for the Emotion Engine (the main processor for the PS2).

Main Emotion Engine SDK libraries These are the essential libraries that games could not function... ...

Sony PlayStation 2
PS2 Demo Disks with Debug Symbols

This page is dedicated to listing Playstation 2 Demo Discs that contain developer debug symbols, either embedded inside the executable or as separate .map or .sym files.

It was much more common for PS2 debug symbols to be leaked on... ...

Sony PlayStation 2
PS2 Official Software Development Kit (SDK)

PS2 Official Software development Kit by Sony Last known version: 3.1.0 1 First known version: 0.3.0 2 Updates were provided to licenced PlayStation developers on ps2-pro.com, where the update contained just the files that have changed and could be dropped... ...

Sony PlayStation 2
Sony PlayStation 2 Development Kit (Hardware)

This post covers the hardware used to develop Playstation 2 games by major studios back in the day, for the software side see the post on the Official PS2 SDK.

{% include_cached link-to-other-post.html post=”/ps2-official-sdk” description=”For the software side of the... ...

Sony PlayStation 2
PS2 Games with Debug Symbols (UnStripped Binaries)

Debug symbols are normally a rare treasure sought by reverse engineers from prototypes and beta versions of games, however in the early years of the PS2 it was common for debug symbols to be left in the retail version of... ...

Sony PlayStation 2
SN Systems Network Development Kit for PS2

History of the SN Systems NDK for PS2 First mentioned on the official SN Systems website on the 10th November 2000 the PS2 Network Development Kit (NDK) was a software development tool that allowed developers to add online networking features... ...

Sony PlayStation 2
The Simpsons Hit & Run Source Code Leak

Introduction On the 21st August 2021 the full source code to the classic GTA clone staring The Simpsons was released online.

This included both the C++ source code plus the editable asset files in Maya format!

This post will cover... ...

Sony PlayStation 2
IRX Files for Playstation 2

Introduction If you are interested in the Playstation 2, especially reversing or developing games for it, you will eventually come across files with the .IRX extension.

What are IRX Files?

IOP Relocatable eXecutable (IRX) are the library files that you... ...


Magazine Interviews

The magazine index collects developer interviews tagged for this system across all indexed magazines.

MagazineIssuePagesDeveloperPlatformsDescription
Retro Gamer2 p. 91 BigBoy Sega Dreamcast, PlayStation 2 The emulator author discusses DreamSpec and DC64, including hardware differences that affect emulator development.
Retro Gamer30 pp. 72-75 Steve Ellis Nintendo 64, PlayStation 2 The Desert Island Disks profile covers Ellis’s GoldenEye multiplayer work and Free Radical Design.
Retro Gamer48 pp. 38-43 Keith Ramsdale and other EA staff PC, PlayStation 2, Xbox, Wii Interview about Electronic Arts in the 2000s, part three.
Retro Gamer108 pp. 44-45 Akira Yamaoka PlayStation 2 The composer discusses the sound and music of Silent Hill 2.
Retro Gamer115 p. 32 Stuart Ross Nintendo 64, PlayStation 2 The composer discusses music for Body Harvest and Grand Theft Auto.
Retro Gamer117 pp. 66-71 Andy Gavin PlayStation, PlayStation 2 The Naughty Dog co-founder recounts the studio’s early games and development.
Retro Gamer122 pp. 58-63 Brian Baglow and Alan Campbell PlayStation 2, PC The DMA Design contributors revisit the development of Grand Theft Auto III.
Retro Gamer129 pp. 70-77 Martin Edmondson PlayStation, PlayStation 2 Edmondson discusses the development of the Driver series.
Retro Gamer142 pp. 80-87 David Jaffe and Michael Riccio PlayStation, PlayStation 2 The developers discuss the making and evolution of Twisted Metal.
Retro Gamer144 p. 72 Matthew Rhoades PlayStation 2 The writer and designer discusses the open-world design of Spider-Man 2.
Retro Gamer156 pp. 20-29 Yu Suzuki, Steve Lycett and Out Run developers Arcade, Master System, Mega Drive, PlayStation 2 Developers discuss the creation and evolution of the Out Run series.
Retro Gamer165 pp. 86-89 Alex Ward PlayStation 2, Xbox Ward explains Criterion’s development of Black.
Retro Gamer170 pp. 20-25 Hiroaki Kato PlayStation 2 Kato discusses the design and development of Final Fantasy XII.
Retro Gamer172 pp. 76-83 Chris Cross PlayStation, PlayStation 2 The lead designer discusses the making and legacy of the Medal of Honor series.
Retro Gamer177 p. 50 Andreas Axelsson PlayStation 2 Axelsson discusses programming games for the PlayStation 2.
Retro Gamer178 pp. 76-81 Paul Hughes PC, PlayStation 2, Nintendo GameCube Hughes recalls founding Warthog Games and developing its varied catalogue.
Retro Gamer182 pp. 80-85 Ron Festejo, Pete Marshall and Eric Matthews PlayStation 2 The original team recalls developing EyeToy: Play.
Retro Gamer185 pp. 78-83 Richard Ham PlayStation, PlayStation 2, PSP The designer recalls the development and growth of the Syphon Filter series.
Retro Gamer185 pp. 86-89 Sohei Niikawa PlayStation 2 Niikawa explains the creation of Disgaea.
Retro Gamer187 pp. 68-71 Jason Falcus and Darren Falcus PlayStation, PlayStation 2, PC The brothers discuss founding Atomic Planet and developing its games.
Retro Gamer187 pp. 84-89 Chun Wah Kong and The Getaway developers PlayStation 2 The lead designer and team revisit the development of The Getaway.
Retro Gamer190 pp. 84-87 Jonny Watts and Frontier developers PlayStation 2 The team recalls developing Dog’s Life.
Retro Gamer192 pp. 88-89 Cord Smith and Ted Kim PlayStation 2 The producer and artist discuss Pseudo Interactive’s cancelled Vectorman reboot.
Retro Gamer193 pp. 84-87 Scott Pease PlayStation 2, Xbox Pease recalls Neversoft’s development of the western action game Gun.
Retro Gamer194 pp. 18-27 Alex Ward and Burnout developers PlayStation 2, Xbox Criterion developers revisit the creation of Burnout 3: Takedown.
Retro Gamer194 pp. 84-87 Michael Field and John Botti PlayStation 2, Xbox Black Ops Entertainment staff recall developing The X-Files: Resist or Serve.
Retro Gamer198 pp. 78-83 Elisabeth Pellen and Nathalie Moschetti-Nogard PC, PlayStation 2, Xbox, GameCube The writer and art director discuss adapting the comic XIII into a shooter.
Retro Gamer199 pp. 90-95 François Coulon PC, PlayStation 2, Xbox Coulon recalls developing the original Splinter Cell.
Retro Gamer203 pp. 80-83 Paul Ranson PC, PlayStation 2 Ranson reflects on Aqua Pacific and its game development work.
Retro Gamer206 pp. 66-67 Justin Leeper PlayStation 2, PlayStation 3 Leeper explains how he wrote storylines for the WWE SmackDown vs Raw games.
Retro Gamer206 pp. 70-75 Kazuma Kujo PlayStation 2, PlayStation 4 The creator discusses the development of the Disaster Report series.
Retro Gamer209 pp. 76-79 Kaname Fujioka PlayStation 2 Fujioka explains how Capcom created the original Monster Hunter.
Retro Gamer210 pp. 18-27 Mick West, Joel Jewett, Alan Flores and Barry Morales PlayStation, PlayStation 2 Neversoft staff revisit the design and production of the Tony Hawk’s Pro Skater games.
Retro Gamer212 pp. 74-77 Greg LoPiccolo and Eric Brosius PlayStation 2 Harmonix developers recall the songs, controller and game design of the first Guitar Hero.
Retro Gamer213 pp. 18-27 Jordan Mechner and Patrice Désilets PlayStation 2, PC The designers revisit Ubisoft’s reboot Prince of Persia: The Sands of Time.
Retro Gamer214 pp. 82-87 Sam Barlow PlayStation 2, PSP, Wii The Climax writer and designer recounts reinventing Silent Hill for Origins and Shattered Memories.
Retro Gamer214 pp. 90-97 Mike Archer PlayStation 2, Xbox Archer reflects on his work overseeing wrestling videogames at Acclaim and WWE.
Retro Gamer215 pp. 82-85 David Perry PlayStation 2, Xbox, GameCube, PC Perry revisits Shiny Entertainment’s ambitious film tie-in Enter the Matrix.
Retro Gamer216 pp. 18-27 Mark Cerny, Jez San, David Reeves and David Lau-Kee PlayStation 2 Engineers and developers revisit the PlayStation 2’s hardware and software development.
Retro Gamer216 pp. 46-53 Tim Schafer PC, PlayStation 2 Schafer discusses the design and development of his LucasArts and Double Fine games.
Retro Gamer216 pp. 78-85 Makoto Shibata and Keisuke Kikuchi PlayStation 2 Tecmo’s creators revisit the first three Project Zero games.
Retro Gamer218 pp. 88-95 David Doak and Free Radical Design developers PlayStation 2, GameCube, Xbox The team revisits the creation and evolution of the TimeSplitters series.
Retro Gamer220 pp. 86-89 Patrick Lipo and Tom Odell GameCube, PlayStation 2, Xbox Raven designers recall making the action role-playing game X-Men Legends.
Retro Gamer221 pp. 78-83 Craig Hubbard and Jeff Orkin PC, PlayStation 2 Monolith staff revisit the design and AI of No One Lives Forever and its sequel.
Retro Gamer222 pp. 84-89 Richard Rouse III PC, PlayStation 2, Xbox Rouse discusses the design and development of The Suffering games.
Retro Gamer223 pp. 20-29 Chris Foster, Matt Omernick and other Star Wars game developers PC, Xbox, PlayStation 2 Developers revisit the design of Star Wars games including Knights of the Old Republic, Jedi Outcast and Battlefront.
Retro Gamer223 pp. 90-97 Jason Wiggin, Eric DeMilt, David Maldonado and Jon Hales PlayStation 2, Xbox, GameCube Black Isle and Snowblind veterans discuss developing the Baldur’s Gate: Dark Alliance games.
Retro Gamer224 pp. 86-89 James Shephard and Julian Rex PlayStation 2 The creators discuss developing the horror adventure Ghosthunter.
Retro Gamer225 p. 24 Paul Gardner GameCube, PlayStation 2, PSP Gardner answers questions about developing Super Monkey Ball Adventure.
Retro Gamer225 pp. 82-89 Greg LoPiccolo, Marc Flury, Simon Flesser and Ryan Clark PlayStation, PlayStation 2, PC Developers trace the creation and evolution of rhythm-action games.
Retro Gamer227 pp. 78-83 Tetsuya Mizuguchi and Jake Kazdal Dreamcast, PlayStation 2 The developers explain the design, visuals and music of Rez.
Retro Gamer227 pp. 86-89 Emmanuel Valdez, Chris Ulm, Paul O'Connor and Farzad Varahramyan PlayStation 2, Xbox High Moon staff revisit creating the supernatural shooter Darkwatch.
Retro Gamer228 pp. 86-89 Hudson Piehl, Jason Epps and Scott Evans PlayStation 2, GameCube, Xbox Developers revisit The Lord of the Rings: The Two Towers.
Retro Gamer228 pp. 92-97 Tim Schafer PC, PlayStation 2, Xbox Schafer discusses creating Psychonauts and returning to its world for the sequel.
Retro Gamer229 pp. 90-95 Bret Robbins and Arcadia Kim PlayStation 2, GameCube, Xbox, PC EA developers explain how they adapted The Lord of the Rings: The Return of the King.
Retro Gamer230 pp. 68-73 Scott Henshaw PlayStation 2 Henshaw recounts the design and development of SSX.
Retro Gamer231 pp. 62-67 Tim Schafer, Scott Campbell and James Spafford PC, PlayStation 2, PlayStation 4 Double Fine staff reflect on the studio’s games and development history.
Retro Gamer231 pp. 80-85 David Jaffe, Terry Smith and Steve Caterson PlayStation 2 Santa Monica Studio developers revisit the creation of the first God of War.
Retro Gamer232 pp. 48-55 Ed Annunziata and Mihály Sáránszki Mega Drive, Dreamcast, PlayStation 2 Developers trace the design and evolution of the Ecco The Dolphin games.
Retro Gamer232 pp. 86-91 Christopher Mitchell, Nigel Brooke and Steve Bocska GameCube, PlayStation 2, Xbox, PC The Radical Entertainment team revisits The Simpsons: Hit & Run.
Retro Gamer233 pp. 18-29 Nicky Place, Rob Francis, David Jefferies, Karl Jones and Nick Roberts PlayStation, PlayStation 2, PSP, PlayStation Vita Developers and artists trace the evolution of the WipEout series.
Retro Gamer233 pp. 78-81 Alan Lawrance PC, PlayStation 2 The Volition designer explains Red Faction and its destructible environments.
Retro Gamer234 pp. 64-71 Martin Edmondson PlayStation, PlayStation 2 Edmondson traces the design and technical development of the Driver series.
Retro Gamer240 pp. 66-73 Jason Epps, Scott Krotz, Sam Barlow and Robert Atkins PlayStation, PlayStation 2, PC Former developers trace the design and troubled production of the Legacy Of Kain games.
Retro Gamer240 pp. 84-91 Takuma Endo PlayStation 2, PSP, Wii Acquire’s president reflects on the studio’s game catalogue and development history.
Retro Gamer241 pp. 86-91 John Hodskinson PlayStation 2, Xbox, PC The lead programmer recounts creating Lego Star Wars: The Video Game.
Retro Gamer244 pp. 78-83 Hiroyuki Kawano, Yoshiyuki Tanaka and Masaharu Oomori Arcade, PlayStation 2 Dimps developers revisit the art, combat system and production of The Rumble Fish games.
Retro Gamer247 pp. 20-29 Steve Lycett, Phil Rankin and Pete Ellacott Xbox, PlayStation 2, PSP, PC Sumo Digital developers recount porting and extending Sega’s OutRun 2.
Retro Gamer248 pp. 86-91 Katsuyuki Kanetaka PlayStation 2 Kanetaka discusses developing Sony’s fireworks puzzle game Fantavision.
Retro Gamer249 pp. 86-91 Darren Chisum and Jeff Pidsadny PC, PlayStation 2, Xbox The designers chart the evolution of Rockstar’s Midnight Club racing games.
Retro Gamer250 pp. 80-85 Obbe Vermeij PlayStation 2, PC, Xbox Vermeij explains how Grand Theft Auto: Vice City grew from a planned GTA III add-on.
Retro Gamer251 pp. 30-35 Tim Longo PlayStation 2, PC The designer discusses developing Star Wars: Starfighter and Jedi Starfighter.

References

  1. Postmortems from Game Developer (Austin Grossman, 2003) Page 299 ↩ ↩2

  2. 20 Years of PlayStation®. Console development past and future - Unite Europe 2015 - YouTube ↩ ↩2

  3. Megami-Decomps, Digital Devil Saga 1 and 2 README, matching-build scope and assembly fallbacks, consulted 24 October 2026. ↩

  4. TheMoonPeople, ChronicleTwo README, PAL build, objdiff and native-port targets, consulted 24 October 2026. ↩

  5. LasVola, God Hand Recompiled README, progress, implementation and credits, consulted 24 October 2026. ↩

  6. moesuito, GT4Recomp README, implementation, performance, known issues and requirements, consulted 24 October 2026. ↩ ↩2

  7. GDC 2004 Evolve ↩

  8. Psi2 issue 20 ↩ ↩2 ↩3

  9. decomp.wtf - ELF overlay handling and IOP exclusions. ↩