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A project to reverse engineer the SOCOM games and their engines. Work in progress!

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Intro

This repository houses the reverse engineered code of SOCOM's engine.

It is a work in progress, and a lot needs to make sure the SOCOM experience is one-to-one with the PlayStation 2.

To-Do List (Not In Order)

  • Loaders for ZAR (Zipper Archive), ZDB (Zipper Database), and other proprietary formats
  • Support for level creation and editing
  • Rendering pipelines
  • Asset editor for the aforementioned data formats
  • ZAR property serialization/deserialization
  • Engine templates to port games over

Background

Currently, I (adamdev) am the sole contributor to this project. A few weeks ago I got started on using Ghidra to reverse engineer the binaries of the games, to some luck.

I scoured demo disks, beta copies of the game, and even release builds to find strings and start building context of the games binary to see how it ticks.

Now I am on the stage of using the Metrowerks IDE (what Zipper used to develop the game) to compile C++ code into MIPS assembly to closely match what they're doing, down to a ground truth.

My final goal with this engine is that it will eventually get to a state where we can tackle all SOCOM PlayStation games and bring those titles to PC, using this engine as a base.

Stay tuned, and you are free to contribute any findings you see fit.

Disclaimer

This repository will NOT contain any copyrighted assets. If you are using this engine to load reCOM, you MUST own the original SOCOM games for this to work. We will not distribute illegal copies of the game. All rights are reserved to Zipper Interactive and Sony Computer Entertainment.

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A project to reverse engineer the SOCOM games and their engines. Work in progress!

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