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God Hand · godhand rearmed (kris-c-anderson)
PORTSNATIVE

God Hand · godhand rearmed (kris-c-anderson)

PORT NATIVOSHOOTER / DISPAROSWINDOWSBETA

God Hand · godhand rearmed (kris-c-anderson)

God Hand

OrigenPlayStation 2

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Port nativo de PS2 para Windows con 60 FPS, widescreen y texturas HD; el autor ha jugado hasta parte del escenario 3, sin validar la campaña completa.

3 versiones de God Hand

Estás viendo: godhand rearmed (kris-c-anderson)

godhand rearmed (kris-c-anderson)github.com/kris-c-anderson/godhand-rearmed
Windows
Actual
God Handgithub.com/LasVola/godhand-recomp
Windows
›
God Hand Decompilationgithub.com/LucasPicoli/god-hand-decomp
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<!-- Logo: drop the image at assets/kamite-logo.png and uncomment the next line. --> <!-- ![Kamite](assets/kamite-logo.png) -->

God Hand: Rearmed (Project Kamite)

Kamite is an unofficial native PC port of God Hand (PlayStation 2, 2006), built by static recompilation: the game's own code rebuilt as a Windows program, with PCSX2's hardware renderer for the graphics.

[!WARNING] Under construction. Kamite plays from the start of the game into stage 3; the later stages, the ending and the extras have not been played through on it yet. Expect bugs.

No game files are included. You need your own disc image of the game (USA, serial SLUS-21503; see DISC_HASHES.md). Building and playing: docs/BUILDING.md.

Features

  • Native on Windows 10/11: the PS2 program recompiled to C++, the PS2 hardware reimplemented in runtime/.
  • PCSX2's hardware renderer (Direct3D 11) at 1x to 8x the PS2's resolution, with the game's own PCSX2 fixes, precise depth (no z-fighting on distant scenery) and an option to turn the depth of field off.
  • 60 FPS mode, with timers, the roulette, menus and prompts kept at the PS2's speed.
  • Any aspect ratio (16:9, 21:9, 32:9...), the HUD at the screen edges or where the PS2 had it, menus in the PS2's proportions or stretched.
  • Camera options: field of view, distance and tilt (live in the F2 menu, with presets), fights framed as on the PS2, and enemies whose sense of "in front of Gene" widens with the picture.
  • HD texture packs in PCSX2's format, their alpha kept to the game's own levels so nothing turns see-through.
  • A launcher: install (pick and check your disc image), play, and every option in one place.
  • Quality of life: L3 dash, d-pad scrolling in the God Reel, a double-time roulette timer, Hard unlocked from the start, music mute, the blur effects at full resolution.
  • Controls: keyboard, mouse and controllers, rebindable in game (F1). Button prompts show the keys and buttons you use at full resolution (Xbox 360, Steam Deck, Switch or keyboard art, picked from your controller or set in the launcher; PlayStation pads keep the game's own). Menu controls Western (south confirms, east cancels; the roulette too) by default, or Japanese or Classic in the launcher; the moves keep their buttons.
  • Playable characters: a character system that swaps the player model at the disc level, with an example mod (Xavier from Xavier: Renegade Angel).
  • Diagnostics for developers: crash and hang logs with function names, PC sampler, call profiler, frame, RAM and GS dumps.

Being worked on

  • Modern controls: a free camera on the right stick or the mouse, camera-relative movement, the radar following the view; pressing the right stick switches to brawl mode (classic controls) and back.
  • See Through (experimental): walls between the camera and Gene dissolve round him; walls next to the camera no longer vanish.
  • Playing the whole game through on the port: stages 4 to 8, the ending, the Coliseum and the extras.
  • Characters: Xavier in cutscenes, hair physics, fewer clipping animations; more characters the same way.
  • Movesets: moveset swaps and profiles, move-property tweaks (from the game's motion and event data).
  • Later: Vulkan, Linux and Android.

See CHANGELOG.md for what changed and when.

Credits

  • LasVola/godhand-recomp: the recompilation Kamite started from (the running game, the SNR2 overlay loader, the button prompts, the first fixes), built on PS2Recomp by ran-j and contributors, the sotc-port runtime fork by LightVelox, and the Urban Reign port by thiagordsfx (runtime, VU1 compiler, sound, PCSX2 graphics bridge).
  • LucasPicoli/god-hand-decomp and its contributors: function names, boundaries and structures.
  • PCSX2: the hardware renderer in thirdparty/ and the game's GameIndex fixes.
  • The "60 Fps" and "Widescreen 16:9" PCSX2 patches for SLUS-21503 (Puggsy and others): the basis of the 60 FPS mode and the aspect-ratio support.
  • anasrar/chihuahua (MIT): file-format knowledge and the motion reader tools/models/mot.py is ported from.
  • akitotheanimator/God-Hand-Tools (with CarLoiD, Kerilk and Roni Evil): model, motion and motion-event format knowledge.
  • Nicolae "Xelu" Berbece (Those Awesome Guys): Xelu's free controller and keyboard prompts (CC0), the button prompt art in resources/prompts/xelu.
  • Quaternius: the Universal Animation Library 1 and 2 (CC0), the NPC poses' rail lean, dance and folded-arms idle.
  • Denys Almaral: the Free Animation Pack for City People, two of the NPC poses' idles.
  • Harold Lohner (haroldsfonts.com): the Dominican font of the launcher's splash text.
  • Ace Combat 5 static recompilation: the movie decoder (Apache-2.0).
  • Xavier and Xavier: Renegade Angel belong to Adult Swim. The Xavier mod is a fan-made example of the character system and is not affiliated with or endorsed by Adult Swim.
  • Kamite is directed, play-tested and written by K, built with AI assistance (Claude by Anthropic), with ideas and testing from his friends.

Legal

The code is GPL-3.0 (LICENSE), like PS2Recomp. Third-party licenses are in docs/licenses/ and the thirdparty/ folders. No game data is included. God Hand is a trademark of Capcom. This project is not affiliated with or endorsed by Capcom or Clover Studio.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
beta
Plataforma de origen
PlayStation 2
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
24 oct 2026

Plataformas de destino 1

Windows
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