Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
Tony Hawk's Pro Skater (Tony Was A Pro Skater)
PORTSNATIVE

Tony Hawk's Pro Skater (Tony Was A Pro Skater)

PORT NATIVODEPORTESWINDOWSLINUXBETA

Tony Hawk's Pro Skater (Tony Was A Pro Skater)

Tony Hawk's Pro Skater

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

Disponible paraWindows, Linux

Ver proyecto oficial

Sobre el proyecto

Tony Hawk's Pro Skater, distribuido como Tony Hawk's Skateboarding en el Reino Unido, Australia, Nueva Zelanda y partes de Europa, es un videojuego de skateboarding desarrollado por Neversoft y publicado por Activision. Su lanzamiento original tuvo lugar en la consola PlayStation el 29 de septiembre de 1999, aunque su éxito comercial propició adaptaciones posteriores para Nintendo 64, Game Boy Color, Dreamcast e incluso la plataforma portátil N-Gage.

2 versiones de Tony Hawk's Pro Skater

Estás viendo: Tony Hawk's Pro Skater (Tony Was A Pro Skater)

Tony Hawk's Pro Skater (Tony Was A Pro Skater)github.com/LANCommander/TonyWasAProSkater
Windows
Linux
Actual
Tony Hawk's Pro Skater Recompiledgithub.com/alexbeavs-ps1-ports/tony-hawk-s-pro-skater-recomp
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Tony Hawk's Pro Skater for Windows and Linux

A native Windows and Linux port of Tony Hawk's Pro Skater (PlayStation, USA, SLUS_008.60), built from a matching decompilation of the game's code. The game runs as a 32-bit program with an OpenGL renderer, keyboard and gamepad controls, widescreen, high resolutions and saves as plain files. It can also use the game assets from the Dreamcast version.

This repository contains no game code or data from the original game: to build it or play it you need your own copy.

Status

  • Fully playable: Pretend you're Superman through all classic 9 levels in career mode.
  • Accurate gameplay: Forked from an effort for a byte-exact decompilation of the original PS1 (US) release.
  • Open source: This port contains no copyrighted code or assets and is MIT licensed.
  • Cross-platform: For the first time, play THPS natively on Windows or Linux.

Known gaps: the PS1's exact reverb (the port's own is an approximation). See platform/pc/README.md.

Playing

Requirements:

  • 64-bit Windows 10 or 11, or x86 Linux with the 32-bit SDL 2 and OpenGL libraries, and a graphics card with support for OpenGL 3.3.
  • A raw disc image (MODE2/2352 .bin) of your own Tony Hawk's Pro Skater (USA) PlayStation disc.

Put thps.exe (Linux: thps) in a folder, put the disc image next to it as thps1.bin and start it. On the first startup it copies what it needs from the disc into a Data folder (about 630 MB); after that the disc image isn't needed. The Dreamcast disc (.gdi and its tracks) works instead.

Settings, saves and the log are in %USERPROFILE%\Saved Games\Neversoft\Tony Hawk's Pro Skater (Linux: settings and saves in ~/.local/share/Neversoft/Tony Hawk's Pro Skater, the log on the terminal). The player's guides that ship with the game are platform/pc/dist/README.txt and platform/pc/dist/README-linux.txt; controls, display options and the debugging switches are documented in platform/pc/README.md.

Building

On Windows or x86 Linux. You need:

Windows: MSYS2the 32-bit MinGW toolchain and SDL2: pacman -S mingw-w64-i686-gcc mingw-w64-i686-SDL2 (expected in C:\msys64\mingw32, or set THPS_MINGW to its bin)
Linux: GCC with 32-bit support, SDL2 (32-bit)Debian/Ubuntu: dpkg --add-architecture i386, then apt install gcc-multilib g++-multilib pkg-config libsdl2-dev:i386; other distributions in platform/pc/README.md
Python 3the build scripts (standard library only)
Ghidraits GNU v2 demangler (GPL/DemanglerGnu), which the build runs: set GHIDRA_INSTALL_DIR (default D:\Tools\ghidra)

No retail files: what the build takes from the retail executable is addresses, committed in game/retail_refs.tsv (platform/pc/tools/retail_refs.py writes it from your extern/thps1_retail/SLUS_008.60) and game/psyq_names.tsv (the Sony library functions: python tools/psyq_sigmatch.py, from the Psy-Q signatures of ghidra_psx_ldr; set SIGDIR in the script to its data/psyq folder).

python platform/pc/tools/build.py            # development build: build/pc/thps.exe (Linux: build/pc-linux/thps)
python platform/pc/tools/build.py --release  # release build:     build/pc/release/ (Linux: build/pc-linux/release/)

Both build in the game's data (its initialised globals: strings, tables, class tables) from the decompiled data in game/data, which was checked byte for byte against the retail executable until the port's data stopped keeping the retail layout. A development build has a console with the log and keeps its debug information. It finds the disc image for the first startup in extern/thps1_disc/thps1.bin.

A release build is what gets distributed. build/pc/release/ holds:

file
thps-windows.zipthe download: thps.exe, README.txt (the player's guide), LICENSE.txt, THIRD-PARTY-NOTICES.txt
thps.exeno console window: the log goes to thps.log in the Saved Games folder
thps.debugits debug information, not distributed: THPS_SYMBOLS=build/pc/release/thps.debug python platform/pc/tools/symbolize.py < thps.log turns a crash log's addresses into functions and lines

On Linux, build/pc-linux/release/ has thps-linux.tar.gz (thps, README.txt from README-linux.txt, LICENSE.txt, THIRD-PARTY-NOTICES.txt), thps and thps.debug.

Dependencies

thps.exe needs nothing but Windows and an OpenGL 3.3 driver. Everything else is linked in statically:

librarylicenseused for
SDL 2zlibwindow, input, audio, OpenGL context
PL_MPEG (platform/pc/include/pl_mpeg)MITthe Dreamcast version's MPEG-1 movies
glad (platform/pc/src/glad_gl.c)CC0 / WTFPL, Khronos API data Apache-2.0OpenGL loader
MinGW-w64 runtime, libgccZPL-2.1 and others; GPL with the GCC Runtime Library ExceptionC runtime

It imports only system DLLs (kernel32, user32, gdi32, msvcrt, winmm, ole32, ...); XInput and OpenGL are loaded at runtime. The release zip's THIRD-PARTY-NOTICES.txt carries these libraries' notices, the SDL and MinGW-w64 ones taken from the toolchain that was linked.

The Linux thps links the system's SDL 2 and C library dynamically (PL_MPEG and glad are built in); OpenGL comes through SDL. Build releases on an old distribution so the glibc they need is old enough.

Repository layout

pathwhat
decomp/the matching decompilation: src/ (one file per function or class, with its symbols), data/ (the initialised globals, one file per module), include/game/ (class and struct layouts), functions.tsv (every function in the retail game code), matched.tsv and reimpl.tsv (what is byte-exact, what is rewritten for the port), the matching toolchain in tools/. See decomp/README.md
platform/pc/the Windows and Linux port: runtime, reimplemented Sony libraries (GPU, GTE, MDEC), sound, renderers, build scripts, tests. See platform/pc/README.md
tools/analysis: the Psy-Q .SYM parser, the demo-to-retail function matcher, disc and file format tools
docs/write-ups: how the work was scoped, the Dreamcast data
scripts/, ghidra_scripts/Ghidra project setup and symbol import

The decompilation started from an early THPS2 demo that shipped with full debug symbols (function names, types and source files of the same engine); docs/coverage-report.md describes how those were carried over to THPS1.

Checking the code

cd decomp && node tools/check_all.mjs    # recompile every matched function, compare with the retail bytes

check_all needs Node, npm install in decomp/, and the Psy-Q 4.5 SDK's compiler (CC1PSX.EXE, CC1PLPSX.EXE, CPPPSX.EXE and include/, by default in D:\Tools\psyq4.5; CC1, CC1PL, CPP and PSYQ_INC point elsewhere), which isn't distributed here. The C that replaced the hand-written assembly and the Sony libraries is checked against the original MIPS by replaying recorded game states (platform/pc/tools/build_test_asm.py; see platform/pc/README.md).

The C in decomp/ is formatted with python decomp/tools/format.py src include (from decomp/: clang-format plus a blank-line pass, which never changes the generated code).

Legal

Tony Hawk's Pro Skater is © 1999 Activision, Inc. and Neversoft Entertainment. This project is not affiliated with or endorsed by Activision or Neversoft. It contains the decompiled code and data, but none of the game's assets (levels, models, textures, sounds, music, movies) and no original executable: the game reads its assets from your own copy. Don't ask for, and don't share, disc images or the game's files.

The project's own code is under the license in LICENSE. Third-party code keeps its own license (see Dependencies above).

Leer guía oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Deportes
Estado
beta
Plataforma de origen
—
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
22 oct 2026

Plataformas de destino 2

Windows
Linux
Ver en GitHub
Publicidad