Shadow of the Colossus (PS3) PC
Shadow of the Colossus
OrigenPlayStation 3
TecnologíaPort Nativo C/C++ (Reimplementación de Motor)
Disponible paraWindows
Ver proyecto oficialSobre el proyecto
Shadow of the Colossus es un videojuego de acción-aventura desarrollado y publicado por Sony Computer Entertainment (SCEI) para PlayStation 2. El juego fue publicado en Norteamérica y Japón en octubre de 2005, y posteriormente en Europa en febrero de 2006. Fue creado por el Estudio Internacional de Producción 1 de SCEI, el mismo grupo de desarrollo responsable del éxito de culto Ico.
7 versiones de Shadow of the Colossus
Estás viendo: Shadow of the Colossus (PS3) PC
Shadow of the Colossus (PS3) PCgithub.com/sp00nznet/shadowofthecolossus
Shadow of the Colossus (celosia)github.com/HenryKun55/celosia
Shadow of the Colossus (PC, frame generation)github.com/nakaionyt/ShadowOfTheColossus-PC-FrameGen
Shadow of the Colossus (PC)github.com/AjncSystem/ShadowOfTheColossus-PC
Shadow of the Colossus (PS2 decomp)github.com/TheRealestNwah/sotc-decomp
Shadow of the Colossus (ShadowOfTheColossus-PC)github.com/Oussama268/ShadowOfTheColossus-PC
Shadow of the Colossus Decompilationgithub.com/Fantaskink/SOTCInformación oficial del proyecto
🗡️🐎 shadowofthecolossus — Static Recompilation
A static recompilation of Shadow of the Colossus (PS3, NPUA-80677), Bluepoint's HD remaster, into a native Windows executable, built on ps3recomp. No emulator at runtime.
Status
Unreleased, pre-alpha. It boots, opens a window and flips. It draws nothing yet.
The EBOOT lifts clean (16,114 functions, 0 unhandled instructions), the eight
embedded SPU modules lift with it, and the first run reaches cellGcmInit,
registers both display buffers and runs the flip loop against an empty command
stream. It stalls before it opens nico.psarc because ps3recomp does not yet
implement SPURS 2.0 — see docs/spurs2-wall.md.
Last built and run: 2026-09-05, against ps3recomp as of that date. Not yet
rebuilt against ps3recomp v0.16.0 (2026-10-19); the build layout and every
toolkit script tools/relift.sh calls are unchanged there.
| Phase | Status |
|---|---|
| Extract, decrypt, find functions, resolve NIDs | ✅ 180 imports, 173 named |
| Lift PPU | ✅ 16,114 functions, 0 unhandled |
| Lift SPU | ✅ 8 images |
| Build | ✅ 45 MB shadow.exe |
| First boot | ✅ reaches cellGcmInit + flip loop |
PSARC (nico.psarc via HLE cellFs) | ⬜ |
| Graphics (live NV4097 → D3D12) | 🟡 engine up, 0 draw packets |
| SPURS (job queue into the lifted images) | ⬜ blocked on SPURS 2.0 upstream |
| Input / audio | ⬜ |
Per-session detail is in PROGRESS.md.
Conformance: this port is not yet registered in ps3recomp's regression gate
(tools/regress_ports.toml), so there is no milestone count to report.
Screenshots
None yet: every frame so far is an empty clear. The first one that draws goes here.
Getting Started
You need your own copy of the PSN package. This repository contains no game code, assets or keys, and never will.
Quick start
Not available yet. A Setup.cmd is on the roadmap; until then use
the steps below.
Step by step
Prerequisites: Windows 10/11, Python 3.9+ (py if python opens the Microsoft
Store), CMake 3.20+, Ninja, LLVM clang-cl, an RPCS3
build (only for --decrypt), and a sibling
ps3recomp checkout with its runtime
built (build/ps3recomp_runtime.lib).
- Unpack the package into the repo folder:
python ../ps3recomp/tools/pkg_extract.py pkg/<name>.pkg extracted - Decrypt the EBOOT. Use the debug-signed EBOOT from the update package;
it needs no key (the retail one needs a RAP, which this repo does not use):
rpcs3 --decrypt game/EBOOT.BIN # 5,297,872 B SELF -> 21,060,328 B ELF - Lift PPU + SPU and generate the HLE NID table (Git Bash):
PS3RECOMP=../ps3recomp ./tools/relift.sh - Build. Release matters: an unoptimised build of 101 MB of generated C++
measured 3x slower on the sister ports.
llvm-rcis needed because clang-cl outside a VS dev prompt cannot findrc.exe.cmake -S . -B build -G Ninja \ -DCMAKE_C_COMPILER="C:/Program Files/LLVM/bin/clang-cl.exe" \ -DCMAKE_CXX_COMPILER="C:/Program Files/LLVM/bin/clang-cl.exe" \ -DCMAKE_RC_COMPILER="C:/Program Files/LLVM/bin/llvm-rc.exe" cmake --build build - Point
vfs/PS3_GAMEat the unpacked package (a directory junction is enough; it is 6 GB) and run. Expected today: a window, a flip loop, and the FIOS workers parking onwait for invalid cond 'fios worker cond'.
The generated source (src/recomp/, src/gen/, src/spu_gen/) lands in
git-ignored directories and is never distributed.
Usage
./tools/run.sh # sets PS3_VFS_ROOT, PS3_HDD0_ROOT, RSX_LIVE_DRAW=1; extra args go to shadow.exe
There is no --headless --record mode yet; it belongs in ps3recomp's boot
harness and is on the roadmap.
Building from source
Steps 3–4 above. tools/relift.sh explains its flags inline; the reasoning
behind --code-end 0x4ECD54, the decrypt route and the SPU images is in
docs/lifting.md.
PSN PKG ─► USRDIR/EBOOT.BIN ─► .elf ─► ppu_lifter ─► C++ ─┐
(NPDRM SELF) (decrypt) (16,114 fns) ├─► link ps3recomp ─► shadow.exe
8 SPU ELFs ─► spu_lifter ─►───┘ (harness + HLE)
USRDIR/SHADOW/nico.psarc (6.0 GiB) ────────────────────► game data (fed, not lifted)
License
MIT, covering this repository's own tooling, scripts and notes. It
does not cover, and this repository does not distribute, PS3 firmware, game
code, game assets or keys. pkg/, extracted/, game/, vfs/, analysis/
and the lifted output are git-ignored. There is no RAP, klicensee or key of any
kind in this repository or its history.
Contributors
See CONTRIBUTORS.md. Contributions are welcome under CONTRIBUTING.md; please read "Where your code comes from" first.
Related projects
This port is one of the ps3recomp titles and follows the shared recomp house style. Fixes the runtime needs go upstream there, not here.
- flOw · simpsonsarcade-ps3 — sister ports of the same shape
- tmpsn — Twisted Metal PSOne Classic, the firmware-emulator port this one was first expected to resemble
- RPCS3 — used here as a black-box tool (
--decrypt) and as a behavioural oracle; no RPCS3 code is in this repo