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IIUnzipped
Classic

SOCOM II, recompiled for PC

The 2003 PlayStation 2 game as a native Windows and Linux program

The game's own code, rebuilt to run on a PC from your own disc. Online play is headed for the community's servers; the project's own server is where builds are tested. Work in progress, source on GitHub.

No download yet. Leave an email for when a build is ready.

Mission overview

What this is

Native, not emulated

The game's MIPS code was statically recompiled to C++ and built as a normal executable. The PS2's graphics chip, vector units and sound driver are reimplemented on the host. No emulator runs underneath.

Howa fork of PS2Recomp for the CPU side, OpenGL for the drawing, a 989snd reimplementation for the sound.

Your disc, always

Nothing from the game ships with the download. You point the launcher at your own NTSC r0001 ISO; it verifies the disc and keeps Launch off until it matches. Saves are plain files in a folder.

Howthe launcher hashes SCUS_972.75 inside the image against the digest this recompilation was made from.

Online, on the community's servers

Sony's service is long gone; the community runs its own servers, on a later revision of the game than the disc holds. That is where players will play, once the launcher can install that revision. Until then the project's own server is the test box: builds are checked against something known.

Howthe game's network layer runs on host sockets; the launcher points at the project's Horizon server by default, and the community preset stays greyed until the r0004 update installs.

How it was built. Most of the repository was produced by AI agents (Claude, through Claude Code) working in sprints under a human owner: specs and plans, numbered rulings, a "known / believed / retracted" ledger, and a gate that has to go green before a sprint closes. The story page tells that story with its evidence; the repository keeps the sprint plans as they were written.

Map viewer, experimental. Fly around the online maps in your browser. A separate WebGL program reading the disc's map archives, not the port's own rendering.

Objectives, as of 2026-09-27

Where it stands

From the project's own ledger of what is proven, what is only believed and what was retracted. It is playable and it is not finished. Version 0.15.0 is the latest; the sprint open now is named for its bar: a stranger, their own disc, a round against another stranger, inside ten minutes.

Validated

  • It boots your disc and plays. Logos, intro, title loop with its music, the menus, the single-player missions, saving. The parity gate boots the build beside PCSX2 and passes 3 of 3, the last time on 2026-09-27, with twelve held-out captures matching too.
  • Online rounds happen on the test server. Full rounds with kills; a control round on all 20 online maps; a console client and this build in one game, each side hosting in turn. A scheduled robot match has run clean 8 times in a row; over all its runs the lobby was reached in 80 percent and a kill landed in 56 percent. The community's r0004 revision, rebuilt from its own package, passes the same gate and has played a round on the test server; r0001 and r0004 cannot join each other's games, by the game's own rule.
  • Dragging the window no longer freezes the game. Reported by the owner on 2026-09-26, fixed the same evening, proven with a scripted ten-second drag in a mission on 2026-09-27.
  • Windows and Linux, from one tree. Windows from a fresh clone in CI; Linux builds and boots in a virtual machine on software rendering, never yet on a real GPU, and the VM's own test suites still have a handful of failures.
  • Disc image to executable in one command, proven from an empty clone in 29 minutes on Windows, on one disc. On Linux, or on anyone else's dump, it is believed, not shown.
  • The launcher. Any pad the mapping database knows, hold a button to remap it, a crouch shortcut, tooltips on the controller page, the disc verified before Launch lights, failures that say why, a bug report with an id. Its ONLINE page lists the personas your card has made, from a record the game itself writes on every login; a saved password never sits in a settings file once the card holds it.
  • Sound, mostly. The reimplemented sound driver agrees with the real one on 1,775 of 1,794 calls; the intro and briefing dropouts are fixed; the mission music's pauses turned out to be the game's own design. Since 2026-09-26 the real driver, run under an emulated console, is the reference the audio work is measured against.
  • The tests. 969 C++ tests (2026-09-27) and 3,530 Python tests (2026-09-26) on the last counted runs. Version 0.15.0 went to the main branch on 2026-09-27.

Still needs work

  • Multiplayer is not audited. SOCOM II's original network code has known, exploitable vulnerabilities, and this project runs it recompiled as-is, as a native program on your PC, so a successful exploit is code running on your machine. One chat hole that allowed code execution was closed on client and server on 2026-09-23, and since 2026-09-25 the client refuses the two server messages that could write or read its memory. Others are believed to exist and nothing else has been checked. Until it is audited: only play online with people you trust, with a build you compiled or verified yourself, and not yet on a community server.
  • The mission music still drops out, and the mission's ambient bed is too quiet. Nine 50 ms gaps in eleven minutes on the last capture (2026-09-27), all in the menus and the briefing, none in the mission; the cause is the port's and has not been found. Found the same day: the ambient sound bed in missions plays about 11 dB under the console's, and has since 2026-09-20. Neither is fixed.
  • Frame rate. About 27 ms a frame in missions on a quiet machine, measured three times on one build (2026-09-27), against the console's 16.7. Measured, profiled, and not yet given a bar.
  • Voice chat does not work. The microphone meter moves, but nothing you say reaches anyone.
  • Nobody has played a stranger. Every online match so far was two copies on one machine, or one of us and a console client. No two people on two homes have met yet, and no public download exists for that to happen.
  • Playing on the community's servers. They run the game's r0004 revision. The build exists and passes the gate; what remains is the launcher installing it on your machine: the update's address is known, the package opens with the disc's own key, and the launcher's download of it has been tested only against a stand-in server. Until that lands the community preset stays greyed, and this build should not be pointed at a community server.
  • The download. There is no public download. The plan is a program-only archive that builds the game's image from your own disc the first time it runs; the first player archive was built on 2026-09-27 (67 MB) and the first-run build of the image is still a spike, not a feature. Nothing is signed until there is a release.
  • Rendering. Texture uploads still run hot in the menus: measured, not yet fixed.
  • Keyboard. Menus and typing only; playing needs a pad, and the mouse was removed.

Sources: the project's KNOWN.md (proven, believed, retracted), CURRENT_SPRINT.md and LADDER.md as of 2026-09-27; the story page cites the runs.

Mission log

The story so far

First commit to today, as a timeline. Every entry carries its evidence.

    Read the whole storyFrom the creator

    Setup guide

    From your disc to the lobby

    No download yet. The source is on GitHub. Leave an email and you'll get one message when a build is ready to try.

    Before you deploy

    • Disc: your own SOCOM II: U.S. Navy SEALs, NTSC, SCUS-97275, release r0001, dumped to an ISO.
    • PC: Windows 10/11 64-bit, or 64-bit Linux (Ubuntu 24.04 tested). A GPU with OpenGL 3.3; without one, a slow CPU renderer.
    • Space: about 300 MB, plus your ISO.
    • Controls: Xbox, PlayStation or generic pad; keyboard for menus.
    • Online: outbound TCP 10071-10078, UDP 10070 and 50000-50100.

    Unzip, point, launch

    1. Unzip the portable folder anywhere you can write. Delete it to uninstall.
    2. Run socom_unzipped_launcher. On the DISC page, browse to your ISO; READY appears once it's verified.
    3. VIDEO for render scale and window, AUDIO for volume, CONTROLLER to see exactly what the game will read from your pad.
    4. ONLINE: the project's test server is preselected; the community preset is greyed until the r0004 update installs. Pick a persona, or NEW PERSONA.
    5. LAUNCH. First login online asks for a name and a password; any free name works, use a throwaway password.

    Field report

    Report a bug

    What broke, and what you did just before. Plain text, no account, nothing leaves the page until you press SEND. No build yet? Leave an email to hear when there is one.

    DO NOT INCLUDE PASSWORDS.

    Intel

    Credits, sources and references

    What this port is built on, what it learned from, and how each was used. Nothing here ships game data. No code was taken from the community references: their offsets and names were treated as facts and re-derived against our own binary, and Sony's proprietary SDKs were left alone.

    The game

    Built on

    Learned from

    This site

    Licences named are those published by each project as of 2026-09-20. If yours is missing or misdescribed, the bug form above reaches the owner.