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[ARTICLE · art-160872] src=reversedwithai.com ↗ pub= topic=artificial-intelligence verified=true sentiment=↑ positive

Ridge Racer (SLPS-00001): Decompiled Ridge Racer (PS1) into a matching C codebase and native recompiled runtime with Claude

A project called rr-decomp has produced a byte-matching C decompilation of the Japanese PlayStation 1 release of Ridge Racer (SLPS-00001), implementing all 408 game functions in C compiled with GCC 2.5.7 to yield an executable byte-identical to the original, with PsyQ libraries and data segments left as assembly. The same project includes a static recompilation track that translates MIPS instructions to C and models the hardware so the game boots natively on modern systems with keyboard, gamepad and neGcon input; the author reports the translator's bugs were found via differential testing against qemu-mipsel, reaching bit-identical results for 114 of 116 functions across 1856 cases. The work is heavily assisted by Anthropic's Claude for tooling, code conversion and splitting, and users must supply their own legally-owned copy of the game to build or verify it.

by read1 min views1 publishedOct 30, 2026
Ridge Racer (SLPS-00001): Decompiled Ridge Racer (PS1) into a matching C codebase and native recompiled runtime with Claude
Image: Reversedwithai (auto-discovered)

Evidence at a glance #

source evidence…

What was done #

This project provides a byte-matching C decompilation of the Ridge Racer (SLPS-00001) executable and a static recompilation that runs natively on modern systems. The work is heavily assisted by Anthropic's Claude for tooling, code conversion, and splitting.

The project provides a matching decompilation of the Japanese release of Ridge Racer (SLPS-00001) for the PlayStation 1. All 408 game functions are implemented in C, compiled with GCC 2.5.7, and produce a byte-identical executable to the original. The PsyQ libraries and data segments remain as assembly. Alongside the decompilation, a static recompilation track exists to provide a native runtime. This runtime translates MIPS instructions to C and models the hardware to allow the game to boot and run on modern systems. The recompiled runtime supports keyboard and gamepad input, including the neGcon protocol. The author reports that the translator's bugs were identified through differential testing against qemu-mipsel, achieving bit-identical results for 114 of 116 functions across 1856 cases. The project is heavily AI-assisted, with Anthropic's Claude driving the tooling, splitting, and C conversions. Users must provide their own legally-owned copy of the game to build or verify the project. See the repository for build instructions and notes.

Reproduce it #

sh tools/toolchain.sh; cp /path/to/PSX.EXE .; python3 tools/setup.py; python3 build.py

Community #

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