Stage editor

Open any level’s world without the game and tune its sky, light and haze.
PlayStation game code, recompiled for PC. It plays as it always did. You choose how it looks.

The game’s own code still makes every decision. Physics, AI and timing run unchanged.
Sharp, stable and widescreen at your display’s resolution, with the original look one key away.
Everything specific to one game lives in its title profile. The engine itself knows only the PlayStation.
Process
Each game needs its own profile and integration. The engine supplies everything they have in common.
Code is lifted ahead of time. You play from your own disc image.
Rules, addresses and quirks for one game, kept out of the engine.
Recompiled code on rebuilt PlayStation hardware services. No CPU emulator, no BIOS file.
Draws the game’s own scene in three looks, from 1:1 original to remaster.
Native execution
The game’s code is translated function by function from MIPS R3000A machine code to C++ and compiled for PC. The interpreter that checks it never ships.
Architecture
Engine code knows the PlayStation, never the game. Where a profile has no answer, it does what the console did.
Development tools
A live debug server in every player, recordable GPU, scene and sound traces, and tools for worlds and models.

Open any level’s world without the game and tune its sky, light and haze.

Every rebuilt model, with its moving parts, under adjustable light.


Replay a recorded session on two builds or looks and compare every pixel.
Recompiled functions run beside an interpreter of the original code, and the results must match. The Original picture and sound are checked against DuckStation.