A work-in-progress effort to bring Tony Hawk's Pro Skater 1 (PlayStation) to Windows by reverse-engineering its Neversoft engine. The long-term goal is a playable native build; the current phase is tooling + analysis to size the work and choose an approach (matching decompilation vs. static recompilation).
A Euro demo disc contains an early build of THPS2 with full Psy-Q debug symbols — 1,645 typed functions across 98 source files, with 156k C type definitions. THPS1 and THPS2 share the same engine, so those symbols map (exactly, for the low-level engine; as a guide for the rest) onto the unsymboled retail THPS1 executable. See docs/coverage-report.md.
- ✅ Toolchain: Ghidra 12 + PS1 loader (
ghidra_psx_ldr) + GhidraMCP,dumpsxiso,chdman, a Psy-Q.SYMparser and a demo→retail function matcher (tools/). - ✅ Extracted both executables and the symbol file; parsed the full symbol census.
- ✅ Correlated demo↔retail: 474 functions (31.7%) are byte-identical in retail THPS1 (a lower bound), concentrated in the shared engine core.
- 🔄 Matching decompilation (
decomp/): 25.6% of retail game code is byte-exact C, with every function re-verified against the retail executable. Live numbers, history and per-module coverage are in decomp/PROGRESS.md. - ⏭️ Phase 2: import retail into Ghidra with ported names/types; a one-module vertical slice both ways to pick the production path.
- Ghidra 12.0.3 with the
ghidra_psx_ldrextension,dumpsxiso(mkpsxiso),chdman, Python 3.13. - Your own THPS disc images (nothing copyrighted is included or committed).
See CLAUDE.md for the full tooling map and commands.
This project contains no game code or assets. You must supply your own disc images. Tony Hawk's Pro Skater is © 1999 Activision / Neversoft. Not affiliated with or endorsed by the rights holders.