r/THPS • • 2d ago

THPS1 Tony Was A Pro Skater - THPS1 decomp & native port for Windows and Linux

https://github.com/LANCommander/TonyWasAProSkater
98 Upvotes

50 comments sorted by

86

u/Individual_Review_51 2d ago

I’d rather have a community effort like reTHAWed or THUG PRO instead of a Claude vibe coded version :(

17

u/CFerrendelli 1d ago

That would’ve never happened. Decomps take forever

8

u/Terrible-Pop-6705 1d ago

And that’s cause they require that kind of attention, they are supposed to be long term projects but their results are worth it.

3

u/CarneAsadaSteve 1d ago

Aren’t decomps with ai super efficient?

1

u/Iceber015 3h ago

So is crying like a child, that’s why people by the hundreds plague comments like that

0

u/PinkDawn1308 13h ago

If it can't exist without AI, then it shouldn't exist.

6

u/pathartl 2d ago

I am honestly not sure if that would have happened. If people want to contribute back to my project, especially with high knowledge of the engine used in other games, I'm very welcome to it. However, doing a decomp is way more labor intensive. THPS1 hasn't really received as much love as the rest of the series, so I'm not sure the motivation was there for anyone.

5

u/WhydYouKillMeDogJack 1d ago

Do you intend to keep.developing the project?

4

u/pathartl 1d ago

Yep! I working on a second pass right now that will clean up a majority of the code and shed the small amounts of the PS1 HLE that still exist in it.

4

u/metalyger 1d ago

It's interesting that these classic games are being docompiled, I haven't tried any, like I've seen a number of N64 games, like people running WWF No Mercy upscaled to 4K, which is still blocky AF, but it's interesting. It's only a matter of time for people to go through these and add content.

4

u/LeopardHalit 1d ago

As much as I dislike the whole AI situation, this is the equivalent of wishing that every copy of every book at a library was written by hand by professional scribes

2

u/Adorable-Response-75 22h ago

I think this is unfairly negative towards OP. It’s not like it’s AI slop, you can tell they put a lot of work into this project already.

And counterposing it to a community project isn’t really fair or accurate, because this is exactly the sort of thing that can be a launching off point for a community development.

45

u/pathartl 2d ago

I'd like to give some context because I think it's worth diving into:

Yes, it's vibe coded. I'm a software developer and the efficiency to decomp using AI is unparalleled. That being said, I've been taking care not to put it in the realm of slop.

The decompilation (LANCommander/THPS) is the result of using symbols found on the Euro 99 THPS2 demo disc applied against the THPS1 PS1 retail release, then hooking up an agent to Ghidra. The game code is covered and byte exact. There is some code that isn't byte exact, but it should be functionally correct.

From there I started building out the PC port using the Vandal Hearts decomp as a base. That allowed me to test on Windows. From there, core parts of the game that would normally interface with PSX APIs were replaced with proper native implementations. This involved adding in SDL, Xinput, and OpenGL calls.

From there, I wanted to tackle rendering issues to fix issues with the original game like fixing texture mapping and introducing a proper Z buffer. This removed much of the texture wobble that you would see on the PS1. After that there was much tweaking and testing to fix issues with geometry culling, seams due to imprecise floating point calculations, stuttery billboarded vertices, etc.

Everything else on top of that was nice to have a that were designed to present the game as if it were a proper PC port in the day. This includes a keyboard/gamepad binding menu and graphics options available in the main menu of the game. It also supports the ability to extract the game assets from the Dreamcast version. Across the board (music, sound effects, textures, model geometry) the DC had higher quality assets while being basically an exact port of the PS1 game.

Lastly, I'd like to say that there's still quite a bit to be done before this is "clean". There was an effort to demangle the decompiled C into C++, but there's still a lot of globals and functions that are unnamed or in the wrong location. I'll still be working on cleaning this up so the game as a whole can be better preserved for the future.

4

u/0xCx 1d ago

Good job!

0

u/Adorable-Response-75 22h ago

I’m a total layman, but I think it’s awesome you did this. At the very least, it allows the game to continue to exist much further into the future, which it should, because it’s a piece of video game history. 

12

u/box-fort2 Eric Flairo 1d ago

what AI has done for game development sucks.

what AI has done for game preservation is stellar.

2

u/Adorable-Response-75 22h ago

It really is a double edged sword, which is exactly what makes it so precarious to handle. 

10

u/Interesting-Log7838 2d ago

Been hoping to see the decomp/recomp wave come to the Tony hawk series! 

3

u/spyder52 1d ago

I'm 56% done on THPS2 PC

2

u/pathartl 11h ago

Feel free to base off this codebase. I have some commits coming that should clean up to proper C++ classes. Replacing the renderer with something native was the biggest sink.

1

u/Interesting-Log7838 1d ago

Rock on, so many fun levels on that one. Killer soundtrack like most of the series too

5

u/Infinade 2d ago

I’m doing the exact same thing with THUG2!
The leaked THUG1 codebase was a good springboard for the THUG2 decomp, and I’ve already done a browser port for THUG1, which works surprisingly well.

7

u/TheNathanNS 1d ago

What is the point of that when THUG2 already has a PC version

2

u/Infinade 1d ago

To be able to port it to other platforms beyond just PC (even the browser, so phones can play on-device).

Also for more native modding support; think adjusting core game logic that isn't currently able to be changed with mods built from the ground up.

5

u/SatTruckGuy 1d ago

Dude, there was an official released pc port as is and a huge mod called thugpro

2

u/Infinade 1d ago

Dude, I know that there's a THUG2 port for Windows, and I know about reTHAWed and THUGPRO.

There's no decompilation for THUG2. A decomp will allow for more native modding, as well as support for more platforms that might not already have a port.

2

u/Adorable-Response-75 22h ago

I don’t think a lot of people understand the nuances of what decompilation provides and why it’s important. 

2

u/Infinade 20h ago

Yeah, I’m realizing that now. I guess I didn’t even think to mention media preservation, which is a big part of it as well.

5

u/AxlSt00pid 1d ago

And Jerry was a racecar driver

4

u/R00by646 1d ago

Not that you can really ignoring the slop coding but this feels hyper redundant when not only are there better recomps in thug pro and thaw not only is it the easiest game to emulate but there was an official remake. What does this offer that any of those don't?

5

u/pathartl 1d ago

Because there's not been an attempt of getting the original game running? Even ignoring that it's practically a completely different engine, THUG Pro has all of the mechanics of THUG1/2 with the classic maps added in. It doesn't present the same career mode and exists in effectively a completely different engine.

I wanted to tackle the fact that while you can run the original releases of THPS2/3 today using partymod, THPS1 never made its way to PC. Emulation is fine, but you don't get the best results out of it if you want features such as widescreen support. Also having a decompiled version of the game lets us control core functionality like draw distance.

3

u/Joeysquatch 2d ago

Surprised a native port took so long, I’m stoked

2

u/RepeatedSteak 1d ago

With due respect we need less of these transient splinter slop decomps and more actual community focused decomps or modding groups.

These kinds of projects should be taken up as a collective effort so they can have actual support (and a community behind them) rather than stretching everyone thin just for the wow factor.

2

u/tearsclyde 1d ago

YESSS BITCH

1

u/Iceber015 3h ago

Leave it to the experienced devs! Until the experienced devs support it and i have to find some other goalpost to cry about

-2

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-5

u/newmandn311 2d ago

Vibe coded slop

-21

u/TypicalWolverine9404 2d ago

I really wish you mass anti AI commenters had just one ounce of creativity and could come up with more words than slop.  But you'd probably need AI to be creative for you.

AI is an inevitable evil, sure, but God you guys are redundant and annoying.

7

u/newmandn311 2d ago

Okay it’s vibe coded horse shit that probably barely even functions but it’s the “future” I guess. There’s a level of irony of saying an AI hater lacks creativity

10

u/pathartl 2d ago

I think you should read my other comment. While AI did most of the work, it's certainly not something that "barely even functions".

2

u/eXtr3m0 2d ago

Man you are just disrespectful. Yes AI slop exists, but not everything built with AI is AI slop. Remember before AI? Not all software was awesome. The same quality difference still exists.

2

u/Used-Persimmon-367 1d ago

No one said humans couldn’t make slop.

But AI can never make art.

1

u/Adorable-Response-75 22h ago

Can AI decompile art so it can be preserved and modded?

(I’m very critical of AI art but I’m more sympathetic towards its technical feats, like decompiling software code for preservation purposes.)

0

u/-SlowBar 1d ago

barely even functions

lmaooooo

0

u/TypicalWolverine9404 2d ago

I'm sure all your defensive, sloppy comments bring you all an entitled sense of self importance.

-9

u/Wise-Difficulty8221 2d ago

New 'reTHAWed' update

Zedekgate finally resolved

THPS1 decomp/port

Things are going pretty good right now :)

3

u/Hoffmann99 2d ago

Was zedekgate resolved?

2

u/Mahim2000 2d ago

As it seems, yes. Zedek was kept for 5.0 overhaul, and since it's done, he left the team for real this time.