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 goes through a small server the project hosts. Work in progress, source on GitHub.

CONTACTING SERVER

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

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Mission overview

What this is

01

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.

02

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.

03

Online, on a hosted server

A Horizon server in US East (Ohio) stands in for Sony's long-gone service. Log in with any free name, create a game, play a round. Its live status is on this page.

Howthe game's network layer runs on host sockets; the launcher points at socom.scotho.com by default.

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. A separate WebGL program that flies around the online maps in your browser, reading the disc's map archives rather than the port's own rendering. It lives in the repository's web/ tree and is getting an address of its own.

Objectives, as of 2026-09-24

Where it stands

From the project's own ledger of what is proven, what is only believed and what was retracted, checked against the commit log. It is playable and it is not finished. Some 290 commits landed in the three days after the last playtest; one was a revert and several claims were withdrawn.

OK

Validated

  • It boots your disc and plays. Logos, intro, title loop with its music, the menus, the single-player missions, saving. The first save on a brand-new memory card failed until 2026-09-22. The parity gate boots the release build beside PCSX2 and passes 3 of 3, with a caveat below.
  • Online rounds happen on the hosted 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 robot ladder of 9 runs ends in 7 clean runs in a row, but the lobby was reached in 78 percent of them and a kill landed in 57 percent.
  • Windows and Linux, from one tree. Windows from a fresh clone in CI; Linux builds and boots in a VM, though 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 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, the disc verified before Launch lights, failures that say why, a bug report with an id.
  • 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.
  • The tests. 852 C++ tests and 2,239 Python tests on the last full run (2026-09-24), one C++ failure since rewritten. Sprint 10 was merged and tagged v0.10.0 on 2026-09-23.
TODO

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, pending the community moderator's confirmation. Others are believed to exist and nothing else has been checked. Until it is audited: only play online with people you trust, on a server you trust, with a build you compiled or verified yourself, and never on a community server.
  • The mission music still drops out. About a dozen 50 ms gaps per 16-minute capture, on any speaker; an earlier blame on the owner's Bluetooth speaker was retracted. The cause is the port's and has not been found. The owner's words: the audio issues are not resolved. Movie audio also plays about 20 dB under the console's.
  • Frame rate. 43 to 45 fps in missions and 52 to 60 in the menus, against the console's 60.
  • Voice chat does not work. The microphone meter moves, but no pad button talks and nothing you say reaches anyone.
  • Nobody has played a stranger. Every online match so far was two instances 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.
  • r0004, the community servers' revision. What Sony's later patch even is was decided three different ways in one day. A real r0004 build now exists; it boots to the intro credits and then reboots itself into an error dialog. Not fixed as of 2026-09-24.
  • Rendering. The title screen has scored 19 of 23 in the parity gate since Sprint 8, the same four screens every time, unfixed. A loading-screen image path writes every strip to the same address. Texture uploads run hot.
  • Keyboard and login. Menus and typing only; playing needs a pad, and the mouse was removed. A brand-new memory card keeps your name but loses the saved password, cause unknown, so the prefilled login stays.
  • Decisions still open. A legal question stands before any public download; the licence (GPL-3.0 by default), whether builds get signed (they do not), and the v0.10.0 release still has no archives attached.

Sources: the project's KNOWN.md (proven, believed, retracted, hazards), CURRENT_SPRINT.md, LADDER.md, HUMAN_TASKS.md and the chain 18 logs on 2026-09-24, with the git log where the docs lag it; 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

    SOCOM II online, US East (Ohio)

    Server

    The project runs its own server so builds can be tested against something known. The aim, once the port is stable and Sony's r0004 patch is supported, is to join the existing community servers rather than keep a separate one.

    GAMES
    OPERATIVES ONLINE

    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 server is preselected. Pick a profile name; it chooses your memory card.
    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.