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Map viewer · SOCOM II multiplayer

booting

Unzipped Project Map Viewer dev build

Not a port and not emulation. No game code runs. The disc's own data — geometry, textures, scene graph, lighting, fog — is read and drawn again in TypeScript, so it is a reading of the game and a reading can be wrong.

Known to differ: blended surfaces are sorted by the browser where the engine walked its grid outward from the camera, the frame brighten is a fixed value where the game meters it, the alternate states a map holds (destroyed, unlit, far LOD) are hidden rather than switched by play, and there is no game — just the world.

A spin-off of SOCOM Unzipped, the actual port. s2u.scotho.com →

dev build

Advanced
lighting (unlit, as the engine draws it)

The PS2 draws a multiplayer map from the vertex colours the exporter baked: the VU1 light command is only emitted for the odd node flagged dynamic (a fern, a palm, a flare), and those take the map's own GlobalLighting rig. The game then brightens the whole frame by 1 + FIX/128, FIX coming from its auto-exposure; the console measured 93.

fog (GS FOGCOL + VU1 qwords 28/29)
0 diagnostics

    EXPERIMENTAL — a work in progress.

    SOCOM II: U.S. Navy SEALs and all of its assets — models, textures, maps, audio — are the property of Sony Interactive Entertainment, developed by Zipper Interactive. Not affiliated with, endorsed by, or connected to Sony Interactive Entertainment.

    click to look · WASD fly · space/shift up/down · double-tap W to boost · arrows look · F fullscreen · wheel speed 1.0× · ` hides this