Jak and Daxter
The Precursor Legacy533 source files in the treeSCUS-97124 · SCES-50361NTSC-U · PAL
One seamless world with no loading screens, and Precursor orbs in every corner of it.
One seamless world with no loading screens, and Precursor orbs in every corner of it.
Haven City, dark eco, and a much sharper edge than the first game.
The Wasteland, light eco, and the end of the trilogy.
Combat racing across the trilogy's world, which OpenGOAL never ported.
The trilogy came to the PC on years of OpenGOAL's decompilation. Jak X had none of it. Every file in the game, from the kernel up, is decompiled, typed and landed here for the first time, and the tools that carried the trilogy had to learn a fourth engine to do it.
The Jak X tree today, decompiled from the disc rather than inherited from another game. Most of them hold code; the rest are objects that carry only data or declarations, as they did on the disc.
One build turns every one of those sources into a running game on one machine.
OpenGOAL never decompiled Jak X, so its GOAL source began from nothing here. The C++ side of the disc driver began from Jak 3's and is being reconciled function by function.
The port aims to do what the PlayStation 2 build did, frame for frame where it can: the same physics tick, the same field rate for the audio-synced cutscenes, the same heaps and load order.
Faster on every game, as a consequence of the faithful port rather than at its expense: the frame's work measured and trimmed, nothing spent on a compatibility layer.
Higher frame caps, a native widescreen picture with the HUD anchored to the edges, texture packs and upscalers, all in a preset that never touches the faithful one.
Jak X: Combat Racing, which OpenGOAL never ported, brought up from its disc the same way the trilogy was.
The port inherited an OpenGL renderer that could not be measured or threaded the way a faster runtime needs. The Vulkan backend replaces it pass by pass, a frame oracle checks every pass against reference frames before it lands, and every new piece of renderer work is written to run on either backend, so nothing done during the swap is wasted.
Performance first, with no stack of compatibility layers. The frame's work has to be measured and trimmed, and the renderer has to leave room for what comes after it: rendering on more than one core, dynamic and ray-traced lighting, and the online layer.
The kernel is the part of the runtime every game shares: the 32-bit memory arena and symbol table, the DMA chains, the protocol to the disc and sound processor. It stays exactly as retail shaped it, and the work is making it run better without the game ever noticing.
A runtime that runs the games better than the PlayStation 2 did. Every kernel change states whether the game could observe it, and the ones it could are ruled on one at a time. Jak 1 to 3 boot as part of every kernel judge, because they share it.
Run the installer. A short setup wizard asks where the runtime and your games should live, and can install the runtime right away.
Point a game at your disc image. The launcher checks the disc's serial, then extracts, decompiles and compiles the game.
Every game starts retail-faithful. The enhancements are individual toggles in the game's options and in the launcher.
The launcher installs the runtime, imports each game from your disc and keeps everything up to date. Phaethon ships no game data.
Phaethon is an unofficial fan project. It is not affiliated with, endorsed by or associated with Sony Interactive Entertainment or Naughty Dog. Jak and Daxter is a trademark of Sony Interactive Entertainment. You need your own copy of each game.
Phaethon is written from the games themselves. Each system is decompiled, compared with a PlayStation 2 capture and landed only when the two agree, frame for frame. The details are the work.
Built with AI in the loop. Phaethon uses AI assistance for speed and accuracy, and holds it to the same bar as every other contribution: every change is read, tested and checked against the console before it lands.