# OpenGOAL: recovering GOAL code and rebuilding the Jak games

> Reconstructs readable GOAL code from the original Jak binaries and compiles it with a new GOAL compiler for modern PCs. Its workflow combines a specialized decompiler, manually supplied type information, asset extraction and an interactive development runtime.

- Type: Case study
- Targets: Game
- Category: Independent reconstruction cases
- Relationship: Independent reconstruction project
- Sources reviewed: 2026-10-17
- Added to the catalog: 2026-10-17
- Original resource: <https://github.com/open-goal/jak-project>
- Primary source: <https://github.com/open-goal/jak-project/blob/32c3cf73970f885c0a588623208232db72a74a58/README.md>
- Catalog page: <https://awesomerea.org/resources/opengoal-jak-case/>
- Record JSON: <https://awesomerea.org/resources/opengoal-jak-case/record.json>
- Chinese version: [简体中文](https://awesomerea.org/zh/resources/opengoal-jak-case/index.md)

## Requirements & limits

- **Prerequisites:** Requires the user’s original PS2 game copy and extracted assets. The README covers retail PAL, NTSC and NTSC-J editions, including Greatest Hits, and excludes later PS3/PS4/PS5 releases.
- **Prerequisites:** The supported runtime is x86-64 on Windows, Linux and macOS. The macOS guide requires Rosetta 2 on Apple Silicon and lists macOS Sequoia; native ARM64 builds are experimental and unsupported. No mobile release is planned.
- **Prerequisites:** Development uses C++20, CMake, NASM and platform libraries, then the project’s asset-extraction and GOAL compilation steps. The documented task commands need the corresponding task runner; runtime code editing is a development feature.
- **Scope:** The pinned README reports Jak 1 as complete, Jak 2 as beta with remaining issues, and substantial work still needed for Jak 3.
- **License:** ISC license for project work; original game assets and third-party components retain their own rights.

## Primary sources

1. <https://github.com/open-goal/jak-project/blob/32c3cf73970f885c0a588623208232db72a74a58/README.md>
2. <https://github.com/open-goal/jak-project/blob/32c3cf73970f885c0a588623208232db72a74a58/CMakeLists.txt>
3. <https://github.com/open-goal/jak-project/blob/32c3cf73970f885c0a588623208232db72a74a58/LICENSE>
4. <https://github.com/open-goal/jak-project/blob/32c3cf73970f885c0a588623208232db72a74a58/docs/setup/system/linux.md>
5. <https://github.com/open-goal/jak-project/blob/32c3cf73970f885c0a588623208232db72a74a58/docs/setup/system/macos.md>

## More in Games

- [Paleblood: a functional decompilation of Bloodborne with its own runtime](https://awesomerea.org/resources/paleblood-bloodborne-functional-decomp-case/index.md) · Case study
- [R.E.L.I.V.E.: an Oddworld Abe’s Oddysee and Abe’s Exoddus engine reimplementation](https://awesomerea.org/resources/relive-oddworld-abe-engine-case/index.md) · Case study
- [re-plants-vs-zombies: decompiling and modernizing Plants vs. Zombies GOTY](https://awesomerea.org/resources/re-plants-vs-zombies-decomp-case/index.md) · Case study
- [REDRIVER2: reconstructing Driver 2 through a PlayStation compatibility layer](https://awesomerea.org/resources/redriver2-case/index.md) · Case study
- [RSDKv3 Decompilation: Sonic CD (2011) on a reconstructed Retro Engine v3](https://awesomerea.org/resources/rsdkv3-sonic-cd-decomp-case/index.md) · Case study
- [RSDKv4 Decompilation: Retro Engine v4 and the Sonic 1 & 2 (2013) menus](https://awesomerea.org/resources/rsdkv4-sonic-1-2-decomp-case/index.md) · Case study

## About this entry

The description was reviewed against primary sources.
Original editorial content: MIT. Linked projects, papers and assets retain their own rights and licenses.
