HPCOS GC — an experimental native static-recompilation project for Harry Potter and the Chamber of Secrets on Nintendo GameCube.
Important
Work in progress. No original disc image or extracted copyrighted game data is distributed by this repository. You must supply your own legally obtained copy of the game.
HPCOS GC targets the North American GameCube release of
Harry Potter and the Chamber of Secrets (GHSE69).
The project uses the ExpansionPak GameCube/Wii recompilation stack, with DolRecomp for ahead-of-time PowerPC recompilation and ModernGekko for the native runtime.
The goal is to run the original GameCube executable as statically recompiled native code while preserving the behaviour of the original game and progressively adding PC-oriented improvements in the runtime.
The game currently reaches and runs:
- title and menu flow
- loading screens
- in-game scenes and normal gameplay
- audio
- controller input
- save/runtime state
- Vulkan rendering through ModernGekko/Dolphin
The current native build targets the original NTSC game timing.
Press Ctrl+F10 while the game is running to open the native HPCOS PC settings overlay. The normal F10 Dolphin pause hotkey is kept separate.
The overlay currently exposes live controls for:
- internal rendering resolution from native 1x through 12x
- V-Sync and the FPS performance overlay
- original 4:3, automatic host aspect, 16:9, 16:10, 21:9 and 32:9 modes
- horizontal FOV override, synchronized with the GHSE69 guest camera/frustum
- high-rate game VI/render target (60/90/120/144/165/240) with gameplay/physics held at native ~59.94 Hz
- optional host presentation FPS cap
- keyboard + mouse input merged with the normal GameCube controller on Port 1
- mouse sensitivity and Y-axis inversion
- direct in-menu keyboard/mouse rebinding
- runtime volume and mute controls
Settings and custom bindings are persisted in HPCOS_PC.ini inside the runtime
configuration directory.
Default keyboard/mouse bindings are WASD for movement, mouse movement for the C-stick/camera, left/right/middle mouse for A/B/Z, E/Q for X/Y, Left Shift/Left Ctrl for L/R, Enter for Start and the arrow keys for the D-pad. Gamepad input remains enabled at the same time.
Note
The menu has two separate FPS controls. Game FPS raises the guest VI/render
cadence without changing Dolphin's global emulation speed. GHSE69's phase-1
gameplay/physics update (0x80038DAC) is separately scheduled at the native
~59.94 Hz, while DSP/audio and CoreTiming remain on their normal clock.
Presentation FPS cap only limits host presentation. Above 60 FPS the renderer
currently presents the latest fixed simulation state between updates; true motion
interpolation is a separate refinement.
HPCOS includes a runtime widescreen implementation rather than relying on a fixed 16:9 game patch.
The projection is adjusted dynamically from the actual host aspect ratio, allowing the 3D view to adapt to displays such as:
- 16:9
- 16:10
- ultrawide aspect ratios
- other window aspect ratios
For wider displays the 3D projection uses a Hor+ style adjustment instead of simply stretching the original 4:3 image.
Enable it with:
./run.sh --widescreenA horizontal FOV can be selected at launch:
./run.sh --widescreen --fov 110--fov represents the requested horizontal field of view.
The runtime synchronizes the corresponding game-side camera/frustum FOV used by
GHSE69. The previous generic host perspective-FOV override has been removed:
that layer also affects auxiliary perspective passes such as shadow cameras and
could make shadows disappear when a custom FOV was active.
Dynamic widescreen also synchronizes all three GHSE69 aspect globals used by the original game's 16:9 patch. This makes the guest frustum/culling use the expanded aspect instead of keeping a hidden 4:3 visibility window, reducing objects popping out near the left and right edges.
The presentation path includes an XFB crop used to remove the original overscan-style bordering and make better use of the host window while preserving the dynamically corrected aspect ratio.
The 3D projection and orthographic paths are handled separately so increasing the world aspect ratio does not simply stretch the HUD together with the scene.
HPCOS is not just a wrapper around an emulator.
The original GameCube PowerPC code is processed by DolRecomp and translated ahead of time into native code that executes through the ModernGekko runtime.
Project-specific work currently includes:
- PowerPC static recompilation fixes and runtime integration
- optimized generated-code dispatch paths
- SMC / recompilation runtime optimizations
- optimized PowerPC emitter paths
- direct handling of common guest execution cases
- GameCube memory/MMIO/runtime integration
- guest-side camera/FOV synchronization
- host-side projection and presentation changes
The focus is to keep the recompiled execution path as native and lightweight as possible while retaining compatibility with the original GameCube software.
![]() Title screen |
![]() Continue menu |
![]() Loading screen |
![]() Entrance hall |
![]() Castle yard |
![]() Harry with his wand |
The checked-in project deliberately keeps the files required to reproduce or run the current port:
.
├── build.sh # configures/builds ModernGekko + DolRecomp + the GHSE69 module
├── run.sh # launches the published runtime/module
├── ModernGekko/ # source tree consumed by build.sh
├── DolRecomp/ # recompilation source/tooling
├── recomp/ # HPCOS recompilation source/output
├── runtime/ # published moderngekko-run + Sys runtime data
├── module/ # published gGHSE69_recomp.so + build info
├── docs/screenshots/ # project screenshots
├── build/ # local CMake/Ninja build directory — ignored
├── port-build/ # intermediate port build — ignored
├── extracted/ # user-supplied original game files — ignored
└── user/ # local runtime profile/saves/configuration — ignored
build.sh validates the GHSE69 main.dol, configures ModernGekko with CMake/Ninja,
builds moderngekko-run, moderngekko-port and dolrecomp, builds the recompilation
module, then publishes the runnable outputs into runtime/ and module/.
run.sh launches:
runtime/moderngekko-runmodule/gGHSE69_recomp.so- the user's local
extracted/game directory - a local
user/runtime directory
Requirements include CMake, Ninja, a supported C/C++ toolchain and the dependencies required by ModernGekko/DolRecomp.
The current build script supports the c and llvm recompilation backends and
clang, gcc or automatic toolchain selection.
./build.shExamples:
BACKEND=c TOOLCHAIN=clang ./build.sh
BACKEND=llvm TOOLCHAIN=clang ./build.shThe build expects your legally obtained game extraction at:
extracted/sys/main.dol
The expected target is GHSE69; build.sh verifies the DOL before building.
Basic launch:
./run.shDynamic widescreen:
./run.sh --widescreenDynamic widescreen with a custom horizontal FOV:
./run.sh --widescreen --fov 110Experimental 120 FPS VBI target:
./run.sh --widescreen --fov 110 --fps 120The current launcher uses Vulkan and Wayland.
HPCOS GC is still under active development.
Rendering, recompilation accuracy, performance and game compatibility may change as the static recompilation runtime continues to be investigated and optimized.
The project does not currently provide an unlocked-framerate implementation; the original NTSC game timing is intentionally preserved.
The .gitignore is intentionally conservative. It ignores things that should not be
part of the repository, including reproducible build directories, caches, release
staging, user-specific Dolphin/ModernGekko state, logs and original game files
supplied by the user.
Original game data must never be committed.
HPCOS GC depends on open-source work from the GameCube/Wii recompilation and emulation communities.
- DolRecomp — static PowerPC recompiler used by GameCube/Wii recompilation projects
https://github.com/ExpansionPak/DolRecomp - ModernGekko — runtime and tooling used to execute recompiled GameCube/Wii code
https://github.com/ExpansionPak/ModernGekko
ModernGekko credits and builds on work including:
- SpecialK / aharonahdoot — RecompCore
- The Dolphin Team — Dolphin and the GameCube/Wii hardware/runtime knowledge base
- Literally God / MrPoloGit — recompilation template/macOS work credited upstream
Please consult the upstream repositories, contributor histories and license files for complete and authoritative attribution.
This is an unofficial research/fan project and is not affiliated with or endorsed by Electronic Arts, Warner Bros., Nintendo, ExpansionPak, or the original developers.
No original disc image or extracted copyrighted game assets are distributed by this repository. Users must provide their own legally obtained game data.
See LICENSE for HPCOS-specific repository content.
Third-party components, including DolRecomp, ModernGekko and their dependencies, remain subject to their respective licenses.





