Tekken 4 (PS2) teardown
Taking apart Tekken 4 for the PlayStation 2 with no mod loader and no prior documentation: the disc archive, movesets, stages, character models and sound, each decoded far enough to change it and proven in the PCSX2 emulator.
Tekken 4 (2002, US release SLUS-20328) has no modding scene to speak of and no tools: no mod loader, no documented formats, no unpacker for the 2.57 GB archive that holds almost the whole game. Everything here started from the disc image and the game’s own machine code.
The project’s goal is a game that can be customised end to end: new fighters, new moves, new stages and new sound. It works through three habits:
- Prove it in the game. A format counts as understood when something built from it runs in PCSX2 and does what was predicted. A desk reading isn’t enough, so “not confirmed in game” is treated as “not working”.
- Rebuild before you edit. Every parser has to reproduce the stock files byte for byte before it’s allowed to write a changed one.
- Check every claim adversarially. Each desk report gets a second, independent pass that re-derives its claims from the raw bytes, and the claims that fail are recorded as refuted rather than quietly fixed.
The work so far: the archive and its hidden index, the moveset format with edits proven in game, the stage format with a new stage built from scratch, the character model format, and the sound driver and its banks. What’s still unknown (mainly animation, hit boxes and the vector-unit microcode) is mapped in Tekken 4 (PS2): a map of what’s known.
Mods built with this work are personal, and nothing from the game itself (disc image, archive members, savestates) is published here.