GODZILLAULTRA

A fan-made overhaul of Godzilla: Save the Earth (PS2, 2004) · by ANILORAK

A rebuilt Tokyo, new monsters, new modes, online play brought back, and an engine pushed past its 2004 limits. Made by one person with AI, every claim checked against the game itself.

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Trailer1:40

6 rowsPick a row

1,221 buildingsTap a district or a base

Solo Destruction Tokyo, rebuilt as a real city: 12 districts laid out the way the real ones are, 1,221 buildings, streets and parks, four bases, and a G-Force that answers every level of destruction.

Tokyo from above: 12 districts, 1,221 buildings, streets and parks
G-Force threat level
Bases · tap one to sound its alarm, again to clear it

Map from the build tools · in-game pictures from the Mac test rig

New monstersPick one

Every monster brought in keeps its own body, skeleton and moves. The select screen's two pages were full, so ULTRA adds a third.

13 monsters swim.

Tap L2 in deep water to dive: only the back and spines show. Swim with the stick, and tap L2 again to stand. Shallow water stands you up. Only players swim.

Clips: the Mac test rig, Solo Destruction Tokyo

Seattle RuinsEvery city next
City select with the new Seattle map's preview
A fight in Seattle Ruins, lava across the ground Godzilla against helicopters in Seattle Ruins

Seattle Ruins.

Godzilla Unleashed's Seattle, rebuilt as a new map: a broken city on a lava field you sink into.

On the way: every other city gets Tokyo's treatment, rebuilt district by district.

HD packsDrag to compare
Gigan with the disc skin
Gigan with the HD pack
DISCHD
  • Every monster's skin upscaled
  • Every city's ground + water
  • Pacific Rim guests in HD
  • Widescreen 16:9, nothing stretched

Online works againCouch-tested

Save the Earth's own online mode, brought back. An Xbox and a Mac, one full match on Osaka.

XBOX
Series S · Dev Mode · host
MAC
PCSX2 · joined
Map OsakaMatch 5:00 fullLag none
The game's Online Play lobby with a game listedAn online match in Osaka: Godzilla 2000 over Gigan on the floor

Pictures: the lobby and a match in Osaka, on the Mac test rig

Modding notesOpen a chapter

GODZILLA ULTRA started as the retail disc of Godzilla: Save the Earth. I took it apart, learned how every piece of it works, and rebuilt it into the game I wanted to play. Every tool I made along the way is here, with notes on how each part of the game works. You don't need my version of it. Bring your own disc, and build yours. I cannot continue to pour time and love into this so I'm going to "Bethesda" this and hopefully the real modders can learn and take apart this game byte by byte efficiently now.

ANILORAK
15,720functions in the program, every one named
86 / 87file types opened and rebuilt byte for byte
4×the objects a city can hold
128 MBof memory, up from 32
1The program mapped, every file opened

Everything starts from your own disc. Mine was checked against the Redump record for the US release (SLUS-20809) before anything was touched, and that original was never changed: every build is a copy.

The program

The game's program was loaded into a disassembler and mapped until each of its 15,720 functions had a name and a place. 5,009 of them were checked by reading the code itself; the rest are named from matching patterns and marked that way. The 1,541 commands of the game's own script language are named too.

Every block is a part of the game, sized by its code. Tap a mod to see where it works.
The files

The disc holds one big data pack of 483 files, and inside them 87 kinds of file. 86 of them open in our own tools, and a tool only counts once it rebuilds every original file of its kind exactly, byte for byte, before it is trusted to change one. Movies are left out on purpose.

87 kinds of file in 18 groups
WhatHow manyOpenedChanged by

In the kit: the program map, the address map (751 findings, each with what it does and how it was checked), and a reader and writer for every file type.

2Scripts, cities, monsters, textures, code, limits

With every file open, changing the game is changing data. Each kind of change has its own tool.

Scripts
Every menu, mode and mission is the game's own script language. Any of the 162 scripts decompiles to readable text and compiles back. The WAR ROOM modes, Living Tokyo, swimming and the threat levels are all script.Tools: script compiler, script checker, script command list
Cities
Everything in a city is a record: a class, a name, a position, a template. Move, add or remove any of them. Tokyo's 1,221 buildings, its bases and the navy were placed this way, district by district.Tools: city reader, city writer, unit adder
Monsters
A monster comes in with its own skeleton, mesh and moves, never stretched onto another monster's body. Stats, moves and every hit event are editable.Tools: port kit, bundle builder, skeleton, mesh and animation writers, move and stat editors
Textures
Every texture and palette can be swapped. The HD packs replace them while the game runs, without touching the disc.Tools: texture reader and writer
Everything else
Effects, cameras, sound, text, menus and collision each have their own reader and writer.Tools: effect, camera, sound, text, screen and collision editors
Code
Some changes need the program itself. Those are code patches the emulator applies at launch. Every word a patch changes is checked against the original first, and if one doesn't match, nothing is written. Each change is its own named switch.Tools: patch writer and checker
The limits

The 2004 game was built for a PS2. ULTRA moves its limits.

MemoryThe game's 106 MB loading pool moved into the emulator's extra RAM
Stock
32 MB
Ultra
128 MB
4×
ObjectsBuildings, army units, effects and props a city can hold
Stock
1,024
Ultra
4,096
4×
ParticlesFire, smoke, sparks and debris at once
Stock
2,048
Ultra
4,096
2×
Disc dataOne data pack's limit, then a second pack beside it
Stock
4.28 GB
Ultra
8 GB
1.9×
City roomRoom for one city's files, so every ship and vehicle added is its own unit
Stock
4.77 MB
Ultra
8.71 MB
1.8×
Monsters in one matchPlayers 5 to 8 are computer-controlled
Stock
4
Ultra
8
2×
4,096objects in one city
3Nothing reaches a console until it works on the Mac

The test rig is the emulator in its own profile, hidden and muted, with tools around it:

  • Every test starts from a saved scene in about three seconds, intros skipped.
  • Buttons are pressed by script, so a test plays the same way every time.
  • The game's memory is read while it runs: health, threat level, what has spawned.
  • Pictures are taken on cue, and the emulator's log is checked for crashes.

A change moves through four steps. Built: its own checks pass. Mac-checked: a sweep of every map and mode it touches. Cleared: I've seen it. Confirmed: I've played it on the couch. Only the last one counts as working.

In the kit: the rig scripts for Save the Earth. Bring your own emulator and your own console's BIOS.

4An Xbox Series S in Dev Mode

ULTRA runs on an Xbox Series S in Dev Mode through XBSX2, a PS2 emulator for Xbox. Dev Mode works on a free developer account.

  • The disc goes over as a compressed image, with the code patch and the game's own settings beside it.
  • Files go through the console's Device Portal, and each one is read back before it counts as there.
  • The game runs with the emulator's most memory and its fastest CPU setting.
  • Patches and settings load at launch: after a change, close the game fully and start it again.

Or skip the console: everything runs on PCSX2 on a computer.

5What the AI did, what I did

I made GODZILLA ULTRA with an AI coding assistant, and I want to be plain about what that means.

The AI
Read the program and the files, wrote every tool in the kit, built the mods, and ran the tests on the Mac.
Me
Decided what the game should be, picked every change, and played every build on the couch. If something felt wrong there, it went back, however good the numbers looked.
Keeping it honest
Every claim is checked against the game itself: its code, its files, its memory while it runs, and marked as checked or not. A tool counts only when it rebuilds the original files exactly. Mistakes are corrected in writing, not hidden.

It isn't a shortcut around understanding the game. The understanding is the work, and it's all written down here.

6Make your own

I took a retail game and made it mine. You can do the same with yours, and you don't have to share my vision of it.

  • The Build kit: the Save the Earth tools, the program map, the address map, notes on every file format, and the builders for every mod in ULTRA.
  • The Play pack: one patch per mod, for your own disc.
  • Bring your own disc. Nothing from the game is in either pack: no disc images, no game files, no code from the game.
  • Start small: change one number in a script, rebuild, boot it. Then go further.

Go to Download

Play + BuildBring your own disc
Memory card slot 1

A patch for every mod, one file each. Apply it to your own disc and play on PCSX2 or an Xbox in Dev Mode.

ULTRA-PLAY/ ├─ patches/ one per mod ├─ how-to/ PCSX2 · Xbox └─ your disc not included
Memory card slot 2

The kit: the Save the Earth tools, the program map, the address map, notes on every file format, and the builders. Rebuild every mod yourself, or make your own.

ULTRA-KIT/ ├─ tools/ open + rebuild files ├─ map/ the program, mapped ├─ formats/ every file type └─ builders/ every mod, from source