What the two licenses mean
Two licenses cover the repository, by who wrote what. Phaethon's own work, everything added since the fork left OpenGOAL's jak-project, is under the PolyForm Strict License 1.0.0. The code inherited from OpenGOAL stays under the ISC License with the OpenGOAL Team's notice. The games' own code belongs to its makers, and nothing here ships their data.
- You may run what you are given, play the games from your own discs and report what you find; once the source is released, you may read it and build it from a checkout.
- You may not distribute Phaethon's own work, or make changes or new works based on it, including carrying its fixes, its decompilation of Jak X or its renderer into another implementation. The one exception is the GOAL source shipped with Phaethon, which you may change for your own noncommercial use. Reverse engineering the compiled runtime is not permitted, except where the law allows it.
- Inherited code keeps its ISC license and its copyright notice. The fork takes nothing from upstream since it left and sends nothing back.
From the maintainer. The strict terms have one reason. Most of my work here is AI-assisted. When that became known, parts of the community answered with hostility rather than with a reading of the work. The source is not released yet. It stays private until the work proves itself, and may be released then. When it is, it will be so that anyone can read it, build it, check it against the console and play it. I will not publish it so that it can be folded into other implementations or built on by people who would not have it exist. That is the whole of it. Today, this is where it stands.
read from alex/phaethon at develop ca24b0e0 (ca24b0e0b6c97d5e1d78591e34e852e7496c838e), Oct 21, 2026
Phaethon's own work
LICENSE-PHAETHON.md, blob 97086a36618c
License for Phaethon's own work
Licensor: Alexander J. Semenuk.
Scope: every change this repository holds that is not part of the code it inherited from
OpenGOAL's jak-project: the Jak X port, the retail-faithful fixes to the trilogy, the
remastered presets, the renderer, the landing tools and the documents, from the fork point
onward. The inherited code stays under the ISC License in LICENSE, with the OpenGOAL Team's
copyright notice, as that license requires. Where the two meet in one file, the ISC notice
covers the lines that came from OpenGOAL and these terms cover the rest.
The terms: the PolyForm Strict License 1.0.0, reproduced from its official plain text below. In one sentence, you may use the software, and you may not distribute it or make changes or new works based on it. The additional terms below add to that: no reverse engineering of the compiled work, and personal, noncommercial changes to the GOAL source.
Additional terms
These terms apply to Phaethon's own work in addition to the PolyForm Strict License 1.0.0 below.
-
Reverse engineering. Reverse engineering, decompiling or disassembling Phaethon's own work in compiled form, or otherwise attempting to derive its source code, structure or algorithms from it, is not permitted, except to the extent applicable law expressly permits it despite this limitation.
-
Notices and signatures. Removing or altering a copyright notice, a license notice, a version block or a digital signature in Phaethon's files is not permitted.
-
Other licenses. Code inherited from OpenGOAL stays under the ISC License in LICENSE, and third-party components stay under their own licenses, listed under notices/. Nothing in these terms limits a right those licenses grant.
-
The GOAL source. Changing the GOAL source shipped with Phaethon for personal, noncommercial use is permitted. Distributing a changed version of it, or of any other part of Phaethon's own work, is not.
PolyForm Strict License 1.0.0
https://polyformproject.org/licenses/strict/1.0.0
Acceptance
In order to get any license under these terms, you must agree to them as both strict obligations and conditions to all your licenses.
Copyright License
The licensor grants you a copyright license for the software to do everything you might do with the software that would otherwise infringe the licensor's copyright in it for any permitted purpose, other than distributing the software or making changes or new works based on the software.
Patent License
The licensor grants you a patent license for the software that covers patent claims the licensor can license, or becomes able to license, that you would infringe by using the software.
Noncommercial Purposes
Any noncommercial purpose is a permitted purpose.
Personal Uses
Personal use for research, experiment, and testing for the benefit of public knowledge, personal study, private entertainment, hobby projects, amateur pursuits, or religious observance, without any anticipated commercial application, is use for a permitted purpose.
Noncommercial Organizations
Use by any charitable organization, educational institution, public research organization, public safety or health organization, environmental protection organization, or government institution is use for a permitted purpose regardless of the source of funding or obligations resulting from the funding.
Fair Use
You may have "fair use" rights for the software under the law. These terms do not limit them.
No Other Rights
These terms do not allow you to sublicense or transfer any of your licenses to anyone else, or prevent the licensor from granting licenses to anyone else. These terms do not imply any other licenses.
Patent Defense
If you make any written claim that the software infringes or contributes to infringement of any patent, your patent license for the software granted under these terms ends immediately. If your company makes such a claim, your patent license ends immediately for work on behalf of your company.
Violations
The first time you are notified in writing that you have violated any of these terms, or done anything with the software not covered by your licenses, your licenses can nonetheless continue if you come into full compliance with these terms, and take practical steps to correct past violations, within 32 days of receiving notice. Otherwise, all your licenses end immediately.
No Liability
As far as the law allows, the software comes as is, without any warranty or condition, and the licensor will not be liable to you for any damages arising out of these terms or the use or nature of the software, under any kind of legal claim.
Definitions
The licensor is the individual or entity offering these terms, and the software is the software the licensor makes available under these terms.
You refers to the individual or entity agreeing to these terms.
Your company is any legal entity, sole proprietorship, or other kind of organization that you work for, plus all organizations that have control over, are under the control of, or are under common control with that organization. Control means ownership of substantially all the assets of an entity, or the power to direct its management and policies by vote, contract, or otherwise. Control can be direct or indirect.
Your licenses are all the licenses granted to you for the software under these terms.
Use means anything you do with the software requiring one of your licenses.
The code inherited from OpenGOAL
LICENSE, blob 9f8c67bbfbaf
ISC License Copyright (c) 2020-2026 OpenGOAL Team Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
Notices: NVIDIA DLSS
docs/notices/dlss.md, blob 22d12aae9caa
Third party notices: NVIDIA DLSS
This file exists because the DLSS programming guide requires it. Section 4.2.3 of the
guide, "Notice of inclusion of third-party code", says that the DLSS DLL shipped with a
game includes third party code that has to be acknowledged in the public documentation of
the final product, and names section 9.5 as the text to reproduce. Everything under
"NVIDIA DLSS notices" below is that section, verbatim, from the release guide carried in
the SDK this build fetches (doc/DLSS_Programming_Guide_Release.pdf, dated 31 March
2026, in the tree tagged v310.9.1). Nothing in it is mine and nothing in it is edited.
NOTHING FROM THE SDK IS IN THIS REPOSITORY. The headers and the import library are
fetched at configure time and only when JAK_NGX is ON, into the build directory; the
runtime library is a deployment step and never a tracked file.
What the release owner still has to do
These are obligations this rung cannot discharge from a source tree. They are listed with the section that imposes each, so the person who owns a release can act on them; the wording of each obligation is mine, and the sections are the ones to read.
| obligation | where it comes from |
|---|---|
| Reproduce the notices below in the public documentation of the released game. | DLSS programming guide 4.2.3 |
Ship only nvngx_dlss.dll from lib/Windows_x86_64/rel, beside the executable. The development library under dev/ draws an on screen overlay and must never be distributed. |
guide 4.2 |
| Leave NVIDIA's Authenticode signature on that DLL intact. A game signature is APPENDED to it; stripping it makes NGX Core refuse to load the library and DLSS fails. | guide 4.2.2 |
| Remove the library on uninstall, the way the installer treats every other component. | guide 4.2.1 |
| Put the NVIDIA marks on the splash screen, in the about box and in the credits. | RTX SDKs license supplement 7.1(b) |
| Send NVIDIA a sample of each mark use at least two weeks before implementation. | supplement 7.2(c) |
| Notify NVIDIA before a commercial release. | supplement 4 |
| Redistribute the runtime only incorporated in object code into an application with material additional functionality, for use on NVIDIA GPUs. | license 1.c, 2.a, 4.b and supplement 1 |
| Do not make the SDK subject to an open source license. A private forge is ordinary use; publishing this integration under a copyleft license is not. | license 4.e |
The license readings above are the 2026-09-20 spike's, taken from the license texts rather than from counsel.
NVIDIA DLSS notices
The text below is section 9.5 of the DLSS programming guide, reproduced without alteration.
The information provided in this specification is believed to be accurate and reliable as of the date
provided. However, NVIDIA Corporation (“NVIDIA”) does not give any representations or warranties,
expressed or implied, as to the accuracy or completeness of such information. NVIDIA shall have no
liability for the consequences or use of such information or for any infringement of patents or other
rights of third parties that may result from its use. This publication supersedes and replaces all other
specifications for the product that may have been previously supplied.
NVIDIA reserves the right to make corrections, modifications, enhancements, improvements, and other
changes to this specification, at any time and/or to discontinue any product or service without notice.
Customer should obtain the latest relevant specification before placing orders and should verify that
such information is current and complete.
NVIDIA products are sold subject to the NVIDIA standard terms and conditions of sale supplied at the
time of order acknowledgement, unless otherwise agreed in an individual sales agreement signed by
authorized representatives of NVIDIA and customer. NVIDIA hereby expressly objects to applying any
customer general terms and conditions with regard to the purchase of the NVIDIA product referenced in
this specification.
NVIDIA products are not designed, authorized or warranted to be suitable for use in medical, military,
aircraft, space or life support equipment, nor in applications where failure or malfunction of the NVIDIA
product can reasonably be expected to result in personal injury, death or property or environmental
damage. NVIDIA accepts no liability for inclusion and/or use of NVIDIA products in such equipment or
applications and therefore such inclusion and/or use is at customer’s own risk.
NVIDIA makes no representation or warranty that products based on these specifications will be suitable
for any specified use without further testing or modification. Testing of all parameters of each product is
not necessarily performed by NVIDIA. It is customer’s sole responsibility to ensure the product is
suitable and fit for the application planned by customer and to do the necessary testing for the
application in order to avoid a default of the application or the product. Weaknesses in customer’s
product designs may affect the quality and reliability of the NVIDIA product and may result in additional
or different conditions and/or requirements beyond those contained in this specification. NVIDIA does
not accept any liability related to any default, damage, costs or problem which may be based on or
attributable to: (i) the use of the NVIDIA product in any manner that is contrary to this specification, or
(ii) customer product designs.
No license, either expressed or implied, is granted under any NVIDIA patent right, copyright, or other
NVIDIA intellectual property right under this specification. Information published by NVIDIA regarding
third-party products or services does not constitute a license from NVIDIA to use such products or
services or a warranty or endorsement thereof. Use of such information may require a license from a
third party under the patents or other intellectual property rights of the third party, or a license from
NVIDIA under the patents or other intellectual property rights of NVIDIA. Reproduction of information in
this specification is permissible only if reproduction is approved by NVIDIA in writing, is reproduced
without alteration, and is accompanied by all associated conditions, limitations, and notices.
ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND
OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA
MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE
MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
Notwithstanding any damages that customer might incur for any reason whatsoever, NVIDIA’s
aggregate and cumulative liability towards customer for the products described herein shall be limited
in accordance with the NVIDIA terms and conditions of sale for the product.
9.5.1 Trademarks
NVIDIA and the NVIDIA logo are trademarks and/or registered trademarks of NVIDIA Corporation in the
U.S. and other countries. Other company and product names may be trademarks of the respective
companies with which they are associated.
9.5.2 Copyright
© 2018-2020 NVIDIA Corporation. All rights reserved.
www.nvidia.com
Notices: AMD FidelityFX SDK
docs/notices/fsr.md, blob e58f06d6e911
Third party notices: AMD FidelityFX SDK
This file exists because the FidelityFX SDK is MIT licensed and the MIT license requires
its copyright notice and permission notice to be included in all copies or substantial
portions of the software. A build configured with JAK_FSR links two static libraries
built from that source into the runtime, which is such a portion, so the text below
travels with the binary through this file. Everything under "FidelityFX SDK notices" is
sdk/LICENSE.txt from the tree this build fetches, verbatim. Nothing in it is mine and
nothing in it is edited.
NOTHING FROM THE SDK IS IN THIS REPOSITORY. The source is cloned at configure time and
only when JAK_FSR is ON, into the build directory, which is ignored by git; the SDK is
built there and the two static libraries are linked from there. No header, no library and
no shader blob is a tracked file.
Which tree: github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK at the tag the top level
CMakeLists.txt pins in JAK_FSR_TAG, which is v1.1.4 as this is written. Only the
FSR3 upscaler component and the Vulkan backend are built; frame interpolation, optical
flow and every other effect in the SDK are left out of the build entirely.
What the release owner still has to do
| obligation | where it comes from |
|---|---|
| Reproduce the notices below in the public documentation of the released game, or ship this file with it. | MIT, the "included in all copies" clause |
Nothing else. There is no mark obligation, no notification, no signature to preserve and no restriction on which vendor's hardware the result may run on, which is the whole difference from dlss.md. |
FidelityFX SDK notices
This file is part of the FidelityFX SDK.
Copyright (C) 2024 Advanced Micro Devices, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files(the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions :
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Notices: the debug window's fonts
docs/notices/fonts.md, blob 7d6e86fe226f
Third party notices: fonts
Every typeface shipped in assets/fonts/ and the license each is under. The license
text itself sits beside the font file, which is what the SIL Open Font License asks for:
its condition 2 says the font may be redistributed only with a copy of the license.
| font | file | license | license text |
|---|---|---|---|
| JetBrains Mono, Regular 2.304 | assets/fonts/JetBrainsMono-Regular.ttf |
SIL Open Font License 1.1, Copyright 2020 The JetBrains Mono Project Authors | assets/fonts/JetBrainsMono-OFL.txt |
| Noto Sans, SemiBold, subset | assets/fonts/NotoSans-SemiBold-Subset.ttf |
SIL Open Font License 1.1, Copyright 2022 The Noto Project Authors | assets/fonts/NotoSans-OFL.txt |
| Noto Sans JP, SemiBold, subset | assets/fonts/NotoSansJP-SemiBold-Subset.ttf |
SIL Open Font License 1.1, Copyright 2014-2021 Adobe, Reserved Font Name 'Source' | assets/fonts/OFL.txt |
| Noto Sans KR, SemiBold, subset | assets/fonts/NotoSansKR-SemiBold-Subset.ttf |
SIL Open Font License 1.1, Copyright 2014-2021 Adobe, Reserved Font Name 'Source' | assets/fonts/OFL.txt |
| lucide, 1.47.0 | assets/fonts/lucide.ttf |
ISC, Copyright Lucide Icons and Contributors; the icons derived from Feather are MIT, Copyright Cole Bemis | assets/fonts/lucide-LICENSE.txt |
JetBrains Mono is the debug UI's face (issue 2213). It is loaded at run time from the path
above by debug_ui::load_font, not linked in, so a build that does not ship the assets
directory falls back to ImGui's built in font and still draws.
lucide is the icon face, merged into that same font by the same call. One glyph of it is
asked for, pin at U+E259, which is the debug window's pin button; the merge names that
codepoint and excludes every other, so the atlas holds one icon rather than 2,132. The file
is the font/lucide.ttf of the lucide-static npm package at 1.47.0, and the license text
beside it is that package's own LICENSE. A build without it draws the pin from primitives.
Noto Sans and its JP and KR faces are the subtitle overlay's (issue 3441), loaded at run time
by subtitle_overlay::FaceLoader. Each is a subset: the variable font of google/fonts
(ofl/notosans/NotoSans[wdth,wght].ttf, ofl/notosansjp/NotoSansJP[wght].ttf,
ofl/notosanskr/NotoSansKR[wght].ttf, fetched 2026-10-08) instanced at weight 600 with
fonttools varLib.instancer --static, then cut by pyftsubset --layout-features= --no-hinting
--name-IDs='*' to the characters the games can spell: every character the four games' font
tables in common/util/font/dbs/ name, the text of every language file under
assets/<game>/subtitle/ and assets/<game>/text/, the disc's text banks, the pad icons
font_utils.cpp draws and all of printable ASCII in each, and for Korean the 2,350 syllables of
KS X 1001 and every jamo Jak II's table names, since Korean composes its syllables from jamo. A
character added to a table or a file is added to the subset the same way, or its line draws
nothing; SubtitleOverlayFaces.TheSubsetsHoldEveryCharacterTheGamesSpell reds until it is.
Those three are modified by the subset, which the OFL allows; none is sold on its own, and none carries a reserved font name: Noto Sans has none, and the JP and KR faces' reserved name is 'Source'. No other font here is modified.
Notices: the cutscene upscaler's weights
docs/notices/fmv-upscale.md, blob 4ee547d3d9fc
Third party notices: the FMV upscale network
The enhanced mode's cutscene upscaler (issue 2422, rung R7) runs one neural network whose weights ship in this repository, and those weights are licensed under Creative Commons Attribution 4.0 International. That license asks for the attribution below wherever the weights are shared, and asks that modifications be indicated, which is what this file does.
| item | value |
|---|---|
| Work | 2xNomosUni_compact_multijpg_ldl |
| Creator | Philip Hofmann (Phhofm) |
| Source | https://huggingface.co/Phips/2xNomosUni_compact_multijpg_ldl, commit 65a50da3ae0ca7dc89cbea49d913b510405483ee, file 2xNomosUni_compact_multijpg_ldl.safetensors, sha256 dec25af2672783ce2214c38d6a70caf8c3d8a640d6f4d87b543b264cafd74110; also released at https://github.com/Phhofm/models/releases/tag/2xNomosUni_compact_multijpg_ldl |
| License | CC BY 4.0, https://creativecommons.org/licenses/by/4.0/ |
| Network | SRVGGNetCompact (Real-ESRGAN's compact architecture), 2x, 64 features, 16 body convolutions, PReLU, 600,652 parameters |
| Shipped as | assets/fmv_upscale/2xNomosUni_compact_multijpg_ldl.jxfu, 1,201,320 bytes, sha256 ab269e4d41694592a2f1585b7fbe1f3cb132fbdde96f8e0f48121623a1040941 |
What was changed
The weights were converted, not retrained: scripts/jakx/export_fmv_upscale_weights.py
reads the safetensors file above, checks its sha256, rounds every parameter from float32 to
float16 (round to nearest even) and writes them in the model's own tensor order behind a
16 byte header. Nothing else about the network is altered. The runtime
(runtime/graphics/renderer/FmvUpscaler.cpp, shaders/fmv_upscale.comp) is this
fork's own port of the network's forward pass and is covered by the repository's license,
not by this one.
What the release owner still has to do
| obligation | where it comes from |
|---|---|
| Keep the attribution above (creator, license name and link, source link, the note that the weights were modified) with any copy of the weights, for example by shipping this file. | CC BY 4.0, section 3(a) |
| Apply no additional terms or technological measures that restrict what the license permits for the weights. | CC BY 4.0, section 2(a)(5)(B) |
The license disclaims warranty (section 5) and grants no trademark or patent rights (section 2(b)).