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#11
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#12
Example of PS2 port to PC I know: Devil May Cry 3
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#13
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#14
To compile a game for another architecture, you need the source code.
only the dev studio has it.

The other way is reverse engineering, which is hard, and illegal because those source codes are coyprighted.
CPU : AMD Ryzen 7 3800X
Mobo : Asus PRIME B450-PLUS
GPU : NVIDIA GeForce RTX 3070
RAM : 16 Go
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#15
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#16
Source code is human readable text files (and a lot of assets like game art and music).
This gets combined and translated (compiled) into the game files you see on the discs.
This compiling process can not be reverted, so unless you have the original sources, reading
the code is (nearly) impossible now.
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#17
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#18
You got this all wrong. Compilers translate human-readable code into code that can be executed by machines. Basically, the "machine language" that is understood by the processors varies wildly depending on their architecture and design.
In general, the human-readable code is written with a specific architecture in mind as well - it can be possible to compile the same source code into machine-readable code for different architectures, but unless it was specifically designed for that, it generally won't work.
Put (very) simply, porting a game (or any other program) from console to PC or the other way around is fixing exactly that, adapting the source so it compiles for another architecture.

It's not a business decision by itself, it's just how things work. Business decisions only come into play when talking about exclusive deals or whether or not a port to a different console is worth the money invested.

Beside that, consoles are attractive for a variety of reasons to game developers. Piracy tends to be less of an issue, and all console users have the same hardware, so you can optimize your game for that specific set of hardware and be assured it runs and looks the same for everyone buying it. Just to name some.
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#19
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#20
LOL...

Majority of computer spare parts in my country were labeled "Made in China"..

Guess we got no choice then..
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