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deadinside28 / bloodborne_pc

git clone https://github.com/deadinside28/bloodborne_pc.git 0.6 · 4d ago

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Star history (as recorded here)

2026-10-20 · 3,407 ★ 2026-10-23 · 3,535 ★
LanguageC++
LicenseGPL-2.0
Created2026-10-01 (22d ago)
Last push4d ago
Watchers29
OwnerUser

Links

README excerpt
THIS PROJECT IS NOT RELATED TO SHADPS4. ALL QUESTIONS RELATED TO THIS PROJECT SHOULD BE SENT TO THE DISCORD SERVER https://discord.gg/KYZRKk9CB, NOT TO THE SHADPS4 SERVER.
# bbport — a native Linux port of Bloodborne
**English** · Русский
bbport is the counterpart of Wine + DXVK for a single game: *Bloodborne* for PlayStation 4
(CUSA03173, game version 1.09) on an x86-64 Linux PC. The game's original executable runs
directly on the PC:
- **as in Wine**, the game's x86-64 code runs on the CPU directly, and a runtime written for
 this one game replaces the PS4 system libraries;
- **as in DXVK**, the game's graphics are translated to Vulkan — by the port's own renderer and
 shader translator (they started from shadPS4's and were
 rewritten), including temporal upscaling with AMD FSR 3.1, FSR 4, FSR 4.1.1 and NVIDIA DLSS;
- memory and the GPU's work follow the PC model on every GPU by default (the new memory and
 translation model, since 0.6); the old memory model of 0.3 stays as a launcher option
 (*Memory model → Old*).
What remains to the full Wine + DXVK model: removing the old memory model once the new one is
confirmed on NVIDIA and Intel (see below).
> **No game files are included.** You need your own dump of Bloodborne with update 1.09: any retail
> release (CUSA00900 in the US, CUSA03173 for the European Game of the Year edition, ...), as they
> share the same executable.
> This project is not affiliated with Sony Interactive Entertainment, FromSoftware or AMD.
**Status: experimental, playable.** The game boots, loads saves and plays (the Hunter's Dream
and several areas of Yharnam were played with it) with sound, gamepad and saving.
A full play-through has not been verified, and only one machine (Linux, AMD Radeon RX 7800 XT,
Mesa/RADV) has been tested thoroughly.
## Highlights
- **Native execution.** The eboot is converted offline into a flat memory image; PS4 libc and
 libSceFios2 are linked into it as native code. No CPU emulation and no per-instruction
 translation: the game code runs at full speed.
- **Two memory models** (launcher → *Mode → Memory and translation model*; *Auto*, the default,
 is the new one on every GPU):
 - **The new memory and translation model — the default on every GPU (0.6).** The game's memory lives
 in system RAM and the GPU reads it where it is, as a PC game's buffers; data it reads often
 is kept in VRAM and given back when unused (textures after 20 s, buffers after 60 s). The
 layer's memory module tracks CPU writes to mirrored blocks to keep those copies coherent;
 it does not copy the whole GPU-visible memory. The PS4 command processor's work
 is translated into Vulkan commands rather than emulated on the CPU: memory writes
 (`WRITE_DATA`, DMA) are done by the GPU in command-stream order, and fences are written by the
 GPU itself at the end of the pipeline, at the same point of the stream as the PS4's command
 processor writes them. On every GPU the game's memory goes through the layer's memory module:
 bou