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deadinside28/bloodborne_pc

Games

Native Linux/Windows port of Bloodborne 1.09 that runs the game's x86-64 code directly and translates its graphics to Vulkan.

4,043
1,134
C++
GPL-2.0
43 days old

What it is

bbport runs the PlayStation 4 version of Bloodborne (1.09) on x86-64 Linux and Windows 10/11. It is closer to Wine plus DXVK than to an emulator: the game's own executable executes directly on the CPU, a small runtime implements the PS4 system functions the game calls, and the PS4 graphics command stream is translated to Vulkan by the port's own renderer and shader translator. Those graphics components started from shadPS4 and were rewritten; the project states it is unrelated to that emulator's support channels the README.

The game's eboot is converted offline into a flat memory image, so there is no CPU emulation and no instruction translation. Around that core the port adds unlocked frame rate, arbitrary aspect ratios, keyboard and mouse, in-game settings menus, FSR 3.1/4/4.1.1 and DLSS upscaling with frame generation, a shader cache, mod and patch folders, and optional online play with seamless co-op project README.

It is for players who already own the game and can produce a decrypted 1.09 dump, and who are comfortable running an experimental port with launcher and command-line configuration.

Quick start

You need a decrypted dump of Bloodborne containing the CUSA03173 folder (eboot.bin, sce_module, and so on) at version 1.09, an x86-64 Linux or Windows 10/11 machine, and a Vulkan 1.3 GPU. Put an update dump over the base game by replacing files. A base-only 1.00 dump crashes at start.

git clone --recursive https://github.com/deadinside28/bloodborne_pc.git bbport && cd bbport
bash build.sh
BB_GAME_DIR=/path/to/CUSA03173 bash run.sh

Alternatively start the GTK4 launcher, choose the game folder and press Start:

bash launcher/bb-launcher.sh

By default the game folder is expected next to the repository (../CUSA03173). Saves and the shader cache go to user/, settings to bbport.ini. On Windows, unpack the release zip outside Program Files, run Bloodborne.exe, pick the folder containing eboot.bin and press Play; Insert opens the in-game menu.

FSR 3.1 needs no extra assets. FSR 4 assets are fetched with bash tools/fetch_fsr4_assets.sh; FSR 4.1.1 is built from your own amd_fidelityfx_upscaler_dx12.dll 4.1.x through the launcher button or tools/fsr4cap. DLSS requires building with NVIDIA's DLSS SDK checked out and DLSS_SDK_ROOT set.

Requirements and constraints

  • Building from source needs GCC, CMake, Ninja, Python 3, glslang, SDL3 and Vulkan headers. With Nix, shell.nix supplies everything.
  • No game files are included and no decryption is provided; bring your own dump. A dump with Lance McDonald's 60 fps patch baked in is rejected because the gestures menu crashes; the port has its own frame-rate handling.
  • Thoroughly tested on an RX 7800 XT under Linux (Mesa/RADV) and Windows 11, and on the Steam Deck. NVIDIA and Intel GPUs are reported by players rather than guaranteed. FSR 4 and 4.1.1 depend on specific Vulkan shader features; unsupported selections fall back to FSR 3.1, and FSR 4.1.1 records through a recent Proton.
  • The status is experimental and playable: the game boots, loads saves and plays with sound, gamepad and saving, but a full play-through has not been verified.
  • Online play needs a Seamless Hunt account from the service's site, or The Hunter's Dream sign-in through Discord; offline the network module is never loaded. The online module carries GPL-3.0-or-later code.
  • The port is licensed GPL-2.0-or-later and derives from shadPS4; reuse requires preserving notices. Third-party components such as AMD and NVIDIA assets are not distributed.

HotRepo's take

The repository has no recorded GitHub daily rank, snapshot history or Hacker News discussion, so the listed 4,043 stars and 1,134 forks are the only popularity signal available. The material itself is unusually concrete for a port of a single game: it documents the memory model, the command processor translation, the runtime decomposition, the FSR 4.1.1 recording workflow and the test commands, and it is explicit that a full play-through remains unverified. That combination — a narrow target (one game, one version) with detailed engineering notes and named test hardware — is what a reader should weigh, rather than treating the star count as a quality claim.

Written by AI from the project's README, updated . The project's own docs are the source of truth.

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