[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$f49smp23w5x7m":3},{"code":4,"message":5,"data":6,"timestamp":25},10000,"success",{"full_name":7,"position":8,"description":9,"language":10,"stars":11,"forks":12,"stars_gained":13,"age_days":14,"hn_threads":15,"one_liner":16,"summary_md":17,"topic":18,"github_topics":21,"license":22,"homepage":9,"updated_at":23,"history":24},"mateussmeneses\u002Ftheorder1886-port",18,null,"C++",322,15,31,10,[],"A work-in-progress Windows port that runs the PS4 executable of The Order: 1886 natively on PC using a Vulkan graphics core.","A technical proof-of-concept for running The Order: 1886 on Windows without a full PS4 emulator. Worth watching if you follow PS4 reverse engineering; not yet a general way to play the game.\n\n## The problem\n\nRunning a PS4-exclusive like The Order: 1886 on a PC normally means a full emulator, which has to emulate the console's CPU as well as its GPU. Because the PS4 already uses x86-64, the author argues the CPU side can run natively, leaving only the graphics to be translated. The port boots the game's own executable under a replacement runtime, with the shadPS4 video core converting PS4 graphics commands and shaders to Vulkan. The result is a game that reaches its title screen and plays the prologue on a tested machine, rather than a general-purpose emulator.\n\n## What's different\n\nThis is a single-game port, not an emulator. The original executable runs directly on the CPU, and a purpose-written runtime reimplements the PS4 system functions the game calls: memory, threads, files, audio, video, controller, saves and services. Startup applies relocations and links the game's own libc and libSceFios2 into one image. Only the GPU path is translated, via a shadPS4-derived video core carrying work from the God of War III and The Order ports.\n\nThe practical benefit is narrower overhead than full emulation, which is why the author can report a four-minute prologue run holding the game's own 30 FPS with no crash in over 20 automated runs on an RTX 5060 Laptop GPU. The trade-off is that this is one game's worth of engineering: only one dump version has been tested, and many parts remain game-specific. The launcher and Linux packaging are inherited from the God of War III port and, by the README's own account, have not been adapted.\n\n## Who should try it\n\nGood fit: someone with the exact tested dump who wants to see a PS4 title boot natively on Windows, and who can build from source and read logs when something fails. The documented test environment is Windows 11 with an NVIDIA RTX 5060 Laptop GPU, and the author reports the prologue rendering correctly with frame dumps confirming characters, lighting and textures.\n\nPoor fit: anyone who wants a plug-and-play way to play the whole game. The README only documents the prologue, and the experimental 60 FPS patch requires extra environment variables and is explicitly unverified in retail behaviour. People on older CPUs are also badly served: without MOVBE, BMI1 or LZCNT the loader rewrites instructions to emulated stubs, and still-older CPUs stop at start with a STOP line.\n\n## Requirements and limitations\n\nThe hard requirements are Windows 10 (1903+) or 11 64-bit, a CPU with AVX, a Vulkan 1.3 graphics card with a current driver, and your own game dump containing `eboot.bin`, `sce_module` and `sce_sys`. Only dump CUSA00035 version 01.02 is documented as tested; the patch file lists several other IDs but does not claim they work. Building needs MSYS2 and Python 3, with the package list in the [Windows packaging instructions](https:\u002F\u002Fgithub.com\u002Fmateussmeneses\u002Ftheorder1886-port\u002Fblob\u002Fmaster\u002Fpackaging\u002Fwindows\u002FREADME.md); the game folder is then supplied via `THEORDER_GAME_DIR` as described in the [project README](https:\u002F\u002Fgithub.com\u002Fmateussmeneses\u002Ftheorder1886-port).\n\nOngoing limitations matter as much as setup. The engine options passed by `run.py` are described as unverified, and even `--level` still stops at the title screen. The experimental 60 FPS patch changes 30 FPS frame-time constants in memory, and the game still requests 30 Hz presentation, so the port must be configured to present every vblank. Expect to check logs and fault reports rather than assume a supported configuration.\n\n## HotRepo's take\n\nHotRepo first recorded the project on 2026-10-24; on 2026-10-25 it appeared at #18 on the NEW-REPOSITORY board for C++ with 322 total stars, based on a two-date sample. That is a snapshot of early attention, not a growth curve, and persistence cannot yet be judged.\n\nBefore investing time, verify your exact dump version against the tested CUSA00035 01.02 and confirm your GPU\u002Fdriver meets the Vulkan 1.3 requirement, since the documented evidence covers one machine and the prologue.",{"slug":19,"name":20},"games","Games",[],"GPL-2.0","2026-10-25T03:04:35Z",[],1792909646]