Yeah the Digital Foundry emulation video was impressive, solve things like ladder progression and optimize where possible to get the hardware requirements down and that would do a really good job, user mods can also apply getting rid of the aggressive chromatic aberration or extending features like the shadow systems that said video also brought up.
Wonder if its some licensing issue, this game has just been left lingering.
Although for some reason Sony has not yet ported the Demons Souls remake to PC yet.
Was a fun playthrough, although it also cleared up just how many improvements Dark Souls brought when it released, shitty slow ladder climbing, somehow the platforming was even worse in Demons and the level progression and boss fight designs.
And the grinding for upgrade materials, now without easy convenient item dupe exploits.
The aggressive combat idea in Bloodborne would be fantastic at high framerates and stable frame pacing, at least emulation is getting there in so far as allowing one way to experience this.
Bonus points with so(y)ny getting fucked over for every one of these (hope this is the first of a few PS4 and PS3 games) for leaving money on the table by not doing PC releases, glorious
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
^^^^ me waiting for the eurosocjus articles on all this, especially the seething in the comment sections.
It's a terrible weakness I know, but it's stronger than me, mens
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
BLOODBORNE 1.09 (PS4)
|
+-----------------------+-----------------------+
| | |
v v v
bbport bbhost Paleblood
deadinside28 droogie Yharnam-Hunters
| | |
| | Uses bbport today
| | |
| | Function-by-function
| | C++ reimplementation
| | |
| | eventual goal:
| | replace original
| | executable entirely
|
+----------------+----------------+----------------+----------------+
| | | |
v v v v
Supermedo Mrsuss60 yaonikaixin Phroster
bloodborne_pc Windows port Windows port Windows port
Windows
|
|
+---- other bbport-derived / specialized forks
|
+---- kotn3l / bloodborne_pc_highfpsfixes
bbport
|
v
GuruMachanica
bloodborne_windows
|
v
IsaacAlves7
bloodborne_windows
Last edited by Amadeus on Thu, 8th Oct 2026 09:57; edited 1 time in total
I have absolutely no idea what that means. Different ports?
I don't think it's worth discussing much. On reddit some people claim it runs "natively" on Windows now, whereas others say that it still uses an emulation layer for some library calls, so it's not entirely native.
This is basically an emulation vs. ported discussion, but ultimately it's not leading anywhere because most people don't understand enough about this type of stuff to have a worthwhile discussion, often including the creators themselves who churned this out through AI.
Not that I am complaining, but either people accept that it works or they don't.
“The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion.”
- Albert Camus
The CPU code runs natively since it's just x86-64 since the PS4 is x86-64 (and all modern consoles except the Nintendo ones)
so they don't emulate the PS4 CPU or JIT/recompile
those projects map the original game code into memory and the CPU executes it directly
what is not native is the PS4 environment these games expect
so those calls are replaced by a compatibility/HLE runtime and the graphics side has to be translated to Vulkan since consoles use their own graphics APIs, well technically xbox also uses DX12, though I am sure its a custom version
the renderer is derived from shadPS4, that's why people say it uses shadPS4 code
So it's kind of like Wine/DXVK on Linux where games expect a windows environment and DirectX
Basically not really emulation, more compatibility and translation layers - but it also isn't recompiles of the original games to an actual windows version
It's the Linux gaming situation but with console game
its too early for these type of ports/recomps/decomps u name it, everyone seems to want to be the first to publish without much testing just like it was with hv cracks
its a good use of ai though, at least something good to come out of this ai mess, cant wait to play some of the older exclusives on pc
Now AI does in months what took real software engineers years, claude and especially chatgpt have reached next-level clean-room reverse engineering capabilities - basically what we can do now was never possible before unless years of countless engineering man-hours were invested
(yes Denuovo will die a fiery death, so will every anti-cheat and probably playing games outside of the cloud)
both bbhost and bbport run pretty flawlessly
the former focuses more on replacing the playstation systems with their own, hence why it has multiplayer and extras
bbport runs 120fps, DLSS, flawlessly from start to finish and that's all it really does
But yea if you just wanna play the game now you can. if you still want more perfection and extras you can always wait
i aint interested in bb but other exclusive games i missed out like some ps3-ps4 games and dont want to use emulator and waiting for some native port
but u still need a skillful person to tweak wat the ai rolls out cuz its never perfect, some of the new ports i saw were just wat the ai gave and not much tweaking cuz the person who did it dosent have much experience
my guess is that voices also used ai in cracking denuvo
I use AI coding from morning to evening and there is no reason to use super slow and around 100x worse local models.
It's not like this is crazy expensive. its like paying for 1 game a month if you have claude and codex, i use both at the same time, though never on ultra code. Obviously you install token savers too.
The native port just spawned a 2.0 cyka fork, finally adding direct mouse controls:
Quote:
- Raw mouse camera: direct camera-angle control without virtual-stick conversion, added acceleration or smoothing. Adjustable sensitivity, invert Y, F4 capture and automatic controller handoff.
- Press-to-bind controls: keyboard, mouse buttons, wheel and controller inputs, with up to four alternative bindings per action.
Funny thing is that if we think this is wild its likely nothing of what's coming. There is no better time to be a gamer than now, will be so fun to follow everything with this.
A total take over of games by gamers is what i expect.
why do you think we are seeing game companies suddenly acting so nice? releasing their source code (quite a few just in the recent days), free updates (metro games was the latest i saw) etc etc. They understand that they will need good will in the future, more than ever.
Finally the game is playable for me after moving from shadps4 to the more 'native' version.. still experience some crashes though. the save from the emulated version also works.
The native port just spawned a 2.0 cyka fork, finally adding direct mouse controls:
Quote:
- Raw mouse camera: direct camera-angle control without virtual-stick conversion, added acceleration or smoothing. Adjustable sensitivity, invert Y, F4 capture and automatic controller handoff.
- Press-to-bind controls: keyboard, mouse buttons, wheel and controller inputs, with up to four alternative bindings per action.
Yeah i'm playing with the last fork atm, no online play like the Supermedo fork but it has a bunch of AMD fixes and working FSR 4.1.1. Works pretty well still some shader stuttering here and there but not even remotely as bad as shaps4 was.
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