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deadinside28/ bloodborne_pc
bbport 是一个将《血源诅咒》PS4 版移植到 Linux PC 的原生运行项目,通过替换系统库和翻译图形指令,让游戏在 x86-64 Linux 上直接运行,并支持多种超分辨率技术。适用于拥有游戏正版文件、希望在 PC 上以更高帧率和分辨率体验该游戏的玩家。
AI 中文解读 · 根据仓库描述与 README 生成 · 2026/10/16 23:16:35 · 查看原文
- 累计 Stars
- 3,495
- 当前热度
- 7~30 天 · 热门
- 仓库创建时间
选用指南
AI 根据 README 整理 · 2026/10/16 23:16:35
- 使用方式
通过命令行脚本或 GTK4 启动器运行,支持 AppImage 打包。
查看 README 依据
with Lance McDonald's 60 fps patch baked in, which crashes when the gestures menu opens: the check asks for a clean eboot.bin then (bbport has its own 60 fps). - To build: GCC, CMake, Ninja, Python 3, glslang, SDL3, Vulkan headers and the libraries in `shell.nix`. With [Nix](https://nixos.org) everything comes from `shell.nix` automatically. ## Build and run ```bash git clone --recursive https://github.com/deadinside28/bloodborne_pc.git bbport && cd bbport bash build.sh # builds out/bb-probe and out/gpu/libbbgpu.so BB_GAME_DIR=/path/to/CUSA03173 bash run.sh ```
or the launcher (pick the game folder, settings, *Start*): ```bash bash launcher/bb-launcher.sh # launcher/install-desktop.sh adds it to the app menu ``` By default the game folder is expected next to the repository (`../CUSA03173`). Saves and the shader cache go to `user/` (the launcher lets you choose another folder); settings to `bbport.ini`. A gamepad is used through SDL3 (the launcher's *Controls → Controller* picks one when several are connected; `BB_GAMEPAD=<GUID or part of the name>`). The keyboard works too,
- **Settings inside the game's own menu:** *System → Display / Effects* (after *Screen/Sound*), built and drawn by the game itself — output resolution, upscaler, preset, sharpness, FPS counter, model detail and the game's effects, in the game's language. - **Overlay menu** (Insert or L3+R3), styled like the game's dialogs: everything above plus the advanced settings, with gamepad, keyboard and mouse. - **GTK4 launcher** and an **AppImage** for the Steam Deck. ## How it differs from shadPS4 | | shadPS4 | bbport | |---|---|---|
- 部署要求
需要 Linux x86-64 系统和支持 Vulkan 1.3 的 GPU,并需自备《血源诅咒》1.09 版本的游戏文件。
查看 README 依据
"Port" here means a build for this one game, not a rewrite of its source code, which the project neither has nor includes. ## Requirements - Linux x86-64, a Vulkan 1.3 GPU. Tested: AMD RX 7800 XT with Mesa 26 (RADV). The *New memory and translation model* mode is not tested on NVIDIA yet. FSR 4 / 4.1.1 require shader Float16, Int8/Int16, integer dot products, linear compute derivatives and extended storage image formats; FSR 4.1.1 additionally requires `VK_VALVE_shader_mixed_float_dot_product`. Unsupported choices fall back to FSR 3.1
before the first frame and are disabled in the in-game menu. - Your decrypted game dump: the `CUSA03173` folder (eboot.bin, sce_module, ...), version 1.09. A dumped update is a separate folder: copy it over the base game, replacing files. The base game alone (1.00) crashes at start (guest offset 0x20348b8); the launcher and `run.sh` check the executable and say what is missing (`BB_SKIP_GAME_CHECK=1` skips the check). The other retail releases (the US `CUSA00900`, the Asian `CUSA03023`, ...) run the same 1.09 executable. Some dumps ship it
- 已知限制
项目处于实验阶段,仅在一台 AMD 显卡机器上充分测试,完整通关未验证;NVIDIA 新内存模型未测试,Intel 未测试。
查看 README 依据
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, picks by GPU):
"Port" here means a build for this one game, not a rewrite of its source code, which the project neither has nor includes. ## Requirements - Linux x86-64, a Vulkan 1.3 GPU. Tested: AMD RX 7800 XT with Mesa 26 (RADV). The *New memory and translation model* mode is not tested on NVIDIA yet. FSR 4 / 4.1.1 require shader Float16, Int8/Int16, integer dot products, linear compute derivatives and extended storage image formats; FSR 4.1.1 additionally requires `VK_VALVE_shader_mixed_float_dot_product`. Unsupported choices fall back to FSR 3.1
README
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- 仓库创建时间
- 2026/10/1 13:50:31
- 首次达标收录
- 2026/10/9 11:44:24
- 统计更新时间
- 2026/10/22 19:25:29
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模型评估
值得看加权总分 3.9 / 5
由 Jev 模型根据仓库描述与 README 评估,2026/10/16 20:41:47 生成。评分仅供参考,不是代码、安全或许可证审查;热度等级另按创建时长与累计 Stars 计算。
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- 2026/10/19 14:31:22
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- GPL-2.0
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