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PS3 Experimental

Demon's Souls

Game: Demon's Souls (PS3, 2009)

A native Windows port of the US PS3 release (BLUS30443), by static recompilation with a fork of ps3recomp: the game’s PowerPC and SPU code is translated to C ahead of time, and graphics go through Direct3D 12. For now the first level is playable: boot and the movies, character creation, the tutorial, the Nexus, and Boletarian Palace 1-1, with shadows, effects, sound, saves, DualSense, and Souls-on-PC-style keyboard and mouse. It runs at the game’s 30 fps by default, with a cap you can set from 30 to 500 or remove (about 120 fps in the Palace), precompiled shaders, ultrawide aspect ratios, a settings menu with remappable controls, and online play on a community server, The Archstones. Some transparent effects vanish for single frames. There’s no release: it’s built from source, with your executable decrypted using RPCS3. 66 of its last 100 commits list Claude as a co-author.

You needYour own US copy of Demon’s Souls for PS3 (BLUS30443), with EBOOT.BIN decrypted using RPCS3, and your own decrypted libsre.prx from your PS3’s firmware. To build it, Windows 10 or 11 with a Direct3D 12 graphics card, Visual Studio 2022 or its Build Tools, LLVM (clang-cl), CMake, Ninja, Python 3, and Git Bash.

How it gets to PC
Static recompilation
Console
PlayStation 3
Architecture
Cell/PPE
Author
JonathanDC64
Original studio
FromSoftware
Year
2009
Stars
124
Last activity
2026-10-31 · today
Latest version
llvm-linux-22.1.8-2 · 2026-10-25
Language
C++
View repository ↗
powerpcwidescreenonlineai-assisted