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PS3 Experimental

God of War: Ascension (arnaldolima1)

Game: God of War: Ascension → (PS3, 2013)

Ascension: an experiment in static recompilation of the European PS3 release for Windows, with a fork of ps3recomp that translates the main processor’s and the SPUs’ code to C++. It isn’t playable from start to finish yet: it gets from boot to the first level, with Kratos in chains, but the level runs at about 9 fps (the main menu at about 28), and the bottleneck is the recompiled SPU code. It has two renderers: RPCS3’s RSX code (Vulkan or OpenGL), which draws the game correctly, and its own Direct3D 12 one. A launcher in Portuguese, English, and Spanish covers video, keyboard, mouse, and controller controls, nine languages with subtitles, save backups, and mods; one of them builds Brazilian Portuguese from your US disc. There’s no release yet. It’s a sibling of the same author’s ports of the PSP God of War games. 93 of its last 100 commits list Claude as a co-author.

You needYour own European copy of God of War: Ascension for PS3 (BCES-01741, version 1.00), taken from your disc, with EBOOT.BIN decrypted using RPCS3 or your own keys file; for the Brazilian Portuguese mod, your US disc too. To build it, 64-bit Windows 10 or 11, Visual Studio 2022 (clang-cl), CMake, Ninja, the Vulkan SDK, and 16 GB of memory; the first build takes 20 to 40 minutes.

How it gets to PC
Static recompilation
Console
PlayStation 3
Architecture
Cell/PPE
Author
arnaldolima1
Original studio
SIE Santa Monica Studio
Year
2013
Stars
357
Last activity
2026-10-30 · 1 day ago
License
MIT
Language
Python
View repository ↗
powerpcai-assisted

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