inFAMOUS Reborn PS3
Games: inFAMOUS 2 → (PS3, 2011) · inFAMOUS: Festival of Blood (PS3, 2011)
Note: this isn’t a PC port. inFAMOUS Reborn PS3 is a custom server, with its own launcher, that brings user-generated content (UGC) back to inFAMOUS 2 and inFAMOUS: Festival of Blood on a PS3: the game runs on the console and the server on your Windows, macOS, or Linux PC. The launcher frees ports 53 (DNS) and 80 (HTTP), downloads the mission files from Archive.org, and starts the server; on the PS3 you set the IP the launcher shows as the primary DNS, so the console talks to your PC instead of the original servers. It brings back 205,364 player-made missions across the two games and, with them, the UGC-related trophies, so the Platinum is within reach again. It doesn’t include the game: you need your own copy on the console. It’s written in C#, and version 1.0.3 came out on September 29. It isn’t the same project as whompay’s inFAMOUSreborn, the port of the first inFAMOUS to Windows.
- Type
- Launcher
- Consoles
- PS3
- Author
- adamstark1
- Stars
- 64
- Last activity
- 2026-10-20 · 11 days ago
- Latest version
- 1.0.3 · 2026-09-29
- Language
- C#
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Other projects for inFAMOUS 2
2
inFAMOUS 2 (juans-collab) · inFAMOUS 2 (erikomis) See all →
Recomps it can launch
23
inFAMOUS
whompay/inFAMOUSreborn
An unofficial native Windows port of the European PS3 release (BCES00220), by static recompilation with ps3recomp: the PowerPC and SPU code is translated to C/C++ and graphics go through Direct3D 12. An installer takes your disc image or folder, checks for Python and the C++ build tools and offers to install them, regenerates the recompiled code from your copy, and builds it on your machine. Updates download only what changed. It plays with a controller, as on the console, or with keyboard and mouse, and F10 opens the settings for VSync, frame cap, and resolution. On CPUs without AVX2, the installer builds a slower compatibility version. Version 1.0 came out on October 18.
You needYour own European copy of inFAMOUS for PS3 (BCES00220), as an image (if encrypted, with its .dkey next to it) or a folder with PS3_GAME; if you only have the encrypted EBOOT.BIN, RPCS3 to decrypt it. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, a CPU with SSE4.1, Python 3.10 or later, the Visual Studio 2022 Build Tools with Clang, about 10 GB of free space, and 16 GB of RAM.
God of War: Ascension (arnaldolima1)
arnaldolima1/gow-ascension-pc
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.
Drakengard 3
soyjxck/dod3-recomp
Drakengard 3 Recompiled: a static recompilation of the US PS3 release for Windows and macOS, using ps3recomp. It’s playable on Windows with Direct3D 12 (60 fps at 4K on a high-end machine, 120 at lower resolutions) and on Apple Silicon Macs with Metal; the Windows Vulkan mode is experimental. It adds any internal resolution, including supersampling, windowed or full-screen display, and a frame cap of your choice. All 20 DLC packs are supported, including the Japanese voice pack. It’s in alpha and has been tested on few machines.
You needYour own US disc (BLUS31197), dumped to a folder or as a decrypted ISO, with the 1.01 update (required) and any DLC you own. Plus 64-bit Windows 10 or 11 with Direct3D 12, or macOS 13 or later on an Apple Silicon Mac, and about 16 GB of free space.
Demon's Souls
JonathanDC64/DemonsSoulsRecomp
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.
Killzone 2 (YYOzcan)
YYOzcan/tokisaki-port
Tokisaki Port: a static recompilation of Killzone 2 for PC with ps3recomp, with Linux and Vulkan as the main platform. It isn’t playable yet: it boots, reads its data, runs its SPU jobs, and walks its menus, with all their text, up to the start of a campaign; the level loads and its loading screen is drawn, but the first in-level frames stall, and the intro movie hangs. 67,196 PPU functions, 23 SPU programs, and 36 job modules are already translated, into a native executable of about 118 MB. Its author states it’s developed with an AI coding agent (Claude).
You needYour own copy of Killzone 2 for PS3, with EBOOT.BIN decrypted as EBOOT.ELF; the system fonts come from RPCS3’s dev_flash folder. To build it, Linux with clang, CMake, Ninja, Python 3.10 or later, SDL2, Vulkan, glslang, and zlib.
God of War II HD
andrebrumdev/gow2-recomp
A native port of the PS3 PSN release (NPUA80491) for Apple silicon macOS, made by static recompilation: the PPU code (about 69,000 functions) and the seven SPU programs are translated ahead of time to C/C++ and compiled for arm64, with no emulator or JIT, on a fork of the ps3recomp runtime with Metal for graphics, VideoToolbox for movies, and CoreAudio for sound. It gets from boot to the menu, saves, and gameplay in Rhodes, with combat, HUD, particles, and lighting at 45–60 fps on an Apple silicon Mac; the Colossus of Rhodes fight is playable with a graphical glitch, and audio still partly follows the host clock. A setup kit decrypts EBOOT.BIN with your license, translates and builds the game on your Mac, and checks every generated file against the project’s hashes; a SwiftUI launcher handles options, mods, and RPCS3-style patches, and an in-game menu covers display, remappable controls, and sound. The iPhone and Android builds are experimental, and the Windows one isn’t maintained. Its documentation indicates it’s developed with AI agents (Claude and Codex), and four of its 654 commits list Claude as a co-author. The latest kit is from September 30.
You needYour own copy of God of War II HD for PS3 in its US PSN release (NPUA80491, 1.00): the PS3_GAME folder, with USRDIR/EBOOT.BIN and gow2.psarc, taken from RPCS3 or your PS3, and your UP9000-NPUA80491_00-GODOFWARIIHDUS00.rap license. Plus an Apple silicon Mac (M1 or later) with a recent macOS, the Xcode Command Line Tools, and Homebrew with cmake, ninja, pkgconf, and sdl2; the first build takes 5 to 15 minutes.
Armored Core for Answer (PS3)
SulphurS16/ACFA-Port
An unofficial native Windows port of the US PS3 release (BLUS30187), part of Project Glintburn; it shares its runtime with the Armored Core 4 port. A recompiler translates the game’s roughly 4.5 million PowerPC instructions to C++, and the SPU programs are translated ahead of time too, with an interpreter as a fallback. Graphics are turned into Direct3D 11, and a few firmware parts run recompiled from your own system files. It draws at your screen’s resolution with a 50–200% render scale, runs from 30 fps to uncapped at the same game speed, uses the mouse with raw input, and adds a PC SETTINGS menu inside the game itself. The launcher decrypts what it needs with your RPCS3, downloads the tools, and builds the game on your machine. Version 0.7.2 (October 18) greatly raised frame rates. 48 of its 54 commits list Claude as a co-author.
You needYour own US copy of Armored Core for Answer for PS3 (BLUS30187), the folder with PS3_GAME; RPCS3, used once to decrypt a few files; the system software 4.93 PS3UPDAT.PUP file from Sony’s website; and, optionally, the 1.35 update. Plus 64-bit Windows 10 (1903 or later) or 11, a CPU with AVX2, a Direct3D 11 graphics card, about 4 GB of free space, and an internet connection.
Armored Core 4
SulphurS16/AC4-Port
An unofficial native Windows port of the US PS3 version (BLUS30027), part of Project Glintburn. A recompiler reads the game’s roughly 3.6 million PowerPC instructions and turns them into C++ (about 54,000 functions, with 99.3% of the code covered and every indirect jump resolved), which your compiler builds into a 64-bit program. SPU programs are also translated ahead of time, with an interpreter as a safety net; RSX commands become Direct3D 11 and the game’s shaders become HLSL, and graphics, audio, input, files, and saves are reimplemented in C++. A few complex firmware parts, such as the SPU task system and the movie and audio decoders, run as recompiled code from your own console’s system files. It offers your screen’s own resolution in windowed, borderless, or fullscreen modes, render scale from 50% to 200%, 30, 60, 120, 144 fps, your monitor’s refresh rate or uncapped at the same game speed, full mouse support, and a “PC SETTINGS” row in the game’s own SYSTEM menu. It shares its runtime with the Armored Core For Answer port. 0.5.0 is from October 16. 46 of its last 52 commits list Claude as a co-author. The repository contains no game code or keys.
You needYour own copy of Armored Core 4 for PS3, US release (BLUS30027): the disc’s files, meaning the folder that contains PS3_GAME. Plus 64-bit Windows 10 (1903 or later) or 11 and an Intel Haswell or AMD Ryzen CPU or newer; setup downloads about 250 MB of build tools once and takes a few minutes.
Yakuza: Dead Souls
canersaka/Yakuza-Dead-Souls-Recompiled
A native Windows port of the North American PS3 release (BLUS30826), by static recompilation of the original executable, with a recompiler that started as a fork of ps3recomp. It replaces the PS3’s kernel, system libraries, SPURS, graphics, audio, input, and filesystem with a native runtime, and needs no firmware at all. It plays the intro movies with sound, reaches the title screen, starts a new game, and plays through the opening, with a live Direct3D 12 renderer. Lighter scenes run at the game’s 30 fps cap, but the crowded outdoor opening runs at about 20. Its author presents it as an experimental project, not a finished port; it began on June 9, 2026, the 15th anniversary of the Japanese original.
You needYour own North American copy of Yakuza: Dead Souls for PS3 (BLUS30826, version 1.00), with the files extracted and decrypted as the project explains. To build it, 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, Visual Studio 2022 or later, CMake, Ninja, and Python 3.10 or later; FFmpeg for the movies.
Soulcalibur II HD Online
n0madic/Soulcalibur2HD-recomp
A static recompilation of the PSN release for PS3 (NPUB31366) with ps3recomp: the PowerPC and SPU code is translated to C/C++ and compiled on your machine. It works on Apple Silicon Macs (Metal) and on Windows (Vulkan, tested on an Intel Arc laptop); on Linux it builds and runs, but has only been tried on a software rasterizer. On first run, the launcher installs your copy with its license, translates it, and compiles it in a few minutes, downloading a compiler if needed after asking. It supports versions 1.00 and 1.01, fullscreen, and options to unlock every character, and on Mac it adds FXAA and anisotropic filtering. Online Mode isn’t available, and the picture stays at 1280×720, with no internal scaling. 13 of its 35 commits list Claude as a co-author.
You needYour own PSN copy of Soulcalibur II HD Online (NPUB31366, US): the game package and its .rap license; the 01.01 update is optional. Plus Python 3.10 or later, about 1.5 GB of free space, and an internet connection on first run. There are builds for Apple Silicon Macs, x86-64 Windows, and x86-64 Linux.
White Knight Chronicles II
WK2D/White-Knight-Chronicles-2-Recomp
A native C++ port of White Knight Chronicles II (PS3), by recompiling the game’s code with ps3recomp. Development starts with White Knight Chronicles I, which is on the same disc. It’s an early Windows build: it reaches the first game’s starting town and loads a save. The startup screens, menus, movies, avatar creation, and the move to the Balastor Plain with short movement and camera control already work. The SPU code is being replaced with readable C++ written by the project. It uses Vulkan, with Direct3D 12 in testing, and has an in-game graphics settings panel: window mode, resolution, VSync, anisotropic filtering, FXAA, caps from 30 to 144 fps or unlocked, and a counter. Playing at 30 fps is advised, since above it there are faults in transitions, cutscenes, and walking. Combat and a complete playthrough haven’t been tested yet. 30 of its last 100 commits list Claude as a co-author.
You needYour own US White Knight Chronicles II disc for PS3 (BLUS30784, version 1.00), with the files prepared yourself. Plus Windows with a Vulkan graphics card.
inFAMOUS 2 (juans-collab)
juans-collab/infamous-2-recomp
A reverse-engineering and static recompilation project for the US PS3 release (BCUS98125) on Windows, using ps3recomp. It isn’t playable yet: the introduction runs to its end and some geometry and a textured sky are drawn, but materials are wrong, and the interface, control of Cole, and gameplay haven’t been validated. It’s meant for collaboration: it has synthetic-data tests that run without the game and 50 ordered patches on a pinned ps3recomp revision. There’s no installer or downloadable executable.
You needYour own US copy of inFAMOUS 2 for PS3 (BCUS98125) and 64-bit Windows. For now, the full build depends on paths from the author’s machine.
⑂ Fork of Sean13128/disgaea-d2-recomp
Disgaea D2: A Brighter Darkness
LUUKASR1/disgaea-d2-recomp-windows
Windows adaptation of the Disgaea D2 static recompilation made with ps3recomp, with Direct3D 12 and a launcher that prepares the game from your copy. It has internal and output resolution options, windowed or borderless full-screen display, VSync, and FSR 1 upscaling; importing PS3 saves is experimental. It builds on Sean13128’s original Apple Silicon macOS project, which its author no longer maintains and says was built almost entirely by AI coding agents (Claude and Codex).
You needYour own ISO of the US release (BLUS31313) updated to 1.40. Neither the project nor the downloads include game data, updates, firmware, or keys.
Tony Hawk's Project 8 (PS3)
MaxLeiter/project-8-plus
A PC port of Tony Hawk’s Project 8 built from the PS3 version. The game’s code is recompiled with ps3recomp (with the project’s own patch) and runs as a native Windows program or, experimentally, a Linux one; it is not an emulator. A launcher builds the port from your copy of the game (about 20 to 25 minutes, once) and uses RPCS3 during setup to decrypt the executable. It adds custom soundtracks, HD textures and models (about 5000, upscaled by an AI model on your own graphics card in the background), a Lua modding API with a level editor, uncapped FPS, ultrawide support, keyboard and Xbox controller support, and bug fixes for the original game. Version 0.9.2 (October 27), an early release, is published for Windows and Linux. The README says it was made by running Opus 5.5 in a loop for a few weeks; 10 of its 13 commits list Claude as a co-author.
You needYour own copy of Tony Hawk’s Project 8 for PS3, the US disc (BLUS30011, version 01.02), dumped to a folder, and RPCS3 during setup. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, about 4 GB free, and an internet connection during setup.
The Simpsons Arcade Game
sp00nznet/simpsonsarcade-ps3
Static recompilation of the PS3 (PSN) version of The Simpsons Arcade Game into a native PC executable with ps3recomp, with no emulator. It’s playable: the intro, menus, saves, and the game itself, with keyboard or controller, and also online through psnr, the same author’s stand-in for PSN matchmaking. It runs at 60 fps in menus and 35 to 57 during gameplay. There are no prebuilt executables: you build it from source. It has a sibling project for the Xbox 360 version. All 21 of its commits list Claude as a co-author.
You needYour own copy of the PS3 version: you need to decrypt your EBOOT.BIN and lay out the game data.
God of War: Ascension (RichardFontoura)
RichardFontoura/gowa-pc
A native Linux port of the US PS3 release (BCUS98232), by static recompilation with a fork of ps3recomp: the game’s PPU and SPU code is translated ahead of time into C/C++ and runs on a runtime that reimplements the PS3 hardware and libraries, with graphics on Vulkan. It isn’t playable yet: it boots, shows the opening video and the 3D menus, and starts a new game, but the first level runs at about 3 fps. It comes with a launcher with save backups, display options, and remappable controls, plus an in-game menu.
You needYour own US disc (BCUS98232, version 1.00) dumped as an ISO, the 1.12 update as a PKG, and an ELF of the 1.12 executable that you prepare yourself. Plus x86-64 Linux with a Vulkan graphics card, and building it with clang, CMake, and Python.
Ace Combat Infinity
The-OPERATIONS-Team/Ace-combat-infinity-recomp
A static recompilation for Windows of the PS3 version (US PSN, NPUB31347): the game’s PowerPC and SPU code is translated ahead of time to C and compiled like any other program, and the repository’s runtime reimplements the PS3 operating system and its libraries; graphics go through a Vulkan renderer that translates the console GPU’s command stream and shaders. The official servers shut down in 2018, so the runtime answers the online calls locally and removes the fuel requirement, which lets the campaign be played offline. According to the README, the campaign boots, plays, and moves between missions; it renders at 1280×720 with no scaling, doesn’t save progress between sessions, and multiplayer doesn’t work. Version 0.1.1 (October 22) is the only one published; we haven’t opened its roughly 31 MB zip, which according to the README only needs your decrypted EBOOT.ELF and the USRDIR folder. The README says the repository holds no game code or data.
You needYour own copy of ACE COMBAT INFINITY from PSN, US version NPUB31347 updated to 02.11: its USRDIR folder (with the DATA*.PAC files) and the target folder, plus the EBOOT.BIN decrypted to an ELF (RPCS3 can do it). It also needs libsre.sprx and libspurs_jq.sprx from PS3 firmware 4.93, decrypted. Plus 64-bit Windows 10 or 11 on a CPU with AVX2 and a Vulkan graphics card; to build it yourself, LLVM (clang), Visual Studio Build Tools, CMake, Ninja, the Vulkan SDK, SDL3, and Python 3.
inFAMOUS 2 (erikomis)
erikomis/infamous2-recomp
An unofficial native port for Apple-silicon (arm64) macOS of the PS3 version (PSN, NPUA80638), made by static recompilation with ps3recomp and, above all, NoahBPeterson’s inFAMOUS 1 fork: the game’s PowerPC and SPU code is translated to C and C++ and compiled into a native executable, with Metal graphics; it is not an emulator. It boots, shows its menus and cutscenes, and New Marais is playable, at about 38-40 fps in headless runs on Apple silicon; nobody has gone past 1% of the story, so later missions may break. It includes a desktop app (Tauri) that installs and recompiles the game from your copy, with graphics settings, controller (tested with a DualSense), keyboard and mouse (little tested in a window), saves, trophies, and self-updating. Windows and Linux are planned, not done. Version 0.2.14 (October 25) is the latest of 17 releases, all pre-releases. The README says the repository contains no game data, firmware, or keys.
You needAn Apple-silicon Mac and your own copy of the PSN release of inFAMOUS 2 (NPUA80638), for example the one installed in RPCS3 with its .rap license. The app lists the tools you still need (Xcode Command Line Tools and a few Homebrew packages) and installs them with your OK. Decryption uses RPCS3 if you have it, or your own key file and the PS3 firmware (a dev_flash folder or PS3UPDAT.PUP); no keys are included.
Killzone 2 (undecuple)
undecuple/project-pyrrhus
Project Pyrrhus: an unofficial Windows port of the PS3 version, made by static recompilation with ps3recomp: the game’s PowerPC code is translated ahead of time to native x64 code; it is neither an emulator nor a rewrite. It uses the method and much of the general work of Project Helghast (the same author’s Killzone 3 port), adapted to Killzone 2. It is early and partly playable: the intro movie plays, the menus run with sound, and the first level loads and draws, at about 23 frames per second in one scripted run (the PS3 runs it at 30); the sky draws green, and keyboard and mouse have only been checked in scripted runs. It supports Direct3D 12 only; the README points to Tokisaki Port, by a different author, for a Vulkan version. The installer builds the game on your PC; version 0.1.6 (October 30) is the latest of 5 releases. Its author states it is developed with AI coding agents.
You needYour own Killzone 2 disc (US version, BCUS98116) dumped as a folder or a decrypted .iso, the 1.29 update from your copy (the dev_hdd0/game/BCUS98116 folder, on a PS3 or in RPCS3), and the decrypted EBOOT.elf made from that update’s EBOOT.BIN. The installer can find all three in your RPCS3 install. Plus 64-bit Windows and a Direct3D 12 graphics card.
Killzone 3
undecuple/project-helghast
Project Helghast: an unofficial Windows port of the PS3 version, made by static recompilation with ps3recomp: the game’s PowerPC (PPU) and SPU code is translated ahead of time to C and compiled into a native x64 program, and the PS3 system software is reimplemented on PC APIs. The GPU command stream is translated to Direct3D 12 as it runs, and the console’s SPU scheduling, DMA, and memory are reproduced in a runtime layer that, the README admits, is partly like an emulator’s and is being replaced by native code step by step. It is a pre-release and partly playable: all nine chapters load and play for minutes in scripted runs, at about 16-22 frames per second (the target is 30), with known bugs; the campaign hasn’t been played start to finish, split-screen co-op works, and online play doesn’t. It was tested mostly under Proton on Linux, and on native Windows 11 since October 21. The installer builds the game’s code on your PC; version 0.1.7 (October 29) is the latest of 8 releases. Its author states it is developed with AI coding agents, with the maintainer responsible for it.
You needYour own Killzone 3 disc (US version, BCUS98234) dumped as a folder with PS3_GAME or as a decrypted .iso, the 1.14 update from your copy, and the decrypted EBOOT.elf of that update; the European, Asian, and Japanese editions are accepted but untested. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card. The first build takes 10 to 30 minutes.
Ratchet & Clank Future: A Crack in Time
HighDrexler/RACiT
RACiT: an unofficial native Windows port of the PS3 version (US disc), made by static recompilation with ps3recomp: the game’s code is converted to native C and C++. It has a Vulkan-based RSX renderer, a launcher that imports your .iso or PS3GAME folder, internal resolution and graphics settings, keyboard and mouse bindable in the launcher, support for most Windows-compatible controllers, and integration of the DualSense speaker and triggers. The README presents it as a work in progress and doesn’t say which parts of the game work; an Android (ARM64) port and a Linux debugging build exist but aren’t public yet. The latest version is 0.9 (beta, October 30), the second one published. The repository holds the port’s code, the launcher, and a patch for the ps3recomp runtime, and says no game data is included.
You needYour own decrypted dump of the US disc version (BCUS98124), with EBOOT.ELF and the USRDIR folder; the launcher imports the .iso or the PS3GAME folder. If your EBOOT comes out encrypted, the README recommends decrypting it with RPCS3. Plus 64-bit Windows.
Resident Evil - Code: Veronica X HD (kastieloficial)
kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC
An unofficial native Windows port of the PlayStation 3 version (the PSN release), made by static recompilation with ps3recomp: the game’s PowerPC (PPU) and SPU code is translated ahead of time into C and C++. It isn’t an emulator and needs neither the PS3 firmware nor RPCS3. It comes with a launcher in 13 languages that stays open as the options menu during play, resolutions up to 4K, FXAA or SMAA, anisotropic filtering, FSR 1 sharpening, 60 fps by interpolating character and object poses while the game logic stays at 30 Hz, FSR 3.1 frame generation up to 120 fps, and speedrun practice tools: its own SRT, room selection, and saving anywhere. Its author finished the game from start to finish on the test PC, but warns of graphics and lighting glitches and that most testing was done on the Japanese version. The README says the download contains no game data, no game executable, and no code generated from it; still, the release ships a prebuilt executable for each region, in a zip of about 291 MB that we haven’t checked inside. It also links an optional community HD texture pack, hosted on Google Drive. It published 18 releases between October 24 and October 29. It states it was made with the help of Claude and Codex; 52 of its last 100 commits list Claude as a co-author.
You needYour own copy of the PSN version 01.00, as a folder (with PARAM.SFO and USRDIR\EBOOT.BIN): the European (NPEB00553) or US (NPUB30467) release with its .rap license, or the Japanese one (NPJB00135, BIOHAZARD CODE: Veronica Kanzenban), which doesn’t need it. Disc versions and updates don’t work. The PKG is extracted with the project’s own tool or by installing it in RPCS3. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and the Visual C++ Redistributable (x64).
Tekken 5: Dark Resurrection
TheWishin/T5DROnline
Tekken 5: Dark Resurrection Online: a native Windows port of the PS3 version (PSN), made by static recompilation: the game’s program is translated ahead of time to C++ and compiled into an ordinary Windows program, with no emulator; it follows the same model as Tekken 6 Native Online. The launcher builds the game on your PC from your own .pkg package and .rap license (about 90 seconds on the author’s PC). This repository only has the documentation and the releases; the source code, under the MIT license, is in a separate repository, TheWishin/T5DROnline-Source. Offline, Arcade, Ghost, Versus, Survival, and Practice work at 60 fps; online play runs through its own lobby with rollback netcode, rooms, spectating, and ranked matches, while the Gallery and the game’s own online menu, which depended on Namco’s and Sony’s servers that are gone, don’t work. Version 1.1.9 (October 29) is the latest of 20 releases; it added the European version, offline only for now. On Apple-silicon macOS it can be built from source, offline only. The README says it was developed with the help of Claude.
You needYour own TEKKEN 5 DARK RESURRECTION ONLINE from PSN, US version (NPUB30009, 01.00): the .pkg package (619,430,240 bytes) and the .rap license (UP0700-NPUB30009_00-UPDATE0000010000.rap). Since 1.1.9 the European release (NPEA00019, 01.00) also works, with its .pkg and .rap, offline only; other versions are refused. Plus 64-bit Windows, about 1.5 GB free in a writable folder (not Program Files or OneDrive), and an internet connection during the first build to fetch about 50 KB of public key data.