inFAMOUSFan decompilation project

Decomp — Verified Status

Last updated 2026-10-22 7:00 AM CDT

4,074 / 21,054

functions proven

19.35%

of the game's functions

Every number here is backed by evidence. Where it isn't known, it says so.

Status

Decomp foundation

4,074 / 21,054

19.35% proven on main

  • Proven means checked against the game bytes
  • Denominator is every function, not a subset

Boot — route 2

In progress

Latest boot measurements

  • Route-2 boot reaches the intro movie
  • Frames come from the game's own decoder

Renderer

Sony + Sucker Punch

Splash drawn from the game's own draws

  • Diagnostic run, not gameplay
  • Hardware clock and vblank: in progress

Save + hardware

Hardware measured

Behavior measured on real PS3 consoles

  • Hardware table, not a guess
  • Raw private bytes stay private

Pipeline

  1. Retail PPU
  2. RSX FIFO
  3. Intro movie
  4. Clock + vblank
  5. Native present
  6. Meaningful pixels

Devlog

Smoother job flow, and an honest bug report

Fixed the pause that sometimes stopped the site from offering fresh work while helpers waited.

  • Fixed the pause that sometimes stopped the site from offering fresh work while helpers waited.
  • A dedicated helper machine joined the fleet (it works for the site itself and never appears on member leaderboards).
  • Found a bug where in-browser helpers' finished work wasn't reaching the site for checking. Fixing it is the top priority; affected helpers will be credited once work flows correctly.
Full entry on the wiki

Queue moves faster, seven more games open

Fixed a slowdown where some games were re-checked from scratch every cycle and never offered work. They now hand out jobs right away.

  • Fixed a slowdown where some games were re-checked from scratch every cycle and never offered work. They now hand out jobs right away.
  • Seven more games passed their automated compiler check and are open for helpers, including the one a member reported as stuck.
Full entry on the wiki

New games get checked automatically

When a new game is added, the platform now verifies on its own which real compiler built it: it samples the game's own functions, recompiles them, and compares against the retail game byte-for-byte before opening that game up for helpers. First up is a game a member reported as stalled.

  • When a new game is added, the platform now verifies on its own which real compiler built it: it samples the game's own functions, recompiles them, and compares against the retail game byte-for-byte before opening that game up for helpers. First up is a game a member reported as stalled.
  • Fixed a hiccup where the site briefly stopped handing out fresh work even though helpers were connected and waiting.
Full entry on the wiki

Platform catches up: helpers get paid, functions get names

Anyone donating spare computer time in their browser now has every try sent in and counted, and verified work pays out in the site's points. Work done before this went live was credited after the fact.

  • Anyone donating spare computer time in their browser now has every try sent in and counted, and verified work pays out in the site's points. Work done before this went live was credited after the fact.
  • Finished functions now get real names where the evidence is strong enough, each with a plain-language note on how the name was chosen.
  • Members can now see each other's names on the live dashboard (guests still just watch).
  • The site paces itself: when many helpers send in work, it checks and banks that work first, and prepares new work when things quiet down.
  • We also caught the site briefly celebrating work its own checker later rejected — nothing was paid out, and a fix is in the works.
Full entry on the wiki

Live progress is now on our platform

Live progress for inFAMOUS, plus eight more PS3 games we have started on, is now on decomp.deucebucket.com. It shows how far along each game is and what our machines are working on right now, updated as the work happens.

  • Live progress for inFAMOUS, plus eight more PS3 games we have started on, is now on decomp.deucebucket.com. It shows how far along each game is and what our machines are working on right now, updated as the work happens.
  • The platform is a closed workbench. Anyone can look at the progress; accounts are invite-only for now.
  • Questions and chat: our Discord.
Full entry on the wiki

A big LittleBigPlanet reference build, and a list of prototypes to work through

We found a LittleBigPlanet development build that still has its function names. It gives us real names for hundreds of LittleBigPlanet functions on the site.

  • We found a LittleBigPlanet development build that still has its function names. It gives us real names for hundreds of LittleBigPlanet functions on the site.
  • We are keeping a checklist of more than 800 known PS3 prototype builds, to go through one by one and see what each can teach us.
Full entry on the wiki

Our real-console measurements now check the combined build

The graphics behaviours we measured on a real PS3 are now in the combined build, each one checked as it went in.

  • The graphics behaviours we measured on a real PS3 are now in the combined build, each one checked as it went in.
  • For the CPU's floating-point maths, more than 119,000 measurements taken on a real console match the combined build exactly.
  • Testing whether the combined build gets further into the game.
Full entry on the wiki

Pulling all our fixes into one build

Combining all our improvements, plus the best of the wider PS3 recompilation community, into a single build. Each change goes in one at a time and must compile and pass its tests before the next.

  • Combining all our improvements, plus the best of the wider PS3 recompilation community, into a single build. Each change goes in one at a time and must compile and pass its tests before the next.
  • The first combined build is up and running.
Full entry on the wiki

First runnable install of our native build, and a full clean-up pass

Set up a first launchable install of our native build. It shows the opening logos and reaches the title in its logic, but the 3D scenes don't reach the window yet. That's being wired up now.

  • Set up a first launchable install of our native build. It shows the opening logos and reaches the title in its logic, but the 3D scenes don't reach the window yet. That's being wired up now.
  • Started a full integration pass so every fix found so far ends up in one build.
  • Pulling in the latest improvements from the wider PS3 recompilation community.
Full entry on the wiki

Confirmed the whole game is built with one open compiler; learned a lot from a real-console play session

Checked every function in the game: all of it comes from the same open-source compiler we already use, so the whole game can in principle be rebuilt exactly.

  • Checked every function in the game: all of it comes from the same open-source compiler we already use, so the whole game can in principle be rebuilt exactly.
  • Logged a real PS3 play session from the title screen into the opening missions. It already points at how the game moves from cutscenes into gameplay.
  • Catalogued the game's scripted moments (dialogue scenes, triggers, cutscenes, checkpoints) by their internal names.
Full entry on the wiki

Seen so far

Tools

xpp-toolPublic projectrpcs3-reproPublic projectDiscordJoin the community

No game code, assets or keys are distributed. Bring your own disc.