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
Retail PPU
RSX FIFO
Intro movie
Clock + vblank
Native present
Meaningful pixels
NEXT: finish the hardware clock and vblank → run the boot past the intro → first object-bearing draw
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.
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.
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.
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.
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.
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.
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.
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.
openinglitColeArcher SquareRay-traced rooftopBag close-upPush-inFull frame, true 4K, our 4x texture packFull frame, true 4K, original texturesDraw-by-draw build-up4K cropsside by sideHUD layerBefore/after: 141 vs 419 draws419 of 536 drawsBuild-up every ~50 drawsFirst multi-draw frameBuild-up every 20 drawsThe intro movie as our boot plays it (GIF, 15 fps, 640 wide)Held frame, identical from ~630M to 764M (mid-movie)First native render: Sony cardSony card and Sucker Punch logo (GIF)First depth-tested 3D draw: captured Zeke head and hair through our renderer, depth on vs off