The project's README from github.com/droogie/bbhost. As one markdown file: README.md.
bbhost is a translation layer that runs Bloodborne on Windows and Linux. The game's own 1.09 executable runs unmodified on the PC's x86-64 CPU; bbhost answers its calls into the PS4's system libraries with PC implementations, and recompiles its GPU work, GCN shaders and the engine's draw calls, for Vulkan. The aim is a definitive PC version of the game - the original, intact, with what a PC release would add: any resolution and aspect ratio, 60 fps and beyond, keyboard and mouse, proper settings, mods and online play.

bbhost contains no game code or data. You need your own copy of the game: a dump with the 1.09 update and its decrypted executable.
The PS4 has an x86-64 CPU, so the game's code does not need to be translated to run on a PC - it needs a place to live. bbhost provides that place:
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Any resolution, ultrawide included. 21:9 and 32:9 with a wider field of view and the HUD where it belongs, and the resolution can be changed while playing. FSR 1 upscaling for slower GPUs. |
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Settings in the game's own menus. The System menu gains PC Settings, PC Graphics, PC Effects, PC Controls, PC Camera and Key Bindings, drawn in the game's style: anti-aliasing, ambient occlusion, shadow distance, fog, motion blur, field of view, frame cap and more. |

The game is playable on Windows and Linux: the world, its bosses and online sessions. What runs on native code and what is still emulated:
| Part | State |
|---|---|
| Game logic (CPU) | the game's own code, running natively |
| System libraries | reimplemented by bbhost: all 660 named imports the game binds |
| Window, input, audio, movies, saves | native (SDL3, Vulkan, FFmpeg, LibAtrac9) |
| Online | native sockets and HTTP against a private server; peer-to-peer UDP with NAT traversal |
| Draws | native: each draw is built from the engine's graphics objects; the command buffer only marks its place in the stream |
| Post-processing (YEBIS) | native: every stage's resources built by bbhost |
| Tessellation | native: the host GPU's own tessellation stages |
| Shaders | translated from GCN to SPIR-V by bbhost's own compiler when the game creates them; pixel shaders the lifter accepts are decompiled to typed, structured SPIR-V instead |
| Frame pacing | native: the game's frame-time manager runs as bbhost source; 30 fps by default, 60 by option |
| Compute dispatches, labels, fences | still emulated: run through bbhost's command processor, which walks the game's PM4 command buffers |
| Texture memory | the game's tiled textures are detiled on the GPU; changes are tracked by watching the game's writes |
Known issues:
See docs/rendering.md for the graphics in detail and docs/decomp.md for which game functions have been rewritten.
CUSA00900-UPDATE, the way shadPS4 keeps it), and
the 1.09 eboot.bin decrypted to an ELF (SHA-256
941f887a562aae054fac35af8cc8f27cf075f3d4cc2e029fb5ae2a663aaa5ae7).bbhost. The setup window asks for the two paths, checks them and
saves them; press Play.docs/running.md covers the configuration, the controls, saves, logs and troubleshooting.
cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build -j
./build/bbhost
Linux builds natively with GCC or Clang; the Windows executable is cross-compiled from Linux with Clang and mingw-w64 (MSVC cannot express the calling conventions involved). Dependencies, the Windows build, tests and packaging are in docs/building.md.
src/
main.cpp start-up and the main loop
core/ ELF loading, relocation and import binding, TLS, configuration
hle/ the PS4 system libraries: kernel, files, threads, audio, video,
network, NP, Gnm and the GPU command processor
host/ the PC side: window, input, audio, Vulkan renderer, textures,
menus, overlay, plugins, updater
gcn/ GCN shader decoding, translation and lifting to SPIR-V
engine/ named engine structures and the features built on them:
frame rate, live resolution, menus, params, event flags,
PC enhancements
decomp/ game functions rewritten as source
net/ the private server's session service, accounts, STUN
replay/ draw capture comparison
include/ the plugin API and the engine SDK (layouts, params, symbols)
plugins/ the official plugins (randomizer, boss rush, mutators) and an example
patches/ byte patches as data
res/ the Windows exe's icon and version details
tests/ unit tests (ctest)
tools/ shader tools, format tools, test drivers and packaging scripts
third_party/ LibAtrac9, Dear ImGui, Monocypher
bbhost is free software, licensed under the GNU General Public License,
version 3 or later (see LICENSE). The third-party code in
third_party/ and src/host/shaders/fsr1/ keeps its own licenses. The debug
menu's glyphs (plugins/debug_menu/font14.bin) come from the X11 fonts k14
and 7x14, which are in the public domain.
Bloodborne is a trademark of Sony Interactive Entertainment. bbhost is not affiliated with or endorsed by Sony or FromSoftware, and contains none of the game's code or data.