PlayStation All-Stars Recompiled
PlayStation All-Stars Battle Royale
OriginPlayStation 3
TechnologyStatic recompilation (native C/C++)
Available forWindows
View official projectAbout the project
PlayStation All-Stars Battle Royale, conocido primeramente como Title Fight, es el cruce entre videojuegos creado por petición de los seguidores de Sony, fue desarrollado por SuperBot Entertainment en conjunto con Santa Monica Studio y publicado por Sony Computer Entertainment, y está disponible para las consolas PlayStation 3 y PlayStation Vita desde el 20 de noviembre de 2012 en América del Norte, 21 de noviembre de 2012 en Europa, 22 de noviembre de 2012 en Australia, 23 de noviembre de 2012 en el Reino Unido y el 31 de enero de 2013 en Japón.
Official project information
allstars-ps3
Native PC port of PlayStation All-Stars Battle Royale (BCUS98472) via ps3recomp static recompilation. PPU is lifted to C and linked against the ps3recomp runtime (D3D12 backend on Windows). No emulator required.
Legal: you must own the BCUS98472 disc and dump it plus its
.dkeyyourself. This repo contains no Sony code, keys, firmware, game binaries, or assets — only the port project, scripts, and runtime patches.
Status
- Decrypted
EBOOT.BIN->EBOOT.BIN.elf(13.2 MB, PPC64) with own.dkey - Analysis: 25 modules / 376 imports, 24,530 PPU functions, 3 SPU images
- Lift: 25,544 PPU functions (with
--hle-stubs) + 1098 HLE handlers, 2095 SPU functions across 3 images - Builds:
MyGameRecomp.exe(~170 MB) with clang-cl 23 + MSVC - Boots: CRT -> SPURS "Main"+"SCREAM" ->
cellGame BootCheck (BCUS98472)-> FIOS 1.3.5 -> D3D12 init -> stalls onfios worker cond(invalid lwcond) - Zero
unresolved NIDat boot (8 fixed: 7x cellSpursJq + _sys_spu_printf)
See docs/STATUS.md for the detailed boot log and blockers.
Layout
allstars-ps3/
CMakeLists.txt # port build (based on ps3recomp templates/project)
main.cpp # runner + PARAM.SFO title-id init fix
stubs.cpp # game-specific overrides (currently empty)
config.toml # recompiler/module settings reference
tools/
decrypt_iso.py # Redump ISO -> decrypted ISO with own .dkey (AES-CBC, IV=LBA)
patches/
ps3recomp-runtime-allstars.patch # 8 missing HLE handlers (JQ attrs, spu printf)
docs/
STATUS.md # current boot status + next steps
Build
Prerequisites: Python 3.10+, CMake 3.20+, Ninja, VS 2022, LLVM (clang-cl).
:: 1. ps3recomp checkout + our runtime patch
git clone https://github.com/sp00nznet/ps3recomp.git
cd ps3recomp
git checkout 39e4f49286447b3ae3dcc2358700c840860ee677
git apply ..\allstars-ps3\patches\ps3recomp-runtime-allstars.patch
:: 2. lift (needs decrypted EBOOT.BIN.elf from your own dump)
set PYTHONUTF8=1
python tools\ppu_loader.py EBOOT.BIN.elf -o loader_out
python tools\ppu_lifter.py EBOOT.BIN.elf ^
--functions loader_out\EBOOT.BIN.functions.json ^
--hle-stubs loader_out\EBOOT.BIN.imports.json ^
-o ..\allstars-ps3-work\recompiled
python tools\gen_hle_nids.py --all ^
--out ..\allstars-ps3-work\recompiled\ppu_hle_nids.cpp
:: 3. configure + build (VS prompt for headers, LLVM for compiler)
call "C:\Program Files\Microsoft Visual Studio\18\Community\VC\Auxiliary\Build\vcvars64.bat"
set PATH=C:\Program Files\LLVM\bin;C:\Program Files\CMake\bin;%PATH%
cmake -B build -G Ninja -DCMAKE_C_COMPILER=clang-cl ^
-DCMAKE_CXX_COMPILER=clang-cl ^
-DPS3RECOMP_DIR=<ps3recomp> -DRECOMP_DIR=<recompiled> <allstars-ps3>
cmake --build build
Run (needs decrypted game files for VFS):
set PS3_VFS_ROOT=C:\path\to\vfs
build\MyGameRecomp.exe C:\path\to\EBOOT.BIN.elf
tools/decrypt_iso.py decrypts a Redump ISO with the .dkey sitting next
to it (same basename). It parses the region table (even regions plain, odd
encrypted) and AES-CBC decrypts per sector with IV = 12 zero bytes + BE LBA.
Upstreaming
patches/ps3recomp-runtime-allstars.patch should go upstream to sp00nznet/ps3recomp:
the 7 cellSpursJobQueueAttribute* setters and _sys_spu_printf_initialize
are generic, not title-specific. The main.cpp PARAM.SFO init is already
upstream behavior in newer templates.
