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PROTOTYPE (PC)
PORTSNATIVE

PROTOTYPE (PC)

NATIVE PORTADVENTURE / SANDBOXWINDOWSBETA

PROTOTYPE (PC)

PROTOTYPE

OriginPlayStation 4

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Prototype es un videojuego de acción-aventura de mundo abierto desarrollado por Radical Entertainment y publicado por Activision. Fue lanzado en junio de 2009 para PlayStation 3, Xbox 360 y Microsoft Windows. En julio de 2015, el juego fue relanzado junto con su secuela como el Prototype Biohazard Bundle para PlayStation 4 y Xbox One. Las versiones separadas de los dos juegos estuvieron disponibles en agosto de 2015.

2 versions of PROTOTYPE

You're viewing: PROTOTYPE (PC)

PROTOTYPE (PC)github.com/petrishevgeorgii-debug/prototype-pc-slop
Windows
Current
Prototype (Switch)github.com/fungalspores/prototype-switch
To be confirmed
›

Official project information

Author's original READMEOpen on GitHub ↗

PROTOTYPE — native PC port

A native Windows port of PROTOTYPE from the PS4 PROTOTYPE BIOHAZARD BUNDLE (CUSA06545). The game's own PS4 code runs directly on the PC's x86-64 CPU; a small runtime replaces the PS4 system libraries and the shadPS4 video core turns the PS4 GPU commands into Vulkan. It is built on The Order: 1886 port (see Credits).

Version 1.0.3 — October 26, 2026 (notes, changelog):

  • The port's settings in the game's own Options > Video screen (main menu and pause menu, since 1.0.2) now also with dumps that keep the game's files in archives.

The redesigned launcher since 1.0.1; graphics modding since 0.7.0; PROTOTYPE 2 since 0.6.0; keyboard and mouse since 0.5.0; first public release: 0.4.0. Download it from Releases.

This repository and its releases contain no game files. You need your own legally obtained, decrypted dump of CUSA06545 (version 01.00). Nothing in your game folder is ever modified: every fix is applied in memory, and the port checks the executables against the untouched originals.

Status

PROTOTYPEPlayable; tested through the early missions: saving, loading, cutscenes, videos, combat, consume, HUD and map
PROTOTYPE 2Experimental: starts and plays (30 or 60 FPS, 720p to 4K); no keyboard button icons or FSR yet
PlatformWindows 10 / 11, x86-64, a Vulkan 1.3 graphics card with a current driver
AMD RadeonTested (RX 9070 XT)
NVIDIA, IntelUntested — reports welcome (Issues, with last_run.log)

Features

Fixes for running the PS4 game on a PC

  • Game speed — the game assumes the PS4's fixed 1.59 GHz timestamp counter; the port's counter ticks at exactly that rate.
  • Saving — game fibers run on their own 1 MiB stacks (the game gives its save fiber 16 KiB).
  • White consume tendrils — the dummy vertex stream is zero-filled, as the PS4 GPU reads it.
  • Frame pacing — presentation capped at the PS4's 60 Hz.

Improvements over the PS4 version

  • 60 FPS (optional) — gameplay at 60; videos and menu/UI animation keep their normal speed.
  • Render resolution — 1280 × 720 up to 3840 × 2160 (above 1080p is experimental); the HUD is drawn at the same resolution.
  • FSR 3.1 and FSR 4 temporal anti-aliasing and upscaling: Native AA, Quality, Balanced, Performance, Ultra Performance, switchable while playing. FSR 4 needs a Radeon RX 9000 GPU.
  • FSR 1 scaling to the window, RCAS sharpening, anisotropic filtering up to 16×.
  • The port's settings in the game's own options (main menu and pause menu): upscaling and sharpening in Video, the gamepad in Controller, and a new Display screen with resolution, frame rate, display mode and V-Sync, as the game's own rows.
  • A port menu drawn like the game's own options screens (English or Russian with the game language), with keyboard, controller and mouse, for everything else.
  • DualSense features — HD haptics over USB (every move with its own feel, and the game's impacts), the game's light bar colours and vibration (with a strength setting), vibration on Alex's moves and powers (consuming, the whipfist, wall running, devastators, hits, landings, explosions) and in the menus, also in the game's own Options > Controller screen.
  • Discord status — "Playing PROTOTYPE" with the story mission and the time played.
  • Trainer — F1 (or hold the touchpad) opens a trainer screen in the game's pause menu: god mode, infinite critical mass, evolution points, all powers.
  • Mouse in the menus — point and click in the game's own menus with the PC version's cursor; right click goes back, left click skips movies.
  • Keyboard and mouse — a PC layout for PROTOTYPE's actions, remappable in the launcher, and the game's hints and tutorials show your keys instead of the PS4 buttons.
  • Graphics modding — replace any of the game's shaders with your own GLSL (docs/SHADER_MODS.md), with an in-game shader browser that shows what each shader draws and exports it for editing.
  • A launcher (Prototype.exe, English or Russian) dressed as a Blackwatch terminal: a file for each game with its own resolution and frame rate, game folder check, shared graphics, display and controls settings, saves and backups, the log.

Playing

  1. Download PROTOTYPE-PC-Port-v1.0.5.zip from Releases and unpack it anywhere (or build the port, below).
  2. Start Prototype.exe, choose your game folder (the one with eboot.bin, sce_sys, sce_module, p1, p2), pick PROTOTYPE or PROTOTYPE 2 (the file tabs at the top left) and press PLAY or Enter. The first start prepares the game (about a minute); later starts are quick.

The launcher's GAME page holds each game's own render resolution and 30 / 60 FPS (and PROTOTYPE's tendril fix). FSR 1 and sharpening, anisotropic filtering, display mode, V-Sync, the frame counter and the keyboard and mouse controls are shared by both games.

Keyboard and mouse

ActionKeysActionKeys
MoveW A S DPower wheel (hold)Tab
CameraMouseDisguise menu (hold), vehicle weaponF
JumpSpaceOffensive / vision / defensive power1 / 2 / 3
Sprint, glide (hold)Left ShiftDisguise4 or Z
AttackLeft clickReset cameraMiddle click or V
Special attack, consumeRight clickPauseEsc
Grab, throwEWeb of IntrigueJ
Target lock, aim (hold)QMenusArrows, Enter, Backspace

The launcher's CONTROLS page changes any of them (two keys per action), and sets the mouse sensitivity and the button icons in game: Keyboard & mouse, PlayStation, or Automatic (the device you played with last time). The keyboard prompts are made at start from your own game files (the texts and the hint pictures) into out\prompts; the game folder is not changed. A controller works at any time.

Settings in the game's menu

PROTOTYPE's Options > Video (from the main menu or the pause menu) has the port's settings under Brightness, as the game's own rows: Upscaling (off, FSR 3.1, FSR 4 on a Radeon RX 9000), Upscaling quality and Sharpening (FSR 1 is in the port menu). They apply at once and are saved to theorder.ini; Restore defaults resets them too. The port makes this screen from your game's own menu files when the game starts (loose files in p1\art\hud, or inside the p1\*.rcf archives) and the game reads the port's copy: the game folder is not changed. THEORDER_GAME_MENU=0 keeps the game's own screens.

Quit game in the main menu and Quit > Quit to desktop in the pause menu close the game (the PC version's own buttons, which the PS4 version hides).

A Display screen (a fourth category of the pause menu's options, a fourth button of the main menu's Options) has Resolution, Frame rate (30 / 60 FPS), Display mode, V-Sync, Frame counter and Apply resolution: the resolution and frame rate apply on the next start, or at once with Restart now (unsaved progress is lost). The resolution also sizes the window at once: windowed, the window takes it (fitted to the screen); fullscreen, the closest display mode.

Options > Controller has the gamepad's four after Target toggle: Vibration (off, 25% to 200%), Light bar (the game's colours on a DualSense or DualShock 4, or the controller's own), Menu vibration (a tap on pressing in the game's menus, or also on moving), Action vibration (the port's own vibration on Alex's moves, hits, landings and explosions), HD haptics and Sound haptics. With a DualSense on a USB cable, HD haptics play all of it on the controller's haptic motors, each move with a feel of its own, and the game's explosions and impacts too (Windows must have the controller's speaker set to 4.0 / Quadraphonic; the log says so if not). Over Bluetooth the controller rumbles as before.

Port menu

In game, Insert (keyboard) or R3 + L2 (controller) opens the port menu:

KeyboardController
Choose optionUp / DownD-pad up / down
Change valueLeft / Right, EnterD-pad left / right, Cross
Next / previous sectionTab, E / QSquare, R1 / L1
Defaults of the sectionBackspaceTriangle
CloseEscCircle

Sections: Upscaling (FSR 3.1 / FSR 4, quality preset, FSR sharpening), Image (FSR 1, sharpening), Display (window mode, V-Sync, frame counter), FSR tests (switches and a motion-vector view for problem reports) and Shaders (the shader browser for graphics mods, docs/SHADER_MODS.md). Choices are saved to theorder.ini.

Saves are kept in user\savedata in the port folder and backed up at every start to user\savedata_backups (the launcher has buttons for both). The log of the last run is last_run.log.

Known issues

  • PROTOTYPE 2 is experimental. It has no keyboard and mouse button icons yet (it shows the PlayStation buttons) and FSR upscaling does not work in it yet. Its mouse camera goes through the right stick, and 4K is untested.
  • Render resolutions above 1080p are experimental.
  • FSR 4.1 needs a Vulkan feature (VK_VALVE_shader_mixed_float_dot_product) that AMD's Windows driver does not offer yet; the menu hides it.
  • Characters can ghost slightly with FSR (the port gives FSR the camera motion; animated objects have no motion vectors of their own yet).

Reporting a problem

Open an issue with your GPU and driver, what you did, and last_run.log from the port folder. For FSR problems, the menu's FSR tests → Save FSR images writes three frames of FSR's inputs and output to out\dump.

Roadmap

  • PROTOTYPE 2: keyboard button icons, FSR, the direct mouse camera
  • Object motion vectors for FSR (less ghosting on characters)
  • The Manhattan Engine (docs/ENGINE.md): a PC engine that runs PROTOTYPE from its data, as the P.T. PC port does (milestone 0: the city's data, read)
  • The native game layer (docs/NATIVE.md): replace PROTOTYPE's renderer front end with native code, then native lighting, PBR materials and ray-traced shadows
  • More draw distance
  • Graphics mods: extra textures (PBR materials) and effect slots for shader mods
  • NVIDIA and Intel testing and fixes

Building

  1. Install MSYS2 to C:\msys64, open the MSYS2 CLANG64 shell and install the toolchain:

    pacman -S --needed git patch \
      mingw-w64-clang-x86_64-{toolchain,cmake,ninja,pkgconf,python} \
      mingw-w64-clang-x86_64-{vulkan-headers,vulkan-loader,vulkan-memory-allocator,glslang} \
      mingw-w64-clang-x86_64-{sdl3,fmt,boost,robin-map,xxhash,ffmpeg,zydis} \
      mingw-w64-clang-x86_64-{spirv-tools,spirv-headers,spirv-cross}
    
  2. Install a Windows Python 3 (for the launcher).

  3. Clone with submodules and build:

    git clone --recursive https://github.com/petrishevgeorgii-debug/prototype-pc-slop.git
    cd prototype-pc-slop
    setup.bat
    

A release package is made with bash packaging/windows/package_prototype.sh in the MSYS2 CLANG64 shell after setup.bat: dist/PROTOTYPE-PC-Port-v<version>.zip. It refuses to package any game file or anything made from one.

setup.bat builds the engine (build.sh, output in out\) and the launcher (Prototype.exe, PyInstaller in its own environment out\pyenv), and puts a shortcut on the desktop. Run it again after pulling updates.

Without the launcher: python run.py with THEORDER_GAME_DIR set to the game folder (environment variables are described in docs/upstream-theorder/README.md).

How it works

PartWhereWhat
Preparationscripts/prepare.py, link_libc.py, link_modules.pyReads the PS4 executable and the game's own libc.prx/libSceFios2.prx from your dump and links them into one native image
Loadersrc/probe.cMaps the image, binds imports, starts the game's code
Runtimesrc/runtime_*.cThe PS4 system functions: memory, threads, files, audio, controller, saves, services; runtime_proto.c holds what PROTOTYPE needs beyond The Order (fibers, POSIX semaphores, PlayGo, local time, LoadExec)
GPUgpu/shadps4/The shadPS4 video core with the God of War III and The Order ports' work
Patchespatches/Prototype-Orbis.xml, scripts/patches.pyApplied in memory; each patch checks the original bytes first
Launcherlauncher/prototype_launcher.pySettings, game folder checks, starts run.py

More detail: docs/PROTOTYPE.md.

Credits

See CREDITS.md. In short: this port is a fork of Mateus Meneses' The Order: 1886 port, itself built on Felipe Prado's God of War III port and deadinside28's bloodborne_pc, with the shadPS4 video core.

PROTOTYPE is a trademark of its owners. This is an unofficial fan project, not affiliated with or endorsed by Activision, Radical Entertainment or Sony Interactive Entertainment.

License

GNU General Public License v2 or later — see LICENSE. Third-party components keep their own licenses (listed in CREDITS.md).

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Adventure / Sandbox
Status
beta
Original platform
PlayStation 4
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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