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Folklore · folklore-decomp
PORTSNATIVE

Folklore · folklore-decomp

PORT NATIVOACCIÓN / AVENTURAWINDOWSALPHA

Folklore · folklore-decomp

Folklore

OrigenPlayStation 3

TecnologíaDescompilación y Reconstrucción en C/C++

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Decompilación PS3; no hay port jugable verificado.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Folklore (PS3) — native PC recompilation

If you like this feel free to buy me a coffee :) https://ko-fi.com/mavab

Folklore (Game Republic / SCE, 2007) statically recompiled from its PS3 executable to native x86-64 Windows code with ps3recomp. There is no emulator: the game's PowerPC and SPU code is translated to C++ and runs on a runtime that stands in for the PS3's OS, with Direct3D 12 for graphics.

This repository contains no game code and no Sony code. You build the game yourself from your own disc; setup does the translation on your PC. No PS3 firmware is needed: the SPU job system the game runs on (SPURS) is reimplemented here (folklore/docs/SPURS.md).

Status: playable on the author's PC (Windows 11, Ryzen 7 7800X3D): it boots, does the first-boot install, and plays, including capturing Folks with the original motion controls. Expect rough edges. folklore/docs/STATUS.md is the full engineering log.

What's better than on the PS3

All of these are in the in-game engine menu (L3 + R3 or F1); each can be turned back to the original.

  • Frame rate: 60 fps or unlimited (up to your display's refresh rate), with physics stepped to match so cloth and hair stay stable.
  • Resolution: up to 3x the PS3's 1280×720, borderless fullscreen.
  • Ultrawide: 21:9, 32:9 or your display's shape, with a wider field of view rather than a stretched picture; the map and gauges move out to the screen's edges (with a How far out slider), and menus, speech bubbles and fades stay where they belong.
  • Anti-aliasing: SMAA (sharp, clean edges) or FXAA.
  • Sharper textures: finer texture levels in the distance, plus up to 16x anisotropic filtering and optional sharpening.
  • Ambient occlusion: soft shading where surfaces meet — corners, under ledges, around characters' feet.
  • Soft shadows: the characters' shadows with soft edges instead of hard, stair-stepped ones.
  • Smooth depth of field: a soft, round blur using the game's own focus, without the original's doubled image.
  • Smooth bloom: a steady glow, without the original's flicker.
  • Cleaner Id souls: the enemies' souls as a soft shimmer (or a clear translucent shape) instead of pixel static.
  • Faster busy scenes: objects drawn again and again (Doolin's streets) reuse work instead of being redrawn from scratch, unchanged models stay on the graphics card instead of being copied every frame, and large textures are no longer re-read every frame — boss fights hold 60 fps.
  • Quality of life: skip the opening logos with Start, save backups and restores, no RPCS3 needed to decrypt the game, downloadable content added from the menu, motion controls on any controller with motion sensors.

Builds can be made from the v1.00 disc or from the game's 1.10 update (rumble, and the newer Folk data), and the downloadable content you bought can be added from the in-game menu — see 1.10 with the DLC, step by step.


Requirements — read this first

You need both of these. Neither is in this repository and neither can be downloaded from it.

1. Your own Folklore disc: North American or European release

  • Title ID BCUS98147 (North America) or BCES00050 (Europe), disc version 1.00. The code is translated from those exact executables; the Japanese release will not work. A build is made from one of them and runs that one (folklore/docs/REGIONS.md).
  • Optionally, the 1.10 update for your release. A build can be made from the update's executable instead (it adds rumble, the game's own Vibration option, and the newer table of Folks that later downloadable content uses); it still reads everything else from your disc dump. See The 1.10 update below.
  • Dumped from your disc to a folder (the "JB folder" format RPCS3 uses): a folder that contains PS3_GAME\, with PS3_GAME\PARAM.SFO and PS3_GAME\USRDIR\EBOOT.BIN in it. Your dump is only ever read, never written to.

2. The game's EBOOT: nothing to do

The dumped PS3_GAME\USRDIR\EBOOT.BIN is encrypted; setup and the game decrypt it themselves (no RPCS3 needed) into a decrypted\ folder here — nothing is written to your dump. An EBOOT.elf RPCS3 already wrote beside it (Utilities → Decrypt PS3 Binaries) is used as it is. The decrypted file is 6,518,936 bytes (BCUS98147) or 6,518,912 bytes (BCES00050); setup checks this. (folklore/docs/SELF.md has how.)

decrypted\ holds the game's own code: like folklore.exe, don't share it.

The 1.10 update (optional)

Install the update in RPCS3 (File → Install Packages/Raps/Edats, choose the update's .pkg). RPCS3 puts it in dev_hdd0\game\BCUS98147 (or BCES00050) inside its own folder — not in your disc dump, even though RPCS3's game list shows the game as 1.10 and Open game folder opens the dump. Its USRDIR\EBOOT.BIN is decrypted here too: the European one needs nothing, the North American one its licence (UP9000-BCUS98147_00-FOLKLORE20000003.rap), which RPCS3 installs with the update into dev_hdd0\home\<user>\exdata — setup finds it there. Give setup both folders:

.\setup.ps1 -GameDir D:\Games\BCUS98147 -UpdateDir D:\RPCS3\dev_hdd0\game\BCUS98147

setup lifts the update's executable instead of the disc's and saves both folders; build.ps1 and run.ps1 work as before. On each start the game copies the update's three data files (LMonS2.bi5_, a corrected Spanish text file, and their list) from the update folder into hdd0\ here and records them as installed, as the game itself would; neither folder is written to. .\setup.ps1 -GameDir <dump> without -UpdateDir goes back to the disc version. Saves are the same files in both versions.

Also needed

  • Windows 10 or 11, 64-bit, a Direct3D 12 graphics card, and a CPU with AVX2 (x86-64-v3: Intel Haswell / AMD Zen or newer).
  • About 30 GB free on the drive you clone to (tools, build files, and the game's own first-boot install of several GB).
  • An internet connection for setup (it downloads its tools).
  • A controller: any XInput pad, or for motion controls a DualShock 4, DualSense (or Edge), Switch Pro Controller (USB or Bluetooth, no extra software), or a DualShock 3 with DsHidMini in SXS mode.

Building

Clone this repository (or download it as a ZIP and unzip it) somewhere with the space free — a short path such as D:\Folklore is best. Open PowerShell in that folder and run these one at a time:

powershell -ExecutionPolicy Bypass -File .\setup.ps1
powershell -ExecutionPolicy Bypass -File .\build.ps1
powershell -ExecutionPolicy Bypass -File .\run.ps1
  1. setup.ps1 (15–30 minutes, once)
    • First it asks for your dump: a folder picker (choose the folder that contains PS3_GAME). It is checked; if something is wrong (still encrypted, wrong version) it says what and asks again. You can also pass it: .\setup.ps1 -GameDir D:\Games\BCUS98147
    • Then it runs on its own: downloads Git, CMake, Ninja, Python and FFmpeg into tools\, and — only if you have no Visual Studio with clang-cl — Visual Studio 2022 Build Tools (about 6 GB, one UAC prompt; the Visual Studio Installer always goes on C:).
    • Translates the game's code from your EBOOT.elf into folklore\src\recomp\ (about a minute). It stays on your PC.
    • Builds the ps3recomp runtime library.
  2. build.ps1 compiles about 1.5 million lines of translated C++: roughly 10–30 minutes the first time on a modern 8-core CPU, incremental after that. Result: folklore\build\folklore.exe.
  3. run.ps1 starts the game and writes logs\run-<date-time>.log. It uses the game folder you gave setup (saved in folklore_settings.ini), and the game's first boot copies several GB of data into hdd1\. run.bat does the same with a double-click (any run.ps1 options can follow it, e.g. run.bat -ResetInstall).

With both releases (an EU copy of this folder beside it, see Sharing what you built), .\build_all.ps1 builds this folder, brings the EU copy up to date and builds that too; then run.bat in either folder runs its build. Once the 1.10 copies exist (package_all.ps1 -UsUpdateDir/-EuUpdateDir, see Sharing what you built) it builds those as well.

If something fails

  • Every step writes a log in logs\ (setup-*.log, build.log, run-*.log); the error message names the one to look at.
  • setup can't find clang-cl after installing Build Tools: open Visual Studio Installer → Modify → Individual components → tick C++ Clang Compiler for Windows and MSBuild support for LLVM (clang-cl), then run setup.ps1 again.
  • "Could not decrypt ... needs its licence" (North American 1.10 update): install the update's .rap in RPCS3 (File → Install Packages/Raps/Edats), or put it in a licences folder here.
  • "not a v1.00 EBOOT of a supported release": your disc is the Japanese release, or you gave -GameDir the 1.10 update's EBOOT (give the update folder as -UpdateDir, with -GameDir your disc dump). Only BCUS98147 and BCES00050 work.
  • "not the 1.10 update of a supported release": the -UpdateDir folder is not the 1.10 update — most often the disc dump was given instead of RPCS3's dev_hdd0\game\<title id> (see The 1.10 update). An old USRDIR\EBOOT.elf there made from the wrong EBOOT also causes it: delete it.
  • Both releases: a build follows the dump setup lifted. .\setup.ps1 -GameDir <dump of the other release> switches it (setup lifts the game code again, then build.ps1 rebuilds everything). To keep one of each, use two copies of this folder.
  • setup and build are safe to re-run; each step skips what is already done.

Playing

Engine menu

Press L3 + R3 together (or F1) in game. D-pad / left stick or the arrow keys move, Cross / A or Enter changes a setting, Circle / B, Start or Esc closes. The game ignores the controller while the menu is open. Settings are saved to folklore_settings.ini.

  • Frame rate: 30 fps (the game's own limiter), 60 fps or unlimited. Unlimited runs as fast as your display refreshes (120 or 144 fps on a high-refresh monitor, if your PC keeps up); movies still play at their own speed. Above 30 is experimental — the game was built for 30.
  • Precise frame limiter: wakes every 1 ms instead of every 10 ms, so frames end on time (on by default).
  • Motion controls (on by default): capture Folks by moving the controller, as on the PS3. Works with any controller that has motion sensors (below); a controller without them still captures by itself. Turn it off and every capture completes by itself, whatever the controller. The menu shows which controller is connected and whether its sensors are live.
  • Opening logos: Play them (as on the PS3), Start skips them (the default: press Start, or Enter, once the logos have been on for a moment, and the logo movie and the still logos after it are all skipped, straight to the title screen), or Never show them (the game starts at the title screen after a blank second). The game's own legal notice before the title screen still shows.
  • Physics: step physics by the frame time, which keeps cloth and hair stable above 30 fps (on by default).
  • Language (European build only): English, French, Spanish, German or Italian, for the menus, text, subtitles and cutscene sound. The game picks its language as it starts, so a change applies on the next start. The North American disc only has English.
  • Graphics
    • Fullscreen (borderless; Alt+Enter toggles it any time).
    • Render resolution: 1x (1280×720, the PS3's), 2x or 3x. Applies on the next start.
    • Aspect ratio: 16:9, match display, 21:9 or 32:9 — a wider field of view, not a stretched picture. Next start.
    • Menus and HUD (when wider than 16:9): Map and gauges at the edges (the default: everything at its own shape, the map pushed out to the left and the health gauges, folk and button hints to the right, with a How far out slider), Centred (all of it in the middle 16:9) or Stretched to fit (as before). Full-screen fades and backdrops always cover the whole screen. Applies at once.
    • Anti-aliasing: SMAA (the default for new settings: smooth edges that stay sharp, text and texture detail kept), FXAA (softer) or Off. Applies at once. Anisotropic filtering (up to 16x), Sharpening.
    • Texture detail: Sharper (the default), Sharpest or Original — finer texture levels, so walls, ground and clothing keep their detail further away. Applies at once.
    • Depth of field: Smooth (the default: a soft blur using the game's own focus, without the doubled edges) or Original (the PS3's). Next start.
    • Bloom: Smooth (the default: steady glow, without the flicker and shimmer of the original's low-resolution sampling) or Original. Next start.
    • Shadows: Soft (the default), Softer or Original — the characters' shadows with soft edges instead of hard, stair-stepped ones. Applies at once.
    • Ambient occlusion: Subtle (the default), Strong or Off — soft shading where surfaces meet (corners, under ledges, where characters stand), worked out from the depth buffer. Next start.
    • Build new shaders in the background (no hitch when an effect first appears).
    • Fast repeated objects (on by default): objects the game draws again and again with only their position changed reuse the previous draw's work — faster in busy towns like Doolin.
  • Game files: the game folder in use (change it here; it applies on the next start) and where the installed data and saves are.
  • Downloadable content: the add-on packs installed, Add DLC from RPCS3... to bring in your own, and Remove per pack (below).
  • Performance overlay: fps, frame time and where the time goes.
  • Save data snapshots: copy the game's saves to save_snapshots\ and put any snapshot back later, then load it from the game's own Load menu.

Escape closes the menu; it does not quit the game (use the window's close button or Alt+F4).

1.10 with the DLC, step by step

What you need, all your own: the Folklore disc dump (as above), the 1.10 update .pkg for your release, and each add-on pack's .pkg with its .rap licence. RPCS3 is used only to install them.

  1. Install the update and the packs in RPCS3. File → Install Packages/Raps/Edats, then select the update's .pkg, every pack's .pkg and every .rap (several at once is fine). They go into RPCS3's own dev_hdd0: the update and packs into dev_hdd0\game\BCUS98147 (or BCES00050), the licences into dev_hdd0\home\00000001\exdata. You do not need to start the game in RPCS3.

  2. Build the 1.10 version (the update's EBOOT is decrypted for you). In this folder:

    .\setup.ps1 -GameDir D:\Games\BCUS98147 -UpdateDir D:\RPCS3\dev_hdd0\game\BCUS98147
    .\build.ps1
    

    -GameDir is your disc dump, -UpdateDir the update folder from step 1. To keep the disc version too, leave this folder as it is and use .\build_all.ps1 -UsUpdateDir <RPCS3>\dev_hdd0\game\BCUS98147 (and/or -EuUpdateDir ...\BCES00050): it builds the 1.10 versions in copies beside this folder (Folklore-1.10, Folklore-EU-1.10).

    With a ready-made 1.10 package instead (Folklore-<date>_1.10.zip): skip this step; the first time you start it, it asks for the disc dump and then for the update folder.

  3. Start the game with run.bat (in the 1.10 copy, if you used build_all.ps1). The game's options now have a Vibration setting.

  4. Add the DLC. Press F1 (or L3+R3), go to Downloadable content and press Add DLC from RPCS3.... Choose RPCS3's folder — the one with dev_hdd0 in it. A progress bar runs for about half a minute, then the menu lists the packs it installed (and any it could not, with the reason: usually a missing .rap).

  5. Restart the game. F1 now shows Installed: Add-on pack 1, ..., and the new quests and Folks are in the game as they were on a PS3.

Good to know:

  • Copied RPCS3's game folder into hdd0\game by hand instead? RPCS3 keeps the paid packs encrypted with your licences, so the port decrypts them at start when it finds the .rap files — copy RPCS3's dev_hdd0\home\00000001\exdata to hdd0\home\00000001\exdata too, or just press Add DLC from RPCS3.... F1 lists, in red, any pack still missing its licence (without it, its costumes and Folks are broken and the game can crash).
  • Each project copy (and each package folder) has its own hdd0\, so add the DLC once in each one you play. run.bat -ResetInstall empties hdd0\, DLC included; press Add DLC again afterwards.
  • The packs of either release work in either build: North American packs (with their North American licences) in a European build, and the other way round. The importer takes this build's own release's packs when RPCS3 has them, and otherwise the other release's, installing their English text under both releases' names (_en / _uk). The other four languages are in both releases' packs already.
  • Saves work in both versions; copy them across with the menu's save snapshots, or gamedata\ between folders.
  • Nothing in your disc dump or in RPCS3's folder is ever changed.

Downloadable content

Folklore's add-on packs from your own purchase: install each pack's .pkg and its .rap licence in RPCS3 (File → Install Packages/Raps/Edats), then in the engine menu press Add DLC from RPCS3... and choose RPCS3's folder (the one with dev_hdd0 in it). The packs are decrypted with your licences and installed into hdd0\ here — about half a minute for all six, with a progress bar — and the game has them from its next start. A pack without its licence is left out and the menu says which. North American packs work in the European build too (and the other way round). Nothing in RPCS3's folder is changed.

To take a pack out again, press its Remove button (twice, to confirm) or Remove all DLC. Your saves are copied to a snapshot first (a save that uses that pack's Folks or items may not load without it), and the pack is removed the next time you start the game; Keep cancels it before then. Details: folklore/docs/DLC.md.

Motion controllers

Folklore captures Folks with motion gestures. These controllers are read directly — buttons, sticks and the motion sensors — and take controller port 0 (an XInput pad takes the next port):

ControllerConnectionNotes
DualShock 4 (and Sony's wireless adapter)USB or Bluetoothno extra software
DualSense, DualSense EdgeUSB or Bluetoothno extra software
PS4/PS5-style pads from Hori, Nacon, Razer, PowerA, Mad Catz, Qanba, Victrix and othersUSB or Bluetoothno extra software; some have no motion sensors or rumble
Switch Pro ControllerUSB or Bluetoothbuttons by position: B = Cross, A = Circle, Y = Square, X = Triangle
DualShock 3USB or Bluetoothneeds DsHidMini in SXS mode (set in DSHMC); also gives pressure-sensitive buttons

Rumble (1.10 builds, the game's Vibration option) goes to an XInput pad, a DualShock 4 or a DualSense. The Switch Pro Controller and a DualShock 3 read through DsHidMini do not rumble yet.

A controller presented as an XInput pad by another program (DS4Windows, Steam Input, DsHidMini in XInput mode) has no motion data. If DS4Windows hides the real controller (HidHide), the game cannot see it either; close it or let the game through. If two of these controllers are connected, the DualShock 3 is used, otherwise the first one found.

The log says [cellPad] DualShock 4 connected over USB (or Bluetooth) when the pad is found. found but could not be opened means another program has it; HID game controller VVVV:PPPP is not one the game reads directly means the pad is not in the list yet: please report that VVVV:PPPP.

run.ps1 options

.\run.ps1 -GameDir D:\other\BCUS98147     # a different dump (otherwise the saved one)
.\run.ps1 -UpdateDir D:\RPCS3\dev_hdd0\game\BCUS98147   # 1.10 builds: a different update folder
.\run.ps1 -DevFlash D:\RPCS3\dev_flash    # firmware fonts (optional; or dev_flash= in the ini)
.\run.ps1 -ResetInstall                   # wipe hdd0/hdd1 and redo the first-boot install
.\run.ps1 -Verbose                        # very detailed logging (slow)
.\run.ps1 -Profile                        # report where the CPU time goes (every 10 s)
.\run.ps1 -Libsre                         # Sony's libsre instead of the port's SPURS, to compare (see below)
.\run.ps1 -InterpJobs                     # SPU jobs in the interpreter (A/B, slower)
.\run.ps1 -TraceSpurs                     # record what SPURS does (logs\spurs-*.trace; folklore/docs/SPURS.md)
.\run.ps1 -DumpTextures                   # write the game's textures to textures\dump (see below)
.\build.ps1 -Clean                        # full rebuild
$env:AUDIO_LATENCY_MS = '48'; .\run.ps1   # more audio buffering if sound breaks up (default 32)

Running folklore.exe on its own

Start the game with run.bat / run.ps1: that is the tested way. A binaries package (package.ps1) includes them, with run.ps1 finding folklore.exe beside itself.

folklore.exe can also start without them (double-click it or a shortcut). It asks once for the game folder (a 1.10 build also for the update folder) and remembers it, then does what run.ps1 does: it sets the same environment and starts the game as a second folklore.exe process, with its output going to logs\run-<date-time>.log. hdd0\, hdd1\, gamedata\ (saves), the shader cache and logs\ go beside the exe (or in data_dir from folklore_settings.ini). (Running the game in the first process instead, as earlier builds did, drew the title screen wrongly and stopped at a black screen.)

Dumping textures

The first step towards higher-resolution textures: .\run.ps1 -DumpTextures writes every texture the game shows to textures\dump, once each, as you play (-DumpDir D:\somewhere for another folder). Play through the areas you want; later runs add only what is new.

  • Files are DDS: <key>_<width>x<height>_<format>.dds. DXT textures are written as they are on the disc (BC1/BC2/BC3, with their mipmaps); other formats as plain RGBA8. Cube maps end in _cube.
  • The 16-digit key at the start of the name is what a replacement will be found by, so keep it when you save an upscaled copy.
  • index.csv in the folder lists every texture written: key, size, format, mip count and the frame it first appeared.
  • Textures the game keeps rewriting (movie frames and the like) and render targets are not dumped.
  • Writing a new texture takes a moment, so expect small hitches the first time a new area loads while dumping.

The dumped textures are the game's own art: do not share them or commit them (textures/ is in .gitignore).

Higher-resolution textures (texture packs)

Engine menu → Graphics → High-resolution textures (texture pack), then restart the game. Replacement textures are read from textures\replace (next to folklore_settings.ini; texture_pack_dir = in the ini for another folder), including any folders inside it, so packs can be kept in their own subfolders.

  • A replacement is a .dds file whose name starts with the 16-digit key of the texture it replaces, as the dump names it: copy a file from textures\dump, upscale or repaint it, and save it under textures\replace with the key still at the front. Any size works.
  • Formats: BC1-BC7 (BC7 is the best quality for its size), RGBA8 or BGRA8. Compressed textures need sides that are multiples of 4.
  • Save with mipmaps (for example texconv -m 0 -f BC7_UNORM file.dds), or distant surfaces shimmer. Uncompressed files without them get them made as they load.
  • A cube map can only replace a cube map.
  • The menu shows how many replacements were found and how many are in use. A file that cannot be used is skipped (the game's own texture shows) and the log says why ([tex-pack] lines).
  • Large packs use video memory: a 2048x2048 BC7 texture with mipmaps is about 5 MB, the same as RGBA8 at 1024x1024 with mipmaps.

The quickest check that it works: open a dumped texture that is easy to spot, paint something obvious on it, save it into textures\replace and start the game with the option on.

Render capture (for bug reports)

When something draws wrong, press F2 (or the PS button on a DualShock 3) while it is on screen, or double-click capture.bat. The next four seconds of draws go to logs\capture-<date-time>\.

Motion watch (for the capture mechanics)

F3 in game starts a 20-second watch of where the game reads the controller's motion sensors (the game runs slower while it watches; F3 again stops it early). The results go to the run log as [motion-watch] lines. Used to find the capture code, so auto-capture can handle the boss Ids' capture mechanics.

Comparing with Sony's libsre

Until October 2026 the port ran the game's SPU jobs on Sony's own SPURS library, lifted from each player's firmware. That is still possible, for checking the port's version against it:

  1. Install the PS3 firmware into RPCS3 (File → Install Firmware).
  2. Decrypt dev_flash\sys\external\libsre.sprx with Utilities → Decrypt PS3 Binaries.
  3. Run .\setup.ps1 -LibsrePrx <the libsre.prx it wrote> (or -WithLibsre for a file picker), then build.ps1.
  4. Run .\run.ps1 -Libsre.

-TraceSpurs records either one, and the two recordings compare (folklore/docs/SPURS.md).


Sharing what you built

.\package.ps1 -Kind BuildKit     # dist\Folklore-buildkit-<date>.zip: this repository's contents
.\package.ps1                    # dist\Folklore-<date>.zip: your built game, ready to run
.\package_all.ps1 -EuGameDir D:\Games\BCES00050
                                 # both releases: builds this folder (US) and an EU copy beside it
                                 # (Folklore-EU), then dist\Folklore-<date>.zip and Folklore-<date>_eu.zip
.\package_all.ps1 -UsUpdateDir D:\RPCS3\dev_hdd0\game\BCUS98147 -EuUpdateDir D:\RPCS3\dev_hdd0\game\BCES00050
                                 # also the 1.10 builds, in copies Folklore-1.10 and Folklore-EU-1.10
                                 # (update folders needed once): ..._1.10.zip and ..._eu_1.10.zip

The build kit contains nothing from the game or the firmware — the same as this repository. The binaries package contains your folklore.exe, which is Folklore's code translated and compiled (plus Sony's libsre, if you lifted it for comparison): giving that to someone else distributes that code. Point people at this repository instead.


Repository layout

PathWhat it is
setup.ps1, build.ps1, run.ps1Set up, build, run (see above)
package.ps1, capture.batPackaging; render capture
common.ps1Paths and helpers the scripts share
folklore/The port: CMake project, Folklore-specific HLE, the engine menu and settings (src/engine), the lifting scripts (tools/) and the engineering log (docs/STATUS.md)
folklore/src/recomp/Empty here; setup fills it with the game's code translated from your EBOOT
folklore/firmware_lle/Not in the repository; only made by setup.ps1 -LibsrePrx, from your libsre.prx, for comparison runs
ps3recomp/The recompiler and runtime: sp00nznet/ps3recomp at commit 39a3629, with everything in patches/ already applied
patches/The changes this port made to ps3recomp, one patch per fix, kept as a record (and so they can go upstream)

Created by the scripts and ignored by git: tools/, logs/, hdd0/, hdd1/, gamedata/, dist/, folklore/build/, ps3recomp/build/, the lifted sources and folklore_settings.ini.

Credits and licences

  • This project (scripts, port code, patches): MIT licence, see LICENSE.
  • ps3recomp © Ned Heller / sp00nznet, MIT licence (ps3recomp/LICENSE).
  • Dear ImGui © Omar Cornut, MIT licence (folklore/src/third_party/imgui).
  • SMAA © Jorge Jimenez, Jose I. Echevarria, Belen Masia, Fernando Navarro and Diego Gutierrez, MIT licence (the shader and lookup textures, packed in ps3recomp/libs/video/rsx_smaa_data.h with their licence).
  • FFmpeg (LGPL) is downloaded by setup for the cutscenes; it is not part of this repository.
  • Folklore is © Sony Interactive Entertainment / Game Republic. This project is not affiliated with or endorsed by Sony or Game Republic, contains none of their code or data, and requires your own legally obtained copy of the game.
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
PlayStation 3
Tecnología
Descompilación y Reconstrucción en C/C++
Versión
—
Actualización
23 oct 2026

Plataformas de destino 1

Windows
Ver en GitHub
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