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Sakura Wars PS4RT · Sakura Wars
PORTSNATIVE

Sakura Wars PS4RT · Sakura Wars

PORT NATIVOACCIÓN / AVENTURALINUXALPHA

Sakura Wars PS4RT · Sakura Wars

Sakura Wars

OrigenPlayStation 4

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraLinux

Ver proyecto oficial

Sobre el proyecto

Sakura Wars PS4RT: proyecto comunitario relacionado con Sakura Wars. Comprueba los requisitos del desarrollador y utiliza solo archivos procedentes de tu propia copia original.

Información oficial del proyecto

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

Sakura Wars (PS4, CUSA16429): PS4RT for PC Linux Port

An experimental, game-specific Linux compatibility runtime for Sakura Wars (PlayStation 4, CUSA16429 v1.01), tested on Fedora Linux, x86-64.

PS4RT prepares and runs the game's original x86-64 code on a Linux host, supplies compatibility implementations of the PS4 services it needs, and uses a Vulkan graphics renderer derived from shadPS4. This is not a general-purpose PS4 emulator, a native recreation of the game, or a replacement for owning the game.

<p align="center"> <img src="docs/images/sample.png" alt="Sakura Wars running on Linux with PS4RT" width="900"> </p>

No game files, firmware, PKGs, decryption keys, or saves are supplied. You must provide your own extracted, plaintext CUSA16429 game folder and, if needed, your own matching v1.01 update PKG. The portable includes its own native update/DLC installer; players do not need a separate PKG extractor. It does not download games or connect to PSN. This project is not affiliated with Sega, Sony, or AMD.

Download and play (no compiling required)

Want to play? Use the prebuilt Linux release. You do not need to compile PS4RT or install FFmpeg, SDL3, Crypto++, or other bundled application libraries.

  1. Download v1.1: Use the Sakura Wars PS4RT v1.1 release (also the latest release). Download Sakura-Wars-PS4RT-29f8822-linux-x86_64.tar.gz to play; the source archive is for developers. The superseded v1.0 release remains available for rollback.
  2. Have your own extracted PS4 game: The launcher needs a plaintext CUSA16429 folder containing sce_sys/param.sfo, eboot.bin, sce_module/, and the game's data. Point to the CUSA16429 folder itself, not a PKG, its parent folder, or eboot.bin. Version 1.00 or 1.01 may be supplied; v1.01 is required to play.
  3. Extract the downloaded archive using your file manager. Open a terminal inside its extracted folder.
  4. Launch with the path to your extracted CUSA16429 folder:
bash Play-Game.sh --game "/path/to/CUSA16429"

After a successful first setup, the validated game folder is remembered inside the portable. For future launches, simply run bash Play-Game.sh. Supply --game again if you move the extracted folder or want to select a different copy. Failed updates never replace the remembered path.

That's all you need to begin setup. Keep the extracted release folder together and writable. Paths containing spaces must be inside quotes, as shown. The first run prepares the game's working files inside the portable.

IMPORTANT: If your game is v1.00, the update installer modifies the selected extracted CUSA16429 folder in place. It replaces/adds the files supplied by the v1.01 update; it does not preserve a second original v1.00 copy. Back up or duplicate your v1.00 game folder first if you need to keep that version for another application. Other PS4RT ports may use different update workflows; follow these Sakura Wars in-place update instructions. Your original update PKG is not modified, and PS4RT saves and settings remain inside the portable.

First launch: required v1.01 update

  • Already have extracted v1.01? The launcher detects it and starts the normal game-preparation sequence. No update installation is required.
  • Have extracted v1.00? A graphical setup window asks you to select your own matching Sakura Wars CUSA16429 v1.01 update PKG. Select the update, confirm Apply Update, and allow the native extractor to finish. The installer validates the game/update metadata, applies the files, and checks the updated executable before launching. The progress bar tracks setup stages, not elapsed time or bytes copied.
  • After a successful v1.00 update, PS4RT offers an optional DLC picker. Select your own matching DLC PKGs or choose Close and launch game to skip. The launcher then restarts automatically into v1.01. Cancelling or failing the required update prevents v1.00 from launching.
  • Already on v1.01? Normal launches never open an update or DLC prompt. You can install DLC later using Install DLC... in the in-game PS4RT overlay. Installed DLC remains separate from base-game files.

If an update is interrupted, relaunch and select the same v1.01 update PKG to recover the installation. See Player update and DLC setup for details and advanced command-line options.

Graphics are controlled in-game. Hold L2 and click the right stick (R3) to open PS4RT settings, or press Insert on a keyboard. Use the D-pad to navigate, Cross to confirm, and Circle to go back. Choose output resolution (1080p, 1440p, 4K), upscaling (Off, FSR 3.1, or FSR 4 v07 where supported), sharpening, anisotropic filtering, and the Sakura-specific options described below.

You do NOT need to specify graphics settings at launch. If preferred, you can start with FSR 4 and 4K output using optional overrides:

bash Play-Game.sh --game "/path/to/CUSA16429" --upscaler fsr4 --output-resolution 4k

Changing anisotropic filtering (AF) requires restarting the game. Use Restart Game in the PS4RT overlay after saving progress.

Player requirements: x86-64 Linux with glibc 2.35 or newer, Python 3, a working Vulkan loader/driver (Vulkan 1.3), and compatible host display/input libraries. Required application libraries, including SDL3, FFmpeg, and Crypto++, are bundled. No compiler, external extractor, or special LD_LIBRARY_PATH command is needed. Fedora gameplay has been verified; other Linux distributions and hardware combinations are not all validated.

Architecture support: The portable targets native x86-64/AMD64 CPUs. ARM64 devices and CPU translation layers such as FEX or Box64 are not supported or validated.

For more help, see Running on Linux. The release does not contain PS4 game files or firmware.

Current status

Experimental and playable through Chapters 1–3; not a verified full playthrough. Gameplay has been tested on Fedora with AMD/RADV graphics, including story progression, cinematics, menus, audio, controller input, combat, and saving/loading through Chapter 3. Chapters 4 onward and other hardware/distribution combinations have not been comprehensively verified. Please report reproducible issues, especially in later chapters.

  • SDL-compatible gamepads, including DualSense and XInput, plus keyboard controls.
  • 1080p, 1440p, and 4K output, with FSR 3.1, optional FSR 4 v07, and sharpening. Higher output resolutions use upscaling/reconstruction; this is not a claim of native 4K game rendering.
  • Graphics presets (v1.1): Max (original) preserves the game's effects; High disables contact shadows and bloom. Medium additionally switches SMAA to FXAA, reduces depth-of-field resolution and dash motion-blur sampling, and disables character screen-space shadows. Lowest also disables anti-aliasing, outlines, and depth of field. The presets apply live, though some battle effects may look different.
  • Anisotropic filtering: Game default, 2×, 4×, 8×, or 16×. AF is separate from anti-aliasing and requires restarting the game.
  • Custom Sakura Wars PS4RT overlay, with artwork and menu sounds. Open using Insert or L2 + R3 click. Settings are saved when the overlay closes.
  • Outlines (visual preference): The original game's rendering includes hard ink-like edges on surfaces such as walls, chairs, fixtures, and doors. Those interior edges can shimmer noticeably, even at higher resolutions. Choose Full for the original appearance, Silhouettes only to keep character silhouettes while suppressing many surface-crease edges, or Off to disable outlines. This is an optional aesthetic preference, not a workaround for a port-specific defect and not a performance optimization. Some shimmer is inherent to the original presentation.
  • 60 FPS patch (experimental): Sakura Wars does not provide a simple framerate-unlock toggle. Its 30 FPS assumptions are spread throughout the game logic. PS4RT contains numerous game-specific fixes for movement, timing, combat, and effects to make 60 FPS playable through the tested Chapters 1–3. The mode is believed to be largely functional, but chapters beyond those tested may still expose timing or visual defects. 30 FPS remains the default. If something looks or behaves incorrectly at 60 FPS, reproduce it at 30 FPS before reporting it, and mention whether it disappears. Late-game reports are particularly appreciated.
  • Install DLC: The overlay's Game > Install DLC... action opens the native DLC PKG picker so you can install add-ons after the initial setup. The installer checks that the selected content belongs to CUSA16429, skips duplicates, and keeps installed DLC separate from the base game. Save and restart after installing new DLC to make it available; there is no hot-reloading into the running game.
  • Restart Game: Closes the current running game and launches it again through the PS4RT launcher. This new PS4RT feature applies settings that require a restart and discovers newly installed DLC. Save first, because restarting does not automatically save your game.
  • Other overlay options include display mode, VSync, and performance information.

FSR 3.1 is available in the runtime. FSR 4 v07 assets and their license notice are included under fsr4_shaders/. FSR 4 requires appropriate Vulkan GPU features, including INT8 dot-product support; unsupported hardware can use FSR 3.1 instead. These assets are upscaler dependencies, not shaders extracted from the game.

Known limitations and bug reports

  • Chapters 4 onward are not fully verified. Treat the optional 60 FPS patch as experimental outside the tested Chapters 1–3.
  • Native shimmering: Some wall, fixture, and other surface-edge shimmer is part of Sakura Wars' own presentation. The Outlines setting offers a visual trade-off; it is not a renderer repair.
  • Japanese DLC text: Certain Japanese-region DLC may show missing costume/selection labels because their text resources differ. The DLC content itself can still install and function.
  • DrawPipeline is unsupported and off by default. Enabling it may help CPU-limited systems but can cause flickering or missing UI/fade draws. Bug reports must reproduce with DrawPipeline off. To experiment:
PS4RT_DRAW_PIPE=1 bash Play-Game.sh --game "/path/to/CUSA16429"

Disable it again with PS4RT_DRAW_PIPE=0 or leave the variable unset. Please use GitHub Issues for reports. For a potential 60 FPS defect, include the chapter/scene, your graphics settings, and the result at 30 FPS.

Build from source (developers only)

Downloaded the prebuilt Linux release? Skip this section. The commands below are for contributors. Players should use Play-Game.sh as shown above.

From a source checkout, install a C/C++ toolchain, CMake 3.24+, Ninja, pkg-config, Python 3, glslang, and development packages for Vulkan, SDL3, FFmpeg, X11, fmt, Boost, xxHash, robin-map, Zydis, and other source dependencies. Sakura Wars also needs Crypto++ and zlib development packages for its built-in native PKG extractor. Exact package names vary by distribution (for example, cryptopp-devel and zlib-devel on Fedora).

PS4RT_LTO=OFF bash build.sh --test
bash run.sh --game "/path/to/CUSA16429"

The test build runs automated tests, not a full playthrough. Source builds create generated runtime data under out/CUSA16429/. Be aware that the integrated updater will modify a v1.00 --game folder in place, so developers should use a disposable copy when testing update installation. Already-updated v1.01 data does not need updating.

To create the portable Linux release using the controlled Ubuntu 22.04 / GCC 14 / glibc 2.35 builder, see Linux portable build instructions and the distribution guide. The portable builder also stages the native PKG installer, setup UI, and corresponding dependencies.

Keyboard and controller remapping

Default keyboard controls include WASD (left stick), arrow keys (right stick), Space (Cross), Left Shift (Circle), E (Square), Q (Triangle), and I/J/K/L (D-pad).

You can remap PS4 buttons at launch using PS4RT_KEY_MAP:

PS4RT_KEY_MAP="cross=Q,triangle=Space" bash run.sh --game "/path/to/CUSA16429"

PS4RT_PAD_MAP similarly remaps gamepad buttons. These are environment variables, not settings in ps4rt.ini. There is no in-game key-binding editor. The mapping defaults live in src/runtime_pad.c, and these remaps do not change analog axes or the PS4RT menu shortcut.

Saves and private files

The source checkout or extracted portable keeps generated game code, settings, saves, installed DLC, and GPU caches under out/CUSA16429/. Notable paths:

  • out/CUSA16429/ps4rt.ini: saved graphics settings.
  • out/CUSA16429/user/savedata/: user save data.
  • out/CUSA16429/user/savedata-backups/: save backups, when present.
  • out/CUSA16429/user/gpu/cache/CUSA16429/: GPU shader/pipeline caches, when present.
  • out/CUSA16429/player-content/dlc/: DLC installed using the PS4RT setup UI.

Never publish out/. It can contain game-derived binaries, private saves, DLC files, and caches. No proprietary game material or user data belongs in source control or public player archives.

Credits, origins, and license

This Sakura Wars-specific project is adapted open-source compatibility software, not a clean-room implementation. Its runtime builds on work from:

  • FelipePrado0/gow3_pc, the original PS4 compatibility-runtime lineage.
  • deadinside28/bloodborne_pc and Supermedo/bloodborne_pc, earlier compatibility-runtime and launcher adaptations.
  • shadPS4 and related Vulkan renderer and shader-recompiler contributors.
  • AzaharPlus/shadPS4Plus, source of the adapted native PKG/PFS extraction code.

Development used REA: Reverse Engineer Anything and Ghidra as reverse-engineering analysis tools, not embedded runtime code.

See Upstream credits and notices for additional contributors and third-party licenses. The runtime source is distributed under GPL-2.0-or-later; vendored components retain their own licenses and attribution. The FSR 4 assets have a separate notice at fsr4_shaders/LICENSE-FSR4-v07.txt. A separate repository name or Git history does not remove obligations to upstream contributors.

Sakura Wars is a trademark of its respective owners. This project is not affiliated with or endorsed by them.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
PlayStation 4
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
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Actualización
28 oct 2026

Plataformas de destino 1

Linux
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