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Bloodborne Windows Launcher 2.3.2 (yharnam-pc)
Fixes for the newer issues and four of Supermedo's changes. Update from the launcher (Home > Update) or unpack the zip over your install.
- Co-op with three players (#231): BBSC 0.0.2 looks up the third player by NP id, which the
co-op server now answers, so the third player is no longer dropped. - The Doll's level-up kneel above 30 FPS (#60): the 60, 90 and Uncap FPS++ patch lists made
every scripted wait 1.2x longer, so she stood up before her kneeling loop. Event scripts keep the
game's 1/30 s frame (event_frames_fix=0keeps the lists' values). - Dialogue missing, hits muffled (#195): Game > Speakers (As in Windows, Stereo, 5.1, 7.1,
BB_AUDIO_CHANNELS). A TV that takes 7.1 over HDMI but plays only the front pair dropped the
centre channel, where the voices are; Stereo folds it into both fronts. - Rumble on Xbox pads (#213): a short jolt such as a visceral attack lasts at least 150 ms, and
an effect on the small motor alone also drives the large one at half strength. - Smart App Control (#234): when Windows blocks one of the port's programs, the log says so and
how to allow it, instead of a Python traceback. - Ending trace (#236): last_run.log records each cutscene the game starts, the ending flags in
the Hunter's Dream and the cutscene files it opens (BB_ENDING_TRACE=0turns it off). - From Supermedo: subpixel jitter without a flickering edge row (#133), texture eviction only
where it can relieve memory pressure (#129), stale mod views left by a crashed game removed
(#112), and Steam's Fossilize shader pre-caching off for the game (#120).
Everything else is as in 2.3.1.
SHA-256 (bbport-windows.zip): 2ded6d541b4102b8da2fcf93cb4770e75c67b30bed2aa4a7dfdd772cdc7482d5
Bloodborne Windows Launcher 2.3.1 (yharnam-pc)
- The port has its own client name,
yharnam-pc. Online servers (shadNet, The Hunter's Dream)
now seeyharnam-pc/<version>instead ofbbport-jgamrot/<version>. The Hunter's Dream stays off
in the launcher until its team accepts this client. - The repository is now Jgamrot/yharnam-pc (the old
address redirects), and releases are tagged by version (v2.3.1); every launcher since 1.8 still
finds them.
Everything else is as in 2.3.
SHA-256 (bbport-windows.zip): 7e1d3b769ed5ea66190796876ad727f7d09b17439b477c47edb2f46f6fc194d1
Bloodborne Windows Launcher 2.3 (34 community PRs, NVIDIA device loss, Ebrietas, old CPUs, key bindings)
Thirty-four community pull requests (most from xiaodoudou) and fixes for the newer issues:
the NVIDIA device losses, Ebrietas' particles, old CPUs, key bindings and Xbox pads.
Crashes and the GPU
- NVIDIA "GPU device lost (WriteInvalid at 0x0)" (#92, #130, #16, #145, #185, #212): a vertex
shader is reused only with the same bindings (#157; pipelines are rebuilt once, so the first
run stutters more), and a zeroed vertex input reads as zero through a valid format (#209).
Swapchain recreation no longer races the recording threads (#160); empty images are skipped
when tiling. - Ebrietas' particles (#154, #227): effects count on whole 1/30 s steps above 30 FPS and move
every frame (#179), so her rock effect ends; the game's GX buffer pool is 288 MiB instead of 160
(BB_GX_REGION_MB, after Awakenchan 0.9.37). - Black blotches with SSR, white screens (#200): shaders follow the PS4 GPU's rules for NaN and
infinity (#204). - Other guards: indirect draws with implausible counts are skipped (#173); the blur kernel's
sample count stays at 3 or more (exit 0xa0020007, #175); render jobs give their slot back and get
a 512 MiB cache (Laurence's cinematic, character creation, #178, #224); vertex buffer tables below
64 KiB skip the draw (#191); stale prepared vertex inputs are read again (#192); four shadPS4
renderer fixes (#176) and CE/DE counter waits (#177); pages the game keeps rewriting stay
writable (#194); NVIDIA keeps its clocks up between frames (#193,BB_NV_BOOST=0). - FSR 4 on AMD (#151): after a device loss with FSR 4, the next start uses FSR 3.1 and says why;
choosing FSR 4 again retries it. - Shader cache written by another build is rebuilt by itself (#190); pipelines without a pixel
shader build their own fragment state (#189); the warm-up log says why stored pipelines were
skipped (#188).
Frame rate
- FPS presets below their target play as the lower rate would: 111 per-frame constants follow
the frame time (#201). Cloth at 60 and 90 FPS (#162) and grass and tree wind (#164) move at 30's
pace.
Old CPUs (Intel 3rd generation and older, #168): the last 193 short instructions are translated
too (#197), so nothing runs as the wrong instruction.
Controls
- Key bindings page (mdi0exe, #186): up to three bindings per action and key combinations, in
Settings → Controls → Key bindings. - Walk on the keyboard (#205, #88) pushes the stick 0.6 of the way, enough to walk.
- Xbox pads (#182): a small stick dead zone and no false centre at connect;
BB_PAD_VIBRATION_LOG=1
logs rumble requests (#213). - Overlay shortcut (#184): L3 + R3 opens the in-game menu can be turned off (Insert still works);
Xbox View can open Personal Effects (#228). - Hunter's Atlas (#207): travel only works from the quick menu's Map; the dialog now says so.
- Pointer after a screenshot tool (WENlink106795, #215, #214) is no longer left hidden.
- Button prompts without a Nexus download (#202): choosing Xbox or Keyboard writes Kenney's
Input Prompts (CC0) into a copy of your ownmenu/common.tpf.dcx.
Launcher and online
- The Hunter's Dream is off for now (#199): its server refuses this port's client (#10, #69,
#152, #180, #226); a refused client stops talking to it (#198). Offline play and seamless co-op
work as before. Online cheats, the free camera and the debug menu are off (#172). - Seamless co-op uses BBSC 0.0.2 (RomankinRoma, #219; #208, #217).
- Repair downloads this version's files when some are missing (#196, #171); Windows status
codes reach you as hex with a hint instead of "exit code -1" (#167, #150, #153). - Hybrid laptops pick the discrete GPU (mdi0exe, #187); 1366x768 output (#220, #218);
certificates Windows trusts are trusted (#174); the in-game save no longer repeats the
frame_gen block in bbport.ini (#203).
Full list: CHANGELOG.md. Thanks to xiaodoudou, mdi0exe, WENlink106795 and RomankinRoma for the pull requests.
The first start after updating translates shaders and rebuilds pipelines again (a longer first load and some stutter at first).
Problems?
Send last_run.log (from your saves folder) in an issue.
SHA-256 (bbport-windows.zip): 6a674e5209e196bf06e2f753af2a722b421c04d55dcb4f4d4c7e658f52eedecf
Bloodborne Windows Launcher 2.2 (DLSS frame generation, Atlas art, remappers, Proton, ultrawide)
DLSS frame generation in the download, the Hunter's Atlas art back in the package, and fixes for
remappers, Proton and ultrawide monitors.
- DLSS frame generation ships (NVIDIA RTX 40/50): the DLSS bridge is now built from source with
NVIDIA's frame-generation runtime, so Frame generation → DLSS works, with PR #134's motion
vector and jitter fix. Packaging refuses an outdated bridge (xiaodoudou, PR #142). - Hunter's Atlas on a fresh install (#143): the map art is committed and packaged again
(xiaodoudou, PR #144); the 2.0 and 2.1 zips were missing it. - AutoHotkey and other remappers (#105): arrow and navigation key bindings also accept the
numpad key Windows reports for an injected arrow (Up as Numpad 8), unless that key has its own binding. - Proton / Wine (#42): the mods overlay checks that its folder links really show the game's
files and falls back to hard-linked folders, or starts without mods and says why, instead of
stopping atsce_module\libc.prx. - Ultrawide and high refresh rates (#141): with the frame rate unlocked, the cap follows the
monitor the game opens on, not the primary one; after an in-game resolution change and restart,
the HUD is built for the new aspect ratio.
Full list: CHANGELOG.md.
Problems?
Send last_run.log (from your saves folder) in an issue.
SHA-256 (bbport-windows.zip): 8f2ca9b661081cdfc8db218b47e8a19aab419b2e398114258370d8332e7ad2c8
Bloodborne Windows Launcher 2.1 (upstream fixes, language, windowed mode, long-session crash)
Fixes ported from Supermedo's and Awakenchan's ports for open issues, four community pull
requests, and a guard for the long-session crash in #93/#83.
From contributors
- Mouse flick switches lock-on targets (LiquidRing, PR #121): a quick sideways flick while
locked on switches targets;mouse_flick_thresholdin bbport.ini (default 300, 0 turns it off). - Sign-in check and clearer start-up messages (LDCanetti, PR #129): Test connection asks
The Hunter's Dream whether it accepts the sign-in instead of trusting a saved token; a leftover
CUSA03173-modsfolder from BBLauncher no longer stops every start; a shadPS4 savedata folder
chosen as the Saves folder is explained instead of starting a new save. - DLSS frame generation (xiaodoudou, PR #134): motion vectors and jitter in the units DLSS
expects; closing the window no longer freezes in the DLSS DLL's shutdown. - 16:10 and menus (Vaidas12345, PR #136): 1920×1200 in the launcher and the in-game menu, and
menu/HUD composition starts at the right draw (icons along the left edge, grey loading bars).
Fixed issues
- FPS falling over a long session (#74): occlusion counts are written in order with the copy
that clears each query, so queries finish (Awakenchan 0.9.35), and lock, semaphore and thread
lookups no longer slow down with every loading screen (Awakenchan 0.9.34). - Crash at guest offset 0x2169edc after hours of play (#93, #83): a query the game could not
create is skipped (reported visible, as every query already is) instead of crashing; the fix
above should stop the game running out of them in the first place. - "Unreachable code" GPU crash (#140): an unknown GPU command drops the rest of its command
buffer with a warning instead of stopping the game. - Game language (#126, #133): "Unlock Game Region" is on for every text language except
English and Russian, so Spanish, Japanese and the others show their own text (as Supermedo PR
#91 did for Chinese), with that PR's fix that keeps online login working. - Windowed mode and output size (#124, #100): the window opens at the output resolution,
fitted to the monitor (Supermedo 5bfa7c2), and the launcher no longer writes its old values over
what the in-game menu saved (Supermedo 40a883e). - Two controllers (#113): Steam Input's virtual pad and the real one are both opened, and
input follows the one in use (after Awakenchan 0.9.34). - Incomplete copy of the port (#118): the start names the missing files and links the
releases page instead of a Python traceback. - 4 GB cards and full VRAM: a low-VRAM profile, a staging pool that shrinks after load bursts,
and a full VRAM frees unused textures and retries instead of crashing (Supermedo, ethan). - Crash reports for crashes inside the C runtime (Supermedo 3fbe057) and for a device lost while
presenting (Awakenchan 0.9.37).
Full list: CHANGELOG.md.
Problems?
Send last_run.log (from your saves folder) in an issue.
SHA-256 (bbport-windows.zip): 7bb4747296a7e08e2073839a4d6837e988fc50aef062fd5560c941a678833a8d
Updated 2026-10-22: the zip now includes the Hunter's Atlas art (tools/atlas/art/*.png), which was missing from the first 2.1 upload (#143).
Bloodborne Windows Launcher 2.0 (community PRs, issue fixes, 120/144 FPS)
Community pull requests, fixes for many reported issues, 120/144 FPS presets, and a port that
ships no game code. Everything from the unreleased 1.9.8 is included (listed further down).
From contributors
- Discord Rich Presence (erezeth, PR #77): your area, boss fight, level, Blood Echoes and
Insight on your Discord profile. Off by default: createcompanions.jsonnext to
Bloodborne.exe with{"enabled": ["Discord Rich Presence"]}(see README-Windows.txt). It only
reads the game's memory. - Trophy notifications (GabrielTeles845, PR #115): themes (Original banner, Card, Corner
popup), sounds, time on screen and previews in the guide under Achievements → Trophy
notifications; your own sounds, GIFs, fonts and texts in<saves>/custom_trophy. The default
stays the green banner with no sound. - Stamina cheats (xiaodoudou, PR #101): no stamina use, always or only out of combat; they
switch on and off without a restart. - Hunter's Atlas (xiaodoudou, PR #96): the open map stays fast with fog, pickups and close
zoom, and the Map tile follows the game's menu after submenus and Quit Game. - Frame generation (xiaodoudou, PR #98): FSR 3.1 frame generation no longer leaks video
memory (about 60 MiB a second, until the device was lost), and one long hitch no longer pauses it. - Striped shadows in Chalice Dungeons on NVIDIA with an old shader cache are gone
(xiaodoudou, PR #97). - Controller play hides the mouse cursor (xiaodoudou, PR #102).
- FSR 4 on 32:9 and 8K outputs (MDoloresGui, PR #87, issue #81): the launcher downloads the
4320 tier too (about 45 MB in all). - Co-op finds Tailscale wherever it is installed (danyshs, PR #111).
Fixed issues
- Mouse camera with the "No camera auto-rotation" tweak on (#63, #108): both work together now.
- Hunter's Atlas: left click no longer jumps to the next lamp, and clicking a lamp travels to it (#41).
- Mouse in menus: hold the strong-attack modifier (Shift, or Ctrl with Keyboard prompts) and
click for R2 / right click for L2, e.g. to switch to Storage (#64). - Settings → Controls → Mouse → Hide the mouse cursor in the game for mouse-to-controller
tools; README-Windows.txt lists everykey_*binding and the mouse sensitivity setting (#88, #21). - Closing the launcher while the game starts no longer stops it with "Errno 22" (#84, #91).
- The in-launcher updater delivers every new file (#38); the release zip uses forward slashes, so
it unpacks on Linux and under Proton (#75). - Play Bloodborne.exe starts a Bloodborne.exe set to run as administrator (#46).
- A Game of the Year PKG already at 1.09 installs without a separate update PKG (#43).
- Co-op: the firewall prompt opens in front of the launcher (#49), and account errors say what
went wrong (server not up yet, old invite, name taken, name already signed in) (#28). - The log names the upscaler you chose; it no longer says "FSR 3.1 (on)" while FSR 4 runs (#117).
- Mods with their own menu text (Restored Change Appearance) no longer turn the PC menu's rows
into numbers (#48). - A shader register that does not point at a shader skips the draw instead of crashing (#72).
- 4:3 output resolutions for CRT monitors: 1024×768 to 1920×1440 (#34).
- The game starts when another program's DLL already holds part of the PS4 address range
(exit code 21) (#36); it reserves the free parts around it and logs the module. - A damaged shader cache entry is skipped and compiled again instead of stopping the game at
"loading shaders" (#80, #104).
From 1.9.8 (never released on its own)
- 120 and 144 FPS presets, with fixed frame steps, effect rate, cloth and follow camera
corrected above 60 FPS; an optional frame-limiter grid (Supermedo). - Monitor choice and exclusive fullscreen (Supermedo PRs #66, #68); Circle confirms for
the Japanese/Asian layout (PR #17); Brazilian Portuguese text and voices (PR #20, issue #35). - Stability: buffer arenas no longer migrate (missing objects, device lost); a faulting
resource-table read skips that draw; a garbage PM4 header drops the rest of its buffer; a VRAM
reserve on 4 GB cards; guest handles stay below 1 TiB (#51); 5056 MiB of direct memory when
Windows refuses more; PC-sized graphics heaps for every player. - Debug menu fonts are found in
fontoradhoc/fontin any case; missing fonts leave the menu out. - A plain ELF eboot.bin (no SELF wrapper) is accepted.
- Button prompt mods are no longer in the download. Dommo's Xbox prompts and JinkiJinn's
PCBButtons are edits of the game's own menu file, so the port stops shipping them. Choosing
Xbox or Keyboard in Settings → Controls → Button prompts opens the mod's Nexus page
(30, 460)
and takes the file you downloaded (.zip, .7z, .rar or itscommon.tpf.dcx). Prompts already
in your mods folder keep working. The release script now refuses to package game archives. - Legacy CPU plan without game bytes.
tools/legacy-cpu-plan.json(plan v4) and its span
evidence keep only addresses, lengths and hashes; the original instructions are read from
your own dump when the profile runs. The translated image is byte-identical to 1.9.7's. - No game code anywhere in the port. The red-zone table (
patches/redzone.json, 607 sites)
and every code check in the engine (hooks for the in-game menu, mouse camera, key prompts,
Rebirth, Hunter's Atlas, the map, aspect ratio, respawn and menu-heap fixes, The Hunter's
Dream) now recognise the game's code by length and hash (src/code_check.h); hooks copy the
instructions they displace from the running game. Tests that need original code read it from
a preparedeboot.elfnamed byBB_TEST_EBOOT_ELFand skip without one. - Patch list without game bytes.
patches/Bloodborne.xmldropped 463 lines (1,073 bytes)
that only rewrote the game's own bytes at their address. Every FPS preset, output size and
effect/cheat setting (1,440 combinations) produces byte-identical patched memory.
Full list: CHANGELOG.md.
Problems?
Send last_run.log (from your saves folder) and, for co-op, the newest file in %LOCALAPPDATA%\bbport-coop\BBSC-0.0.1-BBport\bbsc\logs\, in an issue.
SHA-256 (bbport-windows.zip): 0b6d1051eba365dcdda38de0a6e500a04ca08bb10af3448435df0695c767d08e
Bloodborne Windows Launcher 1.9.7 (map, frame generation, co-op bells)
1.9.7: a full-screen map, frame generation, seamless co-op that gives its bells, and many fixes. The launcher offers it as an update (Install update), or download bbport-windows.zip and extract it over your current folder: your saves, settings and mods are kept. Everyone in a co-op session needs 1.9.7.
Seamless co-op: the Hunt Bell and Kin Bell now arrive
BBSC hands out its bells only after it has backed up your save, and that backup always failed while the game was running, so the bells never came and a new character had no way to start co-op. They now appear in your inventory when you start a co-op session from the launcher. Host: ring the Hunt Bell. Guest: ring the Kin Bell.
New
- Hunter's Atlas, a full-screen map by MikeTat1988 (HuntersAtlas, GPL-2.0): your position, floors, lamps, NPCs and gates in all 16 main areas, with optional fast travel to discovered lamps, pickup markers and a map that opens up after each boss. Settings → Mods & Patches → Hunter's Atlas: turn it on, press Prepare maps once (5–15 minutes; made from your own game files), then choose Map in the game's quick menu. Needs the clean 1.09 game.
- Frame generation (from Supermedo's port): AMD FSR 3.1 on any GPU, in Visuals → Frame generation. NVIDIA DLSS frame generation comes in a later build.
- Ultrawide (21:9, 32:9) done properly (emurphy04's work): camera, HUD and menus fit the screen, the item menu is no longer scrambled, and HUD position puts health and items at the edges. The game's own PC Graphics menu now lists ultrawide sizes.
- Older processors (Intel 2nd/3rd generation, many Xeon E5 v1/v2): run with translated instructions, best effort.
- More game languages, including Portuguese (Brazil) with its dubbing, Chinese, Korean, Polish and Turkish.
Fixes
- Sharper 4K: with Live resolution on Auto, outputs above 1080p no longer get a blurred depth of field.
- Mods on exFAT/FAT32 or USB drives no longer stop the game with "[WinError 1] Incorrect function"; read-only game files no longer stop it either.
- Discord sign-in works on PCs whose certificate list is out of date.
- Crash fixes from Supermedo's port: lamp travel, random crashes after about an hour, video memory full, flips out of order.
- Game of the Year dumps get the FPS, resolution and effect patches.
- Keyboard: a sprint is kept when you change direction.
- Integrated graphics (Ryzen laptops, ROG Ally), HDR black level, audio crackle, offline title screen goes straight to the menu, a clear message for a damaged game extraction, and a 3-second "hold Shift for the launcher" notice at start.
Full list: CHANGELOG.md.
Problems?
Send last_run.log (from your saves folder) and, for co-op, the newest file in %LOCALAPPDATA%\bbport-coop\BBSC-0.0.1-BBport\bbsc\logs\, in an issue.
SHA-256 (bbport-windows.zip): 14acc6371ae73d19961635f8d5cf4336e22ffe77a38ab5104947843ef017a793
Bloodborne Windows Launcher 1.9.6 (The Hunter's Dream, seamless co-op, crash fixes)
1.9.6: online through The Hunter's Dream, seamless co-op on your own server, and many crash fixes. The launcher offers it as an update from 1.8.3 (Install update). Your saves, settings and mods are kept.
Choose how you play, on the Home page
Under PLAY, pick one:
- Offline: your own world, no servers.
- Online · The Hunter's Dream: the public online server, with messages, bloodstains, summons and invasions alongside players on bbhost and the other Bloodborne ports. Sign in once with Discord in Settings → Online: press Sign in with Discord, sign in on the page that opens and approve the code.
- Online · Seamless co-op: one co-op session with friends you invite, through deaths, lamps, areas and bosses. One of you hosts the server on their own PC (Settings → Co-op). BBSC by CLS_AMG; players in different homes use Tailscale. The host rings the Hunt Bell, guests ring the Kin Bell.
The button says which one it will start, and the line under it says what will happen.
Online and co-op under the hood
- Network code from shadPS4 0.20, as in Supermedo's port (Awaken's adaptation). The Hunter's Dream backend is adapted from droogie's bbhost (GPL-3.0). This build reports itself as
bbport-jgamrot 1.9.6. - Co-op hosts run a fixed copy of the co-op server (Wozzardman's shadnet-p2p with one fix, built from source; GPL-2.0, source and patch in this repository), so the new network code can find other players. Invite codes stay valid; co-op accounts are made again on your first Play co-op.
- Co-op fixes: no exit (code 3) at start, BBSC finds the host's server and gives its bells, and Stop hosting stops the whole server.
- Everyone in a session needs 1.9.5 or newer. It can't connect to older versions.
Fixes (from upstream, checked against this fork first)
- The game no longer stops when the graphics driver refuses a pipeline ("ErrorUnknown", code 23, mostly AMD).
- Crash fixes in the texture cache and the GPU command recorder; a garbage GPU command header no longer stops the game.
- AMD RX 6000 (RDNA2): no more lost device from object motion, which is off on AMD cards before RDNA3.
- Physics at 60, 90 and uncapped frame rates: the FPS presets set the right physics step (ragdolls, cloth, falling).
- When video memory is full, the game goes on instead of stopping.
- No title-menu flicker above 1080p; the loading screen's item picture stays at outputs other than 1080p.
- The GPU, its video memory and the driver are named at the top of every log.
Also since 1.8.3
- Boss rematches (experimental, off by default): Settings → Mods & Patches → Built-in enhancements. A defeated boss's own lamp offers a rematch, for all 19 bosses with a lamp. Back up your saves.
Problems?
Send user\last_run.log, and for co-op also the newest file in %LOCALAPPDATA%\bbport-coop\BBSC-0.0.1-BBport\bbsc\logs\, in an issue.
Full list: CHANGELOG.md.
SHA-256 (bbport-windows.zip): d9ee243703883100e5fe4fd941355604f5918a5daa0f5d08e6124b0f48dd7fac
Bloodborne Windows Launcher 1.9.5 experimental (co-op network test, The Hunter's Dream sign-in)
Experimental pre-release: a test of seamless co-op on the new network code. The launcher doesn't offer it as an update; 1.8.3 stays the main release. Close the launcher, download bbport-windows.zip below and extract it over your install (saves, settings and mods are kept) or into a new folder.
Online and co-op
- Network code from shadPS4 0.20, as in Supermedo's port (Awaken's adaptation). The network, PSN and shadNet libraries replace the shadp2p-based ones this fork's online play started on. The Hunter's Dream team asked ports to use this code.
- Co-op hosts run a fixed co-op server. BBSC's server (Wozzardman's shadnet-p2p) ignored the new network code's connection-setup packets, so the bells couldn't bring players together. This release ships that server with one fix: it answers both packet formats. It's built from source (
packaging/windows/build_coop_server.sh, GPL-2.0, source and patch in this repository). Start hosting uses it automatically and keeps your registration key, so invite codes stay valid. Co-op accounts are made again on your first Play co-op. - The Hunter's Dream with Discord sign-in (test). Settings → Online: choose The Hunter's Dream as the co-op pool, then press Sign in with Discord and approve the code on its website. This uses Supermedo's port of Awaken's backend, adapted from bbhost (GPL-3.0). This build reports itself as
bbport-jgamrot 1.9.5. We're still checking it with The Hunter's Dream team.BB_HUNTERS_DREAM=0hides it. - Seamless co-op itself is unchanged: Settings → Co-op, BBSC by CLS_AMG over Tailscale. The host rings the Hunt Bell, guests ring the Kin Bell.
Fixes from upstream (checked against this fork's code first)
- The game no longer stops when the graphics driver refuses a pipeline ("ErrorUnknown", code 23, mostly AMD). Motion-vector pipelines are no longer preloaded from the cache, which caused most of those refusals.
- Crash fixes in the texture cache (FindDepthTarget) and the GPU command recorder. A garbage GPU command header no longer stops the game.
- AMD RX 6000 (RDNA2): object motion no longer loses the device, and it's off on AMD cards before RDNA3 (
BB_OBJECT_MOTION=1to test it). - Physics at 60, 90 and uncapped frame rates: the FPS presets now set the physics step to the right value (ragdolls, cloth, falling).
- Video memory full: the game goes on past the driver's budget instead of stopping.
- No title-menu flicker above 1080p, and the loading screen's item picture stays at outputs other than 1080p (parsifal295, bmy).
- The GPU, its video memory and the driver are named at the top of every log.
Also in this version: everything from 1.9.3 (co-op bells kit, boss rematches at their lamps, experimental and off by default).
Testing co-op
Please send these after a session, working or not:
user\last_run.log. Useful lines:Logged in npid=…,mappedAddr=…, thenMatching2 signaling established(good) or… dead.- The newest file in
%LOCALAPPDATA%\bbport-coop\BBSC-0.0.1-BBport\bbsc\logs\.
Send them in an issue.
Full list: CHANGELOG.md.
SHA-256 (bbport-windows.zip): 3d4a67a11a14b5719676f7cc230cedc15e1d69ec6dc11388140a798a3758917c
Bloodborne Windows Launcher 1.9.3 experimental (co-op bells fixed)
⚠️ For co-op, use 1.9.5. It has the new network code, a fixed co-op server and The Hunter's Dream sign-in. Everyone in a session needs the same version.
Experimental pre-release: the seamless co-op bells work. Use this instead of 1.9.1 or 1.9.2. The launcher doesn't offer it as an update; 1.8.3 stays the main release. Close the launcher, download bbport-windows.zip below and extract it over your install (saves, settings and mods are kept) or into a new folder.
Fixed since 1.9.2
- BBSC now gives its co-op bells. BBSC replaces the vanilla bells with its own kit (the Hunt Bell for the host, the Kin Bell for guests, free to ring), but only after backing up the save, and it couldn't find this port's saves ("BBSC kit: no save folder found to back up"). Nobody got the kit, and the guest couldn't ring a bell. Co-op launches now tell BBSC where the save is.
From 1.9.2
- No more exit (code 3) when the game starts with seamless co-op.
- BBSC finds the host's server (warps and world sync).
- Stop hosting stops the whole server.
Also in this version
⚠️ The public shadPS4 server (srv.shadps4.net) currently signs this port out. Play together with seamless co-op on a server one of you hosts; we're asking the server's admins about it.- Seamless co-op (experimental): Settings → Co-op, BBSC by CLS_AMG (servers from Wozzardman's shadnet-p2p). The host rings the Hunt Bell, guests ring the Kin Bell. Players in different homes both need Tailscale on the same network. Your saves are backed up before every co-op session.
- Boss rematches (experimental, off by default): Settings → Mods & Patches → Built-in enhancements. All 19 bosses with a lamp of their own; only the Cleric Beast has been played through so far, so back up your saves.
Reporting problems
Send user\last_run.log and the newest file in %LOCALAPPDATA%\bbport-coop\BBSC-0.0.1-BBport\bbsc\logs\ in an issue.
Full list: CHANGELOG.md.
SHA-256 (bbport-windows.zip): 948d1f9d79863fe66bf007c3ee398afa26cc31c1e9b2ae5bfb127ee200580823