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Releases: ayozetr/bloodborne_linux

Test build: Hunter's Atlas with any 1.09 dump (#24)

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@ayozetr ayozetr released this 23 Oct 00:39

Test build for #24. Not a release: the launcher does not offer it as an update. It is 0.51-linux.16 plus a fix for Hunter's Atlas, waiting for testing.

Hunter's Atlas prepares the map with any dump of the 1.09 executable (#24). The map generator compared the whole eboot.bin file with one particular dump, so the same 1.09 executable dumped with another tool (a different header around it), or another edition, stopped with "Unsupported executable fingerprint". It now uses the port's own check: the executable's loaded code, the same for every dump and edition the port runs. Maps that are already prepared keep working.

What would help: with this build, open Mods → Map (Hunter's Atlas), press Prepare, and tell us in #24 whether the map is made and shows in the game. If it fails, attach the launcher's log (Log page).

SHA-256: 06cea92cf912cb1a19960b245d7b81ae6c46ffa9cfc34de76213bb89048cbec0

bbport Linux 0.51-linux.16

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@ayozetr ayozetr released this 22 Oct 23:17

This release fixes a likely cause of the crash in #23 and a GPU freeze in boss fights on NVIDIA (#19), brings back the Language entry to the title screen's System menu, and adds a few launcher options. It is based on bbport 0.51 and includes fixes from bbport 0.6, LanternEngine and Supermedo's Windows port.

Requirements: your own decrypted dump of Bloodborne with update 1.09, any retail release (US,
Europe, UK, Japan, Asia, and the editions with The Old Hunters). No game files are included.
Linux x86-64 and a Vulkan 1.3 GPU.

Download

File For
Bloodborne-bbport-x86_64.AppImage Any x86-64 distribution and the Steam Deck

Make it executable, run it, choose your game folder and press Play. Saves and settings go
to ~/.local/share/bbport.

SHA-256: 46e96e3711e5f016da1180c74b636b7172419f68768f7584cad6b30ef2088c52

New

  • Stick dead zone (Controls): 0 to 50 %, for a worn stick that drifts. Before, the only way was BB_PAD_DEADZONE in the extra variables.
  • Local co-op: a monitor of its own (Multiplayer → Local): the players' windows can go to another monitor, such as a TV, without changing the game's monitor.
  • Local co-op: copy player 1's saves to player 2, 3 or 4, so everyone plays the same characters. Their own saves are backed up first.
  • "Don't ask again" when you play offline with an online account set.

Improved

  • Menus and debugging (Mods): Skip intro, Quit to Desktop, the free camera and the debug menu moved here from Graphics → Game effects. Your settings stay the same.
  • Online tab: the groups follow the order you set them up in.
  • A warning on FPS limits above 120: above that the game's movement timing breaks (running and rolling slow down). The idea is from Supermedo's launcher.
  • Local co-op without an X server now says how to get one instead of starting games whose windows cannot be placed.
  • Short values in choice rows (like "60" or "Principal") sit next to their arrow.
  • Crash reports name the game thread and the game's call chain, from upstream bbport 0.6 (deadinside28), and say when the game asked for memory it did not get (an idea from Mrsuss60's Windows port).

Fixed

  • Crash at guest offset 0x2169edc (#23). The game's occlusion counters were written before the DMA that clears them, so its queries never finished; once it could make no more, it read a null handle. They are now written in order. Found by Awaken. If it still happens to you, please tell us in #23. Reported by @Nahnahchi.
  • GPU freezes on NVIDIA with an Xid 109 error in the system log (#19): indirect draws with garbage vertex or instance counts are now skipped and counted in the log. The boss fight where it froze for @Nahnahchi now plays through. Reported by @popcar2.
  • Vertex shaders reused with the wrong bindings: a vertex shader could be paired with a pipeline layout it was not built for, so it read other descriptors. Found by Awaken.
  • The Language entry was missing from the title screen's System menu when Quit to Desktop was on. It is back, and Quit to Desktop is still in the System menu in the world. From Supermedo's Windows port, by ethan.
  • Trophies page saying npbind.dat was not found with dumps whose npbind.dat is encrypted, such as some Steam Deck dumps (#22). A damaged or encrypted trophy file is no longer taken for a wrong trophy key. Reported by @simo1730.

Upgrading

  • From 0.51-linux.15: the launcher's About page installs this one.
  • Your saves and settings in ~/.local/share/bbport stay as they are.
  • The pipeline cache is rebuilt once, so the first minutes of play can stutter.

Known issues

  • Amygdala's lasers can look black (#19). The draws behind them are the ones now skipped; the cause of their bad counts is being investigated.
  • A strong blur can stay on screen after a lamp travel (#1). It only happens with Motion Blur on, so turning it off (Graphics → Game effects) avoids it.
  • Loading screens can freeze on NVIDIA, with an Xid 109 error in the system log (#5). Turning off Motion Blur or Depth of Field may avoid it (deadinside28/bloodborne_pc#184).
  • Seamless co-op between Linux and Windows has only been tested by a few players. The rest of BBSC 0.0.2 (spectator camera, bells anywhere, the host's time of night, fixes after boss fights) is not in this release yet.
  • Local co-op runs a whole game per player: on a mid-range GPU at 1440p, two players get about 30 to 40 FPS each. It has been tested with two players.
  • Hunter's Atlas has been tested with the US release (CUSA00900).
  • The ghosts' cloth in Cainhurst can glitch, and some AMD integrated GPUs show no snow there.
  • On NVIDIA the new memory model is not the default yet: results vary by scene.
  • Only the 1.09 executable is supported; other versions start and then crash.

Full changes: 0.51-linux.15...0.51-linux.16
Credits and licenses: https://github.com/ayozetr/bloodborne_linux#credits

Test build: indirect draws checked before they run (#19)

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@ayozetr ayozetr released this 22 Oct 01:04

Test build for #19. Not a release: the launcher does not offer it as an update. It is 0.51-linux.15 plus the Trophies fix from #22 and a check for indirect draws, waiting for testing.

Indirect draws checked before they run (#19). Some of the game's draws take their vertex and instance counts from memory a shader wrote. If those counts are garbage, the GPU can stay busy past the driver's limit and freeze (on NVIDIA, an Xid 109 in the kernel log). Before each such draw, the GPU now checks the counts and skips the draw if they are implausible. The game has only a handful of these draws per frame, so it costs nothing measurable.

If it catches anything, the log has a line starting with Indirect draws: … skipped. BB_INDIRECT_DRAW_GUARD=0 (in the launcher's extra variables) turns the check off.

What would help: play as usual, or where the game froze before, and attach the log (Advanced → Developer → Save the log and statistics to a file; it goes to ~/.local/share/bbport/logs).

SHA-256: b1376dcb31929f71ed63b53a702f6cb579568126656bd4bdc941382542f5d998

bbport Linux 0.51-linux.15

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@ayozetr ayozetr released this 21 Oct 11:29

This release reorganizes the launcher into sections in a sidebar, makes Seamless Hunt the default online server, adds exporting, importing and automatic backups of your saves, and makes seamless co-op work with players on BBSC 0.0.2. It is based on bbport 0.51 and includes fixes from bbport 0.6.

Thanks to everyone who answered the launcher poll. You can keep telling us what you think of the new launcher, and whether you'd like any other changes, in the discussion.

Requirements: your own decrypted dump of Bloodborne with update 1.09, any retail release (US,
Europe, UK, Japan, Asia, and the editions with The Old Hunters). No game files are included.
Linux x86-64 and a Vulkan 1.3 GPU.

Download

File For
Bloodborne-bbport-x86_64.AppImage Any x86-64 distribution and the Steam Deck

Make it executable, run it, choose your game folder and press Play. Saves and settings go
to ~/.local/share/bbport.

SHA-256: 980f64c6266f6e1523992833c347d0b36cdd43ba6d191c59d1b01abced1c107c

New

  • A new launcher layout: the sections are in a sidebar (Graphics, Controls, Multiplayer, Mods, Trophies, Setup, Advanced, Log, About), and Play is always in the header. Things you only set once (game folder, DLC, language, region, Steam, Discord, saves) are under Setup; online play and local co-op are together under Multiplayer. On a narrow window, like the Steam Deck's, the sidebar becomes a list.
  • Saves export and import (Setup → Saves): Export… writes your saves into a .zip, in the same layout as a PS4 export, to keep a copy or move them to another computer. Import takes them from a folder (shadPS4, another port, a decrypted PS4 copy) or from such a .zip. Your current saves are copied to savedata-backups first.
  • Automatic save backups (Setup → Saves, off by default): a copy of your saves before every game start, keeping as many as you choose (5 by default). Starting the game again without playing does not push the older copies out. Restore one with Import → From a folder….

Improved

  • Seamless Hunt is the default online server: shadPS4's public server no longer accepts bbport builds, so it has been removed. If you had it selected, the launcher switches to Seamless Hunt and tells you once. Your own server and The Hunter's Dream are still there.
  • Online tab: a short description of the selected server, one Test button next to the status with the results below it, and a clear message when your own server has no address.
  • First start: without a game folder, a banner says why Play is greyed out and takes you to Setup, where the launcher now opens.
  • Faster launcher: the window opens about four times faster, and Play, dialogs and the About page no longer pause it.
  • Choices explained: Present mode and GPU data readbacks by the CPU say what the selected option does.
  • Folder rows have a Change… button and a ⋯ menu (open in the file manager, back to the default, refresh the list).
  • Translations: the launcher is complete in all its languages, including Simplified Chinese.

Fixed

  • Seamless co-op as a guest on a busy server could follow another host than your friend, so your sign never reached them, or a stranger summoned you despite the password (#17). A host's placement now goes only to the sign it rings, and a guest stays with the host that rang its sign. This is the same protocol as BBSC 0.0.2, so Linux and Windows players on 0.0.2 find each other. Reported by @n3vrs0ft.
  • Trophies page saying the dump has no trophies when its files had upper-case names (SCE_SYS/TROPHY/TROPHY00.TRP), as in dumps copied through Windows or extracted by some tools. If the trophies still cannot be read, the page now says which file is missing. Reported by @simo1730 (#22).
  • Monitor list showing the scaled desktop size instead of the monitor's resolution (2226x1252 for a 2560x1440 monitor at 115 %).

Upgrading

  • From 0.51-linux.14: the launcher's About page installs this one.
  • Your saves and settings in ~/.local/share/bbport stay as they are.
  • Seamless co-op: everyone in the session needs BBSC 0.0.2 (Windows players: its 0.0.2 release). Older BBSC builds do not take the new placement, so they cannot join across maps.

Known issues

  • Seamless co-op between Linux and Windows has only been tested by a few players, and not yet with BBSC 0.0.2. The rest of BBSC 0.0.2 (spectator camera, bells anywhere, the host's time of night, fixes after boss fights) is not in this release yet.
  • A strong blur can stay on screen after a lamp travel (#1). It only happens with Motion Blur on, so turning it off (Graphics → Game effects) avoids it. The cause is being investigated.
  • Loading screens can freeze on NVIDIA, with an Xid 109 error in the system log (#5, #19). Turning off Motion Blur or Depth of Field may avoid it (deadinside28/bloodborne_pc#184).
  • Local co-op runs a whole game per player: on a mid-range GPU at 1440p, two players get about 30 to 40 FPS each. It has been tested with two players.
  • Hunter's Atlas has been tested with the US release (CUSA00900).
  • The ghosts' cloth in Cainhurst can glitch, and some AMD integrated GPUs show no snow there. Being investigated.
  • As on the PS4, a helper goes back to their own world when the area's boss dies or they die, and the Beckoning Bell cannot be used where the area's boss is dead (without seamless co-op).
  • On NVIDIA the new memory model is not the default yet: results vary by scene.
  • Only the 1.09 executable is supported; other versions start and then crash.

Full changes: 0.51-linux.14...0.51-linux.15
Credits and licenses: https://github.com/ayozetr/bloodborne_linux#credits

Test build: trophies with an encrypted npbind.dat (#22)

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@ayozetr ayozetr released this 21 Oct 13:57

Test build for #22. Not a release: the launcher does not offer it as an update. It is 0.51-linux.15 plus a fix for the Trophies page, waiting for testing.

Trophies with an encrypted npbind.dat (#22). Some dumps have sce_sys/npbind.dat left encrypted, so the game's trophy ID (NPWR05818_00) could not be read from it and the Trophies page said the file was missing. For Bloodborne, the launcher now uses the game's own trophy ID when the file doesn't have it. Without the trophy key you get the icons and PSN's English list.

If sce_sys/trophy/trophy00.trp is encrypted or damaged too, the Trophies page now says so, instead of reporting a wrong trophy key.

What would help: open the Trophies page and tell us what it shows, and whether the trophy notice appears in the game when you earn one.

SHA-256: 320eb870bfb71aa4a530e2bbfcc63f94cd51e8dca873e193ec9a0b58de64fc1e

Test build: seamless co-op with BBSC 0.0.2 (#17)

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@ayozetr ayozetr released this 21 Oct 12:52

Test build for #17. Not a release: the launcher does not offer it as an update. It is 0.51-linux.15 plus BBSC 0.0.2, waiting for testing.

Seamless co-op: BBSC 0.0.2. CLS_AMG's latest BBSC, ported to Linux. Everyone in a session needs 0.0.2 (Windows players: BBSC's 0.0.2 release).

  • A guest stays with the host that rang its sign, even with many hosts on the server.
  • While you are dead in co-op, the camera follows a partner: Tab, E or left click for the next hunter, Shift+Tab or Q for the previous one, F for a free camera, F1 to turn it off until your next death. On a controller, R1/L1 and the sticks.
  • The kit's bells ring anywhere, the Hunter's Dream included (BBSC settings → Bells anywhere).
  • The guest sees the host's time of night.
  • Fewer messages and bloodstains per area, against the "Panic 265" crash; fixes for kicks after a boss kill and for the guest's drops.
  • A short timeline of each game in ~/.local/share/bbport/user/bbsc/logs/bbsc-timeline-*.txt.

What would help:

  1. Seamless co-op on Seamless Hunt, with the Linux player as the guest (Kin Bell) and a Windows player on BBSC 0.0.2 hosting (Hunt Bell). Then the other way round.
  2. Dying in co-op: the camera follows your partner, and comes back when you respawn.
  3. The bells in the Hunter's Dream.

Please attach the game's log (launcher → Log → Export) and the BBSC logs (~/.local/share/bbport/user/bbsc/logs/, the bbsc-mod-*.log and bbsc-timeline-*.txt of that session) to the issue.

SHA-256: 5f55539f9a8b66f7d216f77c4c625a6be66cd9214e6c73ca125c421e58813ebb

bbport Linux 0.51-linux.14

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@ayozetr ayozetr released this 20 Oct 00:15

This release adds Hunter's Atlas, a fullscreen map inside the game, and local co-op: several games on one PC, one per player. It also fixes a controller that spun the camera after reconnecting and settings that went back to old values. It is based on bbport 0.51 and includes fixes from bbport 0.6.

The launcher will be reorganized in the next releases, to make it tidier and easier to find your way around. Thanks to everyone who voted: the poll is still open if you want to say what you would change.

Requirements: your own decrypted dump of Bloodborne with update 1.09, any retail release (US,
Europe, UK, Japan, Asia, and the editions with The Old Hunters). No game files are included.
Linux x86-64 and a Vulkan 1.3 GPU.

Download

File For
Bloodborne-bbport-x86_64.AppImage Any x86-64 distribution and the Steam Deck

Make it executable, run it, choose your game folder and press Play. Saves and settings go
to ~/.local/share/bbport.

SHA-256: 508e862d232ca0185124a84078a158c5c9c7b4c3a735a9793c2a21a33fcdf01b

New

  • Hunter's Atlas, a map in the game (Settings → Map (Hunter's Atlas), off by default): a fullscreen map in the game's quick menu (Start), with where you are and which way you face, lamps, items and NPCs, and travel to the lamps you have already found. Names are in the game's language. The maps are made from your own game files: Prepare downloads the map generator once (about 200 MB; about 600 MB on disk with the maps) and takes a few minutes, with a progress bar and a Cancel button. Remake makes them again, and the bin button removes them. By @MikeTat1988 (HuntersAtlas), ported to Linux.
  • Local co-op (new Local co-op page): 2 to 4 games on one PC, one per player, each in its part of the screen with its own controller; one player can use the keyboard and mouse. Player 1 keeps your saves and settings; the others get their own, without online play. Only player 1 has sound unless you turn that off. In menus, the keyboard player moves with I, J, K and L, confirms with Space and goes back with Left Shift.

Improved

  • Seamless co-op items with BBSC off: the Hunt, Kin, Bloodlust and Duel Bells and the Parting Blank keep their names (BBSC's own, translated) instead of "?GoodsName?", with a line saying they need BBSC.
  • Controller list: each controller's device path is known, so two controllers of the same model can be told apart (local co-op).

Fixed

  • Reconnecting a controller mid-game made the camera and the player spin until the game was restarted: right after reconnecting, some controllers report every stick at the end of its travel for a moment, and that was taken as their resting position. Reported by @popcar2 (#20).
  • Settings going back to old values (resolution, upscaler preset…): the launcher wrote all its settings back to bbport.ini when you pressed Play and when it closed, over anything changed meanwhile in the in-game menu or by hand. It now only writes what you change in the launcher. Reported by @kuday248 (#21).

Upgrading

  • From 0.51-linux.13: the launcher's About page installs this one.
  • Your saves and settings in ~/.local/share/bbport stay as they are.
  • The map is off until its maps are prepared: Settings → Map (Hunter's Atlas) → Prepare. It needs an internet connection the first time.

Known issues

  • Local co-op runs a whole game per player: on a mid-range GPU at 1440p, two players get about 30 to 40 FPS each. The first start of each extra player compiles its shaders and stutters for a while. It has been tested with two players. The windows are placed through X11 (XWayland in a Wayland session).
  • Hunter's Atlas has been tested with the US release (CUSA00900).
  • As a guest (Kin Bell) on a busy Seamless Hunt server, seamless co-op can follow another host than your friend, so your sign never reaches them (#17). Hosting from Linux works. A fix is being tested.
  • Seamless co-op between Linux and Windows has only been tested by a few players.
  • The ghosts' cloth in Cainhurst can glitch, and some AMD integrated GPUs show no snow there. Being investigated.
  • shadPS4's public shadNet server does not accept bbport builds: use The Hunter's Dream, Seamless Hunt or your own server (docs/SERVER.md).
  • Loading screens can freeze on NVIDIA, with an Xid 109 error in the system log (#5, #19). Turning off Motion Blur or Depth of Field may avoid it (deadinside28/bloodborne_pc#184).
  • A blur can stay on screen for a while, after a boss fight or in normal play, and a lamp travel does not always clear it (#1). The cause is being investigated.
  • As on the PS4, a helper goes back to their own world when the area's boss dies or they die, and the Beckoning Bell cannot be used where the area's boss is dead (without seamless co-op).
  • On NVIDIA the new memory model is not the default yet: results vary by scene.
  • Only the 1.09 executable is supported; other versions start and then crash.

Full changes: 0.51-linux.13...0.51-linux.14
Credits and licenses: https://github.com/ayozetr/bloodborne_linux#credits

bbport Linux 0.51-linux.13

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@ayozetr ayozetr released this 19 Oct 13:00

This release fixes the loading hang after a lamp travel, a crash at start on some GPUs, the frame rate dropping over time with the new memory model, and a launcher that could open blank. It adds a field of view setting, muting in the background and a walk key. It is based on bbport 0.51 and includes fixes from bbport 0.6.

Is the launcher confusing? I'm thinking about redesigning it: vote and tell me what you'd change.

Requirements: your own decrypted dump of Bloodborne with update 1.09, any retail release (US,
Europe, UK, Japan, Asia, and the editions with The Old Hunters). No game files are included.
Linux x86-64 and a Vulkan 1.3 GPU.

Download

File For
Bloodborne-bbport-x86_64.AppImage Any x86-64 distribution and the Steam Deck

Make it executable, run it, choose your game folder and press Play. Saves and settings go
to ~/.local/share/bbport.

SHA-256: fe3ef5953fdaa3836a4d96c0bcae94d05bfa17e04a19dbc93f3f73ccca913bbb

New

  • Field of view (Settings → Screen): from 30 to 90 degrees; the game's is 43. Every camera of the game is scaled, so the areas that set their own keep their difference. It applies when the game starts. From Ethan Murphy (@emurphy04).
  • Mute in the background (launcher and in-game menu): no sound while the game window is not focused. From Ethan Murphy (@emurphy04).
  • Walk key: hold Left Alt while moving to walk. It can be changed in Settings → Controls → Keyboard and mouse. From @HatsyRei.

Improved

  • Direct mouse camera: the camera now turns in the game's own camera update, once per frame. A slow pan no longer jumps by a pixel now and then. From Ethan Murphy (@emurphy04).
  • Mods: more folder layouts load (a mod inside one or more extra folders), and the launcher says why a folder was not loaded. From @Supermedo.
  • External FPS patches: an FPS patch from the patches folder replaces the built-in FPS preset instead of being applied over it. From Ethan Murphy (@emurphy04).
  • Texture memory on cards below 8 GB: the texture collector starts later, so textures are not dropped and loaded again as often. From Ethan Murphy (@emurphy04).
  • The Journal's Copy and Export take the whole session, not only the last 5000 lines shown.
  • When the GPU is lost, the log now has the driver's report of what failed. From @Supermedo.
  • Credits: the contributors I forgot last time are now in the launcher's About page, with @msisovic, @HatsyRei and @axpico.

Fixed

  • Loading hang after a lamp travel: some thread handles did not fit in the 40 bits the game's lock keeps, so a loading thread waited for good. Diagnosed by @msisovic (deadinside28#193).
  • Crash at start on some GPUs ("RIP=0", seen on NVIDIA, Intel and AMD): an extension was turned on although the driver did not give its functions. From bbport 0.6 (deadinside28#161, deadinside28#177, deadinside28#181).
  • The launcher could open blank and stay that way when a saved setting could not be read (the comma below is one way that happened). Such a value now falls back to its default, and a page that still fails shows the error, with a button to copy it, instead of an empty window. Reported by @OPGZ2 (#18).
  • Settings written with a comma: in the AppImage, on a system in Spanish, German, Portuguese and other languages, the in-game menu saved numbers as 0,30, and the game read 0.30 as 0 (sharpness, mouse sensitivity). Numbers use a point again, and files already written with a comma keep their values.
  • New memory model: the frame rate fell by about 28 % after 15 to 20 minutes of lamp travel, and a race in its write traps could leave stale copies (stretched vertices). From bbport 0.6.
  • Laurence's cinematic above 30 FPS could hang: failed render jobs kept their slot until none was left. From bbport 0.6.
  • Crash "guest raised debug exception 0xa0020007": game data now and then gave the blur an invalid sample count. From bbport 0.6 (deadinside28#207).
  • FSR 4.1.1: white or broken picture after loading another save. From bbport 0.6.
  • Single black or grey frames: the frame could be shown before the work that draws it was done. From bbport 0.6.
  • Shaders: when a shader's resource tables could not be read, that data was zeroed in every later draw, and draw preparation threads raced on it. Now it is zero only for that draw. From bbport 0.6.
  • Full video memory: instead of closing with "Failed to allocate … VRAM is full", the game waits for the textures it has already freed and tries again. From @axpico (deadinside28#206).
  • Buttons ignored after closing a menu: only the buttons still held are ignored now. From @0xCydral.
  • Pipeline cache: geometry-shader pipelines, the clip-distance shader on NVIDIA and draws without a pixel shader loaded wrong from the disk cache. From bbport 0.6.
  • A crash when the game stops itself, and the AppImage's --play with the saved log failing at once. From bbport 0.6.
  • A small memory leak in the GPU's command processing. From shadPS4.
  • RX 400/500 (Polaris): the game could stall after the first cinematic. Not verified on such a GPU yet. From bbport 0.6 (deadinside28#203).
  • Debian 13 with NVIDIA fell back to another GPU: the driver's libraries are also looked for in the system's library folders. From bbport 0.6 (deadinside28#205).
  • FSR 4.1.1 assets: the FP8 passes are recorded on RX 9000 cards, and GE-Proton from the AUR is found. From bbport 0.6 (deadinside28#186).

Upgrading

  • From 0.51-linux.12: the launcher's About page installs this one.
  • Your saves and settings in ~/.local/share/bbport stay as they are.
  • The shader cache is rebuilt on the first start: expect short stutters in the first minutes, for example in the first fight.
  • If your launcher opened blank (#18), this one opens. A value it could not read shows its default: check Settings once.

Known issues

  • As a guest (Kin Bell) on a busy Seamless Hunt server, seamless co-op can follow another host than your friend, so your sign never reaches them (#17). Hosting from Linux works.
  • Seamless co-op between Linux and Windows has only been tested by a few players.
  • The ghosts' cloth in Cainhurst can glitch, and some AMD integrated GPUs show no snow there. Being investigated.
  • shadPS4's public shadNet server does not accept bbport builds: use The Hunter's Dream, Seamless Hunt or your own server (docs/SERVER.md).
  • Loading screens can freeze on NVIDIA, with an Xid 109 error in the system log (#5, #19). Turning off Motion Blur or Depth of Field may avoid it (deadinside28/bloodborne_pc#184).
  • A blur can stay on screen for a while, after a boss fight or in normal play, and a lamp travel does not always clear it (#1). The cause is being investigated.
  • As on the PS4, a helper goes back to their own world when the area's boss dies or they die, and the Beckoning Bell cannot be used where the area's boss is dead (without seamless co-op).
  • On NVIDIA the new memory model is not the default yet: results vary by scene.
  • Only the 1.09 executable is supported; other versions start and then crash.

Full changes: 0.51-linux.12...0.51-linux.13
Credits and licenses: https://github.com/ayozetr/bloodborne_linux#credits

Test build: seamless co-op placement (#17) and controller reconnect (#20)

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@ayozetr ayozetr released this 19 Oct 15:07

Test build for #17. Not a release: the launcher does not offer it as an update. It is 0.51-linux.13 plus two fixes waiting for testing.

Seamless co-op: a host's placement goes to the sign it rings (#17). BBSC's newer Windows builds changed this, with no source published yet; this build does the same, reimplemented from their DLL, so Linux and updated Windows players understand each other.

  • A host ringing a sign sends its placement only to that sign's owner.
  • A guest only takes the placement meant for its own sign, so it no longer follows a random host on a busy server, and its sign is advertised where the host that rang it is.
  • Placements sent to the whole server by older builds are ignored, as the newer BBSC builds do.

Controller reconnected mid-game (#20). Right after reconnecting, some controllers report every stick at the end of its travel for a moment. That was taken as the stick's resting position, and the camera and the player then spun until the game was restarted. Such readings are now skipped.

What would help:

  1. Seamless co-op on Seamless Hunt, with the Linux player as the guest (Kin Bell) and a Windows player on BBSC's latest build hosting (Hunt Bell). Then the other way round.
  2. Disconnect and reconnect a controller while playing.

Please attach the game's log (launcher → Journal → Export) and, for co-op, the BBSC log (~/.local/share/bbport/user/bbsc/logs/bbsc-mod-*.log) to the issue.

SHA-256: fb5a0ed735b6141c29f412f1a5056e0a687cd059aea153da52737a1bb996d168

bbport Linux 0.51-linux.12

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@ayozetr ayozetr released this 18 Oct 15:47

This release fixes the black Hunter's Dream after long sessions, Steam Input controllers on Wayland desktops, Quit to Desktop with online play on, and shadPS4's patch file in the patches folder. It is based on bbport 0.51.

Is the launcher confusing? I'm thinking about redesigning it: vote and tell me what you'd change.

Sorry: I forgot to add the new contributors to the credits in the launcher's About page. They'll be there in the next release.

Requirements: your own decrypted dump of Bloodborne with update 1.09, any retail release (US,
Europe, UK, Japan, Asia, and the editions with The Old Hunters). No game files are included.
Linux x86-64 and a Vulkan 1.3 GPU.

Download

File For
Bloodborne-bbport-x86_64.AppImage Any x86-64 distribution and the Steam Deck

Make it executable, run it, choose your game folder and press Play. Saves and settings go
to ~/.local/share/bbport.

SHA-256: 717f569d1e40d177e8213d6c3b65b9b3fff6505b3c4046917ebcf77eb07cd9e9

New

None.

Improved

  • shadPS4's patch file works in the patches folder: a Bloodborne.xml from shadPS4 was skipped without a word. Its patches now show up in the launcher, all off until you choose them. The ones that repeat the port's own patches are left out. Reported by @shaneo88 (#16).

Fixed

  • Black Hunter's Dream: after a while in Yharnam, going back to the Dream could show it all black, with only the HUD and your hunter visible. When video memory ran low, textures the game had drawn itself were freed without being saved first. They are now written back before being freed. Reported by @shauryasagar (#13) and @ZeroSTF (#14).
  • Controller not working when started from Steam: with Steam Input on a Wayland desktop, the game got no input from the controller. The game window now opens through Xwayland in that case, where Steam's virtual controller reaches it. Reported by @bruxis (#12).
  • Quit to Desktop with online play on: the game connected to the server and waited at the title instead of closing. It closes at the title again. Reported by @popcar2 (#15).

Upgrading

  • From 0.51-linux.11: the launcher's About page installs this one.
  • Your saves and settings in ~/.local/share/bbport stay as they are.
  • If you added SDL_VIDEO_DRIVER=x11 to the Steam launch options for #12, you can remove it, or keep it: both work.

Known issues

  • The "Transaction failed" crash on Seamless Hunt may still happen in some sessions with other players: Seamless Hunt says its workaround doesn't stop every one of them. Please report it in #10 with the log.
  • Seamless co-op between Linux and Windows has not been fully tested yet.
  • The ghosts' cloth in Cainhurst can glitch, and some AMD integrated GPUs show no snow there. Being investigated.
  • shadPS4's public shadNet server does not accept bbport builds: use The Hunter's Dream, Seamless Hunt or your own server (docs/SERVER.md).
  • Loading screens can freeze on NVIDIA, with an Xid 109 error in the system log (#5). Turning off Motion Blur or Depth of Field may avoid it (deadinside28/bloodborne_pc#184).
  • A blur can stay on screen for a while, after a boss fight or in normal play, and a lamp travel does not always clear it (#1). The cause is being investigated.
  • As on the PS4, a helper goes back to their own world when the area's boss dies or they die, and the Beckoning Bell cannot be used where the area's boss is dead (without seamless co-op).
  • On NVIDIA the new memory model is not the default yet: results vary by scene.
  • Only the 1.09 executable is supported; other versions start and then crash.

Full changes: 0.51-linux.11...0.51-linux.12
Credits and licenses: https://github.com/ayozetr/bloodborne_linux#credits