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bbport Linux 0.51-linux.19

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@ayozetr ayozetr released this 30 Oct 02:15

This release fixes the crashes in the game's memory manager on long sessions, brings bbport 0.6's mouse pointer in the game's menus and its keyboard layout, and makes the direct mouse camera the default again. It is based on bbport 0.51.

A personal note: I've been busy with exams and couldn't give the project the time I would have liked these last days. This release is here thanks to everyone who helps, giving their own time to test builds and to track problems down. In the coming days I'll bring everything new to the project. Thank you all for your support!

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: 8a14c2adae21ad5b7d8b847aa051d033e30583e095c7500963d20053203fc57f

New

  • Mouse pointer in the game's menus (on by default): the item under the mouse gets the game's cursor, a left click confirms (or presses a slider's arrow), the right button goes back and the wheel scrolls. From deadinside28's bbport 0.6, asked for by @zFenrys (#31).
  • bbport 0.6's keyboard layout (Controls → Keyboard and mouse → Keyboard layout): Space to dodge, Shift to run, Shift+Space to jump, Shift+click for the heavy attack, F for actions and Escape for the menu and to go back in it, as in Dark Souls III on PC. This fork's layout stays the default. From deadinside28's bbport 0.6, asked for by @Aman9das (#33).
  • The log's first line says which version and build ran, and the launcher's About page shows the build too, so a log tells which build it came from.

Improved

  • The direct mouse camera is the default again, as in bbport 0.6: the camera turns as far as the mouse moves, the same sideways as up and down. The stick-like mode stays in Controls. Reported by @gibs2193 (#31).

Fixed

  • Crashes in the game's memory manager after an hour or so, or after a few lamp travels (#29, #32, #35; guest offset 0x208599f or 0x20859c7 in the log). When video memory ran short, the texture cache saved textures the GPU drew back into the game's memory before freeing them, sometimes over memory the game had already reused for something else. It now checks that the memory is unchanged first, for every way the GPU writes a texture. Reported and tested by @Nahnahchi and @molnar-a, on a desktop and on the Steam Deck.
  • Motion blur stuck on screen after a lamp travel (#1). From upstream bbport 0.7.
  • Old shadows left on point lights' shadow cubes, which could show as wedges of light: the game clears them a face at a time, and a clear of one face was not recognised. From upstream bbport 0.7.
  • Wild camera motion vectors (NaN or far out of range) no longer reach the upscaler. From Awaken.
  • FSR 3.1 on the Ryzen Z1 (ROG Ally, Legion Go) no longer picks protected memory, which gave coloured noise. From upstream bbport 0.7, by iannitram.

Upgrading

  • From 0.51-linux.18: the launcher's About page installs this one.
  • If you chose the stick-like mouse camera on purpose, choose it again in Controls: it is switched to the direct one once.
  • Your saves and settings in ~/.local/share/bbport stay as they are.

Known issues

  • Effects can still turn black after a long session on cards with 8 GB or less (#30), when video memory reaches the texture cache's critical mark. A fix is being tested.
  • Stretched shapes can still appear in some places (#25). Under investigation.
  • Amygdala's lasers could look black (#19).
  • A crash at guest offset 0x263b8e7 can still happen on the Steam Deck (#27). If it happens often, setting Advanced → Performance → Two-stage GPU pipeline to Off should avoid it, at some cost in FPS.
  • 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.
  • 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.18...0.51-linux.19
Credits and licenses: https://github.com/ayozetr/bloodborne_linux#credits
Includes Lantern Engine by Awaken (https://github.com/Awakenchan/LanternEngine).