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Boot Progress Gallery
What the native boot has put on screen, oldest first. Every picture here is the game's own output, captured from a boot of the decomp and labelled with how it was produced. These are diagnostic captures: none of them is proven-source credit, and the labels say what was faithful and what was not.
| date | what | how far into the boot | faithful? | full entry |
|---|---|---|---|---|
| 2026-10-08 |
First video from our native build: the game's opening (chopper shot, then Cole in the crater), lit, 4x textures, drawn by our renderer.
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our native build's own frames | 2.6 s of game time, rendered offline; one held frame; unverified final colour step | Home |
| 2026-10-08 |
Lighting works: opening scene lit by the game's own lights, plus the chopper shot with 4x textures, from our native build.
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our native build's own frames | one labelled best guess in the final colour step; dark patch in front of Cole | Home |
| 2026-10-07 |
Native build reached gameplay: Cole in the blast crater, opening tutorial, drawn by our renderer (scene before lighting).
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our native build's own frame | lighting step not working yet; screen shows only the tutorial text | Home |
| 2026-10-07 |
First 3D scene from our own native build: Archer Square (title-screen city) drawn by our renderer with depth testing.
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our native build's own frame | ~1 in 9 draws rendered; no lighting, shadows or sky yet | Home |
| 2026-10-07 |
Ray-traced 'modded' rooftop (artistic): the game's own captured geometry, city and harbour with an upscaled texture pack, re-lit offline.
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one captured frame, offline ray tracing | Not real-time and not evidence: lighting and materials are ours, geometry and textures are the frame's | Home |
| 2026-10-07 | Ray-traced close-up of Cole's bag (artistic).
|
same | same | Home |
| 2026-10-07 | Push-in from the rooftop view to Cole's bag; the camera really moves, every frame re-rendered.
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same | same | Home |
| 2026-10-07 |
The full frame at true 4K (3840x2160) with our 4x texture pack, drawn by our renderer from the game's own draw calls.
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captured replay (not our boot yet) | Geometry, texture and HUD pass: 3,405 of 3,521 draws. The sky, fog and lighting aren't drawn yet | Home |
| 2026-10-07 | The same frame at true 4K with the game's original textures.
|
captured replay | Same limits as above | Home |
| 2026-10-07 | The frame built one draw call at a time, in the game's own order.
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captured replay | Every draw is ours; the input is captured draw calls | Home |
| 2026-10-07 | The captured gameplay frame drawn at true 4K by our renderer, plus a version with our 4x texture pack, a draw-by-draw build-up video and X-ray views.
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captured replay (not our boot yet) | Geometry, texture and HUD pass: 3,405 of 3,521 draws (509 spec-inferred, pending hardware confirmation). The sky, fog, lighting and post-processing aren't drawn yet | Home |
| 2026-10-07 | Side by side: our boot's intro movie next to the original movie file, frame-synced. 283 of 283 frames bit-identical in brightness (re-measured independently). MP4 (media omitted from public export) |
route 2, flips 6–356 | Exact in brightness. Colour is shown separately: this capture predates tonight's colour fix, so it's brightness only. A full-colour run with every fix is recording now | Home |
| 2026-10-05 | First multi-draw frame through our renderer: 141 of 536 captured draws (scaffolding, walkway, props) | captured replay, RPCS3 RRC frame | Closer. Real game geometry, textures and depth from the game's own draw calls; 395 draws still skipped, not faked. Captured replay, not boot-generated | Devlog |
| 2026-10-01 | Sony card and Sucker Punch logo, through our own renderer | icount 90M–130M | No. Diagnostic shortcuts: an FFmpeg stand-in for the game's video decoder, a SPURS bypass, an estimated instruction result, culling forced off | Devlog |
| 2026-10-04 | The full intro movie, "Sony Computer Entertainment presents" to the © 2009 line | icount 450M–586M (route 2) | Closer. The game's own decoder (no stand-in loaded), the real SPURS kernel, hardware-measured float maths. Still diagnostic: frames are viewed straight from the captured video planes, not through the game's own draw path | Devlog, Devlog |
| 2026-10-05 | First depth-tested 3D draw through our own renderer: a captured opening-scene character head and hair mesh (Zeke) | not from our boot: a captured replay of the game's own draw commands from RPCS3 | Diagnostic. Our Vulkan renderer runs the game's real shaders, compressed DXT textures (134 mip levels) and per-draw depth/stencil state. Start buffers are cleared, not the game's exact frame. The depth test is effective: the hair mesh depth-sorts itself, with 9,259 fragments rejected | Devlog |
| 2026-10-04 | One Sony-card frame, held: identical from ~630M through 764M. Corrected 6:49 PM: this is mid-movie; the Sucker Punch half of splash_america.bik is never reached
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icount 630M–764M (route 2) | Same as the row above. This marks the next wall, not progress | Devlog |
| 2026-10-06 | The full captured frame at 2,595 of 3,521 draws: the HUD (health ring, power meter, minimap) and 2,001 shadow-map passes | not from our boot: a captured replay from RPCS3 | Diagnostic. Depth-only and variable-size surfaces, alpha test and scissored clears, with unknown regions never assumed empty. 926 draws still refused (sky, lighting, post-processing) | Home |
| 2026-10-06 | The same captured frame at 419 of its first 536 draws (full frame: 425 of 3,521): chain-link fences, asphalt, a barrel, a character head | not from our boot: a captured replay from RPCS3 | Diagnostic. Missing mip tails come from the game's own packages (byte-identical levels only); anisotropy is approximated; 117 draws refused (register aliasing, unwritten lanes). No sky or city yet | Home |
| 2026-10-06 | Past the Sony card, every flip recorded (run base-02 passed it first today, reaching frame 142 with sparse snapshots): the movie moves on to "Sony Computer Entertainment presents" (GIF, frame) | icount 494M–517M, flips 139–149 (route 2, compiled SPU engine) | Our own boot. Every saved frame's brightness is byte-identical to the real movie (87/87 this run, 260/260 all runs); colour is not yet exact (83/362 frames); the card ends on exactly the flip the movie file says | Home |
| 2026-10-06 | Into the Sucker Punch part of the intro movie (GIF, frame). The 10-04 hold row's "Sucker Punch half is never reached" is now resolved | icount 514M–600M, flips 149–185 (route 2, compiled SPU engine) | Our own boot. 123/123 saved frames this run and 351/351 across all runs match the real movie's brightness byte-for-byte; colour is not yet exact (83/362 frames); 181 of its 353 frames reached | Home |
| 2026-10-06 | The Sucker Punch logo in the intro movie (GIF, flips 186–317, frame 292, frame 317) | icount 600M–908M, flips 186–317 (route 2, compiled SPU engine) | Our own boot. Brightness capture (black-and-white); colour capture fix pending (#2287). Brightness byte-identical to the real movie: 255/255 this run, 655/655 all runs (movie frame 313 of 353) | Home |

2026-10-06: the same frame at 419 of its first 536 draws (captured replay; the full frame has 3,521 draws, 425 supported)
Fences, asphalt, a rusty barrel and a character head now render. The sky, the distant city and the rest of the body are still missing (117 draws refused). Anisotropic filtering is approximated.






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MP4, icount 450M–527M (media omitted from public export), MP4, icount 527M–586M (media omitted from public export), MP4, icount 586M–649M (media omitted from public export)
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Half-white frames were captured while the next frame was still being written. They are kept as captured; the cause is UNKNOWN.



New visual milestones are added here in the same cycle as their devlog entry.
| 2026-10-08 | Crater ground and ambient light restored in our renderer (after, before). Still has a brown quarter-screen panel bug (#2337) | native port frame 5700, UNVERIFIED viewer, INFERRED cube-face rule |
| 2026-10-08 | Crater fully lit (frame); the brown panel from the earlier row was a renderer nondeterminism bug, now fixed (#2337, #2336) | native port frame 5700, UNVERIFIED viewer, INFERRED cube-face rule |
| 2026-10-08 | Crater in 4K (3840x2160) with the 4x textures (1080p, Cole 1:1) | native port frame 5700, UNVERIFIED viewer, INFERRED cube-face rule, 4x pack (ENHANCED) |
| 2026-10-14 | First native gameplay (owner release decc7be9): title → opening cutscene → crater gameplay → first powers | gallery |
MP4 (media omitted from public export)