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A fan project by DeuceBucket to bring inFAMOUS (PS3, 2009) to a native, moddable PC build. We reconstruct readable C with the original GCC 4.1.1 compiler. Functions are proven one at a time: their C must recompile to the retail bytes, or match the original's behavior across thousands of test inputs while a do-nothing stub fails the same test. An independent reviewer re-checks each proof. A check of one saved state is weaker than an all-input proof.
Our PPU/SPU runtime runs the game's code, Sony's SPURS job system and the game's own helper-chip programs. It boots into the intro movie using the game's own decoder; it is slow, built to study behavior rather than play on. A clean-room renderer translates RSX graphics commands to Vulkan and has drawn the Sony and Sucker Punch splash screens in diagnostic runs. We use measurements from real PS3 consoles to model the Cell chip's approximate answers exactly. This is work in progress, not a playable release.
Bring your own legally obtained copy. No game code, assets or keys are distributed. Screenshots document progress only.
Last updated: 2026-10-06 6:15 PM CDT
- This is our own boot's frame at flip 321, in full colour, and it is byte-for-byte identical to the real movie's frame in all three colour planes, not just brightness.
- Today's earlier captures were black-and-white because our frame saver read one colour plane from the wrong place on alternate frames. Frames where it read the right place, like this one, are exact in full colour. The saver fix is in review; after it lands every captured frame will be in colour.
- Our own boot (not RPCS3) has played through to the Sucker Punch logo in the intro movie, flip 317 of the 373 the splash movie takes.
- These are brightness (black-and-white) captures. The colour bug we found today turned out to be in how we save frames, not in the game; that fix is in review, and full-colour captures follow once it lands.
- Every saved frame's brightness is byte-for-byte identical to the real movie: 255 of 255 this run, 655 of 655 across all runs (movie frame 313 of 353).
- Every flip is being recorded; next stop is the end of the splash movie and whatever the game shows after it.
- The compiled (native) version of the game's main-processor code can now run most everyday floating-point maths (add, multiply, divide, fused multiply-add, compares, rounding) itself, instead of handing every one back to the slow reference path.
- Each operation was checked against our exact reference on more than 6.8 million test cases with zero differences. Anything outside the proven cases still goes to the reference path.
- A second, independent AI engine reviewed it twice. Along the way the checks caught one older hidden bug (a wrong result flag on one multiply instruction), which is fixed too.
- A volunteer ran two of our new, small hardware probes on a real PS3. Both launched, finished and exited cleanly, which is the safety bar every new probe must pass.
- One of them came back with new answers that make our SPU emulation more exact. A second, independent AI engine re-checked every number from the raw results and agreed. The fixes are being built now.
- The other one ran safely but hit a bug on our side before it could ask its questions. That's fixed and going back through review.
- The volunteer gets a private write-up of their own results.