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Releases: petrishevgeorgii-debug/prototype-pc-slop

PROTOTYPE PC Port v0.6.0

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@petrishevgeorgii-debug petrishevgeorgii-debug released this 20 Oct 03:19

PROTOTYPE 2 now starts and plays (experimental). It has its own render resolution and 60 FPS patches, and the launcher has been redesigned with a big tab for each game. Also new: the mouse turns PROTOTYPE's on-foot camera directly, as in a PC game.

No game files are included. You need your own legally obtained, decrypted dump of CUSA06545 (01.00): the folder with eboot.bin, prototype2_ps4f.elf, sce_sys, sce_module, p1 and p2. Your game folder is never modified.

Download and play

  1. Download PROTOTYPE-PC-Port-v0.6.0.zip below and unpack it anywhere (or over an earlier version: your saves in user\ are kept).
  2. Start Prototype.exe and choose your game folder.
  3. Pick PROTOTYPE or PROTOTYPE 2 at the top, then press PLAY.

New in 0.6.0

  • PROTOTYPE 2 (experimental). It starts from its launcher tab or from the bundle menu, and plays at 30 FPS or 60 FPS. Getting there took these fixes:
    • Black screen at start. The game's PSN thread sometimes sent its "ready" signal before the main thread waited for it, so the signal was lost.
    • Crash after the Activision logo. The game binds one buffer of several GiB, which the GPU layer could not hold. Buffers like it are now bound in parts the GPU can take.
    • Exploding geometry. The GPU layer's draw-preparation threads read each draw's vertex tables before PROTOTYPE 2 had filled them. They are turned off for PROTOTYPE 2. Vertex streams that point to old data are now also read as empty.
    • 101 system functions PROTOTYPE 2 uses that PROTOTYPE does not, such as PSN storage, scores, matchmaking, messages, dialogs and date parsing. Online features answer as offline.
  • PROTOTYPE 2 patches, in a file of their own (patches/Prototype2-Orbis.xml):
    • Render resolution from 1280 × 720 up to 3840 × 2160. Above 1080p the game gets more video memory for its render targets.
    • 60 FPS in place of the game's 30 FPS cap.
    • As with PROTOTYPE, the patches are applied in memory and the game files stay untouched.
  • Redesigned launcher.
    • Two big game tabs across the top, each in its own look: PROTOTYPE in black and red, PROTOTYPE 2 in steel and blue. Each tab shows its half of the bundle's key art.
    • The new GAME page holds the selected game's own settings: render resolution, frame rate, and PROTOTYPE's tendril fix. Each game keeps its own, and your earlier settings stay with PROTOTYPE.
    • Graphics, display and controls are shared by both games.
    • Under PLAY, a short line shows what the game will start with, and one click opens the page to change it.
  • PC-style mouse look in PROTOTYPE. The mouse turns the on-foot camera directly, by exactly the distance you move it, with no dead zone, curve or turn-speed limit. The game's invert options and pitch limits still apply. After you stop moving the mouse, the camera waits 1.5 s before swinging back behind Alex. Vehicles and menus keep the stick-style mouse.
  • Fewer stalls. Each semaphore now has its own lock: before, every thread queued behind one shared lock on every signal and wait.
  • Automatic hang report. If a compressed game file stays half-read for a minute, the hang report is written by itself, the same one F10 writes.

Known issues

  • PROTOTYPE 2 is experimental.
    • It shows the PlayStation buttons in its hints: keyboard and mouse button icons are PROTOTYPE only for now. The keys themselves work.
    • FSR upscaling does not work in PROTOTYPE 2 yet.
    • The mouse turns its camera through the right stick (it feels like a stick). PROTOTYPE's direct mouse camera is not in PROTOTYPE 2 yet.
    • 4K (3840 × 2160) has not been tested in PROTOTYPE 2.
  • If a loading screen never ends, press F10 while it hangs. Then send last_run.log and out\hang_sample.txt.
  • Render resolutions above 1080p are still experimental in both games.
  • Testing so far: AMD Radeon and one NVIDIA GeForce RTX 3060 Ti. Please report how other GPUs run.
  • FSR 4.1 stays hidden: AMD's Windows driver lacks a Vulkan feature it needs.

All changes so far: CHANGELOG.md.

Built on The Order: 1886 port, the God of War III port, bloodborne_pc and shadPS4 — see CREDITS.md. GPL-2.0-or-later. Unofficial fan project, not affiliated with Activision, Radical Entertainment or Sony Interactive Entertainment.

PROTOTYPE PC Port v0.5.3

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@petrishevgeorgii-debug petrishevgeorgii-debug released this 20 Oct 00:32

The endless loading screen fix for the native PC port of PROTOTYPE (PS4 PROTOTYPE BIOHAZARD BUNDLE, CUSA06545), together with everything since 0.5.0: picked-up objects at high resolutions and keyboard icons for archive dumps.

No game files are included. You need your own legally obtained, decrypted dump of CUSA06545 (01.00). Your game folder is never modified.

Download and play

  1. Download PROTOTYPE-PC-Port-v0.5.3.zip below and unpack it anywhere (or over an earlier version: your saves in user\ are kept).
  2. Start Prototype.exe, choose your game folder, press PLAY.

Fixed in 0.5.3

  • Endless loading screens and soft locks. The game could hang after a mission, when loading a save or opening the pause menu (black or endless loading screen), or freeze after consuming. All of these came from one cause.
    • What went wrong: the game unpacks its compressed files (world areas, menus) with the help of worker threads. Each worker reports "done" in two steps: it lowers a counter, then wakes whoever waits. When the next job was set up between those two steps, the late wake-up landed on the new job. The unpacker read an empty result and then went in circles forever.
    • Why it hit the port so often: on the PS4 the gap between the two steps is a few instructions. In the port the wake-up first queued for a lock that every thread shares, which made the gap far wider.
    • The fix: the port now runs the game's "done" and "re-arm" steps each as a single step. Your game files are not changed: this is done in memory at start.
  • The F10 hang report now shows the game's own call stacks, which thread waits on what, and how far each open file has been read.

Fixed in 0.5.2 (published as a tag only)

  • Picked-up objects were invisible at render resolutions above 1080p. A car or a person Alex holds should turn half-transparent so you can see past it. At 2560x1440 it vanished completely. The game draws the held object into its own image, blurs it and lays it over the scene. It reserves a fixed amount of video memory for these images, sized for 1080p. At higher resolutions the blur image no longer fitted, so the blur read nothing and wiped the object's image. The 1440p, 1800p and 4K resolution patches now give that memory pool more room: 640, 1000 and 1440 MiB instead of 360 MiB. The 1800p and 4K patches also reserve 1 GiB more system memory at start. As before, this is applied in memory and your game files stay untouched.

Also fixed since 0.5.0 (0.5.1 was not published)

  • Endless loading screens after a cutscene, when loading a save or when opening the pause menu. The game runs its loading jobs as fibers that different threads pick up. A fiber was marked free a moment before its state was saved, so another thread could resume it from an old state. A fiber is now free only once it is saved. A stress test with two threads resuming one fiber failed 1 run in 5 before the fix and never after.
  • Reads into GPU-tracked memory. The port write-protects memory the GPU uses, so it can notice changes. A file read into such memory could fail or stop short when the protection came back at the wrong moment. The game then retried the file forever: the logs showed an ambience or sound file reopened every 4 seconds. These reads now complete through a host buffer, and failed reads are logged.
  • Keyboard and mouse button icons with archive dumps. Dumps that keep the game's files in its archives (p1\art.rcf and the others, as the PS4 package has them) now get the keyboard and mouse icons too. 0.5.0 made them only for dumps with the files unpacked.
  • Archive dumps: several game threads read the same archive at once, and on Windows one thread's read could move another's position in the file. Every read of a game file now keeps its own position.
  • The F10 hang report also lists the game's fibers and the semaphores threads wait on.
  • For problem reports: frame captures now record every draw's render state (developer option, off by default).

Known issues

  • If a loading screen still never ends: press F10 while it hangs, then send last_run.log and out\hang_sample.txt
  • Render resolutions above 1080p are still experimental
  • PROTOTYPE 2 (bundle menu) does not start yet
  • Tested on AMD Radeon and one NVIDIA GeForce RTX 3060 Ti; please report how other GPUs run
  • FSR 4.1 is hidden: AMD's Windows driver lacks a Vulkan feature it needs

All changes so far: CHANGELOG.md.

Built on The Order: 1886 port, the God of War III port, bloodborne_pc and shadPS4 — see CREDITS.md. GPL-2.0-or-later. Unofficial fan project, not affiliated with Activision, Radical Entertainment or Sony Interactive Entertainment.

PROTOTYPE-PC-Slop-v0.5.2

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@petrishevgeorgii-debug petrishevgeorgii-debug released this 19 Oct 13:27

Bug fixes, fewer endless loading screens

PROTOTYPE-PC-Slop-v0.5.0

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@petrishevgeorgii-debug petrishevgeorgii-debug released this 19 Oct 11:42

Added KBM support, fixed issues on FSR side.

PROTOTYPE-PC-Slop-v0.4.0

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@petrishevgeorgii-debug petrishevgeorgii-debug released this 19 Oct 07:03

Very experimental. Report any issue you have.