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Bloodborne (PS4, CUSA03173 1.09): Recompiled Bloodborne (PS4) into a native library with static recompilation

The bloodborne-recomp project has released a static recompiler that translates the Bloodborne PS4 x86-64 executable (CUSA03173, version 1.09) into C code, producing a native library that runs game logic directly on the host CPU instead of through a dynamic translation layer. The recompiler handles approximately 99% of the game's functions, with the remaining code processed by a CPU translator, and the project used Claude Opus 5.5 to help name functions, identify object layouts, and document engine components such as render states and GPU address readers. The tool does not distribute game code: it ships a launcher that builds the library locally from a valid game dump using a trimmed LLVM toolchain, and the resulting library is loaded via the BB_RECOMP_LIB environment variable, while a fuzz testing suite checks instruction correctness against an interpreter.

by read1 min views2 publishedNov 5, 2026
Bloodborne (PS4, CUSA03173 1.09): Recompiled Bloodborne (PS4) into a native library with static recompilation
Image: Reversedwithai (auto-discovered)

Evidence at a glance #

source evidence…

What was done #

The project provides a static recompiler that translates Bloodborne's PS4 x86-64 executable into C code, allowing it to run as a native library on other platforms. It aims to remove translation layers and improve performance by executing game logic directly on the host CPU.

The bloodborne-recomp project is a static recompiler designed to transform the Bloodborne PS4 executable into native code. By reading the game's x86-64 binary and writing functions as C, the tool enables the creation of a native library that the game loads during execution. This process removes the overhead associated with dynamic translation layers, which typically simulate PS4 system calls and GPU interactions. The recompiler handles approximately 99% of the game's functions, with the remaining code processed by a CPU translator. The project utilizes Claude Opus 5.5 to assist in naming functions, identifying object layouts, and documenting engine components such as render states and GPU address readers. While the recompiled code is architecture-agnostic, the game still requires a runtime environment to handle PS4-specific system calls and GPU commands. The project maintains a fuzz testing suite to verify instruction correctness against an interpreter. The recompiler does not distribute game code; instead, it provides a launcher that builds the library locally on the user's device using a trimmed LLVM toolchain. Source: https://raw.githubusercontent.com/bloodborne-native/bloodborne-recomp/HEAD/README.md

Reproduce it #

Clone the bbcpu repository, build the recompiler, and run the provided Python scripts (ps4elf.py, pointers.py, scan, imports.py, and recomp.sh) against a valid dump of the game (CUSA03173, 1.09). The resulting library is loaded via the BB_RECOMP_LIB environment variable.

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