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inFAMOUS — native PC project
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: 2026-10-13 6:24 AM CDT
2026-10-13 6:24 AM CDT — Our real-console measurements now check the combined build
- The graphics behaviours we measured on a real PS3 are now in the combined build, each one checked as it went in.
- For the CPU's floating-point maths, more than 119,000 measurements taken on a real console match the combined build exactly.
- Testing whether the combined build gets further into the game.
2026-10-13 5:42 AM CDT — Pulling all our fixes into one build
- Combining all our improvements, plus the best of the wider PS3 recompilation community, into a single build. Each change goes in one at a time and must compile and pass its tests before the next.
- The first combined build is up and running.
2026-10-13 4:51 AM CDT — First runnable install of our native build, and a full clean-up pass
- Set up a first launchable install of our native build. It shows the opening logos and reaches the title in its logic, but the 3D scenes don't reach the window yet. That's being wired up now.
- Started a full integration pass so every fix found so far ends up in one build.
- Pulling in the latest improvements from the wider PS3 recompilation community.
2026-10-13 3:50 AM CDT — Confirmed the whole game is built with one open compiler; learned a lot from a real-console play session
- Checked every function in the game: all of it comes from the same open-source compiler we already use, so the whole game can in principle be rebuilt exactly.
- Logged a real PS3 play session from the title screen into the opening missions. It already points at how the game moves from cutscenes into gameplay.
- Catalogued the game's scripted moments (dialogue scenes, triggers, cutscenes, checkpoints) by their internal names.
2026-10-13 1:03 AM CDT — Eleven more startup functions locked in; fire and smoke look right; hardware database caught up
- Fire and smoke effects in the opening now blend the way they do on a real PS3, instead of breaking into jagged blobs.
- The hardware measurement database picked up the latest console runs that had been missing.