Experimental · Windows native · No emulator
Gran Turismo 6,
statically recompiled.
The PS3 version of Gran Turismo 6 (BCUS98296) translated ahead of time into C++ and built as a native x86-64 Windows executable. A true native port in progress.
Current gate: resume the real manager's state-2 boot-project continuation, then observe K/IE / K/WD. The genuine frame is still the black cover.
Source: progress.json
Where it stands
- Boots and presents a 1280×720 window
- Full ADCH boot script parsed — 857 KB, 255k reads to EOF
- UI packages and menu scripts load — MenuClassDefine, cursor.*, arcade/option/gtmode/garage/gtauto
- Font / file-worker gate passed — generation-based lwcond + synchronous host-font reads
- MGOM.start fires and sets the boot-project request
- D3D12 present path reaches the screen — flips and clears land
- First visible frame still in progress — manager remains at state 2;
K/IEandK/WDare not yet observed - Far from playable
The RPCS3 oracle confirms the v1.00 disc alone reaches the legal / loading screen, first-run UI and intro.
Prototypes.adc is a native loader artifact, not a missing game file.
Verified progress
- ✓Full ADCH boot script read
- ✓Font and file-worker gate
- ✓UI/menu packages loaded
- ✓
MGOM.start("boot")request - ✓D3D12 clears and present path
- ○
K/IEBootProject.gpb - ○
K/WDPresentsRootSCEA.gpb - ○Real GPB texture draw
- ○Non-black legal frame
What this is
An experimental static recompilation of the PlayStation 3 version of Gran Turismo 6 (BCUS98296). The game’s PPU code is translated ahead of time into C++ and built as a regular Windows executable.
This is not an emulator. There is no runtime interpretation of PS3 instructions. The long-term goal is a true native port.
The project ships code and documentation only. No game assets or copyrighted material are included — you must supply your own legally obtained disc files.
Static recomp vs. emulator
What works
- GT.VOL
- 4,207 TOC entries, 32,591 files
- Boot script
- Full ADCH012 parse, 255,264 reads
- PPU lift
- 75,652 functions
- SPU / SPURS
- 15 job images, dispatch rc=0
- HLE / threads
- 1,216 NID handlers
- Present / clears
- Flips reach D3D12
- UI scripts
- MenuClassDefine, cursor.*
- PFS cache
- Boot/presents + fonts seeded
- Frame capture
- Backbuffer BMP + verifier
- Intro (offline)
- 136 s 1080p H.264/AAC
Next up
- 01Resume the state-2 menu project continuation through the original callback/update path without forcing cleanup.
- 02Observe
K/IE/K/WD, bind a real GPB texture, and render the first non-black legal frame withGT6_BRINGUP_DDS=0. - 03Then menus, audio and input; in-engine PAMF playback is a separate clean-room HLE task.
Contribute
Still very early. Experience with PS3 reverse engineering, static recompilation, D3D12, or the GT engine is useful. Issues and discussion are open on the repository.
Legal
This repository contains no game assets or copyrighted material from Gran Turismo 6. You must supply your own legally obtained disc files. Unofficial research project. Not affiliated with Sony or Polyphony Digital.