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.

System70.5%
Render32.3%

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

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

Completed gates 5 confirmed
  • ✓Full ADCH boot script read
  • ✓Font and file-worker gate
  • ✓UI/menu packages loaded
  • ✓MGOM.start("boot") request
  • ✓D3D12 clears and present path
Remaining gates 0/4 confirmed
  • ○K/IE BootProject.gpb
  • ○K/WD PresentsRootSCEA.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

GT6PP
RPCS3
Approach
Static recompilation
Dynamic recompilation
Runtime
Native x86-64 binary
Emulator process
Current state
Early bring-up
Playable with issues

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

  1. 01Resume the state-2 menu project continuation through the original callback/update path without forcing cleanup.
  2. 02Observe K/IE / K/WD, bind a real GPB texture, and render the first non-black legal frame with GT6_BRINGUP_DDS=0.
  3. 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.