Qwark's Awakening: Ratchet & Clank (PS3) // Unofficial PC Port (static recompilation)
▶ Early workStatus: early work, not playable yet.
Status
What the README says today, word for word.
▶ Early work
Status: early work, not playable yet. Version 0.2.1, a pre-release of 2026-11-04: the source and a launcher preview for Windows. Tools of Destruction starts and can be played by hand from its first level, with known bugs, and has not been played through. What a release means: docs/RELEASE-CRITERIA.md.
What is true and checked today
The US disc. The first game is ported from the US disc of Tools of Destruction, BCUS98127. Other regions are untested.
Tested under Proton on Linux. Every test run so far has been the Windows program under Proton on Linux (the setups are in the table below). It has not been run on Windows itself yet.
One runtime for the series. All the games share one runtime and one set of tools, with one program per game. The PPU code of every game is already lifted to C with the same tools. Quest for Booty, A Crack in Time, All 4 One, Full Frontal Assault and Into the Nexus also build into their own programs; in scripted runs they get as far as the table below says. Deadlocked HD and the Collection are not built yet.
Fixes sent upstream. General fixes found while porting go back to ps3recomp as pull requests: #401, #408, #415, #429 and the documentation change #405, all merged.
You need your own copy of the game. This repository contains only the port: source code, patches to the recompiler, tools and documentation. It contains no game code, data, assets, keys or firmware, and it never will.
What the runs on Proton showed, all on Tools of Destruction:
This source (ps3recomp v0.18.0), 2026-11-03: a new game starts and reaches its first level, Metropolis, and a saved game loads into Fastoon; neither five-minute run crashed (the setup in the Proton row above).
An earlier build (ps3recomp v0.17.0), 2026-10-22, same GPU, driver 595.104.2: started from a saved game, the ship flies on to later planets such as Cobalia. A DualShock 4 pad, Alt+Enter fullscreen and in-game saving work.
Frame rate, hand play: about 37 frames per second on average over one 147-second session in Fastoon, fights included, on that earlier build.
Frame rate, scripted runs: not measured on that build.
Not reached yet: a ten-minute run without errors, a chapter played to its end, the port's own save loaded again after a quit.
Game
PS3 release
State
Ratchet & Clank Future: Tools of Destruction
2007
▶ In progress first target: starts and plays by hand, not playable yet
Ratchet & Clank Future: Quest for Booty
2008
builds; installs its data and plays the opening cutscene of a new game; not playable
Ratchet & Clank Future: A Crack in Time
2009
next: builds, plays its intro and reaches a loading screen (1.20 update), about 17 frames per second; not playable
Ratchet & Clank: All 4 One
2011
builds and shows its title screen (1.03 update); not playable
Ratchet & Clank: Full Frontal Assault
2012
builds and installs its data (1.05 update); the screen stays black; not playable
Ratchet & Clank: Into the Nexus
2013
builds (1.01 update); an earlier build showed its intro, the current one stays black; not playable
Ratchet & Clank Collection, Ratchet: Deadlocked HD (PS2 remasters)
2012-2013
○ Last last: a different engine; PPU code lifted, not built yet
How much of each game's console version works, feature by feature, with an estimate per game: docs/FEATURE-PARITY.md.
Known issues
There is no settings menu yet. Alt+Enter toggles fullscreen; pads are read through SDL3.
Known issues in Tools of Destruction (on the build in the table above):
At Fastoon's spaceport, reflections are far too strong and a HUD prompt shows mirrored in the scene.
The picture flickers inside one cave on Fastoon.
Level loads stall while graphics pipelines are built; the game's own graphics-stall notice can show during them.
The game has not been played through, so later levels are untested.
Screens
Tools of Destruction running in the port under Proton on Linux, on earlier builds of October 2026.
Metropolis, the first level (2026-10-22)The opening cutscene (2026-10-20)Fastoon, loaded from a saved game and played by hand (2026-10-22)
A native Windows port of the PS3 Ratchet & Clank games, made by static recompilation on ps3recomp; the first game, Ratchet & Clank Future: Tools of Destruction, needs your own copy of its US disc, BCUS98127 (disc version, no update).
How it works, briefly
PPU (main CPU code): lifted to C ahead of time by ps3recomp and compiled into the Windows program, so no CPU emulator runs for the main game code at play time.
SPU (Cell co-processor code): the game's SPU programs (its job modules and two collision programs) are found in your EBOOT.elf and lifted to C the same way, by the build steps; the runtime runs them as compiled code.
Graphics: the game's RSX command stream is translated to Direct3D 12 as it runs, by the ps3recomp runtime.
System software: the PS3 libraries the game calls are reimplemented on PC APIs by the same runtime.
The shared runtime is ps3recomp's; this repository holds the port's own patches and tools.
How AI was used
This port is developed by one maintainer with AI coding agents. The agents write code, tests and documentation under the maintainer's direction; the maintainer decides what is done, reviews the changes and merges them. Every claim in the docs is dated and says how it was measured; guesses are marked ASSUMPTION:. The PS3 emulator RPCS3 is used as a reference to read, never as code to copy.
Changelog
Newest first. The full file is on GitHub.
[0.2.1] - 2026-11-04 (pre-release)
Added
docs/FEATURE-PARITY.md: for each game, the console version's features and whether each works in the port, with an estimate per game.
Tools of Destruction: mouse look, off by default ([mouse] look = on in the game's keybinds.ini). Moving the mouse turns the camera left and right and tilts it up and down within the game's own limits; the pointer is hidden in play and shown in menus. Checked in scripted runs only; not tried by hand yet.
Changed
Tools of Destruction: too-strong glow and reflections are fixed. A texture no longer reads from the picture being drawn (this also removes the HUD prompt mirrored into the scene at Fastoon's spaceport), and reflection maps are read with the right layout (the white sheen on floors and pillars is gone). Checked in scripted runs; not tried by hand yet.
The later games run their SPU job code translated instead of interpreted, and an SPU task scheduler that is not translated yet no longer keeps processor cores busy while it waits. Scripted runs, 2026-11-04, frames per second over the same part of each run: A Crack in Time about 3 to 17, now past its intro to a loading screen; Into the Nexus about 2 to 28, but its screen is black; All 4 One about 3 to 13, title screen.
Quest for Booty is built for the first time. On a first start it installs its game data; a new game writes its save and plays the prologue's opening cutscene (scripted run). The game-data check now tells a game whether its data is new, and the web-browser functions it calls at start answer as on the console.
All 4 One and Full Frontal Assault are built for the first time: All 4 One shows its title screen; Full Frontal Assault installs its data, but its screen stays black.
Tools of Destruction was checked with these changes on 2026-11-04, five minutes each under GE-Proton11-7 on an NVIDIA GeForce RTX 4060 (driver 595.112.07), scripted: a first start on an empty drive installs the game data and shows "Setup complete"; a new game reaches Metropolis and goes on to Cobalia; a saved game loads into Fastoon. None of the runs crashed.
What is planned, in rough order. Done, in progress, planned. No dates: the order is firm, the timing is not. Releases are pre-releases: v0.1.0 was source only, v0.2.0 adds a launcher preview for Windows. The port is not playable yet.
Ratchet & Clank Future: Tools of Destruction (first target)
✓ Done
Starts as a Windows program (tested under Proton on Linux only); a new game reaches the first level, Metropolis, and can be played by hand with a DualShock 4 pad; saving in game works; a saved game flies on to later planets
▶ In progress
The known bugs: too-strong reflections and a mirrored HUD prompt at Fastoon's spaceport, picture flicker in one cave, stalls during level loads
○ Planned
Playable start to finish: a full run through the game, saves loaded again after a quit, audio, input
○ Planned
A tool that builds the program on your machine from your own copy of the game; nothing of the game is shipped
○ Planned
Testing on real Windows (not run so far) and on macOS (not run so far)
PC options
Planned after the first game is playable: display settings (resolution, window modes, widescreen), keyboard and mouse with rebindable controls, gamepad prompts. Gameplay changes stay optional.
The other games
One at a time, after the first game works. The working order, from a survey of each game's program and files: A Crack in Time, Quest for Booty, All 4 One, Into the Nexus, Full Frontal Assault, Deadlocked HD, the Collection; it may change as each one is tried. The main-CPU (PPU) code of all of them is already lifted to C with the same tools, and every game except Deadlocked HD and the Collection builds into its own program (how far each gets: the table below and FEATURE-PARITY.md).
No game program is released: you build it yourself from your own copy of the game. The launcher preview is a download.
Download. Releases are pre-releases on this repository's GitHub Releases page. Since v0.2.0 each one has a launcher preview for Windows (Qwarks-Awakening-<version>-launcher-windows-x64.zip, with Python included): it lists the games and the files it finds, and does not build or start a game yet. There is no installer and no ready-made game program, because the program is generated from your own copy of the game. Every release stays a pre-release until v1.0.0. No game code, assets or keys are ever shipped or downloaded here.
Steps: build the program from source with your own copy (docs/BUILDING.md), then start tods.exe with the path of your decrypted EBOOT.elf.
Where your data goes. Nothing is installed yet. The developer build reads your own game folder and keeps its saves and caches in folders you point it at (the test scripts use work/). Each game writes its log, and a crash report if it crashes, to logs/<game>/ beside the program; your user name and home folder are removed from them, so a log can be attached to an issue as it is. Proper locations for saves, settings and caches: not yet. A launcher preview is in launcher/: it lists the games and their state and has screens for choosing where your files are (not tried on Windows yet); it does not build or start a game yet.
What goes online. The port has no update check, no crash reporting and no telemetry. Online play of the original game is not supported and untested. Whether the shared runtime opens network connections for the game's own network calls has not been checked for this title yet.
What you need to build and run the port of Ratchet & Clank Future: Tools of Destruction. Kept current as the port changes. The game starts and can be played by hand from its first level, with known bugs; it has not been played through and is not playable yet. Every test run so far was the Windows program under Proton on Linux. Nothing below is a promise of a playable game.
From your own copy of the game
Item
Required
Details
Ratchet & Clank Future: Tools of Destruction disc, US release
yes
Title ID BCUS98127 (disc version, no update), as a decrypted folder that holds PS3_GAME/. Other regions and IDs are untested. You make your own dump; the port ships none of the game.
Decrypted executable
yes
The game's EBOOT.BIN is encrypted; the port needs EBOOT.elf, its decrypted form, made from your own copy. This project gives no decryption tools or instructions; RPCS3 and its documentation are the place to start for dumping questions.
PS3 system firmware
no
Not needed; the PS3 system libraries are reimplemented by the runtime.
PlayStation Network account
no
Online play is not supported.
Hardware
Needed
Basis
OS
To build: Linux with Nix (flakes enabled). To run: the Windows program under Proton on Linux is the only tested way
Windows itself and macOS: not run (see BUILDING.md). A native Linux build is not planned yet
GPU
Direct3D 12 support
Tested on one setup only: NVIDIA GeForce RTX 4060, driver 595.112.07, under GE-Proton11-7 (2026-11-03; earlier runs 2026-10-22 with driver 595.104.2). Which other GPUs work is not established
Controller
A gamepad
Tested with a DualShock 4, read through SDL3. Keyboard and mouse: not checked on this game
RAM
16 GB or more to build
Each lifted source chunk can take 1 to 2 GB to compile; the build script picks the number of parallel jobs from free memory. Memory needed to play: not measured
Disk
The game dump plus several GB for the lifted sources and build
Exact figures: not measured
CPU
x86-64
Figures for playing: not measured
Frame rate. One hand-play session on the setup in the GPU row averaged about 37 frames per second over 147 seconds on the planet Fastoon, fights included. Scripted runs: not measured on that build. Minimum and recommended hardware for playing are not measured; they will be listed here once the game is playable.
Distribution
Releases are pre-releases on this repository's GitHub Releases page; since v0.2.0 each one has a launcher preview for Windows that does not build or start a game yet. You build the program on your machine from your own copy of the game (BUILDING.md); no game code is shipped or downloaded. There is no installer yet.
Where releases come from. Qwark's Awakening is made by undecuple: GitHub @undecuple, Reddit u/RelationshipNo4440, Discord itekso. (on the ps3recomp server). Releases come only from this repository's GitHub Releases, and we never ask anyone to paste a command into PowerShell or a terminal. Anyone else offering builds, "fixes" or donations in this project's name is not us.