Systems

PlayStation 4

x86-64 (AMD Jaguar, family 16h)

Built on
SwARc Orbis platform module
Progress
SwARc platforms/orbis on main (commits)
Updated
2026-11-09

The PS4 runs x86-64 code on an AMD Jaguar CPU, which SwARc’s x64 lifter already models. What a PS4 game needs on top of it is a platform module, Orbis, that plugs into the x86 core instead of forking it: PC builds never compile or link it, and it builds without the Win32 module.

The module is on SwARc’s main branch, in platforms/orbis, off by default until it is done; its commits are the progress log.

Core lifter work it brought: CMPXCHG16B, F16C, FXSAVE/FXRSTOR, 256-bit conversions, jrcxz, locked xchg, the System V x64 ABI, setjmp and longjmp in x64 images, SSE flush-to-zero, and polling loops loaded with acquire atomics so the compiler cannot drop them.

Games come from your own console: a decrypted dump of a copy you own.

Ports

GravityRush-Reshifted

Gravity Rush Remastered (2015, x64)

In game

The first PS4 port, on the Orbis module. Plays from New Game into free play in episode 1's city, with sound and its characters drawn whole; autosaves, and Continue loads the save.

Updated 2026-11-10

Uncharted-Recharted

Uncharted: The Nathan Drake Collection (2015, x64)

Early

The second PS4 port, bringing more of the system onto the Orbis module. The first game plays its intro movies, reaches the title, starts a new game and saves, and stops in its opening cutscene.

Updated 2026-11-10

Recent commits

  1. x64 lifter: clang tables on a byte index widened in place
  2. orbis: GPU 64-bit address loads of a bounded lane offset in any stage
  3. orbis: GPU SGPRs spilled to VGPR lanes outside waves
  4. orbis: GPU buffer format stores of 16-bit floats
  5. orbis: the save data dialog's progress bar

All commits