bbport — a native PC port of Bloodborne (CUSA03173, 1.09) https://github.com/deadinside28/bloodborne_pc Copyright 2026 bbport contributors (the authors of this repository's commits and merged pull requests). Licensed under the GNU General Public License, version 2 or (at your option) any later version: see LICENSE. No game code or data is part of this project. Files of this project carry, in their first lines, SPDX-FileCopyrightText: Copyright 2026 bbport contributors SPDX-License-Identifier: GPL-2.0-or-later (or the license and copyright holders of the code they came from). The GPL requires these notices to be kept intact in copies and in works based on them (GPL-2.0, sections 1 and 2): if you reuse bbport's code — the runtime in src/, the GPU layer in gpu/, the scripts, the launchers — keep them, keep this file, and say in your own documentation that the code comes from bbport, with a link to the repository above. Code reused from a fork of bbport is bbport's code too. Code bbport is built on, with its own notices kept in its files: - shadPS4 (https://github.com/shadps4-emu/shadPS4, GPL-2.0-or-later, Copyright shadPS4 Emulator Project): the GPU layer and the shader translator started from its video core and shader recompiler and were rewritten part by part (gpu/VENDOR.txt). The online module keeps shadPS4 v0.20.0's network, NP and shadNet code (gpu/bbnet20/vendor/shadps4, gpu/bbnet20/SHADNET-PORT.md). - The online module's other parts (gpu/bbnet20: BBSC, The Hunter's Dream pool; GPL-3.0-or-later where their files say so) keep their authors' copyright (gpu/bbnet20/SHADNET-PORT.md). - The DLSS bridge (gpu/dlss_bridge, MIT), adapted from IFreemz's shadPS4-Bloodborne-DLSS-FSR (https://github.com/IFreemz/shadPS4-Bloodborne-DLSS-FSR). - AMD FidelityFX shaders and headers (MIT) in gpu/upscale/shaders/ffx, gpu/third_party and tools/fsr4cap/ffx, with AMD's notices. - The libraries in gpu/third_party (sirit, imgui, half, httplib, fsr-vulkan and others), each under its own license in its folder.