mirror of
https://github.com/ayozetr/bloodborne_linux.git
synced 2026-11-07 09:46:04 -10:00
As on the fork's main branch: the whole is distributed under GPL-3.0-or-later, which everything in it allows (bbport and shadPS4 are GPL-2.0-or-later, the online module's BBSC and The Hunter's Dream parts GPL-3.0-or-later, the rest MIT, BSD or Zlib). LICENSE has the GPL-3.0 text. NOTICE keeps bbport's own notice whole (its files stay GPL-2.0-or-later and its attribution request stands) and says so first.
37 lines
2.5 KiB
Plaintext
37 lines
2.5 KiB
Plaintext
bbport — a native PC port of Bloodborne (CUSA03173, 1.09)
|
|
https://github.com/deadinside28/bloodborne_pc
|
|
|
|
This copy is the Linux fork, https://github.com/ayozetr/bloodborne_linux. bbport's own files stay
|
|
GPL-2.0-or-later, as below. The fork as a whole is distributed under the GNU General Public
|
|
License, version 3 or (at your option) any later version (LICENSE has its text): it includes code
|
|
under GPL-3.0-or-later (the online module's BBSC and The Hunter's Dream parts), and everything
|
|
else in it allows that. Files from other projects keep their own notices.
|
|
|
|
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 (the fork's LICENSE has version 3's text). 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.
|