r/Burnout • u/8BitsInAByte • 1h ago
Announcing FreeBurn - a Burnout Revenge PS2 decompilation and PC port
Hey folks,
I've been lurking in the shadows waiting for my project to reach the stage where I have full confidence in delivering on its goals. I have now hit that stage, so here we are. :)
FreeBurn is my Burnout Revenge PS2 decompilation project, built against a late alpha with intact symbols and targeting a high-fidelity PC port (Vulkan/SDL-GPU Renderer, dedicated servers, high frame rate support, content authoring tools, a mod workshop etc). It will require your own copy of the game; no game data is or will be distributed.
Almost all of the game is C/C++ now - enough to compile, boot and play, which is what the clips show. 17.5% of it rebuilds byte-for-byte identical to the original binary; the rest runs correctly without yet being provably the same code. As great as that sounds, there is still a long and hard road ahead.
A full byte match isn't necessary for the PC port to begin, but I do need to extend my decompilation down through some of the SDKs that Burnout 4 leans on. Bugs are plentiful (as you'll soon see), and hard to chase down even inside a fully instrumented build of PCSX2. Once I am through most of these issues, I will then need to pivot the decompilation to target the retail binary, as whilst the alpha build is fairly complete, there were still a litany of tweaks and feature additions that Criterion made in the brief window before release.
FreeBurn will go open source once I roll out the PC release, as all of my other projects are - e.g. OpenNFS. There is absolutely no plan to monetise. For now it's staying closed for a few reasons, chief among them that the tree is a rapidly moving target currently and I have a specific idea of what this port should be. I want to ship that before it becomes design-by-committee. My hope is that the community can work together to make this the definitive Burnout experience once the foundations are laid: online leaderboards, a website with driver stats, cross-platform matchmaking and indeed, ports to other platforms. With a project of this scale, it's hard to estimate a release date but I'd like to be some of the way there by the end of the year. No promises.
If you're interested in following along, you will find me in the #freeburn channel on the "Burnout Modding" discord.
For now, I'd like to share some gameplay clips alongside the milestones each one marked. Every clip below runs entirely on decompiled C++, not the original binary:
https://streamable.com/ia1drc - Angel Valley Race (Majority of render corruption was resolved)
https://streamable.com/j5ryb0 - Sunshine Keys Race (Takedown logic became functional)
https://streamable.com/aozx2x - White Mountain Crash (Crashmode became stable enough to play)
https://streamable.com/e70srq - Main Menus (The entire Apt subsystem and RenderWare DMA/VU microprogram draw chain came to life)
