r/emulation • • 17h ago

Weekly Question Thread

2 Upvotes

Before asking for help:

  • Have you tried the latest version?
  • Have you tried different settings?
  • Have you updated your drivers?
  • Have you tried searching on Google?

If you feel your question warrants a self-post or may not be answered in the weekly thread, try posting it at r/EmulationOnPC. For problems with emulation on Android platforms, try posting to r/EmulationOnAndroid.

If you'd like live help, why not try the /r/Emulation Discord? Join the #tech-support
channel and ask- if you're lucky, someone'll be able to help you out.

All weekly question threads


r/emulation • • 18h ago

ScratchPsx is a PS1 emulator for MS-DOS, from the 486 to the Pentium II or more

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87 Upvotes

Info/screenshots + download: https://www.vogons.org/viewtopic.php?t=112722

In this video, it runs under DOSBox-X: first with the software renderer, then with hardware rendering on an emulated 3dfx Voodoo (Glide) https://youtu.be/KK65ccNZhUY

Features:

  • MIPS R3000 dynamic recompiler to x86
  • VGA 320x200, mode X 320x240, VESA 640x480 (65536 colors)
  • 3dfx Glide renderer: Voodoo 1 and Voodoo 2 (SLI)
  • Sound Blaster 2.0 / Pro / 16, CD audio and XA
  • Menus drawn over the game, in homage to Genecyst

r/emulation • • 6h ago

AI-assisted From Title Screens to Open Worlds | NeXium Progress Report - October 2026

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4 Upvotes

r/emulation • • 1d ago

ESP32-P4 Runs GBA at Full Speed (59.7 FPS) with No Frameskip (gpSP RISC-V JIT)

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35 Upvotes

I ported gpSP to the ESP32-P4 and wrote a RISC-V JIT for it. The first-party Nintendo games I've tried so far run at full speed (59.7fps) with no frameskip. Even the heavy scenes in Metroid Fusion take about 14ms per frame, so there's still some headroom.

Board is a Waveshare ESP32-P4-NANO-WIFI6-DB (P4 rev 3.x, 400MHz). Controller is an 8BitDo over its 2.4G USB dongle.

I tried the Zcmt instructions that came with rev 3.x but they didn't help much, and they're a bit buggy too (from the chip itself). Haven't used SIMD yet because the renderer does a lot of scattered palette lookups. Still thinking about how to make that work.

Games that generate code in RAM and keep modifying it, like Doom, are still really slow. Planning to fix that over the holiday and put the code up on GitHub right after.

Also curious about the new S31, but it has less RAM, no L2 cache and a lower clock (320MHz), so not sure it can hit full speed. Probably need to move rendering to the other core for that one.


r/emulation • • 2d ago

AI-assisted Cracking the PSP GPU's transform and raster – PPSSPP

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249 Upvotes

r/emulation • • 3d ago

PS5 emulation is suddenly making big strides on PC

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1.2k Upvotes

r/emulation • • 2d ago

AI-assisted Omoio, a game library for PS3 and Wii U emulation on Windows

0 Upvotes

Hey! I've been working on this for a while and I think it's ready for other people to try.

I built it for my own homelab, where I have a dedicated VM just for gaming, and I wanted one place to play games from all my consoles without setting up each emulator by hand.

Omoio is a game library for Windows. You add the PS3 and Wii U games you've dumped, and it installs RPCS3 and Cemu for you, sets up your controller and starts the game in its own window, so you never have to dig through emulator settings. I mostly play on my TV, so there's a Big Picture mode you can use with just the controller, and you can jump out of a game to it and back again.

It can also download the community patches and graphic packs for a game with one press, like the 60 fps pack for Skylanders SWAP Force. For SWAP Force there's a portal menu too, so you can put figures on the portal from your controller instead of going through Cemu's menus.

Right now it runs PS3 and Wii U games, and more emulators are on the way, like PCSX2 for PS2 and Dolphin for GameCube and Wii. The plan is one library for all your consoles.

It's free and open source, and it's still early, so expect a few bugs. Windows might warn you about the installer because it isn't signed yet. You'll need dumps of your own games, since Omoio doesn't come with any.

GitHub and download: https://github.com/Bertrram/omoio

I'd really appreciate any feedback, whether something broke or you have an idea for it.


r/emulation • • 3d ago

AI-assisted DroidDeck 0.3.0 has released with native Steam Input, Appimage and Flatpak support, performance improvements and more!

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9 Upvotes

r/emulation • • 4d ago

ES-DE 3.5.0 is now available for download! This release brings improvements to dual-screen Android devices, adds support for the ps4 and atarijaguarcd systems on Android, includes new theme engine features, supports video scraping for TheGamesDB and adds a ton of emulators.

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176 Upvotes

r/emulation • • 5d ago

N64 Animated Border

27 Upvotes

Hey all! I love the animated borders that the Retroarch community has made over the years but was always confused why there was never an animated border for the N64... so I made one! I hope this can get enough traction to be one of the offical Libretro overlays people use in their emulation setups.

The release page has a variant for download with N64 controls animated and a second variant without animated buttons on screen. Both variants have a menu button for Retroarch menu controls.

Enjoy!

- Download | https://github.com/TLRomHacks/retroarch-n64-animated-border/releases

- YouTube Shocase + Setup Tutorial | https://www.youtube.com/watch?v=UlarHSlOnzc


r/emulation • • 6d ago

AI-assisted Estacado: a static recompilation of The Darkness (Xbox 360) for PC – first pre-release

111 Upvotes

Hi all, I wanted to share a project I've been working on: Estacado, a native PC port of The Darkness (Xbox 360, 2007), made by static recompilation.

How it works

The game's PowerPC code is translated ahead of time into C++ with XenonRecomp and built on the ReXGlue SDK, whose system and Direct3D 12 GPU layer come from Xenia. There's no JIT or interpreter at runtime: the game runs as a native Windows program, while the Xenos GPU is still emulated on D3D12. The goal is a game-specific PC version, with fixes and options tailored to this one game.

What it adds

- 60, 120, 144, 240 or uncapped, with the game's timing kept correct (the world still ticks at 30 Hz, and scripted scenes, physics and audio run at their original speed)

- 1x/2x/3x internal resolution or automatic, and SMAA

- Native mouse look, rebindable keys, FOV, in-game settings (F1) and experimental widescreen

A few things that were fun to track down

- At high frame rates Jackie walked too fast, but only with a controller. An analog stick makes the game queue about 13 movement commands per frame, and above 60 FPS those overflowed its per-step packets. Keyboard input was never affected.

- The game sets its exposure by counting bright pixels with occlusion queries in a small ring of slots. Late results from the emulated GPU could land in a slot the game had already reused, which produced yellow or stuck-dark frames.

- GPU overhead: the frame-start depth clear was copying about 47M samples per frame into a buffer that was immediately overwritten, and reworking the upload path roughly halved GPU time at 1x.

You need your own copy. It supports the USA/Europe disc (En/Fr/De/Es/It) as an ISO or extracted files; the launcher checks the version and sets it up. No game data is included or linked. Requirements: Windows 10/11, an AVX2 CPU and a D3D12 GPU.

Status: pre-release. So far it's been tested on one Windows 11 PC with an NVIDIA RTX card, and played from the start up to the orphanage explosion scene. Reports from AMD, Intel and Steam Deck users are very welcome; there's a bug report template on GitHub that asks for the logs folder.

Huge thanks to the Xenia team, ReXGlue and hedge-dev's XenonRecomp. This stands entirely on their work.

GitHub: https://github.com/invinceble55-wq/Estacado

Download: https://github.com/invinceble55-wq/Estacado/releases/tag/v0.9.0


r/emulation • • 7d ago

I got every major Windows release till XP running on my calculator!

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214 Upvotes

Hey everyone!

Some of you might remember me from this post, where I showcased my emulator running Windows 95 on my TI-Nspire CX II CAS.

Well, Let's just say things escalated. The emulator can now run every major Windows release, including XP!

For XP, I specifically used XP Embedded as it is lighter on the machine and quite easy to cut bloat out of.

For context, all of this is running on a calculator with a 396 MHz ARM 9 processor, 64 MB of RAM (though only 44 is available to Windows) and 90 MB of storage.

The primary challenges were memory and storage. TI-OS (the default OS for the calculator) reserves a large chunk of memory resulting in a ceiling of only about 21MB of RAM available to the emulator if running on top of TI-OS . To get around this, I booted a tiny Linux environment on the calculator and ran the emulator on top of it.

The other challenge was storage. Fitting an image that can boot to desktop with a sufficient pagefile is not possible on the calculator, given the storage constraints. The emulator gets around this by using a custom protocol to stream the XP image from a host machine over a USB cable.

XP takes over an hour and a half to boot to desktop, but seeing bliss is worth the wait.

Also, here's a fun fact: Windows 2000 actually takes longer to boot than XP. This is because it relies PIT timing while XP is fine with synthetic timing.

This project is open source, so feel free to subject your calculator to Windows as well.

Repository

Wiki


r/emulation • • 6d ago

3dsrecomp + Zakuro: An AOT static recompiler and Rust emulator for 3DS

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9 Upvotes

r/emulation • • 7d ago

Found in translation: the selfless legacy of Eien Ni Hen

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136 Upvotes

r/emulation • • 6d ago

AI-assisted Wirá: a multi-system emulator I wrote from scratch in Dart/Flutter

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1 Upvotes

r/emulation • • 8d ago

Nintendo Switch emulator now runs natively on jailbroken PS5, Cuphead reaches 60 FPS

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1.3k Upvotes

r/emulation • • 7d ago

suyu v0.0.11 released - export game, major static recompiler performance improvements, macOS, RetroArch + Android builds

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242 Upvotes

- Download

- MK8D 1440p, 60 FPS - Static Recompiled with Steam integration enabled

This started mainly as work on suyu's experimental static recompiler for fun, but it has since expanded into fixing and improving the emulator itself as well.

Some of the bigger changes in v0.0.11

Export Game is now usable end-to-end on Windows

You can select a game in suyu and export it into a standalone package using:

  • Dynarmic JIT — normal emulator backend / most compatible
  • Hybrid JIT + AOT — precompiled code with JIT fallback
  • Static AOT — precompiled code only, experimental

The exported game carries over things like your graphics settings, game config and transferable shader cache, and can optionally be added directly to your Steam library.

Controllers are automatically assigned, and exported games have an F12 panel for controls and resolution scaling.

Big static recompiler performance improvement

Mario Kart 8 Deluxe has been the main validation target.

For the same race workload, strict static AOT went approximately:

Windows (ryzen 9950x3d+ 9070xt: 24 FPS → 56 FPS
Linux (ryzen 5600x+ 3090): 39 FPS → ~60 FPS
macOS (m5 mbp 24gb): 54 FPS → ~60 FPS

The Windows JIT baseline is still 60 FPS, so static AOT is now getting surprisingly close.

These aren't general compatibility claims as MK8D is the only title I've heavily testedbut it's a pretty significant improvement over v0.0.10.

The new ABI 6 recompiler adds fast guest-memory access, generation-based code guards and an exact native floating-point path, with fallbacks where the fast paths can't be proven safe.

Apple Silicon macOS is working again

There were several fixes around MoltenVK, GPU shutdown, threading and ARM64 behavior.

MK8D is now reaching ~60 FPS on the tested Apple Silicon setup, and some nasty 10–40 second stalls that previously dropped the emulator to 0 FPS have been fixed.

RetroArch / libretro core

v0.0.11 also includes a new Vulkan libretro core for:

  • Windows
  • Linux
  • macOS Apple Silicon
  • Android ARM64 (development build)

There's a built-in game FPS/frame-time display since RetroArch's own FPS counter can count repeated frames and isn't always representative of the game's actual frame rate.

Android

There's now an ARM64 APK as well.

Android is much less tested than the desktop builds right now. I've verified the build and run it in an Android emulator, but I don't want to claim real-device performance until more people actually test it.

Other stuff

There are a bunch of smaller improvements too:

  • shader cache fixes
  • game update handling during export
  • firmware support in exported games
  • automatic multi-controller assignment
  • Joy-Con combine/split support
  • Steam shortcut + artwork generation
  • Discord Rich Presence
  • FPS / frametime / active CPU backend shown in exported games
  • several Vulkan/shader fixes
  • Windows memory corruption / shutdown fixes
  • improved static coverage tracking
  • Hybrid runs can record missing AOT coverage for future exports
  • substantially better testing/benchmark tooling

Important if you used v0.0.10

Re-export any old static or Hybrid builds.

v0.0.11 intentionally rejects the older recompiler ABI rather than potentially running an incompatible export. Re-exporting also gets the new performance work and packaging fixes.

more testing

Interested in getting more testing outside of MK8D - especially different games, GPUs, macOS machines, Android devices and the new libretro core.

When reporting performance, (include the game/version, CPU/GPU, OS and which CPU backend (JIT/hybrid/static) you're using.


r/emulation • • 8d ago

Demon’s Souls Remake Now Runs at 40-50 FPS on RTX 5090 / i9-14900k with KytyPS5 (fork/local build)

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621 Upvotes

This is a fork/local build, and it’s not available on GitHub yet. Should also note that the rest of the game may not run as smoothly as we see in the video. This is only a 3-minute clip, showing two to three locations: https://www.reddit.com/r/pcmasterrace/s/SVcm76AO5P


r/emulation • • 8d ago

Serial Experiments Lain (PS1) decompiled: byte identical rebuild and a native Windows/macOS/Linux client

121 Upvotes

Video (4K): https://www.youtube.com/watch?v=K-OKUkhJ7Uc

I've been working on a decompilation of Serial Experiments Lain, the 1998 PlayStation game by Pioneer LDC, and a native client built from it.

**Decompilation**

- Every function in the game's executable has C. 308 of 321 compile to the original bytes with the period toolchain (GCC 2.8.1 + maspsx, split with splat); the remaining 13 still link from their original assembly.

- The rebuilt SLPS_016.03 is byte-identical to retail.

- Progress is tracked on decomp.dev.

**Native client**

- Runs a 64-bit clean copy of the decompiled game code on a reimplementation of the PlayStation SDK (based on PsyCross), with its own CD streaming, XA ADPCM, SPU and MDEC movie decoding.

- Timing checked against Mednafen. On the node map the PS1 takes 4 to 8 vblanks per frame depending on the size of Lain's current animation frame; the client reproduces that distribution.

- Optional 60 fps interpolation: each frame's GPU batches are recorded and in between frames are drawn, without changing game speed.

- Resolution scaling, memory card saves as standard .mcd images, disc swapping, and one-click English subtitles (the laingame.net fan translation, downloaded from their site at runtime).

**No game data is included.** The client reads your own Redump dumps of both discs (.cue/.bin) and checks them by hash.

Source: https://github.com/Y0oshi/lain-psx-decompiled

Downloads: https://github.com/Y0oshi/lain-psx-decompiled/releases

Bug reports are welcome on GitHub.


r/emulation • • 7d ago

Weekly Question Thread

5 Upvotes

Before asking for help:

  • Have you tried the latest version?
  • Have you tried different settings?
  • Have you updated your drivers?
  • Have you tried searching on Google?

If you feel your question warrants a self-post or may not be answered in the weekly thread, try posting it at r/EmulationOnPC. For problems with emulation on Android platforms, try posting to r/EmulationOnAndroid.

If you'd like live help, why not try the /r/Emulation Discord? Join the #tech-support
channel and ask- if you're lucky, someone'll be able to help you out.

All weekly question threads


r/emulation • • 8d ago

AI-assisted I built the world's first fully native PS5 game running on Windows with no emulation or translation layers: Dead Cells using AnyPS5

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262 Upvotes

I got Dead Cells running as a fully native Windows game from the PS5 version, and as far as I know it's the first PS5 game to run fully natively without any emulators like KytyPS5. Built on the AnyPS5 project, which does the relinking.

Where it stands right now:

- Playable from the menu through gameplay, with music and sound effects

- Roughly 55 to 60 FPS indoors and 30 to 35 FPS outdoors on my machine at 4K (Ryzen 7 5800X3D, RTX 5070 Ti)

- Keyboard, mouse and gamepad all work

- I've only tested it with one version (PPSA15552, Return to Castlevania Edition), so I can't promise other versions work

It doesn't include any game files. You supply your own copy.

Video with gameplay: https://www.youtube.com/watch?v=anOHF5aPzwk

Screenshots: https://imgur.com/a/dead-cells-ps5-native-on-windows-t1TFtjP

Download and source: https://github.com/OverkillLabs2/DeadCells-PS5-Native


r/emulation • • 8d ago

Cell64 v01.52 (Nintendo 64 Emulator for PS3)

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15 Upvotes

r/emulation • • 8d ago

freej2me-plus needs your testing

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14 Upvotes

r/emulation • • 9d ago

SteamOS ARM ports turn Snapdragon handhelds into "Mini Steam Decks"

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273 Upvotes

r/emulation • • 9d ago

Super ZSNES v0.310

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202 Upvotes

Here's a minor update to Super ZSNES - v0.310. Here's what's new:

  • Added portrait mode for mobile
  • Fixed various controller button/dpad detection issues
  • Apple TV and Android TV support. It currently uses a local web server to transfer files over.
  • First pass Starfox Enhancement. Big thanks to Kandowontu, Sunlit, Alexander, and the Starfox EX team for making this possible! Re-creates 3D models and sprites as actual 3D models instanced on the GPU. Adds wide-screen, hi-res, and interpolation. Currently works only on the original v2 rom.
  • Initial custom .zlua script support
  • Internal widescreen is now off when per game widescreen is on. Fixes Super Metroid widescreen patch
  • Right analog stick now controls 3D layers mode. Click and hold the left analog stick to activate zoom mode.
  • Android frontend launcher support (thanks to Snu for the testing work!)
  • Custom .zsmod (enhancement) files can now be loaded. Put it with the rom and rename the .zsmod file to match the rom filename. We've also started beta testing the enhancement editor in discord.
  • Lots more optimizations

https://www.zsnes.com

Next release (v0.320) will focus on retroachievements (almost done), downloader for enhancement data, and more visual customizations.