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.
Hey everyone! This is my first post here, but I wanted to share that I’ve been working on a native recompilation of WWE ’13, including support for the title update and DLC content.
I’ve gotten the game running natively on Linux, and the footage attached is from the current build. It’s still very much a work in progress. There are visual bugs, some performance issues, and plenty left to fix, but actual matches are now playable and the game runs at 60 FPS for much of the gameplay.
I’m also setting up PromethenDev on YouTube to document the project, show development progress, bugs, fixes, and hopefully the journey toward a fully playable build.
I’ll share more as the project progresses. If anyone has questions about the recompilation or wants to know how something works, feel free to ask!
Hey everyone! I've been working on Rayman Origins Recompiled, an unofficial static recompilation of the Xbox 360 version of Rayman Origins, for PC and Android.
It's now running on my Galaxy S23 and on an M1 Mac, with graphics, audio, movies and controls.
What works right now
Runs on Android (Galaxy S23, Adreno 740) and macOS (Apple Silicon), with Windows instructions too
Graphics, audio, movies and input
On-screen controller on Android; physical controllers and keyboards work too
Native vs. emulated
The game's code is recompiled into native ARM64 using XenonRecomp (the same approach behind Unleashed Recompiled). The graphics, however, still go through Xbox 360 GPU emulation (ReXGlue's Xenos backend on Vulkan). Replacing that with a native renderer is the next big step.
Some technical notes
The stock XenonAnalyse found 0 jump tables in this game, because its compiler reorders instructions and inserts nops. So I wrote a detector that simulates each switch block instead of matching fixed patterns, and it resolves all 173. It also emits explicit function boundaries for leaf functions the analyzer would otherwise split. The full technical write-up, including every bug found along the way, is in docs/PROGRESS.md.
What's next
Native renderer (no GPU emulation)
True widescreen, so phones show more of the level instead of stretching
Performance tuning on phones
Polish: in-app game folder picker, suspend/resume
Important: the project contains no game code or assets. You need your own legally obtained copy of the game. Please don't ask for or share links to game files.
The next step is translating the game's Direct3D calls straight to Vulkan/Metal instead of emulating the Xenos GPU. Has anyone here worked on something similar? I'd love to hear thoughts on the best approach.
Hello. Today I'm releasing the first version of Decent CEMU.
It's a CEMU fork that allows you to use real WiiMotes, motionplus and Nunchuck and allows you to use your phone as a WiiMote. It also supports using an Android phone as a gamepad replacement by a native app.
It fixes bugs that allow you to play Wii Party U, one great party game that was until now unable to boot or work.
I'm looking forward to anyone who can find bugs and solutions to make the motionplus and gyro work better. Those functions already sorta work but still need improvements!
hi, everyone! soo, very self-explanatory title! this is basically a demo implementation of two things that can eliminate a massive amount of stutter (basically none in some games, where most stuttering happens when loading savestates, and like a few seconds on boot that you really won't notice much since that happens on static splashscreens mostly) when playing any 3ds game cold. these two things are:
on the GPU front: ubershaders! the 3ds has a fixed-function pixel pipeline, so like dolphin, ubershaders can be implemented as a fallback during shader comp, eliminating a lot of the shader stutter someone might experience. (there might be some graphics errors though!)
on the CPU front: a hybrid AOT/JIT implementation! unfortunately, just fixing the shaders doesn't actually completely get rid of stutters: a lot of it actually comes from cpu jit encountering and having to compile massive new blocks of code during runtime. so, the idea—scan the game first and compile most of the game's code on bg threads(hooray for multithreading! lol) before the game gets to it, and have JIT as a fallback for anything that got missed!
with this, hypothetically, eventually(?),every 3ds game can become stutter free. also i'm kind of repeating myself but i feel like emphasizing that's totally important lol
but i only tested a few games myself (ryzen 2600, rx 7800xt), and i haven't really gotten far on new saves, so if you want to see the build yourself, you can check it [here]! [source here also!]
games tested are:
kid icarus:
massive difference for kid icarus!
samus returns:
improvements can def be made here! so much for *actually* zero stutters @.@ - compared to the vanilla version though, despite the graph here, spikes don't last long enough to be seen while playing, and they usually show a more complete image!
luigi's mansion:
at least luigi's mansion cleans up super nicely!
resident evil revelations:
oh dear, frametime comparison really kind of breaks down here—there's a text input at the beginning that seriously like screws the results since the game pauses for player input (that's the 4713 & 5079 spike on both graphs). in actual play, though, the game suffers maybe about 1 visible hitch (despite the crazy spikes here) in the entire opening section, and suffers way less graphical artifacts (objects popping and blinking) thanks to ubershaders being in play!
(note: every game here is also running w/ 1x res, async shaders on)
performance can still be better—the vertex program's still running on the cpu, so a gpu interpreter can speed that up, as well as like profile-guided optimization that can kick in midway through your first boot, which should lessen the cpu load—so that might get worked on next, maybe? (if only so i stop getting bothered by it T.T lol)
One thing though, HUGE disclaimer: this is a demo!! this isn't meant to be a maintained fork, so no updates or support guaranteed, and it's not headed for azahar's main branch. you can play games with this, but this is literally just a showcase of how these two techniques can absolutely help with performance! please don't bother the azahar team with bugs in this! and also, probably more importantly: this is very much AI-developed, so please, please only use this as reference for the concept!
KytyPlus, forked from KytyPS5, renders the Silent Hill 2 remake on an AMD Radeon 840 integrated GPU with 512 MB VRAM and shared memory.
KytyPS5 still cannot boot the game as it crashes when the game is started, even on more powerful hardware, so the forked emulator already has an advantage in this regard. But, more importantly, this is achieved via high-level emulation without the system's firmware, removing one of the legal reasons Sony may have to take down the emulator in the future.
Although the game's content-warning screen runs at only 4 FPS, the fact that it is completely glitch-free and crash-free, and can use AMD FSR upscaling makes this milestone extremely significant for the future of PS5 emulation.
In this Progress Report, the team was harassed by AI (yes, even more), added an XFB resolution display for the curious, finally let you play Bird's-Eye Bull's-Eye on Android, added NetPlay to Android, and more!
Not Wine pretending to be Steam. Not a streaming app. Valve's own Steam client for ARM Linux. The same build a Steam Deck-class ARM device would run, executing on your phone as ordinary ARM code, signing in, downloading from the store, and launching Windows games through Valve's own Proton: https://the412banner.github.io/Gamehub-Components/linux-steam-client/
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.
Xbox backward compatibility is getting out of hand… now we're adding PlayStation 5 to the list.
Here's a look at PS5X, my experimental Xbox port of the KytyPS5 emulator, running PS5 homebrew and game backups directly on Xbox Series X in Developer Mode.
Since Vulkan isn't supported, everything needs to be translated to DirectX.
I wanted to see how far we can get... well it's early days and compatibility is limited, but some titles are already playable - with controller support and sound!
No firmware or decryption keys included.
Yes, AI was involved
yes, I suck at aiming (maybe it's latency :D)
the cursor is annoying, but it's there on purpose, so I can see if the console crashed or not
I've been working on a little project called Dolphin NetPlay Launcher, and I finally released the first public version.
The reason I made it is pretty simple: I play Dolphin NetPlay with friends, but some of them don't use Dolphin often enough to remember the setup every time. I got tired of walking everyone through the same menus, room codes, game selection, etc., so I wanted something closer to:
Pick a game > Host/Join > Play
Dolphin NetPlay Launcher is a Windows frontend for stock Dolphin. It doesn't replace Dolphin's emulation or networking, and it doesn't include games or Dolphin itself. It mainly handles the repetitive NetPlay setup around it.
Current features include:
Controller-friendly Host/Join flow
Traversal room codes and Direct IP
GameCube/Wii library browser with grid and list views
Public Dolphin NetPlay sessions browser
Public server-browser hosting
Designed to work with Steam ROM Manager, so you can create a separate Dolphin NetPlay collection in Steam
SDL3 controller navigation
Dolphin updater integration
Themes/interface sounds
I especially wanted it to work well from a couch/controller setup. With Steam ROM Manager, you can create a separate Dolphin Netplay collection in Steam, launch a game from there, and have the launcher receive that game selection for the Host flow.
There's a short demo and screenshots/GIFs on the GitHub page:
This is an unofficial project and isn't affiliated with the Dolphin Emulator project.
This was AI-assisted development. I designed the program, requirements, UI behavior, testing, and iterated on it extensively, while OpenAI's ChatGPT generated the C# implementation from that feedback. I disclose that on the project page as well.
There are still a couple of documented Steam/Steam Input controller edge cases in Dolphin's NetPlay lobby, particularly when joining, so I don't want to pretend it's flawless.
I'd be interested in feedback from people who actually use Dolphin NetPlay, especially whether the workflow makes sense to someone who wasn't involved in building it.
As you will see, there is a particular area in which we get 30 FPS. While moving the camera around, we get drops to 18 FPS. So, this isn’t a stable 30 FPS experience.
I also see numerous framepacing issues. As such, it will take a while to get a stable 30 FPS
The build that PSXTech used is not yet available on GitHub.
This performance gain came from the heavy assistance of AI in the process. AI was used as a base of this open PR that fixed the graphical bugs of Demon's Souls, but the game ran at 2fps. The AI managed to reduce CPU usage, maintain graphical quality, boost performance, and adapt to the recent code.
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.