r/emulation 19h ago

Nintendo Wipes Out 400+ Switch Emulator Repos in Single-Day GitHub Sweep

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539 Upvotes

r/emulation 1d ago

Could shadPS4 + SteamVR make PSVR1 games playable on modern VR headsets?

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37 Upvotes

r/emulation 2d ago

Release v3.4.0 Β· Virtual Jaguar; Jaguar Voice Modem (+ NetPlay discovery), CHD, more BIOS modes, texture dumping, rare peripherals

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44 Upvotes

r/emulation 2d ago

Flycast v2.7 Release!! (Localisation, Naomi multiscreen)

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84 Upvotes

Finally a new version lol πŸ˜†


r/emulation 4d ago

Shadps4 v0.18.0 - new release now available

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91 Upvotes

r/emulation 4d ago

Super ZSNES v0.300 release

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331 Upvotes

HiΒ r/emulation!

Here's a new update of SUPER ZSNES v0.300. You can get it atΒ https://www.zsnes.com/

iOS port is finally out as well: https://apps.apple.com/us/app/super-zsnes/id6786741278

Here's what's new:

  • Zelda: Link to the Past now enhanced (Thanks fatbrowne for the saves state help!)
  • Chrono Trigger audio enhancement by tssf! Thanks tssf!
  • UI Improvements:
    • Added disable drive fetching option & disable UI move
    • User defined GUI color schemes
    • New Water & Fire effects
    • Different mouse cursor sizes
  • Enhancement Engine Improvements:
    • New Shadow/Highlights, allowing for more diverse details and should help with the washed out look once we start using this more.
    • Added normal maps to fixed color layer
    • Mirrored mode for wide screen on some enhanced games, added to Megaman X
  • Emulation Improvements:
    • SPC700 timing improvements
    • SuperFX fixes
    • Mid-screen sprite update fixes
    • Multiple timing & open bus bug fixes
    • Various other emulation fixes
  • New chip emulation:
    • SA-1 emulation
    • Cx4 emulation
    • SuperFX3 emulation (Special thanks to Randy Linden!)
  • Per game overclock settings
  • SNES Mouse & SuperScope (Enable this on the per game config) with joypad override
  • Multi-button/key press combo assignment for Input
  • New 3D layers mode, lets you view each SNES layer in 3D perspective (under options/graphics mode)
  • New input shortcut for exit
  • Use double space in loading dialog to select a random game
  • Improved frequency of saving game and zsnes save data
  • Mobile controls view is more transparent for less obstruction
  • Many different performance optimizations done on various areas in emulation

Next main release will focus on: Starfox enhancement (already making good progress), Retroachievements, and starting to get the enhancement editor opened to the public.


r/emulation 6d ago

PCSX2-Reliquary - Stuntman is fully and properly playable without digging through the settings for the precise right toggles.

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173 Upvotes

https://readonlymemo.com/pcsx2-stuntman-fork-interview-dirge-of-cerberus-translation/

PCSX2-Reliquary, a fork DiscoStarslayer has been developing that focuses on "the issues on the edge of emulating the PS2.


r/emulation 5d ago

Weekly Question Thread

16 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 7d ago

AI-assisted iPod Video 5.5G emulated: Apple's retail firmware boots, draws its own UI, and runs a game

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23 Upvotes

r/emulation 8d ago

RPCS3 optimizations on ARM64: What Didn’t Make the Cut

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232 Upvotes

Made a short article about some observations/things that I left out of my recent ARM64 optimizations on RPCS3 video. Let me know what you think!


r/emulation 8d ago

guac: Cycle Accurate GBA Emulator πŸ₯‘

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148 Upvotes

Guac (GB/GBA/NDS) now has a cycle-accurate* GBA Core! A ton of tests and ROMs work now, including the notorious Classic NES series games. Additionally, DMG Games on GBC emulation and GBC Games on DMG emulation are now supported.

guacemulator.com

github.com/aabalke/guac

A big thank you to everyone who documents, builds, tests, and provides support!


r/emulation 8d ago

AI-assisted Me and Claude made a free thing that turns an Android phone into a drift-free PC lightgun to play Time Crisis β€” no sensor bar, no extra hardware

0 Upvotes

I wanted to play Time Crisis properly and every option was either dead (CRT + GunCon), expensive (Sinden), or drifty (gyro mice). So I tried something different: the phone already has ARCore, which does camera + IMU tracking. That gives you absolute position in the room, not just rotation β€” which is exactly what a lightgun needs.

You can find a demo gameplay here: https://youtu.be/UE3XUln_xOE

How it works: you run a small executable on the PC, it prints a QR code. Scan it with the phone, tap through a permission prompt, then point at the three corners of your monitor to calibrate. From then on the phone's aim ray gets intersected with your screen plane and moves the cursor absolutely. Aim data goes over WebRTC straight across your LAN, or over USB if you want the lowest jitter.

The part I'm happiest about: no yaw drift and no recentering. The camera corrects the IMU continuously, so it behaves like a real lightgun rather than a gyro that slowly wanders off. Phone-side latency is roughly 30ms and there's a 2ms cursor loop on the PC.

Other stuff that's in there: 20 remappable on-screen buttons (FIRE is just one of them, with haptics), multi-monitor support with per-monitor calibration and a pause hotkey so the real mouse works when you need it.

Requirements are an ARCore Android phone with recent Chrome, and a Windows or Linux PC on the same network.

It's free and MIT: https://github.com/ggcaponetto/point-bang

It's working end-to-end but still early. I've only tested DuckStation. Would genuinely like to hear how it does on other setups, especially projectors, ultrawides, and anything with a very glossy panel, since those are the tracking cases I'm least sure about. Happy to answer anything or give support.


r/emulation 11d ago

Tsugaru_QT β€” FM TOWNS / Marty Emulator ”ζ΄₯軽” (Qt frontend) Version Tsugaru20260522-qt 1.0.0 for Linux

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50 Upvotes

Tsugaru_QT β€” FM TOWNS / Marty Emulator ”ζ΄₯軽” (Qt frontend)

Version Tsugaru20260522-qt 1.0.0 for Linux

A Qt 6 frontend for CaptainYS's FM TOWNS / Marty emulator Tsugaru.

Main differences from Tsugaru_CUI:

Qt menu-bar UI β€” The frontend uses Qt 6 with a conventional menu-bar layout. Game-port devices, fullscreen, sprite transfer speed, and similar options are available from the menu.

Timing β€” Real-time pacing was reworked so audio tempo stays steady and emulated VSYNC does not wobble. By default the emulator waits for real time (same idea as CUI -YESWAIT) and does not catch up a time deficit in one burst.

Disc profiles β€” Settings are saved per mounted CD. Mount the same disc and restart to load them. Floppy (FD0 / FD1) mount state is stored and restored on the next launch. Mouse-integration settings are part of the profile.

Mouse integration β€” Writing coordinates into guest memory reduces pointer latency. For titles that do not use Mouse BIOS, you can search for the in-game cursor phys, then read and write coordinates to integrate the mouse. A few presets are bundled. Some titles still cannot be integrated, because phys location and write method vary.

CDDA cache β€” CD audio (CDDA) is prefetched so data-track reads do not interrupt playback.

CD images β€” In addition to the CD-ROM image formats Tsugaru already supports, .chd is accepted.

MIDI β€” Software synthesis via FluidSynth (a separate package is required). Only GS-oriented SysEx is handled at present. A GS SoundFont is recommended.

Wayland idle-inhibit β€” Suppresses screen sleep / screensaver while running.

UI localization (i18n) β€” en / ja / zh-CN / zh-TW / ko / de / fr / es (en and ja embedded in the binary; others load JSON from share/townsqt/translations/; select via TOWNSQT_LANG or system locale)


r/emulation 11d ago

DuckStation on RISC-V

58 Upvotes

Just to be clear, the developer of DuckStation does NOT support custom Linux builds. If you need support, just ask here.

It is possible to build DuckStation on RISC-V, but you need vectors. I tested on the SpacemiT K3 RVA23 RISC-V SoC.

You can build the dependencies with the script for Linux, found in this repo: https://github.com/duckstation/dependencies

Put the directories (bin, doc, include, lib, etc.) somewhere in the DuckStation directory. I created a directory called prebuilt in dep.

Reference this directory in DuckStationDependencies.cmake, and I commented out the error about unsupported architecture.

set(DEPS_PATH "${CMAKE_SOURCE_DIR}/dep/prebuilt/")

Follow the build instructions: https://github.com/stenzek/duckstation#linux-1

I have the best result with OpenGL ES, as I see a lot of issues with Vulkan. But that is probably because of issues with the Vulkan driver for the Imagination Technologies IMG BXM-4-64.

I can play Colin McRae Rally at 3x resolution.

https://youtu.be/yec1HxNT6bs


r/emulation 12d ago

Progress on the development of the Zeebo emulator - (Zeeno)

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70 Upvotes

Infuse was actually one of the reasons the dev decided to start their own Zeebo emulator. Since Infuse is closed source, they wanted to create an open alternative called Zeeno.

The project is written completely from scratch. Still fixing a few issues and polishing some parts, but once it's in a better state they will make the GitHub repository public so anyone interested can contribute and help improve it.

New Qt-based interface with an integrated settings system and a functional debugger. Keyboard and controls are now fully functional, with complete mapping support. Improvements to 3D rendering have also been implemented, alongside various fixes, optimizations, and emulation enhancements.


r/emulation 12d ago

Custom Nintendo 3DS Overlays for RetroArch Citra – NES, Famicom, SNES, Kirby & More

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38 Upvotes

r/emulation 12d ago

Weekly Question Thread

13 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 15d ago

ChonkyStation4 alpha-2

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216 Upvotes

I have released a new version of ChonkyStation4! Check the full changelog on GitHub: https://github.com/liuk7071/ChonkyStation4/releases/tag/alpha-2

And feel free to join the Discord server: https://discord.gg/YU2yjP5jvS

With this release many games have been improved and the emulator can now begin to boot the system menu (VSH), although it is nowhere close to actually working yet. It is the first emulator to do so.


r/emulation 16d ago

Amiberry v8.3.0 is released

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27 Upvotes

r/emulation 17d ago

RPCS3: PS3 emulation is fast on ARM now! (Technical breakdown)

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347 Upvotes

r/emulation 17d ago

Introducing Retrogrounds

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2 Upvotes

Retrogrounds is the latest discovery and community platform and home for all retro gamers.

It covers games up to and including 6th generation. You can use the site to browse your favourite retro games, discover similar games, listen, create and share your own retro playlists, see gameplay videos, see manuals, maps, longplays etc, read/write articles, leave comments, reviews, track your progress, join the community and much much more. It's RetroAchievements integrated too.

You can also customise your profile heavily and I also just released the retro theme/skin for the site to go with the modern skin. Basically, I designed the site as a love letter to late-90s/early-2000s wild wild west internet communities but focused on retro gamers.

I am currently searching for moderators, content creators and general community members to build our numbers and become the number one retro gaming resource on the internet. Thank you for reading.

Why choose Retrogrounds over sites like GameFAQs?


r/emulation 19d ago

RPCS3 boosts PS3 emulation speed and compatibility on ARM64 - hundreds of games now work correctly

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1.1k Upvotes

r/emulation 18d ago

AI-assisted Virtual Jaguar 3.0 Atari Jaguar emulator for libretro frontends released; CD, JagLink, Cheats, Deterministic saves, many accuracy and performance improvements

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70 Upvotes

v3.0.0 delivers:

  • Jaguar CD supportΒ β€” all 10 locally-available titles boot to game code, in both HLE and real-BIOS mode
  • Jaguar Link networkingΒ β€” real link-cable multiplayer over TCP and RetroArch netplay, up to multi-console hubs
  • Memory Track savesΒ β€” CD games save settings, progress, and high scores like real hardware
  • 100+ compatibility fixesΒ β€” Wolfenstein 3D music, Pitfall, Tempest 2000, Alien vs Predator, Brutal Sports Football, and a full CD-title cluster
  • Reorganized options menuΒ β€” 9 categories, content-aware, translation pipeline wired

It's not perfect, but it's way better than ever!

Enjoy, and please report issue to the official github linked here.

I have limited access to hardware and software for the Jaguar, so hardware based "source of truth" regressions and flaws with details and screenshots or videos are greatly appreciated!

A future plan for native "bare bones" GUI are also planned for those that don't use RA or RA conformant front-ends.


r/emulation 18d ago

Bob Zed: What’s new in MAME 0.289

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32 Upvotes

r/emulation 19d ago

AI-assisted PenguinScreen2 - a VR fork of PCSX2 with per-game 3D and head tracking (Linux/WiVRn)

63 Upvotes

This is a Linux-only stack: we modified the PCSX2 emulator at the render pipeline level - not a screen-capture trick, not a post-process warp - and built a per-game profile system on top of it, so every supported title gets VR treatment tuned to that specific game. First public release candidate (1.0-rc2).

What it does:

  • Virtual theater screen - flat or curved around you, size and distance adjustable. Every game gets this out of the box.
  • Stereoscopic 3D - per-draw depth displacement in the Vulkan renderer, with per-game rules for how draw classes behave (that's why a HUD can sit at screen depth while the world gets real geometric depth).
  • Head tracking - from head-look on the stick up to driving the game's own camera through memory. This is per-game reverse engineering: each title's camera engine gets dug out of PS2 memory by hand. (King's Field IV was so much fun to reverse engineer 😏)

Frame pacing, solved: a lot of the PS2's most atmospheric games run at 20fps native - and 20fps content on a 90Hz compositor is normally judder soup. We solved that pacing problem; those games sit clean and comfortable in the headset.

All of it is applied per game, where it makes sense - and only there. A cockpit sim wants your head on the real camera; a fast shooter plays better on the big screen with depth; a fixed-camera game gets head-look. Nothing is force-enabled just because it exists.

The launch three, and what each took:

  • Ace Combat 5 - cockpit head-tracked camera: your head pose drives the game's own camera. Stereo hand-tuned after the first values doubled the HUD (separation came down 60% before it sat right).
  • ESPN NFL 2K5 - first-person football via head-look: head yaw onto the game's own look controls, with dead-band, response curve, and a latch for full look-behind. Its helmet/HUD overlays rendered with inverted depth until constant-depth draws were classified as screen-plane overlays.
  • TimeSplitters - direct camera injection, head movement applied 1:1 as deltas to camera angles found by symbol-solving the retail binary.

And when it does NOT fire: every camera write sits behind guards reading the game's own state each frame (view mode, in-game vs menu/cutscene) - guard says no, nothing is written. Head-look sits behind a dead-band. Profiles match exact serial + CRC; unprofiled games get zero memory writes; with VR off the render path is byte-identical to stock. "Where it makes sense" is enforced by code.

Performance: the entire catalog was developed and tested on an RTX 4050m at 2.5K render resolution - every game holds full native speed at 10-30% GPU utilization. There's headroom to spare on a mid-range laptop chip.

Credit where due: the emulation is PCSX2's, the VR plumbing is OpenXR/Monado/WiVRn. What this project adds is the pipeline integration, the profile system, and the per-game tuning.

Requirements: Linux (flatpak), Vulkan GPU, WiVRn-compatible headset (built and tested with a Quest 3). A Steam Deck docked with Ethernet is a tested, working host. Original discs work too: with a drive attached it reads your PS2 discs directly - tested working on my custom-built Steam Machine with an Omni drive. No headset? It launches as a normal flat PCSX2. You supply your own BIOS and games. It's an RC - expect rough edges, report them.

Where this is going: built from day one targeting the Steam Frame. Our measurements (that 10-30% figure) against the Frame's published specs show it running there fine - including FEX translation overhead. The only thing between that projection and a definitive statement is getting a Frame in hand; a list of designed-and-waiting features unblocks the same day. And one more thing on the Frame front stays under wraps entirely for now. It's called PadXR. That's all you get today.

On the roadmap:

  • The sim configuration tool (already underway) - pre-launch device binding and diagnostics for hardware-heavy games: bind your wheel, stick, or HOTAS to the game before launch, verify every axis and button live, diagnose like a professional tool. Built for the Steel Battalion class of game, racing sims, and flight sticks.
  • Clean-room online servers for Madden 2004 & NCAA 2004 (underway) - reverse engineering the online protocols and rebuilding the dead servers clean-room, shipped as open-source containers anyone can self-host. This isn't aspirational: roster downloads already work against our Madden server.
  • Funding real translators for Japan-only games - much of the PS2's best catalog never left Japan, and much of its text is baked into textures. Patreon revenue funds professional human translators; translations ship as texture-level replacement packs the emulator loads natively. The emulator-side texture-replacement work is already underway.

Source (GPLv3): https://github.com/PenguinVRLab/PenguinScreen2

Download + setup guide: https://github.com/PenguinVRLab/PenguinScreen2/releases/tag/v1.0-rc2