falseprophet

joined 11 months ago
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An experimental PlayStation 5 emulator built in C# — PS5-faithful dashboard UI, native CPU execution, HLE syscall layer, and Vulkan rendering. Based on SharpEmu by par274. - Release CraziiEmu v0.27-alpha · craze1pirate/craziiEmu

[Note: This a WIP build. Crashes may occur]

Changelog:

  • Unity engine game 'New Super Lucky's Tale' now successfully progress past ELF/SELF loading and render their splash images.
  • (Log: [LOADER][INFO] Vulkan VideoOut presented splash: 3840x2160).
  • Vastly improved Vulkan initialization and VideoOut implementation for better fullscreen presentation and swapchain management. Now games are forced to boot in Fullscreen mode (Press F11 to get back to windowed mode)
  • [Patched some work from SharpEmu] Optimized the Direct Execution backend, slashed runtime overhead, sped up module loading, and completely eliminated previous memory leak bottlenecks.
  • Restored and improved controller/keyboard mapping, alongside ongoing development of core kernel services (thread scheduling, memory management, and sync primitives).
  • Major overhaul to settings. Removed several unimplemented features that were present in previous build (Thought of adding it later but seems it is miles away to implement actually)

Known Bugs:

  • A known memory management issue prevents certain titles from launching successfully after the first execution. Restarting the emulator is currently required before attempting another launch (will be fixed in next build)
  • Certain Unity-based titles progress beyond ELF/SELF loading, module initialization, and Vulkan VideoOut initialization, but may enter repeated unresolved NID/HLE call loops. This results in excessive verbose logging, significantly increased log sizes, and eventual application termination (actively working on it for potential fix to boot).
[–] falseprophet@piefed.social 3 points 1 week ago

Not sure. Android programming uses Kotlin but android is also very different. Back when Android Java porting a Java program to Android was required a lot of work.

[–] falseprophet@piefed.social 2 points 1 week ago (3 children)

Why do you assume that I downvoted you?

[–] falseprophet@piefed.social 4 points 1 week ago (5 children)

But maybe they port it too Linux eventually. Now that it is open source the chances are higher. Also it might work with wine/proton

 

PlayStation 5 emulator for Windows. Contribute to KytyPS5/KytyPS5 development by creating an account on GitHub.

 

RPCS3 developers say the PlayStation 3 emulator may eventually run games without requiring users to install Sony’s PS3 system software. The project has now replaced another firmware component, called cellSysmodule, with code implemented directly in RPCS3.

 

Gameboy emulator in Java and Kotlin. Contribute to trekawek/coffee-gb development by creating an account on GitHub.

  • Datel: boot the game through an Action Replay Online (#66) in #92
  • Emulate the CGB infrared port and the Full Changer (#94) in #95
  • Emulate the MBC5 rumble motor (#93) in #96
  • Game-controller support via SDL2 (#78) in #97
  • Find system SDL2 on macOS so game controllers work there (#78) in #98
  • Add Daid test suite support and plain ROM+RAM handling in #110
  • Add integration ROM test suites and related fixtures in #115
  • Add MBC30 banking support in #116
  • Fix BullyGB hardware checks in #118
  • Fix MBC3 real-time clock behavior in #119
  • Add CGB Acid test to CI in #121
  • Fix SameSuite hardware timing in #128
  • Fix Joust & Defender trainer screen in #129
  • Support BHGOS multicart banking in #130
  • Blank the first DMG frame after LCD enable in #132
  • Fix SGB transfer capture timing in #134
  • Integrate mooneye-wilbertpol suite in #138
  • Support Bung EMS mapper for Cube Raider in #141
  • Show the Crazy Castle 3 trainer in #140
  • Fix Bo Jackson scoreboard rendering in #142
  • Fix Bomberman Collection SGB graphics in #143
  • Parallelize integration test profiles and CI in #153
  • Emulate MainBlow Bung flashcart RAM in #152
  • Fix Initial D Gaiden STAT interrupt lockup in #150
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submitted 3 weeks ago* (last edited 3 weeks ago) by falseprophet@piefed.social to c/emulation@sh.itjust.works
 

In case anyone is wonder why progress on the emulator appears slow or feature requests feel ignored, we are currently still understaffed and have, in addition to new bugs reported every day that have to be fixed, a backlog of items on our internal TODO list such as:

  • EISA;
  • Turbo Button for XT PCs;
  • Emulation of the ESS Solo-1;
  • PD (Phase-change Dual) and DVD-RAM support;
  • IBM Expanded Memory Adapter (XMA);
  • Passthrough of real CD/DVD drives to the emulator on macOS;
  • Support for cloneCD and TOC CD-ROM image files;
  • Mitsumi CD-ROM emulation (it would also allow eventual emulation of the Tandy VIS).

In addition, we are currently in severe need of developers and/or maintainers for the following:

  • New dynamic recompiler;
  • macOS support;
  • Emulation of the NEC PC-98 family of computers;
  • A potential built-in non-GDBSTUB debugger to replace the current GDBSTUB implementation;
  • Our SDL backend;
  • The ImGui OSD;
  • The Qt UI.

We would also appreciate anyone who could help the fixing of issues that get reported to our GitHub or in our Discord server.

 

Sega Saturn emulator. Contribute to StrikerX3/Ymir development by creating an account on GitHub.

This is a small maintenance release that fixes a regression with Akumajou Dracula X (#904), improves autodetection of the Asia NTSC region (Korea and Taiwan), adds some missing theme colors introduced in recent ImGui updates, and corrects some documentation oversights. It also implements the VDP2 color gradation effect, fixing the background in Saturn Bomberman's Egg Birdon boss fight.

Changes
New features and improvements

  • GUI: Specify missing ImGui style colors.
  • System: Add Europe PAL and Asia NTSC (in that order) to default preferred regions after North America and Japan.
  • VDP2: Implemented color gradation effect. Fixes background in the Egg Birdon boss arena of Saturn Bomberman.
 

Sega Genesis / Sega CD / SNES / Master System / Game Gear emulator - Release v0.13.0 · jsgroth/jgenesis

ow with cheat code support for Sega systems, support for the XE-1 AP analog controller for Genesis, and lots of smaller fixes and improvements.

This release includes preliminary support for emulating the PC Engine / TurboGrafx-16, although the CD-ROM add-on is not yet supported so a huge chunk of the library doesn't work yet. All HuCard-based games should work, barring potential bugs.

Save states are not compatible with previous versions.

 

SUPER ZSNES - A GPU-powered SNES emulator rewritten from scratch with hi-res Mode 7, per-game enhancements, and a modernized classic UI.
What's new in v0.230:

  • Optimized GPU memory allocations & texture upload routines
  • Initial SuperFX emulation (note: Not enhanced yet, still some work to be done)
  • Fixed windowing off by 1 line issues
  • Fixes to dual window shader logic
  • Fixes to BG latch routines
  • Forced blank fixed color issues fixed
  • Added separate volume control for MSU1 audio
  • Added CRC check for DSP1 rom, improved message for persistent data folder location
  • Added disable '.szsnes' folder saves checkbox
  • Fixed audio glitch when loading new game
  • SRAM and main menu settings now saved more frequently
  • Optimized enhancement data loading speed
  • Added HEX editing of GUI colors, multiple default settings (Default, Classic ZSNES, Red)

Note: The PC version may trigger a false trojan warning in certain virus scanners. It's pretty common as emulators have a certain pattern in them that scanners find similar to how trojans sometimes work.

 

Game Boy (DMG-01) emulator written in C++17, featuring an interactive ImGui/SFML debugger. - Pratyush-gg/Simple-Boy

A cycle accurate, high performance Game Boy (DMG-01) emulator written in C++17. Built with modern software design patterns, a comprehensive interactive debugger, and fully optimized audio/graphics rendering using SFML and ImGui. Simple-Boy focuses on clean cycle accurate timing, precise hardware behavior (such as custom LCD timings and stack interrupt execution bounds), and automated test harness execution.

  • CPU: Complete emulation of the Sharp LR35902 CPU, featuring cycle-accurate instruction timings, correct interrupt boundaries, and stack-frame stack pointer validation.

  • PPU (Graphics): Pixel pipeline with correct timing for LCD status modes, scanline synchronization, sprites (OBJ rendering), background rendering, and window maps.

  • APU (Audio): Multi-channel audio engine emulating CH1 & CH2 (Square wave with sweep), CH3 (Custom Wave Pattern with retrigger safety), and CH4 (White Noise). Audio streams smoothly via an asynchronous ring-buffered SFML SoundStream.

  • Memory Mapper (MBC): Support for a wide variety of cartridges:

    • ROM Only
    • MBC1 (Bank switching, RAM enable)
    • MBC2 (Built in 512-nibble RAM)
    • MBC3 (RTC clock registers, RAM banking)
    • MBC5 (Up to 8MB ROM, RAM banking)
    • Battery-backed Save Support: Automatically saves and loads game battery RAM (saves as <rom_name>.sav or <rom_name>.battery in the ROM folder).

Automated Serial Outputs: Fully hooks the Game Boy link port ($FF01 and $FF02) to output test ROM text directly to your shell.

 

A Flash Player emulator written in Rust. Contribute to ruffle-rs/ruffle development by creating an account on GitHub.

 

Highly compatible N64 emulator. Contribute to gopher64/gopher64 development by creating an account on GitHub.

  • Fixed an issue where the wrong VI registers were used for the image display.
  • Improvements to the netplay waiting room.
  • Improved netplay connectivity for users who can't make direct P2P connections.
 

SUPER ZSNES - A GPU-powered SNES emulator rewritten from scratch with hi-res Mode 7, per-game enhancements, and a modernized classic UI.

  • Fixed rom loading read-only issue

  • DSP1 emulation. You'll need the DSP1 ROM for this. Put the DSP1 ROM with the game ROM or in the persistent storage folder.

  • Mario Kart perspective mode 7 enhancement - Thanks to MrL314 who helped make this possible!

  • MSU1 status flag fix after current music finishes playing

  • OAM address change mid-screen support

  • OAM write mid-screen during forced blank support

  • XNOR window bug fix (thanks koitsu!)

  • Fixed menu shadow bug

  • Enhancement improvements:

    • Split screen perspective mode 7 support
    • Various improvements to enhancement packs
  • Added new per game configuration, accessible on the load dialog:

    • Ability to override and set wide screen values for backgrounds, objects, mode 7, or fixed color
    • Inaccurate mode that lets old game patches that write vram while not in blank to work
    • Ability to force 4:3 or 8:7 aspect ratio for that specific game
  • Optimized load dialog fetch times

[–] falseprophet@piefed.social 1 points 2 months ago

Probably they did not know about the software. There also an inactive gamecube emulator called Gekko https://github.com/shonumi/gekko-gc-emu Maybe an original name would have been better.

[–] falseprophet@piefed.social 1 points 2 months ago (2 children)
[–] falseprophet@piefed.social 1 points 2 months ago (2 children)
[–] falseprophet@piefed.social 2 points 3 months ago (2 children)

Wow that is cool. I hope it will get a native Linux port in the future.

[–] falseprophet@piefed.social 2 points 3 months ago

Thank you. I tried it out myself, and I can play it. It is a bit bizarre when running DKWolf MAME through WINE I get an error that the files are missing, but through the frontend it runs.

[–] falseprophet@piefed.social 3 points 3 months ago (2 children)

Damn I should have read more carefully and not skipping over it 😂

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