r/emulation • • 5d ago

Weekly Question Thread

6 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 • • 1d ago

Announcement Rule changes: static recompilation-based ports, mobile frontends, and AI-assisted projects

305 Upvotes

Hey folks,

We've made the following changes to the subreddit's rules - just popping this thread up for community feedback. These rules are absolutely open to revision, depending on how people feel - please don't feel that they're completely set in stone. If you think that they warrant significant revision, please make your case in the comments.

The changes are as follows:


Static Recompilation ports

  • We're adopting a blanket ban of static recompilation-based port release posts about individual pieces of software - these have long since ceased to be notable or interesting in their own right. We'll remove these threads with a link to /r/recomps in comments going forward from today.

  • Posts about fan-made software ports more generally will also be removed, unless they involve significant overlap with the focus of the subreddit.

  • Posts about new libraries/significant developments in static recompilation-based emulation/porting remain explicitly within the subreddit's focus, and are welcome.

Quality control: mobile frontends

(note: this has been de facto policy for a while, but we've written it into the rules formally now for clarity's sake.)

  • Posts publicising iOS/Android software that amounts to a wrapper around a libretro core (generally paired with in-app purchases) are disallowed unless they offer something genuinely novel.

  • Posts about frontends are permitted, subject to quality control. If the frontend in question is a mobile-focused vibe-coded launcher that bundles a paid subscription for cloud-based save data storage, please don't advertise it here.

AI-assisted projects

  • Where most or all of the project being publicised has been written by AI, please apply the "AI-assisted" flair when submitting.

(note: this rule has been changed to account for the fact that projects primarily written by humans may also include relatively minor volumes of AI-assisted content. The labelling rule is designed to flag software predominantly written with the use of AI - it seems largely purposeless to flag projects that have decades of development history behind them this way when their use of AI in recent years has been restrained/relatively well-managed.)

  • This subreddit does not permit posts primarily comprised of AI-generated text or images. Text posts obviously written by generative AI will be removed.

  • Posts publicising vibe-coded software are permitted if relevant to the subreddit's focus and not egregiously low quality work.


We'd also like to echo the sentiment recently expressed by decomp.dev on the topic of static recompilation-based ports.

We can't and won't be banning AI-assisted work on this subreddit (on the grounds that doing so would be counterproductive and largely purposeless, given the ubiquity of the practice now), but these individual static recompilation projects are so numerous at this point that they seem like they're broadly out of scope for the subreddit - and something that a lot of the subreddit's community find fundamentally uninteresting, and the mod staff find deeply demoralising to sift through.

(We're also probably going to open new mod applications in the near-ish future, given that most of the current mods are either burnt out or primarily Discord-focused. We'll pop up a recruitment thread some point soon.)


r/emulation • • 22h ago

Sly, a new and modern multi-system emulator, is now public!

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161 Upvotes

TLDR plz

Sly is my new multi-system emulator, releasing with support for Game Boy Advance and SNES with many, many more planned! It includes a 3D game library, a debugger, a simpler ("classic") desktop frontend and an iOS app, with Android being developed soon. The debugger also runs in your browser and there are plans to create a dedicate web platform to play games!

Available now on GitHub! Here are some demo videos:

What even is this?

Hey everyone! You might know me from Gecko, the GameCube and Wii emulator I've been posting about every now and then. I teased Sly in the past few updates and the day has finally come :)

With Sly I wanted to work on both sides of emulation: creating modern experiences for both gamers and developers! As such Sly focuses on 2 things:

  1. A unique take on emulation frontends, simply to enjoy your favorite retro titles in a cool way
  2. A very modern yet extremely advanced debugger for power users that want to understand how the games and the hardware work

However, as not everyone may be interested in these things but may still want to dabble in new projects, Sly comes with extra goodies:

  • A "classic" (read: minimal) emulation frontend
  • Mobile app(s): iOS is already implemented, Android support is planned

Sly is (almost*) entirely written in Rust, incl. the frontend. The frontend uses GPUI, so no web shenanigans there!! The cores are all written by myself, mostly based off of emulators I had already written before. This does not wrap libretro cores or anything like that!

(* the Classic frontend is written in C++ and the iOS app is written in Swift. They tap into the Rust core.)

Sly Launcher

The launcher presents your library as 3D boxes and cartridges. It downloads artwork automatically and supports different regional packaging, per game release overrides and cartridge finishes (tho this is still a bit ugly lol). There's different view types (ways of displaying the boxes, etc) and you're able to flip the selected box to read the back :)
The attached launcher recording shows all three layouts with GBA games then switches to SNES and launches Yoshi's Island!

The original idea of this project was to be a comfy frontend I could run on my TV while I sit in a nice couch, so it's made with controllers and different resolutions, aspect rations, etc. in mind!

If you'd prefer a straightforward list, Sly Classic is the smaller Qt based frontend. It has game banners, gamepad support, scaling, fullscreen and a quick save slot plus ten numbered state slots.

Sly Debugger

This is a big part of the project and share's the "spotlight" with Sly Launcher! You can step through instructions, run to emulation events, set CPU and memory breakpoints, follow disassembly in a list or graph and inspect registers, call stacks and memory. There are dedicated views for MMIO registers, DMA and so much more. On the graphics side you can inspect tiles, tilemaps, backgrounds, sprites and palettes alongside the game's output.

The SNES core also cover the SPC700 and SA-1 coprocessor! SA-1 and Super FX have their own workspaces with registers, disassembly and hardware-specific views.

There's also built-in Lua editor support!! Scripts can inspect and modify memory and react to emulation events. One example for Yoshi's Island logs coin pickups, lets Yoshi keep "fluttering" mid-air while you hold B and prevents Baby Mario from being release(?).

Compatibility?

Sly is actively growing and is based on multiple emulators I already had written, so cores are being picked up quickly. So far I support:

  • SNES support is very good
  • Most GBA games run, no audio yet. Savegames are also not supported (tho savestates are)

with much more planned! To name a few I want to support PS1 (next on the list based on community votes), GameBoy (Color), Sega Genesis, Dreamcast, GameCube and Wii! That list is not complete :)

Where can you use it?

You can find everything on my GitHub!

  • Windows, macOS and Linux: separate downloads for Sly Launcher, Sly Classic and Sly Debugger
  • Web: try Sly Debugger in a WebGPU capable browser.
  • iOS: an unsigned IPA for sideloading (planning to release in the AppStore). Android is planned.

For anyone interested in learning the hardware, I've also been working on a 3 part GBA graphics series with interactive explanations and examples from real games! I'm super proud of these blog posts so I'd love to hear your thoughts! Sly Debugger facilitated creating them :) The posts go from bitmaps, tiles and palettes through sprites, blending and windows to rotation, scaling and perspective:

Links plz

If you try it, I'd love to hear what works and what breaks. Please include the frontend, platform, game region/revision and steps to reproduce when reporting a problem. Code contributions are welcome and so is help with design, icons, UI/UX, artwork and cartridge models. Please read the README in full before submitting anything!

Looking forward to see where this will go! And don't worry, I wont abandon Gecko now :)


r/emulation • • 22h ago

Analogue Reveals New SuperNT+ & MegaSG+ Consoles

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22 Upvotes

r/emulation • • 2d ago

News Sunsetting decomp.dev

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255 Upvotes

r/emulation • • 1d ago

Virtual Jaguar - Atari Jaguar & CD emualtor; Now new standalone app for Windows, Linux and MacOS.

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25 Upvotes

https://jaguar.provenance-emu.com/app.html

I’ve been working on the Virtual Jaguar libretro core for a while, and it now has its own desktop front end. It runs the same core RetroArch uses, so options and save states work the same in both. The RetroArch core isn’t going anywhere.

What it does:

  • macOS (Apple Silicon + Intel), Windows (x64 + ARM64), Linux (AppImage, .deb, Flatpak)
  • No BIOS files needed. The boot ROM and CD BIOS are built in.
  • Jaguar CD support from .cue/.chd/.cdi
  • Library with box art, search, favorites, recently played, and a save states tab
  • Save states with thumbnails, plus “resume where I left off”
  • Per-game controller remapping, all 12 keypad buttons on a gamepad, Tempest rotary, mouse, light gun, Team Tap
  • RetroArch .slangp shaders (CRT presets bundled), integer scaling, aspect options
  • RetroAchievements (softcore/hardcore) and optional Discord Rich Presence
  • Cheats from the libretro database, plus manual codes
  • LAN link-cable play for Doom, BattleSphere, AirCars and Ultra Vortek (Voice Modem). It’s LAN only, not internet netplay (coming soon though).
  • Themes and a theme editor, any installed font
  • Dev tools for homebrew people: 68K/GPU/DSP debugger, memory editor, Object Processor list, blitter log, and a gdb stub

Screenshots and downloads: https://jaguar.provenance-emu.com/app.html

Source: https://github.com/libretro/virtualjaguar-libretro


r/emulation • • 1d ago

OpenCDi: A new, open-source Philips CD-i emulator written in Rust with DVC (MPEG-1) support

48 Upvotes

Hi everyone!

I’d like to share **OpenCDi**, an open-source Philips CD-i emulator written in Rust:

https://github.com/sigsantilio/opencdi

### Current Features:

- **CPU:** Philips SCC68070 (68000/68010 instructions, internal timers, UART & DMA).

- **Video:** Philips MCD-212 (Plane A & B, Run-Length, CLUT, DYUV, ICA/DCA instruction lists).

- **Audio & Disc:** CDIC controller with CD-DA and ADPCM decoding, CHD and raw sector support.

- **DVC / FMV:** Digital Video Cartridge (MPEG-1) emulation with hardware demuxer, audio/video synchronization and MCD-212 compositing.

The project is completely open source under the MIT License. Contributions, compatibility testing, and hardware insights from the community are warmly welcome!


r/emulation • • 21h ago

AI-assisted I built MuffinEMU; a Wii U emulator for iOS.

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0 Upvotes

MuffinEMU is an open-source port of Cemu; designed to let you play your favourite Wii U titles on any iPhone or iPad running iOS 15 and up. I’ve extensively tested and used it on multiple devices; such as the iPad A16, an iPhone 12, an iPhone 15 Pro, and an iPad Pro A12Z. 

Functional + tested games: 

Mario Kart 8

The Legend of Zelda: Breath of The Wild 

Splatoon

Super Mario 3d World 

The Legend of Zelda: The Wind Waker HD

Captain Toad: Treasure Tracker

- Downloads are in my discord, attached below. 
- Join the MuffinEMU discord for announcements, troubleshooting, help, and more.

Links:

Site: https://muffinemu.github.io/MuffinEMU/

Discord: https://muffinemu.github.io/MuffinEMU/discord


r/emulation • • 1d ago

AI-assisted Amber Folio: a targeted 8086/EGA/Tandy emulator for SSI's Gold Box games, checked against real-chip vectors

0 Upvotes

Amber Folio emulates only the PC that SSI's Gold Box games actually touch, and nothing else: an 8086, EGA, the 8253 timer, the PC speaker, the Tandy 1000's SN76489-family sound chip, and the handful of DOS calls the game makes. Pool of Radiance (1988) runs on it unmodified, overlay manager and all. Source, AGPL: https://github.com/amberfolio/amberfolio

Design choices that might interest this sub:

  • CPU conformance. Checked against SingleStepTests/8088 v2: all 323 files, about ten thousand cases each, registers, flags and memory compared after every case. Undefined flags must match bit for bit too, with no masks. Where the Intel manual and the recorded chip disagree, the chip wins.
  • One virtual clock. Nothing reads host time. A run is keys, ticks and state hashes, so sessions replay exactly and are committed as tests, with no game content in them.
  • Enhancements as "seams". CS:IP breakpoints qualified by which overlay is resident, with native handlers. They fail closed: an unknown binary, or an overlay that isn't loaded, means the seam does nothing. With every seam off, a run's machine state is identical to a build with no seam engine at all, checked by recorded pairs in CI.
  • Log, don't fake. An unimplemented instruction or port stops the machine and says where, rather than guessing.
  • Facts, not data. The repo holds addresses, offsets and SHA-256s, never game code, data or a disassembly, with a content guard on every commit.

Hosts: an SDL desktop build (Windows, macOS, Linux, from source) and a WebAssembly build. The web one runs at https://amberfolio.org in desktop browsers and on iPhone, iPad and Android, from your own GOG or Steam copy; the files stay in the browser.

Built with heavy use of AI coding tools (Claude Code, exclusively), and I'd rather say so here than have someone find it. Not affiliated with the games' rights holders.


r/emulation • • 3d ago

Another Gecko, the GameCube and Wii emulator, update: texture packs, easier setup and tons of improvements!

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96 Upvotes

r/emulation • • 3d ago

RetroArch fork being discussed due to heavy LLM usage

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310 Upvotes

r/emulation • • 3d ago

Microsoft launches Xbox Labs in response to game recompilation and modding projects - exploring AI-assisted game decompilation and ports

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220 Upvotes

r/emulation • • 3d ago

ScummVM 2026.4.0 "Never-slop" is released on the 25th anniversary

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223 Upvotes

r/emulation • • 4d ago

Azahar 2126.2

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96 Upvotes

Nintendo 3DS Emulator


r/emulation • • 5d ago

AI-assisted Erings 1.0 release (Saturn emulator) - GPU rendering, upscaling, performance improvements and more

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96 Upvotes

AI Help

This is an AI assisted project and as such AI is used. I’ve talked about ways I use it before. All the tests and the majority of comments are written by AI per usual. These are tedious. Tests just need to work and it’s a lot easier to edit comments written by the AI to make sense vs writing them all myself.

That said, I leaned on it a lot with this GPU work. Specifically, the internal/hostgpu package. The two parts of this are the go compiler and the GPU backend emitters. These are pretty much all AI coded. Writing something like this would have taken me far longer and I would have hated it. Even with targeting a trimmed down subset of go, this is a big and error prone feature.

Having AI do the coding doesn’t mean I walked away. I still designed what I wanted it to do. Told the AI how to do it. Reviewed and corrected what it did. A lot of time was also spent tinkering with what it came up with. For example, the first emitted hlsl code was slower running at native resolution on the 5060 than software running at 4x. I spent a lot of time debugging, optimizing, and making the AI output usable. Even then, using the AI to write the bulk of the code still saved me significant time.

Another thing it was helpful with was designing the upscaling. I didn’t want to have separate upscaling and accurate compute shaders. The upscaling needed to support multiple resolutions and native resolution is a resolution. The majority of the compute shaders were reused with a few paths for non native added to them. This all came from talking through designs and modeling ideas with the AI.


r/emulation • • 5d ago

ESP32-P4 Runs 3D GBA Games at Full Speed – Doom II, V-Rally 3 and more (RISC-V JIT)

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17 Upvotes

r/emulation • • 6d ago

SkyEmu's no-AI codegen policy

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233 Upvotes

r/emulation • • 7d ago

Modders make PS5 play original PS2 discs, a feature Sony never added

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985 Upvotes

Developer Sword, known for his work on the PS2 to PS5 emulator “PS5SX2”, has published a video showing an original PS2 disc being inserted into a PS5 and launched.

It also supports external USB DVD drives as seen here

PS3 disc support has been added


r/emulation • • 7d ago

Super ZSNES v0.320 Release

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135 Upvotes

Hey r/emulation!

New version of Super ZSNES is now out.

Here's what's new:

  • Re-worked input routines for better compatibility
  • Add ability to disable loading of enhancement data (visual & audio) in the game specific options
  • Initial Retroachievements implementation. Note: Does not have hardcore mode yet - that will eventually come once we verify that all is working well.
  • OBC1 emulation
  • Moved buttons around on mobile to reduce accidental presses
  • Added load state confirmation popup - enable it in the options
  • Fix for upper memory ram address pro action replay cheat codes
  • New Audio enhancements from Milon for Megaman X, Secret of Mana, and Super Metroid. Welcome Milon to the Enhancement Team!
  • Disabling enhancement textures now also disables Starfox 3D textures
  • Added initial starfox audio enhancement (thanks Milon for the samples!)
  • Added gaussian and cubic interpolation to enhanced audio
  • Added new Fall Season background effect

Next major release (v0.400) will focus on giving the enhancement engine a nice overhaul.

You can get it at: https://www.zsnes.com


r/emulation • • 8d ago

How are these PS5 emulators evolving this fast?

198 Upvotes

I mean last time I checked they were running 2D games menus at 3 fps, now you're telling me they are running 3D games on playable framerate and 2D games on 2016 integrated graphics and also a playable framerate? this is INSANE pace.


r/emulation • • 9d ago

RPCS3 team has no interest in PS5 port, but an unofficial native build already runs on PS5 Pro

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479 Upvotes

r/emulation • • 11d ago

Xenia Edge Adds Experimental Xefu Support (Original Xbox Emulation on Xbox 360)

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157 Upvotes

Xenia Edge

Also the video is not from me. I found it on Xenia Discord.


r/emulation • • 10d ago

AI-assisted gamewave-emu - Game Wave Family Entertainment System emulator

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2 Upvotes

r/emulation • • 11d ago

Prospero Win v0.1.0 - homebrew app that runs Windows games directly on a PS5

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105 Upvotes

The first ready-made release of prospero win: https://github.com/mpereiraesaa/prospero-win/releases/tag/v0.1.0

What prospero win is:

Runs Windows games directly on a PlayStation 5. It carries its own copy of Wine, so there is no PC streaming involved: the game runs on the console.

  • 64-bit Windows programs run natively on the PS5's x86-64 CPU. 32-bit games run through prospero-win's own x86 translator.
  • Direct3D 8, 9, 10 and 11 games draw through DXVK and Vulkan. Older OpenGL games are supported too, and so are 2D games and Windows programs that draw with GDI.
  • You can play with the DualSense (Xbox-style XInput, analog sticks, triggers and rumble, plus custom mappings for keyboard-and-mouse games) or with a USB keyboard and mouse.
  • Game audio comes out of the PS5's own audio output.
  • A launcher lists your games. Each game has a profile with its graphics and control settings.
  • It's experimental. Some games work well, and many haven't been tried yet.

r/emulation • • 12d ago

Is there a similar feature to Dolphin's "ubershaders" in other emulators?

48 Upvotes

The thing I can't stand about emulation is the shader compilation stutter. I can handle low resolution/fps, but if the game stutters like crazy for the first hours I simply turn it off. Ubershaders in Dolphin is a godsend and is one of the best technologies I've ever known. If there's a similar function in other emulators I'd be beyond happy. I'm not really up-to-date with emulators these days, so can someone chime in and tell me what stutter prevention features there are nowadays?