r/emulators • • Feb 11 '25

Suggestion That's 100 percent true!

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1.5k Upvotes

r/emulators • • Jun 27 '24

Announcement Emulators 101

193 Upvotes
  • PS1 / N64 and older — RetroArch. Still a good unified frontend. For N64, Mupen64Plus-Next is still current; for PS1, SwanStation is still available as a core. (retroarch.com)
  • PS1 Standalone — DuckStation. Still the cleanest standalone PS1 recommendation, with current downloads and a focus on accuracy and game support. (duckstation.org)
  • N64 Standalone — Gopher64 / RMG. Do not recommend Simple64 anymore: its maintainer archived it and explicitly tells users to move to Gopher64 or RMG. (GitHub)
  • NINTENDO Switch - Eden
  • PS2 — PCSX2. Still the main PS2 recommendation, and it is still actively shipping builds in 2026. (GitHub)
    • ARMSX2 is best on android
  • PSP — PPSSPP. Still the king for PSP, with current multi-platform builds and active 2026 releases. (ppsspp.org)
  • Dreamcast — Redream / Flycast. Redream is still the easiest plug-and-play option. Flycast remains the better open-source pick if you also care about Naomi, Naomi 2, or Atomiswave support. (redream.io)
  • GC / Wii — Dolphin. Still the recommendation; just use a current official build. Dolphin is still actively improving in 2026. (Dolphin Emulator)
  • DS — melonDS. Still the default Nintendo DS recommendation, and the project is still posting development updates in 2026. (melonds.kuribo64.net)
  • 3DS — Azahar. Replace Lime3DS with this. Lime3DS is discontinued and now points users to Azahar, which merged Lime3DS with PabloMK7’s Citra fork. (GitHub)

From this point onward, hardware demands rise fast:

  • Wii U — Cemu. Still the Wii U choice, with current 2.6 builds and active development. (cemu.info)
  • PS3 — RPCS3. Still the big PS3 emulator to recommend, but it remains very CPU-heavy. Its compatibility database is still actively maintained. (rpcs3.net)
  • PS4 — shadPS4. No longer just a novelty. It is still early, but the project now officially lists games like Bloodborne, Dark Souls Remastered, and Red Dead Redemption as running, and it continues to ship 2026 releases. For regular users, use the QtLauncher instead of the raw core. (GitHub)
  • Xbox — xemu. Still the go-to original Xbox emulator, with current 2026 builds and official XLink Kai-capable networking via bridged mode. (xemu.app)
  • Xbox 360 — Xenia Edge is best on Linux because of Vulkan

r/emulators • • 6h ago

OTHER Emulator Games, Now 100% Native on Steam!

23 Upvotes

Emulator & Epic Games with Steam Achievements making non-Steam games feel nativeThere are already plenty of tools that add emulator games or games from other launchers to Steam, so I wanted to take it a step further.

I created Taiga Launcher, a free and open-source project that automatically adds emulator, Epic, GOG and other games to Steam but instead of just creating a shortcut, it tries to make them feel like native Steam games.

You get artwork, game information, playtime and, most importantly, achievements directly inside Steam, including Steam-style achievement notifications while playing. It can also recognize PC ports of console games.

For example, God of War III can be detected, added to Steam and have its achievements tracked there. You can connect different services and accounts so Taiga Launcher can import achievement data and bring everything together inside Steam.

Link: https://github.com/GabrielTaiga/Taiga-Launcher-for-Steam/tree/main

A non-Steam game page without the program running

Emulator and other-store games inside Steam

Every achievement inside Steam

All the information, like a native game

Games count toward your Steam library total

Your games in your Steam collection

Games from many emulators

Connect your accounts to track achievements in Steam

Customize covers right in the app

Games from Epic, GOG, Xbox and other stores

Achievements can come from RetroAchievements, but the system is not limited to it.

Games running through PS3 and PS4 emulators, as well as native PC games installed outside of Steam, can also have achievements tracked by Taiga Launcher. At the moment, those achievements are stored locally on the user's PC.

In the future, I plan to add an online module to sync achievements and link them to the user's account across devices.


r/emulators • • 17h ago

Testing Marvel's Wolverine KytyPS5 Emulator - Retesting Wolverine a few weeks later. Has it improved any? Let's see.

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21 Upvotes

r/emulators • • 50m ago

Help Me Pls! Game Emulator for Linex ibuntu with Home server running

• Upvotes

Hi All , wanted some help an advise , I have recently moved to Linex and have sorted my home server via jellyfin with Usenet , I wanted to know if it would be possible to add a good game emulator to the pc so I connect to my tv to play and still have my my automations working , I use betacera but that required a different boot I want to be able to use both from that pc and run simultaneously , your advise will be appreciated.


r/emulators • • 4h ago

OTHER I've been working on a Wii U emulator that runs entirely in a web browser!

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2 Upvotes

Head's up, since I am a solo-dev, I used codex for a lot of minor iterations while I was away. I cannot claim I wrote every line of code myself. I wanted to say this here rather than me trying to hide it and getting credit for something I didn’t 100% make. It isn’t just a vibecoded project, but I also didn’t not use ai in any way. I’m not sure how to add the “ai assisted“ tag.

I've been working on a project called Latte, a Wii U emulator that runs directly in a web browser using WebAssembly and WebGL. I wanted to share some of the progress I've made! The video (linked below) shows splatoon booting and eventually loading into actual gameplay. Everything is being emulated locally in the browser, not streamed from another computer.

Low-quality gameplay recording

Latte uses a heavily modified version of the Wii U emulator Decaf as its foundation.The Wii U's PowerPC CPU and much of the underling system run through a native core compiled to WebAssembly using Emscripten. This allows the browser to execute the emulation code without requiring a separate native application.

The graphics side is a bit more complicated. The Wii U uses a graphics API called GX2, which isn't directly supported by browsers. Latte uses Decaf's existing GPU and shader emulation work, including translating Wii U shaders into SPIR-V. These shaders are then converted into a format that can be used with WebGL, using SPIRV-Cross. There's also a lot of additional work involved in getting the graphics to actually display correctly, including textures, render targets, framebuffers, synchronization, and other GPU behavior.

How much is based on Decaf?

Quite a bit of the underlying emulation is based on Decaf, and I definitely don't want to take credit for creating all of that from scratch. However, getting it working inside a browser has required extensive modifications and additional code, particularly for the browser runtime, graphics rendering, compatibility, memory management, and performance. I've also used Cemu as a reference for how certain Wii U features and graphics should behave, but Latte doesn't run Cemu or incorporate its code.

How well does it work?

It's still very experimental, but the progress has been pretty interesting! Latte can already boot quite a few Wii U games without needing game-specific modifications. Splatoon can reach actual gameplay, and I've also gotten games like breath of the wild and mario kart 8 to boot and display recognizable graphics. I've especially worked hard on getting botw to show accurate graphics and shaders, however they aren’t perfect.

That doesn't mean everything is playable yet, though. Mario Kart 8 currently freezes when trying to load a race, for example, and several games still have missing graphics, rendering bugs, and long loading times. In addition, most games suffer from a major performance hit compared to Cemu, and a major decline in performance after a while. Botw specifically only hits ~1 fps during gameplay.

My main goals now are improving compatibility, making the graphics more accurate, and getting performance closer to native Wii U emulators. It's definitely nowhere near as polished as Cemu, but seeing actual Wii U games running entirely inside a browser has been pretty exciting.

I'd love to hear what people think, especially anyone familiar with Wii U emulation or browser-based emulators!

I plan to release this soon, but I still would want to work on it more before doing so, and also cleaning up my code in a way that would actually be usable.


r/emulators • • 2h ago

Suggestion Retro by Frido: a simple, good-looking emulator for playing classic games on Apple TV

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1 Upvotes

Have you guys tried this yet? For those who have an Apple TV 4K, I can definitely recommend this! It's so much better than Retroarch.


r/emulators • • 15h ago

Testing RTX 5070 + i5 14600K - Test In 10 PC Ports

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7 Upvotes

r/emulators • • 5h ago

OTHER Disassembled two Game Boy ROMs and talked to Claude Code

0 Upvotes

r/emulators • • 5h ago

Gameplay UltraCombo: native PC ports of arcade Killer Instinct 1 & 2 via static recompilation

1 Upvotes

To be upfront about two things:

  • This is a static recompilation, not a matching decomp. There's no readable source. The game's MIPS code is translated into C by a program, in the same spirit as N64Recomp.
  • It was built with Claude (Anthropic's AI coding assistant). It's listed as co-author on every commit, so the history shows exactly how the work was done. I directed it, tested on my own hardware and decided what went in. To make sure it isn't one of the thinly tested AI ports people worry about here, every change has to pass the regression tests described below.

The games

Killer Instinct (1994) and Killer Instinct 2 (1996) run on Midway's MIPS R4600 arcade board, with a DCS sound board and an IDE hard disk holding the game. UltraCombo runs both natively on Windows and Linux, from one program.

How it's tested

  • A scripted 4,400-frame fight produces a fixed state hash, and every change has to reproduce it.
  • The hash is the same whether the module is built with gcc, Zig or TinyCC, and on Linux or Windows. The interpreter produces its own hash, which is also stable.
  • Sound was checked sample by sample against recorded output.
  • This determinism is also what lets rollback netplay work between machines with different compilers.

How the recompilation works

  • Snapshot instead of ROM parsing. The boot ROM loads a compressed payload from the disk into RAM. The program boots the game on a MIPS interpreter until the code is loaded, then snapshots it. In KI2 the code sits at 0x88000000–0x8802f27c and never changes itself after loading.
  • Finding functions. Entry points come from jal targets plus lui/addiu address pairs, which catch function pointers built in registers. KI1 comes out at about 540 functions.
  • Computed jumps. The sprite blitters jump into unrolled code with jr, landing at addresses computed at run time. Those functions get a label on every instruction.
  • Interrupts are taken at block boundaries. Anything the translator doesn't cover falls back to the interpreter, which can also run the whole game by itself.
  • No game code is shipped. The translator is part of the program. On first launch it reads your ROM and CHD, generates the C and compiles a native module locally, using a bundled Zig, your system gcc/clang, or TinyCC. This takes about a minute, and the module is cached. The repo and releases contain no copyrighted code or data.
  • The hardware that's still emulated: the ADSP-2105 DCS sound board, the IDE disk (read straight from MAME's CHDs, never written), TLB-mapped lookup tables and the I/O ports.

The port on top

  • Rollback netplay (Linux and Windows can play each other)
  • Save states, rewind, run-ahead and frame advance
  • Training mode: health refill, a frozen clock, dummy record and playback, and an input display
  • libretro GLSL shader presets (crt-royale, crt-guest, ScaleFX and others), plus built-in sharp, smooth and CRT looks
  • Rebindable keys and gamepads, SOCD cleaning and rumble
  • Selectable KI1 versions: L1.5D or the original L1.4, with its bugs and infinite combos

It's authentic by default, and every enhancement is an option you switch on.

State

v1.0.0 pre-release. Netplay hasn't been tested with a real second player yet, so reports are very welcome.

Repo: https://github.com/thefixinhixon/UltraCombo (MIT)

You need your own MAME kinst/kinst2 sets, so please don't ask for ROMs.

I'm happy to answer questions about the translator or the hardware.

Killer Instinct is a trademark of its owners. This project isn't affiliated with them.


r/emulators • • 10h ago

Help Me Pls! RPCS3 flickering always

2 Upvotes

I am trying to play ratchet and clank emulated and when i’m trying to download the shader interceptor variants it keeps flickering like crazy what can i do or is this normal


r/emulators • • 1d ago

OTHER Hopefully

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200 Upvotes

Let it be real


r/emulators • • 14h ago

Help Me Pls! How do i use a file to ANYps5 on linux?

1 Upvotes

i am trying astro playroom


r/emulators • • 14h ago

Question New to emulation just got Pocket Nova

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1 Upvotes

r/emulators • • 1d ago

Testing KytyPS5 (PS5 Emulator) - Gran Turismo 7 #1 (9800X3D + RTX 4080)

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144 Upvotes

This is the first gameplay video to compare with upcoming updates.


r/emulators • • 17h ago

Question Best hand held emulator

0 Upvotes

Im not sure if im in the right place but I keep seeing this ad for a portable gaming device that has tens of thousands of games.

Im an old fart so I thought this was a new thing but apparently there are a bunch of these things, im just trying to find the best one for me.

Im mainly interested in playing old school Nintendo games thats comfortable to hold with a nice screen, the ad I saw was for retroverse.

Thanks


r/emulators • • 17h ago

Question 'Replay' for Tekken 6 PSP!!!

1 Upvotes

r/emulators • • 17h ago

Question Could shadow hearts or shadow hearts 2 work on a homebrewed 3ds?

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1 Upvotes

I add these here too and add the question: best way to emulate those games?


r/emulators • • 17h ago

Help Me Pls! What is the best yugioh fmr for psx emulator?

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1 Upvotes

r/emulators • • 1d ago

OTHER [Dev] CryptPS5: Exploring PS5 static binary relinking, nested PUP firmware unpacking (SLB2/0xEEF51454) & HLE virtual memory in C++20

3 Upvotes

Processing img y9i96uvd2swh1...

Hey r/emulators!

I’ve been developing CryptPS5, an experimental open-source research project built using Google DeepMind's Antigravity as an AI pair-programmer for rapid clean-room C++20 architecture prototyping, nested PUP container parsing, and HLE system simulation.

AI PAIR-PROGRAMMING (GOOGLE ANTIGRAVITY):

- The core architectures, container decoders, and direct memory simulators were co-engineered using Google DeepMind's Antigravity agentic coding environment.

- Used Antigravity to explore clean-room specifications, rapidly squash relocation displacement bugs (PC32 / RVA), and generate automated verification suites.

CURRENT FEATURES & ARCHITECTURE:

• Nested PUP Firmware Unpacker (core/decrypt/):

- Decodes the outer SLB2 32-byte header and 48-byte block-offset components. Successfully extracts the 1.17 GiB PS5UPDATE1.PUP partition payload from official update files in ~1.8s.

- Parses inner container headers (0xEEF51454) with dynamic AES-CBC descriptor validation and partition table indexing (system.img, kernel.elf, secure3.elf).

- External --keys keys.txt architecture to allow users to supply their own dumped keys.

• HLE DirectMemory & Virtual Address Simulator:

- Implements 16 KiB page granularity (0x4000) and unified GDDR6 direct memory physical allocation pools for game shaders and compute rings.

- Bounds-checked virtual page protection (PROT_READ, PROT_WRITE, PROT_EXEC).

• ELF Symbol & Relocation Engine:

- Clean-room parser for .dynsym, .symtab, and .rela relocation tables.

- Resolves R_X86_64_64, R_X86_64_RELATIVE, R_X86_64_32, and R_X86_64_PC32 branch displacements with RVA support.

• Clean-room & Attribution:

- Full clean-room C++ codebase with automated verification tests passing with zero errors. Prominent attribution is given to upstream AnyPS5 and boykopovar.

GitHub Repository:

https://github.com/nhamstaff/CryptPS5

I would love to hear feedback and technical thoughts from the emulation community on AI-assisted reverse engineering and emulator architecture!


r/emulators • • 1d ago

OTHER Shadow of the colossus pc port

2 Upvotes

The game has no sounds it says sound modules not found ? please how to fix it


r/emulators • • 2d ago

Question What does it mean for it to reach 100%?

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1.1k Upvotes

I'm not in complete understanding of Anyps5 other than it makes ps5 games executable natively. But what does it reaching 100% mean?


r/emulators • • 1d ago

Problem Solved! PSA for older PCs: the Uncharted Collection PC port now runs on 3rd-gen Intel CPUs (all 3 games tested)

2 Upvotes

If you tried the Uncharted Collection PC port ([Supermedo/uncharted_pc](https://github.com/Supermedo/uncharted_pc)) and got "This processor cannot run the game" on an older Intel CPU, I made a fix for 3rd-gen Intel (Ivy Bridge, e.g. i5-3570, i7-3770, Xeon E3 v2).

Tested on a Xeon E3-1240 v2 + GTX 1050 Ti:

✅ Uncharted 1 ✅ Uncharted 2 ✅ Uncharted 3, all playable.

- Submitted to the official port: https://github.com/Supermedo/uncharted_pc/pull/336

- Test build: https://github.com/Umar-Qayyum-dev/uncharted_pc/releases/tag/oldcpu-test-1

Heads-up: U2 can still hit the port's known streaming crash on any PC, so save often and keep Frame generation off on 4 GB cards. You need your own copy of the game (PS4 dump).


r/emulators • • 1d ago

Question What are ‘repack’ ROMs?

2 Upvotes

Im new to the emulators world and ive seen some roms labeled as repacks and idk what these are and whats the difference between them and other roms not labelled as repacks.

Thx in advane


r/emulators • • 1d ago

Question the security/reliability of Vimm lair

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1 Upvotes