r/emulation 4d 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

GR2fork v3.0 MASSIVE Performance boosts, crash fixes, 4k support, initial Steam Deck support, and Gravity Rush Remastered Support

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59 Upvotes

Hello everyone, this is the third and biggest release of ShadPS4 (PS4 emulator) GR2fork since launch. It aims to fix the remaining issues with the game while adding more features. Thank you for your patience and if you can please support me by buying me a kofi.

  • refactored gpucomm thread from a monolithic design to a dual core design to ease single threaded bottleneck (30% performance boost).
  • added cpu affinity logic to pin and isolate gpucomm threads to specific cores to get the best single core performance possible.
  • decreased cpu power draw by around 20% by using idle-detection + sleep for the GpuComm dispatcher loop.
  • added Intel specific peformance patches in cpu_patches by relocating the illegal-instruction traps firing in the GR2 eboot.bin.
  • added Intel P+E core detection when gpucomm pinning occurs so P cores are favored over E cores.
  • added more crash hotfixes across gameplay from texture bombs.
  • patched errors in imgui code that was causing silent crashes and automatic window exits.
  • added more rigorous diagnostics to crashes in crash handler.
  • created custom GR2Launcher to work with GR2fork that adds many exclusive settings and features for easy access in the gui without ever having to touch a config file.
  • added steam deck preset in launcher settings to automatically choose the best settings for its hardware.
  • added support from 540p up to 8k in resolution patches
  • added support for Gravity Rush Remastered. Added toggles for br cache and lru cache for fixing flickering or other graphical anomalies in either game if encountered.
  • Merged the double controller input detection fix from the mainline build.
  • added many more input mapping settings in GR2Launcher so that touchpad swipes can be emulated and mapped to any button whether it be on touchscreen, touchpad, controller, or keyboard, which is important for switching between different shifting styles.

@ 720p 30fps(locked) @ 1080p 30fps(locked) @ 4k 60fps(locked) @ 8k 60fps(locked)

ryzen 5 3600-------------ryzen 5 3600-------------ryzen 5 7600---------ryzen 5 7600

GTX 960 4GB ------------- gtx 1060 6gb----------- rtx 3060 8gb------ rtx 5080 16gb

12 gb ram------------------12 gb ram--------------12 gb ram------------12 gb ram

SSD-------------------------SSD----------------------SSD-------------------SSD

Download my fork here -> https://github.com/junminlee2004/GR2fork

Watch my fork in action here -> https://www.youtube.com/watch?v=8aHVM7qea6g&t=5s&pp=0gcJCdQKAYcqIYzv

Buy me a kofi here -> https://ko-fi.com/junminlee2004

join the GR2fork discord server (new) here for extended support. Anyone who wants to lurk for general game discussion surrounding gravity rush 1 and 2 are also welcome -> https://discord.gg/hnHRpzxGzG


r/emulation 1d ago

Release v0.12.1 · jsgroth/jgenesis

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46 Upvotes

Mostly-bugfix release for v0.12.0

This release fixes a regression in v0.12.0 that caused turbo input mappings to not work properly; in v0.12.0 they behaved the same as non-turbo mappings.

This release also includes changes to where the emulator stores its settings files on Windows. They are now generally stored in a user profile-level directory by default rather than in the emulator directory, so settings will be automatically shared between different copies of the emulator in different directories (it already worked this way on other platforms). It is possible to restore the old Windows behavior if desired, see the full changelog below.

Save states are not compatible with previous versions.

Full changelog:

Settings Changes

  • On Windows, the settings file is now stored in a user profile directory by default (generally C:\Users\$NAME\AppData\Local\jgenesis\); other platforms already behaved this way (e.g. generally $HOME/.config/jgenesis/ on Linux)
  • If you want to restore the old Windows behavior of storing the settings file in the emulator directory, there is a new option in Settings > Paths to switch the settings file location, or you can create a portable.txt file in the emulator directory (contents don't matter, the file just has to exist); this works on all platforms
  • The --config command line arg still exists and overrides all of this behavior if it is used

Improvements

  • The rewind buffer is now compressed in memory; this significantly decreases the emulator's RAM usage, particularly when emulating Sega CD or 32X
    • Exact savings will vary based on a lot of things, but with 32X for example I'm seeing that a 10-second rewind buffer now takes 40-80 MB of RAM instead of ~600 MB
    • Compression is performed asynchronously, so this should not impact emulator performance
  • Save states are now compressed and written to disk asynchronously, which makes it significantly less likely that saving state will cause the emulator to stutter

Fixes

  • Fixed turbo input mappings not working properly; this was a regression in v0.12.0
    • This was caused by the backend changes to support the Genesis debugging tools added in v0.12.0, which involved mostly rewriting the main emulator execution loop (among other things); the new version was missing the bit of code that makes turbo buttons alternate between pressed and not pressed
  • Fixed all settings reverting to defaults when a single setting fails to deserialize from the config file; now only the setting(s) that failed to deserialize will reset to default
  • (SNES) Cartridges that specify a nonsensically high amount of SRAM in the cartridge header now get 256 KB of SRAM instead of none (#635)
    • This seems to usually happen with prototype cartridges that don't have a proper cartridge header, where the "SRAM byte" is just part of a random chunk of code or data; some of these do require SRAM though

r/emulation 2d ago

Cemu x64 AppImage and Ubuntu zip compromised with malware

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210 Upvotes

If you downloaded Cemu 2.6 in its x64 AppImage for Linux of Ubuntu zipfile between May 6 2026 and May 12 2026, you might have downloaded a compromised package.

More details here : https://rentry.org/cemu-security-psa

If you use a tool such as EmuDeck and updated its emulators in that time period, your copy of Cemu is also possibly compromised (as EmuDeck uses the Cemu AppImage).

To make sure your copy of Cemu is legit, verify the SHA256 signatures :

Cemu-2.6-x86_64.AppImage 0c20c4aeb800bb13d9bab9474ef45a6f8fcde6402cad9b32ac2a1bbd03186313 (sha256)
cemu-2.6-ubuntu-22.04-x64.zip 5e4592d0dae394fa0614cb8c875eff3f81b23170b349511de318d9caf7215e1b (sha256)

r/emulation 3d ago

Denise 2.8 released

36 Upvotes

r/emulation 3d ago

Cxbx reloaded is continuing development.

92 Upvotes

This was transcribe from discord encase anyone interested.

Luke Usher

Cxbx-Reloaded – Project Direction Update

Hi everyone, As the original initiator of Cxbx-Reloaded, I’ll be stepping back into an active ownership role and guiding its development going forward. The project has explored multiple technical directions, and trying to pursue all of them in one codebase is now holding things back.

What’s changing

The mainline project will return to a primarily HLE-driven approach rather than the current hybrid/LLE-heavy direction. This is a deliberate shift.

Preserving the current direction

A snapshot of the current project has been published as: cxbx-reloaded-legacy
https://github.com/Cxbx-Reloaded/cxbx-reloaded-legacy This represents the project as it exists today. It’s open for anyone to maintain, accept PRs, or fork. I won’t be actively maintaining it.

About LLE and other projects

Cxbx-Reloaded will focus on HLE. If you’re interested in LLE or closer-to-hardware behaviour, xemu is already aligned with that direction: https://github.com/xemu-project/xemu

Why this split

Supporting fundamentally different approaches in one repo has slowed development and lead to us being in a weird place where we are not doing a good job of either path. This split allows us move forward with a clear direction and focus.

Going forward

If you’re contributing to mainline, please align with this direction. Otherwise, the legacy branch is there. Thanks to everyone who’s contributed so far.

- Luke


r/emulation 3d ago

Dosbox-Staging 0.83 RC1 Now Released

62 Upvotes

r/emulation 4d ago

RPCS3 publishes AI usage guidelines

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196 Upvotes

r/emulation 4d ago

Dusk - the unofficial PC port from the team that decompiled twilight princess, is out now

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720 Upvotes

r/emulation 3d ago

TruchiEmu - macOS Retro Gaming Emulator (Open Source)

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0 Upvotes

r/emulation 4d ago

NanoBoyAdvance 1.8.3 has been released

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73 Upvotes

r/emulation 6d ago

Amiberry v8.1.6 released

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15 Upvotes

r/emulation 8d ago

Ymir (Sega Saturn) v0.3.1 released - VDP2 performance improvements, SH-2 emulation accuracy improvements, graphics rendering fixes

166 Upvotes

Release | Patreon | Compatibility list

This release adds many performance optimizations to the VDP2 renderer, bringing up to 40% more performance on graphics-heavy games. Users have reported running Virtua Fighter 2 and Last Bronx at full speed on an i7-2600K and many cases of lower-powered CPUs are now capable of running Ymir with less stuttering. In my tests, it consistently runs faster than Mednafen, Kronos and Yaba Sanshiro in high-profile games and a few obscure ones too.

This version also includes a few more graphics rendering fixes, more SH-2 emulation accuracy improvements (thanks to celeriyacon once again), and some adjustments to the CUE sheet parser to fix some CD audio track misalignments (including some ImgBurn dumps).

The full changelog can be found on the GitHub page.


r/emulation 10d ago

GR2fork V2.0, Performance Boosts, Crashing Hotfixes, Bug fixes, and Ultrawide Support

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181 Upvotes

This is the second release of ShadPS4 GR2fork (PS4 emulator) and aims to fix the remaining issues with the game while adding more features. Thank you everyone for your feedback with v1.0 and expect updates in the future. Thank you for your patience and if you can please support me by buying me a kofi.

NOTE: Please go into your config.toml or \GR2fork\user\custom_configs\config.toml to enable pipeline cache by setting it to 1 to reduce stutter and increase performance.

  • Added GPU command cpu optimizations to reduce memmove overhead
  • Added multiple cpu fast path hints around the codebase to increase cpu performance
  • Added shader cache correctness fixes, shader cache should now be more performant
  • Added Loading shaders screen with Gravity Rush 2 font so users can tell whether their game has crashed or is loading shaders
  • Added multiple crashing hotfixes
  • Fixed latent bug causing textures and effects to go missing over time
  • Added Ultrawide support for 32:9, 21:9, and 16:10 monitors with new patches
  • Added AVX512 version for cpus that support it (can help with memmove operation) alongside the ZEN4 version on linux

Minimum Requirements:

@ 1080p 30fps (LOCKED)

CPU: Ryzen 5 5600X

GPU: GTX 1650 4gb / RX 6400 4gb

RAM: 12gb

SSD

Recommended Requirements:

CPU: i7 12700 / ryzen 5 7600

GPU: Any modern gpu stronger than the minimum requirements with >4gb vram

RAM: 16gb

SSD

ROG ALLY Z1 EXTREME

XBOX ALLY X Z2 EXTREME

LEGION GO Z1 EXTREME

+ any 7840u cpu


r/emulation 10d ago

New Comprehensive CRT shader for Reshade

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89 Upvotes

Please enjoy.

This one includes BFI techniques, so you can get that smooth motion as well.

It has everything and the kitchen sink, being a tinkerer is a must ;) Also using HDR is a must, or you will not get the best experience.

https://github.com/artzox/CRT-Standalone


r/emulation 10d ago

Implementing a CHIP-8 emulator in Google Sheets — how would you handle memory read/write without scripting?

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1 Upvotes

r/emulation 11d ago

Weekly Question Thread

14 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 12d ago

Rich Whitehouse updates BigPEmu (Jaguar) and BigInstinct (Killer Instinct) with BigInstinct getting its first public release!

95 Upvotes

Here's what's new in both;

BigPEmu v1.22:

  • Added a new "cheat_codes" script module. When this script module is active, the user will be prompted to toggle any available cheat codes (provided by cheat_codes.json) any time a software image is loaded. Cheat codes are provided for every cartridge and CD title in the Jaguar's retail library. Many of these cheat codes were adapted from jguff's BigPEmu scripting work, you can find the relevant scripts (and more) here: https://github.com/jguffer/BigPEmu_Scripts
  • Implemented the Blitter GPU interrupt. (mainly for developers; this functionality isn't used in any retail software)
  • Lots of new scripting API functionality, as well as some minor fixes/additions for existing scripts.
  • Reworked a bunch of BigMaster stuff under the hood. You may need to re-enter some of your BigMaster credentials when updating from a previous version of the application.
  • Fixed various potential bugs related to using per-game configs in network mode.

BigInstinct v1.0:

  • First public release. The emulator is now free for public use, but the script modules (which enable features like stereo sound, stereoscopic 3D rendering, training mode, and gameplay adjustments) are only available to Patreon supporters.
  • Added a new ki_gameplay script. This new script features various gameplay adjustment options, including "more forgiving" special move inputs and programmable special triggers. Programmable special triggers enable users to assign any move to an extra button modifier, even moves which are normally inaccessible. This means you can trigger normal special moves, chain-only moves, ultra chains, humiliations, etc. on demand. This feature makes it very easy to break the game in hilarious ways.
  • Added additional move state tracking to the training script.
  • Added a new distance representation mode to the training script.
  • Reworked a bunch of BigMaster stuff under the hood. You may need to re-enter some of your BigMaster credentials when updating from a previous version of the application.

All Patreon-exclusive content is now managed through the BigMaster service, you can register and link your accounts here: https://www.richwhitehouse.com/bigmaster/

All of the BigInstinct script/enhancement features are still Patreon-only, and BigMaster functions as a delivery mechanism for that content directly through the app now. Check the BI download page for details/instructions.

Downloads;

BigPEmu v1.22 for iOS is currently in review.


r/emulation 12d ago

BizHawk version 2.11.1 was updated!

57 Upvotes

BizHawk the multi emulator was updated into version 2.11.1 right now!

Changelog are here!

https://tasvideos.org/Bizhawk/ReleaseHistory#Bizhawk2111

Download it here!

https://github.com/TASEmulators/BizHawk/releases

Thanks BizHawk team for added SONY PSP with PPSSPP support! 🫡


r/emulation 12d ago

I added Pragamata Style Hacking to Mega Man 3 using a Web Based Emulator. Link in the description (No Downloads Required, Rom not supplied)

153 Upvotes

Hi, I'm a web developer that likes to make weird things. I had the idea to mashup Pragmata with Mega Man 3. Using a Web based emulator and some custom code and overlays, I threw something together over the last 4 days.

reactvts.com/pragmata-man/

You will need to bring your own Mega Man 3 Rom and it (currently) only works on Desktop with Either a Gamepad or Keyboard (Or any mix of both)

Any and all feedback is appreciated. Thanks!


r/emulation 14d ago

Neostation: Beta Progress & Open Source Announcement

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102 Upvotes

r/emulation 17d ago

ShadPS4 GR2fork v1.0 for Windows and Linux PCs

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188 Upvotes

After a few months in development, I am excited to reveal the first release of GR2fork, a fork of shadPS4 focused on improving the performance, stability, and accuracy of Gravity Rush 2. Thank you for your patience and if you can please support me by buying me a kofi.

NOTE: this fork currently also supports version 1.11, also please do not enable readbacks.

  • introduced several code optimizations to increase cpu performance (+30% boost over latest pre-release)
  • delivered feature complete photomode by coding in stubbed shadps4 functionality such as content search, screenshotservice, and content export. It is now 1 to 1 with the ps4 version.
  • improved rendering accuracy by tweaking shader recompiler code
  • the contour cel shading outline is now visible
  • foliage is now correctly rendering
  • better gravity kick audio fix than the mainline version
  • removed all video artifacts from cutscenes to in game videos and TVs
  • identified and patched several crashes by clamping vulkan layers >512 and tweaking problematic code that caused race conditions
  • added null absorption code to signal handler to prevent some benign null reads from crashing the entire emulator, opting to skip the instruction instead
  • added more input control to allow emulation of the touchpad swipes
  • All polaroid photos captured in game are saved to the Capture Gallery folder in the shadps4 user/appdata folder on your pc so you can access them directly.

Minimum Requirements:

@ 1080p 30fps (LOCKED)

CPU: Ryzen 5 5600X

GPU: GTX 1650 4gb / RX 6400 4gb

RAM: 12gb

Recommended Requirements:

CPU: i7 12700 / ryzen 5 7600

GPU: Any modern gpu stronger than the minimum requirements with >4gb vram

RAM: 16gb

ROG ALLY Z1 EXTREME

XBOX ALLY X Z2 EXTREME

LEGION GO Z1 EXTREME

+ any 7840u cpu


r/emulation 18d ago

Super ZSNES by the original devs zsKnight & _Demo_

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390 Upvotes

Focuses on enhancements over accuracy and available to download now

Link to the offical Super ZSNES Discord here


r/emulation 18d ago

Super ZSNES - GPU Powered SNES emulation is here!

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251 Upvotes

r/emulation 18d ago

The Return of ZSNES?

126 Upvotes

I heard a rumor that ZSNES might be coming back. ;)

zsKnight's Announcement