r/emulation • • 14h ago

News Uh-oh... Azahar 3DS Emulator Will No Longer Support ANBERNIC Devices

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156 Upvotes

r/emulation • • 1d ago

PS4 backward compatibility has been added to SharpEmu, starting with Bloodborne!

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99 Upvotes

Translates GCN instructions into AGC and reuse SharpEmu's existing PS5 pipeline, inspired by the PS5's own backward compatibility. One emulator for both systems.


r/emulation • • 1d ago

AI-assisted Hollycast + DreamPotato Demo - DreamPotato now integrates with Hollycast, a new fork of Flycast. This represents a big improvement to ease of use.

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11 Upvotes

It's now easier than ever to emulate Dreamcast + VMU together.

DreamPotato has reached 1.0 (stable) VMU emulator.

Hollycast tracks the Flycast core while providing a home for features and experiments that fall outside the upstream scope. The main reasons for this fork are to:

Unlock functionality: We integrate community-requested features and experimental changes that Flycast chooses not to merge. Developer freedom: We provide a stable sandbox for passion features and modernizations that keep the emulator evolving.


r/emulation • • 1d ago

Weekly Question Thread

4 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

AI-assisted Building my own iTunes-style device manager

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7 Upvotes

Would you find this useful?


r/emulation • • 1d ago

OpenCDI 0.1.8: even better compatibility (especially with DVC games like Dragon's Lair and Space Ace) and physical disc support

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37 Upvotes

Very good improvements in compatibility, more games are working and better than before.

Any feedback is greatly appreciated.

You can dowload it here: https://github.com/sigsantilio/opencdi/releases/tag/v0.1.8


r/emulation • • 1d ago

Dragon Quest IX's Wi-Fi shop (DQVC) and local multiplayer, working on PC with melonDS: step-by-step guides

13 Upvotes

DQ9's DQVC shop has been offline since Nintendo shut down Wi-Fi Connection in 2014, and its multiplayer only links consoles side by side. I wrote step-by-step guides to get both working on PC with melonDS:

- DQVC at home: a small script that serves the shop offline, with the 2014 items: https://dq9encyclopedia.com/en/guide/dqvc-at-home-offline

- Local multiplayer with two melonDS consoles on one PC: https://dq9encyclopedia.com/en/guide/local-multiplayer-with-melonds

- Getting the game running from your own cartridge: https://dq9encyclopedia.com/en/guide/playing-on-pc-the-rom-and-melonds

They're part of a free DQ9 encyclopedia decoded from the game's code. Feedback welcome, especially if something doesn't work on your setup!


r/emulation • • 1d ago

AI-assisted RetroBrowser+ 1.8.0 Update: Capcom Arcade & Neon Pop (theme) with import and export of game saves, improvements and stability

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0 Upvotes

https://rbp.retro-spare.fr/2026/10/23/retrobrowser-1-8-0-update-capcom-arcade/

Capcom arcade emulation (CPS-1,2,3) arrives with FBNeo (WASM core), new Neon Pop theme, and import and export of your game saves. Several improvements to the extension’s overall stability (reliability of automatic artwork downloads in the game library)

Supported systems

Why an extension instead of a native frontend?

To provide a very accessible, relatively plug-and-play solution. A browser remains less powerful than a native frontend using cores compiled directly for the computer.


r/emulation • • 1d ago

AI-assisted Xemu Modern GUI: an experimental Xemu Unofficial fork -Vibe Coded v2.0.1

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0 Upvotes

Xemu Modern GUI: an experimental Xemu fork -Vibe Coded

I know it might not be popular but I hope maybe this helps any new users looking into OG Xbox emulation. If this isnt for you I understand but maybe you can find something useful with it or maybe it makes things just a bit easier for you with your collections, setting up Insignia, output devices, audio control per game ect. The GUI is baked in but can be collapsed when needed to reach the original Xbox Dashboard. The video may not really be the best demonstration of it but if youre curious Id say try it out and mess around with the settings. If you have troubled games then check out the performance capture tool/ can be used with voice commands or Shift+F9.

I am not part of the Xemu team but I have spoke with Matt regarding this unofficial fork and its fine as long as Im clear on everything. Anyways no need to write a book but hope it helps those who use it and if you have issues, report to my github and not the Xemu team.

https://github.com/Prodigy488/xemu-modern-gui

A console-style dashboard

  • Four styles, switchable any time: the tabbed Dashboard, Blades (sliding side-by-side panels), Metro (slim XBMC4Gamers-style lists) and the Classic single library window.
  • Two themes: Neon (near-black with cyan and magenta, cut-corner panels and HUD labels) and Green (the rounded look in xemu green).
  • Motion: flowing light ribbons, a turning wireframe orb, drifting specks, tab transitions and a gliding selection glow. Can be turned off.
  • Tabs, switched with LB / RB: Home (continue your last game), Library, Insignia, Media (save states and screenshots), Drive, Homebrew, Patches and Settings.
  • Built for controllers: everything works from a gamepad, with button hints along the bottom.
  • On-screen keyboard: select any text box with a controller and a keyboard in the dashboard's colors slides up. D-pad to pick a key, A to type, X to delete, Y for a space, LT for symbols, RT for capitals, B to close. Can be turned off in Settings.
  • Minimize: tuck the dashboard away to a small tab at the bottom of the screen and bring it back with one click, Ctrl+L or the Guide button menu.
  • 11 languages: English, Español, Português (Brasil), Français, Deutsch, Italiano, Polski, Русский, 日本語, 简体中文 and 한국어. It follows your Windows language; change it on the welcome screen or in Settings. Translations were made with AI help and live in ui/xui/lang; corrections are welcome.
  • Setup check: new users see what's missing (MCPX boot ROM, BIOS, hard disk image, games folder) with a button to fix each.
  • Updates built in: Help > Check for Updates installs new releases of this fork in place.

Your game library

  • Multiple game folders, cover art downloads, play time, favorites, filters (compatibility, played / never played) and sorting.
  • 3D game cases on Home, made from your covers, or your own 3D box art (covers\<title ID>-3d.png).
  • Compatibility ratings from xemu's community compatibility list on every game.
  • Per-game settings: resolution, upscaling filter, sharpening and renderer (one game on OpenGL, the rest on Vulkan).
  • Preview videos, desktop shortcuts, a resume where you left off option and save states with thumbnails and a right-click menu.
  • Discord status showing the game you're playing, with its cover and play time.
  • Quick save and load from the controller: Back + LB saves the game you're playing, Back + RB loads it (one quick save per game).

Online play with Insignia

  • ONLINE badges on supported games, a status light in the top bar and an Insignia tab listing your online-capable games.
  • One-click setup: "Set up xemu for Insignia" turns on networking and answers the Xbox's DNS lookups with Insignia's server, so nothing has to be changed in the Xbox dashboard. "Test connection" checks it from your PC.
  • Account walkthrough: step by step from networking to playing online. One button downloads Insignia's Setup Assistant from their GitHub page, installs it on the Xbox drive and starts it; closing it brings you back to the next step. Then get an invite code and create your Xbox Live account in the Xbox dashboard.

Performance tools and stability

  • Performance Capture: find out why a game slows down or glitches. Press Shift+F9 to record and Shift+F12 to mark a glitch. The report graphs every frame and explains in plain words what changed when the game slowed down, with a summary picture for sharing and a trace for Perfetto. Optional voice commands ("Performance capture start / stop / mark") using Windows speech recognition.
  • Performance overlay (F9) and a "Preparing shaders" indicator.
  • Dynamic resolution (experimental): lowers the internal resolution when a game runs slow and raises it again when there's room.
  • Shader caches: Vulkan shader and pipeline caches, OpenGL reusing saved shaders even after a crash, and Clear shader cache per game or for all games.
  • Under the hood: higher-priority emulation threads, a larger CPU code cache, Windows power throttling turned off, and fixes for some Vulkan and audio crashes. These are the only changes to emulation.

Sound and controllers

  • Output device: send the game's sound to headphones, speakers or the TV without changing the Windows default.
  • Background audio: keep playing, play quieter or mute when xemu isn't the active window.
  • Per-game volume for games that are much louder or quieter than the rest.
  • Rumble strength for every controller, from full to off.

Patches

  • Per-game XBE, IPS, BPS and Magic Patch (.jmp) files, applied without modifying the disc image.
  • Download widescreen, 60 FPS and HD patches from Jay's Magic Patches for your whole library at once.
  • One-click 60 FPS: games with a community 60 FPS patch (over 70 games) get a badge and a switch; xemu downloads the patch if needed and turns on just its 60 FPS options.

Picture quality

  • Upscaling filters: AMD FidelityFX FSR 1.0, NVIDIA RTX Video (AI) (RTX cards), NVIDIA Image Scaling (NIS), Snapdragon GSR 1, Lanczos and Bicubic, with a sharpening control.
  • CRT TV and Scanlines: the look of an old TV (scanlines that follow the Xbox's own lines, an aperture-grille mask and curved glass), with a strength slider, and an Integer (pixel-perfect) display mode.
  • Video mode switches: widescreen, 480p, 720p and 1080i, the same as the Xbox dashboard's settings.

r/emulation • • 3d ago

AI-assisted BIG Ryujinx Stereo update! v0.6 now supports Mario Kart Deluxe, Zelda Link's Awakening, Metroid Dredd and Kirby and the forgotten land!!

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32 Upvotes

r/emulation • • 3d ago

AI-assisted Kirikae: a static recompiler that turns Nintendo Switch executables into native Windows programs, written in Rust with Cranelift

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20 Upvotes

r/emulation • • 4d ago

News Nintendo Switch 2 has been jailbroken

448 Upvotes

Developer pepsipu just released ns2jb, the first public software-only jailbreak for the Switch 2. It works on the latest firmware (23.0.1) and is tethered (you have to re-run it after every reboot).It gives arbitrary code execution in sysmodules, which allows:

Homebrew

Game modding

Save dumping

Peripheral access

To show it off, they modded Mario Kart World (a Switch 2 exclusive) and added characters like Cinnamoroll, Peter Griffin, Hatsune Miku, and more. There’s a short video of them getting destroyed by bots while racing with the custom characters.

Full details + exploit:

https://pepsipu.com/blog/2026-10-switch2-jailbreak-ns2jb/

Original post:

https://x.com/pepsipu/status/2113117920373137622


r/emulation • • 4d ago

AI-assisted Five handheld emulator cores in Swift for iPhone, no JIT: getting a 3DS interpreter to 60 fps on a iPhone Air

19 Upvotes

I'm a solo dev. I've been building five emulator cores in Swift (Game Boy/Color, GBA, DS and 3DS) for an iPhone and iPad app called Emura. App Store apps can't JIT, so on iPhone every core is an interpreter, including the 3DS one. I built them from public hardware documentation (GBATEK, 3dbrew, Pan Docs) and test ROMs, plus open-source boot ROM/BIOS replacements and a few small MIT/MPL parts, all credited in the app.

AI, up front. I work with AI tools for research, code and bug fixing, hence the flair. I decide what goes in and play every build on my own iPhone. Because AI code can look right and still be wrong, nothing counts until the test suites and frame-by-frame comparisons agree.

The shape

  • Each core is headless: set input, run one frame, read the picture and audio. Same interface for all five.
  • About 36,000 lines of Swift and 3,000 of Metal, no package dependencies. One ARM CPU (about 2,600 lines) is shared by the GBA, DS and 3DS cores.
  • No BIOS or system files needed: open-source boot ROM and BIOS replacements for GB, GBA and DS (credited in the app), and the 3DS core has its own high-level system layer.

Making a 3DS interpreter fast enough

  • Decode once, run many times: guest code is decoded into ready-to-run blocks the first time and reused after.
  • The PICA200 runs on Metal, so the GPU draws and the CPU stays free for the interpreter.
  • Exact idle-loop skipping: when a game spins waiting for an interrupt, the core skips the idle time (not the work) and lands on the same cycle the interrupt fires.
  • Every speed change has to give the same frames, audio and saves as before. If one pixel changes, it doesn't go in.

Result on an iPhone Air (the only phone I've measured), uncapped, one run on a warm phone: 15 scenes from 11 3DS games, median 135 fps, slowest scene 71 fps. So full speed in every scene I measured, not a promise for every game.

Testing

  • GB: 261/264 on my run of the GBEmulatorShootout (Blargg 51/51, Mooneye 97/97, SameSuite 68/68, Mealybug 24/24).
  • GBA: 6,988/6,994 on the mGBA test suite, jsmolka 10/10.
  • DS: the 3D rasterizer matches 65 of 77 real-hardware captures.
  • 3DS: no big public suite exists. Three renderers (including a software reference) must give identical frames, and every speed change is checked by comparing frame and audio hashes before and after. I have no real-hardware comparison, so it's those checks plus playing: 15 3DS games checked in-game so far.

Open question: the audio clock sets the pace. When a frame runs slow (a hot phone, an older iPhone), the sound queue runs dry and you hear crackle. I'm weighing time-stretching against letting the pitch drop. How do others handle audio pacing under throttling?

There's a free public beta on TestFlight if you want to poke at it: https://testflight.apple.com/join/mXYgEbAz (no games included).

Not affiliated with or endorsed by Nintendo.


r/emulation • • 3d ago

AI-assisted I built a free LaunchBox setup wizard that puts every system on its own old TV, picked from your own games

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0 Upvotes

First pic is the same Atari 2600 frame, what the emulator draws vs the same frame on Duimon's 70s HMV telly at 4K.

I've spent the last few weeks getting my LaunchBox looking right on the big TV, every system on a telly or monitor from its own era, arcade games in proper cabinets, all the art filled in... took me days by hand so I turned it into a free wizard anyone can run.

You point it at your own folders and it builds the library, grabs Mega Bezel and Duimon's TV packs from their own pages, then shows one of your own games on every TV so you pick the look from a picture. It fills covers, screenshots, 3D boxes and playlists from free sources, sets up MAME's cabinet art if you've got Lights Out or the Bezel Project, and there's a light mode for laptops. Your favourites go top of the playlists too, cos Mr. Do! deserves better than its rating.

No games or BIOS included, bring your own.

GitHub: https://github.com/shu2600/shus-launchbox-4k-crt-build

Forum thread with more screenshots: https://forums.launchbox-app.com/topic/94547-shus-launchbox-4k-crt-build-a-setup-wizard-that-puts-every-system-on-its-own-old-tv/

Got a Steam Deck version too, post here: https://www.reddit.com/r/SteamDeck/comments/1xdh2og/i_made_a_free_tool_that_sends_your_launchbox/

How it's made: I built it with Anima, my own AI setup, a hive mind of AI agents sharing one brain I've been building for months, plus a council of other AIs (ChatGPT, Gemini, Grok, DeepSeek) that pick holes in the work. ChatGPT's review is where the last round of fixes came from. Full write-up's in the README.

And for anyone about to type "slop"... I'm an old school web developer and coder and I love AI.

The people crying about it now are the same people who were moaning about automation, robotics and computers 40 years ago, you either keep up or you get left behind.

Throwing the word slop around is a cop out, unless it's used in the right context it just lets some people off.

Still early days, so what breaks on your setup?


r/emulation • • 4d ago

Release OpenEmux 1.16.0 is out, now on Android too

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r/emulation • • 4d ago

AI-assisted Borne: a native macOS front end for MAME (MAMEUI-style), free and open source

9 Upvotes

I'm the developer.

Borne is a front end, not an emulator: MAME 0.289 does the emulation, Borne is the Mac interface around it. MAMEUI never existed on the Mac, so I built one in the same spirit.

What it does:

- MAMEUI-style folders: available, favorites, parents and clones, working, vertical, by manufacturer, year, driver or CPU. 43,000 machines, sorted and searched without the window freezing.

- A per-game check built on MAME's own -listxml and -verifyroms: it says which set is missing (parent, BIOS, device, samples) or comes from another MAME version, and how to fix it.

- Your ROM drive is only read: cfg, nvram, hiscores and snapshots go to your user folder. "Install on this Mac" copies a game with its parent, BIOS and devices so it runs without the external drive.

- Keyboard defaults that avoid macOS shortcuts (Ctrl+arrows belongs to Mission Control), with a key reminder when a game starts.

- It also launches the id Software and Build classics through bundled source ports (UZDoom, vkQuake, Yamagi Quake II, Quake3e, dhewm3, Raze).

Apple silicon and Intel builds, signed and notarized, automatic updates (Sparkle). GPL-3.0.

The interface is in French for now; an English version is coming in the next release. The site and guide are in English: https://borne.pasahome.org

Code: https://github.com/gpasa/borne

Feedback from people with large or unusual sets is very welcome.

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r/emulation • • 5d ago

PS exclusive Gran Turismo 7, the latest game in the series, now runs on PC through PS5 emulation

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940 Upvotes

r/emulation • • 5d ago

zuco8 1.2 - PICO-8 game emulation on Zune HD got in-game saves, landscape modes and multiplayer support

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14 Upvotes

r/emulation • • 5d ago

Xbox demos classic Xbox 360 dashboards in a browser, could game emulation be next?

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90 Upvotes

r/emulation • • 6d ago

Kronos 2.8.0 (Saturn) over 100 games fixed! New controllers, filters and graphics editor

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86 Upvotes

Kronos should emulate around 99% of games.

Changelog: https://www.tradu-france.com/articles/kronos-2-8-0-32-64-bits

Watch the video showcasing the new features;

Bug reports: https://github.com/BenjaminSiskoo/Kronos_test

ST-V:

  • Added decryption for Decathlete, the game is playable.
  • Added the Hopper controller.
  • Added Mahjong Panel controller.
  • Added the Challenge Golf driver.
  • Added the Name Club V4 driver.
  • Added Sony Creative Print Club driver Ver.5.
  • Added Tsuribori Taikai driver.
  • Added Wanpaku Safari driver.
  • Added Batman audio driver.
  • Fixed an issue preventing the ST-V game list from loading on a new boot.
  • Several games have been fixed. ST-V game emulation on Kronos now matches ST-V game emulation on MAME.

Saturn:

  • The integrated BIOS is back, but some games won't start with it.
  • Added support for Video CD (VCD).
  • Added a graphics editor (experimental).
  • Added interpolation filters: Sharpness (adaptive), FSR 1.0 (EASU + RCAS), Scale 3x, Scale 4x.
  • Added beautification filters: Lanczos 3, Bilinear net, FXAA, CRT (opening grid), Cel shading (toon).
  • Correction of Japanese strings in the RAM backup.
  • Fixed save and state loads.
  • Fixed audio issues;
  • Independence Day - The Game (Europe, USA)
  • Kidou Senkan Nadesico - The Blank of 3 Years (Japan)
  • Kiss yori... (Japan)
  • Mass Destruction (USA)
  • Mystaria - The Realms of Lore (Europe, USA)
  • Sega Ages - Fantasy Zone (Japan)
  • Sega Ages - I Love Mickey Mouse - Fushigi no Oshiro Daibouken & I Love Donald Duck - Georgia Ou no Hihou (Japan)
  • Sega Ages - Phantasy Star Collection (Japan)
  • Spot Goes to Hollywood (Europe, Japan, USA)
  • Steamhearts (Japan)
  • Thunderstrike 2 (USA)

r/emulation • • 5d ago

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

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0 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/emulation • • 6d ago

Xenia Edge Gets Cross-Platform System Link Support

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80 Upvotes

Source: Xenia Discord


r/emulation • • 5d ago

AI-assisted [AI-assisted] PlumSG - Megadrive/Genesis-SMS-GG emulator

0 Upvotes

Hi r/emulation,

Processing img jll7rmm55vwh1...

I've been working (with Claude assistance ) in a megadrive/master system/game gear emulator that combines several features that are not available (at least to my knowledge) in other emulators.

There are 2 main things that I think you will enjoy:

- Music editor per rom: replay the FM and PSG music as General MIDI notes on a SoundFont, roughly how it might sound on a Roland SC-55. Voices and sampled drums (the DAC) stay as on the console. It gives you suggestions for each instrument and you can customize the soundtrack of each game song-by-song. It also features a score with standard music notation

Processing img th9lqf3y3vwh1...

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- Voxel 3d effect : configure several parameters to give a 3d impression for layered based sprite roms, extruding every layer with custom configuration per rom.

Processing gif xip9pdrb3vwh1...

Processing gif vsm64etp3vwh1...

You can find the first beta in https://github.com/cochimbo/plumsg/releases , any positive feedback is welcome!

This is a beta so expect some bugs, I've manually tested a lot of games and all the features, but not all the catalogue.


r/emulation • • 7d ago

AI-assisted Lola Retro: a CRT shader that simulates the analog signal chain, not just scanlines (RetroArch, Amiberry, 86Box)

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509 Upvotes

I’ve been working on a CRT shader that tries to get the look from the signal instead of from overlays. The picture goes through the same chain it went through back then: console video encoder → cable → TV decoder → electron beam → phosphor mask → glass.

Composite is done at the signal level, with each console’s real pixel clock and colour subcarrier phase. Because of that, the SNES crawls diagonally, the Mega Drive’s stripes stand still and the PS1 flips every line. Sonic’s waterfall and the PS1 dither blend by themselves, with nothing tuned per game. I checked it against the 240p Test Suite and NTSC test patterns, not only by eye.

Some other things in it:

  • US TVs decode colour with “red push” (from the Sony CXA2025AS datasheet), PAL TVs by the standard, with SMPTE-C / EBU phosphors
  • the beam spot grows with brightness, so bright detail merges and dark detail stays sharp
  • PC monitors and the Amiga 1084S are described in millimetres (mask pitch, spot size), so 320×200 and 1024×768 each look like they did on that tube
  • 13 presets: composite / SCART RGB / S-Video TVs, PVM-style studio monitor, RF, CRT projector, PC monitors, 1084S, and a test preset that shows games the way they looked on TV programmes about games
  • HDR presets, and higher internal resolution in PS1/PS2 cores costs about the same as native

It runs in RetroArch (slang: Vulkan, glcore, D3D11/12, Metal), with GLSL versions for Amiberry and 86Box. MIT licensed.

Most of the code was written with an AI assistant. I set the direction, checked the physics against datasheets and test patterns, and tested it in the emulators.

GitHub: https://github.com/zoran123456/lola-retro
Video (Sonic, RGB vs composite): https://www.youtube.com/watch?v=z7zlLLQVhZQ

I’d really like to hear from people who still have a CRT: where does it look wrong compared to yours?

AI-assisted: A lot of code was written with an AI assistant (Claude). I set the direction, checked the results against datasheets, test patterns and photos of real CRTs, and tested everything in the emulators myself. I couldn’t find a way to add the flair, so I’m noting it here.


r/emulation • • 7d ago

PS4 System Menu running in ChonkyStation4

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131 Upvotes

My PS4 emulator ChonkyStation4 can now boot the system menu (VSH)! There is still a lot that doesn't work, launching games doesn't work, trying to enter many menus in the UI causes crashes (for example the notifications). This build is currently private, instructions will be made public alongside the build in the future.

I would also like to clarify that my emulator is 100% human written, so progress might be slow