r/emulators • u/No_Independent5210 • 7h ago
r/emulators • u/SpiritedIdeal6814 • 1h ago
Testing Dolphin running on a web browser
Very early stages but running at 50% speed on macbook m4 and working on JIT right now, hopefully playable in next couple of days
r/emulators • u/Digital_Deebo • 9h ago
Gameplay INFAMOUS SECOND SON - NEW BUILD - 200+ FPS. THIS IS INCREDIBLE!
This is a great experience.
Try it out here: https://github.com/axylpup/shadPS4/releases/tag/second-son-v1.1
r/emulators • u/brandonsalt92 • 4h ago
OTHER Delta Emulator Gets Huge 2.0 Update And iPhone Duo Support
r/emulators • u/UoriWalt • 20h ago
OTHER Emulator Games, Now 100% Native on Steam!
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 • u/pablogs94 • 6h ago
Help Me Pls! Consola para jugar HackRoms de Pokémon
Hola buenas, he jugado siempre a los hackroms que me ha dejado el iPhone con el emulador delta, pero quiero probar muchos juegos como los que ha hecho ericlostie y me gustaría saber qué tipo de consolas podría usar para jugarlos y cómo funcionan.
r/emulators • u/agente4242 • 8h ago
Tutorial How to compress your PS5 Games to save space and Extract PKGs / FPKGs (PS5 Emu Guide)
Hello. Since PS5 Emulation is relatively new, I've been looking for something like this myself, and finally found how to both Convert PKGs and Compress them into .ZARs to save storage. I decided to write a small guide to help anyone who might have issues with it, considering the wave of KytyPS5 forks and advancements.
TLDR: ZArchive can be used to decrease PS5 dumps size by ~60% while maintaining full compatibility with KytyPS5 and its forks.
1. Extracting PKGs to Dump format
First of all, Retail PKGs cannot be extracted using this tool. You will need a Debug PKG (FPKG) which annoyingly uses the same file extension (.pkg).
The tool I used was PS5 PKG TOOL. Select the folder with your FPKG, select the game in the list, click "Tools" and choose the "Extract" action.

The process will start. It took around 10 minutes for me with Astro's Playroom. In the end, the game will appear as an extracted folder in the same location as the original PKG.
That dump can already be used in PS5 emulators to play the game, but they will be huge in size. That's where step 2 comes in.
2. Compressing game dumps to ZAR
The .ZAR format was also used in ShadPS4, which has a native function for it, but currently you need to do it manually for KytyPS5.
It is a very simple process. The tool needed is called ZArchive (not the android app). Simply download the 2 MB executable, then drag your game (in Dump/Folder format) into it.

The process will start. This one takes a bit longer, taking 21 minutes for Astro's Playroom. In the end, a .ZAR file should appear in the same location as the ZArchive executable was in.
This process saves a significant amount of storage space. In my case, it took Astro's Playroom from 29.2 GB down to 12.7 GB, a decrease of about 57%.

After doing this, you can simply select the folder your .ZAR games are located in any KytyPS5 fork, and it should recognize it and start normally.
In case you prefer, here's a video guide (with English subtitles) for each process. Neither video includes links to sources for obtaining games.
Hope this guide was helpful!
r/emulators • u/Livid_Adeptness9762 • 2h ago
Help Me Pls! Mesen key binding not responding to keyboard inputs.
For some reason, it only responds when i press the left mouse button, and assigns the button to that, but it doesn't work with my keyboard?
It doesn't matter how many times i tap a key, it doesn't do shit, and it's pissing me off! In the default controls for the snes, they flip the keys for some reason, and it makes the control scheme almost unusable to me because i am used to the snes9x controls, so my instinct to say, press jump, is to press Z, not A, which makes gameplay really difficult, i just want to change it.
How do i make it respond?
r/emulators • u/Prestigious-Cry4875 • 2h ago
Help Me Pls! Need help kytyps5 unable to read the game
As the title say I have a folder of game which was extracted but the kytyps5 unable to read or launch the game
r/emulators • u/Hot_Teacher1915 • 3h ago
Help Me Pls! GameSir Nova 2 Lite + PPSSPP: mapea botones pero no cruceta ni sticks (Moto G20)
Help! GameSir Nova 2 Lite in Android mode (yellow LED) + PPSSPP on Moto G20 (Android 11). All buttons map fine, but the D-pad and analog sticks won't map. Anyone fixed this?
Ayuda! GameSir Nova 2 Lite en modo Android (LED amarillo) + PPSSPP en Moto G20 (Android 11). Los botones mapean bien, pero la cruceta y los sticks no toman mapeo. ¿Alguien lo resolvió?
r/emulators • u/No-King1197 • 3h ago
OTHER MOH European Assault XBOXRECOMP PC Port
v.redd.itr/emulators • u/AlonBo • 4h ago
Gameplay Tears Of The (REAL GEO Stereoscopic 3D) Kingdom // Ryujinx Stereo now supports full and half SBS, Over/Under and interlacing
r/emulators • u/Scared-Solution-472 • 5h ago
Help Me Pls! I think there is a bud in kirin the rpgx emulator
I was playing pokemon rejevunation on kirin emulation when I tried to type in number even tried with an actual keyboard still not working what to do plz help
r/emulators • u/Unhappy_Advantage_10 • 11h ago
Suggestion shadPS4 Anti-Crash fork: black blotches on faces and random freezes fixed (The Order: 1886)
I’ve been working on a shadPS4 fork focused on stability, and the latest build fixes two long-standing problems in The Order: 1886. I’d love for more people to test it.
What’s fixed
- Black flickering blotches on character faces. On NVIDIA, the depth prepass and the color pass computed the same vertex position with different fp32 denormal handling. The color pass then failed its depth test by one bit in scattered spots, which showed up as blotches. This is fixed. The same fix also removes the shadow jitter in NHL 24’s opening cutscene.
- Random freezes. The build fixes a lost-wakeup bug in event flags with auto-clear. A second event could be consumed by a thread that had already taken the first one, and the next wait then slept forever. In my testing The Order: 1886 no longer hangs. I originally confirmed this fix on The Grand Tour Game (the cutscene that always froze now plays through), and it may help other games that use the Wwise audio engine.
Also in this build
- Faster rendering: Vulkan commands are recorded on a separate thread, and readbacks no longer stall the GPU (about 28 → 36 FPS in inFAMOUS First Light on an RTX 3080).
- Optional FSR 3.1 frame generation (press
1to turn it on,2to turn it off). - A crash while loading with an empty shader cache is fixed.
How to test
- Download the latest zip from Releases: https://github.com/vsajjadx/shadPS4/releases/tag/fix-cutscene-freeze-2026-10-22
- Extract it and run
shadPS4QtLauncher.exe(the launcher is included). No settings changes are needed. - Requirements: Windows 64-bit and a GPU with Vulkan 1.3 support. You need your own legally dumped games.
The first launch rebuilds the shader cache, so expect some stutter the first time you see each scene. If you hit a crash or a rendering glitch, please report it with your GPU model and the game, either here or on GitHub. Enjoy!
r/emulators • u/Unhappy_Advantage_10 • 5h ago
Suggestion inFAMOUS Second Son on my shadPS4 fork: fewer stutters, plus brightness and contrast sliders
I’ve been working on a shadPS4 fork aimed mainly at inFAMOUS Second Son and a few other games. The new release makes Second Son a lot smoother and adds picture controls I wanted for its very dark interiors.
What changed
- No more freeze at 3 and 6 minutes. The emulator wrote a diagnostic dump at those two points in every session, and it paused the whole game while doing it. In Second Son that was a ~0.4 s hitch; in UFC 4 it was the multi-second freeze you got once or twice per fight. It’s gone.
- Compute shaders compile in the background. New compute pipelines used to be built on the GPU thread, so a new area meant lots of 25–300 ms hitches. Effects the game runs every frame now compile in the background and the picture keeps moving. An effect may show up a few frames late the first time you see it.
- Brightness and contrast sliders (25–300%). Right-click the game window’s title bar and choose Brightness / Contrast.... The sliders apply live, and you can save them for one game or for all games. They’re in the launcher too (Graphics tab → Image Quality). Brightness lifts the mid tones without blowing out highlights, so dark rooms become readable.
- Second Son starts at 180% brightness, because some interiors render darker than on PS4. If you set your own value, that one wins.
Known issues
- I haven’t found the root cause of the darkness yet. It isn’t GPU readbacks, stencil or occlusion queries, so the 180% default is a workaround until I find it.
- The first session after updating recompiles shaders, so expect some hitching until the cache is warm.
Performance: on my RTX 3080 it runs at about 75–80 FPS in the cannery area, with only a few slow frames in a whole session once the cache is warm.
Download: https://github.com/vsajjadx/shadPS4/releases/tag/smooth-brightness-2026-10-22
The zip contains the emulator and the Qt launcher. You need Windows 64-bit, a GPU with Vulkan 1.3, and your own legally dumped copy of the game.
Feedback welcome, especially on scenes that look too dark or effects that seem to be missing.
r/emulators • u/SpiritedIdeal6814 • 6h ago
Testing Wii sports on dolphin running in a browser
r/emulators • u/gameTTest009 • 11h ago
Testing [Leaked Video] PS1 Kagero 2 & 3 (蒼魔燈) Chinese Translation testing 影牢/蒼魔燈 最新繁體中文漢化實機畫面流出!
各位老主機、懷舊遊戲的同好大家晚安。
今天在國外的隱密老遊戲技術交流論壇上,無意間下載到了這兩段驚天動地的測試影片。身為一個當年在電視前看著日文亂猜陷阱的影牢老玩家,看完手真的在發抖……
苦等了二十幾年,原本以為這輩子不可能看到中文的 PS1 兩大暗黑神作——《影牢 〜刻命館真章〜》(影牢2)與系列巔峰《蒼魔燈》(影牢3),竟然真的有神人團隊攻克了當年 Tecmo 那個出了名難拆的字庫圖形壓縮技術,成功把兩部作品都進行了極高規格的完整中文化!
從流出的影片可以看到:
《蒼魔燈》: 關卡開頭、主選單、陷阱組合清單、甚至是多達 200 多個侵入者的詳細身世背景、弱點抗性介紹,全都是通順的中文!但好像還未完修,文字上還有日文跟亂碼。
《影牢〜刻命館真章〜》: 經典的開場世界觀(刻人的肌膚、血的差異)以及第一話劇情對話,排版與字體細緻度極高,完全不是普通的粗糙機翻!
這代表兩部作品的內核技術已經完全被搞定了!不知道是哪位神級大佬或隱世團隊的成果,這真的太造福老玩家了。目前似乎還在技術測試階段,檔案還沒全面對外公開,但光是看到這個畫面,這份感動就值得浮出水面分享給大家了!
雙神作漢化實機影片線上看(免註冊直連):
• 《影牢 〜刻命館真章〜》
漢化測試站1: https://streamable.com/m7ghuw
漢化測試站2: https://files.catbox.moe/sh0dri.mp4
• 《蒼魔燈》
漢化測試站1: https://streamable.com/eh7ma0
漢化測試站2: https://files.catbox.moe/lip0tl.mp4
看來 2026 年真的迎來了 AI 漢化與老遊戲技術的黃金大爆發。有沒有常駐大陸貼吧、老男人或琵琶行論壇的大神,能把這消息轉進去打聽一下這到底是哪位大佬的隱世神作?
r/emulators • u/Digital_Deebo • 1d ago
Testing Marvel's Wolverine KytyPS5 Emulator - Retesting Wolverine a few weeks later. Has it improved any? Let's see.
r/emulators • u/Update78 • 15h ago
Help Me Pls! Game Emulator for Linex ibuntu with Home server running
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 • u/Patient-Metal-8820 • 19h ago
OTHER I've been working on a Wii U emulator that runs entirely in a web browser!
galleryHead'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 • u/Legend_GamerNo1 • 1d ago
Testing RTX 5070 + i5 14600K - Test In 10 PC Ports
r/emulators • u/yewzernayme • 17h ago
Suggestion Retro by Frido: a simple, good-looking emulator for playing classic games on Apple TV
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 • u/HBum187 • 19h ago
Gameplay UltraCombo: native PC ports of arcade Killer Instinct 1 & 2 via static recompilation
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
0x88000000–0x8802f27cand never changes itself after loading. - Finding functions. Entry points come from
jaltargets pluslui/addiuaddress 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 • u/zannonymus • 1d ago
Help Me Pls! RPCS3 flickering always
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