Il s’agit d’un émulateur et débogueur de Sony Playstation créé par le célèbre Martin Corth.
L’émulation devrait être complète avec la prise en charge de toutes les fonctions du matériel. Normalement tout fonctionne pleinement. Néanmoins Martin Korth n’a testé son programme que sur une douzaine de titres, donc il peut y avoir des problèmes sur d’autres jeux.
 
Le BIOS est émulé également via un clone qui est gratuit (théoriquement libre de droit) et plus rapide que le BIOS d’origine. Normalement no$PSX ne requiert donc pas de BIOS pour lancer les jeux de la console. Cependant il peut y avoir des problèmes de compatibilité avec certains jeux. Dans ce cas, il faut employer une copie du BIOS officiel.
 
Les CD-ROM sont supportés via un lecteur CD réel. Il est également possible d’utiliser des images de disque aux formats .NRG, .CUE+.BIN et .ISO ou des exécutables .EXE.

 

nopsx

 

Changements :

– co-release: http://problemkaputt.de/mp3.htm – psx mp3 player
– co-release: http://problemkaputt.de/psx-diag.htm – pixel accuracy tests
– gpu: pixel accurate rendering, texture/clut cache emulation
– gpu: reproduces average pixel/polygon rendering timings for old and new gpu
– spu/help: added caution on reverb buffer wrapping bug (when mBASE too small)
– cdrom/emu: supports MODE1 disc image reading (high-level cdrom emu)
– cdrom/help: added notes on « ed by ed by » problem (and other repair stuff)
– cdrom/fsys: faster inflate decompression (zip/zlib/gzip/chd/cdz/png)
– imode/emu: redirects i-mode http messages to real internet
– imode/help: i-mode pinouts and auth/gw/ping/tlp/http command info
– random/emu: added some randomness to cdrom and joy ack response timings
– cdrom/libcrypt: supports libcrypt keys in new .LCK or .LSD formats
– cdrom/loader: supports non-PSX DOS-style ISO files with 800h-byte sectors
– libcrypt/help: added early libcrypt version info (Net Yaroze Demo SLED-01340)
– xboo: allows abort by keystroke (instead timeout, when no datal hw connected)
– xboo: recommended extra diode in nocash FiveWire mod
– debug ver: faster rendering_buf_siz re-allocation (also avoids memory error)
– gui: tweaked combo box inputs to properly support ESC key and mouseclicks
– help: solved ‘unknown’ GP0(03h) gpu command (it is timing control related)
– help: cdrom PPF patch format
– help: described IFF Viewpoint VCST/VCSP/VCOV chunks
– help: basic info for mahjong and card game controllers
– gui: file menu renamed Alt+X to ESC in gaming version
– gui: combo box allows to input longer strings (max 128 chars)
– gui: Ins key: edit OLD instruction or OLD 32bit regs/data/stck value
– gui: Ctrl+Ins: copy current code/daza/stck address (or regs value)
– setup: optionally flush tty window on run, and save snap autostart flg in ini
– iomap: displays GPU fps (aka number of GP1(05h) writes per second)
– bugfix: cmdline snapshot.sna loading (was broken since v2.0)
– bugfix: fixed crash v2.2 gaming version when closing non-existing iomap window
– bugfix: fixed crash v2.2 upon loading cdroms via cmdline (cue allocation)
– controls/mouse: senses 2nd button clicks (via WM_LBUTTONDBLCLK)
– file formats: AR archives, RNC archives, RNC method 0 and 1 and 1old/2old
– file formats: LBR archives, squeeze/crunch/crlzh compression
– file formats: unirom, vampire hunter d, psychic detective .MDC videos
– file formats: Hamster Club-i (*.LD), Reel Fishing (*.MB, *.PAK), CNA, NAR
– file formats: Dragon Seeds (ALZ1), Alien Resurrection, Harry Potter games
– file formats: Doom .LCD and .IMG files, Simple 1500 vol 63 .BIN archives
– file formats: STR video with extra DPS header (Fade to Black), .BF animation
– file formats: Viwpoint SPRT and VCBG bitmaps, VCST/VCSP/VCOV chunks
– file formats: DOTCAT, Tron Bonne chunks, Porsche Challenge LZSS.ZOO variant
– file formats: improved .ANM and .TSQ detection
– file formats: COFF, yaroze.fpc, id3/tag/ext/tag+/lyrics3/apetag
– file formats: basic detection for .pdf, .hlp .doc
– file formats: more SSsq/SShd details (thanks Illeprih)
– xed: ctrl+pgdn in last chapter moves to end of file (instead of next chapter)

 

Télécharger No$PSX (Debug version) v2.3 (1.1 Mo)

Télécharger No$PSX (Gaming version) v2.3 (204 Ko)

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SuperSNES9X est un fork avancé de SNES9X, développé par shanytc, qui ajoute de nombreuses améliorations modernes tout en conservant la rapidité et la simplicité du SNES9X original. Il vise autant les joueurs (retroachievements, online) que les créateurs (sprite ripping, hacking, debugging).

 


 
Principales améliorations:
– Support multi-système : GameBoy, GameBoy Color et Super GameBoy intégrés
– RetroAchievements intégrés
– Kaillera (Client/Serveur) pour le jeu en ligne
– Run‑Ahead pour réduire la latence d’entrée
– Correction colorimétrique et filtres CRT‑like
– Viewers S-PPU avancés (Sprites/Tiles) pour rippers et map‑makers
– Cheat Search & Editor améliorés : clic droit, fonctions batch
– Assignation Multi-Bind: mixage clavier + manette sur une même entrée
– Support SDL (Simple DirectMedia Layer)
– Débogueur en cours de développement
– Convertisseur de sauvegarde SNES9X <-> MESEN, disponible ici.
 
A noter que les fichiers de configuration et sauvegardes sont 100% compatibles entre SNES9X et SuperSNES9X.
 
Les changements sont:
 
Game Boy Color Core:
– Game Boy Color emulation added — full CGB support in the SGB core.
– CGB-mode rendering, palette/color handling, and automatic CGB loading for CGB carts.
– Fixes CGB rendering under the SGB BIOS and refines cart routing so GB/GBC/SGB titles dispatch correctly.
 
Game Boy:
– New PPU debugger viewers — GB tile viewer, tilemap viewer, and sprite/OAM viewer, plus per-layer toggles.
– S-PPU and GB-PPU viewer menus are now context-enabled based on the loaded roms.
– MBC1 multicart (MBC1M) support — BANK2<<4 game-slot select so multicarts like "Mortal Kombat & Mortal Kombat II" boot to the correct game bank. - APU DAC DC-bias modeling — models the DAC's DC bias so master-volume-driven PCM voices (NR50 - PCM + CH4 carrier) are no longer cut off. - Fixes half-playing digitized voices (e.g. Bart Simpson voice samples). - Square-channel duty reset on trigger (master c0d9941) — resets square duty position on channel trigger, fixing the silent/garbled Telefang title-screen PCM voice jingle. - Toggle Sprites/Background/Window layers.   Win32: - Controller image switcher — USA / Euro-Japanese controller image selector in the Input Config dialog using right click on the image. - Input config multi-bind fixes — fixes multi-bind / single-bind glitches in the input configuration dialog.   Libretro - Recompiled libretro .dll to support the latest fixes.

 

Télécharger SuperSnes9x v1.63.21 (8.8 Mo)

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Il s’agit de la dernière version WIP de Meka, excellent émulateur Sega 8 bits. (Builds automatique ici / forum ici).
 

 
– Print time on every frame for one frame, so other messages aren’t blocked
– VGM: move the frame-accurate VGM point again – to the moment before an interrupt happens (#152, #138, #128)
– Move the frame-accurate VGM point again – to the moment before an interrupt happens
– Counter was completely wrong in frame-accurate mode
– Update meka.msg

 

Télécharger Meka WIP v0.80.360 (2026/06/05) (2.2 Mo)

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Il s’agit d’un émulateur de Commodore C64 en allemand et aussi en anglais.
 
emu64
 
– NEW! [#224] GeoRAM size can now be configured. Four sizes are available: 512 KB, 1 MB, 2 MB, and 4 MB.
– NEW! [#224] New command-line parameter `–set-georam-size` sets the GeoRAM memory size in KiB (512, 1024, 2048, 4096).
– NEW! It is now possible to extract the contents of a chip ROM from a C64 cartridge and save it as a binary file.
– NEW! [#225] REU size can now be configured. Available sizes are 128 KB, 256 KB, 512 KB, 1 MB, 2 MB, 4 MB, 8 MB, and 16 MB.
– NEW! [#225] New command-line parameter `–set-reu-size` sets the REU memory size in KiB (128, 256, 512, 1024, 2048, 4096, 8192, 16384).
– NEW! reSID has been added to Emu64. Users can now choose between the Emu64 SID engine and reSID. reSID provides more accurate emulation at the cost of higher CPU usage.
– NEW! DigiBoost can now be enabled for the MOS 8580 SID in both the Emu64 SID engine and reSID.
– NEW! Sound buffer size can now be adjusted in the settings. Restarting Emu64 is required for changes to take effect.
– NEW! New command-line parameter `–set-sid-engine` sets the SID emulation engine. Available options are `emu64` and `resid` (0 = Emu64, 1 = reSID).
– NEW! When opening a T64 image containing multiple files, you can now choose which file to start. A new window displays the list of contained files.
– NEW! TAP files are now supported by the autostart feature and can be launched automatically.
– NEW! An alternative renderer can now be selected at Emu64 startup. This is required for Emu64 to run correctly in VirtualBox VMs, where the C64 screen previously remained black.
– NEW! [#295] New command-line parameter `–use-sdl-renderer` enables the SDL2 renderer. It should only be used if display issues occur.
– FIXED [#233] Linux AppImage builds could not receive command-line arguments. This has been fixed.
– FIXED [#258] The debugger/disassembler calculated branch target addresses incorrectly.
– FIXED [#252] The `–debugcart` command-line option did not function correctly and now works as intended.
– FIXED [#271] Exporting a PRG file from a D64 image could enter an infinite loop, producing an endlessly growing file. This issue has been resolved.
– FIXED [#294] Opening the user palette window twice could cause a crash.
– FIXED [#207] During autostart of various C64 file types (D64, CRT, TAP), related windows were not refreshed correctly.
– FIXED Sporadic crashes when using `–debugcart`.
– FIXED Occasional crashes when switching between Warp Mode and Normal Mode.
– FIXED `–limitcycles` did not work correctly together with `–autostart` and failed to terminate automatically.
– FIXED File browser behavior: information is now updated when navigating with cursor keys, not only when clicking items (e.g., in the Floppy and Cartridge windows).
– FIXED Issues with video recording. Recording should work correctly again.
– FIXED Qt6 `connectSlotsByName` warnings by renaming slots and adding explicit signal/slot connections.
– FIXED Qt6 `–nogui –limitcycles` mode not terminating properly. It now explicitly calls `QCoreApplication::quit()` instead of only `close()`.
– FIXED Break flag handling in the 6502 and 6510 CPU emulation.
– FIXED Saving to TAP images did not work correctly.
– FIXED Occasional crashes when switching between CRT images in the Cartridge window.
– FIXED Various issues in `AM29F040Class`.
– IMPROVED Floppy emulation now accesses GCR data at the bit level instead of the byte level, resulting in more accurate emulation and improved sync mark detection.
– IMPROVED REU `LoadRAM` has been reworked to support RAM sizes of 512 KB, 1 MB, 2 MB, and 4 MB.
– UPDATED `crossbuild-win-releases.sh`.
– UPDATED `create_linux_appimage.sh`; it now requires the Qt root directory to be specified, e.g.: `create_linux_appimage.sh –qt /usr/lib/qt6`
– IMPROVED Memory management: numerous memory leaks were fixed using Valgrind and AddressSanitizer. Emu64 should now be more stable and shut down more cleanly.
– IMPROVED All uses of `strcpy` have been replaced with `snprintf`, eliminating potential buffer overflows.
– UPDATED `` replaced with ``.
– UPDATED `QFontDatabase` usage to the newer API variant.
– IMPROVED Removed many FFmpeg deprecation warnings, allowing Emu64 to compile and run with FFmpeg 6.x and newer.
– FIXED Numerous smaller bugs and compiler warnings.
 
– CONTRIBUTION (Felix Palmen / Zirias):
– Added CI builds with GCC and Clang.
– Fixed the QuaZIP dependency for FreeBSD.
– General code cleanup.

 

Télécharger Emu64 (x86) v5.2.0 (21.9 Mo)

Télécharger Emu64 (x64) v5.2.0 (23.9 Mo)

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Anciennement appelé UoYabause, YabaSanshiro est une version basée sur Yabause (émulateur Saturn) maintenue par Devmiyax (développeur japonais).
Devmiyax avait proposé plusieurs patchs pour la branche officielle puis plus rien pendant de longs mois jusqu’à l’arrivée de YabaSanshiro sur la scène de l’émulation Saturn pour le système Android et sur laquelle cette version Windows est basée. L’émulateur fait presque jeu égal avec SSF (d’ailleurs certains passent mieux sur Yabause) rendant les deux émulateurs complémentaires.
 

 
Note sur la v2: Devmiyax propose une nouvelle version de son émulateur Saturn basé sur Yabause. Abandonnant totalement la version Windows et se concentrant uniquement sur le port Android, grâce à l’architecture de Yabause, les modifications/améliorations sur les jeux sont répercutés normalement sur tous les ports. Plusieurs fonctionnalités ne marchent plus avec le port Windows. Il est triste de voir que ce fork prometteur s’est effondré au fil du temps.
 

Les changements sont:
 
– Refonte complète de l’émulation VDP2 pour reproduire le pipeline réel de lecture et composition du Sega Saturn pixel par pixel.
– Abandon de l’ancien rendu basé sur des polygones et le blending GPU classique au profit d’une architecture fidèle au fonctionnement du matériel d’origine.
– Correction des problèmes de transparence excessive causés par l’accumulation incorrecte des couches translucides.
– Implémentation correcte du « destination alpha » utilisant la couche de priorité immédiatement inférieure comme sur le hardware Saturn.
– Prise en charge du « special priority » avec gestion des priorités au niveau du pixel et non plus uniquement par couche.
– Support de l’« extended color calculation » permettant la composition des 3e et 4e niveaux de priorité.
– Nouvelle architecture basée sur des G-Buffers dédiés à chaque couche graphique.
– Décodage séparé des couches NBG0, NBG1, NBG2, NBG3, RBG0 et sprites avant composition finale.
– Enregistrement des attributs par pixel (couleur, priorité, transparence, paramètres de calcul de couleur, etc.).
– Nouveau shader de composition effectuant le tri des priorités et les calculs de couleur dans l’ordre réel du matériel Saturn.
– Implémentation complète du compositing des couches et de la gestion des priorités par pixel.
– Implémentation du calcul de couleur normal (ratio, addition et mode CCRTMD).
– Implémentation du « destination alpha ».
– Implémentation du calcul de couleur étendu utilisant les 3e et 4e priorités.
– Implémentation du Line Color (LNCL).
– Implémentation du Special Priority par caractère et par pixel.
– Implémentation du Special Color Calculation (SFCCMD et couleurs de palette).
– Implémentation du Color Offset et du suivi des paramètres par ligne de balayage.
– Implémentation des trois modes CRAM et des fenêtres d’affichage de couches.
– Implémentation des dégradés de couleur et de la gestion spéciale du CRAM haute résolution.
– Logique de composition des sprites et ombres MSB finalisée, validation des attributs encore en cours.
– Correction du rendu des murs translucides dans Doom.
– Correction de la teinte violette affichée dans les fenêtres de texte de Luna.
– Correction du fond de menu translucide dans Azel (Panzer Dragoon Saga).
– Correction du mélange de transparence de l’océan dans Sonic R.
– Environ 90 % des fonctionnalités de composition et de calcul de couleur du VDP2 sont désormais prises en charge.
– Les fonctions « Special Color Calculation » en mode couleur RGB directe ne sont pas encore prises en charge.
– Les fenêtres de calcul de couleur et l’effet mosaïque ne sont pas encore implémentés.
– Impact sur les performances limité à environ 8 % en moyenne malgré une précision nettement supérieure.
– Maintien d’un framerate largement supérieur à 60 FPS sur les appareils Android modernes testés.
– Utilisation des fonctionnalités modernes telles que MRT et G-Buffers pour reproduire fidèlement le fonctionnement du VDP2.

 

 
Site de la traduction française.

Télécharger YabaSanshiro v3.4.0 (20.1 Mo)

Télécharger YabaSanshiro 2 v1.20.11 (88.4 Mo)

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Mesen Community Edition est un émulateur multi‑systèmes open‑source pour Windows, Linux et macOS, développé par la communauté à partir du projet Mesen2. Il vise une haute précision, une excellente compatibilité, et propose une interface moderne accompagnée d’outils avancés pour les joueurs comme pour les développeurs.
 

 
Né initialement comme un fork pour pallier la mise en pause du développement de Mesen2 par son créateur original (Sour), MesenCE est désormais devenu la continuation officielle et exclusive du projet. Face à la dynamique communautaire, Sour a choisi de rejoindre activement l’équipe de MesenCE afin d’y centraliser tout le développement futur. Cette transition sous un modèle entièrement géré par la communauté permet d’intégrer plus rapidement les correctifs, d’améliorer la compatibilité multiplateforme et d’ajouter de nouvelles fonctionnalités, tout en préservant l’esprit d’excellence du projet d’origine.
 
Les changements:
 
Mesen is becoming MesenCE, a Community Edition maintained by Sour and various community members. All development will occur in this new fork going forward so it can continue whenever Sour is away from the project.
 
There are about 150 changes in total. Highlights include:
 
– Debugger: Fixed step-back crash
– GB: Added Link cable support for two GB or GBC consoles
– GB: Added Game Boy model selection option for best model a game explicitly supports
– GBA: Fixed RTC during daylight saving time
– NES: Fixed EPSM misbehaving on reset
– NES: Additional Rainbow mapper feature support
– NES: Improved CPU/APU/PPU accuracy (passes 11 more AccuracyCoin tests)
– NES: Improved PAL emulation accuracy
– NES: Improved Famicom Disk System accuracy
– SNES: Added SPC dumper tool under Tools menu
– SNES: Improved MSU-1 support and fixed audio popping
– SNES: Improved SNES offsets-per-tile accuracy
– SNES: Improved SNES rumble controller support
– SNES: Added Turbo File Twin support
– SNES/NES: Added NTT Data Keypad support
– PCE: Improved ISO handling and WAV playback
– WS: Added Pocket Challenge V2 support
– Debugging tools: Improved Memory Viewer performance on Linux
– Movies: Fixed problems with input movie sync, particularly from the History Viewer
– Debugger: Fixed step-back crash
– GB: Added Link cable support for two GB or GBC consoles
– GB: Added Game Boy model selection option for best model a game explicitly supports
– GBA: Fixed RTC during daylight saving time
– NES: Fixed EPSM misbehaving on reset
– NES: Additional Rainbow mapper feature support
– NES: Improved CPU/APU/PPU accuracy (passes 11 more AccuracyCoin tests)
– NES: Improved PAL emulation accuracy
– NES: Improved Famicom Disk System accuracy
– SNES: Added SPC dumper tool under Tools menu
– SNES: Improved MSU-1 support and fixed audio popping
– SNES: Improved SNES offsets-per-tile accuracy
– SNES: Improved SNES rumble controller support
– SNES: Added Turbo File Twin support
– SNES/NES: Added NTT Data Keypad support
– PCE: Improved ISO handling and WAV playback
– WS: Added Pocket Challenge V2 support
– Debugging tools: Improved Memory Viewer performance on Linux
– Movies: Fixed problems with input movie sync, particularly from the History Viewer

 

Télécharger MesenCE v2.2.1 r20260605 (40.8 Mo)

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Encore une exclu EF (qui sera repompée comme d’hab à n’en pas douter ;))
 
TerebikkoEmu émule le Bandai Terebikko et le See ’N Say Videophone, deux jouets VHS interactifs utilisant des tonalités audio haute fréquence (7–8 kHz) pour détecter les réponses. L’émulateur analyse automatiquement la piste audio, reconstruit les questions et les embranchements, et propose une expérience plus claire et plus fiable que le matériel d’origine. Il prend en charge les 33 vidéos Terebikko et les 3 titres américains, à condition d’utiliser une source vidéo propre avec un son non compressé. Les dumps VHS compressés ne fonctionnent généralement pas, mais les vidéos restaurées ou upscalées restent compatibles si l’audio est intact. L’auteur recommande vhs‑decode pour des dumps bruts, même si aucun n’existe encore pour ces titres. L’utilisation est simple : on glisse une vidéo dans l’émulateur, sans BIOS ni fichier supplémentaire.

 


 


 

Télécharger TerebikkoEmu (2026/06/03) (21.6 Mo)

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Xemu est une application multiplateforme et open source qui émule le matériel de la console de jeu Xbox d’origine, permettant aux utilisateurs de jouer à leurs jeux Xbox sur les systèmes Windows, macOS et Linux.
 

 
Ce projet est une branche active du projet XQEMU, qui est lui même basé sur le projet QEMU qui est populaire et très activement maintenu.
 
A noter qu’une collection personnelle de patchs graphiques IPS/BPS pour jeux Xbox, offrant divers hacks (16:9, 720p, 480p, 60 FPS), avec des options haute résolution (mais parfois instables) sont disponibles ici.
 

 

 
A noter que la version 32 bits n’est pas officielle (réalisée par Lo v2).
 
Quelques informations d’ordres générales concernant les modifications:
 
– Bump SDL3 subproject to 3.4.10 (@mborgerson)
– hw/xbox: Clean up use of assert(false) (@Reedzit)
– ui: Account for pixel density and display scaling (@mborgerson)
– ui: Set SDL_HINT_VIDEO_DRIVER to wayland,x11 (@mborgerson)
– Misc fixes

 

Télécharger Xemu v0.8.135 (8.8 Mo)

Télécharger Xemu (x86) (2020/06/12) (6.2 Mo)

Télécharger Xemu (Debug) v0.8.135 (9.2 Mo)

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3Beans est un émulateur expérimental de la Nintendo 3DS. Il fonctionne à bas niveau en exécutant directement le système de la console comme s’il tournait sur le vrai matériel. Tout est interprété et rendu par logiciel, ce qui le rend portable mais assez lent. L’auteur prévoit d’ajouter plus tard l’accélération matérielle pour améliorer la vitesse.
 
Le projet est encore en développement : certains jeux commerciaux commencent à être jouables, mais les titres numériques ne le sont pas encore, et le menu principal n’est pas totalement fonctionnel. 3Beans est disponible sur Windows, macOS et Linux, avec des versions publiées automatiquement sur GitHub.
 
Pour l’utiliser, il faut extraire depuis une vraie 3DS les fichiers boot9.bin, boot11.bin et nand.bin. Un fichier sd.img peut être créé pour simuler une carte SD, et les ROMs doivent être dumpées en version chiffrée. Une fois ces fichiers présents, l’émulateur se comporte comme la console d’origine, avec des contrôles configurables et une option de démarrage automatique des cartouches.
 

 

Télécharger 3Beans (2026/06/04) (4.1 Mo)

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Deecy est un émulateur de Dreamcast très expérimental écrit en Zig.
 


 
Les changements sont les suivants:
 
– Rewind.
– Regularly takes snapshots of the DC state, allowing you to return to a previous state at any time.
This is disabled by default, enable it from the new General setting tab. From there, you can also configure the snapshot interval and the maximum number of snapshots saved (Note: More snapshots will increase memory usage).
For the best experience, also map your preferred shortcuts to the rewind actions (Previous/Next/Confirm/Cancel).
– Controller-Navigable Game Launcher.
Start games from your library using only your configured DC controller. You can set this launcher to open automatically on startup via the General settings tab.
– Microphone support.
Enable microphone input by adding one to an expansion slot of your emulated controller.
– MSAA x4 support for opaque pass.

 

Télécharger Deecy v0.6.2 (32.6 Mo)

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Créé par DH & Hykem (et rejoint par un ensemble de développeurs), RPCS3 est un émulateur de Playstation 3 multi-plateformes qui a pour objectif de devenir le plus complet possible. Il s’agissait à l’origine d’un simple désassembleur, mais il a depuis évolué au point d’exécuter l’ensemble du catalogue commercial de la PS3, devenant ainsi le premier émulateur pleinement fonctionnel de la console. Cette performance exige toutefois une machine particulièrement puissante.
 

En effet il vous faudra rien de moins qu’un CPU type Intel Comet Lake (10th) ou AMD Zen 3 (5000) ou plus, une carte graphique récente type nVidia GTX, de la mémoire haute performance type DDR4/DDR5 (min 8 go / recommandé 16 go) ou encore un système d’exploitation récent pour espérer lancer des jeux dans un mode relativement fluide (mais attention cela dépend énormément des builds et des jeux).
 
Plusieurs rendus s’offre à vous: Aucun, OpenGL, DirectX12 (Windows 10 uniquement) et Vulkan (qui a pour but de remplacer à terme OpenGL et ses dérivés en exploitant plus efficacement les architectures informatiques modernes).
 
Au sujet du nom de l’émulateur, il s’agit d’une abréviation et d’une combinaison de Personal Computer (PC) et PlayStation 3 (PS3). PC + PS3 = PCS3.
Que signifie le R? DH et BlackDemon se souviennent qu’il représentait Real car en 2011, il n’y avait que de faux émulateurs de Ps3. Puis, à un moment donné, DH (originaire d’Ukraine) a commencé à dire que le R représentait le mot Russe. De plus, Nekotekina, qui a rejoint l’équipe fin 2013 et qui est rapidement devenu l’un des plus grands développeurs de cet émulateur, est originaire de Russie. Du coup RPCS3 signifie à présent Russian Personal Computer Station 3.
 


 
Cette version (qui n’est pas à considérer comme stable) qu’on nommera « point de repère » (landmarks) dans le sens ou elle est officiellement publiée sur le site officiel (ce qui change des builds régulier dit « WIP » ou « GIT »), n’est disponible que pour les processeurs 64 bits. Pas de changelog malheureusement.

 

Version changes serve as landmarks and are by no means stable builds
This changelog lists the main (but not all) changes made since 0.0.X

 

Since v0.0.40 was tagged:
– 560 new commits
– 597 source code files have been edited
– 33 105 lines of code were added and 8 916 deleted
– 26 code contributors
– 93 days of development
 
Changelog:

– Improve vertex cache compatiblity by @diazalvi in #18243
– rsx: Fix random crash in texture utils by @kd-11 in #18269
– cellGem: Fix deadlock in cellGemUpdateStart/cellGemUpdateFinish by @Megamouse in #18271
– Fix mac build by @RipleyTom in #18270
– Qt: Do not check return code of rpcs3 download by @Megamouse in #18276
– Fix some warnings by @Megamouse in #18256
– PPU Fixes by @RipleyTom in #18283
– rsx/gl: Fix some bugs when doing CPU readback (WCB) by @kd-11 in #18281
– Print stacktrace in case of exception by @Megamouse in #18284
– Qt: add log level settings to debug tab by @Megamouse in #18278
– Revert enabling PPU jump elider by @RipleyTom in #18288
– gl: Texturing improvements by @kd-11 in #18289
– cellDmuxPamf by @capriots in #18218
– PPUAnalyzer: Fix SLDI shift operand by @RipleyTom in #18294
– PS Move: Fix handle position calculation by @Megamouse in #18299
– LLVM 22 fixups by @RipleyTom in #18305
– rsx: Misc improvements by @kd-11 in #18304
– vk: Add 0x13C0 NAVI2 device ID (Raphael Mendocino) by @AniLeo in #18307
– cellGem: fix RAW8 to RGBA_320x240 / fix cellGemReadExternalPortDeviceInfo by @Megamouse in #18321
– Qt: play SND0.AT3 audio file in game lists when a pam movie would play by @Megamouse in #18322
– gl: Fix some remaining issues by @kd-11 in #18309
– RPCN: settings fixes by @Megamouse in #18325
– Fix SaveStates cellDumxPamf regression by @elad335 in #18326
– overlays: play SND0.AT3 audio file while game is loading by @Megamouse in #18323
– Small GUI fixes by @Megamouse in #18332
– Update curl to 8.19.0 by @Megamouse in #18336
– Use System Protobuf for Intel Mac by @qurious-pixel in #18344
– overlays: allow to reset current setting in home menu by @Megamouse in #18341
– SPU LLVM: Use ARMV8 udot/sdot to accelerate SUMB + GB/GBH/GBB by @Whatcookie in #18350
– VK: scale auto shader compiler workers on wide CPUs by @jfleezy23 in #18353
– config/ui: UX improvements, decrease settings ambiguity, fix namings by @AniLeo in #18220
– Fix iso shortcuts by @Megamouse in #18356
– input: simplify mmjoy handler by @Megamouse in #18354
– Fix Qt cmake warning and missing QJsonDocument include by @p0yr4s in #18346
– config: Disable pad navigation by default by @AniLeo in #18363
– cellDmuxPamf: LLE by default again by @AniLeo in #18361
– cmake: Build with SDL by default by @AniLeo in #18359
– Fix callback initialization order by @Megamouse in #18364
– Qt: Add possibility to add or remove steam shortcuts by @Megamouse in #18331
– input: log warning instead of throwing an exception when the dpad has an unknown value by @Megamouse in #18365
– native overlay: Home menu rewrite by @kd-11 in #18358
– Qt: Create Steam banners as well during shortcut creation by @Megamouse in #18368
– input: implement button combos by @Megamouse in #18366
– overlays/home: Fix some issues highlighted by testers by @kd-11 in #18371
– Steam banner fixes by @Megamouse in #18372
– Qt/Input: Improve combo button input by @Megamouse in #18374
– Qt: Fix game list selection after Refresh(true) by @Megamouse in #18376
– input: Fix SDL buttons by @Megamouse in #18378
– overlays/home: Fix restarting games from home menu by @Darkhost1999 in #18369
– Map PS button to start+select by default by @Megamouse in #18380
– Update current firmware to 4.93 by @FlexBy420 in #18384
– Qt: fix duplicate button combo checks by @Megamouse in #18386
– config: Enable start in fullscreen mode by default by @AniLeo in #18387
– rsx: Dynamic vsync setting by @kd-11 in #18389
– Clean up code using mutable + const when possible by @RipleyTom in #18396
– rsx/cfg: Handle aliasing IF and ELSE blocks from the same instruction by @kd-11 in #18393
– overlay: Add 8px left margin on the sidebar by @AniLeo in #18392
– [macOS CI] Fix protobuf related build fails by @schm1dtmac in #18398
– overlays: Add RSX memory tiling to overlays and shrink shader notification dialog by @kd-11 in #18400
– Batch create/remove steam shortcuts by @Megamouse in #18399
– Add overlay notification for received messages by @RipleyTom in #18413
– rsx/cfg: Fix handling of instructions with literal input by @kd-11 in #18416
– Qt: Remove some unused code by @Megamouse in #18415
– Improve GUI Audio by @Megamouse in #18407
– Add Zed config files to gitignore by @BehroozRezvani in #18421
– Qt: fix audio timer loop by @Megamouse in #18426
– rpcs3: Fix compilation with gcc-16 by @AniLeo in #18431
– overlays: Implement SDF rendering for smooth antialiased shapes by @kd-11 in #18433
– [macOS CI] Fix broken macOS builds again by @schm1dtmac in #18436
– gl: Properly initialize memory layout definition structs by @kd-11 in #18437
– overlays: Fix ugly artifacts when rendering switches when the home menu is scaled up by @kd-11 in #18438
– Qt: loop SND0.AT3 audio, add fade in/out by @Megamouse in #18442
– Qt: Improve find dialog by @Megamouse in #18444
– gui/input: disable stick anti deadzone in gui pad navigation by @Megamouse in #18446
– Qt/input: Do not send gui input release events until there was at least one button press by @Megamouse in #18447
– cellDmuxPamf (+adec, atracXdec): process PPU state after lv2 syscalls by @capriots in #18450
– logs: Fix global log levels during boot and after changing log level settings by @Megamouse in #18445
– CMake build fixes and improvements by @oltolm in #18302
– rsx: Make resolution scaling a surface-local parameter [1 of 2] by @kd-11 in #18453
– SPU LLVM: Basic Loop Iteration Prediction Detection by @elad335 in #18395
– cellDmuxPamf: fix freezing FMVs in White Knight Chronicles II by @capriots in #18456
– Make performance overlays use window space by @BehroozRezvani in #18419
– RPCS3: Notify RAM shortage, Log current and peak RAM usage by @elad335 in #18103
– SaveStates: Fix restart after saving by @elad335 in #18459
– rsx: Make resolution scaling a dynamic setting [2 of 2] by @kd-11 in #18461
– Build fixes by @oltolm in #18460
– sysinfo: Implement RAM Usage stats for Linux by @AniLeo in #18473
– Qt: add recording settings dialog by @Megamouse in #18472
– overlays: show latching message for fatal errors by @Megamouse in #18480
– Update dependencies by @Megamouse in #18451
– steam: disable steam input for shortcuts by @Megamouse in #18427
– Qt: add some sorting options to the screenshot manager by @Megamouse in #18483
– Qt: hide log frame by default by @Megamouse in #18477
– Fix: Add missing include for MSVC compatibility by @kayforbe in #18486
– SPU Analyzer: Acknowledge unknown targets by @elad335 in #18487
– rsx/shaders: Fix texture flags lookup when MSAA is enabled by @kd-11 in #18489
– sys_fs: Implement ENOTDIR by @elad335 in #18488
– Fixes PS button wrong input path check by @BehroozRezvani in #18494
– SPU LLVM: Fix register updates in second block of Reduced Loop by @elad335 in #18500
– SPU LLVM: Remove debug code by @elad335 in #18503
– fix PPU modules compilation for PPU Debug option by @oltolm in #18508
– game_list_table: Allow reordering game list columns by @Vishrut2403 in #18492
– Bump SDL to 3.4.4 by @sanjay900 in #18505
– Update submodules by @Megamouse in #18516
– Fix SPRX Loader segfault on Apple ARM64 by excluding MAP_JIT from memory mapping regions by @Drustburn in #18425
– cellDmux implementation by @capriots in #18298
– rsx: Allow negative src and dst pitch in nv0039 by @kd-11 in #18519
– rsx: Implement unwrapping cubemaps with mipchains by @kd-11 in #18522
– vk: Fix more data violations when using VK_VALIDATION_VALIDATE_SYNC=1 by @kd-11 in #18526
– SPU: Remove RCHCNT loop handling of SPU_WrOutMbox by @AniLeo in #18529
– ISO: optimize some file reads by @Megamouse in #18511
– Update Linux docker to 1.11 by @Megamouse in #18533
– Include for pthread_self by @dblsaiko in #18535
– Qt: Show error if any package is corrupt before installation by @Megamouse in #18538
– CPUThread: fix ASAN use-after-free by @oltolm in #18541
– ppu: Enable vector NaN fixup by default by @AniLeo in #18543
– rsx: Improve handling of misaligned I/O by @kd-11 in #18545
– fix LLVM assert in use_begin by @oltolm in #18520
– Add support to encrypted ISO by @digant73 in #18498
– Fix two more ASan shutdown bugs by @oltolm in #18552
– sysinfo.cpp: Replaced PEB read with ntdll’s RtlGetVersion by @l00sy4 in #18554
– gui: Group CPU accuracy settings together by @AniLeo in #18548
– ISO: Add metadata cache to speed up game list scanning by @Vishrut2403 in #18546
– sysinfo.cpp: Remove registry helpers by @l00sy4 in #18557
– Add 3D screen size setting by @Megamouse in #18531
– Thread.cpp: Added stack trace and register logging to exception filter by @l00sy4 in #18564
– input: fix mouse+kb combos by @Megamouse in #18565
– GUI/ISO: prefer custom movie over iso movie by @Megamouse in #18566
– Fix some low hanging fruit warnings by @Megamouse in #18572
– Opt out of Game Mode on macOS due to throttling by @schm1dtmac in #18576
– Fix disk usage check, update submodules by @Megamouse in #18578
– Add config database by @Megamouse in #18568
– Qt/input: fix mouse button names by @Megamouse in #18583
– [macOS] Early update to MoltenVK 1.4.2 by building from source by @schm1dtmac in #18584
– sys_fs: Reimplement path analysis by @elad335 in #18580
– Check for unknown keys during config validation by @Megamouse in #18588
– fix wrong folder creation in cellHddGameCheck by @digant73 in #18589
– Qt: fix regular boot without database config by @Megamouse in #18596
– cmake: do not disable « WOLFSSL_HARDEN » and fix build with latest WolfSSL by @oltolm in #18559
– Allow to skip optional packages installation by @digant73 in #18582
– Loader: try to retrieve database config if not booted through the UI by @Megamouse in #18597
– Qt: Allow to compare configurations in gamelist context menu by @Megamouse in #18603
– Fix region range check on ISO file by @digant73 in #18604
– Improve Mac Translation download by @qurious-pixel in #18598
– Qt: make emu_settings_type cfg_location dynamic by @Megamouse in #18605
– SPULLVM: Fix unused variable warnings by @Megamouse in #18573
– Add recursive scan support by @digant73 in #18587
– Add missing mapping between the config object and the ui interface by @digant73 in #18612
– Enhance FAudio backend error handling and initialization processes by @rustybusgaming in #18614
– sys_fs: Fix O_CREATE and O_TRUNC for BDVD by @elad335 in #18615
– SPU LLVM: Fix RCHCNT write channel looping by @elad335 in #18581
– Add ISO integrity check by @digant73 in #18555
– Clans: PPU thread sleeping while making API calls by @ZephyrCodesStuff in #18621
– rsx: Fix morton swizzle handling on wide texel formats by @kd-11 in #18627
– Add clickable PR links in update changelog by @Kravickas in #18465
– Fix race condition in memory_decommit/memory_reset on Apple ARM64 by @Drustburn in #18423
– sys_fs: Fix checks for flash device aliases by @clienthax in #18630
– sys_spu: Fix sys_isolated_spu_create by @elad335 in #18629
– cellVdec: reimplement cellVdecQueryAttr() by @capriots in #18631
– cellVdec: fixup by @capriots in #18633
– cellVdec: another fixup by @capriots in #18635
– RSX Debugger: populate Captured Draw Calls list by @score3229 in #18643
– RSX: workaround for color/depth aliasing heurestic edge case failures by @score3229 in #18644
– Don’t use Qt event loop in headless mode by @Megamouse in #18645
– USB: fix passthrough of bulk endpoints on Linux by @LucaSilva-r in #18636
– Qt: fix memory leak in confg_database by @Megamouse in #18647
– Update 7zip to 26.01 by @Megamouse in #18649
– CI: Fix remaining Actions warning by @shinra-electric in #18652
– Add support to play from a BD Drive (currently only on Windows) by @digant73 in #18648
– [macOS] Revert #18423 due to reported crashes by @schm1dtmac in #18656
– Avoid to open a virtual drive if no content is present by @digant73 in #18659
– Fix use of database config when booting from the UI without a title_id by @Megamouse in #18660
– vk: Rework data heaps and revise our descriptor binding model by @kd-11 in #18642
– Qt: Add timeouts and abort logic to downloader by @Megamouse in #18663
– [macOS] Build MVK against Xcode 16.2 by @schm1dtmac in #18666
– Win: Update ffmpeg to 8.1 by @Megamouse in #18517
– Remove vm_ref.h by @elad335 in #18675
– game_list: Add multi-game collection support for ISO format discs by @Vishrut2403 in #18571
– [macOS] Update MoltenVK and restore Game Mode support by @schm1dtmac in #18671
– Restore 0.85 compatibility for PS3 Binary Decryption by @clienthax in #18674
– Move multi-game ISO parsing code path to proper location by @xperia64 in #18679
– Update Submodules by @Megamouse in #18681
– [macOS]: fix homebrew rpath issues by @Markos-Th09 in #18662
– game_list: Fix ISO cache bypass in is_from_yml branch for multi-game ISOs by @Vishrut2403 in #18683
– rsx: Interepreter improvements by @kd-11 in #18676
– Some fixes by @digant73 in #18686
– USB: Stop sending USB replies after prx_unload by @Florin9doi in #17934
– game_list: Fix icon display for multi-game collection ISOs by @Vishrut2403 in #18693
– Qt: Disambiguate offset direction labels from DPad/Stick labels by @arshkumarsingh in #18695
– I added the hover effect to the QComboBox in my theme that I had forgotten about by @GustavoGraziano in #18689
– Add custom anaglyph settings by @Megamouse in #18574
– Add option to derive MAC from PSID by @RipleyTom in #18700
– Apple Silicon: consolidate JIT W^X handling with RAII guards by @AurisDSP in #18701
– [macOS] [Hotfix] Revert PPUThread changes from #18701 by @schm1dtmac in #18708
– USIO: Implemented BanaPassport (バナパスポート) card reader emulation by @brian218 in #18690
– Qt: include territory in language menu labels by @arshkumarsingh in #18704
– ISO: Fix missing read of remaining chunk of data on next extent, if present by @digant73 in #18706
– gui: Remove close button from Game List dock widget by @thephilcoulson in #18717
– cellMusic: Fix shuffle always producing the same order by @thephilcoulson in #18716
– [System] Fix restart-loops upon restart-then-quit by @schm1dtmac in #18723
– rsx: Fix swapped width/height in NV309E_SET_FORMAT decoder by @thephilcoulson in #18722
– cellDmux: fix state check by @capriots in #18728
– [TESTERS NEEDED] rsx: Implement emulated Z comparisons for EQUAL function by @kd-11 in #18712
– SPU LLVM: Workaround bad LLVM codegen for FCGT on AARCH64 by @Whatcookie in #18730
– SPU: Fix CPU usage of spu_channel on BE configuration by @elad335 in #18735
– SPU: More UB fixes by @elad335 in #18736
– I made some improvements to my theme to make it better by @GustavoGraziano in #18732
– Harden bitset access by @Megamouse in #18734
– input: optimize and improve keyboard input by @Megamouse in #18741
– Visual improvements to Windows 11 Themes by @GustavoGraziano in #18745
– SPU LLVM: Inline reading/writing the decrementer for ARM too by @Whatcookie in #18751
– Restore .DirIcon by @qurious-pixel in #18753
– Fix ethernet addr in offline mode by @RipleyTom in #18756
– Update dependencies by @Megamouse in #18739
– Do not append install dir for content type theme PKGs by @Radu13 in #18765
– SPU LLVM: Optimize SPU multiplies for ARM by @Whatcookie in #18763
– Update libusb by @Megamouse in #18762
– RawSPU: Implement 16-bit and 8-bit read MMIO by @elad335 in #18770
– Fix USIO log spam by @Megamouse in #18771
– Fix named_thread_group constructor by @Megamouse in #18775
– Fix non-numerical numpad keys input binding by @Windsurf7 in #18761
– Update windows runners to visual studio 2026 by @Megamouse in #18783
– PPU/SPU LLVM: Use native ARM shuffles in recompilers instead of emulating x86 pshufb by @Whatcookie in #18056
– RawSPU: bound ELF loads; PPUInterpreter: fix modulo 127->128 by @arshkumarsingh in #18797
– Fix triple ret interpreter bug for ARM64 by @Whatcookie in #18782
– Revert « SPU LLVM: Remove dead interpreter ret fallback » by @Whatcookie in #18805
– Update ffmpeg to 8.1.1 by @Megamouse in #18807
– CLI: Allow headless installs by @Megamouse in #18719
– Update OpenCv to 4.13.0 by @Megamouse in #18809
– Implement fake ps move external device emulation by @Megamouse in #17219
– Fix exit after headless installation by @Megamouse in #18810
– Fix some gcc warnings by @Megamouse in #18811
– Fix custom music list playback by @Megamouse in #18812
– PPU Analyser: Fix possible infinite loop by @elad335 in #18814
– cellMusic: fix occasional deadlock during auto-play in playlist mode by @Megamouse in #18815
– Fix some typos by @Megamouse in #18825
– Force a supported video renderer if the selected renderer is unsupported by @Megamouse in #18823
– rpcs3_version: Bump to 0.0.41 by @AniLeo in #18829

 

 

A noter que la liste de compatibilité continue de progresser (voir ici) en permanence.

 
Précisons que 100% des jeux sont exécutables à présent, même s’ils ont encore des bugs ou que certains crash, tous peuvent être lancé, c’est une belle prouesse qu’il faut souligner !

 
Site officiel des sources et versions compilées (builds).

 

Télécharger RPCS3 v0.0.41 Alpha (35.1 Mo)

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NXEmu est un émulateur Nintendo Switch open-source écrit en C++ pour Windows. Il en est encore à un stade précoce. N3XOX1 a commencé à travailler sur NXEmu en 2018 avec des progrès lents mais constants. Maintenant qu’il affiche des graphismes, l’auteur pense que c’est le bon moment pour montrer ce qu’il a réalisé jusqu’à présent.
 


 
Les changements depuis la version 0.4:
 
– UI: better shutdown of controller config
– update sciterui
– UI: Add menu option to open App Directory/Log dir
– add about window
– OS: get video setting for is_async_gpu
– UI: Confirm closure of the emulator
– Fixes BOTW & TOTK
– Loader: fix up how Service::AM::Process::Initialize interacts with the system
– Update copyright year in build version headers
– change how app init works with passing in the base dir and app dir
– Loader: Add setting for CheckForUpdatedFirmware
– loader: ask the user to upgrade firmware if upgraded firmware in xci
– UI: Remove controller svg out of input_config_player.html
– UI: Add svg to the menu
– have dma pusher stop when no longer powered on
– fix up ui settings bool/int32 setting
– UI: Add Notification::Query
– fix up .gitmodules zlib
– UI: update how motion cube works
– Add external CMakeLists.txt
– Android: Add java_vm to ModuleInterfaces
– update to latest sciterui
– UI: Update motion buttons
– ui: Update the look and feel of the loading screen
– UI: fix up game cube controller svg
– UI: Update the svg when button state is changed
– UI: Limit stick refresh to once every 50 milliseconds
– UI: Fix up recent pull request merges
– UI: Update how pause panel works
– UI: Do not constantly hammer refreshing UI on DiskCacheLoadChanged
– loader: GetRelativePathFromNcaID add hashing of the path
– UI: Update status bar function names
– Be able to show installed firmware on the status bar
– Be able to install firmware from a folder
– be able to change docked/handheld
– merge volume
– Remove wtl
– ui: give an option to hide/show the ui elements
– OS: have OS settings full handle setting with a float
– Update menu to be able to have icons/check box and add an option to start the emulator in fullscreen
– Loader: expose IFilesystem, IContentProvider and add CreateMemoryFile, ReadBanner, ReadLogo
– loader: Add IRomInfo::ReadManualRomFS
– OS: Add applets information to all the frontend to set Applets
– OS: be able to create web browser applet
– UI: Add a web browser applet to open the page in an external browser
– Add hotkey for stop emulation, controller and configuration
– Some work to prepare for android
– OS: move docked mode out of yuzu common, and purely in to the OS module
– OS: Move applet and audio settings out of common and in to OS
– OS: Move System and time settings in to OS setting from common settings
– OS: Move controller and linux setting out of common and in to OS module
– Some work on CMakeLists.txt
– ui: configurable hotkeys, menu accelerators
– Add borderless fullscreen
– CPU: Add PrefetchAbortBreakLoop halt reason
– Loader: In RomFsControllerImpl::OpenRomFS if the file fails to open return nullptr
– external: Suppress warnings in external projects
– Fix up some WIN32/non WIN32 issues
– Loader: Fix up VfsVirtualFile::GetContainingDirectory
– CPU: Code clean up and fixing fast memory in 64bit
– common: remove out the find files out of path and into path finder
– Common: remove usage of fixed path buffers
– common: get path more cross compatible with clang
– Common: Fix a bug in Path::DirectoryNormalize if normalized against a shallow base directory
– common: update file class so it does not have to use the window api
– Common: Json limit __debugbreak to just be for win32
– core: Change AppInit to pass the config path
– Change using __interface to nxinterface
– Update sciterui
– Update to dev 0.6
– Loader: rename SaveDataFactoryPtr to SaveDataFactoryImpl
– Loader: Rename RomFsControllerPtr to RomFsControllerImp
– Loader: rename VirtualDirectoryPtr, VirtualFilePtr to VirtualDirectoryImpl, VirtualFileImpl
– Loader: Some code clean up
– loader: change IFileSysRegisteredCache to return by reference only
– OS: Fix up saving SettingType::U16, SettingType::BooleanSwitchable, SettingType::Float
– loader: fix a typo
– OS/Loader: Add IDirectory and directory and file lists
– Loader: Some code clean up
– Loader: Code clean up of patch_manager.cpp
– OS: FSP_SRV::OpenDataStorageByDataId
– video: fix project so it includes ffmpeg in release
– NXEmu-Dev-0.6.0-290-991e8bc: Core Add ability to have a setting as a float
– Video: export ShadersBuilding
– OS: export GetAndResetPerfStats
– UI: Add status text
– Add 3rd Party/ffmpeg files
– UI: only show render render window when NXCoreSetting::DisplayedFrames it set true
– OS: remove System::GetFileSystemController
– Reset modules before starting a game
– Video: some code cleanup
– UI: update game browser config to use the new list widget
– Lang: Fix up width of input config
– UI: clean up input device list when controller configuration is closed
– Lang: update LoadingPanel default display
– UI: Update controller input so styles are in the parent header
– Update to use sciter to sciter-js-sdk-6.0.3.5
– Add rom browser
– OS: implement nvdrv Container::CloseSession
– Core: Make sure sdl and logging shutdowns correctly on close
– Core: Improve shut down when a game is playing
– Loader: Add ISystemloader::LoadedRomInfo
– UI: Start to add option to stop emulation
– OS: Rename GetPageTable to GetKPageTable
– CPU: move DynarmicCallbacks64 into a member variable
– CPU: Fix memory write exclusive
– CPU: Add IKernelProcess and some code clean up
– OS: remove arm_interface
– CPU: move CpuHaltReason out of ICpuCore
– CPU: Add ICoreSystem
– CPU: Update ICpuCore so the majority is handled by the cpu plugin
– CPU: Start to add 32bit cpu
– Core: Save core settings on saving config page
– UI: a little tweak to the menu display
– OS: rename GetMemory to GetCoreMemory and some code clean up
– CPU: move ProcessorArchitecture into cpu interface
– CPU: Update how exclusive monitor works
– CPU: Add CpuDebugWatchpointType
– CPU: Rename IArm64Executor to ICpuCore
– OS: rename GetOwnerProcess to GetOwnerKProcess()
– OS: change how LoadSvcArguments/SaveSvcArguments argument type
– CPU: Add CpuThreadContext to the cpu spec
– Lang: increase min window size
– Improve shutdown
– UI: Only show when set up
– Common: Move GetNestedValue and SetNestedValue into json_util
– nxemu: update ui settings to use JsonSetNestedValue
– OS: some code clean up
– Loader: Add information to query in IRomInfo
– Lang: Add RightJoycon svg
– Add .clang-format
– Core: Change switch system to system modules
– Loader: change RomFSFactoryPtr to RomFsControllerPtr
– UI: Fix up controller config for right controller
– update version number to 0.5

 
Explications ici.

 

Télécharger NxEmu v0.6.0 build 462 (19.8 Mo)

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