KytyPS5-2026-11-05-a0268f1
Release notes · 2 files
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-05-b4c0731...KytyPS5-2026-11-05-a0268f1
New builds of emulators and game recompilation projects, scraped from 36 sources and updated automatically.
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-05-b4c0731...KytyPS5-2026-11-05-a0268f1
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-05-23ed47e...KytyPS5-2026-11-05-b4c0731
continuous
nightly / pre-release
Corresponding commit: 359a0e3a78b5b06c5557469c940999e141ae57d2 Vita3K Build: 4272
074d3f0
nightly / pre-release
074d3f0)9527d46)e105ad9)58f4bd8)Full changelog: https://github.com/has207/xenia-edge/compare/aa961b5...074d3f0
preview
nightly / pre-release
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-05-1b7ea36...KytyPS5-2026-11-05-23ed47e
Pre-release-shadPS4-2026-11-05-…
nightly / pre-release
Full Changelog: v.0.21.0...98ef621
daily-20261105
nightly / pre-release
Automatic daily build of nx2 at e736dfd.
4bc1ede493)b6706b0c29)2814b15174)3c131fb692)578d88b67c)97db036789)5016e217b8)91b74512ee)21cfc42c97)d31066ee04)97d3d9dec9)689d08400b)979d652d90)3c45b94cae)2e12e0def5)adacbaae7b)35cde43095)d6efc8ef08)4b1a1823ea)9279b24e4c)d2f6956a1a)662545c5b0)77952c8d8c)24c9b2b0ba)fef7d2fc6c)721b189bb7)3944c47805)204ae115e4)6a22450d82)551fa99a99)The AppImage is self-contained (needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch): make it executable with chmod +x and run it. The tar.gz uses your system libraries, so Qt 6 and the usual libraries must be installed.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-05-219bd64...KytyPS5-2026-11-05-1b7ea36
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-05-07e87b9...KytyPS5-2026-11-05-219bd64
aa961b5
nightly / pre-release
aa961b5)f4b5f3c)6ab2bc9)211696a)dc20b5d)Full changelog: https://github.com/has207/xenia-edge/compare/7d3298b...aa961b5
7d3298b
nightly / pre-release
7d3298b)291c72d)00411a9)d6df251)552aa4b)12c686d)f0d98ff)7708da9)f637c86)a31686b)5bd324f)Full changelog: https://github.com/has207/xenia-edge/compare/e89d8be...7d3298b
e89d8be
nightly / pre-release
e89d8be)4d00834)53867d7)233bdb0)10d3d57)fd39da5)2f279ae)838850f)455b988)6842939)a0e0308)d7a973d)a60f068)83457ac)7eee59e)afecab8)96ce1ac)Full changelog: https://github.com/has207/xenia-edge/compare/6dcbd53...e89d8be
6dcbd53
nightly / pre-release
6dcbd53)4cb4f25)d739588)3140b5b)44e6489)7ef6c64)f448664)Full changelog: https://github.com/has207/xenia-edge/compare/a88d0d8...6dcbd53
a88d0d8
nightly / pre-release
a88d0d8)bdbd822)d2d3641)1be1dd6)892064b)4794be5)48b318a)1d8489b)0bfc8fa)Full changelog: https://github.com/has207/xenia-edge/compare/3b00bbd...a88d0d8
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-4c890e9...KytyPS5-2026-11-05-07e87b9
3b00bbd
nightly / pre-release
3b00bbd)57cddf7)4cce0f2)72c2afa)67ec7f9)18131c7)251ff46)fc2aa25)f5ab892)fd59b72)6e5216e)b1ad202)0f5f851)7d4c9df)feac104)a42d9da)32ca640)4e7e1da)facfad0)9f5eb37)90f20c3)b71ddd7)Full changelog: https://github.com/has207/xenia-edge/compare/4b1c010...3b00bbd
4b1c010
nightly / pre-release
4b1c010)ca54991)046c630)f072456)48a5697)93b1329)Full changelog: https://github.com/has207/xenia-edge/compare/e9a7e47...4b1c010
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-23d0db3...KytyPS5-2026-11-04-4c890e9
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-a7e14aa...KytyPS5-2026-11-04-fe847be
v0.1.0-rc1
nightly / pre-release
Release candidate of 0.1.0. Please test it and report problems before the final release.
The AppImage is self-contained (needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch): make it executable with chmod +x and run it. The tar.gz uses your system libraries, so Qt 6 and the usual libraries must be installed.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | |
| ARM (aarch64) | AppImage · tar.gz | AppImage · tar.gz |
Windows packages are in-place zip files: extract and run eglantine.exe, or eden-cli.exe from a terminal.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 / x86_64 (MSVC) | MSVC zip | Use if you run into graphical issues on other builds | |
| amd64 / x86_64 (MinGW) | MinGW PGO zip | Built with MinGW clang; bundles its own DLLs, no Visual C++ redistributable needed |
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| arm64 (Apple Silicon) | zip · dmg | macOS 15 or newer. Not notarized: right-click and choose Open the first time, or run . is inside the app, in . |
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-91c5820...KytyPS5-2026-11-04-a7e14aa
66df2b4
commits
66df2b4 Merge pull request #14983 from JosJuice/driver-sf-speedhack — jordan-woyakf4b9fae Revert "GameINI: Add patches to limit internal framerate in Driver: San Francisco." — JosJuice584366c Merge pull request #14794 from JosJuice/android-title-database — JosJuice112e1a4 Merge pull request #14404 from sepalani/tri-close — JosJuicenightly-linux
nightly / pre-release
Citron Upstream Commit: a37026c
This build is based on the latest Citron emulator source code from the upstream repository.
Build Details:
838850f
nightly / pre-release
838850f)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/455b988...838850f
build-212
nightly / pre-release
Two compatibility fixes (Switch 2 titles packed as NUP, and Intel/Mesa graphics), one shader fix, and test/CI cleanup.
AppLoader_NUP, and only falls back to the base when the update has no ExeFS. Previously, a NUP whose base ExeFS is empty was detected through that empty directory, so a Switch 2 title came up with the Switch 1 memory layout and guest clock: a guest-memory exception and a boot stuck at 0 FPS. Mario Kart World 1.8.0 (update 917504) now selects the automatic 12 GiB layout and the 31.25 MHz clock and reaches the title screen at roughly 30 FPS, from the same empty-base NUP.exefs/romfs directories — a contentless ExeFS is treated as absent both when packing and when reading a container (GetExeFSDir returns nothing for it), and exefs/romfs are only recorded when they actually contain files. RomFS-only updates keep working through the base fallback.H0_NH1 mixed-sign half source — it now swaps the packed FP16 halves before negating the new low half, instead of negating only the upper component. Programs using it previously failed with "native half mixed-sign source mode" and were skipped.global_address_tracking gained a stub shader environment, so the test target builds again after its outdated GlobalMemoryToStorageBuffer-era call.Known limitation of the NUP fix: a full race and long-session stability were not tested; the platform-classification checks and a boot to the Mario Kart World title screen were.
Changes since build-206 (c54bc22…d6efc8e), full compare.
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-b2f40c6...KytyPS5-2026-11-04-91c5820
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-0735fd3...KytyPS5-2026-11-04-b2f40c6
e9a7e47
nightly / pre-release
e9a7e47)Full changelog: https://github.com/has207/xenia-edge/compare/447e6e2...e9a7e47
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-65fd1f6...KytyPS5-2026-11-04-56b01bc
455b988
nightly / pre-release
455b988)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/6842939...455b988
build-206
nightly / pre-release
Build 206 is a one-fix release: Polish was handed to games as a language code they don't recognise, so every title that supports Polish fell back to Japanese.
LanguageCode constant for Polish encoded its two characters in the wrong order (lp instead of pl). Titles look the value up against known language codes, found no match, and used their fallback — Japanese. The constant is now the NUL-terminated pl string in the same byte order as th, en-US and zh-Hans.- PL = 0x000000000000706C,
+ PL = 0x0000000000006C70,
LanguageCode is a little-endian u64 holding NUL-terminated ASCII. 0x6C70 reads out as p, l, \0; the old value read l, p, \0 and matched no known language.
Changes since build-205 (5cad158…c54bc22), full compare.
c54bc2289b Merge pull request #505 from Mcm190/fix/polish-language551fa99a99 set: correct the Polish language codeAutomatic build of nx2 at c54bc2289bfffda7fa3cc4c3a8cf522d84a10fd4.
Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | Make the AppImage executable (chmod +x) and run it |
build-205
nightly / pre-release
Donkey Kong Bananza's purple screen, freezes and rubberbanding are fixed.
690f80e15f that wait was skipped as soon as a GPU channel was suspended on a semaphore, and Donkey Kong Bananza's channels suspend on each other every frame, so the game always ran a frame ahead and read back stale commands. Donkey Kong Bananza now waits for each of its frames; EDEN_NX2_FRAMES_AHEAD still overrides it and other games are unchanged (Mario Kart World keeps running a frame ahead).Changes since build-204 (01dda0f…5cad158), full compare.
5cad158835 Merge pull request #506 from Duck912/dkb-frame-waitfef7d2fc6c kepler_compute: emulate tensor programs only for Donkey Kong Bananza721b189bb7 kepler_compute: emulate all of Donkey Kong Bananza's tensor programs3944c47805 kepler_compute: emulate tensor programs that no upscale stands in for204ae115e4 nx2: count the presents that return before their frame is done6a22450d82 nx2: wait for each of Donkey Kong Bananza's framesAutomatic build of nx2 at 5cad1588350a6edef11f6302dcf747dc7dffa8df.
Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).
| Build Type | Standard | PGO (Recommended) | Notes |
|---|
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-94094c6...KytyPS5-2026-11-04-65fd1f6
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-04-3b0a78a...KytyPS5-2026-11-04-94094c6
Full Changelog: https://github.com/KytyPS5/KytyPS5/compare/KytyPS5-2026-11-03-eecd982...KytyPS5-2026-11-04-3b0a78a
447e6e2
nightly / pre-release
447e6e2)306e682)Full changelog: https://github.com/has207/xenia-edge/compare/5d7e99b...447e6e2
5d7e99b
nightly / pre-release
5d7e99b)3a81820)0fd1953)Full changelog: https://github.com/has207/xenia-edge/compare/b65dd25...5d7e99b
build-204
nightly / pre-release
Mario Tennis Fever's controller glyphs render as icons instead of question marks.
? controller glyphs fixed in Mario Tennis Fever (#481) — the game looks up the + and − icons (U+E0EF, U+E0F0) in the standard shared font, and the Open Sans stand-in has no button glyphs, so it drew ?. The 24 button glyphs from yuzu's stand-in extension font are now merged into the standard font, scaled to cap height.Changes since build-203 (179b5af…01dda0f), full compare.
01dda0f47d Merge pull request #481 from aidankinzett/nx2-mtf-button-glyphsbe2f49ed43 Fix ? controller glyphsAutomatic build of nx2 at 01dda0f47d86d791959f892b9b1dfac9721aaac8.
Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | Make the AppImage executable (chmod +x) and run it |
| ARM (aarch64) | AppImage · tar.gz | AppImage · tar.gz |
Windows packages are in-place zip files: extract and run eglantine.exe, or eden-cli.exe from a terminal.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|
build-203
nightly / pre-release
One revert: the chunked-texture-upload change from build 202 device-lost Mario Kart World on AMD, so it is gone.
texture_cache no longer finishes the scheduler in the middle of a chunked image upload. A bisect put that commit on the title-screen device loss, and a tester boots with it reverted. The cost is that staging memory is not reused between chunks of one upload.Changes since build-202 (8615d8d…179b5af), full compare.
179b5afb50 Revert "texture_cache: finish between chunked uploads so staging memory is reused"Automatic build of nx2 at 179b5afb50819945bdaadd739748d5f87633b0a5.
Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | Make the AppImage executable (chmod +x) and run it |
| ARM (aarch64) | AppImage · tar.gz | AppImage · tar.gz |
Windows packages are in-place zip files: extract and run eglantine.exe, or eden-cli.exe from a terminal.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|
build-202
nightly / pre-release
The Hyrule Warriors: Age of Imprisonment fix set, batched Vulkan submissions, a large batch of shader-recompiler lowerings, and the six-axis / Mii BuildRandom fixes ported from nx2-experimental.
dma_pusher), each pending fence download tracks its own ranges, GPU-written bytes on a page are downloaded before a CPU write claims it, draws with a garbage vertex or index count are skipped instead of losing the device, and an unmapped texture buffer gets a placeholder instead of aborting.FlushCommands are batched within 500 µs (EDEN_NX2_FENCE_FLUSH_US), and a thread that needs a batched submission asks the GPU back thread for it. Queue submissions in Hyrule fights drop from ~22,000/s to ~1,100/s, and heavy stretches go from a 31–37 fps median to 46–49.USHF/UIADD3, LEA.HI with a constant, G+B TLD, 8/16-bit LDL/STL, STS with a uniform base, UMOV into any uniform register, UISETP with an accumulate predicate, FSETP with a uniform operand, I2F from signed 8/16-bit sources, IMNMX with an immediate wider than 20 bits and SHF.L.U32.HI without .W; plus more Switch 2 conversion/load forms and all generic attribute components.VK_EXT_mesh_shader exists, which fixes crashes on RADV.BuildRandom reads age, gender and race as 32-bit words and picks from the random table in the right order (#495).Changes since build-196 (0d86405…8615d8d), full compare.
8615d8d53e Merge pull request #494 from rdenno/pr/nx2-mergedbuild-196
nightly / pre-release
Switch 2 built-in font data is handed to titles correctly (which is what unblocks Mario Tennis Fever's missing text), thread startup no longer stalls on a single core, and Vulkan can honour the CPU inner-invalidation skip.
+/− glyph fix in build 204.svcStartThread takes the single-core path when multicore is disabled, and treats a thread already current on the target core as preempting itself. Starting a thread no longer yields for up to 5 ms waiting for a context switch that cannot happen.RasterizerVulkan::InnerInvalidation now honours the skip_cpu_inner_invalidation setting instead of walking every sequence on each invalidation (#237).Changes since build-194 (09e539a…0d86405), full compare.
0d86405bd1 Merge pull request #237 from ymatrix1/shader-cache-batch-invalidation36251b2191 Merge pull request #393 from aidankinzett/nx2-mtf-text0b8b33e068 merge nx262f4afef42 fix merge conflictsc10b82657b Coderabbit fixes795ea34b1e vulkan: honor skip_cpu_inner_invalidation in InnerInvalidationAutomatic build of nx2 at 0d86405bd1836f01d708abcdecc564465864a8cd.
Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | Make the AppImage executable (chmod +x) and run it |
build-194
nightly / pre-release
Build 194 of nx2 (09e539a) is a batch merge — 145 files, +6,843/−695, 40 merges — and four games move:
Around them: two Mario Kart World frame-pacing options, a shipped nx2_switches.txt of tuned Switch 2 defaults, and a wide performance and correctness batch.
Builds 190–193 have no release: 190 and 191 failed, 192 and 193 were cancelled when a newer push arrived, and only this final run published.
I2F.S16, TLD.SCR.LZ with a uniform handle, SHFL.DOWN, WARPSYNC, SUST.P.R and more), the sky's depth size query built after its descriptor is known, and G8R24 mapped to D24_UNORM_S8_UINT. The GPU-split hang while loading a race is fixed too: the front no longer reads command pages the back has not marked GPU-written yet.ULEA, with #387's author credited), and more compute forms (LEA, SHF, UIADD3, DEPBAR, USHF) lower, so almost all of its shaders stop being rejected. Photographs in game are still black — separate issue.6842939
nightly / pre-release
6842939)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/a0e0308...6842939
v1793745818.07677aa500
nightly / pre-release
Nightly build of commit 07677aa500.
07677aa500
fa03b58f04
Each build is optimized for a specific architecture and uses a specific compiler.
PGO builds usually perform ~10-30% better than standard builds, and are thus generally recommended for all users.
Linux packages are distributed via AppImage. zsync files are provided for easier updating, such as via AM.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | Standard AppImage (zsync) | PGO AppImage (zsync) |
build-189
nightly / pre-release
Build 189 of nx2 (7adcecc) is build 188 plus two fixes in the shader compiler for Switch 2 ("native") shaders — and they are what makes the NVIDIA DLSS path that build 187 enabled actually work in Fire Emblem: Fortune's Weave.
With DLSS on, that game's network used to produce NaN by its second frame: half of one layer's output was never written, the encoder's skip connections never reached the decoder, and the upscaled image and its history froze. Both causes are fixed here.
10 files, +216/−24. A shader that hits neither case compiles exactly as before, and with the network off (FSR 3.1) the same scenes measure identical.
0x168, 0x188, 0x208, …) was matched against the NVN test, which only accepts 16-byte-aligned slots between 0x100 and 0x700, so it picked a different slot — an input to the address arithmetic, a dimension, a stride or a neighbouring pointer — and rebased the access onto that buffer.CompositeExtract). One candidate is used directly; with several, all of them are bound, the access stays global, and the SPIR-V global-memory functions pick the closest base at or below the address; with none, the old NVN search runs as before.build-188
nightly / pre-release
Build 188 of nx2 (79c4f82) is build 187 plus the NUP editor: a .nup can now be unpacked back into a loose dump, and its metadata — name, icon, version, publisher and per-language names — can be edited in place, from the game list or from the command line. It fixes #385.
19 files, +2,593/−26, and none of it is emulation: games run exactly as they do in build 187. What changed is what you can do with the dumps themselves.
.nup in the game list and it is extracted back into base/, updates/<version>/ and dlc/<titleid>/<n>/, with a progress window and a cancel button. The default output is a folder named after the archive, next to it..nup in place, with a progress window. Only the fields you touch are rewritten; the packages' contents are copied untouched.switchiconshowdown.com, with SteamGridDB as a fallback when you supply a free API key. The whole search has a 10-second deadline and can be cancelled.--unpack-nup <file.nup> [<out_dir>] and --edit-nup <file.nup> --nup-name … --nup-icon … --nup-version … --nup-publisher … --clear-nup-name/--clear-nup-icon/--clear-nup-version/--clear-nup-publisher, both in --help..nup packed from a dump whose metadata was never filled in now shows the dump's name and icon in the list instead of an empty entry.Right-clicking a .nup in the game list now offers Dump NUP… (only for actual .nup archives — a loose dump has no such entry). It writes the same layout a .nup packs from:
base/, updates/<version>/ and dlc/<titleid>/<n>/;base/ wrapper, so it round-trips into the layout it came from.build-187
nightly / pre-release
Build 187 of nx2 (14d4c4e) is build 181 plus five changes, and the headline is real this time: NVIDIA DLSS works in the Windows MSVC download. The Graphics tab has a new Use NVIDIA DLSS in place of a game's DLSS setting, which hands a game's DLSS evaluation to NVIDIA's upscaler on a GeForce RTX card instead of running Eglantine's FSR 3.1 replacement.
Also in: the -pgo downloads are trained on Eglantine's own profile instead of Eden's (the fix for "the PGO build is slower than the normal one" on Switch 2 titles), the AMD black-texture regression from the sparse-tile change is reverted, the AppImage carries its build number, and the README and PR template were cleaned up.
eglantine-windows-x86_64.zip (MSVC) only. Off by default. When on, a game's DLSS evaluation goes to NVIDIA DLSS with the same inputs (colour, depth, motion vectors, jitter); when DLSS cannot run, FSR 3.1 still takes over from the next frame.-pgo zip is a MinGW build and does not have it (it has never been built with MinGW), and neither do the Linux or macOS downloads. In this build you cannot have both PGO and DLSS on Windows — the DLSS zip is the standard MSVC one.streamline folder.-pgo builds now use this repository's eglantine.profdata instead of Eden's Switch 1 eden.profdata. On an RTX 4070 laptop, Mario Kart World's attract demo ran 17–24 fps in the old Windows PGO zip against ~47 in the standard build of the same commit; on the new profile the PGO build matches the standard one (30 vs 32 fps in the same pass).build-183
nightly / pre-release
Build 183 of nx2-experimental (1521742) is the catch-up merge: nx2 is merged into the experimental line for the first time since build 130 (#455), so this is build 178's two fixes plus everything the nx2 line shipped in builds 135 through 181. Against build 178 that is 173 commits, 49 of them merges, 205 files, +26,166/−2,491.
It is the first release that is a superset of both lines: all of build 181, plus the two fixes from build 163 (Switch Sports and random Miis) that nx2 still does not have.
ja_JP UI translation; Hyrule Warriors: Age of Imprisonment drawing gameplay again; Splatoon Raiders' shadows, reticle and steam; Mario Tennis Fever's stadium; Donkey Kong Bananza through its cutscenes and without its startup crash; Pokopia's first frame and its render-pass splits on tiled GPUs; Mario Kart World's trees, its 1.8.0 NSP launch, its present stall and its stale command lists; Fire Emblem: Fortune's Weave with real AMD FSR 3.1 instead of the DLSS stand-in; GPU-decoded movies no longer green; LAN Play through a room; rumble in Switch 2 titles.eglantine-cli --help/--version exiting 0, the Arch eglantine-git PKGBUILD, the corrected contributing guide and PR template, the new issue forms, the Wayland plugins in the Linux AppImages, and the per-draw GPU-thread work in the descriptor table.build-181
nightly / pre-release
Build 181 of nx2 (f347ae0) is build 177 plus four changes: the Linux AppImages now carry Qt's Wayland platform plugins, so they start on a Wayland-only desktop (#298); the repository has real issue forms; the tests target builds again; and a push that only touches src/tests no longer queues a seven-platform release build.
No emulator code changed, so no game behaves differently from build 177 and there is nothing to retest.
libqwayland-egl.so and libqwayland-generic.so, with their client graphics and shell integrations, are bundled in all four Linux AppImages. On a Wayland-only system the AppImage used to abort with Could not find the Qt platform plugin "wayland" and Available platform plugins are: xcb (#447, addresses #298).src/tests fixes — a sign-compare error in the socket proxy test and the GetPointer hook the descriptor table test's mocks were missing.src/tests/** is now excluded from the release workflow's path filter. This is the change that made up the withdrawn build 179, and it is in this build.An AppImage built before this one shipped Qt's xcb platform plugin only, so on a desktop with no X server — pure Wayland, no XWayland — Qt had no platform to start on:
qt.qpa.plugin: Could not find the Qt platform plugin "wayland" in ""
This application failed to start because no Qt platform plugin could be initialized.
Available platform plugins are: xcb.
Aborted (core dumped)
linuxdeploy's Qt plugin is now asked for the Wayland platform plugins and their client graphics and shell integrations (EXTRA_QT_MODULES=waylandcompositor, EXTRA_PLATFORM_PLUGINS='libqwayland-egl.so;libqwayland-generic.so'). The Qt installation the build already uses contains them, so the AppImage grows by their size and nothing else is downloaded or linked.
b65dd25
nightly / pre-release
b65dd25)4956db3)26860a0)f8968ff)62c9ddc)0fc5a8e)92e0483)8a77653)Full changelog: https://github.com/has207/xenia-edge/compare/20d0b78...b65dd25
df4bd44
commits
df4bd44 Merge pull request #14972 from jordan-woyak/paren-init-aggregate — jordan-woyakv1793664833.8d29148afe
nightly / pre-release
Nightly build of commit 8d29148afe.
8d29148afe
9c3bdeffc0
060026dc2d
92f54a034a
Each build is optimized for a specific architecture and uses a specific compiler.
PGO builds usually perform ~10-30% better than standard builds, and are thus generally recommended for all users.
Linux packages are distributed via AppImage. zsync files are provided for easier updating, such as via AM.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|
a0e0308
nightly / pre-release
a0e0308)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/d7a973d...a0e0308
d7a973d
nightly / pre-release
d7a973d)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/a60f068...d7a973d
a60f068
nightly / pre-release
a60f068)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/83457ac...a60f068
83457ac
nightly / pre-release
83457ac)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/7eee59e...83457ac
7eee59e
nightly / pre-release
7eee59e)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/afecab8...7eee59e
e8c4246
commits
e8c4246 Merge pull request #14510 from Ma-Rang/pr/gecko-bind-error — jordan-woyaka0ed231 Merge pull request #14975 from JoshuaVandaele/flathub-manifest — jordan-woyak2833c12 Flatpak: Do not set the flathub::manifest tag — JoshuaVandaele18190eb EXI: Show on-screen error when USB Gecko fails to bind — Ma-Rangd182533 Merge pull request #14916 from iwubcode/vertex_manager_draw_refactor — jordan-woyakadf85af Merge pull request #14941 from debug687/patch-1 — jordan-woyakd08bdde Common/TypeUtils: Remove missing __cpp_aggregate_paren_init feature workaround. — jordan-woyakfaae54e Core/Debugger: Clean up emplace_back calls with use of "parenthesized initialization of aggregates". — jordan-woyakpre-release
nightly / pre-release
rgba instead of xyzwThe following titles had issues fixed in this release:
Full Changelog: https://github.com/xemu-project/xemu/compare/v0.8.139...6095054b7d02dfac25fdc4a8ba9300358046e860
afecab8
nightly / pre-release
afecab8)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/96ce1ac...afecab8
v1.1.0-test.20261102.2
nightly / pre-release
Hotfix .2 replaces the broken .1 tester build.
Download the entire Windows or Proton ZIP and extract it into a new folder. Replace the complete application package, including its cores folder. Do not replace only the EXE. Existing settings and saves stay in their user-data location.
Validation includes final-ZIP extraction to a new path with spaces/Unicode, starting from outside the application folder, without --install-root. Core discovery, worker verification, game frames and clean shutdown are checked. The CPU delegate table matches all 166 original entries; the GPU cleanup stress check executes all 32,000 callbacks once. All 28 protected modules pass the static decompiler check.
Proton archive installation/reinstallation is tested under Ubuntu WSL; SteamOS/Bazzite gameplay remains unqualified. Pokopia character graphics remain broken, and protection adds overhead. The bundled TOTK timing module is excluded. No games, keys, firmware or saves are included. Required dependency notices/sources are attached. This remains an experimental prerelease.
Final Windows ZIP checks (no installation override):
SHA-256:
8a5eea368dd81458d61b4e4825e16fc9085179fdc524b47f5a509210d11b6803 NX-Infinity-1.1.0-test.20261102.2-Windows-x64.zip
19e7246ad9f072069c0f342445f093e97bb5d719b45989f4d800ed7f7dba784e NX-Infinity-1.1.0-test.20261102.2-Proton-x64.zip
1c1ea24b7f8cbf19617cf12a2c5adfc959f851f2357d7a0f3092da74bfa45582 NX-Infinity-1.1.0-test.20261102.2-Third-Party-Sources.zip
v1.1.0-test.20261102.1
nightly / pre-release
SUPERSEDED: this build is broken. Download hotfix .2, extract the complete package into a new folder, and replace this version.
BROKEN BUILD: normal startup can report the core missing and prevent games launching. A replacement is being tested. Please do not use this download.
Current work is available for testing on Windows x64 and Linux through Proton.
Includes the current launcher and NXI core, experimental Switch 2 work, cheats/mods, PokeTool, avatars and updated Proton setup.
NX Infinity.exe.bash Install-NX-Infinity.sh in Desktop Mode. The first launch downloads the Proton runtime. See linux/README.md inside the ZIP for Steam Game Mode setup.The bundled TOTK timing module is omitted. Required third-party notices are retained; FFmpeg and OpenAL sources are attached separately. No games, keys, firmware or saves are included. This prerelease does not replace the stable auto-update release.
Send testers the Windows or Proton ZIP. The third-party source ZIP contains dependency sources only. Checksums are in SHA256SUMS.txt and the matching .sha256 files.
The final Proton ZIP also passed an actual install/reinstall check under Ubuntu WSL: all 365 manifest files matched, and the existing prefix was retained.
SHA-256:
1b54397638b895e331cd149748ca08ce74ead2ac9007940af06b77d1caa5bc23 NX-Infinity-1.1.0-test.20261102.1-Windows-x64.zip
06c11653839c9264c580321ebb3bc63b2fe164ca633dc18c63f7c04215904e8c NX-Infinity-1.1.0-test.20261102.1-Proton-x64.zip
latest-nightly
nightly / pre-release
This is a nightly release built from the latest commit. Before you use these builds, make sure to backup your data, especially the save states!
Save states are constantly evolving and are only guaranteed to be compatible on stable (numbered) releases. The file format may be changed without notice, so be careful when using save states from nightly releases.
You can find the changelog for this build here.
[!NOTE] Nightly builds include experimental and in-development features that may not work properly. When reporting issues, make sure to include the version number (Help > About > Copy version).
[!IMPORTANT] It is recommended to install the latest GPU drivers in order to use Direct3D or Vulkan:
- Nvidia: Find your GPU here or use the Nvidia App to update drivers automatically
- AMD: Find your GPU or CPU here or use the download buttons at the top to update drivers automatically
- Intel: Find your GPU or CPU here
Windows users: install the latest Microsoft Visual C++ Redistributable package (x86_64 installer, AArch64/ARM64 installer) before running the emulator. This is mandatory to avoid crashes on startup.
macOS users: follow these instructions to allow Ymir to run on your system. Ymir is signed with an ad-hoc certificate, flagging it as unverified.
Linux users: if you choose to install the Flatpak version, make sure to grant Ymir permission to access the filesystem or your disc images won't load properly.
db0e09c
nightly / pre-release
db0e09c)902db50)00f7fce)93a9534)2890686)Full changelog: https://github.com/has207/xenia-edge/compare/f17accd...db0e09c
f17accd
nightly / pre-release
f17accd)Full changelog: https://github.com/has207/xenia-edge/compare/96df390...f17accd
96df390
nightly / pre-release
96df390)f41b865)Full changelog: https://github.com/has207/xenia-edge/compare/03a539b...96df390
v0.4.2
release
Independent project, not affiliated with Geod Studio or Nintendo. NES is a trademark of Nintendo.
A demo game included, and Zaxnes on Android.
Zaxnes now includes the demo of a simple game, FlappyZaxNes, with its own 3D profile and widescreen, so that you can get an idea of how the emulator works without having to unlock profiles in 3dSen.
rust/docs/hacks/flappyzaxnes/WIDESCREEN-HACK.md.Android/data/io.github.nixxou.zaxnes/files (roms, profiles, saves, states, movies): no permission is needed.| File | Platform |
|---|---|
Zaxnes-0.4.2-win-x64.zip |
Windows 10/11 64-bit, OpenGL 3.3 (or Vulkan / DirectX 12). Unzip anywhere and run zaxnes.exe. |
Zaxnes-0.4.2-linux-x64.tar.gz |
Linux x86_64, OpenGL 3.3, SDL2 (libsdl2-2.0-0 on Debian/Ubuntu). Run ./zaxnes. |
astrobot-dlss-int21-23y
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564 / PPSA21567 / PPSA21568) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folderv1793569440.7a6d055094
nightly / pre-release
Nightly build of commit 7a6d055094.
7a6d055094
c6fa5c1f77
2c40328a23
41b6807f12
2bec66c092
be972d7fdc
972860ac8f
3d3ed4b7d1
be21ccce25833d8c0
commits
833d8c0 Merge pull request #14704 from JoshuaVandaele/mathutils-23 — JMC47e6ed144 Merge pull request #14006 from jordan-woyak/speaker-accuracy — JMC4786d5548 Merge pull request #14596 from CySlaytor/master — iwubcode56076f4 feat(retroachievements): implement achievement notification sounds — CySlaytor2127.0-alpha4
nightly / pre-release
As an alpha release, this build is not yet considered stable.
This prerelease is intended for users to test upcoming features, allowing the community to provide feedback before they are distributed in a stable release. Users interested in testing bleeding-edge software are encouraged to test out this build to help us catch any issues we may have missed during development.
If you are unwilling to tolerate potential issues, it may be better to wait for the next stable release.
dist folder that contains a global free camera implementation, controllable using a controller.2026.10.01@2026-11-01_1793557655
release
OpenCDi v0.2.0 represents a major architectural milestone. This release replaces the legacy monolithic windowing system with a modern cross-platform frontend (winit + softbuffer), introduces a headless automated testing harness (harness.exe), resolves in-game audio stuttering across the entire software library (Zelda: The Wand of Gamelon, Link: The Faces of Evil, Escape from Cyber City), synchronizes gunshots in FMV rail shooters (Mad Dog 2), refines MPEG-1 / DVC video decoding, and adds custom NVRAM file support via CLI.
minifb to winit (0.30) and softbuffer (0.4.8).harness.exe)Machine::run_frame).harness.exe for automated batch testing, frame comparison, and audio verification without requiring a window or audio device.0x3FFA (ZBUF / AUDCTL): buffer reactivation now preserves ADPCM predictor filter states, eliminating harsh DC offset pops and dropouts.v0.1.4-alpha
nightly / pre-release
RPS5E_IME_HEADLESS=1 does so with a window too.--compile-wait); a pipeline the pipeline cache already holds is made on the spot instead of being skipped (RPS5E_INLINE_PROBE). Draws that write memory, draws without render targets and compute dispatches still wait, since the game and later GPU work read what they write.--prewarm-wait (RPS5E_PREWARM_WAIT=1) keeps the old behaviour. Tests and input replays still build it first.RPS5E_LOOKAHEAD_QUEUED, RPS5E_LOOKAHEAD_GUESS); the GPU command thread starts it whenever it meets a new compute program (RPS5E_LOOKAHEAD_EAGER), so it also works while draws are recorded on their own thread, where it found nothing before.v0.4.1
release
Independent project, not affiliated with Geod Studio or Nintendo. NES is a trademark of Nintendo.
Widescreen fixes.
| File | Platform |
|---|---|
Zaxnes-0.4.1-win-x64.zip |
Windows 10/11 64-bit, OpenGL 3.3 (or Vulkan / DirectX 12). Unzip anywhere and run zaxnes.exe. |
Zaxnes-0.4.1-linux-x64.tar.gz |
Linux x86_64, OpenGL 3.3, SDL2 (libsdl2-2.0-0 on Debian/Ubuntu). Run ./zaxnes. |
Zaxnes-0.4.1-portmaster-aarch64.zip |
PortMaster handhelds. Unzip into the ports folder of the SD card; see zaxnes/README.md. |
No ROM and no game profile is included. Bring your own ROMs; for 3D, a .3dn profile per game (if you own 3dSen, File > Import from 3dSen… copies the profiles of your installation). Without a profile, a game runs in 2D or with the default 3D geometry. See HOWTO-RUN.md for the command line.
96ce1ac
nightly / pre-release
96ce1ac)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/44e6489...96ce1ac
v0.0.7-pulse
release
Automated SharpEmu v0.0.7-pulse build for commit 791a053.
0896ef68)c6d304cc)4ec21480)a95444f4)14d68762)54756cff)2e23a3a3)fb3d2325)ec8f2ea1)ff7f3974)685dbae6)540365e9)71e3f277)2d438a59)v0.4.0
release
Independent project, not affiliated with Geod Studio or Nintendo. NES is a trademark of Nintendo.
OpenCDi v0.1.9 is now available for Windows (x64). This release introduces full Save States and Load States, persistent console memory (NVRAM), exclusive input device handling (eliminating mouse and gamepad signal conflicts), real-time audio pacing without stuttering, and hardware-level emulation fixes for DVC and MCD-212 video controllers.
Additionally, this release integrates a prominent tester feedback entry point directly on the main menu bar to facilitate bug reporting and community testing.
The Philips CD-i catalog is technically diverse, featuring proprietary multimedia engines, custom OS-9 file formats, and varying MPEG/ADPCM stream configurations across titles. Comprehensive community feedback is crucial to discovering title-specific regressions, audio timing glitches, and edge cases.
To streamline this process, the Send Feedback (F1) button is now placed directly on the top-level menu bar, accessible with a single click or by pressing F1 at any time during emulation. This connects directly to the dedicated tester feedback portal:
https://cdi-tester-feedback.pages.dev/
Testers are encouraged to report:
Every submission provides reproducible data that accelerates investigation and targeted hardware fixes.
File -> Save State to Slot and File -> Load State from Slot.4fb368c
commits
4fb368c VideoBackends / VideoCommon: split draw calls into separate commit and render steps — iwubcode613db73 Merge pull request #14958 from bmdhacks/mali-custom-driver — JosJuicec4856ea Merge pull request #14878 from vhoxha08/add-global-hotkeys-android — JosJuice78a8ab4 Merge pull request #14947 from scatterflower/unaligned-store-fix — JosJuice2986290 Merge pull request #14944 from Sintendo/arm64-mfspr-sxtw — JosJuice4707515 Merge pull request #14943 from Sintendo/vertex-arm64 — JosJuice97b33a2 Merge pull request #14928 from JosJuice/neon-texture-decoder — JosJuice3ba9b97 Merge pull request #14930 from jordan-woyak/dev-dolphin-determinism — JosJuice3474634 Merge pull request #14903 from brad0/elf_aux_info_check — JosJuice1f30867 Merge pull request #14782 from tygyh/Core/Use-lerp-and-midpoint — iwubcodedd5a544 Merge pull request #14964 from jordan-woyak/scrollable-ppconfig-window — jordan-woyakastrobot-dlss-int21-23w
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564 / PPSA21567 / PPSA21568) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folderastrobot-dlss-int21-23v
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564 / PPSA21567 / PPSA21568) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folderv1.1.0
release
Copperline 1.1.0 is the first feature release of the 1.x series. Hard drives can now run at the speed of the period drives each Amiga shipped with. The MMU-less 68EC030, 68EC040 and 68EC060 are new CPU choices. The JIT is much faster on fast-RAM code and heavy disk I/O, and has a new "fastest" speed. A500 CIA, interrupt and bus timing are corrected against measurements of a real A500. It also includes every fix made on the 1.x branch since 1.0.1.
--expect-screenshot images tuned to an exact frame may need new timestamps or new captures.copperline.toml beside the executable now boots on its own. Startup checks --config, then ./copperline.toml, then a copperline.toml beside the executable (or beside Copperline.app, or beside the .AppImage), then the saved default. If you keep a file with that name there, it now takes over from the saved default. --factory skips it.[paths] media folders. The working directory is still tried first, so every path that worked before finds the same file.[cpu] speed, the 68EC030, 68EC040 and 68EC060 models, the drive timing and spin_up keys, and [[drive_profile]] tables.Until now every hard-disk transfer finished within the access that started it. timing = "period" on [ide], [scsi] or [lide] (or --hd-timing period) models the drive each machine shipped with instead, so a hard-disk Amiga loads, boots and benchmarks at that drive's speed:
| Machine | Drive |
44e6489
nightly / pre-release
44e6489)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/7ef6c64...44e6489
7ef6c64
nightly / pre-release
7ef6c64)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/f448664...7ef6c64
v0.1.3-alpha
nightly / pre-release
RPS5E_CAPTURE_FRAMES) of GTA V replay again instead of hanging the GPU. While a capture recorded, GPU results copied straight into guest memory were later taken for CPU writes and recorded; the replay wrote them over its own GPU results, which differ where GPU work orders its atomics differently, and the mixed ray-tracing tree sent a shader into an endless loop. GPU results now reach guest memory through copies the capture sees while it records.RPS5E_WHOLE_METADATA_WRITES).v_readfirstlane) were skipped, so the sort before the tree build never ran; they are translated now (RPS5E_RUNTIME_BUFFER_RECORDS). The game loads and reaches "PRESS ANY BUTTON TO PLAY".sceAudioOut2ContextPush in blocking mode returned with the context queue still full, so sceAudioOut2ContextGetQueueLevel right after it reported no free grain; Wwise renders only the free grains and pushes only rendered ones, so its audio thread stopped, and the garbage collector waited forever for an audio bank to unload while holding the loading screen's lock. A blocking push now returns once the queue has room for the next grain.astrobot-dlss-int21-23r
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564 / PPSA21567 / PPSA21568) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folder2c6a598
commits
f448664
nightly / pre-release
f448664)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/892064b...f448664
892064b
nightly / pre-release
892064b)4794be5)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/48b318a...892064b
astrobot-dlss-int21-23q
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564 / PPSA21567 / PPSA21568) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folderastrobot-dlss-int21-23o
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564 / PPSA21567 / PPSA21568) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folderv.0.21.0
release
Another week another release . There are ton of changes , so why not ?
astrobot-dlss-int21-23m
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564 / PPSA21567 / PPSA21568) and Astro's Playroom (PPSA01325):
New in this release -
Decouple is now built into the emulator for Astro Bot (any version and region) and Astro's Playroom. It finds the game's timing code itself, so you don't need the patch file or a button combo. It uses the v3 smoothing and the 1/20 s delta-time cap. The patch file's Decouple and the mods that need it (frame-limiter sleep, precise frame caps, delta-time caps) are skipped while it's on, so use the launcher's Frame rate limit instead. Playroom is smoother too, and no longer runs at double speed above Vblank 60. The console shows Decouple: built-in one on. "KYTY_ASTRO_DECOUPLE": "0", goes back to the patch file.
The "[Fix] Bot rescue" mod is now skipped. Its hooks fire when you enter and leave a level, not on rescues, so it was switching Decouple off mid-stage. Rescues work fine without it.
Before, DLSS/FSR only anti-aliased Playroom at the render resolution. Now they upscale the scene to the full output size, with the game's own effects (bloom, particles) kept on top. 540p works too, upscaled 3x and stretched the rest of the way. The HUD is drawn at the render resolution for now: sharp at 1080p and above, a little soft at 720p.
The built-in render resolution and the "too many objects" crash fix now work on:
If you're on anything other than 01.018, please post your console's fixed render resolution ... and command buffers x2 ... lines (or the not applied / not found line).
The gyro is centred from the start: the resting offset is saved per controller. There's also a new re-centre key (F9 by default, set in the launcher).
Korean and Japanese text no longer shows as ?, and FSR frame generation now works without FSR upscaling.
| | What it does | GPU | Platforms |
v0.3.6
release
This release collects 71 commits after 0.3.5, including merged contributor history, plus release preparation. It introduces the experimental native DirectX 12 renderer, ZAR loading/extraction, launcher FPS limits and motion sensor input, alongside Vulkan performance, graphics, audio and save fixes.
.deb, .rpm, .pacman and .AppImage, with the native GTK 3
launcher, game-run and pkgextractor. See the
Linux guide.The CPU baseline remains x86-64-v3 (AVX2/BMI2/FMA). Vulkan remains the default renderer on both platforms. DirectX 12 is Windows-only and experimental. Windows packages include the pinned Microsoft DXC compiler, DXIL validator and license notices; keep these DLLs beside the executables. Linux requires glibc 2.31+, Linux 5.11+ with FSGSBASE/Syscall User Dispatch, GTK 3, X11/XWayland, Vulkan 1.2 and PulseAudio or PipeWire's PulseAudio service. The AppImage uses these system libraries. Games, firmware, keys, saves and shader caches are not included.
The Windows library and Settings now offer Vulkan / DirectX 12. This is a native D3D12/DXGI backend, not a Vulkan translation layer. Unsupported work is reported explicitly; it neither silently switches APIs nor skips draws and reports them as successfully rendered.
nx2-2026-10-29
nightly / pre-release
I can't reliably test any other platform since I'm only on windows, and WSL usually has inaccuracies, but the source is there if you want to convert it to linux
experimental switch 2 integration for eden
needs a lot of fixes but its something to start with, some mesh is missing due to unimplemented shaders
Source: branch eden-nx2. Built the way Eden's own CI builds Windows releases (clang-cl, Release, static Qt).
Windows (x64): Eden-Windows-nx2-2026-10-29-amd64-msvc-standard.zip, containing both apps:
eden.exe: the normal Eden app. Open the game with File > Load File and pick exefs\main inside the game folder.eden-cli.exe: the command-line version: eden-cli.exe -g "C:\path\to\game folder\exefs\main".Requirements: Windows 10/11 64-bit, the Microsoft Visual C++ Redistributable (x64), and a Vulkan GPU with 8 GB+ VRAM and 16 GB+ RAM.
Eden is licensed under the GNU GPL v3.
Full Changelog: https://github.com/Coder787-source/KytyPlus/compare/v5.6...v5.7
a8fc326
commits
a8fc326 Vulkan: Allow custom drivers on Mali devices — bmdhacksFull Changelog: https://github.com/Coder787-source/KytyPlus/compare/v5.5...v5.6
Full Changelog: https://github.com/Coder787-source/KytyPlus/compare/v5.4...v5.5
v0.1.2-alpha
nightly / pre-release
.exfat, also inside an MBR or GPT partition), .ffpfsc containers (a PS5 PFS image holding a compressed exFAT image) and UFS2 images (.ffpkg dumps made on the console). The game folder is found anywhere inside the image..exfat and .ffpfsc files with their title, version and icon, and its file pickers accept them; info-pkg and install-pkg read them too..pkg, without extracting them: the Kraken-compressed game image is decoded on demand, and the package's metadata (title, version, icon, sce_sys/param.json) is read from it. info-pkg and the launcher show them; PS5 retail packages are still reported as encrypted. Silent Hill 2 (Remake) starts from its 48 GB package and reaches the main menu and the New Game settings at about 1 fps; it can still crash right after the start screen (with RPS5E_LABELS_AT_EOP=through it does not), and loading a new game stalls.imports, info and load on a package read its eboot.bin instead of loading the whole package file.sceSaveDataPrepareForTransferring, libSceTextToSpeech2 Speak/Close/Terminate, and the libc thread-destructor calls _sceLibcInternalThreadDtors and _sceLibcInternalForceTlsDestructor.in6addr_any, in6addr_loopback and the others of libSceNet) with real memory. Minecraft reaches the menus and gameplay.v0.1.1-rc8
release
This release candidate completes support for the cheat instructions implemented by Eden's DMNT engine and improves cheat-file parsing and process targeting.
This is a pre-release for testing before v0.1.1. Feedback and reproducible bug reports are welcome. It includes all improvements from rc1 through rc7.
All instructions supported by the compared Eden DMNT engine are implemented. This does not guarantee that every third-party cheat works: cheats must match the game's build ID and use valid addresses. The Wonder 99 Lives regression passes against synthetic memory; its effect during gameplay still needs confirmation. End-to-end compatibility with third-party injected CheatVM modules remains unverified.
The full core test suite still has existing failures and a scheduler-test hang. This release does not resolve every freeze, black-screen issue, or audio glitch. Multi-program game compatibility remains experimental, and the native Metal backend on macOS remains alpha.
On Windows, choose the installer or extract the standalone ZIP. Windows packages are available first; macOS and Linux download links will become available as their packages are uploaded.
| Platform | Download |
|---|
v0.1.1-rc7
release
This release candidate fixes several cheat-engine decoding errors, adds missing process-memory service calls, and addresses an applet command that caused some game to abort.
This is a pre-release for testing before v0.1.1. Feedback and reproducible bug reports are welcome. It includes all improvements from rc1 through rc6.
SetProcessMemoryPermission, MapProcessMemory, and UnmapProcessMemory into both ARM64 and ARM32 system-call dispatch. Aligned permission handling and validation order with Eden, with tests for writable aliases, unmapping, and error handling. This addresses missing calls needed by injected cheat modules; end-to-end compatibility with third-party CheatVM modules is not yet verified.ILibraryAppletAccessor command 90. Also implemented GetLibraryAppletInfo to return the child applet's identity and mode.The cheat engine is not yet fully compatible with every instruction. The Wonder cheat regression passes against synthetic memory; confirmation of its effect during gameplay is still needed. Extended cheat instructions require further work.
Focused regression tests pass, but the full core test suite still has existing failures and a scheduler-test hang. This release does not resolve every freeze, black-screen issue, or audio glitch. Multi-program game compatibility remains experimental, and the native Metal backend on macOS remains alpha.
On Windows, choose the installer or extract the standalone ZIP. Windows packages are available first; macOS and Linux download links will become available as their packages are uploaded.
| Platform | Download |
|---|---|
| Windows — Installer | Ruzu-Windows-v0.1.1-rc7-x64-msvc-installer.exe |
| Windows — Standalone | Ruzu-Windows-v0.1.1-rc7-x64-msvc.zip |
v0.1.1-alpha
nightly / pre-release
--display-resolution and RPS5E_DISPLAY_RESOLUTION: games that ask the console for the TV's resolution are told the chosen one, as a PS5 on that TV would answer; the default stays 2160p.scePlayGoRequestOptionalChunk, scePlayGoGetRequiredDisc, scePlayGoRequestNextChunk, scePlayGoSnapshot and scePlayGoSetInstallSpeed2 are implemented. The library now tracks its initialized and open-handle state (NOT_INITIALIZED, ALREADY_INITIALIZED, BAD_HANDLE after close), remembers the install speed that was set, and answers a chunk-id count query made without a list buffer.%LOCALAPPDATA%\rps5e; before, they needed HOME and were missing without it.PS5_HLE_TRACE with a relative path writes to that path instead of a fixed file in /tmp.Full Changelog: https://github.com/Coder787-source/KytyPlus/compare/v5.1...v5.4
57cddf7
nightly / pre-release
57cddf7)4cce0f2)Full changelog: https://github.com/xenia-canary/xenia-canary/compare/72c2afa...57cddf7
astrobot-dlss-int21-20
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564) and Astro's Playroom (PPSA01325):
New in this release -
What it does: whenever the controller has been still for half a second (barely rotating, with gravity steady), the emulator learns the gyro’s resting offset and removes it from every reading. That covers both the rotation speed the game reads and the orientation the emulator works out from it, so aim and tilt should stop creeping sideways. When it adjusts: the first estimate is ready after about a second of stillness. After that it adjusts slowly, so it follows the sensor warming up but doesn’t eat intentional slow movements. Each controller learns its own offset. What you’ll see: the console prints Gyro calibration: resting offset x, y, z degrees/s removed ... once it has learned the offset, so you’ll see your controller’s actual drift figure. "KYTY_GYRO_CALIBRATION": "0", turns it off.
This fixes the gyro drifting out of sync in Astro Bot
2.Minor Housekeeping
Re-ordered some elements of the launcher.
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
0.1.0-alpha.2
nightly / pre-release
v1.0.0
release
NX Infinity v1 is here.
an entirely remade Switch themed Desktop + HOME UI, built on a fork of the Ryujinx core through Kenji-NX with extensive repairs and performance improvements. credit to the original teams and to sakasakiking for Dune's design origins.
what's in v1:
Windows: download NX-Infinity-v1.0.0-win-x64.zip, extract it and open NX Infinity.exe.
Linux / Proton: download NX-Infinity-v1.0.0-linux-proton-x64.zip, extract it and run Install-NX-Infinity.sh. The application files match the Windows package byte for byte. Python 3.11+, Vulkan drivers and internet access are needed for first setup.
The release includes checksums, the audit receipt and Defender scan results. Windows startup and the updated UI checks pass. Proton installation, reinstall and save-prefix preservation pass under Ubuntu WSL.
MP4 still stutters. Linux desktop gameplay and 3D All-Stars touch interaction need more testing. Test notes.
developer: COYE / coye2
dev team testers: IL DENTE PROIBITO and ShadowEddyx12. thank you for helping get this out.
Full Changelog: https://github.com/Coder787-source/KytyPlus/compare/KytyPlus-2026-10-26-636bc95...KytyPlus-2026-10-26-e560633
astrobot-dlss-int21-19
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folderFull Changelog: https://github.com/Coder787-source/KytyPlus/compare/v5.1...KytyPlus-2026-10-26-636bc95
Two changes aimed at the same class of failure: running out of graphics memory, and a shader that a Mac driver simply refuses to build.
gl_SubgroupInvocationID and friends there. Those stages
now emit as a wave of one lane: the lane index is zero, a shuffle returns the value in hand, a
ballot reports only the invoking lane, and the subgroup barrier is dropped.astrobot-dlss-int21-18
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564) and Astro's Playroom (PPSA01325):
Silky-smooth frame times on G-Sync / FreeSync displays Set Present mode: Immediate with Smooth frame pacing ticked. A late frame is now shown the moment it's ready instead of being doubled, so frame times stay remarkably even. In a busy Astro Bot level (Sky Garden) the visible hitches dropped from 97 a minute to 7, and the slowest 1% of frames went from 33 ms to 23 ms.
Then pick a Vblank frequency your PC holds even in the busiest levels: a steady lower rate feels far smoother than a higher one that keeps dipping. Tester's setup (RTX 5080), smooth all the way through: Vblank 40, Frame generation 2x, Frame rate limit 80, Immediate, Smooth frame pacing, G-Sync on.
Fixed: slow motion with frame generation With Smooth frame pacing on, frames that took a little too long to present (most often with DLSS-G 3x) cost the game vblanks, so Astro Bot could drop into slow motion until the next load. The game now gets every vblank on time, at 2x, 3x and 4x.
Also since build 17
Without a variable-refresh display, keep Present mode on FIFO. Astro's Playroom: keep Vblank at 60. Full notes, setup and known issues below.
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
0.1.0-alpha.1
nightly / pre-release
fs: TLS access; AMD-only instructions emulated or patched on Intel CPUs.rps5e): game library with folders, packages, covers, search, grid and list views; per-game emulator settings; run logs.--record-input, --replay-input, scripts/input-test.sh).make install.astrobot-dlss-int21-17
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows, Linux, macOS |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 540p / 720p / 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folderastrobot-dlss-int21-11
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds NVIDIA DLSS frame generation (DLSS-G) and, new and experimental, DLSS upscaling (DLSS super resolution) to ASTRO BOT (PPSA21564). Everything else is Jetsku's U59 int21 release (24 October 2026).
Frame generation only switches on where it finds Astro Bot's inputs; in other games it stays
off. With the streamline folder present Streamline still sits between the emulator and the
driver, so if another game misbehaves with this build, set KYTY_FRAMEGEN=0 or remove the folder.
Download this release's zip and unzip it into a new folder.
Download NVIDIA Streamline v2.14.1:
https://github.com/NVIDIA-RTX/Streamline/releases/tag/v2.14.1 - pick
streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).
In the unzipped emulator folder, next to kyty_emulator.exe, make a folder named exactly
streamline and copy into it the files from the Streamline zip's bin\x64 folder (the files
themselves; the development subfolder is not needed).
KytyPS5-AstroBot-DLSSG\
├── kyty_emulator.exe
├── kyty_launcher.exe
├── ...
└── streamline\
├── sl.interposer.dll
├── sl.common.dll
├── sl.dlss_g.dll
├── sl.reflex.dll
├── sl.pcl.dll
├── nvngx_dlssg.dll
└── ...
Turn NVIDIA Smooth Motion off for kyty_emulator.exe in the NVIDIA App (the two clash).
Start Astro Bot from the launcher as usual.
The emulator's console window shows, in order:
Frame generation: Streamline loaded from ...\streamline (1 generated frame(s) per frame)
Frame generation: Streamline offers DLSS-G with this GPU, driver and Windows
Frame generation: Vulkan is loaded from sl.interposer.dll (Streamline's interposer, as needed)
Frame generation: DLSS-G ready (1 generated frame(s) per frame); it turns on in the game's 3D view
astrobot-dlss-int21-8
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds frame generation and modern upscaling to ASTRO BOT (PPSA21564) and Astro's Playroom (PPSA01325):
| What it does | GPU | Platforms | |
|---|---|---|---|
| NVIDIA DLSS frame generation (DLSS-G) | 2x, 3x, 4x generated frames, with Reflex | RTX 40 / 50 (3x/4x: RTX 50) | Windows |
| AMD FSR 3.1 frame generation | 2x generated frames | any GPU (AMD, Intel, RTX 20/30, ...) | Windows |
| NVIDIA DLSS upscaling (super resolution) | replaces the game's TAA | any RTX | Windows |
| AMD FSR 3.1 upscaling | replaces the game's TAA | any Vulkan GPU | Windows, Linux, macOS |
| Built-in render resolution | 1080p / 1368p / 1872p / 2160p, no patch file needed | any | all |
Everything else is Jetsku's U59 int21 release (24 October 2026).
All of this only switches on where it finds Astro Bot's or Playroom's inputs (depth, motion vectors
and camera); in other games it stays off. With the streamline folder present Streamline still sits
between the emulator and the driver, so if another game misbehaves with this build, set
KYTY_FRAMEGEN=0 or remove the folder.
amd_fidelityfx_vk.dll (FidelityFX SDK v1.1.4, MIT licence) is included next to the emulator.streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).kyty_emulator.exe, make a folder
named exactly streamline and copy into it the files from the Streamline zip's bin\x64 folderastrobot-dlss-int21-7
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds NVIDIA DLSS frame generation (DLSS-G) and, new and experimental, DLSS upscaling (DLSS super resolution) to ASTRO BOT (PPSA21564). Everything else is Jetsku's U59 int21 release (24 October 2026).
Frame generation only switches on where it finds Astro Bot's inputs; in other games it stays
off. With the streamline folder present Streamline still sits between the emulator and the
driver, so if another game misbehaves with this build, set KYTY_FRAMEGEN=0 or remove the folder.
Download this release's zip and unzip it into a new folder.
Download NVIDIA Streamline v2.14.1:
https://github.com/NVIDIA-RTX/Streamline/releases/tag/v2.14.1 - pick
streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).
In the unzipped emulator folder, next to kyty_emulator.exe, make a folder named exactly
streamline and copy into it the files from the Streamline zip's bin\x64 folder (the files
themselves; the development subfolder is not needed).
KytyPS5-AstroBot-DLSSG\
├── kyty_emulator.exe
├── kyty_launcher.exe
├── ...
└── streamline\
├── sl.interposer.dll
├── sl.common.dll
├── sl.dlss_g.dll
├── sl.reflex.dll
├── sl.pcl.dll
├── nvngx_dlssg.dll
└── ...
Turn NVIDIA Smooth Motion off for kyty_emulator.exe in the NVIDIA App (the two clash).
Start Astro Bot from the launcher as usual.
The emulator's console window shows, in order:
Frame generation: Streamline loaded from ...\streamline (1 generated frame(s) per frame)
Frame generation: Streamline offers DLSS-G with this GPU, driver and Windows
Frame generation: Vulkan is loaded from sl.interposer.dll (Streamline's interposer, as needed)
Frame generation: DLSS-G ready (1 generated frame(s) per frame); it turns on in the game's 3D view
astrobot-dlss-int21-3
nightly / pre-release
An experimental, unofficial test build of Jetsku/KytyPS5 that adds NVIDIA DLSS frame generation (DLSS-G) and, new and experimental, DLSS upscaling (DLSS super resolution) to ASTRO BOT (PPSA21564). Everything else is Jetsku's U59 int21 release (24 October 2026).
Frame generation only switches on where it finds Astro Bot's inputs; in other games it stays
off. With the streamline folder present Streamline still sits between the emulator and the
driver, so if another game misbehaves with this build, set KYTY_FRAMEGEN=0 or remove the folder.
Download this release's zip and unzip it into a new folder.
Download NVIDIA Streamline v2.14.1:
https://github.com/NVIDIA-RTX/Streamline/releases/tag/v2.14.1 - pick
streamline-sdk-v2.14.1.zip (not the aarch64/arm64ec ones).
In the unzipped emulator folder, next to kyty_emulator.exe, make a folder named exactly
streamline and copy into it the files from the Streamline zip's bin\x64 folder (the files
themselves; the development subfolder is not needed).
KytyPS5-AstroBot-DLSSG\
├── kyty_emulator.exe
├── kyty_launcher.exe
├── ...
└── streamline\
├── sl.interposer.dll
├── sl.common.dll
├── sl.dlss_g.dll
├── sl.reflex.dll
├── sl.pcl.dll
├── nvngx_dlssg.dll
└── ...
Turn NVIDIA Smooth Motion off for kyty_emulator.exe in the NVIDIA App (the two clash).
Start Astro Bot from the launcher as usual.
The emulator's console window shows, in order:
Frame generation: Streamline loaded from ...\streamline (1 generated frame(s) per frame)
Frame generation: Streamline offers DLSS-G with this GPU, driver and Windows
Frame generation: Vulkan is loaded from sl.interposer.dll (Streamline's interposer, as needed)
Frame generation: DLSS-G ready (1 generated frame(s) per frame); it turns on in the game's 3D view
3eb30c7
commits
3eb30c7 Merge pull request #14939 from SuperSamus/ppc-analyst-no-strncmp — AdmiralCurtissedce789 Merge pull request #14853 from SuperSamus/jit-trampoline-info-optimize — JosJuicef8e6bed Merge pull request #14952 from jordan-woyak/common-thread-remove-unused — JosJuicefa108cf Common/Thread: Remove unused non-Windows INFINITE macro. — jordan-woyakd7c0fde Common/Thread: Remove unused SwitchCurrentThread function. — jordan-woyakWelcome to OpenCDi v0.1.8! This release brings major quality-of-life enhancements to the user interface, including a custom application icon, a recent disc image history, direct physical optical CD-ROM drive support, and key hardware fixes for the Digital Video Cartridge (DVC / MPEG-1) and MCD-212 Display Controller.
winres.&1 through &0).opencdi_recent.txt and dynamically updates at runtime when opening, hot-swapping, or resetting games.Boot Real Disc (D:) & Restart) or hot-swap multi-disc games on the fly without console restart.0x02 and 0x04) from being overwritten by the decoder; video sequence geometry is now properly mapped to registers 0x52 and 0x54.0x0A and 0x1A according to official MCD-212 hardware specifications.latest
release
786d91d
commits
786d91d PPCAnalyst: Avoid using strncmp — SuperSamuse3063ce IOS/DolphinDevice: Enable some requests with WantsDeterminism rather than disabling them all. — jordan-woyak22b581c Merge pull request #14940 from jordan-woyak/CoreTimingTest-fix — jordan-woyakb5f580e Merge pull request #14946 from OatmealDome/revert-win-std-chrono — iwubcodef22dd86 VertexLoaderARM64: Optimize RGBA6666 — Sintendo9c60ba9 VertexLoaderARM64: Optimize RGB565 — Sintendoc12121f Merge pull request #14917 from jordan-woyak/skylanders-common-aes — JosJuice2798f68 PowerPC/MMU: Use effective address for special-case unaligned stores — scatterflowerAnnouncement. Includes an overview of the major changes.
v0.3.0
release
Independent project, not affiliated with Geod Studio or Nintendo. NES is a trademark of Nintendo.
archive-dotnetversion branch.| File | Platform |
|---|---|
Zaxnes-0.3.0-win-x64.zip |
Windows 10/11 64-bit, OpenGL 3.3. Unzip anywhere and run zaxnes.exe. |
Zaxnes-0.3.0-linux-x64.tar.gz |
Linux x86_64, OpenGL 3.3, SDL2 (libsdl2-2.0-0 on Debian/Ubuntu). Run ./zaxnes. |
Zaxnes-0.3.0-portmaster-aarch64.zip |
PortMaster handhelds. Unzip into the ports folder of the SD card; see zaxnes/README.md. |
No ROM and no game profile is included. Bring your own ROMs; for 3D, a .3dn profile per game (if you own 3dSen, File > Import from 3dSen… copies the profiles of your installation). Without a profile, a game runs in 2D or with the default 3D geometry. See HOWTO-RUN.md for the command line.
GPL-3.0 (LICENSE). Part of the 3D conversion engine is adapted from 3DNes_Engine (Geod Studio, GPL-3.0). Third-party libraries are listed in THIRD-PARTY-NOTICES.md, assets in ASSETS-LICENSES.md: everything shown or played is produced by the program's own code.
One fix, and it is a compatibility one: PS5 packages no longer abort during installation on titles whose filesystem metadata is not the last thing in the package.
Invalid package range: offset=25FC1FD8031, length=3FFDC, total=1F27EE0000 — a read 2.6 TB past
the end of a 134 GB package. The offset was never the problem; the position it came from was.KYTY_NAPS_TRACE=1 additionally reports the outer filesystem's flags, including whether a
package is encrypted, and the layout header's table sizes.Two follow-ups to last release: Apple Silicon no longer aborts during startup, and a refused texture allocation gets one more attempt before the run ends.
vkCreateImage with ErrorOutOfDeviceMemory on a 2048x2048, 12-level BC1 texture — about
2.7 MB. A request that small failing means the device was already full, not that the request was
unreasonable, so the buffer cache is now trimmed and the creation retried once.vkQueueSubmit. The retry paths log a heap dump when
they trigger, so the next reports should show how close to budget these machines actually were.5ef181b
commits
5ef181b Revert "msvc: use std::chrono for GetLocalTimeSinceJan1970" — OatmealDomev0.2.0
release
Independent project, not affiliated with Geod Studio or Nintendo. NES is a trademark of Nintendo.
File > Import from 3dSen… (or --import-3dsen <folder>) copies the game profiles from your installation into your Zaxnes profiles folder. Nothing is downloaded and no profile ships with Zaxnes.profiles folder next to Zaxnes.exe. Profiles placed there are always loaded, in portable mode or not. A file with the same name in your user profiles folder takes priority.Options > Interface. The change applies immediately.--help, --list-profiles and --import-3dsen.Unzip zaxnes-0.2.0-win-x64.zip anywhere and run Zaxnes.exe. Windows 10 or 11, 64-bit, OpenGL 3.3. Bring your own ROMs; for 3D, a .3dn profile per game. See HOWTO-RUN.md for command-line options.
GPL-3.0 (LICENSE). Part of the 3D conversion engine is adapted from 3DNes_Engine (Geod Studio, GPL-3.0). Third-party libraries are listed in THIRD-PARTY-NOTICES.md.
v0.1.0
release
First public release of Zaxnes, a free (GPL-3.0) NES emulator that renders games in 3D.
Independent project, not affiliated with Geod Studio or Nintendo. NES is a trademark of Nintendo.
.3dn format, including Lua scripts..3dn) for each game. No commercial profile is included; without a profile, a game runs in 2D.Unzip zaxnes-0.1.0-win-x64.zip anywhere and run Zaxnes.exe. See HOWTO-RUN.md in the archive for command-line options.
The program is GPL-3.0 (LICENSE). Part of the 3D conversion engine is adapted from 3DNes_Engine (Geod Studio, GPL-3.0). Third-party libraries are listed in THIRD-PARTY-NOTICES.md. The CRT TV model is "Retro Crt Tv" by meipal, CC BY 4.0, shipped unmodified; see ASSETS-LICENSES.md.
e56740e
commits
e56740e Skylanders: Replace mbedtls_aes usage with Common::AES and minor warning cleanups. — jordan-woyake1d35f6 Merge pull request #14913 from jordan-woyak/md5 — jordan-woyakc548073 JitArm64_SystemRegister: mfspr - Sign extension nit — Sintendo10d958e Merge pull request #14942 from Dentomologist/cmake_add_explicit_check_for_minimum_qt_version — jordan-woyak2c805fe Merge pull request #14734 from tom-pratt/trigger-game-digest-check — JMC47The AGC driver no longer aborts during startup when the kernel puts its memory somewhere else — which is what stopped an Apple Silicon Mac once v4.7 had got it a Vulkan device.
failed to create image gave no way to tell device-memory exhaustion from a driver rejecting the
create flags. The abort now carries the Vulkan result together with the usage, flags and sample
count. This came out of the Demon's Souls (PPSA01341) reports, where a 4K RGBA16F render target
failed to allocate after several hundred shaders had compiled.2026.10.01@2026-10-22_1792689099
release
VSH register carryoverThe following titles had issues fixed in this release:
Full Changelog: https://github.com/xemu-project/xemu/compare/v0.8.138...v0.8.139
7e46e85
commits
7e46e85 DiscIO/VolumeVerifier: Use Common::MD5Context instead of mbedtls. — jordan-woyak304086d SkylanderFigure: Use Common::ComputeMD5 instead of mbedtls. — jordan-woyak58a0864 WiiSave: Use Common::ComputeMD5 instead of mbedtls. — jordan-woyakdb5bbbd Common: Create MD5Context class and ComputeMD5 function to minimize exposure to mbedtls throughout the project. — jordan-woyak33ad9ed CMake: Enforce minimum Qt version 6.2 — DentomologistAn Apple Silicon Mac could not create a Vulkan device at all, so no game could start. That gate is gone.
Could not find suitable device, naming four features: image view minLod,
shaderBufferInt64Atomics, nullDescriptor and shaderCullDistance. These are not
borderline cases — MoltenVK hard-codes nullDescriptor to false, reports
shaderBufferInt64Atomics false, states maxCullDistances = 0 // unsupported, and exposes no
VK_EXT_image_view_min_lod. Requiring them meant requiring something no Mac can answer, so the
emulator never reached vkCreateDevice.Int64Atomics capability only for shaders that perform 64-bit atomics, and CullDistance only
for shaders that write gl_CullDistance. Selecting the device without them costs an individual
shader at worst instead of the whole title.VK_EXT_image_view_min_lod is now probed on
macOS instead of required, and a view only carries a minimum-LOD parameter when the device can
honour it. Windows and Linux still require it, so their behaviour is unchanged.vkCreateDevice is no longer asked for features the device reports as unsupported. The
emulator requested nullDescriptor and shaderCullDistance unconditionally, which is invalid
input for a device that does not have them. This is fixed on every platform, not just macOS.Games can now be launched straight out of a .zar archive, and a class of shader-descriptor
aborts no longer kills the game.
.zar) loading, without extractionarchive!/member path namespace, so
nothing is extracted, staged or copied to disk. The archive reader, the file layer and the guest
/app0 mount already supported this — what was missing was --game routing and a launcher
entry point..zar files inside a configured game folder now appear in the list like .ffpfsc and
.exfat images do, and Explorer's "Open with" and --open-image accept them..zar. Formats that need the
helper are now tested separately from formats that merely launch..zar with no eboot.bin says so instead of failing later as an unclear missing-file
error..zar path was verified against archives built for the purpose, not against a real game
.zar; none was available to test with. The mechanism is exercised end-to-end, a shipped title
in that container is not.cee23f7
commits
cee23f7 DolphinQt: Fix crash from stale timer event in ToolTipWidget — debug6870.6.2
release
Seven weeks of hardware fidelity work since 0.6.1.
Deterministic external control. A --server mode, joystick scripts, memory probes
and state exploration: the same script replays the same game down to the cycle. Disks
can be swapped while running and drive B unplugged from the server.
Serial and keyboard chips rebuilt to match the hardware. The MFP USART, the Mega STE SCC, the MIDI and keyboard ACIAs, the IKBD protocol and the real-time clock. Custom 6301 keyboard programs are now recognised: Froggies over the Fence runs on all three disks.
Floppies and hard disks. More faithful STX copy protections, WD1772 write-protect timing, and ACSI transfers that honour the DMA sector count.
68881 FPU. Transcendental functions are bit-exact.
Video and memory. STE 336-pixel mode, the 22-bit video counter wrap, the "stopped Shifter" trick (resolution 3), and two new RAM sizes: 2176 KB and 2.5 MB.
Sound. The PSG crackle in Super Hang-On is gone, and STE DMA sound starts on the exact sample of the PLAY write.
Comfort. Alt+Enter toggles fullscreen with mouse capture, mouse sensitivity is adjustable, the GEMDOS host drive is reliable (accented file names on macOS, no call served twice), and the CRT curvature is subtler by default.
Save states move to format v51: states from earlier versions are refused.
macOS is still unsigned by Apple: right-click the app and choose Open on first launch.
NV097_SET_SURFACE_FORMAT_COLOR_LE_X8R8G8B8_O8R8G8B8 is not implementedNV_PGRAPH_SETUPRASTER_POINTSMOOTHENABLE is enabledAstro Bot now boots, and controllers work properly in the launcher again.
--hdr, --hide-cursor, --tessellation, --network-connected,
--trophy-notifications, --sync-raw-image-buffers and
--skip-notice-screen. Their absence is what made the launcher refuse to
start games at all.3c72f4d
commits
3c72f4d UnitTests: Fix CoreTiming.SharedSlot test so it can run independently. — jordan-woyakcf5cb7e Merge pull request #14388 from SuperSamus/jit-branch-follow-explicit — JMC479e6659a State: Move logic of selected state to Core/State — vhoxha08f0ef800 Android: Avoid constant hotkey polling to save battery — vhoxha0869b75fe Jit: Followed unconditional branches are a property added by the Analyzer, not something to assume — SuperSamusWelcome to OpenCDi v0.1.7! This release introduces complete English UI localization, a more flexible multi-path BIOS loader with dedicated user warning dialogs, and key fixes for Full Motion Video (FMV) titles and hardware timing.
opencdi_controls.ini templates.bios/, dvc/, root ./, and executable parent directories for all system ROMs.cdi220b.rom, cdi220.rom, cdi200.rom, cdi490a.rom) and DVC ROMs (vmpega.rom, impega.rom).MessageBox) detailing missing files, exact sizes, and SHA-1 checksums.Due to copyright restrictions, system ROMs are not bundled and must be provided by the user inside the bios/ folder or next to opencdi.exe:
| Component | Recommended Filename | Supported Alternatives | Exact Size | SHA-1 Checksum | Status |
|---|---|---|---|---|---|
| System BIOS | cdi220b.rom |
cdi220.rom, cdi200.rom, cdi490a.rom |
524,288 bytes (512 KB) | 53360a1f21ddac952e95306ced64186a3fc0b93e |
Mandatory |
| DVC ROM (FMV) | vmpega.rom |
impega.rom |
262,144 bytes (256 KB) | be407fbc102f1731a0862554855e963e5a47c17b |
Required for MPEG titles |
| Timekeeper NVRAM | nvram_mk48t08.bin |
nvram.bin |
8,192 bytes (8 KB) | 601d780e1544985352535143705ffcc670d282d1 |
Optional (Auto-created) |
v0.0.6-mono
release
Automated SharpEmu v0.0.6-mono build for commit ea47b98.
289f090)0af8dce)f322668)46a7d3a)4d56978)a298369)c7bbb09)61697fa)ae406fc)28c922c)b307b2f)7ebf642)682ad29)1576890)v0.1.1-rc6
release
This release candidate fixes an audio-update parsing error that could cause invalid mixer data and audio glitches.
This is a pre-release for testing before v0.1.1. Feedback and reproducible bug reports are welcome. It includes all improvements from rc1 through rc5.
This correction addresses a likely cause of the audio errors reported in issue #21. Confirmation through extended gameplay is still needed.
Unsupported shader instructions may still cause missing graphics or prevent a scene from rendering. This release does not resolve every freeze, black-screen issue, or audio glitch.
Multi-program game compatibility remains experimental. The native Metal backend on macOS remains alpha.
On Windows, choose the installer or extract the standalone ZIP. Download links become available as the packages are uploaded.
| Platform | Download |
|---|---|
| Windows — Installer | Ruzu-Windows-v0.1.1-rc6-x64-msvc-installer.exe |
| Windows — Standalone | Ruzu-Windows-v0.1.1-rc6-x64-msvc.zip |
| macOS — Apple Silicon | Ruzu-macOS-v0.1.1-rc6-arm64-clang.zip |
| macOS — Apple Intel | Ruzu-macOS-v0.1.1-rc6-x64-clang.zip |
| Linux — Generic x86_64 | Ruzu-Linux-v0.1.1-rc6-x86_64.AppImage |
v1792353251.de7e6e01d4
nightly / pre-release
Nightly build of commit de7e6e01d4.
de7e6e01d4
Each build is optimized for a specific architecture and uses a specific compiler.
PGO builds usually perform ~10-30% better than standard builds, and are thus generally recommended for all users.
Linux packages are distributed via AppImage. zsync files are provided for easier updating, such as via AM.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | Standard AppImage (zsync) | PGO AppImage (zsync) | |
| Legacy amd64 | Standard AppImage (zsync) | PGO AppImage (zsync) | Pre-Ryzen or Haswell CPUs (expect sadness) |
v0.4.1
release
Discord | Patreon | Compatibility list | Screenshots
This is a small maintenance release that fixes a Windows ARM crash on startup caused by a DXC build issue.
Check v0.4.0 release notes for details on what's included in this release.
[!IMPORTANT] Windows users: install the latest Microsoft Visual C++ Redistributable package (x86_64 installer, AArch64/ARM64 installer) before running the emulator. This is mandatory to avoid crashes on startup.
macOS users: follow these instructions to allow Ymir to run on your system. Ymir is signed with an ad-hoc certificate, flagging it as unverified.
Linux users: if you choose to install the Flatpak version or installed Ymir from the SteamOS's Discover Store, make sure to grant Ymir permission to access the filesystem or your multi-file disc images won't load properly.
It is recommended to install the latest GPU drivers in order to use Direct3D or Vulkan:
- Nvidia: Find your GPU here or use the Nvidia App to update drivers automatically
- AMD: Find your GPU or CPU here or use the download buttons at the top to update drivers automatically
- Intel: Find your GPU or CPU here
Do not use Windows Device Manager or Windows Update to update your GPU drivers, as they tend to have poor performance and lack support for advanced GPU features.
Always update your integrated GPU driver first, even if you're not using it. This also applies to desktop PCs with dedicated graphics cards.
1822e38
commits
1822e38 Merge pull request #14934 from iwubcode/efb_interface_remove_global — jordan-woyak4146045 Merge pull request #14796 from acts-1631/security/traversal-pending-timeout — JosJuice8c19346 Merge pull request #14621 from jordan-woyak/cached-blob-jthread — JosJuiceb869a2a Merge pull request #14793 from JoshuaVandaele/auto-off-warns — JosJuiceKytyPlus v4.4
Four KytyPS5 upstream syncs since v4.3, reconciled so that no KytyPlus feature was lost. This is the first release where the launcher actually starts games again.
Highlights
Cheats — remote catalog, Local/Remote dialog, .shn import, and a file picker Performance — reduced renderer synchronisation and allocation overhead DLC — add-on support plus mountable-content DLC with real content Astro Bot now boots — it previously aborted during shader compilation A large shader-accuracy batch from upstream
Cheats
Browse and import cheats from a remote catalog with per-title and per-version filtering; import to Local, tick the mods you want, Apply. .shn (ShenJS trainer XML) is now supported — converted automatically into the mods plan, so the emulator only ever sees one format. New Select file... button on the Local tab loads a cheat file from anywhere: it validates, converts, and installs it as _Patches<TITLE_ID>.json. .mc4 files are published encrypted upstream and are not supported.
Games and content
Add-on (DLC) support (#1519) and mountable-content DLC with real content (#1581). Trophy notifications localised via embedded JSON catalogs; toast duration configurable 5–10 s (#1538). snd0.at9 plays during the startup splash screen (#1545). NGS2 lock/unlock implemented; vectored writes for profile index saves; path-based truncate for replay files.
Performance
Reduced synchronisation and allocation overhead in the renderer. Fixed-refresh VRR status reporting and entitlement requests ported. Verified pattern-fill recognition added to the shader recompiler.
Shader and loader accuracy
Float inline constants read at the correct width on 16-bit and 64-bit operands (#1582, #1576); quiet-NaN payload bits kept out of the packed f16 min/max sNaN path (#1579); f32 clamp turns NaN into 0. DS_CMPST_RTN_B32 returning a 32-bit LDS compare-exchange (#1578); 64-bit buffer atomic add BUFFER_ATOMIC_ADD_X2; native half conversion for v_cvt_pkrtz_f16_f32 (GTA V) (#1520); front-face input format honoured; RDNA2 DLC coherence preserved for flat address loads. Loader keeps the caller's flags in TLS stubs (#1571) and preserves game output and log across LoadExec relaunches (#1480).
Stability fixes
OpenCDi v0.1.6 brings major input responsiveness refinements, authentic sub-pixel coordinate tracking, fixes for audio/video stream synchronization on the Digital Video Cartridge (DVC), and enhanced disc compatibility.
avm_play: Still busy from last play $8000). Temporary audio FIFO buffer drains strictly assert hardware underflow (FMA_IRQ_UNF) rather than prematurely firing FMA_IRQ_EOI (End of Item), allowing the remaining 45 audio sectors to finish streaming down to sector 246955 (second EOR).on_vsync only asserts audio FMA_IRQ_EOI if audio does not have a dedicated FMA DMA channel (!self.fma_dma_seen).dvc/vmpega.rom is present and preserved across disc swaps; interactive toggle added to the Win32 menu and CLI (--no-dvc).v1.0.1
release
Copperline 1.0.1 is the first maintenance release for 1.0. Most of it fixes problems reported against 1.0.0: an AGA display fetch error, a blitter race on fast CPUs, warm reboots on the A3000 and A4000, the 68060 FPU at reset, the copperhf hard-disk driver, and a window-resize hang on Windows. Menu settings are now remembered between launches, and screenshots save the picture as you see it.
.clstate files still load: the save-state format has not changed, and a 1.0.0 state resumes byte-for-byte as it does in 1.0.0.--config, a ./copperline.toml or --factory leave their files alone, and scheduled headless runs never write. See settings the menu remembers.Cmd+S / Alt+S and the status-bar camera now save the picture as it is displayed (see below). Native 1:1 screenshots have their own shortcut, Cmd+Option+S on macOS and Ctrl+Alt+S on Linux and Windows. The Video Settings -> Native Screenshot Button item is gone. [recording] native_screenshot_button is still accepted, so configurations load, but it is ignored. --native-screenshots still selects native captures for --screenshot-after and --expect-screenshot.--native-screenshots on an interlaced screen need re-capturing.--mouse-to-after and --pen-after coordinates now match --screenshot-after pixels, as the documentation always said. 1.0.0 used the coordinates of the unframed field, so scripts tuned to that may need new targets. The control protocol's input.mouse_to and input.pen keep their capture.screenshot coordinates.v0.4.0
release
Discord | Patreon | Compatibility list | Screenshots
SDL Renderer has been the backbone of graphics on Ymir... until now. Ymir now supports Direct3D 12 and Metal (with Vulkan to come in the future), which will enable implementation of shaders and resolution scaling down the line. Direct3D 12 also supports hardware-accelerated VDP rendering, offloading heavy graphics computations to your GPU for a significant performance boost with no accuracy compromises -- it's as accurate as the software renderer, save for undiscovered bugs. Other graphics backends will eventually support acceleration as well, hang tight!
The Virtua Gun has been promoted to a stable feature after numerous bug fixes and accuracy improvements that made it work flawlessly with most supported games. Known issues are listed in #787: only one game doesn't register shots, and three don't recognize reloads consistently.
Good news for old Mac owners: Ymir should now run on macOS 12 (Monterey)! The macOS build configuration was targeting the default version, which happened to be 15 for a while until GitHub decided to upgrade their build runners and push the default to 26. This prompted us to look into those builds and lower the minimum version to 12, which is the lowest supported version by the current runner.
Finally, as you've come to expect, every big release comes with dozens of polish passes, crash and bug fixes, accuracy improvements, performance boosts, and better compatibility. Ymir 0.4.0 is now compatible with 94.4% of the entire Saturn library, and can run up to 10% faster with SCSP threading compared to 0.3.3, or even more if you enable GPU-accelerated VDP1/VDP2 rendering.
[!IMPORTANT] Windows users: install the latest Microsoft Visual C++ Redistributable package (x86_64 installer, AArch64/ARM64 installer) before running the emulator. This is mandatory to avoid crashes on startup.
38d619b
commits
a4be0d2
commits
v1792181975.e0d47f2790
nightly / pre-release
Nightly build of commit e0d47f2790.
e0d47f2790
d8c6c59b67
aaa0bcb9bf
e255c20db4
14da4482a4
fb51a12534
Each build is optimized for a specific architecture and uses a specific compiler.
PGO builds usually perform ~10-30% better than standard builds, and are thus generally recommended for all users.
2127.0-alpha3
nightly / pre-release
As an alpha release, this build is not yet considered stable.
This prerelease is intended for users to test upcoming features, allowing the community to provide feedback before they are distributed in a stable release. Users interested in testing bleeding-edge software are encouraged to test out this build to help us catch any issues we may have missed during development.
If you are unwilling to tolerate potential issues, it may be better to wait for the next stable release.
.zcia file before being bundled. | @DevYukine #2679gamecontrollerdb_path config handling (@abaire)regs_dirty bitmap is never cleared in GL rendererv0.3.5
release
This release collects the 58 development commits after 0.3.4, plus release packaging and installation fixes. It adds the first Linux packages, native controller feedback on Windows, major audio corrections, shared renderer optimizations and 15 newly documented titles.
.deb, .rpm, .pacman and .AppImage, containing the native
GTK 3 launcher, game-run and pkgextractor. See the
Linux installation guide.Both builds target x86-64-v3 (AVX2/BMI2/FMA) and require a Vulkan 1.2 driver. Windows requires Windows 10 2004 or newer. Linux requires glibc 2.31+, Linux 5.11+ with FSGSBASE/Syscall User Dispatch, GTK 3, X11/XWayland and PulseAudio or PipeWire's PulseAudio service. The AppImage uses these system runtime libraries. Games, firmware, keys, saves and shader caches are not included.
--version and --check-install support installation checks.Linux remains experimental. The earlier WSL2/lavapipe bring-up reached the Jets 'n' Guns 2 mission screen; it is not a native-driver performance result.
Welcome to the first public release of OpenCDi, an open-source Philips CD-i emulator written in Rust designed for accuracy, performance, and preservation.
opencdi-v0.1.3-windows-x64.zip.cdi220b.rom) and the DVC ROM (vmpega.rom) inside the bios/ folder (or next to opencdi.exe)..chd CD-i game disc image directly onto opencdi.exe or launch Avvia_OpenCDi.bat.OpenCDi is open-source under the MIT License. Feedback, game compatibility reports, and pull requests are warmly welcome!
2127.0-alpha2
nightly / pre-release
As an alpha release, this build is not yet considered stable.
This prerelease is intended for users to test upcoming features, allowing the community to provide feedback before they are distributed in a stable release. Users interested in testing bleeding-edge software are encouraged to test out this build to help us catch any issues we may have missed during development.
If you are unwilling to tolerate potential issues, it may be better to wait for the next stable release.
.bcxi, .bcci, .bcia). | @PabloMK7 #2369, #2673
.bcxi/.bcci files..bcxi/.bcci bundles allow content which would previously have to be installed via a CIA file, such as game updates and DLC, to be used alongside the base game without installing anything to the emulated 3DS..bcia files contain the content of multiple CIA files, allowing their collective content to be stored and installed via a single file.Tools -> Create ROM Bundle... on desktop platforms.v.0.20.0
release
That was close wasn't it? I know you are not used to so close releases but we have a lot of new things to demonstrate so why not? This release is following the first official stable release of shadNet 0.1.0, so we have some online playability available (yes Bloodborne fans, online Bloodborne is now officially available). There are also a tons of fixes to different areas of emu , you can check the list below. The release is dedicated to our friend Stephen, who is taking a break from shadPS4 due of his studies. Stephen if you are reading this we already miss you ;/
KytyPlus v4.3 collects launcher compatibility, Vulkan shader, and Windows path-handling fixes made since v4.1. These changes improve specific code paths and do not imply a broad increase in game compatibility.
ShaderLayer capability enabled by the Vulkan feature set, rather than the unenabled SPV_EXT_shader_viewport_index_layer extension.PPSA-15554) to Playable, last tested with v4.1.build-ffba2bf09ef3980638f9327b2…
nightly / pre-release
cafe55b283b987bc90bc1989707a3c8fc0dfd2d56b3b6ac5e898a33addb7214f;94090084B
v1791929232.a594c8d60e
nightly / pre-release
Nightly build of commit a594c8d60e.
a594c8d60e
6b3cb5772b
218c6705d9
Each build is optimized for a specific architecture and uses a specific compiler.
PGO builds usually perform ~10-30% better than standard builds, and are thus generally recommended for all users.
Linux packages are distributed via AppImage. zsync files are provided for easier updating, such as via AM.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | Standard AppImage (zsync) | PGO AppImage (zsync) |
v1791849564.4dc69c06f7
nightly / pre-release
Nightly build of commit 4dc69c06f7.
4dc69c06f7
9580e54f2f
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Each build is optimized for a specific architecture and uses a specific compiler.
PGO builds usually perform ~10-30% better than standard builds, and are thus generally recommended for all users.
Linux packages are distributed via AppImage. zsync files are provided for easier updating, such as via AM.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|
v14.1.0
release
This minor update fixes two graphics compatibility problems while retaining the safer defaults introduced in v14.0.1.
Graphics pipeline libraries, Fast GPU Time, async shader building and SPIR-V optimization remain off by default. Explicit user settings are preserved.
Re-export existing Static and Hybrid packages to receive the corrected host. Translated game code remains part of those exports; official downloads contain no games, keys or firmware.
MK8D 4.0.0 and TOTK 1.4.3 native Static opening replays completed on Linux RTX 3090 (NVIDIA 580.159.03), Windows Radeon RX 9070 XT and macOS Apple M5. The 6,001-frame MK8D and 12,001-frame TOTK checks used default settings and optional pipeline-library/Fast GPU settings. All Static cases exited normally with zero JIT transitions and zero unresolved imports; inspected gameplay captures showed coherent geometry, textures and HUDs.
Linux RTX 3090 checks verified the NVIDIA correction; Windows Radeon checks covered the same change as a regression test. The later Mac tests also verified the MoltenVK correction, including an ordinary JIT TOTK replay. The final Mac-only change also passed the Windows CLI/export-kit build. MoltenVK on the tested Mac lacks pipeline-library support and uses the normal fallback when that option is requested.
Later Mac MK8D race samples were around 60 FPS. Mac TOTK cave samples were around 16 FPS by default and 9–10 FPS with Fast GPU Time set to Medium. These are functional observations, not controlled benchmarks or speedup claims. Full playthroughs and other GPUs/drivers remain outside these checks.
Windows, macOS arm64, Android arm64, Linux x86-64 tarball and Ubuntu 24.04 AppImage packages are provided, along with libretro cores and corresponding project, dependency and AppImage source archives.
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v14.0.1
release
This update supersedes v0.0.14 with safer graphics defaults and complete graphics settings in the launcher. Releases now use major.minor.patch numbering.
Async shader building and SPIR-V optimization remain off by default. Normal disk and driver shader caches remain enabled. Explicit user opt-ins are preserved; profiles using the application defaults adopt the new defaults.
Re-export existing Static and Hybrid packages to receive the corrected embedded host. Updating the launcher alone does not update those packages.
Windows, macOS, Android, Linux tarball, and Linux AppImage downloads are provided, along with libretro cores and corresponding sources. The AppImage targets Ubuntu 24.04 x86-64.
chmod +x suyu-linux-x86_64.AppImage
./suyu-linux-x86_64.AppImage
Without FUSE:
./suyu-linux-x86_64.AppImage --appimage-extract
./squashfs-root/AppRun
Native tests verify the actual Qt controls, INI save/reload, per-game overrides, and restoration of global settings. GPU timing tests verify that disabling Fast GPU Time preserves normal ticks while explicit opt-ins retain their existing behavior.
Windows Static opening-scene playtests passed for Mario Kart 8 Deluxe, Super Mario Odyssey, Tears of the Kingdom, and Xenoblade Chronicles 3 with pipeline libraries off. These checks covered rendering, input response, and clean shutdown on an AMD Radeon RX 9070 XT; they were not full playthroughs or performance benchmarks.
These changes do not establish the cause of every reported graphics issue; compatibility can still depend on the game and GPU driver.
Announcement. Includes overview of how rendering was implemented and performance metrics.
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2127.0-alpha1
nightly / pre-release
As an alpha release, this build is not yet considered stable.
This prerelease is intended for users to test upcoming features, allowing the community to provide feedback before they are distributed in a stable release. Users interested in testing bleeding-edge software are encouraged to test out this build to help us catch any issues we may have missed during development.
If you are unwilling to tolerate potential issues, it may be better to wait for the next stable release.
[!NOTE] To allow public testing of the new interpreter, which allows fantastic performance on iPhones all the way back to the iPhone XS with no JIT, we plan to distribute all of our 2127.0 prereleases on RetroArch with 2-3 days of delay as a one-off exception to our typical release scheduling. We hope our iOS users look forward to testing out the new version and experiencing the improved performance it brings.
[!NOTE] This release invalidates any existing generated shader cache, so performance may temporarily be impared after updating. Performance will improve again after playing for a while.
FastInterp, which replaces the old DynCom interpreter. | @warmenhoven #2376
v0.0.14
release
Superseded by suyu v14.0.1, which disables experimental graphics pipeline libraries by default and fixes graphics settings. Re-export existing Static and Hybrid packages with the new version.
This release fixes startup and export-related crashes and adds a Linux AppImage.
Re-export existing Static and Hybrid packages. Updating suyu alone does not update the emulator embedded in those packages.
The new suyu-linux-x86_64.AppImage supports Ubuntu 24.04 x86-64. The existing
Linux tarball remains available.
chmod +x suyu-linux-x86_64.AppImage
./suyu-linux-x86_64.AppImage
To use the command frontend:
./suyu-linux-x86_64.AppImage --suyu-cmd --help
Without FUSE, extract and launch it:
./suyu-linux-x86_64.AppImage --appimage-extract
./squashfs-root/AppRun
Corresponding sources are provided in suyu-v0.0.14-appimage-sources.tar.gz.
Licenses and notices are included in the AppImage. The project and dependency
source archives are also available with the release.
All platform builds and final package checks passed. The AppImage also passed extraction, command-help, and offscreen GUI startup checks.
Windows Static playtests confirmed rendering, input response, clean exits, and zero JIT fallback in these opening gameplay areas:
| Game | Version | Tested area | Average gameplay FPS |
|---|---|---|---|
| Mario Kart 8 Deluxe | 4.0.0 | Mario Kart Stadium opening race | 60.00 |
| Super Mario Odyssey | 1.3.0 | Cap Kingdom: running, jumping, and landing | 59.46 |
| Tears of the Kingdom | 1.4.3 | Beneath Hyrule Castle cave | 29.90 |
| Xenoblade Chronicles 3 | 1.0.0 | Opening combat and Everblight Plain | 29.72 |
These checks cover the listed opening areas, not full playthroughs or performance comparisons. FPS averages are sampled gameplay results; startup and loading are excluded, and shader compilation can still cause stutters.
build-ff91404b7ce1dad03fa022c1f…
nightly / pre-release
60186c174dd7c4e63e0fa095e388f973898310971fb741e91feb66c7d372ff54;94065763B
v1.0.0
release
Copperline 1.0.0 is the first stable release. It follows two weeks of testing of 1.0.0-rc.1 and is the 23rd release since the source went public on 14 June.
This release adds Smart framing and native 1:1 screenshots, more control over where and how the window opens, VHD hard-disk images, a fix for AGA sprites that use scan-doubling, and a Check for updates button that only contacts GitHub when you press it.
bsdsocket.library without a TCP/IP stack, and built-in MT-32 (with your own ROMs) and General MIDI synthesizers.The manual covers all of it.
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1acbcac DiscIO/CachedBlob: Minor cleanup by replacing std::thread with std::jthread. — jordan-woyak0f56e58 CMakeLists: Add -fexperimental-library to allow use of std::jthread with libc++ 18. — jordan-woyak5bcd55e CMakeLists: Bump version requirements to allow use of std::jthread. — jordan-woyakcbac65d Core: Movie and State: Add 'L' option to fmt format string to actually use the current locale. — jordan-woyakv0.0.13
release
Faster Vulkan pipeline setup, smaller game exports that run from your own game file, a new optional portable export type, and clearer key and firmware setup.
On supported Vulkan drivers, suyu now reuses compiled graphics pipeline parts and links a new pipeline quickly when it is first needed. This reduces long waits caused by graphics pipeline creation. Suyu builds a fully optimized version in the background after the first use.
The change is enabled only when the driver reports fast graphics pipeline library support. Other devices keep the previous path automatically; this includes the tested macOS MoltenVK build. Android also keeps the previous path by default. If a supported driver has a rendering problem, turn off Use graphics pipeline libraries in the Vulkan settings.
This improves pipeline waits; loading transitions can still pause for other reasons.
Exports no longer copy the game's files. An export records the game file you selected and opens it at every launch with the keys installed in suyu, the same way suyu itself plays it. A JIT export is now tens of megabytes instead of the size of the game. If the game file has moved, the export says so and names the path it expected; export the game again from its new location.
Exports are built in a temporary folder, checked, and only then moved into place. An existing export is never silently replaced.
Package type → Portable copies your game file, its installed update and its installed DLC into the export unchanged, sealed to the console your keys come from. The export then runs without the original file. On first launch on a PC without keys it asks for your key files and installs them for that user account, as Install Decryption Keys does; later launches start directly. Keys from a different console are refused. Keys and firmware are never copied into an export.
Portable needs an sd_seed entry in your keys. The export dialog shows whether
it is present, along with your keys, firmware, game file, update and DLC.
v1791499301.67bada77f8
nightly / pre-release
Nightly build of commit 67bada77f8.
67bada77f8
3cdd2ce141
Each build is optimized for a specific architecture and uses a specific compiler.
PGO builds usually perform ~10-30% better than standard builds, and are thus generally recommended for all users.
Linux packages are distributed via AppImage. zsync files are provided for easier updating, such as via AM.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | Standard AppImage (zsync) | PGO AppImage (zsync) |
v0.3.4
release
This release fixes a launcher regression that prevented games from starting in packaged installations. Updating both the launcher and runner is recommended. It also adds working font rendering, fixes Jurassic Park's font-atlas startup, implements MemoryPool and AMPR counters, and expands RDNA2 shader support.
These are the changes since 0.3.3, covering the October 7–9 development commits. The portable ZIP and per-user installer include the updated launcher, runner and PKG extractor. All three applications and the installer carry timestamped SHA-256 Authenticode signatures using the same Artur Strazewicz / PS5PCEM certificate as the previous release.
The launcher could pass its own executable path as the runner's working
directory because a shortened Windows path lacked its terminating zero.
Windows rejected CreateProcessW with ERROR_DIRECTORY before the game
started. The development zig-out\bin layout masked the defect, while ordinary
portable and installed layouts exposed it. The directory is now correctly
terminated.
If Windows refuses to create the runner process, the launcher now displays Windows' explanation, the numeric error code and advice for the relevant failure. The messages cover application-control policy, security-software blocking, access errors and damaged executables, in all eight launcher languages. The status line also retains the error number.
.notdef glyph. This fixes
Jurassic Park Classic Games Collection failing on U+007F while building
its Latin-1/ImGui atlas, which terminated CarbonMainThread and left the
remaining threads waiting before normal GPU submissions.Jurassic Park — first level at the park gates after the font fix, October 8. This is an unedited development capture, not a fresh FPS measurement of the packaged release.
2126.2
release
This a minor release for the 2126 branch which primarily addresses a reported security advisory. It also includes several newly backported improvements and fixes from the master branch.
Users are advised to update as soon as is convenient.
allow_homebrew_load, which allows loading 3GX plugins for homebrew apps if the plugin supports it. | @PabloMK7 #2649gpu_drivers directory contained a subdirectory. | @ygordreyer #2592v0.0.5-nexus-release.2
release
Automated SharpEmu v0.0.5-nexus-release.2 build for commit 47d4c07.
d489122)8903e37)ec0198f)cb42e84)57e0da2)0163750)41a1912)9e99769)22bbcb1)5965b07)d6c4778)83abe47)a17aaca)2df6f5b)ac86084)baa05e3
commits
dev-latest
nightly / pre-release
Automated development build — updated 2026-11-02 14:18 UTC from commit
5854b64c8
[!WARNING] These are the automatically generated release notes of the latest development snapshot build! This is not a stable release; things might blow up! 💣 🔥 💀
You can download the latest official stable release from our website.
vesa_custom_resolution setting (#4985)wrap_modeN shader pragma (#4901)v0.1.1-rc5
release
**This release candidate improves shader error handling, Windows build support, and diagnostics for freezes and black screens.
This is a pre-release for testing before v0.1.1. Feedback and reproducible bug reports are welcome. It includes the improvements from rc1 through rc4.
Unsupported shader instructions may still cause missing graphics or prevent a scene from rendering. This release does not resolve every freeze or black-screen issue.
Multi-program game compatibility remains experimental.
On Windows, choose the installer or extract the standalone ZIP.
| Platform | Download |
|---|---|
| Windows — Installer | Ruzu-Windows-v0.1.1-rc5-x64-msvc-installer.exe |
| Windows — Standalone | Ruzu-Windows-v0.1.1-rc5-x64-msvc.zip |
| macOS — Apple Silicon | Ruzu-macOS-v0.1.1-rc5-arm64-clang.zip |
| Generic linux | Ruzu-Linux-v0.1.1-rc5-x86_64.AppImage |
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6665716 Android: Trigger netplay game digest check — tom-pratt58967fd Merge pull request #14896 from jordan-woyak/netplay-gcadapter-fix — JosJuice584bee0 Merge pull request #14911 from acts-1631/netplay-save-banner-validation — JosJuice9b4d5a5 Merge pull request #14912 from acts-1631/savestate-fifo-pointer-validation — JosJuice370585a Merge pull request #14835 from JoshuaVandaele/vulkan-over-gl — JosJuicev0.320
release
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commits
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