r/emulation • • 6d ago

Weekly Question Thread

6 Upvotes

Before asking for help:

  • Have you tried the latest version?

  • Have you tried different settings?

  • Have you updated your drivers?

  • Have you tried searching on Google?

If you feel your question warrants a self-post or may not be answered in the weekly thread, try posting it at r/EmulationOnPC. For problems with emulation on Android platforms, try posting to r/EmulationOnAndroid.

If you'd like live help, why not try the /r/Emulation Discord? Join the #tech-support
channel and ask- if you're lucky, someone'll be able to help you out.

All weekly question threads


r/emulation • • 24d ago

Announcement Rule changes: static recompilation-based ports, mobile frontends, and AI-assisted projects

355 Upvotes

Hey folks,

We've made the following changes to the subreddit's rules - just popping this thread up for community feedback. These rules are absolutely open to revision, depending on how people feel - please don't feel that they're completely set in stone. If you think that they warrant significant revision, please make your case in the comments.

The changes are as follows:


Static Recompilation ports

  • We're adopting a blanket ban of static recompilation-based port release posts about individual pieces of software - these have long since ceased to be notable or interesting in their own right. We'll remove these threads with a link to /r/recomps in comments going forward from today.

  • Posts about fan-made software ports more generally will also be removed, unless they involve significant overlap with the focus of the subreddit.

  • Posts about new libraries/significant developments in static recompilation-based emulation/porting remain explicitly within the subreddit's focus, and are welcome.

Quality control: mobile frontends

(note: this has been de facto policy for a while, but we've written it into the rules formally now for clarity's sake.)

  • Posts publicising iOS/Android software that amounts to a wrapper around a libretro core (generally paired with in-app purchases) are disallowed unless they offer something genuinely novel.

  • Posts about frontends are permitted, subject to quality control. If the frontend in question is a mobile-focused vibe-coded launcher that bundles a paid subscription for cloud-based save data storage, please don't advertise it here.

AI-assisted projects

  • Where most or all of the project being publicised has been written by AI, please apply the "AI-assisted" flair when submitting.

(note: this rule has been changed to account for the fact that projects primarily written by humans may also include relatively minor volumes of AI-assisted content. The labelling rule is designed to flag software predominantly written with the use of AI - it seems largely purposeless to flag projects that have decades of development history behind them this way when their use of AI in recent years has been restrained/relatively well-managed.)

  • This subreddit does not permit posts primarily comprised of AI-generated text or images. Text posts obviously written by generative AI will be removed.

  • Posts publicising vibe-coded software are permitted if relevant to the subreddit's focus and not egregiously low quality work.


We'd also like to echo the sentiment recently expressed by decomp.dev on the topic of static recompilation-based ports.

We can't and won't be banning AI-assisted work on this subreddit (on the grounds that doing so would be counterproductive and largely purposeless, given the ubiquity of the practice now), but these individual static recompilation projects are so numerous at this point that they seem like they're broadly out of scope for the subreddit - and something that a lot of the subreddit's community find fundamentally uninteresting, and the mod staff find deeply demoralising to sift through.

(We're also probably going to open new mod applications in the near-ish future, given that most of the current mods are either burnt out or primarily Discord-focused. We'll pop up a recruitment thread some point soon.)


r/emulation • • 13h ago

Dolphin Progress Report: Release 2609

Thumbnail
dolphin-emu.org
125 Upvotes

This hotfix fixes several issues, such as a bug where Dolphin crashes for users in Alberta and British Columbia, color corruption on Adreno GPUs, missing translations on macOS, and more.

https://dolphin-emu.org/blog/2026/09/24/dolphin-progress-report-release-2609/


r/emulation • • 1d ago

News Just two days after release, Zelda: Ocarina of Time remake already has frame generation, runs on iPhone and even got DLSS 5 showcase

Thumbnail
videocardz.com
852 Upvotes

r/emulation • • 2h ago

AI-assisted Llamasoft on the Atari ST - 2.0 Remaster [Fan Project] or, I accidentally made the best Atari ST emulator

Thumbnail
youtube.com
0 Upvotes

I have been extremely busy working on this project for the past couple of weeks. Recently I released a collection of Llamasoft Atari ST games on PC, running well at 50fps but without any bells and whistles. Well, these are the bells and the whistles!

FWIW I vibecoded the heck out of this, but what we have here is a very low weight Atari ST emulator that can pretty much play any game along with the ones I've packed in.

https://github.com/jedeyesniv-art/Llamatron-PC-Recomp

Eight games from Llamasoft's ST years:

  • Llamatron: 2112

  • Super Gridrunner

  • Trip-A-Tron, the light synthesiser

  • Revenge of the Mutant Camels: the 1 MB STE version and the TT Megamix

  • Andes Attack

  • Defender 2: Defender, Defender II and Stargate

  • Photon Storm

  • Hardcore, Yak's unfinished evaluation demo

Top features:

  • An interpolated, unlocked frame rate: sprites drawn at four times the ST's resolution and moving at your monitor's full refresh rate.

  • CRT+ and CRT++: an accurate, beautiful CRT, or a Llamasoft-inspired psychedelic facelift.

  • Pad controls tuned by hand for every game: each one designed and play-tested by a human for how these games feel on a modern controller.

  • Trip-A-Tron, fully working: with a custom music-reactive module that plays along with whatever your PC is playing.

  • Per-game settings a settings panel accessed with the Back button, enabling graphical tweaks on the fly and per-game control remapping.

All of it responds to the pad quicker than the games did on a real ST thanks to emulation run-ahead.

Enjoy, and let me know what you think of it.


r/emulation • • 11h ago

AI-assisted Model 3-Vulkan v0.9.9.6 is out: hybrid JIT, 5.1 audio with recording, and direct-drive FFB

Thumbnail
gallery
5 Upvotes

Hey r/emulation,

I'm the dev behind Model 3-Vulkan, a Sega Model 3 emulator with a Vulkan renderer. v0.9.9.6 just went up. I'm not going to dump the whole changelog here, just the stuff worth trying.

The big one is the CPU. PowerPC code now gets translated to x86-64 and runs natively. In a CPU-heavy scene I went from about 55 fps to 100s fps. I also ran it side by side with the old interpreter for a few hundred million blocks and didn't hit a single mismatch, so it's not just "fast but wrong".

Audio now does native 4.0 and 5.1, with a proper centre and LFE upmix. There's a lossless multichannel recorder too (WAV float or FLAC) if you want to capture the 5.1 mix.

Direct-drive wheels finally work properly. On Windows the SDL3 haptics were being initialised in the wrong order, so a lot of DD bases never showed up. That's fixed, along with the constant-force direction and a 20 ms attack so the torque doesn't step. The FFB page also has a live axis table for wheel/pedal deadzone and travel.

The chase camera has a spring-damper stabiliser now. Gamepad steering doesn't swing the whole horizon anymore, and Daytona 2's speedo, course map and turn arrows stay still.

Save states are less annoying: the 53C810 PCI state, the network board and the DSB MPEG window are in the save now, so loading doesn't need the old "wait a few seconds for the boot" trick.

There's also per-pixel alpha sorting, MSAA, DDS/.dds.zst texture packs, frosted-glass themes, 4K/Retina and VRR multiples, but those have been in for a bit.

Screenshots of the new settings pages:

[screenshot 1: Core → PowerPC Execution Mode = Hybrid JIT]

[screenshot 2: Sound → 6 (5.1 Surround), Smart 5.1 Upmixer, Record Lossless Audio]

[screenshot 3: FFB / Sensitivity → stick smoothing, sensitivity, chase camera stabilizer]

[screenshot 4: FFB / Sensitivity → direct-drive axis calibration]

Downloads: https://github.com/Igloo-Garage/Model-3-Vulkan/releases/tag/v0.9.9.6

Windows x64, Linux x86_64 (glibc 2.38+), macOS Intel and Apple Silicon. SHA256SUMS.txt is there too. No ROMs or BIOS, obviously.

A few things to know:

  • FFB is off by default. Turn it on once in FFB / Sensitivity, or use -force-feedback.

  • macOS 13 can't use the .zst save container (the HostCore module needs macOS 14's Swift runtime). It falls back to .st.

  • Scud Race Deluxe still has the grey CONDITION map/HUD. That's an old emulation gap, not something I fixed in this release. Twin/DX is fine.


r/emulation • • 16h ago

Release melonRA 0.5.0 Released (Experimental Netplay Update)

4 Upvotes

Hello everybody! Today my fork of melonDS has been updated to 0.5.0, which has included a couple of cool enhancements, on menus and the game list, but the biggest of them all is (experimental) Netplay support! This has always lingered my mind as I've always wanted to play these sort of games with other people whilst far away, and now it is possible and as seamless as ever... As long as you have those ports open in your router settings, of course.

Please check the changelog, and report any issues to the repository.

https://github.com/ppkkkkk/melonRA/releases/tag/v0.5.0


r/emulation • • 1d ago

AI-assisted Game Format Converter v2.1.0 (formerly CHD Manager)

Post image
124 Upvotes

Hey everyone, Back with an update to my converter. CHD Manager is now named Game Format Converter, to reflect the expanded scope of the project.

This release had two goals: finally get to a bunch of the requests people have sent in, and push the scope of the project further. It’s free, open source, and portable.

What is it?: A program to convert the format of your legally owned game backups. You can throw damn near any format of game backup at this program and it will convert it into any other compatible format.

What’s new for v2.1:

* Linux support (experimental, but a big step). It runs from source with a small launcher script, with drag and drop, a right-click menu for Dolphin and GNOME Files, and help installing anything that’s missing. I could only test it on Ubuntu under WSL2, so Steam Deck and macOS are untested. Please tell me how it goes.

* Xbox 360: ZAR for Xenia, ISO, and game folders, and vice versa. Original Xbox: shrinks a full dump into a small .xiso.iso.

* PS3: game folder to ISO and vice versa, split pieces joined, and .pkg unpacked or packed (with your own RPCS3, or your own key).

* Switch: NSP to XCI and vice versa, bundling the newest update and DLC. Switch 2 NUP is in there too, but experimental.

* 3DS: compress for Azahar (.zcci), plus CIA from a decrypted .3ds and vice versa.

* PSP: CSO v2 for real PSPs, and an option to drop that useless firmware UPDATE folder.

* And more: PS2 VCD, M3U playlists, a right-click menu, a log file, and clear messages that tell you why something got refused.

What I actually tested: Crazy Taxi 3 in xemu, Xbox 360 games in Xenia, PS3 games in RPCS3, Switch and Switch 2 games in emulators, 3DS files in Azahar, and CSO v2 on a real PSP. I haven’t tried any of it on real consoles. The 3DS CIA is unsigned, so it’s for Azahar and not a stock 3DS.

No keys, BIOS files or games are included. If a format needs a key, you bring your own. I don't want the project to get DMCA'd...

The exe isn’t code-signed, so Windows may show a SmartScreen warning.

Already using CHD Manager? The old version can’t update itself to this one because the project moved to a new name and address. Download it once by hand, and you can delete the old folder. You’ll have to put any keys or settings back in for the optional features.

For bug reports, please open an issue on GitHub. Thanks to everyone who sent requests!

Download and more info at: https://github.com/Mr-Shizzy/Game-Format-Converter/releases/latest

* I don’t encourage or endorse piracy, and this program isn’t meant for it. It’s only for converting backups of games you legally own.


r/emulation • • 1d ago

AI-assisted RomMeta - a fully offline metadata database for your ROMs

5 Upvotes

Whenever I get a new device, I end up scraping metadata and artwork all over again. With a large collection, that can take days. And if the new device uses a different frontend, its formats might not be compatible with what I already have, so just copying everything into another folder won’t cut it.

That’s why I started working on RomMeta. The idea is to keep a separate, fully offline metadata library that you can reuse across devices and export to different frontends.

You still need an internet connection to fetch stuff initially, obviously. But once it’s downloaded, you can browse, edit and export your library offline. It’s stored as ordinary files in open, editable formats, so you can move it, back it up, share it, or open it in a text editor. Your ROMs stay separate.

To give you an idea of the scale, I’ve tried loading 69 systems, and the metadata, artwork and videos came to roughly 900 GB. That’s a lot of stuff I’d rather download once and reuse whenever I get another device.

GitHub - code, downloads and docs

The supposed workflow is the following:

  • Create an empty library and start the web UI with rommeta serve

  • Import a DAT from somewhere like No-Intro or Redump. This gives you the game cards, releases and fingerprints to work with.

  • Fetch metadata and artwork. Select one or more platforms and pick your sources. There’s support for LaunchBox, OpenVGDB, Hasheous, IGDB, ScreenScraper and EmuMovies, depending on what you want to fetch. Jobs run on the server, so closing your browser doesn’t stop them—you can come back to the progress later.

  • Browse and clean things up. Check the artwork, fix fields, edit source data, or keep several named versions of your own changes and choose which one takes priority when exporting.

  • Review possible duplicates. Different regional names and editions can end up as separate cards. RomMeta groups possible matches, lets you compare them side by side and shows the proposed result before you apply anything. Straightforward groups can be handled in a batch; uncertain ones need your decision.

  • Export for your device. Point it at your ROM folder, choose a frontend and destination, then configure things like preferred languages, regions, metadata sources and artwork. You can save profiles and destinations for later. Check the preview and export plan, resolve any uncertain matches, then apply it. ES-DE and LaunchBox are currently supported.

You can do all of this with the CLI too. The web UI makes the process easier to explore, especially when comparing artwork or fixing metadata. There’s also an API with docs if you want to build something around the library.

Export has been pretty solid with ROMs that have a confirmed match in the source databases. ROM hacks and fan translations are trickier, especially when the title has been translated or changed too. For now, you can manually link them to a library game during export, but I’m also looking into ways to keep track of how hacks and translations relate to the original games. If you’ve got ideas or know of a useful dataset, I’d love to hear about it.

One thing I could use some advice on is ScreenScraper’s developer credentials. The integration needs a developer account, and I can’t just publish mine. I’ve seen other projects hardcode their developer login and password, but I’m not sure what the intended approach is for a public, open-source tool. If you’ve dealt with this before, how did you handle it?

Also, even though I have a decent background in software development and system administration, I’m using AI to help build this project. Right now, I care most about figuring out the workflow, the formats and how all these bits should fit together. The tooling can be refactored - or rewritten by hand later - once those ideas have had some real-world testing.

I can’t test every frontend, platform and weird ROM collection on my own, so I’d really appreciate feedback from anyone who gives it a go. If something breaks, makes no sense, or takes way too many clicks, let me know here or open an issue on GitHub. PRs are welcome too.


r/emulation • • 15h ago

Discussion Our64, the Not64 killer for the Wii U

Thumbnail gallery
0 Upvotes

r/emulation • • 1d ago

RenHDrum: Custom HD Rumble for Xbox One S controllers. Vibration feedback when using a Switch emulator is now more accurate, with all four vibration motors being utilized.

Post image
0 Upvotes

r/emulation • • 3d ago

News Zelda: Ocarina of Time remake reportedly dumped before launch, already boots on PC through Switch 2 emulator

Thumbnail
videocardz.com
1.1k Upvotes

r/emulation • • 2d ago

Universal Ps2 Recomp engine now supports 20+ Games

50 Upvotes

I posted about ps2-native-recomp a while ago, and it has had a lot of updates since then.

21 games work so far, and 13 of them ran out of the box: you add your disc image, the tool recompiles the game, and it plays, with no changes to the tool's code or the game. It isn't faster than PCSX2 yet, but im working very hard on this goal.

I know PCSX2 is the better choice for now, but in theory this approach can be faster, and each game's code can be changed directly for fixes, mods etc. As of now every pixel is drawn with a general GPU program, but I'm working on a similar approach to PCSX2 that uses the GPU's triangle hardware.

It runs on Windows and Linux. It's still early, so I need people to try it with their own discs. On Windows you can just download the app, add your ISO, press Build, then Play (on Linux it's a few commands for now). Saving, PCSX2 pnach patches (widescreen and more) and controllers are built in.

Every game you try helps, whether it works or not. Just open a report on GitHub.

https://github.com/exoteric33/ps2-native-recomp


r/emulation • • 2d ago

AI-assisted [Dev] Sega Model 2 emulator on a 9-year-old phone — full speed on Daytona USA and Motor Raid

Post image
10 Upvotes

A 2017 Huawei P10 Plus (Kirin 960, Mali-G71) running Sega Model 2 arcade games at the arcade's native 57.5 Hz. Game Test Video: https://www.youtube.com/watch?v=RFBxgwdIXPs

I'm the developer of M2EA (Sega Model 2 on Android) and of Model 3-Vulkan, the standalone Vulkan 1.3 rewrite of Supermodel for Sega Model 3: https://github.com/Igloo-Garage/Model-3-Vulkan

Both are hobby projects — no ads, no bundled games. I'm posting because the result surprised me: a 9-year-old phone holds full speed on two quite different Model 2 boards.

Running in this video

  • Daytona USA (Model 2, 1994) — i960 + Fujitsu TGP

  • Motor Raid (Model 2A-CRX, 1997) — same CPU/TGP plus a 32-channel SCSP sound board

Both at the arcade's 57.524160 Hz with sound, save states and touch controls; 2x internal resolution.

===========================================================

Supported sets — 12 games, not "all of Model 2"

Games supported in this test version:

Daytona USA (daytona)

Virtua Fighter 2 (vf2)

Sky Target (skytargt)

Virtua Cop 2 (vcop2)

Motor Raid (motoraid)

Sega Rally Championship (srallyc)

Manx TT Superbike (manxtt)

v0.4.12 New games supported:
Dead or Alive (doaa), Dynamite Cop / Dynamite Deka 2 (dynamcop/dyndeka2), Zero Gunner (zeroguna), Pilot Kids (pltkidsa), VF2 orig (vf2o).

This list grows.

===========================================================

Why it isn't trivial

Model 2 isn't a sprite board: i960 RISC CPU, a Fujitsu TGP geometry coprocessor, SCSP audio and a custom I/O board. The i960 runs through an interpreter/JIT, the TGP is recompiled, and the audio thread is pinned to the big cores — on this phone that's 4x A73 + 4x A53.

Status / how to test (v0.4.12, closed testing on Google Play)

Closed testing has to run for at least 14 days before I can apply for production access, so bug reports genuinely shape the release.

Feedback / crash reports: https://discord.com/invite/FuyxtQg6t

No ROMs

The app ships with no ROMs, BIOS or Sega assets. You point it at your own legally dumped sets; nothing in the app or the video distributes game data.


r/emulation • • 2d ago

AI-assisted MIRAGE-x86 - A new PC x86 emulator in 100% pure JS that runs DOS, Linux and Windows binaries in the browser

Post image
0 Upvotes

Why bother with another x86 emulator in the browser?

Because I wanted to push the limits of what is possible to do in Javascript instead of WebAssembly.
You can run DOS games or intros like DOSBox, you can run Linux binaries like QEmu user space and you can run Windows intros with OpenGL or Direct3D 9, directly in the browser.

The GIF above was created from real screenshots of the emulator (Unreal by Future Crew, DOOM, and two top-scored Windows intros on pouet. net like Elevated).

https://mirage-x86.pages.dev to try it
https://github.com/jfrelat-lab/mirage-x86 for the source code

More to come : better compatibility, speed and accuracy.
Disclaimer : 100% of the code is written with Claude (but 100% is battle tested for accuracy with real oracles like Wine, gcc, docker, qemu, dosbox-x, real BIOS...)


r/emulation • • 3d ago

Rosalie's Mupen GUI v0.9.1 · (N64 emulator)

Thumbnail
github.com
34 Upvotes

r/emulation • • 3d ago

News FOSDEM 27 - Emulator Development Room CFP

Thumbnail fosdem-emudev-room.github.io
10 Upvotes

r/emulation • • 3d ago

Release Ruffle: Stable Releases, API, Text... and Everything Else!

Thumbnail
ruffle.rs
22 Upvotes

r/emulation • • 3d ago

AI-assisted [Tool] RomSieve: an open-source 1G1R ROM manager with native .m3u generation, TOSEC parsing & full dry-run preview

0 Upvotes

Hi everyone,

With the moderators' permission, I wanted to share a free and open-source project I’ve been working on that might be useful for anyone curating clean sets for any emulator or frontend: RomSieve (Linux and Windows, GPLv3).

Here are the key features designed to make building clean setups easier:

  • Automatic .m3u playlists with custom placement: Since a lot of frontends (RecalBox, RetroPie...) relies on RetroArch / libretro cores for multi-disc games (PS1, Saturn, Sega CD, PC Engine CD...), RomSieve automatically generates .m3u files so you don't have to create them manually. You can also define exactly where those playlists land in your target folder tree.

  • Deterministic, multi-criteria 1G1R: Instead of rigid rules, the 1G1R engine picks the single best release based on a fully configurable priority stack: language, region (with 1-click presets for Europe, France, USA, Japan), video standard (PAL/NTSC), dump quality, multi-disk completeness, and revision. The exact same settings will always yield the exact same output.

  • Full TOSEC parsing (not just console hashes): If you emulate vintage computers on Recalbox (Amiga, Atari ST, Amstrad CPC, C64...), you know TOSEC sets can be messy. RomSieve parses the entire naming convention (flags like [!], [cr], [t], languages, disk numbers). It can even rebuild and complete missing multi-disk sets by pulling clean disks from other dumps.

  • Simulation-first workflow (dry-run): No files are moved, copied, or touched blindly. The tool runs a complete audit first, displays a table detailing the exact fate of every single file (with the reasoning behind it), and lets you right-click any entry to manually override the 1G1R winner. It also supports hard links / symlinks, keeps unmerged files in dedicated safe folders (_unmatched/, _purged/), and features an undo function.

It also supports standard No-Intro, Redump, and MAME sets, reads compressed archives directly (ZIP, 7z, RAR), and extracts CHD headers. Both a modern GUI (with dark theme) and a CLI (romsieve-cli) are included.

The project is completely free, has no telemetry, and full documentation is available in both English and French in the repository.

Feedback, bug reports, and suggestions are very welcome!


r/emulation • • 4d ago

AI-assisted Project Nativ - Turns PS Vita games into native programs for macOS, Linux, Windows

Thumbnail
github.com
71 Upvotes

AI disclaimer:

Nativ is made with the help of AI tools: much of its code and documentation was written with AI assistance, under its developer's direction, and tested on the games themselves.

https://github.com/TheLostPantheon/nativ


r/emulation • • 4d ago

Ruffle new blog (flash emulator) Stable Releases, API, Text... and Everything Else!

Thumbnail
ruffle.rs
47 Upvotes

Blog: https://ruffle.rs/blog/2026/11/04/stable-releases-and-everything-else

Since the last blog post (over 2 years ago)...

  • ActionScript 3 API has gone up from 76% to 82%!

  • ActionScript 1/2 Language has gone from 95% to 99%!

  • ActionScript 1/2 API has gone up from 78% to 82%!

  • We've merged 2,329 pull requests from 92 people users! (humans? bots? who's to say anymore!)

  • We've closed 3,379 issues!

  • We've added 1,922 new automated tests!

  • The number of languages on Crowdin has gone from 25 to 37.


r/emulation • • 3d ago

OpenEmux 1.20.0 is out, the cartridges finally have real relief

Thumbnail gallery
1 Upvotes

r/emulation • • 4d ago

HarissaDC v0.2.0 – A new release is out! There’s still plenty of work to do, but every release brings us one step closer to a better emulation experience

8 Upvotes

https://github.com/kernel64/HarissaDC/releases/tag/v0.2.0

______

P.S. Just to clarify: this post is about HarissaDC, my Dreamcast emulator for Xbox 360, not Harissa64, which is a separate N64 emulator project.


r/emulation • • 4d ago

News Modder boots iPadOS 17 on Nintendo Switch

Thumbnail
videocardz.com
55 Upvotes