Rosetta 2 does not expose Intel SHA-NI to translated x86 processes, so a guest using sha1msg1/sha1msg2/sha1nexte/sha1rnds4 hits #UD and aborts (PPSA22102 crashes almost immediately). Decode those four opcodes on the SIGILL recovery path, evaluate them in software (Sha1InstructionEmulator), write the result back into the guest's XMM registers, and step past. The XMM state is bridged through the macOS/Linux signal<->CONTEXT plumbing: the handler copies the mcontext XMM block to the Win64 CONTEXT the shared recovery logic uses and back, but only for SIGILL (the sole signal whose recovery may touch XMM) — not on every demand-paging SIGSEGV. Critically, the recovery path is now allocation-free. The original decode allocated managed arrays (new byte[]) *inside the signal handler*; a fault can interrupt the GC mid-operation, and PPSA22102's tight 99-instruction SHA-1 loop re-entered the allocator hard enough to corrupt the thread's allocation context — detonating later as a hard "Invalid Program: attempted to call a UnmanagedCallersOnly method" at the next managed allocation (MetalVideoPresenter.CreateBlackFrame). The Iced decoder/reader/buffer are now thread-static and reused; operand reads use stackalloc via a new Span<byte> TryReadHostBytes overload. SHA-1 math independently verified against a reference implementation (4 message-schedule/round vectors + all four round functions). Result: PPSA22102 goes from crash-at-~0 to 66M imports, past the splash-hide, into the shared 0-DCB wait wall (no draws yet, but no crash). void Terrarium, Dream Sara, Silent Hill unregressed. 378 Libs tests pass.
SharpEmu
An experimental PlayStation 5 emulator for Windows, Linux and macOS.
Join our Discord for development updates, compatibility discussions, support, and community chat.
Note
SharpEmu supports Windows x64, Linux x64, and macOS x64. Apple Silicon Macs can run the macOS x64 build through Rosetta 2, and Windows on ARM devices (e.g. Snapdragon) can run the Windows x64 build through Windows' built-in x64 emulation.
Warning
SharpEmu is an experimental PS5 emulator developed from scratch in C#. The current focus is on accuracy and infrastructure setup rather than game-specific compatibility.
Info
SharpEmu is an emulator project currently in its early stages of development.
This project is developed purely for research and educational purposes. There are no commercial goals associated with it. We enjoy learning about system architecture and reverse engineering.
SharpEmu focuses exclusively on the PlayStation 5.
Our goal is not to emulate PS4 games, as there is already an excellent emulator dedicated to that platform: ShadPS4.
Games Tested
| Demons Souls Remake | Dreaming Sarah |
|---|---|
![]() |
![]() |
| Void Terrarium | Dead Cells |
|---|---|
![]() |
![]() |
Status
The emulator can currently load the eboot.bin of real games, execute native CPU instructions, and partially handle kernel-related functionality. However, several critical components are still missing.
Current capabilities include:
- Loading
eboot.binand.elffiles - Executing native CPU instructions
- Reading basic game metadata (title, version, etc.)
- Loading system modules (
prx/sys_module) - Partial support for some kernel functions
FiberandAMPRexports- PlayGo scenarios
- Initial loading game files
- Shader/resource submits and AGC initial
- Video outputs in some games
Some games have reached like sceVideoOut and AGC stages.
SharpEmu supports Windows, Linux, and macOS hosts. Video output uses Vulkan on Windows and Linux, and MoltenVK on macOS. Platform support is still experimental, so compatibility and performance vary by game, operating system, and GPU driver.
Using
Download the release archive for your operating system, extract it, and launch
SharpEmu with the path to a legally obtained game's eboot.bin.
Windows PowerShell:
.\SharpEmu.exe "C:\path\to\game\eboot.bin" 2>&1 |
Tee-Object -FilePath "SharpEmu.log"
Linux and macOS:
chmod +x ./SharpEmu
./SharpEmu "/path/to/game/eboot.bin" 2>&1 |
tee SharpEmu.log
A Vulkan-capable GPU and current graphics driver are required. The macOS release includes the MoltenVK Vulkan implementation.
Important
This project does not support or condone piracy.
All games used during development and testing are dumped from consoles that we personally own.
Users are expected to use legally obtained copies of their games.
Build
- Install the .NET SDK version specified in
global.json. - Clone the repository:
git clone https://github.com/sharpemu/sharpemu.git - Open the solution file (
SharpEmu.slnx) in VSCode. - Build the project:
dotnet buildordotnet publish - Build artifacts will be located in the
artifactsdirectory.
Disclaimer
SharpEmu is an experimental emulator intended for research and educational purposes.
This project does not contain any copyrighted system firmware, game data, or proprietary PlayStation assets.
Special Thanks
The following projects were extremely helpful during development:
-
ShadPS4
Helped with understanding the basic architecture of the PlayStation 4. -
Kyty
One of the few PS5 emulator projects available and very useful for studying native code execution. -
Ryujinx
Provided valuable references for filesystem handling and low-level C# implementation patterns.
License
Contributing
Before opening an issue or pull request, please read our contribution guidelines:
The guide covers:
- Coding style and formatting
- AI-assisted contributions
- Pull request expectations
- Testing guidelines
- Legal and reverse engineering policy




