* [Codec/Native] Real H.264 decode for sceVideodec2, fix TLS loader missing the main module sceVideodec2 was a capability-only stub: the game's video pipeline worked end-to-end but never produced a picture, so intro/cinematic videos stayed black even though playback "completed" without errors (confirmed on Ghost of Yotei's intro cinematic). - Videodec2Decoder: owns an FFmpeg H.264 session per decoder handle, running decode and presentation pacing on their own threads (never the guest thread) so a whole clip isn't decoded faster than it can be displayed. Converts to BGRA and submits straight to VulkanVideoPresenter, bypassing guest memory the same way the existing Bink2 path does. - Videodec2Exports: wires the real decoder into sceVideodec2CreateDecoder/Decode/Flush/Reset/DeleteDecoder, falling back to the original no-picture stub whenever FFmpeg is unavailable or a given decoder failed to open. - VulkanVideoPresenter: decoded frames were being dropped under a single "latest wins" slot the render loop didn't always poll in time before the next frame overwrote it. Queues pending video presentations the same way guest-image flips already are. - DirectExecutionBackend: the TLS load patcher's one-shot scan missed the main game module when the entry point resolves to a separate bootstrap allocation, and never re-scanned lazily-committed pages patched in afterward -- both left FS:[0] TLS loads unpatched, causing an early mutex-spin boot stall (reproduced on Demon's Souls: stuck at import #256). Now scans both the entry point's own allocation and the standard PS5/PS4 image base, and re-scans each newly committed executable range as it's touched. * [GUI] Add a toggle for SHARPEMU_FORCE_SUBMIT_ORPHAN_PREAMBLES This flag already existed as an AGC workaround (forces queued GPU command-buffer preambles through when their target queue never picks them up, unblocking titles stuck on a WAIT_REG_MEM that never signals) but was only reachable by setting the environment variable by hand. Expose it as a checkbox next to the other env toggles, in both the global Options panel and the per-game settings panel, so it can be turned on for a specific title without touching a shell. * [GUI] Add remaining language translations for the new env toggle The previous commit only added the new key to en.json/fr.json, relying on Localization's runtime fallback to English -- but LocalizationTests.EmbeddedLanguages_ContainEveryEnglishOptionsKey requires every Options.* key to exist in every embedded language file, which broke CI on all three build jobs. Fills in the remaining 13 languages.
SharpEmu
An experimental PlayStation 5 emulator for Windows, Linux and macOS.
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 |
|---|---|
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| Void Terrarium | Dead Cells |
|---|---|
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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
Support
Support SharpEmu via GitHub Sponsors or cryptocurrency. Every contribution helps fund ongoing development and long-term maintenance. GitHub Sponsors is the preferred way to support the project, but cryptocurrency donations are also appreciated.
ETH/USDT
0xF315F5d986c790bB3A58DbE60F1B2760997dEd82
BTC
bc1qmr9k8899njys5ny63xsues4jgmkk96erslrkmv
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




