Ports the event-queue rework from the archived silent-hill-minimal branch (968e9606, 9e3abb12, 2be9cfbf, f157a115) onto current upstream. The equeue implementation had not been touched upstream since that branch forked, so none of it had landed. Behaviour fixed: - Per-waiter event reservation. A blocked waiter used to wake on "the queue has any pending event" (TryWake => HasPendingEvents) and then re-read the queue on resume, so a woken waiter could find the event already drained by another waiter and park again with the wake consumed. Events are now reserved to the waiter they are delivered to. - Level-triggered events are preserved instead of being cleared by an unrelated read; only events that declare clear-on-read reset their trigger state. - Queued interrupts are bound to the registration generation that produced them, so an event registered after a queue was reused cannot consume an interrupt raised for the previous registration. - Deleting an equeue now terminates its waiters instead of leaving them blocked on a handle that no longer resolves. - sceKernelTriggerUserEvent stores its third argument in the event's udata (0x18) rather than its data word (0x10). The guest reads it back with sceKernelGetEventUserData, which loads 0x18, so every triggered user event previously read back as 0. This matches the reference behaviour in shadPS4, where TriggerEvent takes udata and sceKernelGetEventUserData returns ev->udata. The upstream test asserting the data word is updated, since it encoded the inconsistency rather than the ABI. KernelPthreadState gains TryGetCurrentThreadIdentity and a new KernelSyncTraceFormatter carries the shared, opt-in diagnostic formatting the ported code calls; both are gated behind the existing trace flag and do no work when it is off. Tests: 662 pass, 0 fail (SharpEmu.Libs.Tests 588 -> 598).
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




