* Implement VOP3 0x149 V_BFE_I32 and 0x36A V_CVT_PKRTZ_F16_F32
PPSA10112 dropped three shaders per run on two unimplemented VOP3
opcodes. The translator fails a whole shader on an opcode it does not
know, so each one costs a dropped draw rather than wrong pixels.
0x149 sits between 0x148 V_BFE_U32 and 0x14A V_BFI_B32, and 0x36A
between 0x369 V_CVT_PKNORM_U16_F32 and 0x36D V_ADD3_U32; the
surrounding table entries already match the canonical map densely on
both sides of each gap. V_CVT_PKRTZ_F16_F32 needed no emitter - it was
already implemented for the VOP2 form at 0x2F and its VOP3 alias at
0x12F, and only the VOP3-only opcode number was missing.
V_BFE_I32 mirrors its unsigned sibling, masking offset and width to 5
bits, and differs only in extracting through a signed type so the field
sign-extends. GCN defines width 0 as returning 0 where SPIR-V leaves a
zero Count unspecified; VBfeU32 has the same gap, so this matches it
deliberately rather than diverging - fix both together if it matters.
Also widen ReportGuestPointerSplit, which filtered to an incoming value
of exactly 1. The crash being hunted leaves 0x0000007000000000, whose
low dword is 0, so the one detector built to catch this bug class could
never have reported it.
Verified: unsupported-opcode errors 3-4 per run -> 0, over a 130s run
that survives to the same stage. Metal translator still lacks VBfeI32;
Vulkan/MoltenVK is the macOS path so it is a divergence, not a blocker.
* Correct VOP3 0x36A: V_CVT_PK_U16_U32, not V_CVT_PKRTZ_F16_F32
a2d186e mapped 0x36A to V_CVT_PKRTZ_F16_F32 on the strength of a gap in
our own opcode table. That was wrong, and wrong in the worst available
way: an emitter for V_CVT_PKRTZ_F16_F32 already existed, so instead of
failing loudly like an unknown opcode, the mapping would have emitted
float-pack semantics for an integer-pack instruction and produced
silently incorrect results.
LLVM is unambiguous:
defm V_CVT_PK_U16_U32 : VOP3Only_Real_gfx10<0x36a>;
defm V_CVT_PKRTZ_F16_F32 : VOP2_Real_gfx6_gfx7_gfx10<0x02f>;
so on Gen5 the float pack is VOP2 0x2F with VOP3 alias 0x12F - both of
which our table already had - and there is no VOP3-only encoding of it
to add. 0x36A sits with the other integer/normalised pack conversions
at 0x368/0x369/0x36B.
silent-hill-minimal-rebased had this right all along.
The V_BFE_I32 half of a2d186e stands: LLVM confirms 0x149, and that
branch maps it identically.
Lesson, since I had just warned someone else about exactly this: a gap
in a table is evidence about numbering, not about identity. Inference
from neighbouring entries is fine for narrowing candidates and worth
nothing as a conclusion - especially when a plausible emitter already
exists to swallow the mistake quietly.
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




