* [cpu] Implement SysV variadic float ABI (xmm0-7 capture, float returns, printf %f) The import trampoline spilled only xmm0 and never reloaded a return xmm0. The guest uses the System V AMD64 ABI: variadic float args pass in xmm0..xmm7 and float/double returns come back in xmm0. As a result variadic float args past the first were unavailable to HLE handlers, float returns never reached the guest, and direct printf read %f/%e/%g from GP registers instead of XMM, printing garbage and desynchronizing every following argument. - Trampoline: spill xmm0..xmm7 into a 0x80-byte save area below the GP argpack (r12 stays at the argpack base) and reload the return xmm0 in the epilogue. - Gateway: read xmm0..7 from the save area into CpuContext and write the handler's xmm0 back. XMM is caller-saved in SysV, so restoring xmm0 on return is safe for non-float imports too. - RegisterPrintfArgumentSource: read float args from xmm0..7 with independent GP/FP counters and a shared stack-overflow cursor. Every emitted byte was decoded; a unit test confirms float args read xmm0..7 (not GP) and interleaved "%d %f %d %f" stays synchronized. Build 0/0. * [cpu] Document the scalar-only leaf-import constraint at its registration site - IsLeafImport: spell out the no-XMM-args / no-XMM-return invariant the fast path relies on and what breaks if it is violated; record the 2026-07-11 audit. - Name every previously uncommented NID in the leaf list (mutex lock/unlock, usleep, the Ampr/Apr command-buffer block, the unknown AGC packet NID). - IsNoBlockLeafImport: document that it is a sub-filter of IsLeafImport and that its five extra entries currently take the full gateway path; fix the mislabeled K-jXhbt2gn4 comment (pthread_mutex_trylock, not scePthreadMutexTrylock, which is upoVrzMHFeE). - Point the DispatchImport call-site note at the audited list. Comment-only change: the comment-stripped diff is empty and the solution builds with 0 warnings / 0 errors.
SharpEmu
An experimental PlayStation 5 emulator for Windows, Linux and macOS.
Join our Discord for development updates, compatibility discussions, support, and community chat.
Warning
Currently the primary development target is Windows.
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.
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.
Currently the project primarily targets Windows. Cross-platform support (Linux and macOS) is planned, but development is currently focused on Windows to simplify early-stage debugging and iteration.
Using
- Build or Publish project or download in release tab.
- Open Powershell.
- Run Emulator GUI.
- Or command:
.\SharpEmu "eboot.bin" 2>&1 | Tee-Object -FilePath "log.txt"
Games Tested
-
Demon's Souls Remake
- Demon's Souls [PPSA01341]
- Demon's Souls is now video loop. Shaders are ready to be converted to SPIR-V/Vulkan. We are continuing our work on this.

-
Poppy Playtime Chapter 1
-
SILENT HILL: The Short Message
-
Dreaming Sarah
- Dreaming Sarah [PPSA02929]
- Real texture rendering for this game;

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.
- Clone the repository:
git clone https://github.com/par274/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.
