Il s’agit du meilleur émulateur de PlayStation One, devant ePSXe et pSX.
 

 
Caractéristiques:
– CPU Recompiler/JIT (x86-64, armv7/AArch32, AArch64, RISC-V/RV64).
– Hardware (D3D11, D3D12, OpenGL, Vulkan, Metal) and software rendering.
– Upscaling, texture filtering, and true colour (24-bit) in hardware renderers.
– PGXP for geometry precision, texture correction, and depth buffer emulation.
– Adaptive downsampling filter.
– Post processing shader chains (GLSL and experimental Reshade FX).
– « Fast boot » for skipping BIOS splash/intro.
– Save state support.
– Windows, Linux, macOS support.
– Supports bin/cue images, raw bin/img files, MAME CHD, single-track ECM, MDS/MDF, and unencrypted PBP formats.
– Direct booting of homebrew executables.
– Direct loading of Portable Sound Format (psf) files.
– Digital and analog controllers for input (rumble is forwarded to host).
– Namco GunCon lightgun support (simulated with mouse).
– NeGcon support.
– Qt and « Big Picture » UI.
– Automatic updates with preview and latest channels.
– Automatic content scanning – game titles/hashes are provided by redump.org.
– Optional automatic switching of memory cards for each game.
– Supports loading cheats from existing lists.
– Memory card editor and save importer.
– Emulated CPU overclocking.
– Integrated and remote debugging.
– Multitap controllers (up to 8 devices).
– RetroAchievements.
– Automatic loading/applying of PPF patches.

 
Configuration requise:
– Windows 10/11 (7/8/8.1 here), Linux (AppImage/Flatpak), macOS.
– A CPU faster than a potato. But it needs to be x86_64, AArch32/armv7, AArch64/ARMv8, or RISC-V/RV64.
– For the hardware renderers, a GPU capable of OpenGL 3.1/OpenGL ES 3.1/Direct3D 11 Feature Level 10.0 (or Vulkan 1.0) and above. So, basically anything made in the last 10 years or so.
– SDL, XInput or DInput compatible game controller (e.g. XB360/XBOne/XBSeries). DualShock 3 users on Windows will need to install the official DualShock 3 drivers included as part of PlayStation Now.

 

 

Les améliorations sont:
 
Preview Build:
– Fix crash with timestretch disabled (Stenzek)
– Add options for XBox HIDAPI/rawinput (Stenzek)
– Expose advanced SDL options (Stenzek)
– Support querying current values (Stenzek)
– Synchronize input binding state on startup (Stenzek)
– Set initial state on connection (Stenzek)

 

Stable Build (or rolling release):
– Deps: Update for July 2025
– CI/Flatpak: Simplify deps build
– CMake: Drop Flatpak workarounds
– README: Add migration instructions for Flatpak->AppImage
– Qt: Fix changing language while game running
– Host: Add FormatNumber()
– Misc: Use host locale formatting for dates
– Qt: Merge qttranslations.cpp with qthost.cpp
– Qt: Cache app locale object
– Qt: Use application locale in most places
– Qt: Implement ‘System Language’ language option
– Qt: Use selected language locale for formatting
– FullscreenUI: Add option to hide grid view labels
– FullscreenUI: Fix remaining fixed date/time formatting locations
– MediaCapture: Don’t crash if video codec supports 0 formats
– CrashHandler: Fix recursive backtrace on Linux
– CMake: Force debug symbols on Linux
– Data: Update SDL game controller database
– Qt: Use localized date/time formatting in a few more places
– Achievements: Revert back to long date format for unlock/submit time
– CMake: Use -g1 for Release builds
– dep/imgui: Remap non-breaking space to space
– FullscreenUI: Fix clock position in pause menu
– GPU: Fix typo
– Qt: Add tooltips to game list
– Update the Simple-Chinese translation to latest. (#3495)
– FullscreenUI: Fix focus loss with grid/list button
– Deps: Revert Harfbuzz to 11.2.1
– GameDB: Tweak compat settings for Parasite Eve 2 (#3492)
– GameDB: Set max speedup cycles to 70000 for Resident Evil 2 (#3496)
– System: Centralize pause checks
– Qt: Create main window before starting EmuThread
– CI/Flatpak: Hopefully fix build cache
– Qt: Fix possible crash on shutdown
– Scripts: Remove PKGBUILD
– Qt: Refuse to start in known broken environments
– Qt: Auto switch between any/changed values in memory scanner
– Qt: Fix assertion on shutdown after resize
– Qt: Fix maximized state not saving to config
– Qt: Display ‘First Value’ in memory scanner
– GameDatabase: Remove redundant SetRymlCallbacks()
– Misc: Replace a bunch of static qualifiers with inline
– Qt: Persist memory scanner watch list across instances
– Qt: Various fixes to memory scanner UI
– GPU: Fix screenshot size in uncorrected mode
– GPU: Simplify screenshot size calculation
– PerformanceCounters: Align to 4 elements
– AudioStream: Fix glitches when disabling fast-forwarding
– AudioStream: Back off resets that don’t pass threshold over time
– AudioStream: SIMD averaging window calculation
– AudioStream: Use larger target size only when intentionally running slow
– dep/imgui: Demo window should not enabled
– ImGuiOverlays: Fix save state selector out-of-order drawing
– ImGuiManager: Don’t render when skipping present
– ImGuiOverlays: Frame time history is aligned
– Settings: Remove middle padding
– Achievements: Split up overlay setting
– Qt: Fix inability to exit with HC mode active
– Qt: Fix exit on separate window close with FSUI active
– GameDB: Adjust crop area for Silent Hill
– Qt: Remove obsolete comment
– Qt: Don’t reset model for every scanned game
– Qt: Add tooltips for more fields in game list
– Qt: Use header resize mode for game list column widths
– Qt: Use header resize mode for memory scanner
– Qt: Use header resize mode for settings panels
– Qt: Use header resize mode for memory card editor
– Qt: Use header resize mode for disc windows
– Qt: Remove now-unused resize column helpers
– Qt/Updater: Move Download Size indicator to the top (#3499)
– GameDB: Fix cropping in Tomb Raider 4 & 5 (#3500)
– Achievements: Infer and display beaten/completed time
– Data: Update SDL game controller database
– Qt: Improve display of version in updater
– CMake: Update version requirements
– Qt: Fix updater download size display
– CI: Fix PR builds failing
– Qt: Fix buffer size help text (#3501)
– GameDB: Disable widescreen for Arc the Lad II
– GameDB: Disable disc speedup on MDEC for Chrono Cross
– GameDB: Delete obsolete comment
– GameDB: Add compatibility rating to a couple of games
– GameDB: Disable disc speedup on MDEC for Star Ocean – The Second Story
– Deps: Bump to SDL3 3.2.20
– CI: Missed one workflow
– Achievements: Fix counting progression achievements (#3503)
– Achievements: Fix display of game completion date
– Achievements: Keep track of the earliest unlocked win condition (#3504)
– FullscreenUI: Improve title padding of achievements
– GameDB: Add analog joystick to supported games
– Qt: More accurate game list column width estimation (#3505)
– Achievements: Fix « beaten » condition (#3506)
– Qt: Fix toggling read/write breakpoints
– GameDB: Alien Resurrection
– GameDB: Disable WS/PGXP on 2D Final Fantasy games
– GPU: Fix screenshot size when showing VRAM
– Qt: Fix crash toggling achievements in per-game settings
– Qt: Remove redundant layout from AchievementSettingsWidget
– AudioStream: Fix crash with timestretch disabled

 

Télécharger DuckStation v0.1 build 94XX (64.0 Mo)

Site Officiel

En savoir plus…

Nouvelle version de cet émulateur d’Amiga dont voici les améliorations:
 


 
6.0.1 bugs fixed:
– Entering and exiting GUI when in fullscreen mode crashed.
– Vertical and horizontal centering works again.
– ECS superhires works again.
– Filter overlay graphics display positioning/size calculation was broken.
– Virtual mouse driver mode was not in sync with host cursor, both RTG and native modes.
– Fast drawing mode with 32-bit Chip RAM fix.
– When switching from emulated graphics board to native programmed mode screen, sometimes native screen had horizontal offset
– In some situations emulated graphics board was not drawn fully, bottom part was blank.
– Add Harddrive: Storage devices containing MBR partition table with RDB in later blocks was not detected correctly.
– Chipset COPxJMP sequence didn’t work in some situations.
– Rarely used chipset collision register fix.
– TCP serial mode hang fix.
– OpalVision crash fix.
 
Other updates and fixes:
– PC keyboard without numpad/end key optional translation mode. When enabled, PageUp becomes End (End still works normally). Because cartridge freeze is also PageUp, freeze becomes PageUp + PageDown. END/PageUp + cursor left is Pause and cursor right is Warp mode. (Replacing print screen key). PageUp + 7890/UIOP/JKL/M emulates numpad. Note that numpad emulation is done before PC to Amiga translation which means it does not override enabled numpad joystick option. Option in Input panel. This is registry/ini specific setting (Similar to F11 swap option).
– Copilot key now works as a right Windows (Right Amiga) key. Note that this is a quick hack and causes some (harmless) extra shift and left Windows key presses and releases when Copilot – key is pressed and released because Copilot key is weird.
– Added Native/RTG autoswitcher option. Previously all RTG boards without built-in switcher always autoswitched, now it is optional, default enabled.
– ROM scanner now detects CyberStorm MK3/PPC and BlizzardPPC flash rom images using checksums. – Address ranges that make ROM image unique (Serial number/board config and boot menu config data areas) are skipped in checksum calculation.
– Built-in AROS ROM updated.
– ROM scanner/loader CD32 1M single ROM handling fix.
– RoboCop 3 dongle emulation fixed.
– Debugger disassembler miscellaneous fixes and updates.

 

And more…
 


 

Télécharger WinUAE (x86) v6.0.1 (8.4 Mo)

Télécharger WinUAE (x64) v6.0.1 (10.6 Mo)

Télécharger WinUAE Shaders + Filters Pack (29/10/2017) (33 Ko)

Télécharger WinUAE Plugin + Extension Pack (21/06/2018) (13.6 Mo)

Site Officiel

En savoir plus…

Il s’agit de l’émulateur de Nintendo DS mais dans une version en cours de développement.
 

 
(Builds automatiques ou )
 
Les principaux changements depuis ma news précédente sont:
– Render3D: Huge refactor that adds the new Render3DColorOut class, which now handles the framebuffers that integrate the 3D layer and the BG0 layer.
 
Notez que les fichiers sont mis à jour régulièrement sur notre site mais ne sont newsés que de temps en temps.

 

Télécharger DeSmuME (Dev) v0.9.14.1624 (2.6 Mo)

Télécharger DeSmuME (Français) v0.9.14 (14/02/2024) (2.1 Mo)

Site Officiel

En savoir plus…

Il s’agit d’un émulateur de Sega Megadrive et Mega-CD.
 

 
Version en ligne disponible ici.
 
Les changements:
– Updated to the latest ClownMDEmu core.
– Fixed Z80 parity flag.
– Fixed VRAM viewer (and VRAM dumps) being byte-swapped.

 

Télécharger Clownmdemu v1.4.0.1 (6.3 Mo)

Site Officiel

En savoir plus…

Il s’agit d’un émulateur de PlayStation 4 préliminaire.
 
L’objectif est de créer un cadre autonome pour la reconstruction des shaders, la traduction des tampons de commandes et la gestion de la mémoire GPU, afin que d’autres puissent l’utiliser. Ce projet l’utilise pour exécuter des binaires “Linux” sous Windows.
 


 

Les modifications sont visibles ici ou .

 

 

Télécharger PsOff (2025/08/13) (7.5 Mo)

Site Officiel

En savoir plus…

Il s’agit de la dernière version WIP de Meka, excellent émulateur Sega 8 bits. (Builds automatique ici / forum ici).
 

 
– Remove trailing and in-declaration blanks. Remove (void) in function arg list.
– oldgui: removed old menu code (25+ years old code! yay!)
– oldgui: removed old menu code (YAY!)
– newgui: Added « Sound » menu and simplified some old code.
– newgui: Added « Inputs » menu and simplified some old code.
– newgui: Memory Editor: various improvements.
– Update authors list and year.
– newgui: Added « Debug » menu and simplified some old code.
– newgui: Experimenting with using imgui inputs/shortcuts directly.
– Getting Alt+Enter to work.
– newgui: techinfo: small refactor, use tree nodes.
– newgui: load a better font. add basic scaling.
– imgui: Update submodule to latest + update memory editor.
– Remove trailing spaces/blanks.
– Refactor Interrupt_Loop macros into functions.
– Libs: updated Allegro to latest 5.2.10.

 

Télécharger Meka WIP v0.80.318 (2025/08/14) (2.3 Mo)

Site Officiel

En savoir plus…

Il s’agit d’un frontend multi-émulateurs qui va mettre en avant les « box art ».
 

 
Les changements:
– improved animations for opening game boxes
– faster downloads in parallel and multi-threaded image processing
– support for WebP and AVIF image formats
– 80% reduction in size of Nostlan’s graphic assets, same high quality
– converts images to WebP on the fly, reducing storage footprint

 

Notez qu’il s’agit d’une version de démo, la version complète étant à présent payante.
 

Télécharger Nostlan (Gratuit) v2.6 (115 Mo)

Télécharger Nostlan (Demo) v3.0 (96.8 Mo)

Site Officiel

En savoir plus…

Test7800 est un émulateur expérimental conçu pour simuler le fonctionnement de la console Atari 7800. Bien qu’il soit encore en développement et incomplet, il permet déjà de jouer à de nombreux fichiers ROM de la console.

 


 

Télécharger Test7800 v0.2.0 (2.4 Mo)

Site Officiel

En savoir plus…

ChonkyStation3 est un émulateur en cours de développement pour le système PlayStation 3. Il peut actuellement lancer quelques jeux commerciaux simples. C’est un projet de loisir que l’auteur développe pour le plaisir et pour apprendre.
 

 
– OS: Handle sys_event_queue_receive timeout, fix Linux build
– OS: Fix filesystem seek offset buf
– implement cellFsReadWithOffset
– implement cellAudioAddData
– RSX: Half-float attrib type
– PPU: Implement some instructions
– SPU: Fix some bugs and implement some instructions
– SPU: Lockline reservation rewrite
– OS: sys_memory_allocate: Handle alignment, cellGcmSys: Implement queue handler
– SPU: sys_event_flag_set_bit, implement some instructions

 

Télécharger ChonkyStation3 (2025/08/14) (1.9 Mo)

Site Officiel

En savoir plus…

Créé par Ben Vanik alias Noxa (PSP Player), il s’agit d’un projet de recherche pour développer un émulateur Xbox 360. Notez qu’il vous faudra une machine très performante pour lancer des jeux commerciaux de façon fluide. Plus d’informations ici sans oublier le site de développement . Un manager permettant de gérer l’émulateur Xenia est disponible ici.
 


 


 
– [Premake, 3PP] Formatting/cleanup
– [xb] Always use x64 clang-format on Windows
– [Base, premake] Cleanup
– [Base] Don’t hardcode UTF_CPP_CPLUSPLUS
– [Base] Remove unneeded if
– Misc fixes

 

Télécharger Xenia v1.0.2817 (2025/08/12) (4.4 Mo)

Site Officiel

En savoir plus…

Développé par Jens Guenther, SDL(2)TRS est un émulateur de Tandy TRS-80 modèle I/III/4/4P axé sur EACA Video Genie, EG 3200 Genie III, TCS Genie I/II, Genie IIs (SpeedMaster) et Genie IIIs, basé sur l’excellent émulateur TRS-80 xtrs de Tim Mann.
Il fonctionne sur toutes les plates-formes prises en charge par la bibliothèque SDL, même sur des machines avec seulement quelques centaines de MHz de vitesse de processeur.
Il s’agit d’une mise à jour de l’émulateur original créé par Mark Grebe, qu’il remplace totalement à présent.
 
Il vous faudra les bibliothèques SDL pour pouvoir l’exécuter.

 


 

Les changements principaux sont les suivants:
 
Version 1.2.33 Release 08-09-2025:
– Added Solid State Disk (RAM-Disk) for Aster CT-80.
– Added character set for Aster CT-80 CP/M.
– Added debugger command to show hard disk controller state.
– Added debugger commands to fill and move memory.
– Added support for 8 Disk Drives (TCS SpeedMaster/Genie IIs/IIIs).
– Added function to copy the emulator screen to printer file.
– Fixed Aster CT-80 emulation to run CP/M (thanks to Wim Nelis).
– Fixed CP/M utilities (reported by Wim Nelis).
– Fixed some bugs and internal improvements.

 
Version 1.2.32 Release 04-06-2025:
– Added support for TCS Genie IIIs HRG pages.
– Added character set for TCS Genie IIs/SpeedMaster.
– Added emulation of TCS Genie IIs ROM-Card.
– Added support for Aster CT-80 special keys.
– Added option to debug Hard Disk commands and I/O.
– Added command to load CMD files in debugger.
– Added debugger command to modify memory like DDT.
– Fixed boot with LD4-631.III ROM (reported by Daniel Srebnick/K2IE).
– Fixed bugs and internal improvements.

 
Site de développement.
 

Télécharger SDLTRS v1.2.33 (245 Ko)

Site Officiel

En savoir plus…

Cet émulateur est également le plus complet des outils de développements X68000 existant aujourd’hui. Il s’agit d’un fork de l’émulateur XM6 v2.05 de PI avec une pléthore de nouvelles fonctionnalités. Les changements sont pour la plupart liés à l’interface utilisateur et un accent a été mis sur le développement et les fonctions de débogage plutôt que sur l’exactitude de l’émulation, cependant il y a suffisamment d’améliorations pour qu’il soit recommandé d’utiliser cette version plutôt que XM6 v2.06 finale.
 


 
Les changements:
 
– You can now toggle the status bar by double-clicking its left side
(or the approximate area where it would be, if it is currently off).
– You can now toggle the menu bar by double-clicking its right side (or the
approximate area where it would be, if it is currently off, in window mode).
– You can now drag the main part of the window (known as the client area)
if the caption bar is turned off. This feature was added because most people
don’t know how to move a window lacking a caption/title bar. Because it makes
it a little too easy to move the window, it is unavailable while the title bar
is present. (Did you even know you could disable any/all of the three bars?)
– If the window or full-screen display falls short of the VM screen height
by a small margin, the bottom of the VM video frame will be truncated
rather than shrinking it to fit the available window/screen.
– For example, suppose your monitor has a height of 1024 pixels and you are in
full-screen mode. With the status bar enabled, the usable height is reduced
to 1004. Then suppose you run a game that displays a 768×1024 (interlaced)
loading picture. Previously, said picture would be shrunk by a factor of 0.98
in order to fit, which looks ugly. But with this new feature, the bottom 20
pixels will simply not be displayed such that the remainder of the picture
will be undistorted.
– In the above example, if you were to remove the status bar (View > Status Bar)
then the entire 1024 vertical span would be available and truncation would not
be performed. This is optimal, but toggling the status bar can be inconvenient.
-Also note that the View > Win32 > Bitmap subwindow will show a less-than symbol
if truncation is in effect. It will also show the ratio that would have been
used (absent truncation) in parentheses.
– If it looks like something is missing on the bottom, you could try toggling
the menu bar (window-mode only) or status bar, either of which will increase
the height enough to overcome any truncation. Situations where the truncation
feature apply are rare, and even when it does apply, it is unlikely that
anything important would be hidden.
– This feature has no effect on screen shots – they always save the entire frame.
– The resolution-changing feature has been restored even though apparently
nobody uses it. If it weren’t for my policies, I’d remove it entirely.
– There is also a new setting (see the View menu) that blocks changes
to your primary display, so you will need to disable that safeguard
if you only have one monitor/screen and you want to use low-rez mode.
– Furthermore, it no longer tries to change the vertical refresh rate,
because you might have a TV connected and configured for 59.94 Hz
but the API only supports integers (e.g. 60 Hz). Maybe that’s not
really an issue, but 800×600 is so low these days it’s better to
just accept the recommended frequency instead of specifying one.
– Eliminated some graphical garbage during resets and state loading. Not a bug.
– The Smoothing menu item is now disabled at times when smoothing is inapplicable.
– The graphics section of the manual has been revised.
– Double-clicking menu bar items (which is supposed to select the default submenu
item shown in bold, if any) now works more reliably. If there is no default,
the menu bar will now be deactivated instead.
– The driver-bug workaround used in the previous release was resulting
in major slowdown if the client area was obscured, even by menus.
This slowdown was another driver/API defect. A new workaround was
discovered that resolves both issues and more (see below).
– The following item from the trouble-shooting section has been resolved:
« Graphical shimmer or vertical ‘waving’ is visible in some games »
The workaround mentioned above fixed this driver/API defect as well.
Incidentally, there were two completely different sets of hardware
and associated drivers that were involved in all of these problems.
Also, these are not « bug fixes » because this program was not at fault.

 
Bug fixes:
– Additional casualties scored in the ceaseless war on user interface defects.
– Contrast fading was continuing while paused in rare situations (my fault).
– It was possible for the mouse wheel to switch to the same mode in certain cases.
– It was hypothetically possible for the mouse wheel to fail to activate
full-screen-maximum mode under certain circumstances.
– Full-screen transitions were inesthetic under certain configurations.

 

Télécharger XM6 Pro-68k Release 65+1 (250808) (4.4 Mo)

Site Officiel

En savoir plus…




https://www.casino-comparatif.org

https://jeux-gratuits-casino.com/

https://www.offside.fr/

Casino-en-ligne-fiable.com

https://www.romspedia.com/

https://www.casinoonlinefrancais.fr

Lucky 7 bonus

https://www.casinogratuitsansdepot.com

casino en ligne Winoui

pablocasino.org

critiquejeu.info

playbonus

casinodoc.org

laplanquedujoueur.com

Crypto Casino

pleeeasecasino

casinoonlinefrancais