Il s’agit d’un émulateur de Playstation 3 créé par InoriRus à partir d’Octobre 2012. Pour le moment il ne lance que quelques démos mais beaucoup d’instructions sont déjà prises en charges, l’auteur espère que son émulateur lancera des jeux d’ici 2 voir 3 ans.




English version for our foreign folks 🙂 If you are going to repost this material, put the link to the source please.


Yesterday EmuPlace administration was contacted by InoriRus – the developer of the PlayStation 3 emulator – who offered us to test his project. Below you can read some information about the emulator, which has been taken from the readme file and translated into English:


Short Waves Emulator
Version 0.0.1 (30.12.2013) / v0.0.2 (20.01.2014)

System requirements: quad-core CPU and DirectX 9.0 compatible graphics card are recommended, Windows XP or Vista 32-bit. Version for Windows 7 64-bit has not been tested for a long time (my laptop kicked the bucket), so it may not work.


It is still far from launching games (2-3 years). Do not expect miracles. As of now the emu can launch just small homebrew apps.


The project started its life in October 2012. Initially I wanted to extract resources of one game, but it turned out the whole content was encrypted (and packed). In order to crack the encryption algorithms I had to use Cell debugger. I downloaded the RPCS3 source code, compiled and tried to launch it. The emu crashed with error without doing anything. This had really disappointed me and I decided to build my own Theme park.


My emulator has no relation to RPCS3, not a single line of code has been borrowed. Everything is written from scratch on the ground of my personal research.


As of now I have implemented PPU, SPU and RSX emulation. Almost all instructions are supported. Vertex and Pixel shaders are translated directly: from RSX binary code and into DirectX binary code, without temporal appearance in its original source code. There are texture, surface and shader caches. All OS calls are intercepted and executed natively, i.e. official firmware is not required.


I won’t implement dynamic recompilation of PPU and SPU. Static recompilation of PPU has already been implemented: a file is generated using C++ which then is recompiled offline. The resulting .dll is uploaded and executed. All this is done in place of interpretator. Recompilation affects not only simple blocks, but also branching and function calls. A manual on how to use recompilation will be available later.


The emu does not have GUI. The path to the emulated .elf file and all settings are set in the config file sw_emu.ini, that must be placed in the emu’s folder.


The gamepad button bindings on the keyboard are hardwired into the code and currently you can’t change them through config file.



‘3’ = R3
‘8’ = L3
‘0’ = R1
‘1’ = L1
‘9’ = R2
‘2’ = L2


By pressing ESC button Short Waves receives REQUEST_EXITGAME signal – force game exit or power off the real hardware.


Right now the source code is closed.


The author asks for help in testing the emu:


I’d like to have some feedback concerning possible errors. For instances, today I’ve found that psgl tests don’t work on some graphics cards.


Télécharger Short Waves v0.0.2 (12,6 Mo)

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