Hades est un émulateur de Nintendo GameBoy Advance en cours de développement, il vise à atteindre un équilibre satisfaisant entre convivialité, vitesse et précision.
Actuellement, Hades présente les caractéristiques suivantes:
– Une précision décente
– Correction des couleurs
– Sauvegarde rapide (également connue sous le nom de Save State)
– Support de l’horloge en temps réel (RTC)
– Support des contrôleurs de jeu
C’est le troisième émulateur à passer les benchs de la cartouche AGS Aging Cartridge utilisée pour tester les systèmes Game Boy Advance.
Les nouveautés:
– Ensure the sound frequency of PSG channel 2 and 3 is correctly resampled on each iteration.
– Add a missing `break` in a switch case.
– Add support for the « If Button » CodeBreaker/GS/PARv3 instructions.
– Rename all logs function to prefix them with `hs_`.
– Misc fixes
Ruzu est un émulateur Nintendo Switch écrit en Rust, développé comme une expérience visant à déterminer si l’IA, via des modèles de langage (LLM), pouvait réaliser le portage complet d’un projet logiciel de très grande taille de C++ vers Rust.
Le projet est basé sur le code de yuzu/Eden et représente environ 500 000 lignes de code portées exclusivement avec l’aide de LLM, sur une période d’environ six mois. L’objectif n’était pas simplement d’obtenir un programme fonctionnel, mais de conserver au maximum la structure du projet original, avec une correspondance entre les fichiers et les différentes parties du code C++ et Rust.
Ruzu intègre notamment un kernel HLE avec ordonnanceur, fibres, IPC et services, un processeur de commandes GPU, un recompilateur de shaders et un JIT. La recompilation dynamique du code ARM est assurée par rdynarmic, un portage Rust de Dynarmic, avec des backends natifs x86-64 et ARM64. Le projet comprend également rxbyak, un portage Rust de Xbyak pour la génération de code machine x86-64.
L’émulateur est déjà capable de démarrer et d’exécuter des jeux commerciaux, avec l’objectif affiché d’atteindre les performances de l’implémentation C++ originale. Le projet reste toutefois en développement.
Ruzu dispose également d’un frontend graphique ainsi que d’un frontend en ligne de commande, et peut être compilé sous Windows, Linux, macOS et plusieurs systèmes BSD.
Les changements sont: – Stability: fixed a memory/GPU/scheduler deadlock investigated in issue #20. Guest-memory access no longer holds an exclusive memory lock while waiting for GPU work that needs kernel scheduling to complete.
– Memory-copy performance: copies between processes now use an explicit page table without allocating a temporary memory object or changing the table used by the CPU. Existing GPU caches and scratch buffers are reused.
– Shader error handling: unsupported or invalid translator operands now produce handled shader exceptions instead of terminating the GPU thread and leaving synchronization waits blocked. Affected draws may still be skipped; this does not add support for those operands.
– CPU/GPU sync: corrected tracking of images backed by non-contiguous memory to address texture corruption. Removed a whole-image download path that could overwrite reused guest memory, and restored GPU notifications for exclusive CPU writes.
– JIT performance: diagnostic environment settings are cached in release builds instead of being queried repeatedly while compiling CPU blocks, reducing compilation overhead. Actual improvements depend on the game and hardware.
– Testing and diagnostics: added regression coverage for shared memory access, process-specific page-table copies, and shader errors. Windows guest-thread diagnostics can now produce a shorter report without the full profiling history.
Il s’agit d’un fork de DOSBox des plus intéressant, destiné à Windows Linux et MacOS et créé par Jon Campbell. Il possède une compatibilité excellente et met l’accent sur la précision d’émulation notamment en ce qui concerne l’émulation de Windows 3.x à ME. En outre il ajoute des améliorations en provenance d’autres builds comme DOSBox ECE avec l’émulation de la 3DFX (et du glide) en interne.
DOSBox-X prend en charge les jeux d’instructions des processeurs tels que les Pentium Pro, II, III et MMX et gère aussi l’émulation du DOS/V et du NEC PC-98 ainsi que beaucoup d’autres choses à découvrir !
DOSBox-X peut être configuré pour exécuter une large gamme de jeux DOS, à partir des classiques jeux CGA/EGA/VGA/SVGA/IBM PC/XT/AT/AX/Tandy/PCjr et PC-98 jusqu’aux jeux de l’ère Quake.
Il a également l’avantage d’utiliser des améliorations en provenance d’autres builds mais également des sources officielles.
A noter que:
DOSBox‑X est proposé en deux variantes distinctes. La version standard (proposée ici même) inclut un DOS interne complet, enrichi de nombreuses extensions modernes (gestion avancée des systèmes de fichiers, noms longs, montages dynamiques, outils intégrés). Elle permet d’exécuter directement des jeux et programmes DOS sans installer d’OS séparé, et offre un environnement plus puissant et flexible qu’un MS‑DOS ou un FreeDOS classiques.
La version OS‑free retire entièrement ce DOS interne. Elle n’expose plus aucune API DOS, ne fournit aucune gestion de fichiers et ne propose plus les extensions logicielles propres à DOSBox‑X. Elle se limite à l’émulation du matériel PC (CPU x86, BIOS, contrôleurs, cartes vidéo et audio). Cette variante nécessite donc de booter un système d’exploitation externe comme FreeDOS, MS‑DOS ou un OS expérimental.
L’édition standard convient aux usages courants et à la compatibilité logicielle, tandis que l’édition OS‑free s’adresse aux utilisateurs recherchant une émulation matérielle pure, au développement d’OS ou aux tests nécessitant l’absence totale de surcouche DOS intégrée.
Les améliorations sont à consulter sur le site officiel.
Les builds Visual Studio sont les builds Windows par défaut à utiliser, ils incluent un débogueur. Les versions MinGW standard de DOSBox-X prennent en charge le backend Slirp via carte réseau NE2000 mais ne fonctionneront pas sous Windows XP. Si vous avez besoin de la prise en charge de Windows XP, vous pouvez utiliser les versions 32 bits de Visual Studio ou les versions « bas de gamme » (Low-End) MinGW 32 bits (mais pas les versions MinGW standard). Le package HX-DOS vous permet d’exécuter DOSBox-X dans un véritable système DOS (MS-DOS 5.0+ ou compatible) à l’aide de l’extension HX DOS disponible gratuitement.
touchHLE est un émulateur de haut niveau (HLE) pour les applications iPhone OS. Il fonctionne sur les systèmes d’exploitation de bureau modernes et est écrit en Rust.
Utilisant la méthode par HLE, touchHLE est radicalement différent d’un émulateur de bas niveau (LLE) comme QEMU. Le seul code exécuté par le processeur émulé est le binaire de l’application et une poignée de bibliothèques. touchHLE prend la place de l’iPhone OS et fournit ses propres implémentations des frameworks du système (Foundation, UIKit, OpenGL ES, OpenAL, etc).
L’objectif de ce projet est de faire tourner les jeux des premiers jours d’iOS. Seules les applications iPhone/iPod touch pour iPhone OS 2.x ont été testées jusqu’à présent. La prise en charge des applications iOS modernes/64 bits est explicitement un non-objectif, et la prise en charge des applications qui ne sont pas des jeux n’est pas susceptible d’être prioritaire en raison de leur complexité. D’un autre côté, il est probable que nous essayions de prendre en charge des applications pour certaines versions 32 bits plus récentes (en particulier 3.x et 4.x) et pour l’iPad à l’avenir. La prise en charge de l’iPhone OS 1.x pourrait également être tentée. Actuellement, seules trois applications sont prises en charge. La liste va sûrement s’allonger avec le temps 🙂
Foobar2000 est un lecteur de prime abord minimaliste. Son interface est des plus sobre avec la seule présentation d’une liste de lecture alors que la barre de progression et les boutons de contrôle peuvent n’être que des caractères textuels. Il supporte de nombreux formats sonores (notamment les formats audio d’anciennes machines) grâce à l’ajout de plugins.
Cette légèreté permet bien sûr à Foobar2000 d’être l’un des lecteurs MP3 les plus léger en termes de ressources mémoire / processeur, mais il ne faudrait pas croire que cela le contraint au minimum syndical. Le fonctionnement par plugins de ce lecteur lui permet d’être incroyablement modulaire et d’intégrer un nombre impressionnant de fonctions.
De nombreux formats audio en rapport avec l’émulation sont parfaitement supportés.
GearLynx est un émulateur d’Atari Lynx pour Windows.
Les changements sont: 🔌 ComLynx cable support with up to 4 screens in libretro
📦 Ubuntu 26.04 builds
🎮 Updated Game Controller DB
🐛 Bug fixes and improvements
Gearcoleco est un émulateur ColecoVision multiplateforme très précis écrit en C++ qui fonctionne sous Windows, macOS, Linux, BSD, Raspberry Pi et RetroArch.
Les changements: 📦 Added Ubuntu 26.04 builds
🎮 Updated Game Controller DB
🐛 Bug fixes and improvements
Il s’agit d’un émulateur de Sega 8 bits écrit en C++ par Ignacio Sanchez.
Il émule les machines suivantes:
– Sega Mark III
– Sega Master System
– Sega Game Gear
– Sega Game 1000 (SG-1000)
– Othello Multivision
Voici donc les changements:
🔌 Gear-to-Gear cable support with dual screens in libretro
⚡ Mark III Joy-Joy cable support for two local desktop processes
📦 Ubuntu 26.04 builds
🎮 Updated Game Controller DB
🐛 Bug fixes and improvements
ADAM+ est un émulateur moderne conçu pour reproduire la console ColecoVision et l’ordinateur Coleco ADAM.
Il a été développé pour Windows avec la bibliothèque Qt6, ce qui lui donne une interface graphique stable et performante. Le projet est inspiré d’EmulTwo mais a été entièrement réécrit afin d’offrir une meilleure robustesse et une extensibilité accrue.
Il ne se limite pas à l’émulation: il intègre aussi des outils de débogage et de développement, permettant aux passionnés de rétro‑gaming et aux développeurs de tester, analyser et créer des programmes dans un environnement fidèle aux machines originales. ADAM+ se présente donc comme une suite complète, à la fois pour rejouer aux classiques des années 80 et pour explorer l’histoire technique de la ColecoVision et de l’ADAM.
Créé par DH & Hykem (et rejoint par un ensemble de développeurs), RPCS3 est un émulateur de Playstation 3 multi-plateformes qui a pour objectif de devenir le plus complet possible. Il s’agissait à l’origine d’un simple désassembleur, mais il a depuis évolué au point d’exécuter l’ensemble du catalogue commercial de la PS3, devenant ainsi le premier émulateur pleinement fonctionnel de la console. Cette performance exige toutefois une machine particulièrement puissante.
En effet il vous faudra rien de moins qu’un CPU type Intel Comet Lake (10th) ou AMD Zen 3 (5000) ou plus, une carte graphique récente type nVidia GTX, de la mémoire haute performance type DDR4/DDR5 (min 8 go / recommandé 16 go) ou encore un système d’exploitation récent pour espérer lancer des jeux dans un mode relativement fluide (mais attention cela dépend énormément des builds et des jeux).
Plusieurs rendus s’offre à vous: Aucun, OpenGL, DirectX12 (Windows 10 uniquement) et Vulkan (qui a pour but de remplacer à terme OpenGL et ses dérivés en exploitant plus efficacement les architectures informatiques modernes).
Au sujet du nom de l’émulateur, il s’agit d’une abréviation et d’une combinaison de Personal Computer (PC) et PlayStation 3 (PS3). PC + PS3 = PCS3.
Que signifie le R? DH et BlackDemon se souviennent qu’il représentait Real car en 2011, il n’y avait que de faux émulateurs de Ps3. Puis, à un moment donné, DH (originaire d’Ukraine) a commencé à dire que le R représentait le mot Russe. De plus, Nekotekina, qui a rejoint l’équipe fin 2013 et qui est rapidement devenu l’un des plus grands développeurs de cet émulateur, est originaire de Russie. Du coup RPCS3 signifie à présent Russian Personal Computer Station 3.
Cette version (qui n’est pas à considérer comme stable) qu’on nommera « point de repère » (landmarks) dans le sens ou elle est officiellement publiée sur le site officiel (ce qui change des builds régulier dit « WIP » ou « GIT »), n’est disponible que pour les processeurs 64 bits. Pas de changelog malheureusement.
Version changes serve as landmarks and are by no means stable builds
This changelog lists the main (but not all) changes made since 0.0.X
Since v0.0.42 was tagged:
– x new commits
– x source code files have been edited
– x lines of code were added and 4 024 deleted
– x code contributors
– x days of development
Changelog:
– fix emulator crash on crashed game window closure by @digant73 in #19122
– rsx/copypasta: Fix reversed 2-sided lighting input registers for FS stage by @digant73 in #19123
– Update FAudio to 26.08 by @Megamouse in #19125
– qt: reduce lines of code in settings_dialog by @Megamouse in #19130
– Fix vm::writer_lock deadlock-inducing usage on PPU by @elad335 in #19132
– Fix recording with fallback encoders by @Megamouse in #19136
– cmake: fix Windows/MSVC build issues with zlib path and wolfSSL TLS1.3 by @Alasonga in #19137
– Ancient emulation bug fixes by @elad335 in #19141
– VSH fixup by @elad335 in #19146
– msvc: fix libprotobuf-lite debug dependency by @Megamouse in #19147
– msvc: fix openal debug build by @Megamouse in #19148
– Fix infinite ensure recursion in debug builds by @Megamouse in #19149
– fix alpha test by @digant73 in #19101
– rsx: fix exception data_heap in debug builds by @Megamouse in #19150
– .github: Improve regression issue template by @AniLeo in #19145
– Update SDL to 3.4.14 by @sanjay900 in #19154
– spu: Clear the MFC_LSA_offs bits higher than the limit by @AniLeo in #19153
– Remember last used path when adding games from folder or ISO by @lalitshankarch in #19164
– Sort enumerated GPUs according to priority (Discrete, Integrated, Software, etc) by @lalitshankarch in #19166
– CPUTranslator: Additional constant folding for X86 intrinsics by @WalterKruger in #19171
– Fix OOB buffer read in TRPLoader::LoadHeader by @Megamouse in #19174
– elf: remove unnecessary -1 on both sides of a size check to prevent underflow by @Megamouse in #19175
– Fix steam shortcut creation by @Megamouse in #19183
– unedat: Fix some OOB by @Megamouse in #19178
– Check if final install paths are actually inside the target directory before installation by @Megamouse in #19176
– ISO: fix some OOB by @Megamouse in #19184
– unself: Fix some OOB by @Megamouse in #19177
– sys_net: fixes and improvements by @RipleyTom in #19170
– Qt: run initial dialogs on the main event loop by @Megamouse in #19189
– Fix IsPathInsideDir arguments order during file extraction by @Megamouse in #19192
– Update discord-rpc by @Megamouse in #19195
– rsx: Fix nv0039 image (de)interleaving functionality by @kallsyms in #19190
– rsx: nv0039 cleanup by @kd-11 in #19199
– Implement AVX2 path for gv_rol32 by @lalitshankarch in #19167
– [SPU LLVM] Decrease SHUFB’s constant generation target requirements by @WalterKruger in #19205
– vk: Execute driver management operations such as GC on a separate worker thread by @kd-11 in #19208
– Update discord-rpc by @Megamouse in #19203
– Qt: implement auto_scroll_label and use it for the settings descriptions by @Megamouse in #19162
– Qt: fix settings_dialog tab index by @Megamouse in #19209
– Qt: add Open Custom Gamepad Config Folder action to game list context menu by @Megamouse in #19212
– Revert « [SPU LLVM] Decrease SHUFB’s constant generation target requirements by @AniLeo in #19217
– Qt: Remove scroll area layout margins in settings_dialog by @Megamouse in #19211
– Qt: Add unofficial build warning by @Megamouse in #19213
– rsx/fp: Fix decoding of LOOP and REP instructions by @kd-11 in #19220
– fix crash with vfs exception by @digant73 in #19227
– Swap PR number with PR text in update manager by @digant73 in #19228
– Enrich game list title by @digant73 in #19229
– [Qt] Hide titlebars by default by @schm1dtmac in #19238
– Update docker with updated SDL 3.4.14 by @hcorion in #19239
– rsx: Refactor dynamic texture operations (deferred_subresource usage) by @kd-11 in #19235
– [SPU LLVM] Avoid GFNI combine bug in SHUFB by @WalterKruger in #19221
– rsx: Reimplement large portions of texture reconstruction (3D and Cubemap) by @kd-11 in #19226
– Add 60 second retry to translation downloads by @hcorion in #19246
– gui: Correctly disable the View Folder button by @AniLeo in #19248
– Use max() to bring negative floats up to 0.0 before uint conversion. by @NeilMonday in #19255
– rsx_debugger: fix g8b8 conversion by @Megamouse in #19257
– PPU: Stop inverting float-to-int saturation on ARM64 by @Whatcookie in #19259
– [SPU LLVM] Avoid redundant XFloat normalization in SELB by @Yahfz in #19245
– RPCN: Sync trophies by @FlexBy420 in #18760
– unpkg: Fix some OOB by @Megamouse in #19169
– rsx: Optimize image transfer operations (and some bugfixes) by @kd-11 in #19261
– Hotfix: fix game crash with rpcn enabled by @FlexBy420 in #19264
– windows: Fix clang x64/arm64 builds by @AniLeo in #19267
– Make optional VSH on File ➔ All Titles ➔ Create LLVM Caches dialog by @digant73 in #19270
– rsx: Implement color output remapping for exotic formats by @kd-11 in #19268
– gl: Fix copy_image_static behavior when formats are mismatched by @kd-11 in #19275
– Fix pkg installation by @Megamouse in #19278
– Fix duplicate path addition by @digant73 in #19266
– [SPU LLVM] Optimize AVX-512 XFloat conversion by @Yahfz in #19244
– Fix some warnings by @Megamouse in #19280
– VFS: remove double slash from paths by @Megamouse in #19284
– Filter UnlockTrophy reply by @RipleyTom in #19286
– rsx: Implement flat shading semantics by @Tagflag2d in #19251
– Various emulation bugfixes by @RipleyTom in #19282
– RSX: Improve fragment DP3 precision by @Yahfz in #19293
– rsx: Fix tiled region matching by @kd-11 in #19296
– gui: Fix firmware install through drag-and-drop by @AniLeo in #19299
– Update opencv to 4.14.0 by @Megamouse in #19298
– Update Qt to 6.11.2 by @Megamouse in #19301
– rsx: Relax checking of NV4097_SET_SHADE_MODE inputs to match hw by @kd-11 in #19304
– Fix ISO timestamps by @digant73 in #19281
– Improve Ps Move tracker dialog by @Megamouse in #19310
– Add Game Collections support by @digant73 in #19292
– [Mac OS X] Fix PPU LLVM compilation regression/sporadic failures (#19103) by @schm1dtmac in #19312
– cellVdecGetPicItem: Fix potential use after free of AVFrame by @Megamouse in #19315
– Add Big Picture Mode using RSX overlay UI by @BeezBumba in #19165
– [Mac OS X] [RSX] Disable Apple-specific hacks for features & formats supported on Apple GPUs by @schm1dtmac in #19311
– [SPU LLVM] Add SHUFB known never particular special constant fast paths by @WalterKruger in #19319
– Patch manager fixes by @Megamouse in #19323
– PPU Debugger: Support tail calls in callstack by @elad335 in #19331
– rsx: Rework blit engine texture cache operations by @kd-11 in #19013
– gui: Fix randomly untranslated game list categories by @mariobob in #19342
– [Mac OS X] Fix get_aligned_buf() crashes with ISOs by @schm1dtmac in #19345
– Fix font issues with game titles by @BeezBumba in #19341
– Improve Game Collections by @digant73 in #19349
– overlays: use get_game_content_path in BPM by @Megamouse in #19350
– Add Audio support for BPM ICON1.PAM by @BeezBumba in #19336
– Fix sys_overlay saving by @elad335 in #19356
– Fix iso path checks by @Megamouse in #19360
– rsx: Minor sync improvements by @kd-11 in #19353
– rsx/qt: Move blit engine upscaling option to debug settings by @kd-11 in #19343
– Big Picture Mode: navigate down even if there is no tile directly below by @Megamouse in #19362
– Fall back to lexical normalization on canonicalization failure by @Masamune3210 in #19366
– RSX: Fix SAT and ABS order by @Yahfz in #19326
– Add BD Drive support for Linux, macOS and FreeBSD by @digant73 in #19233
– Loader: Only use a single thread when installing packages from an optical drive by @Megamouse in #19237
– Qt: Don’t set game window visibility on boot if resize is enabled by @Megamouse in #19373
– RPCN: Add delete trophies from rpcn button by @FlexBy420 in #19306
– Qt: add horizontal scrollbar to changelog by @Megamouse in #19374
– overlays: localize shader compilation dialogs by @Megamouse in #19375
– Use proper games enumeration in Big picture mode by @Megamouse in #19358
– Update submodules by @Megamouse in #19368
– [Mac OS X] Fix sys_ss_random_number_generator & cleanup some dead code by @schm1dtmac in #19382
– Big Picture Mode: user interface fixes by @Megamouse in #19380
– Bounds-check Cg binary byte swapping by @acts-1631 in #19387
– Big picture: fix crashes and unwanted exit by @Megamouse in #19389
– Reject overflowing savestate collection counts by @acts-1631 in #19386
– Reject overflowing ELF section ranges by @acts-1631 in #19393
– Validate SCE metadata header sizes by @acts-1631 in #19394
– Update SDL by @Megamouse in #19396
– SaveStates: Reject unrealistic memory allocations by @elad335 in #19395
– fix: check ticket encoded correctly by @RipleyTom in #19402
– Bound Clans member attribute encoding by @acts-1631 in #19399
– Update curl to 8.22.0 and build with cmake by @Megamouse in #19397
– CI: Use ccache in VS cmake submodules by @Megamouse in #19408
– fix button labels in BPM by @BeezBumba in #19401
– rsx: Refactor rsx_utils header into smaller pieces by @kd-11 in #19419
– rsx: Synchronization improvements by @kd-11 in #19383
– rsx/vk: Rewrite how blending works by @kd-11 in #19410
– GDB: Fix PPU single-step state setup by @kdridi in #19445
– rsx: Fix alpha test compilation when using native float16 types by @kd-11 in #19438
– [SPU LLVM] 8-bit addition/subtraction renarrowing + compare source fast paths by @WalterKruger in #19449
– Loader: handle missing ISO members and invalid reads gracefully by @seanbrar in #19432
– gui: set vertical alignment for sizeSlider by @MananSharma12 in #19424
– rsx: Extra memory safety when rsx::thread crashes by @kd-11 in #19451
– Debugger: Relax thread updates, stub syscall 579, add more CellError formatting handlers by @elad335 in #19452
– Fix PKG path traversal and oversized entry allocation by @acts-1631 in #19385
– SPU LLVM: Always write cache when using debug option by @elad335 in #17792
– Fix slow startup with BPM by @BeezBumba in #19388
– BufferUtils: Optimize upload_untouched_skip_restart with AVX-512 paths by @Whatcookie in #16932
– Add new theme based on old steam look by @FlexBy420 in #19446
– Fix some VFS issues by @digant73 in #19378
– gui: Fix ComboBox dropdown contrast in Kuroi (Dark) theme by @MananSharma12 in #19460
– P2P: Allow broadcast socket by @Cri4Key in #19462
– Fix silence on 3+-ch port games to 2-ch audio output configuration by @digant73 in #19180
– sysutil/audio: Implement shared memory handling by @Yahfz in #19467
– Update 7zip to 26.03 by @Megamouse in #19476
– fix user mem allocation by @Yahfz in #19482
– SPU LLVM: Ifdef some code to be x86 only by @Whatcookie in #19486
– Support VM configuartion for games compiled on early SDK by @elad335 in #19489
– Fix savestates by @elad335 in #19493
– Fix read file on system attribute by @digant73 in #19494
– VS: Use Ninja to build glslang and add ccache by @Megamouse in #19496
– SPU LLVM: work around funny codegen for arm byteswaps by @Whatcookie in #19498
– Fix UTF-8 filename by @digant73 in #19497
– fix cctype usage by @Megamouse in #19379
– ps move tracker: only create threads on demand by @Megamouse in #19377
– Qt: Overhaul trophy manager by @FlexBy420 in #19428
– BUILDING.md: update vulkan install on linux by @Megamouse in #19066
– LogitechG27: attach the emulated device only while the mapped steering device is connected by @mixo03 in #19273
– Move emu callbacks to own file by @Megamouse in #19479
– Infamous 2 Trophy Overlay Fix by @EBgames7 in #19473
– [Mac OS X] Switch all Mac OS X CI to use MacPorts due to Brew 7.0 changes by @schm1dtmac in #19495
– cellMic: add EyeToy and PsEye types by @Megamouse in #19481
– SPU LLVM: Omit test_state and spu-null if they are unreachable by @Whatcookie in #19503
– RSX: Reuse discarded render targets during surface splitting by @Yahfz in #19500
– Mute wrong log on edat by @digant73 in #19502
– SPU LLVM: Stop inverting float-to-int saturation on ARM64 by @Whatcookie in #19504
– Add –big-picture CLI flag to force Big Picture Mode on launch by @edvardsanta in #19509
– [SPU LLVM] Avoid the SHUFB GFNI path when it prevents a OR combine by @WalterKruger in #19519
– Increase MSVC ccache to 7GB by @Megamouse in #19506
– rsx: Fix flush predictor behavior when using surface cache for blit engine targets by @kd-11 in #19524
– Fix sysFsReaddir by @digant73 in #19512
– [TESTERS NEEDED][SPU LLVM] Add the InstCombine pass by @WalterKruger in #19521
– Revert « [SPU LLVM] Add the InstCombine pass » by @WalterKruger in #19535
– rsx: Shader compiler tweaks by @kd-11 in #19538
– rsx/vk: Minor bug fixes by @kd-11 in #19546
– sys_fs: Fix CELL_APP_HOME readability control for disc games by @elad335 in #19556
– Fix unpkg bugs by @digant73 in #19528
– Fix crash on DLC unlocked by @digant73 in #19515
– vk: force strict query scopes on Adreno and other tilers by @valpackett in #19561
– rsx: Fix USER_COMMAND behavior by @kd-11 in #19549
– LV2: Wait for an observable PPU schedular change from new threads by @elad335 in #19562
– cellGem: Allow custom camera_frame buffers by @Megamouse in #19563
– patch_engine: fix save_patches destroying the file it rewrites by @digant73 in #19569
– SPU: Faster PUTLLC with Accurate SPU Reservations off by @Yahfz in #19568
– Windows: silence curl warnings by @Megamouse in #19571
– gui: Display warning for corrupted items in Savestate and Trophy managers by @MananSharma12 in #19513
– qt: don’t treat empty savestates folder as error by @Megamouse in #19572
– fix: fix build with LLVM 23.1 by @RipleyTom in #19575
– gdb: fix address check in the memory read routine by @ShadelessFox in #19574
– CI: try to split msvc build and unit test build by @Megamouse in #19526
– vk: Use all available threads for shader compilation during bootup by @kd-11 in #19578
– [TESTERS NEEDED] Fix slow audio by @digant73 in #19550
– Fix thread affinity on Linux for thread scheduler different than OS by @digant73 in #19581
– Fix PPU start delay accumulation by @elad335 in #19580
– rsx/vm: Do not pause RSX on non-RSX allocations by @elad335 in #19584
– VM/sys_mmapper: Fix sys_mmapper error checking by @elad335 in #19585
– cellVdec: Postpone Context Destruction by @digant73 in #19583
– LV2: Wait for new PPU threads to start in sys_ppu_thread_start by @digant73 in #19567
– Fix BD Drive read speed by @digant73 in #19551
– cellVdec: Output the pictures still held by the decoder on EndSeq by @digant73 in #19587
– Fix ISO device paths by @digant73 in #19530
– rsx/qt: Move the « disable blit engine upscaling » option to the advanced tab by @kd-11 in #19595
– CPUThread: Fix deadlock when a CPU thread terminates abnormally by @digant73 in #19599
– ci: Bump FreeBSD to 14.5 by @AniLeo in #19570
– Update wolfssl to 5.9.4 by @Megamouse in #19598
– RSX: keep depth buffers for zpass queries by @Yahfz in #19608
– cellVdec: Report the userdata of the AU each picture was decoded from by @digant73 in #19618
– Revert « RSX: keep depth buffers for zpass queries » by @kd-11 in #19619
– Display ISO key mismatch by @digant73 in #19471
– Qt: Keep the game window fullscreen when it is shown again by @digant73 in #19541
– Update libpng to 1.6.59 by @Megamouse in #19629
– gui: General UX pass on the Settings Dialog by @AniLeo in #19604
– [Mac OS X] Force enable LSE2 on Apple AArch64 as a workaround for missing macros. by @schm1dtmac in #19620
– Minor fixes to old steam theme by @FlexBy420 in #19560
– Add option to emulate PS3 HDD read speed by @Yahfz in #19593
– Update VulkanMemoryAllocator to 3.4.0 by @AniLeo in #19605
– overlays: use config setting for native ui font by @Megamouse in #18414
– fix: make p2ps msgs multimap & set min rtt_time to 1ms by @RipleyTom in #19635
– GUI: Fix claimed_paths push after game list refresh by @Megamouse in #19644
– Savestates: fix deserialize_vle by @Megamouse in #19641
– perf_meter: fix bucket logging by @Megamouse in #19642
– Fix some Loop OOB issues by @Megamouse in #19637
– CLI: fix emu_argv propagation by @Megamouse in #19639
– Fix some HLE Loop issues by @Megamouse in #19638
– [TESTERS NEEDED] cellAudio: Acknowledge suspend_all while waiting for the audio mutex by @digant73 in #19607
– aarch64 LSE2 runtime detection by @Whatcookie in #19646
– Fix FMV audio crackling with Audio Buffering enabled by @digant73 in #19173
– RSX fixes by @Megamouse in #19643
– Fix some elf issues by @Megamouse in #19640
– Rename Close to Cancel button on some panels by @digant73 in #19468
– RSX: avoid some host copies by @Megamouse in #19648
– Building on windows made easier by @DevX-Cipher in #19507
– fix: don’t put 0 sized data packets in received_data by @RipleyTom in #19636
– VK: Fix MSAA unresolve ordering by @Yahfz in #19652
– Remaining fixes by @Megamouse in #19645
– RSX: Fix cached texture view remaps by @Yahfz in #19653
– [TESTERS NEEDED] LV2: Let the caller leave sys_ppu_thread_start before a lower-priorit… by @digant73 in #19655
– rpcs3_version: Bump to 0.0.43 by @AniLeo in #19656
A noter que la liste de compatibilité continue de progresser (voir ici) en permanence.
Précisons que 100% des jeux sont exécutables à présent, même s’ils ont encore des bugs ou que certains crash, tous peuvent être lancé, c’est une belle prouesse qu’il faut souligner !