{"id":137524,"date":"2026-10-04T11:35:48","date_gmt":"2026-10-04T09:35:48","guid":{"rendered":"https:\/\/www.emu-france.com\/?p=137524"},"modified":"2026-10-04T11:35:48","modified_gmt":"2026-10-04T09:35:48","slug":"consoles-de-salon-duckstation-v0-1-r261004","status":"publish","type":"post","link":"https:\/\/www.emu-france.com\/?p=137524","title":{"rendered":"[Consoles de salon] DuckStation v0.1 r261004"},"content":{"rendered":"<p>Il s&rsquo;agit du meilleur \u00e9mulateur de PlayStation One, devant ePSXe et pSX.<br \/>\n&nbsp;<br \/>\n<a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/07\/duckstation-lomax.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter  wp-image-80411\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/07\/duckstation-lomax.png\" alt=\"\" width=\"469\" height=\"430\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/07\/duckstation-lomax.png 900w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/07\/duckstation-lomax-300x275.png 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2024\/07\/duckstation-lomax-768x705.png 768w\" sizes=\"auto, (max-width: 469px) 100vw, 469px\" \/><\/a><br \/>\n&nbsp;<br \/>\n<strong>Caract\u00e9ristiques:<\/strong><br \/>\n<em>&#8211; Recompilateur\/JIT CPU (x86-64, armv7\/AArch32, AArch64, RISC-V\/RV64).<br \/>\n&#8211; Rendu mat\u00e9riel compatible avec les API D3D11, D3D12, OpenGL, Vulkan et Metal.<br \/>\n&#8211; Mise \u00e0 l\u2019\u00e9chelle, filtrage des textures et couleurs vraies (24 bits) dans les moteurs de rendu mat\u00e9riels.<br \/>\n&#8211; PGXP pour la pr\u00e9cision g\u00e9om\u00e9trique, la correction des textures et l\u2019\u00e9mulation du tampon de profondeur.<br \/>\n&#8211; M\u00e9lange pr\u00e9cis via Rasterizer Order Views \/ Fragment Shader Interlock.<br \/>\n&#8211; Syst\u00e8me de remplacement de textures dans les moteurs de rendu mat\u00e9riels.<br \/>\n&#8211; Rendu logiciel vectoris\u00e9 et multi-thread\u00e9.<br \/>\n&#8211; D\u00e9sentrelacement adaptatif au mouvement.<br \/>\n&#8211; Filtre de sous-\u00e9chantillonnage adaptatif.<br \/>\n&#8211; Rotation d\u2019\u00e9cran pour les jeux de tir verticaux ou en mode \u00ab\u00a0TATE\u00a0\u00bb.<br \/>\n&#8211; Cha\u00eenes de shaders de post-traitement (GLSL, Reshade FX et pr\u00e9r\u00e9glages Slang).<br \/>\n&#8211; Bordures d\u00e9coratives affich\u00e9es autour du contenu du jeu.<br \/>\n&#8211; \u00ab\u00a0D\u00e9marrage rapide\u00a0\u00bb pour ignorer l\u2019intro du BIOS.<br \/>\n&#8211; Prise en charge des sauvegardes d\u2019\u00e9tat, avec ex\u00e9cution anticip\u00e9e et rembobinage.<br \/>\n&#8211; Compatible avec Windows, Linux et macOS.<br \/>\n&#8211; Lecture directe depuis CD, images bin\/cue, fichiers bin\/img bruts, MAME CHD, ECM \u00e0 piste unique, MDS\/MDF, CCD et formats PBP non chiffr\u00e9s.<br \/>\n&#8211; Pr\u00e9chargement des images disque en RAM pour \u00e9viter les interruptions dues \u00e0 la mise en veille du disque.<br \/>\n&#8211; Fusion des jeux multi-disques dans la liste\/grille avec cartes m\u00e9moire partag\u00e9es.<br \/>\n&#8211; Chargement\/application automatique des patchs PPF.<br \/>\n&#8211; D\u00e9marrage direct des ex\u00e9cutables homebrew.<br \/>\n&#8211; Chargement direct des fichiers Portable Sound Format (psf).<br \/>\n&#8211; Audio \u00e9tir\u00e9 dans le temps lors de l\u2019ex\u00e9cution hors de la vitesse 100 %.<br \/>\n&#8211; Prise en charge des manettes num\u00e9riques et analogiques (le retour de force est transmis \u00e0 l\u2019h\u00f4te).<br \/>\n&#8211; Support des pistolets GunCon et Justifier (simul\u00e9s \u00e0 la souris).<br \/>\n&#8211; Support de la manette NeGcon.<br \/>\n&#8211; Pr\u00e9r\u00e9glages de manette et configuration par jeu.<br \/>\n&#8211; Interface utilisateur Qt et mode \u00ab\u00a0Big Picture\u00a0\u00bb.<br \/>\n&#8211; Mises \u00e0 jour automatiques avec canaux preview et stable.<br \/>\n&#8211; Analyse automatique du contenu \u2014 titres\/hachages fournis par redump.org.<br \/>\n&#8211; Commutation automatique optionnelle des cartes m\u00e9moire par jeu.<br \/>\n&#8211; Prise en charge des cheats \u00e0 partir de listes existantes.<br \/>\n&#8211; \u00c9diteur de carte m\u00e9moire et importateur de sauvegardes.<br \/>\n&#8211; Overclocking CPU \u00e9mul\u00e9.<br \/>\n&#8211; D\u00e9bogage int\u00e9gr\u00e9 et \u00e0 distance.<br \/>\n&#8211; Support des manettes multitap (jusqu\u2019\u00e0 8 appareils).<br \/>\n&#8211; Int\u00e9gration RetroAchievements.<br \/>\n&#8211; Pr\u00e9sence enrichie Discord.<br \/>\n&#8211; Capture vid\u00e9o via Media Foundation (Windows) et FFmpeg (toutes plateformes).<br \/>\n&#8211; Fonction de cam\u00e9ra libre.<br \/>\n&#8211; \u00c9mulation de cartouches via port parall\u00e8le.<\/em><br \/>\n&nbsp;<br \/>\n<strong>Configuration requise:<\/strong><br \/>\n<em>&#8211; Windows 10\/11 (7\/8\/8.1 <a href=\"https:\/\/web.archive.org\/web\/20251118151607\/https:\/\/github.com\/stenzek\/duckstation\/releases\/tag\/v0.1-5624\" rel=\"noopener noreferrer\" target=\"_blank\">ici<\/a>), Linux (AppImage\/Flatpak), macOS.<br \/>\n&#8211; Un CPU plus rapide qu&rsquo;une patate. Mais il doit \u00eatre x86_64, AArch32\/armv7, AArch64\/ARMv8 ou RISC-V\/RV64.<br \/>\n&#8211; Un GPU capable de OpenGL 3.1 \/ OpenGL ES 3.1 \/ Direct3D 11 niveau de fonctionnalit\u00e9 10.0 \/ Vulkan 1.0. Donc, en gros, n\u2019importe quoi fabriqu\u00e9 au cours des 10 derni\u00e8res ann\u00e9es.<br \/>\n&#8211; Une manette compatible SDL, XInput ou DInput (par exemple XB360\/XBOne\/XBSeries). Les utilisateurs de DualShock 3 sous Windows devront installer les pilotes officiels DualShock 3 inclus dans PlayStation Now.<\/em><br \/>\n&nbsp;<br \/>\n<a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2021\/03\/duckstation-qt.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter  wp-image-66657\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2021\/03\/duckstation-qt.png\" alt=\"\" width=\"393\" height=\"343\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2021\/03\/duckstation-qt.png 782w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2021\/03\/duckstation-qt-300x262.png 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2021\/03\/duckstation-qt-768x670.png 768w\" sizes=\"auto, (max-width: 393px) 100vw, 393px\" \/><\/a><br \/>\n&nbsp;<\/p>\n<p>Les am\u00e9liorations sont:<br \/>\n&nbsp;<br \/>\n<em><strong>Preview Build:<\/strong><br \/>\n&#8211; Fix spec violation in ROV clear (Stenzek)<br \/>\n&#8211; GPU\/HW: Use correct format for ROV buffers (Stenzek)<br \/>\n&#8211; ClearSection() should not create an empty section (Stenzek)<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Stable Build (<em>or rolling release<\/em>):<\/strong><br \/>\n&#8211; SPU: Streamline per-voice flag processing<br \/>\n&#8211; SPU: Vectorize Gaussian interpolation<br \/>\n&#8211; SPU: Consolidate capture buffer writes<br \/>\n&#8211; SPU: Decode ADPCM nibbles in pairs<br \/>\n&#8211; VulkanDevice: Use timeline semaphores when available<br \/>\n&#8211; Tests: Fix core-tests building on Windows<br \/>\n&#8211; GPU\/HW: Fix typo in CompilePipelines()<br \/>\n&#8211; Achievements: Fix some options potentially not live-updating<br \/>\n&#8211; Achievements: Check for login request in LoadStateFromBuffer()<br \/>\n&#8211; FullscreenUI: Fix extra uneven height in achievement notifications<br \/>\n&#8211; FullscreenUI: Reduce text size of small-mode category badges<br \/>\n&#8211; Qt: Remove empty widget text<br \/>\n&#8211; GameDB: Persona localizedName<br \/>\n&#8211; Update Italian translation (#3798)<br \/>\n&#8211; TaskQueue: Add GetOutstandingTasks() and ExecuteOneTask()<br \/>\n&#8211; Threading: Add GetProcessorCount()<br \/>\n&#8211; Core: Make TaskQueue thread count dynamic<br \/>\n&#8211; ObjectArchive: Use binary keys instead of strings<br \/>\n&#8211; ObjectArchive: Synchronize access internally<br \/>\n&#8211; HTTPCache: Use object archive synchronization<br \/>\n&#8211; GPUDevice: Use ObjectArchive for shader cache<br \/>\n&#8211; GPUDevice: Support looking up cached shaders and opaque keys<br \/>\n&#8211; GPUDevice: Add LoadPipeline() for supported backends<br \/>\n&#8211; GPU\/HW: Use UIDs for shader generation<br \/>\n&#8211; GPU\/HW: Use UIDs as shader cache keys<br \/>\n&#8211; GPU\/HW: Use multi-threaded shader compilation<br \/>\n&#8211; GPU\/HW: Use multi-threaded pipeline compilation<br \/>\n&#8211; VideoThread: Preserve command queue empty slot<br \/>\n&#8211; VideoThread: Enforce command producer ownership<br \/>\n&#8211; VideoThread: Keep successful software fallback<br \/>\n&#8211; VideoThread: Use video-owned fullscreen settings<br \/>\n&#8211; VideoThread: Destroy inline reconfigure commands<br \/>\n&#8211; VideoThread: Snapshot fullscreen state for resize<br \/>\n&#8211; VideoThread: Dispatch thread toggle failures safely<br \/>\n&#8211; VideoThread: Propagate thread startup failure<br \/>\n&#8211; FullscreenUI: Tweak separator style<br \/>\n&#8211; Qt: Add multi-instruction selection to debugger<br \/>\n&#8211; Qt: Persist debugger window state<br \/>\n&#8211; Qt: Add icons to context menu<br \/>\n&#8211; Qt: Fix empty debugger toolbar window title<br \/>\n&#8211; Qt: Fix icon missing on newly-added excluded paths<br \/>\n&#8211; Qt: Add context menu to game list exclusion list<br \/>\n&#8211; GPU: Add Disable Upscaled Direct Textures option<br \/>\n&#8211; GameDB: DisableUpscaledDirectTextures for Fear Effect<br \/>\n&#8211; Qt: Persist use-serial-file-names in cover downloader<br \/>\n&#8211; MSBuild: Force SHA256 source file hashes<br \/>\n&#8211; InputManager: Add hotkey flag for UI-activatable<br \/>\n&#8211; InputManager: Release cancelled hold bindings<br \/>\n&#8211; InputManager: Clear bindings when input is lost<br \/>\n&#8211; InputManager: Fix effect sync device matching<br \/>\n&#8211; ImGuiManager: Track text input separately<br \/>\n&#8211; InputManager: Type button transitions<br \/>\n&#8211; FullscreenUI: Add &lsquo;Toggle Pause Menu&rsquo; hotkey<br \/>\n&#8211; FullscreenUI: Make cheats\/achievements\/leadboards hotkeys toggles<br \/>\n&#8211; FullscreenUI: Synchronize pause menu toggle<br \/>\n&#8211; PerformanceCounters: Ignore reset boundary sample<br \/>\n&#8211; Qt: Remove unnecessary usage of QOverload (#3799)<br \/>\n&#8211; D3DCommon: Use once_flag for library loading<br \/>\n&#8211; Threading: Add lightweight Mutex\/ConditionVariable wrappers<br \/>\n&#8211; Core: Use lock_guard for settings accessors<br \/>\n&#8211; Core: Use Threading::Mutex for settings lock<br \/>\n&#8211; CDROMAsyncReader: Use lightweight threading abstractions<br \/>\n&#8211; Misc: Replace std::mutex with Threading::Mutex<br \/>\n&#8211; CDROMAsyncReader: Convert to namespace<br \/>\n&#8211; GPU\/HW: Fix missing mask-or application on texture fallback<br \/>\n&#8211; GPU\/HW: Add &lsquo;Filter Framebuffer Uploads&rsquo; advanced option<br \/>\n&#8211; GameDB: Enable background texture filtering on more games<br \/>\n&#8211; Qt: Show inherited multi-sampling setting in game properties (#3800)<br \/>\n&#8211; GPU\/HW: Add additional texture filters<br \/>\n&#8211; GameDB: Fix typo in DisableUpscaledDirectTextures<br \/>\n&#8211; GameDB: Add mouse for Panekit &#8211; Infinitive Crafting Toy Case<br \/>\n&#8211; CDROMAsyncReader: Use persistent thread<br \/>\n&#8211; CDROM: Fix possible incorrect restart track when playing<br \/>\n&#8211; FullscreenUI: Avoid double transition on achievements\/leaderboards<br \/>\n&#8211; FullscreenUI: Fix toggling between windows with hotkeys<br \/>\n&#8211; FullscreenUI: Fix bullet separator at end of postfx settings<br \/>\n&#8211; FullscreenUI: Use popup list for texture filter options<br \/>\n&#8211; Misc: Use C++23 elifdef\/elifndef<br \/>\n&#8211; System: Obey optimal frame pacing setting on Linux<br \/>\n&#8211; GPUDevice: Remove multiple sources of truth for shader dump directory<br \/>\n&#8211; StringUtil: Fix buffer overflow in BytePatternSearch()<br \/>\n&#8211; Timer: Use pause intrinsics when spin-sleeping<br \/>\n&#8211; Common: Use __yield() for CPU-pause on ARM<br \/>\n&#8211; PageFaultHandler: Fix unused variable warning<br \/>\n&#8211; dep\/vixl: Fix deprecated-literal-operator warning<br \/>\n&#8211; StringUtil: Return first match in BytePatternSearch()<br \/>\n&#8211; dep\/googletest: Update to v1.18.0<br \/>\n&#8211; Threading: Detect recursive locks in debug builds<br \/>\n&#8211; Error: Add wrappers for translating messages without object<br \/>\n&#8211; HTTPDownloader: Use string view and move semantics for callback error<br \/>\n&#8211; HTTPDownloader: Ensure all callbacks invoke through PollEvents()<br \/>\n&#8211; Settings: Turn debug window visiblity into a bitmask<br \/>\n&#8211; Achievements: Replace recursive mutex with lightweight mutex<br \/>\n&#8211; Qt: Add missing help text for savetitle\/localizedtitle<br \/>\n&#8211; FullscreenUI: Replace recursive_mutex with lightweight mutex<br \/>\n&#8211; FullscreenUI: Allow verification of runtime-populated images<br \/>\n&#8211; Updater: Directly wait for parent to exit instead of using shell<br \/>\n&#8211; Qt: Dynamically adjust log window colours to theme<br \/>\n&#8211; Disable auto analog in Trap Gunner; add missing traits for Spyro x Sparx (#3801)<br \/>\n&#8211; Tests: Fix directory not cleaned up<br \/>\n&#8211; Threading: Add SharedMutex lightweight wrapper<br \/>\n&#8211; Achievements: Avoid deadlock with leaderboard trackers disabled<br \/>\n&#8211; Achievements: Avoid lock when settings unchanged<br \/>\n&#8211; Achievements: Use a second mutex for notification state<br \/>\n&#8211; Qt: Fix per-game achievement notification duration sliders<br \/>\n&#8211; Qt: Simplify output latency widget updates<br \/>\n&#8211; Qt: Bind audio output volume through regular settings updates<br \/>\n&#8211; Update duckstation-qt_es.ts (#3802)<br \/>\n&#8211; Qt: Fix latency description not updating<br \/>\n&#8211; Spanish (Spain) translation update 2026\/09\/24 (#3803)<br \/>\n&#8211; LightgunController: Create base class for lightgun controllers<br \/>\n&#8211; NeGcon: Create common base class for NeGcon controllers<br \/>\n&#8211; Controller: Unify some of the translation strings<br \/>\n&#8211; Threading: Add SharedLockGuard helper<br \/>\n&#8211; InputManager: Internalise private functions<br \/>\n&#8211; InputManager: Use atomics for rawinput\/pointer count<br \/>\n&#8211; InputManager: Use atomics for host pointer position<br \/>\n&#8211; ImGuiManager: Read pointer state directly from InputManager<br \/>\n&#8211; InputManager: Reload input bindings after source hotplug<br \/>\n&#8211; InputManager: Extract internal state to private header<br \/>\n&#8211; InputManager: Use a shared mutex for synchronization<br \/>\n&#8211; InputManager: Use SmallString for binding conversions<br \/>\n&#8211; Qt: Move DS5 player LED setting into LED dialog<br \/>\n&#8211; SDLInputSource: Simplify polling<br \/>\n&#8211; SDLInputSource: Poll immediately after initializing<br \/>\n&#8211; SDLInputSource: Rely on reload to enable accelerometer<br \/>\n&#8211; SDLInputSource: Use persistent identifiers when mapping<br \/>\n&#8211; GameList: Fix possible null string-view construction<br \/>\n&#8211; Common: Use second thread for assertion dialogs<br \/>\n&#8211; Common: Use single isb for ARM PauseCPU()<br \/>\n&#8211; VideoThread: Use dynamic spin loop on ARM<br \/>\n&#8211; Timer: Use global initializer for timer frequency on Windows<br \/>\n&#8211; Qt: Add pill-label css class<br \/>\n&#8211; Qt: Display bound devices in controller pages<br \/>\n&#8211; Win32RawInputSource: Fix wrong OnInputDeviceConnected() call<br \/>\n&#8211; GameList: Use correct string_view constructor<br \/>\n&#8211; Common: Remove unnecessary include<br \/>\n&#8211; Qt: Simplify mute setting callback<br \/>\n&#8211; Qt: Fix doubled-up help description<br \/>\n&#8211; Update duckstation-qt_es.ts (#3805)<br \/>\n&#8211; Atualiza\u00e7\u00e3o Portugu\u00eas do Brasil (#3806)<br \/>\n&#8211; Update Italian translation (#3807)<br \/>\n&#8211; MetalDevice: Drop feedback loop path<br \/>\n&#8211; VulkanDevice: Fix incorrect hazard tracking in stream buffer<br \/>\n&#8211; GPU\/HW: Fix background replacements disappearing after TC toggled off<br \/>\n&#8211; GPU\/HW: Simplify pipeline layouts<br \/>\n&#8211; ImGuiManager: Move blur constants into main UBO<br \/>\n&#8211; GPUDevice: Remove MultiTextureAndUBO pipeline layout<br \/>\n&#8211; GPUDevice: Move UNIFORM_PUSH_CONSTANTS_SIZE into base class<br \/>\n&#8211; D3D12Device: Remove MAX_UNIFORM_BUFFER_SIZE<br \/>\n&#8211; D3D12Device: Ensure all samplers are initialized in LookupSingle()<br \/>\n&#8211; FullscreenUI: Add background image blurring for headers<br \/>\n&#8211; FullscreenUI: Display subset icon as game icon in subset view<br \/>\n&#8211; ImGuiManager: Stash overlays in separate draw list when transition active<br \/>\n&#8211; ImGuiManager: Avoid unsafe read of context pointer on core thread<br \/>\n&#8211; Misc: Replace std::shared_mutex with Threading::SharedMutex<br \/>\n&#8211; GPU: Fix scanline sync before vertical_display_start<br \/>\n&#8211; GPU: Improve CRTC function readability<br \/>\n&#8211; Qt: Use posix_spawn for updater relaunch on Linux<br \/>\n&#8211; Misc: Remove more unused include guards<br \/>\n&#8211; FullscreenUI: Fix change disc menu getting stuck in some scenarios<br \/>\n&#8211; FullscreenUI: Size loading screen text and progress separately<br \/>\n&#8211; FullscreenUI: Display progress for on-demand game list load<br \/>\n&#8211; MDEC: Don&rsquo;t clear output FIFO on new command<br \/>\n&#8211; FullscreenUI: Fix compiler warning<br \/>\n&#8211; Qt: Update machine translations<br \/>\n&#8211; Qt: Update English translation catalog<br \/>\n&#8211; CDImageMemory: Read each sector in its native format<br \/>\n&#8211; CDImagePPF: Handle non-mode2 sectors<br \/>\n&#8211; CDImageCHD: Read out the correct sector size depending on mode<br \/>\n&#8211; FullscreenUI: Fix focus reset on escape in game list search<br \/>\n&#8211; Deps: Update to 20261001<br \/>\n&#8211; Qt: Use AppRoot for translations<br \/>\n&#8211; VulkanDevice: Fix spec violation in ROV clear<br \/>\n&#8211; GPU\/HW: Use correct format for ROV buffers<br \/>\n&#8211; INISettingsInterface: ClearSection() should not create an empty section<\/em><br \/>\n&nbsp;<\/p>\n<p><p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=7710\" title=\"Download DuckStation\">T\u00e9l\u00e9charger DuckStation v0.1 build 12XXX (69.9 Mo)<\/a><\/p><div><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=8213\" title=\"Download DuckStation\">T\u00e9l\u00e9charger DuckStation v0.1 build 12XXX (ARM) (68.8 Mo)<\/a><\/div><\/p>\n<p class=\"p_site_officiel\"><a class=\"site_officiel\" href=\"https:\/\/github.com\/stenzek\/duckstation\" target=\"_blank\" rel=\"noopener noreferrer\">Site Officiel<\/a><\/p>\n<p class=\"p_en_savoir_plus\"><a class=\"en_savoir_plus\" href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/53-sony-playstation-psone\/\">En savoir plus&#8230;<\/a><\/p>\n<div class=\"fcbkbttn_buttons_block\" id=\"fcbkbttn_left\"><div class=\"fb-share-button  \" data-href=\"https:\/\/www.emu-france.com\/?p=137524\" data-type=\"button_count\" data-size=\"small\"><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>Il s&rsquo;agit du meilleur \u00e9mulateur de PlayStation One, devant ePSXe et pSX. &nbsp; &nbsp; Caract\u00e9ristiques: &#8211; Recompilateur\/JIT CPU (x86-64, armv7\/AArch32, AArch64, RISC-V\/RV64). &#8211; Rendu mat\u00e9riel compatible avec les API D3D11, D3D12, OpenGL, Vulkan et Metal. &#8211; Mise \u00e0 l\u2019\u00e9chelle, filtrage &#8230;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[1],"tags":[],"class_list":["post-137524","post","type-post","status-publish","format-standard","hentry","category-par-defaut","uentry","postonpage-1","odd","post-author-Jets"],"jetpack_publicize_connections":[],"jetpack_shortlink":"https:\/\/wp.me\/pKi2R-zM8","jetpack_likes_enabled":false,"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137524","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=137524"}],"version-history":[{"count":1,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137524\/revisions"}],"predecessor-version":[{"id":137525,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137524\/revisions\/137525"}],"wp:attachment":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=137524"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=137524"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=137524"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}