AmiArcadia est le port amélioré de Tunix2001 ex ‘Win Arcadia 2001’ (par Gavin Turner) pour Amiga. Ecrit par James Jacobs et Gavin Turner, cette version est en fait le port Windows du port Amiga (un backport) !
 

 
Il émule les consoles basé sur la famille des Arcadia2001 : Bandai, Emerson, Grandstand, Hanimex, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Rowtron, Tele-Fever, Tempest, Tryom, Tunix, etc.
 
Il supporte aussi l’Interton VC 4000 et l’Elektor TV Games Computer. Il nécessite Windows 9x/ME/NT/2000/XP et tourne aussi sous Vista/8/10.
 

Télécharger Win Arcadia (Ami Arcadia) v36.8 (9.9 Mo)

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Voici ColEMu, un émulateur Colecovision tournant sous Dos et Windows développé par le célèbre Marat Fayzullin. Sachez que l’émulateur est très complet et qu’il a été développé en C, ainsi un certain nombre de portage ont pu être effectués, en vrac : Unix/X, Amiga, Dreamcast (…).
 

 
– Now switching between ColecoVision and Adam modes when loading ROMs.
– Most command line options should now work in Windows version.
– Added « Video | Show Framerate » menu option to ColEm-Windows.
– Increased synchronization timer precision in Windows version.
– Added -fps command line option to ColEm-Linux.

 

Télécharger ColEM v5.6 (185 Ko)

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Très performant, PPSSPP est un émulateur de Sony PSP (pour Windows, Android et autres via SDL) gratuit et libre écrit en C + + par Henrik Rydgard (très connu sous le pseudo de Ector, déjà auteur de l’émulateur de PSP Potemkin et surtout connu pour Dolphin, ayant également exercé sur nombre d’émulateurs Dreamcast).
 


 
Les changements sont les suivants:
 
– fixes an on-screen keyboard rendering glitch.
 

Cette archive inclut la version 32 et 64 bits.

 

Télécharger PPSSPP v1.20.4 (19.4 Mo)

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Créé par Exzap (et aidé par Peter Gov), il s’agit du second émulateur de Wii U à être disponible au public mais le premier à émuler des jeux commerciaux. Il peut décrypter les images Wii U qui utilisent le format Wud mais également les fichiers RPS ou RPL. La résolution interne peu aller jusqu’à 1920×1080 selon les jeux (et au delà avec des packs graphiques). Actuellement, le DRC (GamePad), le contrôleur Pro et le contrôleur classique sont émulés. Les Wiimotes sont également émulées (y compris le support natif). Les entrées du clavier + contrôleurs USB en tant que périphériques d’entrée sont également pris en charge. La saisie tactile du GamePad peut être contrôlée par un clic gauche de la souris. La fonctionnalité Gyro est émulée avec des limitations et peut être contrôlée via le bouton droit de la souris. Cette version n’est compatible que pour les Windows x64 (à partir de Windows 7) avec une carte graphique gérant OpenGL 4.1 (ou supérieur) ou Vulkan et il faudra posséder 4 à 8 Go de mémoire vive (Ram) pour le faire fonctionner. (Correspondance ID-Titre [archive ici]).
 
Un tuto est disponible ici, ou ici et là.
 
cemu
 
Les changements:
 
En résumé:
– Reworked Vulkan vsync + new experimental vsync mode
– Misc bug fixes

 
En détails:
 

general: The default vsync frequency (emulated refresh rate) is now 59.94 to match the actual console
Graphic packs can still set it to a flat 60

general: Fixed various small memory leaks

Vulkan: Revised internal swapchain management and fixed some synchronization bugs in the process
Double-buffered vsync should no longer cause graphical artifacts

Vulkan: Added a new experimental vsync mode
If enabled, Cemu will match the vblank event timing of the emulated display to the physical monitor on which Cemu is displayed
This reduces latency and avoids tearing by piggybacking on the emulated game’s vsync implementation

For *perfect* results, the vsync rate in Cemu should be equal or slightly higher than the monitor refresh rate
As an example: When playing BotW on a 60 Hz monitor you want to set FPS++ to either 60 FPS or the next higher option. This is assuming stable 60 FPS can be maintained.
Alternatively, any integer ratio (1:2, 1:3, 1:4…) should give good results as well. E.g. 30 FPS on 60 Hz, 36/72 FPS on 144 Hz

Even for non-integer ratios (30 FPS on 144 Hz) this mode of vsync should perform at least as well as the Vulkan-native double buffered vsync mode

While this is only available for Vulkan right now, we plan on adding this to OpenGL in the near future

Vulkan: Cemu’s internal shaders no longer show up in the overlay statistic (‘Compiled x shaders’). Unlike game shaders they do not get cached and also do not cause any stutter

H264/DXVA2: Fixed incorrect handling of mismatching frame pitch
This should fix broken video playback in Mario Party 10 and Pikmin 3 on some GPUs

GX2: Fetch shaders with a size of zero won’t cause a crash anymore (regression introduced with 1.22.6)
Resolves Minecraft crashing on launch
 
Note:
(#xx) refers to resolved bug tracker issues. See http://bugs.cemu.info/projects/cemu/

 

 
A noter que des packs graphiques haute définition sont disponibles ici. Ils permettent, entre autre, d’augmenter la résolution native des jeux car contrairement à Dolphin et parce que la machine est techniquement différente il n’est pas possible à Cemu d’augmenter la définition autrement que par cette méthode.
A l’inverse, des packs SD (définitions standards et/ou basses) sont disponibles sur ce lien et permettent à certains PC manquant de performance de lancer des jeux en 60 FPS.

 
Une liste de compatibilité est disponible ici.

 
Site source.

Télécharger Cemu v2.6 (35.6 Mo)

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Créé par l’auteur de CorgiDS, DobieStation est un émulateur PS2 en cours de développement avec pour objectif de proposer un port Android optimisé ainsi qu’un port PC rapide, précis et facile à utiliser.
 
Une grande partie de la bibliothèque de la PS2 peut démarrer ou accéder aux menus et certains titres peuvent même entrer dans le jeu y compris certains jeux spécifiques comme Final Fantasy X ou Shadow of the Colossus. Reste que pour l’instant l’émulateur est évidemment très préliminaire.
 

 
(Builds automatiques)
 

Télécharger DobieStation v0.0.1619 (15.9 Mo)

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Play! est une tentative de créer un émulateur PlayStation 2 sous Windows / MacOS / iOS / Android. Il est actuellement écrit en C / C + + et utilise un système de mise en cache / de recompilation d’instruction pour obtenir de meilleures performances tout en émulant le CPU.
 
L’émulateur peut faire fonctionner quelques jeux, mais très moyennement dans la plupart des cas. L’objectif de l’auteur est d’atteindre un niveau de qualité qui permettra à quiconque de jouer son jeu favori PlayStation 2 sur son PC.
 
play
 
– Fixes / Cleanup
 

Télécharger Play! (x86) GIT v0.77 (2026/10/25) (8.9 Mo)

Télécharger Play! (x64) GIT v0.77 (2026/10/25) (10.3 Mo)

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

 
Caractéristiques:
– CPU Recompiler/JIT (x86-64, armv7/AArch32 and AArch64)
– Hardware (D3D11, OpenGL, Vulkan) 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
– « Fast boot » for skipping BIOS splash/intro
– Save state support
– Windows, Linux, highly experimental macOS support
– Supports bin/cue images, raw bin/img files, and MAME CHD 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 NoGUI frontends for desktop
– Automatic updates for Windows builds
– Automatic content scanning – game titles/regions are provided by redump.org
– Optional automatic switching of memory cards for each game
– Supports loading cheats from libretro or PCSXR format lists
– Memory card editor and save importer
– Emulated CPU overclocking
– Integrated and remote debugging
– Multitap controllers (up to 8 devices)
– RetroAchievements

 
Configuration requise:
– A CPU faster than a potato. But it needs to be x86_64, AArch32/armv7, or AArch64/ARMv8, otherwise you won’t get a recompiler and it’ll be slow.
– For the hardware renderers, a GPU capable of OpenGL 3.1/OpenGL ES 3.0/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). 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:
[46daa57]: Atualização Português do Brasil (Anderson_Cardoso) #1732
[a0a1781]: Update Simple-Chinese language file to latest (zkdpower) #1735
[8f1cfb7]: Update gamesettings.ini (6lackmag3) #1737
Fix build path for Qt on Mac (#1740) #1740 (Connor McLaughlin)
[0cbba59]: GPU/ShaderGen: Add readonly/restrict qualifier to VRAM write SSBO (Connor McLaughlin)
[7f77e8e]: Atualização Português do Brasil (Anderson_Cardoso) #1742
[645ce66]: Qt/MemoryCardEditor: Don’t show blocks label when no card is selected (Albert Liu) #1743
[47e2cd3]: Qt/MemoryCardEditor: Increase default filename column size (Albert Liu) #1743
[f112222]: Qt/MemoryCardEditor: Prevent duplicate filenames when copying saves (Albert Liu) #1743
[3088138]: Qt/MemoryCardEditor: Remove duplicate browse functionality (Albert Liu) #1743
[0218006]: Qt/MemoryCardEditor: Remove unused context help button (Albert Liu) #1743
[e939507]: Qt/MemoryCardEditor: Handle switching to empty path at combobox index 0 (Albert Liu) #1743
Implement save file importing and exporting #1743 (Albert Liu)
 
Development Build:
– Update latest news (Connor McLaughlin)
– Fix master enable not having any effect (Connor McLaughlin)
– Fix crash when loading input profile and multitap disabled (Connor McLaughlin)
– Make hardware renderer init failure an OSD message (Connor McLaughlin)
– Prevent quick menu opening over other windows (Connor McLaughlin)
– Don’t pass key input to controllers/hotkeys when ImGui has focus (Connor McLaughlin)
 

Stable Build:
– 2021/03/03: RetroAchievements are now available. You can now log in to your retroacheivements.org account in DuckStation and gain points in supported games. Currently only for Windows/Linux/Mac, Android will be added in the future.
– 2021/03/03: Multitap is now supported for up to 8 controllers. You can choose which of the two main controller ports have taps connected in Console Settings and bind controllers in Controller Settings.
– 2021/03/03: Ability to add/remove touchscreen controller buttons and change opacity added for the Android app.
– 2021/01/31: « Fullscreen UI » added, aka « Big Duck/TV Mode ». This interface is fully navigatible with a controller. Currently it’s limited to the NoGUI frontend, but it will be available directly in the Qt frontend in the near future, with more features being added (e.g. game grid) as well.
– 2021/01/24: Runahead added – work around input lag in some games by running frames ahead of time and backtracking on input. DuckStation’s implementation works with upscaling and the hardware renderers, but you still require a powerful computer for higher frame counts.
– 2021/01/24: Rewind added – you can now « smooth rewind » (but not for long), or « skip rewind » (for much long) while playing.
– 2021/01/10: Option to sync to host refresh rate added (enabled by default). This will give the smoothest animation possible with zero duped frames, at the cost of running the game <1% faster. Users with variable refresh rate (GSync/FreeSync) displays will want to disable the option. - 2021/01/10: Audio resampling added when fast forwarding to fixed speeds. Instead of crackling audio, you'll now get pitch altered audio. - 2021/01/03: Per game settings and game properties added to Android version. - 2020/12/30: Box and Adaptive downsampling modes added. Adaptive downsampling will smooth 2D backgrounds but attempt to preserve 3D geometry via pixel similarity (only supported in D3D11/Vulkan). Box is a simple average filter which will downsample to native resolution. - 2020/12/30: Hotkey binding added to Android version. You can now bind hotkeys such as fast forward, save state, etc to controller buttons. The ability to bind multi-button combinations will be added in the future. - 2020/12/29: Controller mapping/binding added for Android version. By default mappings will be clear and you will have to set them, you can do this from Settings -> Controllers -> Controller Mapping. Profiles can be saved and loaded as well.
– 2020/12/29: Dark theme added for Android. By default it will follow your system theme (Android 10+), but can be overridden in settings.
– 2020/12/29: DirectInput/DInput controller interface added for Windows. You can use this if you are having difficulties with SDL. Vibration is not supported yet.
– 2020/12/25: Partial texture replacement support added. For now, this is only applicable to a small number of games which upload backgrounds to video RAM every frame. Dumping and replacement options are available in Advanced Settings.
– 2020/12/22: PGXP Depth Buffer enhancement added. This enhancement can eliminate « polygon fighting » in games, by giving the PS1 the depth buffer it never had. Compatibility is rather low at the moment, but for the games it does work in, it works very well. The depth buffer will be made available to postprocessing shaders in the future, enabling effects such as SSAO.
– 2020/12/21: DuckStation now has two releases – Development and Preview. New features will appear in Preview first, and make their way to the Development release a few days later. To switch to preview, update to the latest development build (older builds will update to development), change the channel from latest to preview in general settings, and click Check for Updates.
– 2020/12/16: Integrated CPU debugger added in Qt frontend.
– 2020/12/13: Button layout for the touchscreen controller in the Android version can now be customized.
– 2020/12/10: Translation support added for Android version. Currently Brazillian Portuguese, Italian, and Dutch are available.
– 2020/11/27: Cover support added for game list in Android version. Procedure is the same as the desktop version, except you should place cover images in /duckstation/covers (see Adding Game Covers).
– 2020/11/27: Disc database is shipped with desktop and Android versions courtesy of redump.org. This will provide titles for games on Android, where it was not possible previously.
– 2020/11/27: Compatibility databases added to libretro core – broken enhancements will be automatically disabled. You can turn this off by disabling « Apply Compatibility Settings » in the core options.
– 2020/11/27: SDL game controller database is included with desktop versions courtesy of https://github.com/gabomdq/SDL_GameControllerDB.
– 2020/11/21: OpenGL ES 2.0 host display support added. You cannot use the hardware renderer with GLES2, it still requires GLES3, but GLES2 GPUs can now use the software renderer.
– 2020/11/21: Threaded renderer for software renderer added. Can result in a significant speed boost depending on the game.
– 2020/11/21: AArch32/armv7 recompiler added. Android and Linux builds will follow after further testing, but for now you can build it yourself.
– 2020/11/18: Window size (resize window to Nx content resolution) added to Qt and SDL frontends.
– 2020/11/10: Widescreen hack now renders in the display aspect ratio instead of always 16:9.
– 2020/11/01: Exclusive fullscreen option added for Windows D3D11 users. Enjoy buttery smooth PAL games.
– 2020/10/31: Multisample antialiasing added as an enhancement.
– 2020/10/30: Option to use analog stick as d-pad for analog controller added.
– 2020/10/20: New cheat manager with memory scanning added. More features will be added over time.
– 2020/10/05: CD-ROM read speedup enhancement added.
– 2020/09/30: CPU overclocking is now supported. Use with caution as it will break games and increase system requirements. It can be set globally or per-game.
– 2020/09/25: Cheat support added for libretro core.
– 2020/09/23: Game covers added to Qt frontend (see Adding Game Covers).
– 2020/09/19: Memory card importer/editor added to Qt frontend.
– 2020/09/13: Support for chaining post processing shaders added.
– 2020/09/12: Additional texture filtering options added.
– 2020/09/09: Basic cheat support added. Not all instructions/commands are supported yet.
– 2020/09/01: Many additional user settings available, including memory cards and enhancements. Now you can set these per-game.
– 2020/08/25: Automated builds for macOS now available.
– 2020/08/22: XInput controller backend added.
– 2020/08/20: Per-game setting overrides added. Mostly for compatibility, but some options are customizable.
– 2020/08/19: CPU PGXP mode added. It is very slow and incompatible with the recompiler, only use for games which need it.
– 2020/08/15: Playlist support/single memcard for multi-disc games in Qt frontend added.
– 2020/08/07: Automatic updater for standalone Windows builds.
– 2020/08/01: Initial PGXP (geometry/perspective correction) support.
– 2020/07/28: Qt frontend supports displaying interface in multiple languages.
– 2020/07/23: m3u multi-disc support for libretro core.
– 2020/07/22: Support multiple bindings for each controller button/axis.
– 2020/07/18: Widescreen hack enhancement added.
– 2020/07/04: Vulkan renderer now available in libretro core.
– 2020/07/02: Now available as a libretro core.
– 2020/07/01: Lightgun support with custom crosshairs.
– 2020/06/19: Vulkan hardware renderer added.

 

Télécharger DuckStation v0.1 build 12XXX (71.5 Mo)

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Xemu est une application multiplateforme et open source qui émule le matériel de la console de jeu Xbox d’origine, permettant aux utilisateurs de jouer à leurs jeux Xbox sur les systèmes Windows, macOS et Linux.
 

 
Ce projet est une branche active du projet XQEMU, qui est lui même basé sur le projet QEMU qui est populaire et très activement maintenu.
 

 


 
A noter que la version 32 bits n’est pas officielle (réalisée par Lo v2).
 

Télécharger Xemu (x86) (2020/06/12) (6.2 Mo)

Télécharger Xemu v0.8.139 (10.9 Mo)

Télécharger Xemu (Debug) v0.8.139 (11.3 Mo)

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SSE pour « Steven Seagal Edition » est un émulateur d’Atari ST basé sur le STeem original v3.2 de 2004. Il emprunte également des améliorations en provenance de Hatari.
 

 
R0
– Initial release, full of bugs

 

Télécharger Steem SSE (D3D) [32 bits] v4.2.1 R2 (6.1 Mo)

Télécharger Steem SSE (D3D) [64 Bits] v4.2.1 R2 (6.9 Mo)

Télécharger Steem SSE (All builds) v4.2.1 R2 (4.5 Mo)

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NSFPlay est un lecteur de musiques NSF c’est à dire pour les jeux Nintendo NES (disquettes et cartouches) pour Windows. Il est également distribué sous forme de plugin destiné à Winamp. Il s’agit d’une version en cours de développement.
 
– Merge pull request #59 from jprjr/fix-linux-build
– Makefile: put iconv flags in variable
– nsf2wav: strerror is defined in string.h on linux

 

 

Télécharger NSFPlay/NSFPlug WIP v2.6 (2025/02/04) (2.1 Mo)

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Fuse (Free Unix Spectrum Emulator) est un émulateur tournant à l’origine sous Unix. Plusieurs portages ont été fait dont celui pour Windows. Les systèmes 16K, 48K, 128K, +2, +2A, +3, +3e, SE, TC2048, TC2068, TS2068, TTX2000S, Pentagon 128 et Scorpion ZS 256 sont émulés.
 

 
– Add TTX2000S emulation
– Experimental PulseAudio sound driver
– Fix activation of joystick and IF2 peripherals when loading a snapshot
– GTK/Win32: New higher resolution keyboard picture on GTK and win32 UIs
– GTK: Add Fuse icon to the about dialog and the main window
– GTK: Load/save binary dialog remembers last values
– GTK 3: Improve moving and sizing Fuse’s window under Wayland
– GTK 3: Fix kempston mouse values on Wayland
– GTK 3: Fix bug when resizing from 2x to 3x
– SDL: Fix crash when using dispmanx backend on the Raspberry Pi
– SDL: Allow forcing fullscreen mode when SDL doesn’t report available screen modes
– WidgetUI: New dialog to load/save binary data
– WidgetUI: Enable HOME and END keys in menus
– WidgetUI: Use monospaced characters on memory browser
– WidgetUI: Fix crash when trying to overwrite read-only files
– Xlib: Try to keep graphic filter when the user resize the window
– Fix display corruption with HQ 3x scaler
– Fix antialiasing effect of AdvMAME3x scaler
– Add 4x, TV 4x, Pal TV 4x and HQ 4x scalers on GTK, SDL, win32 and Xlib UIs
– Allow screenshots with TV 3x, PAL TV and Timex 1.5x scalers
– Various minor bugfixes

 

Télécharger Fuse v1.10.1 (3.6 Mo)

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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 en interne.
 

 
Les améliorations sont à consulter sur le site officiel.
 

Télécharger DOSBox-X (Hx DOS) v2026.10.01 (9.7 Mo)

Télécharger DOSBox-X (LowEnd) v2026.10.01 (19.6 Mo)

Télécharger DOSBox-X (MinGW) v2026.10.01 (24.1 Mo)

Télécharger DOSBox-X (Visual Studio) v2026.10.01 (28.9 Mo)

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