* [HLE] Trigger AGC graphics events by filter instead of exact ident (#173) The PM4 EVENT_WRITE packet carries a 6-bit hardware EVENT_TYPE, but the guest registers AGC events via sceAgcDriverAddEqEvent with a full guest eventId. These two values are not the same numbering scheme, so the exact ident lookup in TriggerRegisteredEvents never matched and the AGC interrupt thread hung forever. Add TriggerRegisteredEventsByFilter, which wakes every graphics event registration on every queue. This is a compatibility workaround for issue #173 while the real PS5 mapping remains unknown. Includes unit tests covering the mismatched ident/eventType case. * [HLE] Fix POSIX condition variable semantics (#113) Remove PendingSignals from PthreadCondState. POSIX condition signals are edges, not semaphore credits - a signal with no waiter must have no effect. The previous implementation persisted signals, causing lock inversions and predicate bypasses. Changes: - Remove PendingSignals property and TryConsumePendingSignal method - Remove pending signal consumption logic from PthreadCondWaitCore - Remove PendingSignals increment from PthreadCondSignalCore - Add regression tests verifying POSIX-correct behavior Fixes #113
SharpEmu
An experimental PlayStation 5 emulator for Windows, Linux and macOS.
Join our Discord for development updates, compatibility discussions, support, and community chat.
Note
SharpEmu supports Windows x64, Linux x64, and macOS x64. Apple Silicon Macs can run the macOS x64 build through Rosetta 2.
Warning
SharpEmu is an experimental PS5 emulator developed from scratch in C#. The current focus is on accuracy and infrastructure setup rather than game-specific compatibility.
Info
SharpEmu is an emulator project currently in its early stages of development.
This project is developed purely for research and educational purposes. There are no commercial goals associated with it. We enjoy learning about system architecture and reverse engineering.
SharpEmu focuses exclusively on the PlayStation 5.
Our goal is not to emulate PS4 games, as there is already an excellent emulator dedicated to that platform: ShadPS4.
Status
The emulator can currently load the eboot.bin of real games, execute native CPU instructions, and partially handle kernel-related functionality. However, several critical components are still missing.
Current capabilities include:
- Loading
eboot.binand.elffiles - Executing native CPU instructions
- Reading basic game metadata (title, version, etc.)
- Loading system modules (
prx/sys_module) - Partial support for some kernel functions
FiberandAMPRexports- PlayGo scenarios
- Initial loading game files
- Shader/resource submits and AGC initial
- Video outputs in some games
Some games have reached like sceVideoOut and AGC stages.
SharpEmu supports Windows, Linux, and macOS hosts. Video output uses Vulkan on Windows and Linux, and MoltenVK on macOS. Platform support is still experimental, so compatibility and performance vary by game, operating system, and GPU driver.
Using
Download the release archive for your operating system, extract it, and launch
SharpEmu with the path to a legally obtained game's eboot.bin.
Windows PowerShell:
.\SharpEmu.exe "C:\path\to\game\eboot.bin" 2>&1 |
Tee-Object -FilePath "SharpEmu.log"
Linux and macOS:
chmod +x ./SharpEmu
./SharpEmu "/path/to/game/eboot.bin" 2>&1 |
tee SharpEmu.log
A Vulkan-capable GPU and current graphics driver are required. The macOS release includes the MoltenVK Vulkan implementation.
Games Tested
-
Demon's Souls Remake
- Demon's Souls [PPSA01341]
- Demon's Souls is now video loop. Shaders are ready to be converted to SPIR-V/Vulkan. We are continuing our work on this.

-
Poppy Playtime Chapter 1
-
SILENT HILL: The Short Message
-
Dreaming Sarah
- Dreaming Sarah [PPSA02929]
- Real texture rendering for this game;

Important
This project does not support or condone piracy.
All games used during development and testing are dumped from consoles that we personally own.
Users are expected to use legally obtained copies of their games.
Build
- Install the .NET SDK version specified in
global.json. - Clone the repository:
git clone https://github.com/par274/sharpemu.git - Open the solution file (
SharpEmu.slnx) in VSCode. - Build the project:
dotnet buildordotnet publish - Build artifacts will be located in the
artifactsdirectory.
Disclaimer
SharpEmu is an experimental emulator intended for research and educational purposes.
This project does not contain any copyrighted system firmware, game data, or proprietary PlayStation assets.
Special Thanks
The following projects were extremely helpful during development:
-
ShadPS4
Helped with understanding the basic architecture of the PlayStation 4. -
Kyty
One of the few PS5 emulator projects available and very useful for studying native code execution. -
Ryujinx
Provided valuable references for filesystem handling and low-level C# implementation patterns.
License
Contributing
Before opening an issue or pull request, please read our contribution guidelines:
The guide covers:
- Coding style and formatting
- AI-assisted contributions
- Pull request expectations
- Testing guidelines
- Legal and reverse engineering policy
