* [HLE] Fix guest-thread sync and boot for Unreal Engine titles Silent Hill: The Short Message (and other UE titles) now boot the full engine thread graph instead of hanging early. Four related fixes: - pthread cond/mutex semantics: retain a signal raised with no waiter as pending, and key block/wake on the state's identity rather than a resolved address that could differ between lock and unlock. This ends the ~1.5M-call cond_wait busy-spin. - Warm HLE type initializers and force-JIT their methods on a host thread at Freeze(). A .cctor or first-time JIT running on a guest thread's hijacked stack fail-fasts the CLR as "Invalid Program: attempted to call a UnmanagedCallersOnly method from managed code". - Guest thread scheduling: pump after a wake so a readied thread actually runs, add a dispatcher thread for when every guest thread is parked, and make the pump-depth guard an atomic CAS. - Route mutex/rwlock lock/unlock off the non-blocking leaf-import fast path so a contended lock can deschedule its guest thread. Ported from the unreal-boot-fixes branch. * [HLE] Keep mutex/rwlock unlock on the leaf-import fast path The previous change routed all mutex/rwlock lock and unlock NIDs off the leaf fast path so a contended lock could deschedule its guest thread. But unlock never blocks, and taking it off the fast path made it slow enough that Demon's Souls' job workers livelocked in a guest spinlock (millions of mutex_unlock calls, no import progress, main thread stuck in sceKernelWaitEventFlag). Only *lock* needs to leave the leaf path. Restore the four unlock NIDs (mutex + rwlock) so guest spinlocks stay cheap, while lock/rd/wrlock remain off it for the blocking case Silent Hill needs. * [HLE] Gate pthread_mutex_lock guest-thread blocking (fixes Demon's Souls) Re-enabling cooperative deschedule on a contended pthread_mutex_lock regressed Demon's Souls: its job workers run on libSceFiber, and blocking a guest thread mid-fiber left sceFiberSwitch returning ESRCH followed by a null fiber-context deref (0xC0000005). Bisect confirmed the pthread change as the cause; the game reaches the same point as before it once the block is skipped. Gate the block behind SHARPEMU_MUTEX_LOCK_BLOCKING (off by default) so contended locks fall through to the synchronous host-thread wait. The rest of the pthread fixes (cond_wait pending signals, identity wake keys) are unaffected.
SharpEmu
An experimental PlayStation 5 emulator for Windows, Linux and macOS.
Join our Discord for development updates, compatibility discussions, support, and community chat.
Warning
Currently the primary development target is Windows.
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.
Currently the project primarily targets Windows. Cross-platform support (Linux and macOS) is planned, but development is currently focused on Windows to simplify early-stage debugging and iteration.
Using
- Build or Publish project or download in release tab.
- Open Powershell.
- Run Emulator GUI.
- Or command:
.\SharpEmu "eboot.bin" 2>&1 | Tee-Object -FilePath "log.txt"
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.
- 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
