* [Host] Abstract audio output behind IHostAudioOutput Add IHostAudioOutput (opens streams, names the backend for diagnostics) and IHostAudioStream (submit interleaved stereo 16-bit PCM, Dispose) to the host seam, with the winmm waveOut implementation moving whole into Host/Windows/WindowsWaveOutAudio — same device open, queueing, 32 KB backpressure wait, and buffer lifetime as WinMmAudioPort had. The DllImports become source-generated LibraryImports in the move, matching the other Windows backends. The guest-format conversion (mono/stereo/7.1, s16/float32 -> stereo PCM16) is platform policy, not device code, so it stays in Libs as AudioPcmConversion; AudioOutOutput converts into a pooled buffer and submits the result through the stream. Open failures still degrade to the silent paced port with the same warning, and the port log line now takes its backend name from the platform instead of a hardcoded string. * [Host] Abstract pad and keyboard input behind IHostInput Add IHostInput to the host seam: gamepad state snapshots, rumble / trigger-rumble / lightbar sinks, and the keyboard-fallback queries (window focus, key state). Gamepad state crosses the seam as the new unmanaged HostGamepadState with HostGamepadButtons flags — named after the PlayStation layout the guest API exposes but with the seam's own values, so SCE_PAD_BUTTON bits never leak into host backends and the per-frame poll can stackalloc its snapshot buffer. The DualSense raw-HID reader, the XInput reader, and the Win32 HID interop move whole into Host/Windows (report parsing, hot-plug loops, rumble/lightbar output reports, and log strings unchanged), translating to the neutral flags instead of ORBIS bits and converting their DllImports to source-generated LibraryImports. WindowsHostInput composes them plus the user32 keyboard queries; rumble still fans out to both readers, trigger rumble stays XInput-only, lightbar stays DualSense-only. PadExports keeps all policy: the keyboard mapping (now via named OrbisPadButton constants instead of raw hex), the controller-beats- keyboard-past-deadzone merge, and the new host->ORBIS button translation. The GUI's source-linked reader copies re-point to the moved files (it still cannot reference SharpEmu.HLE wholesale), which requires AllowUnsafeBlocks for the generated marshalling stubs; its navigation code switches to the neutral flags. * [Host] Move the timer-resolution request behind IHostThreading IHostThreading gains RequestTimerResolution (idempotent, best-effort ~1 ms timed-wait granularity; a no-op wherever the platform default is already fine). The winmm timeBeginPeriod call, its once-only latch, and both warning strings move from the Libs-level HostTimerResolution helper into WindowsHostThreading as a source-generated LibraryImport; the vblank pump requests it through the platform instead. HostSystemInfo in SharpEmu.Logging keeps its direct user32/kernel32 imports deliberately: Logging sits below HLE in the dependency chain so it cannot see the host seam, every path is already OS-gated with fallbacks, and it only runs once for the diagnostics banner.
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
