* fix(vfs): defer host cursor commit in getdirentries
Follow-up VFS hardening task applying the same guest-writes-first discipline established in the time subsystem to directory enumeration.
Deferred Commit in KernelGetdirentriesCore:
- Reordered guest output so the 512-byte dirent buffer is written first via TryWriteCompat, basep is updated second (when non-null) via TryWriteUInt64Compat, and directory.NextIndex is advanced only after both guest writes succeed.
- Removed the early basep write at method entry that could mutate guest memory before buffer validation and advance the host cursor before a successful dirent delivery, causing permanent entry loss on MEMORY_FAULT at bufferAddress.
- EOF handling: when currentIndex >= Entries.Length, write basep with the final offset and return 0 without mutating NextIndex, matching FreeBSD getdirentries(2) semantics and preventing infinite retry loops.
KernelGetdents path: basePointerAddress is passed as 0, so the transaction collapses to buffer write then host cursor advance with no basep side effect.
Out of scope: coalesced {id, size} writes in sceKernelAprResolveFilepathsToIdsAndFileSizes; NetCtl connected-state stubs.
Files: KernelMemoryCompatExports.cs
* fix(vfs): resolve-first bulk commit in APR filepath resolution
Refactored sceKernelAprResolveFilepathsToIdsAndFileSizes to stop writing ids and sizes into guest memory one element at a time.
- Removed the uint.MaxValue placeholder write at the start of each loop iteration.
- Path resolution and file size lookup now fill host-side buffers first; on EFAULT or NOT_FOUND the guest ids/sizes arrays are left untouched.
- ids and sizes are packed into contiguous byte buffers and written with one TryWriteCompat call per output array instead of separate TryWriteUInt32Compat / TryWriteUInt64Compat per index.
- AmprFileRegistry.Register is called only after guest writes succeed.
- AmprFileRegistry.ComputeFileId is internal so ids can be computed without registering paths during the resolve loop.
Files: KernelMemoryCompatExports.cs, AmprFileRegistry.cs
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.
