* [agc] WAIT_REG_MEM suspend/resume, draw packet fixes, new HLE exports, debug cleanup
Rebased onto upstream 79a7437 (par274/sharpemu, rewritten history).
- GpuWaitRegistry: DCBs suspended on unsatisfied WAIT_REG_MEM are re-polled
against guest memory on every submit; fixed 64-bit and standard packet parse
offsets, apply the mask, treat PM4 compare function 0 as "always".
- TryReadSubmittedDrawCount: accept the 5-dword ItDrawIndex2 form emitted by
DcbDrawIndex (count at +4); menu draws were silently discarded before.
- sceAgcDriverSubmitMultiDcbs: reversed ABI (rdi=address array, rsi=dword
sizes, rdx=count).
- VideoOut: vblank events, sceVideoOutGetFlipStatus, buffers registered via
sceVideoOutRegisterBuffers are valid flip targets.
- New HLE: libc stdio (fopen/fread/fseek/ftell/fclose/fgets), Dinkumware
_Getpctype ctype table, NpTrophy2 stubs, AMPR PAK sequential-read tracker,
MsgDialog lifecycle, NGS2 alt NIDs + dummy vtable for handle objects,
guarded memset intrinsic, abort()/strcasecmp null-arg recovery.
- Removed investigation-only code (INT3 breakpoints, qfont/mcpp dumps,
error-candidate printf traces, unconditional debug logs).
First rendered frame: Quake (PPSA01880) presents a 1920x1080 guest frame.
* Implemented a guarded native intrinsic (rep movsb) in DirectExecutionBackend to bypass HLE dispatch overhead, while preserving memory safety checks.
* [hle] clock_gettime clock ids, AudioOut2 canary fix, NID rebinds, new offline stubs
- clock_gettime (lLMT9vJAck0): support CLOCK_SECOND and the *_PRECISE/*_FAST
variants instead of returning EINVAL, which games treated as fatal and
retried in a tight loop.
- AudioOut2: context param writes shrunk to the guest-observed layout (the
old 0x80-byte reset smashed the stack canary at +0x60 and killed audio
init); ContextQueryMemory writes the single u64 the caller expects.
- NGS2: dropped wrong alt-NID aliases (they hash to sceImeUpdate,
sceMouseRead, sceSystemGestureUpdateAllTouchRecognizer - now bound in
their real libraries); added sceNgs2PanInit; fixed VoiceGetState NIDs.
- New verified stubs: sceUltInitialize, sceNpUniversalDataSystemDestroyHandle,
sceNpGetOnlineId, sceNpGetNpReachabilityState, sceImeKeyboardOpen,
sceImeKeyboardGetResourceId, sceMouseOpen, sceKernelAprGetFileSize.
- Import gateway: unwind guest workers at dispatch during backend teardown;
env-gated SHARPEMU_LOG_THREAD_MODE tracing.
* [cpu] Isolate guest execution on native worker threads
Guest entry stubs no longer run above CLR-managed frames: each run is handed
to a pooled raw OS thread whose loop is emitted native code. While guest code
executes there is not a single managed frame on the thread and it stays in
preemptive GC mode, so the GC never walks a frame chain interleaved with
guest stubs that carry no CLR unwind info (the ReversePInvokeBadTransition /
UnmanagedCallersOnly FailFast class of crashes on pumped guest threads).
- NativeGuestExecutor: CreateThread + emitted run loop (WaitForSingleObject,
UnmanagedCallersOnly prologue/epilogue, entry stub call, SetEvent). The
prologue rebinds guest TLS, the host-RSP slot, thread affinity and the
Active* ambient per run, so workers carry no guest identity and pool
freely; the orchestrating managed thread parks in a preemptive wait.
- All three entry sites route through RunGuestEntryStub: guest thread
entries, blocked-continuation resumes, and the main ExecuteEntry.
- Teardown stops workers before any executable stub or TLS index they
reference is freed; a worker that will not stop leaks its loop instead of
freeing running code.
- Kill switch: SHARPEMU_DISABLE_NATIVE_GUEST_WORKERS=1 restores the inline
calli path.
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.
