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Releases: shadps4-emu/shadPS4

Pre-release-shadPS4-2025-05-28-95f04b7

28 May 17:10
95f04b7
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Pre-release

Full Changelog: v.0.9.0...95f04b7

shadps4 v0.9.0 - codename KalosPsofos

22 May 16:06
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A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release making even more games reaching ingame and some of the are even playable :)

I will let you figure out the rest , here is a short list of updates

Core

sceKernelAllocateDirectMemory hotfixes
Export eboot address
libkernel: Various filesystem fixes
Only perform early read-write open when truncating is needed
emulator: Fix log initialization order.
Core: Fix module load addresses
add scePthreadSetaffinity and emulate affinity
Core: Memory Fixes
libkernel: Implement sceKernelMemoryPoolBatch
core: Introduce host call wrapper.
kernel: Implement scePthreadGetaffinit
Mprotect only over whole pages
kernel: macos/linux Implement sceKernelUuidCreate
Implement sceKernelIsStack
Implement sceKernelMapDirectMemory2
Proper error handling for MapMemory errors

Libs

Implement sceImeDialogGetPanelSize
VideoOut event cleanup
Implement sceKernelGetModuleInfo, sceKernelGetModuleInfoInternal, and sceKernelGetModuleList
Update ime_dialog.h
Implement sceKernelPwritev
sceNet initial implementation
SaveData fixes
Clear stack before executing guest code
[Libs] Stubs sceSigninDialog
log error for videodec ,videodec2
[Libs] sceNet
sceKernelAddTimerEvent implementation
equeue: Clean up timers implementation
[Libs] Companion httpd
SaveDataDialog: fix possible null access
SaveData: respect install dir in param.sfo to select the game save folder
Savedata: Fix missing uses of config based save data dir.
Trophy deletehandle fix

Shader recompiler

Use GetSrc in VALU insts instead of assuming vector reg (was vcc_lo)
lower_buffer_format_to_raw: Fix handling of format remapping
shader_recompiler: Add lowering pass for when 64-bit float is unsupported.
Implement IMAGE_ATOMIC_FMIN and IMAGE_ATOMIC_FMAX for 32bit floats
shader_recompiler: Few fixes for buffer number conversions
Implement SnormNz conversion
shader_recompiler: Widen num_conversion bitfield
Adding opcode IMAGE_SAMPLE_B_O
shader_recompiler: Always mark buffers as storage buffers.
Handle -1 as V_CMP_NE_U64 argument
Avoid post-increment of SGPR in S_*_LOAD_DWORD
Handle VgtStreamoutFlush EVENT
shader_recompiler: Fix buffer type reading from step rate attribute.

GPU

renderer_vulkan: Restore Vulkan version to 1.3
pp_pass: Use correct surface format.
vk_rasterizer: Fix updating wrong color attachment when skipped by mask
vk_presenter: Use correct format for output frame image and view
vulkan: do not use VK_EXT_extended_dynamic_state
vulkan: Handle incompatible depth format using null binding.
gnm: Implement sceGnmDrawIndexIndirectMulti
liverpool: Log more information on SetQueueReg.
renderer_vulkan: Properly enable dualSrcBlend feature
buffer_cache: Split updateBuffer calls into 65536 byte chunks.
vk_instance: Enable robustImageAccess2
fix: PM4CmdWaitRegMem memory address
amdgpu: Handle 32-bit Unorm formats

GUI

multikey for kbm_gui
qt: Delay physical device enumeration to settings open
qt: Update save data dir open to use name from PSF

shadps4 v0.8.0 - codename The Stephen Of Us

23 Apr 10:11
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Another exciting release from shadPS4 team coming today . This time our release is dedicated to one of our latest Uber Dev "stephen". A lot of new fixes , features have come up with this release let's sum some below.

Core

-lseek: let the host OS set lseek errors
-Filesystem code cleanup
-Emulate sceKernelInternalMemory mapping
-Fixed sceKernelAllocateDirectMemory and sceKernelAvailableDirectMemorySize

Libraries

-sceDiscMap is now HLE.
-Initial ngs2 HLE work.
-Implement libusb passthrough
-Proper ulobjmgr stubs
-Initial Audio3d implementation
-NpAuth library stub

GPU

-Reset previous buffer label instead of current one
-Handle compute packets that are split between the ends of two command buffers
-Implement DmaDataSrc::MemoryUsingL2 and DmaDataDst::MemoryUsingL2
-renderer_vulkan: Use more depth-stencil dynamic state.
-renderer_vulkan: Only update dynamic state when changed.
-renderer_vulkan: Make some primitive state dynamic.
-Implement sceVideoOutGetEventCount and sceVideoOutDeleteVblankEvent
-vk_rasterizer: Control mapped_ranges access with shared lock.
-renderer_vulkan: Improve handling of required vs optional extensions.
-vk_rasterizer: Improve viewport depth calculations.
-texture_cache: Relax mismatched image type from assert to cache miss.
-renderer_vulkan: Support loading Vulkan layers on macOS SDL build.

Shader recompiler

-Improve divergence handling and readlane elimintation
-Add S_SETPRIO to EmitFlowControl
-Use VK_AMD_shader_trinary_minmax when available
-resource_tracking_pass: Add heuristic to detect incorrectly tracked buffer sharp
-Implement S_FLBIT_I32_B32 and V_MUL_HI_I32
-Implement S_SUBB_U32 instruction
-Fill in IMAGE_GATHER4_* variants in table
-Implementing DS_SUB_U32, DS_INC_U32, DS_DEC_U32.
-Implement SET_PC_B64 instruction

GUI

-Add option to enable/disable game folders individually
-Handle "-patch" as the suffix for game update folders
-Trophy Viewer - Select Game
-Removed fpkg support.
-Fix support for unicode paths for game install directories
-As usual a lot of new translations

Full Changelog: v.0.7.0...v.0.8.0

shadps4 v0.7.0 - codename frobbo

22 Mar 22:25
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Another exciting release coming from shadPS4 team . A lot of new features (FSR,HDR) and a lot fixups in this new release . It is really a special day for me since it is my birthday as well (shadow) and 24 years after first pcsx2 release.

It is amazing to see what this team has accomplish since my previous anniversary release. From some openOrbis demos last year we went to having a lot of commercial games running (yes not only bloodborne). Hoping next release will bring even more games working ;)

A small list of changes :

Keyboard and mouse input remapping
A lot of fixes to shader recompiler
Fixed videoOut events
Lot of fixes to memory HLE calls
Qt gui fixes and improvements
Fixed some causes of "Attempted to track non-GPU memory"
Fixed gyro and acceleration sensor handling
Improved compatibility with older cpus
Improved compatibility with Unity games
Added HDR support
Added FSR support
Translations are now be handled from crowdin as well : https://crowdin.com/project/shadps4-emulator

Full Changelog: v.0.6.0...v.0.7.0

Get it on our download page , and don’t forget to check our compatibility list

shadps4 v0.6.0 - codename parapoly

31 Jan 08:32
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A new release first of this year. A lot of things has been improved since last release , making a lot of new games playable and some others has interesting progress . Below is a short list of what's changed

Improved Devtools
Improvements in shader recompiler
Added sceGnmGetEqEventType/sceKernelGetEventData
Improvements to audio backend (SDL)
Improved HLE fibers library
Motion Controls implementation
Improvements to savedata
Unmap Fixes
Implemented sceNpCmp functions
GUI: Speed up GUI loading by caching game sizes
sceKernelAio* implementation
Fixes to several Surface Formats
Fix for address_space initialization on Windows
sceKernelVirtualQuery Fixes
Added ability to change save data path
libraries: Implement libSceZlib
Several translations update

Don't forget it is time to update our compatibility list on : https://github.com/shadps4-emu/shadps4-game-compatibility

Full Changelog: v.0.5.0...v.0.6.0

shadps4 v0.5.0 - codename squidwars

25 Dec 20:37
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Hohoho Merry Christmas to everyone and a brand need release . There are so many new things here , i will just try to catch up the most important ;)

  • Ajm support
  • Videodec implementation
  • Fix border color
  • Rewrite pthread emulation
  • Port libpngdec to libpng
  • Texture cache improvements
  • Some GUI fixes & improvements
  • Libraries cleanup
  • Fixes for cmake
  • Many fixes for Unity games
  • Vulkan 1.4 support
  • Shader editing
  • Tesselation
  • GPU processor refactoring
  • More Fixes for Separate Update
  • Splash fixes
  • Gamma correction

Full Changelog: v.0.4.0...v.0.5.0

shadps4 v0.4.0 - codename divicius

31 Oct 15:26
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What's Changed

  • shader recompiler fixes
  • Emulated support for cpus that doesn't have SSE4.2a (intel cpus)
  • Frame graph + Precise 60 fps timing
  • Save data: fix nullptr & concurrent file write
  • Auto Update
  • Error dialog implementation
  • Swapchain recreation and window resizing
  • Add playback of background/title music in game list
  • kernel: Quiet sceKernelWaitEventFlag error log on timeout
  • Improve keyboard navigation in game list
  • core/memory: Pooled memory implementation
  • Fix PKG loading
  • replace trophy xml assert with error
  • Refactor audio handling with range checks, buffer threshold, and lock
  • audio_core: Fix return value types and shift some error handling to library
  • Devtools: PM4 Explorer
  • Initial support of Geometry shaders
  • Working touchpad support
  • net: Stub sceNetErrnoLoc
  • Add support to click touchpad using back button on non PS4/5 controllers
  • Multiple Install Folders
  • Using a more standard data directory for linux
  • video_core: Implement sceGnmInsertPushColorMarker
  • ime_dialog: Initial implementation
  • Network libs fixes
  • Use GetSystemTimePreciseAsFileTime to fix fps timing issues
  • Added adaptive mutex initializer
  • Small Np + trophy fixes
  • Separate Updates from Game Folder
  • Minor Fixes for Separate Update Folder
  • AvPlayer: Do not align w/h to 16 with vdec2
  • Improve sceSystemServiceReceiveEvent stub
  • renderer_vulkan: Commize and adjust buffer bindings
  • Add poll interval to libScePad
  • Add more surface format mappings.
  • vulkan: Report only missing format feature flags.
  • IME implementation
  • Videodec2 implementation
  • path_util: Make sure macOS has current directory set and clean up path code.
  • Load LLE modules from sys_modules/GAMEID folder

Full Changelog: v.0.3.0...v.0.4.0

shadps4 v0.3.0 codename broamic

23 Sep 15:24
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Hey there ,shadPS4 v0.3.0 is finally here!

We have some exciting new features to share with you:

  • Cheat/Patching support
  • DLC support
  • New translations support (26 languages)
  • Support for unlocking trophies
  • Support for more controllers (Dualshock and Xbox)
  • Many GUI imporovements
  • AVplayer
  • And much more!
    The emulator can boot notable games with support for visual upgrades.

Beware! As a result of the new changes, old save files may no longer be compatible. So if you value your current progress, please follow this guide before updating: https://discord.com/channels/1080089157554155590/1258851012924538931/1286753740233117737

Lastly, for those of you who'd like to donate to the project, we now have a Kofi page! https://ko-fi.com/shadps4
Any donations received will go towards acquiring necessary hardware and games for testing as well as needed infrastructure setup.

As always feel free to update compatibility list with new 0.3.0 findings at https://github.com/shadps4-emu/shadps4-game-compatibility

shadps4 v0.2.0 codename validptr

15 Aug 16:53
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An Excitement new release of shadps4 . A lot of new games working (No bloodborne yet! but we are getting closer).
Mostly here are the most noticable changes since last version

  • Adding macOS support
  • Big shader recompiler improvements
  • Core improvements
  • GUI improvements

You can get full changelog here:

Full Changelog: 0.1.0...v.0.2.0

So now go ahead and post your reports at :

https://github.com/shadps4-emu/shadps4-game-compatibility

shadps4 v0.1.0 codename madturtle

01 Jul 21:46
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An excited new shadps4 release , The changes since last release are probably too much to detail them so let's do a small resume

  • Added a shader recompiler , With this we have a lot of games that starts to work
  • Rewrote a big part of core

-A full changelog can been seen below

Full Changelog: v0.0.3...0.1.0

We also have a compatibility list now at : https://github.com/shadps4-emu/shadps4-game-compatibility