SUPER ZSNES (v0.300 major release) now available for iOS!

AppStore: https://apps.apple.com/us/app/super-zsnes/id6786741278

Details: https://www.zsnes.com/

Video overview: https://youtu.be/-b3T-FPneDI

The two original developers of ZSNES are finally back together! Introducing SUPER ZSNES! Re-written completely from scratch, this GPU-powered SNES emulator is here to bring you the following: some of what is familiar, some of what's new, and then some of what goes beyond

u/NXGZ — 3 days ago
▲ 0 r/Doner

A bit of CPR and that lamb will be walking again (Hemel Hempstead)

u/NXGZ — 5 days ago
▲ 84 r/psphacks+1 crossposts

PSP Homebrew Developer Conference 2026 Teaser!

The PSP Homebrew Dev Conference is BACK for 2026! The conference will be held on August 22nd at 6PM UTC; 2PM EDT!

#List of presentations:

  • GameMaker Re-Engineered - SergoDevs: A renewed GameMake implementation for games like DeltaRune!
  • CrossCraft - Iridescence: Revived project bringing Minecraft to PSP, 3DS, Switch, PC and web!
  • pspdev-nix - Slendi: A wrapped reproducible toolchain for PSP develpoment!
  • Making a Game Engine for PSP - Andrew: How to make a game engine!
  • Ren'Py Re-Engineered - SergoDevs: A renewed implementation of Ren'Py for visual novels! Neon Genesis Evangelion 2 Chinese Localization - main_void: A localization of the game into Chinese on PSP!
  • Star Fox 64 PSP - TheMrIron2: The famous N64 title now running on PSP!
  • Steel Blossom: PSP - illestalive: A new indie game created for PSP!
  • Adrenaline v8.0 - GrayJack: The latest and greatest Adrenaline firmware for PS Vita enabling PSP homebrew!
  • Nimbus / Lighthouse - qberty: A brand new plugin for cloud saves on PSP!
  • Preserving Hilton Team Play - lusid1 & linblow: A talk about reverse engineering and brute forcing Hilton Team Play!
youtube.com
u/NXGZ — 5 days ago

Crash Bandicoot 1 (PS1 Decomp) now natively on Android

#Download/Info

Crash Bandicoot Launcher v1.7

Version 1.7 marks the first Android release of Crash Bandicoot Decomp.

The Android version is designed to provide the same complete experience as the desktop release, including the launcher, developer tools, cheats, graphics settings, mod support, physical controllers, and customizable touch controls.

Android Release

Crash Bandicoot Recompiled is now available as a single Android APK containing both the launcher and the game runtime.

The Android release includes:

  • Full Crash Bandicoot launcher

  • Hardware-accelerated OpenGL ES rendering

  • SPU and XA audio playback

  • Physical gamepad support

  • Controller rumble

  • Configurable touchscreen controls

  • Customizable control position, scale, opacity, and colors

  • Floating 8-way virtual joystick

  • Landscape and portrait orientation support

  • Graphics settings and presets

  • Integer scaling with letterboxing

  • Developer Menu

  • Cheat menu

  • Performance HUD

  • CPU, memory, RAM, VRAM, SPU, and CD diagnostics

  • Runtime console and debug information

  • On-device VRAM viewer

Android Mod Support

The Android release includes the same modding system available on desktop.

Mods can be:

  • Imported directly from .zip files

  • Enabled or disabled from the launcher

  • Removed from the Mods menu

  • Distributed with assets and C# code

C# mods can be compiled and loaded directly on Android, and example mods are included with the release.

Android Controls

The Android release can be played using either physical controllers or the built-in touchscreen controls.

Physical controller features include:

  • Android HID gamepad support

  • Controller rumble

  • Controller navigation in menus and dialogs

  • SDL input fallback

  • Physical controller state handling alongside virtual controls

The touchscreen controller includes:

  • Fully editable control layout

  • Adjustable scale and opacity

  • Customizable colors

  • Optional shoulder buttons

  • Floating 8-way joystick

  • Multi-touch support

- Immersive fullscreen gameplay

  • Built-in control layout editor

Android Rendering and Performance

The Android runtime uses direct hardware-accelerated OpenGL ES rendering rather than a software framebuffer presentation path.

Additional work includes:

  • Direct GPU presentation without per-frame CPU framebuffer readbacks

  • Improved EGL surface creation, resizing, and recovery

  • Dynamic landscape and portrait orientation handling

  • Improved frame pacing and VBlank synchronization

  • Optimized rendering paths for mobile GPUs

  • Qualcomm framebuffer-fetch support when available

  • Qualcomm coarse shading rate support when available

  • Mali-specific renderer handling and diagnostics

  • Reduced unnecessary GPU and session logging

  • Improved texture sizing at high internal resolutions

  • Faster memory loading paths

  • Improved audio pause and resume handling

  • Improved frame clock behavior

Windows and Linux Improvements

Version 1.7 also includes several improvements to the desktop versions:

  • Removed the black borders at the top and bottom of the game by cropping unused NTSC overscan, allowing the image to properly fill the available display area

  • Improved keyboard input handling when the game is embedded inside the Windows launcher

  • Improved focus handling for the embedded game window

  • Fixed input events potentially reaching a disposed ImGui context during shutdown

  • Improved input cleanup and resource disposal

  • General runtime and stability improvements

u/NXGZ — 8 days ago
▲ 96 r/Emulador+1 crossposts

Progresso no desenvolvimento do emulador de Zeebo - (Zeeno)

Nova interface em Qt com sistema de configurações integrado e um debugger funcional. O teclado e os controles agora estão 100% funcionais, com suporte completo ao mapeamento. Também foram implementadas melhorias na renderização 3D, além de diversas correções, otimizações e aprimoramentos na emulação.

https://reddit.com/link/1vk9u45/video/6gzgg3xiwgih1/player

reddit.com
u/NXGZ — 11 days ago

SharpEmu ARM64 - PS5 emulator for android (unofficial poc fork)

Unofficial fork (proof-of-concept) android version of the experimental open source PlayStation 5 emulator, two builds are available to test and download here: https://github.com/edeegg/sharpemu-arm64/releases

Installed on my phone, I have not tried any games yet, it's recommended to test the game named; Dreaming Sarah as a quick test of how well your hardware handles emulation.

u/NXGZ — 12 days ago

Sonic mania Sega Saturn port (engine rebuild) showcase

Sonic mania Sega Saturn port (engine rebuild) showcase: https://www.youtube.com/watch?v=Y7NKGCxIFAc

Info from the video description;

>Currently building a port of Sonic Mania to the Saturn by rebuilding the entire engine from the ground up so the game takes advantage of the Saturn hardware.

>This currently works with no RAM expansion so far, and it might be possible to get the whole game running on the stock RAM, but I’m not sure yet and have major doubts. So far, I’ve had to basically convert all the assets to 4bpp, which has been lossless for about 99% of them. Although you may notice that the reflection on Sonic’s head is a bit more noticeable, I might be able to fix that or make the change less noticeable eventually.

>A lot of the memory savings come from deduplicating frames. For example, the Bored 2 animation has 68 frames, yet only 14 of them are unique.

>I was originally planning to keep this secret until I had completely finished Acts 1 and 2, but I decided to make it public after seeing that someone else is also porting the game to the Saturn, although in a completely different way.

>Here’s a link to their project—please support their hard work: github.com/likeagfeld/SaturnMania/tree/master

>And i won’t lie here: I started this project thanks to Claude code a few weeks ago, so I may end up facing a roadblock down the road, but so far everything has been going fine.

>I still won’t make the actual project files public or release Acts 1 and 2 until they’re complete and free of bugs, as far as I can test it, so it may take a while.

>Built using SaturnRingLib (SRL)

youtube.com
u/NXGZ — 13 days ago
▲ 601 r/AndroidNativePorts+3 crossposts

Infinity Blade has been released on Android

Apparently there is a known bug:
“PSA: Black screen glitch is known and will be updated on once a cause is found and fixed”

Infinity blade was originally released on iOS in 2010 and became unplayable for a time because of software and hardware updates, but do to the efforts of dedicated independent developers it is playable again today on many different platforms.

u/BlightWyrm — 12 days ago
▲ 1.2k r/emulation+1 crossposts

RPCS3 boosts PS3 emulation speed and compatibility on ARM64 - hundreds of games now work correctly

videocardz.com
u/NXGZ — 17 days ago

Korean Dance Crew (Robotronic Harmonix) Streets of Rage

They have done dances for Final Fight, King of Fighters, One Piece. IG @robotronic_harmonix_official

u/NXGZ — 18 days ago

Flycast WASM JIT v1 released (Dreamcast emulator in browser) with technical write-up

#Write-up

From r/emulation:

Six months ago I got upstream Flycast compiling to WebAssembly and running as a libretro core. It booted games at about 2 FPS on the interpreter. Fun proof of concept, completely unplayable.

Today, heavy 3D titles like Jet Grind Radio and Shenmue hold their target framerate at native resolution with clean audio, in a browser tab, on ordinary hardware.

Here's how that gap closed.

Why this wasn't supposed to work

Every Dreamcast emulator that runs at full speed depends on a dynamic recompiler. A dynarec generates native code at runtime and jumps into it. WebAssembly makes that structurally impossible: code and data live in separate address spaces, so there's no writable-executable memory to generate into, and nothing you write into linear memory can ever be executed.

Upstream had already declined WASM support, and the consensus was that this was a dead end. Browser Dreamcast would stay a slideshow.

Fuck that.

The workaround

The JIT doesn't patch memory. It generates entire WebAssembly modules at runtime.

SH4 code is decoded into Flycast's SHIL IR, lowered to wasm bytecode in the browser, compiled and instantiated through the wasm API, and dispatched via call_indirect from a C dispatch loop. The host boundary gets crossed once per module, at compile time. Steady-state execution is wasm calling wasm, with no JavaScript anywhere on the dispatch path.

Getting from "it works" to "it's fast"

Months of walls, and slightly less hair. Every one of these is documented with numbers in the writeup:

  • Self-modifying code detection via per-page generation counters, eliminating 98% of runtime block hashing
  • Fusing hot blocks into multi-block modules
  • Inline fast paths for guest memory access. This was the big wall. Memory ops were crossing the wasm to JS import boundary about 500,000 times per frame. It's now about 700.
  • A frame pacer that repays guest time instead of counting renders
  • Compile storm management so scene transitions don't freeze
  • An AudioWorklet ring with tempo-based rate control for clean audio

The part I'd most like other emu devs to steal

The whole JIT was validated with differential test harnesses against the unmodified reference interpreter. Hundreds of thousands of block-level state comparisons, zero divergence.

Building a correct dynarec solo is mostly a testing problem, not a codegen problem. Once the harness existed, every bug became a bisect instead of a mystery. The writeup covers the methodology in detail, and it generalizes to any target where you have a working interpreter to diff against.

What's in the repo

  • The built core, ready to load in a browser-based libretro frontend. Bring your own legally dumped BIOS and games. Nothing is included or hosted.
  • Full source as patches against upstream Flycast, GPLv2
  • A technical writeup covering the architecture and every wall in the order it fell
  • A complete implementation roadmap for the one big missing feature

What doesn't work yet

Windows CE titles. They need full SH4 MMU support in the JIT. That's next on my list, at a slower pace than the sprint that built the rest. The phased plan and root cause analysis are already published, so if you want to help, or beat me to it, the hard analysis is done.

I also haven't tested every title. If something breaks, open an issue.

Repo: https://github.com/nasomers/flycast-wasm

Release: https://github.com/nasomers/flycast-wasm/releases/tag/v1.0

Credit where it's due: Flycast is flyinghead's emulator, and this stands on that codebase and its reference interpreter. The WASM port and the JIT are my work.

Happy to answer questions.

github.com
u/NXGZ — 20 days ago