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Releases: KongaTime/Kong3

Kong³ v1.0.0-beta2

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@KongaTime KongaTime released this 25 Oct 18:05

Kong³ v1.0.0-beta2

RPCS3, the PlayStation 3 emulator, as a homebrew title for the PS5 (PPSA99200):
smoother, a little faster, and a clear message when a game can't start.

Important

Piracy is not condoned. This release contains no games, no BIOS files, no
console firmware and no decryption keys, and none will ever be provided or linked
to. Use only legally obtained backups of games you own, made yourself from your
own discs or digital purchases, and the PS3 system software from Sony's own
PS3UPDAT.PUP. Please don't ask for, or post links to, games, firmware or keys in
issues or discussions: they will be removed.

Note

As a whole the title is GPL-2.0-only, RPCS3's licence, and nothing in it is
GPL-3.0-or-later. Its complete source is in
v1.0.0-beta2: source,
and licenses/README.txt in the title lists every part, its licence and its source.

What's new

  • No more logging stutter. Writing the log could hold the whole emulator for
    seconds at a time; the log now goes through a queue and never waits. Army of Two:
    The 40th Day's title screen no longer stutters.
  • Faster SPUs. A common SPU store pattern now compiles without a trip through
    memory: GTA IV's busy streets went from 22.6 to 24.0 fps, and the busiest audio SPU
    from 98% to about 85% busy. Other SPU-heavy games gain too.
  • Shader interpreter, if you want it. Shader Mode offers Async Recompiler with
    Shader Interpreter
    : fewer shader-compile hitches, at the cost of a long first
    set-up. Off by default.
  • A game that can't start says why. It used to drop to the PS5 home screen (for
    example, without the PS3 system software installed). Now the launcher stays and
    shows Couldn't start the game with what to do.
  • PS3UPDAT.PUP is found under any capitalisation, and also as PS3UPDAT.PUP.PUP
    (Windows hiding the extension) or inside rpcs3/. If none is found, the trace lists
    what is in the folder, so a misplaced file shows in the log.
  • RPCS3 brought up to date with upstream (SPU, RSX, PPU and loader fixes).
  • Better logs for reports: what each thread waits on, and what a stalled RSX
    semaphore waited for.

Tested for this release

On my console:

What Result
GTA IV, busy streets 24.0 fps (22.6 on beta1's code)
God of War: Ascension plays; felt faster than before
Army of Two: The 40th Day title screen without stutter
GTA V (SPU Block Size Safe) plays at about 20 fps
A game booted without the system software the launcher shows the reason and stays open, twice in a row

Known issues

  • SPU Block Size Mega or Giga can freeze some games: GTA V on Mega (also in its
    prologue), God of War: Ascension on Giga. Keep Safe for those. Being looked at.
  • The first boot of each game after updating rebuilds its SPU cache (a few minutes).
  • Army of Two: The 40th Day pauses for about 13 seconds after pressing Start once.
  • Heavy games run well below full speed: the emulated SPUs are the limit on the
    console's CPU. Frame generation smooths motion; it does not speed the game up.
  • A game's first boot compiles for minutes with little on screen; new areas stutter
    while their shaders compile the first time.
  • Some games freeze unless Accurate SPU Reservations is on (the default).

Install

  1. Unpack the ZIP and copy PPSA99200/ to the console's /data/homebrew/PPSA99200/
    over FTP, then register it with ShadowMountPlus.
  2. Put Sony's PS3UPDAT.PUP in /data/homebrew/PPSA99200/ (next to eboot.bin)
    and launch the title: it installs the PS3 system software once.
  3. Put your own game backups in /data/homebrew/PPSA99200/rpcs3/games/.

Updating from beta1: copy the new folder over the old one; your settings, saves,
games and caches stay. Building it yourself:
rpcs3/README.md.

Reporting problems

Send rpcs3/cache/RPCS3.log and rpcs3-trace.txt from the title's folder, copied
before you launch again, and say what you saw and when. Never attach games,
firmware, keys or saves.

Source

The source of every part in the title, at the revision it was built from, is in
v1.0.0-beta2: source
(one archive a part, with SOURCES.txt and checksums).

PS5_RPCS3Title-v1.0.0-beta2.zip's SHA-256:
a146f939345a7dbd3bcb80385a534d060bcc6c1198c0122fd06520d4da224178

Component Repository Revision
The title KongaTime/Kong3 (libre-libc) tag v1.0.0-beta2
RPCS3, with the PS5 frontend KongaTime/PS5_RPCS3 (libre-libc) ac0acf14813971775344b047d474feaea7eba3f5
RADV for the PS5 KongaTime/PS5_Mesa (rpcs3-beta-1) dc82d010021e4bae5a12cd143ff44db4d7307e47
The driver's build, link recipe and packaging tool (build only) KongaTime/PS5_Vulkan (rpcs3-beta-1) f3cbf875f89978deae9f855b9be2610cec2818ae
The toolchain and headers (build only) KongaTime/PS5_PayloadSDK 1de8b37d583de476ad07cde9a0d562b75fb1be8f; RADV built against 95c08f27386fc698f6bbe21dde3030140a41d10b

Not affiliated with or endorsed by Sony Interactive Entertainment or the RPCS3 team.
"PlayStation", "PS3" and "PS5" are trademarks of Sony Interactive Entertainment Inc.

Kong³ v1.0.0-beta2: source

Pre-release

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@KongaTime KongaTime released this 25 Oct 18:06

Kong³ v1.0.0-beta2: source

The complete source of Kong³ v1.0.0-beta2,
as its licence asks: one archive for each part in the title, at the revision it was
built from. Nothing here is needed to play: the title itself is the ZIP on that release.

  • SOURCES.txt: each archive, the part it holds and where that part comes from.
  • SHA256SUMS: the digests of these archives and of the title's ZIP.

The parts: the title, RPCS3 (my fork, PS5_RPCS3), RADV (PS5_Mesa) and the payload SDK
it was built against, the libraries RPCS3 bundles that are in the title (LLVM,
Abseil, Protocol Buffers, curl, OpenAL Soft and the rest), FFmpeg and GNU libiconv.
Every part's licence is in the title's licenses/ folder.

Kong³ v1.0.0-beta1

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@KongaTime KongaTime released this 23 Oct 18:05

Kong³ v1.0.0-beta1

RPCS3, the PlayStation 3 emulator, as a homebrew title for the PS5 (PPSA99200),
renamed Kong³: the first release you can download.

Important

Piracy is not condoned. This release contains no games, no BIOS files, no
console firmware and no decryption keys, and none will ever be provided or linked
to. Use only legally obtained backups of games you own, made yourself from your
own discs or digital purchases, and the PS3 system software from Sony's own
PS3UPDAT.PUP. Please don't ask for, or post links to, games, firmware or keys in
issues or discussions: they will be removed.

Note

The built title is attached, and you may share it. v0.1.0-beta.1 was source only:
RPCS3 is GPL-2.0-only, and the PS5 platform layer every title linked was
GPL-3.0-or-later, which cannot be combined in a program that is shared. That layer
is now this title's own, MIT, and nothing in the download is GPL-3.0-or-later. As a
whole it is GPL-2.0-only, RPCS3's licence; its complete source is in
v1.0.0-beta1: source,
and licenses/README.txt in the title lists every part, its licence and its source.

Highlights

  • A download. The PS5 libre layer (ps5/libre/, MIT) replaces the GPL-3.0 parts
    every title linked: the start-up, the memory layout and libc.prx; the heap,
    virtual memory and threads; and the C library functions the console does not give
    a title (files, directories, networking, regular expressions on musl's engine,
    locales, kernel log output): some 170 functions in all. Each part was written from the standards and
    the console's behaviour, and proven on the console before the next.
  • Checked at every build. ps5/tools/shareable.py reads what the linker took and
    names anything GPL-3.0 in the title; the release refuses one that has any. It also
    checks that the tool packaging eboot.bin adds no code of its own (it adds none:
    measured byte for byte).
  • Kong³: a new name, logo and home-screen background. The title id is the same,
    so your settings, saves and games carry over.
  • Frame generation: the title's own, as before. Lossless Scaling's and
    MihawkGen's are GPL-3.0-or-later, so they are not in the download (see below).

What is not in the download

  • Lossless Scaling's and MihawkGen's frame generation. Their settings are hidden;
    the title's own frame generation is the only one.
  • RPCN (online play). Its TLS library, wolfSSL, is GPL-3.0-or-later. RPCN stops
    at a wolfSSL error and stays offline.

Both are still in the source: a build of your own with PS5_GPL3_FRAME_GENERATION=1
or PS5_RPCN=1 (rpcs3/build-rpcs3.sh) has them, and has GPL-3.0 code in it: keep
such builds to yourself.

Tested for this release

On my console, with the builds leading to this one:

What Result
This release's build (173) the 12 games I test with listed; an open-world game played at about 18 to 25 fps, with frame generation adding about 2,200 frames; no crash
Build 171, without the GPL-3.0 frame generators another open-world game played with the title's own frame generation (about 2,750 frames made); their settings hidden
Build 170, the last of the libre layer an action game at 36 to 57 fps; numbers, text and characters through the C library and libc++ as before; back to the launcher
Builds 156 to 168, each part of the libre layer each proven with at least one game played and the launcher's game list

Known issues

  • Heavy games run well below full speed: the emulated SPUs are the limit on the
    console's CPU. Frame generation smooths motion; it does not speed the game up.
  • Fast camera turns with frame generation can smear or double edges.
  • A game's first boot compiles for minutes with little on screen; new areas stutter
    while their shaders compile the first time.
  • Some games freeze unless Accurate SPU Reservations is on (the default).
  • The home screen keeps the old name and picture after updating from
    v0.1.0-beta.1: ShadowMountPlus copied them when it registered the title. Delete the
    tile and let it register the title again; your data in
    /data/homebrew/PPSA99200/ stays.

Install

  1. Unpack the ZIP and copy PPSA99200/ to the console's /data/homebrew/PPSA99200/
    over FTP, then register it with ShadowMountPlus.
  2. Put Sony's PS3UPDAT.PUP in /data/homebrew/PPSA99200/ and launch the title: it
    installs the PS3 system software once.
  3. Put your own game backups in /data/homebrew/PPSA99200/rpcs3/games/.

Updating from v0.1.0-beta.1: copy the new folder over the old one; your settings,
saves, games and caches stay. Building it yourself:
rpcs3/README.md.

Reporting problems

Send rpcs3/cache/RPCS3.log and rpcs3-trace.txt from the title's folder, copied
before you launch again, and say what you saw and when. Never attach games,
firmware, keys or saves.

Source

The source of every part in the title, at the revision it was built from, is in
v1.0.0-beta1: source
(one archive a part, with SOURCES.txt and checksums): the title, RPCS3, RADV, the
libraries RPCS3 bundles, FFmpeg, GNU libiconv and LLVM.

PS5_RPCS3Title-v1.0.0-beta1.zip's SHA-256:
2ceadc8580a2fbd7319e841cb116c51f34b90567dc66dfe788c1d4a715903b5b

The repositories:

Component Repository Revision
The title KongaTime/Kong3 (libre-libc) tag v1.0.0-beta1
RPCS3, with the PS5 frontend KongaTime/PS5_RPCS3 (libre-libc) 5a32ac17294a6bd75b6f5e557a42b5cc74602b78
RADV for the PS5 KongaTime/PS5_Mesa (rpcs3-beta-1) dc82d010021e4bae5a12cd143ff44db4d7307e47
The driver's build, link recipe and packaging tool (build only) KongaTime/PS5_Vulkan (rpcs3-beta-1) f3cbf875f89978deae9f855b9be2610cec2818ae
The toolchain and headers (build only) KongaTime/PS5_PayloadSDK 1de8b37d583de476ad07cde9a0d562b75fb1be8f; RADV built against 95c08f27386fc698f6bbe21dde3030140a41d10b

Not affiliated with or endorsed by Sony Interactive Entertainment or the RPCS3 team.
"PlayStation", "PS3" and "PS5" are trademarks of Sony Interactive Entertainment Inc.

Kong³ v1.0.0-beta1: source

Pre-release

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@KongaTime KongaTime released this 23 Oct 18:07

Kong³ v1.0.0-beta1: source

The complete source of Kong³ v1.0.0-beta1,
as its licence asks: one archive for each part in the title, at the revision it was
built from. Nothing here is needed to play: the title itself is the ZIP on that release.

  • SOURCES.txt: each archive, the part it holds and where that part comes from.
  • SHA256SUMS: the digests of these archives and of the title's ZIP.

The parts: the title, RPCS3 (my fork, PS5_RPCS3), RADV (PS5_Mesa) and the payload SDK
it was built against, the libraries RPCS3 bundles that are in the title (LLVM,
Abseil, Protocol Buffers, curl, OpenAL Soft and the rest), FFmpeg and GNU libiconv.
Every part's licence is in the title's licenses/ folder.

rpcs3-beta-1

rpcs3-beta-1 Pre-release
Pre-release

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@KongaTime KongaTime released this 22 Oct 01:46
6818aed

RPCS3 for PS5 v0.1.0-beta.1

RPCS3, the PlayStation 3 emulator, as a homebrew title for the PS5 (PPSA99200):
the first beta, as source.

Important

Piracy is not condoned. This release contains no games, no BIOS files, no
console firmware and no decryption keys, and none will ever be provided or linked
to. Use only legally obtained backups of games you own, made yourself from your
own discs or digital purchases, and the PS3 system software from Sony's own
PS3UPDAT.PUP. Please don't ask for, or post links to, games, firmware or keys in
issues or discussions: they will be removed.

Warning

This is a source release. There is no download of the built title, and there will
not be one.
RPCS3 is GPL-2.0-only, and the PS5 platform layer every title links is
GPL-3.0-or-later: the two cannot be combined into one program that is shared. Build
it for your own console from the source below, and please don't share the builds
(eboot.bin, rpcs3-code.bin or the title folder).

Highlights

  • PS3 games play on the PS5. Both of RPCS3's recompilers run on the console
    (LLVM 22, built for it), with RADV, Mesa's Vulkan driver, ported to the PS5.
  • Long sessions no longer run out of memory. Each graphics program kept about
    900 KiB of descriptor pools; in an open-world game the heap grew to 8.6 GiB and the
    title died after about 20 minutes. They are now about 18 KiB each: the same game
    played 20 minutes with the heap flat at about 3 GiB.
  • Frame generation, three ways: the title's own, Lossless Scaling's (from your
    own Lossless.dll) and MihawkGen's neural network, built in.
  • A launcher made for the console: games from folders and ISOs, trophies, save
    data, save states, game patches, package installs, per-game settings and
    controller remapping, screenshots, a pause menu with quick settings and a
    performance page.

Tested for this release

On my console, with the build of this source (build 150):

What Result
An open-world game I test with 20 minutes, through its first missions to a save; about 27 fps, about 45 shown with frame generation; heap flat at about 3 GiB; no crash
Another open-world game 7.5 minutes; about 25 fps; graphics thread flat at about 600 MiB (it held over 2 GiB before the fix); no crash
First boot after a fresh install the PS3 system software installs from PS3UPDAT.PUP; games compile their code on first boot (minutes), then load from the cache

Not tested in this release: most of the PS3 library; a controller fix for games that
turn on the controller's motion sensors (build 147); the driver's memory fix (not
made yet).

Known issues

  • Heavy games run well below full speed: the emulated SPUs are the limit on the
    console's CPU. Frame generation smooths motion; it does not speed the game up.
  • Fast camera turns with frame generation can smear or double edges.
  • A game's first boot compiles for minutes with little on screen; new areas stutter
    while their shaders compile the first time.
  • Some games freeze unless Accurate SPU Reservations is on (the default).
  • The graphics driver keeps up to 1 MiB for each of RPCS3's command buffers (about
    500 MiB in a long session); the heap creeps up slowly in long sessions.
  • One open-world game shows triangular texture glitches at times, with frame
    generation on or off (carried over, not re-checked).

Build and install

Everything is in rpcs3/README.md:
a Linux PC, five repositories side by side, ps5/tools/bootstrap.sh, then
rpcs3/build-rpcs3.sh rpcs3_ps5 Fusion and ps5/tools/build.sh. The first build
takes hours (LLVM). Copy dist/PPSA99200/ to /data/homebrew/PPSA99200/, add
Sony's PS3UPDAT.PUP and your own game backups in rpcs3/games/.

Reporting problems

Send rpcs3/cache/RPCS3.log and rpcs3-trace.txt from the title's folder, copied
before you launch again, and say what you saw and when. Never attach games,
firmware, keys or saves.

Source

Component Repository Revision
The title KongaTime/PS5_RPCS3Title (rpcs3-beta-1) tag v0.1.0-beta.1
RPCS3, with the PS5 frontend KongaTime/PS5_RPCS3 (rpcs3-beta-1) d2b0ef47b4179a66be285b40d7539ecb184ee9b2
The PS5 platform layer (payload SDK fork) KongaTime/PS5_PayloadSDK 1de8b37d583de476ad07cde9a0d562b75fb1be8f
The driver's build, link recipe and runtime KongaTime/PS5_Vulkan (rpcs3-beta-1) f3cbf875f89978deae9f855b9be2610cec2818ae
RADV for the PS5 KongaTime/PS5_Mesa (rpcs3-beta-1) dc82d010021e4bae5a12cd143ff44db4d7307e47

RPCS3 is GPL-2.0-only; the platform layer, Lossless Scaling's frame generation port
and MihawkGen are GPL-3.0-or-later; each repository carries its licences. Your own
Lossless.dll is read on your console and never copied or shipped.

Not affiliated with or endorsed by Sony Interactive Entertainment or the RPCS3 team.
"PlayStation", "PS3" and "PS5" are trademarks of Sony Interactive Entertainment Inc.