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Platform Limitations
Some platforms have restrictions due to emulator design, Android limitations, or technical constraints.
Several emulators require manual setup before Argosy can launch games:
- Requirement: Games must be added to ScummVM's game list first
- Steps: Open ScummVM, add your game directories, let it detect games
- Why: Argosy launches via game ID, which requires ScummVM to know about the game
- Requirement: Games must be installed within Vita3K
- Steps: Extract/install VPK files directly in Vita3K before launching from Argosy
- Why: Argosy passes the title ID; the game must already exist in Vita3K's library
- Requirement: Encryption keys must be installed manually
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Steps: Place
prod.keysin the emulator's keys directory (varies by emulator) - Why: Legal reasons prevent Argosy from distributing or managing Switch keys
Most external emulators should be opened at least once to complete their own setup (permissions, directories) before launching games from Argosy.
Argosy can auto-distribute BIOS files to supported emulators from Settings > BIOS Files.
Supported:
- RetroArch, DuckStation, NetherSX2, melonDS, Flycast, Redream, Pizza Boy GBA
Manual setup required:
- Switch emulators (keys, not BIOS)
- Dolphin, PPSSPP, 3DS emulators (no BIOS needed)
- Arcade emulators (ROM-specific)
- Xbox 360 (XenDroid, AX360E) -- no BIOS needed
These platforms don't support cheats due to dynamic memory allocation:
- GameCube, Wii
- PS2, PSP, PS Vita
- Dreamcast, Saturn
- NDS, DSi, 3DS
- 3DO, Jaguar
CheatDB and memory scanning won't work on these systems.
Rewind is disabled on resource-intensive systems:
- N64, PS1, PS2
- Saturn, Dreamcast
- PSP, NDS
Performance varies by device.
Hardware-rendered cores cannot reliably keep a running session alive when Argosy is sent to the background (Home button or app switch). Android destroys the GPU (EGL) context while the app is backgrounded, and these cores cannot rebuild their GPU state on return, so Argosy reloads the game on resume instead of restoring it. Software-rendered cores resume normally.
Affected built-in cores:
- Dolphin (GameCube / Wii)
- Flycast (Dreamcast)
- Mupen64Plus-Next, ParaLLEl N64 (N64)
- PPSSPP (PSP)
- Beetle PSX HW (PS1, hardware renderer)
This is a long-standing limitation across the whole libretro ecosystem, not specific to Argosy. The same failure (a black screen with working audio, or a crash, after returning from the background) is documented and still unresolved in RetroArch for these cores. Restarting the game on resume is the only reliable behavior currently available, so that is what Argosy does.
Because of this, save states are disabled for these cores by default: their save states are unreliable and can restore audio and game logic while leaving the video black. An experimental toggle, Settings > Built-in Emulator > A/V & Performance > Hardware-Core Save States, re-enables them for testing on a per-core basis. Expect black screens or crashes when it is on.
| Emulator | Issue |
|---|---|
| Lemuroid | Does not support intent launching - must open manually |
| Redream | Launch failures on Android 13+ - use Flycast instead |
Getting Started
Using Argosy
Features
- RetroAchievements
- RomM Integration
- Media
- Accounts
- Save Sync
- QuayPass
- Netplay
- Steam Integration
- Dual-Screen
- BIOS
Built-in Emulator
Settings
Reference
Emulator Guides