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Latest iteration on the PCSX emulator, heavily focused on development, debuggability, and reverse engineering.

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Platform Build status Download
Windows build Build Status Windows Intel 64-bits
Linux build Linux CI Linux Intel 64-bits (AppImage)
MacOS build MacOS CI MacOS

To discuss this emulator specifically, please join our Discord server: Discord

To discuss PlayStation 1 development, hacking, and reverse engineering in general, please join the PSX.Dev Discord server: Discord

PCSX-Redux

What?

This is yet another fork of the Playstation emulator, PCSX. While the work here is very much in progress, the goal is roughly the following:

  • Bring the codebase to more up to date code standards.
  • Get rid of the plugin system and create a single monolithic codebase that handles all aspects of the playstation emulation.
  • Write everything on top of OpenGL3+/ImGui for portability and readability.
  • Improve the debugging experience.
  • Improve the rendering experience.

Please consult the documentation pages for more information.

Where?

Download page
Windows Intel 32-bits
Windows Intel 64-bits
Windows Intel 64-bits CLI
Linux Intel 64-bits (AppImage)
MacOS

Note:

Because Apple is being Apple, after installing the Application from the dmg file, in order to make it work properly, one has to run the following command:

xattr -r -d com.apple.quarantine /path/to/PCSX-Redux.app

If anyone has the means and the will to understand the derpiness of MacOS to debug this one, please feel free to send a pull request, or to open a detailed issue describing the root cause of this problem.

How?

The code is meant to be built using very modern compilers. Also it's still fairly experimental, and lots of things can break. If you still want to proceed, here are instructions to build it on Linux, MacOS and Windows. The code now comes in two big parts: the emulator itself, and OpenBIOS, which can be used as an alternative to the retail, copyright protected BIOS.

Getting sources

The only location for the source is on GitHub. Clone recursively, as the project uses submodules:

git clone --recursive https://github.com/grumpycoders/pcsx-redux.git

Windows

Install Visual Studio 2022 Community Edition using the Desktop development with C++ workload. Open the file vsprojects\pcsx-redux.sln, select pcsx-redux -> pcsx-redux, right click, Set as Startup Project, and hit F7 to build. The project follows the open-and-build paradigm with no extra step, so no specific dependency ought to be needed, as NuGet will take care of downloading them automatically for you on the first build.

Note: If you get an error saying hresult e_fail has been returned from a call to a com component, you might need to delete the .suo file in vsproject/vs, restart Visual Studio and retry.

If you want to compile OpenBIOS or other PS1 software, you need to install a MIPS toolchain on Windows. You can do this by copy-pasting the following into a command prompt:

powershell -c "& { iwr -UseBasicParsing https://raw.githubusercontent.com/grumpycoders/pcsx-redux/main/mips.ps1 | iex }"

Then, open a new command prompt, and type the following:

mips install 12.2.0

To manually install this script, you can download it from here, and then install it with the following command:

powershell -ExecutionPolicy Unrestricted -File mips.ps1 self-install C:\path\to\destination

You can leave the installation path blank to install the script in the Application Data folder.

Linux

Run ./dockermake.sh. You need docker for this to work. You will also need a few libraries on your system for this to work. Check the Dockerfile for a list of library packages to install. Alternatively, if you do not want to use Docker, you can also simply install the dependencies listed below and run make.

GNU/Linux Dependencies

If you're only interested in compiling psx code, you can simply clone the pcsx-redux repo, then install g++-mipsel-linux-gnu cpp-mipsel-linux-gnu binutils-mipsel-linux-gnu then follow the instructions in /pcsx-redux/src/mips/psyq/README.md to convert the PsyQ libraries. You might find them pre-compiled online.

  • Debian derivatives ( for full emulator compilation ):
sudo apt-get install -y build-essential git make pkg-config clang g++ g++-mipsel-linux-gnu cpp-mipsel-linux-gnu binutils-mipsel-linux-gnu libcapstone-dev libfreetype-dev libavcodec-dev libavformat-dev libavutil-dev libcurl4-openssl-dev libglfw3-dev libswresample-dev libuv1-dev zlib1g-dev
  • Arch derivatives :

The pcsx-redux-git package can be installed from the AUR using your AUR helper of choice (e.g., paru):

paru -S pcsx-redux-git

Alternatively, the following steps describe how to install dependencies and compile manually:

sudo pacman -S --needed capstone clang git make pkg-config ffmpeg libuv zlib glfw-x11 curl xorg-server-xvfb imagemagick

The mipsel environment can be installed from AUR : cross-mipsel-linux-gnu-binutils and cross-mipsel-linux-gnu-gcc using your AURhelper of choice:

trizen -S cross-mipsel-linux-gnu-binutils cross-mipsel-linux-gnu-gcc

You can then just enter the 'pcsx-redux' directory and compile without using docker with make.

Building OpenBIOS on Linux can be done with ./dockermake.sh -C src/mips/openbios, or using the g++-mipsel-linux-gnu package with make -C src/mips/openbios. If you have a different mips compiler, you'll need to override some variables, such as PREFIX=mipsel-none-elf FORMAT=elf32-littlemips.

MacOS

You need MacOS Catalina or later with the latest XCode to build, as well as a few homebrew packages. Run the brew installation script to get all the necessary dependencies. Simply run make to build.

Compiling OpenBIOS will require a mips compiler, that you can generate using the following commands:

brew install ./tools/macos-mips/mipsel-none-elf-binutils.rb
brew install ./tools/macos-mips/mipsel-none-elf-gcc.rb

Then, you can compile OpenBIOS using make -C ./src/mips/openbios.

Who?

I used to contribute to the PCSX codebase. It is very likely that a sourceforge account of mine still has write access to the old cvs repository for PCSX. A long time ago, I contributed the telnet debugger, and the parallel port support. This means I am fairly familiar with this codebase, and I am also ashamed of the contributions I have done 15+ years ago, as one should.

Since the inception of this codebase, several people have contributed to it. Please refer to the AUTHORS file for a (hopefully) exhaustive list.

Why?

When Sony released the Playstation Classic recently, I came to realize two things: first, the state of the Playstation emulation isn't that great, and second, the only half-decent debugging tool still available for this console is that old telnet debugger I wrote eons ago, while other emulators out there for other consoles gained a lot of debugging superpowers. I think it was time for the Playstation emulation to get to better standards with regards to debuggability. I also felt I had a responsability to cleaning up some of the horrors I've introduced myself in the codebase long ago, and that made me cry a little looking at them. Hopefully, I got better at programming. Hopefully.

Status?

The codebase still requires a lot of cleanup, and the current product isn't properly usable yet. Despite that, a lot can already be achieved using the product in its current state. If you want to help with localization, you can find the translation project on transifex.

What works?

  • Dynamic Recompiler (x86-32, x86-64, experimental arm64 support)
  • interpreted CPU
  • software GPU
  • OpenGL GPU (highly experimental, still in active development)
  • support for visual enhancements:
    • Linear and nearest neighbour filtering (Software and OpenGL renderer)
    • Rendering in true colour (Results in better colours, OpenGL renderer only)
    • Antialiasing (Implemented via MSAA, OpenGL renderer only)
    • Ability to optionally render polygons as wireframe or as vertices (Helps with debugging, OpenGL renderer only)
    • Hopefully more to come in the feature, such as upscaling, integer scaling, PGXP, and more
  • VRAM viewer and debugger
  • fully featured MIPS debugger
  • memory cards
  • memory card manager
  • XBox controller support
  • digital and analog controller emulation, Playstation Mouse emulation
  • Lua scripting
  • SPU debugger
  • in-app shader editor and built-in crt-lottes shader
  • customizable UI
  • save states

What still requires some work?

  • fix remaining OpenGL renderer bugs (No mask bit emulation, missing commands, etc) and add more graphics enhancements
  • proper SPU multithreaded code
  • better customization
  • more generic dynarec
  • hook more emulator functions to Lua
  • ...

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