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EmuCR: craziiEmuCraziiEmu v0.31-alpha is released. CraziiEmu is an early-stage PlayStation 5 emulator intended for research, reverse engineering, and emulator development. Compatibility is currently limited, many kernel services remain incomplete, and crashes or missing functionality are expected.

craziiEmu Features:
Premium Desktop Interface
Built using Avalonia UI, the frontend provides a console-like experience rather than a traditional windowed debugger:
Modern, Dark-Themed Dashboard: A highly responsive, console-inspired scrolling game library.
Dynamic Theming: Seamlessly maps native background artwork from your game library, adapting the interface on the fly.
Integrated Console: A real-time, built-in diagnostic logging terminal for trace monitoring.
Configurable Settings: Manage graphics, audio, debugging, and comprehensive controller configurations all within the UI.
Fullscreen Experience: The emulator natively defaults to fullscreen mode, seamlessly toggled via F11.
Advanced Input Mapping
Native support for Keyboard, DualSense, DualShock 4, and Xbox controllers.
Interactive custom key mapping and dynamic controller remapping.
Conflict Resolution: Automatically swaps duplicate bindings in memory to prevent input overlap.
Core Architecture & Runtime
Direct Execution Backend: Bypasses software interpretation entirely, executing guest x86-64 code directly on the host CPU for maximum hardware speed.
Advanced Executable Loading: Detects and parses both standard 64-bit ELF binaries and Sony's compressed SELF (SCE\0) containers, automatically extracting entry points.
Dynamic Linker: Parses PT_DYNAMIC program headers, recursively loads dependent .sprx modules, and resolves complex relocations (R_X86_64_RELATIVE, R_X86_64_GLOB_DAT, R_X86_64_JUMP_SLOT).
Memory & HLE Virtualization
Virtual Memory Manager: Allocates a massive guest virtual address space utilizing page-based allocation.
Native VEH Trampoline: Features native x86-64 assembly page-fault handling to safely bridge Windows hardware exceptions.
libkernel HLE Stubs: Houses active implementations for critical PlayStation OS services, including thread management, memory allocation, synchronization primitives, and sleep/timing functions.
Graphics (Vulkan)
Graphics presentation is built exclusively on Vulkan, offering a high-performance rendering pathway. Implementations include swapchain creation, direct video output, and splash image presentation. (Internal resolution scaling is planned for future updates).

craziiEmu Changelog:
What Changed:
GPU Pipeline & MRT Color Attachment Alignment:
Eliminated MRT slot compaction in the AGC GPU backend, enforcing strict 1:1 parity between guest render target slots and host Vulkan attachments. Secondary target outputs (such as lighting masks and occlusion silhouettes) no longer slide into Location 0.
Moved target write masking to the Vulkan hardware ROP level (colorWriteMask = 0), ensuring disabled targets are cleanly ignored by the GPU without altering render pass layouts.
Overhauled vertex parameter mapping with collision-safe linear fallback and programmed input count tracking (SPI_PS_IN_CONTROL), preventing floating or uninitialized attribute reads in pixel shaders.
Restructured render pass handling in the presentation backend so consecutive draw calls targeting the same framebuffer remain inside a single active render pass, avoiding costly pipeline flushes and unnecessary layout transitions.
Corrected depth buffer lifecycle management (DbRenderControl), retaining depth buffer state across the entire frame rather than erroneously resetting depth per draw call.
Resolved texture detiling stride calculations for GFX10/RDNA2 swizzle modes (modes 21, 25, 8, and 20), eliminating block-compressed texture upload rejections.
Kernel & Thread Synchronization:
Re-architected sceKernelSyncOnAddress futex primitives with an atomic non-parking fast path: when the value at the address no longer matches the expected condition, the thread returns immediately without sleeping.
Added microsecond timeout pointer evaluation and zero-duration timeout handling.
Enhanced pthread mutex state management with implicit state resolution for static mutexes (0x0 and 0x1), eliminating deadlock errors during early engine initialization.
Audio Stream Pacing & Threading:
Replaced blocking thread-sleep audio calls with asynchronous kernel event queue signaling, preventing audio waits from locking up GPU command submission queues.
Implemented high-resolution lockless timestamp pacing in sceAudioOutOutput to maintain a continuous, smooth 48kHz audio stream without stutter or buffer underruns.
Fixed an NID collision between sceAudioOutGetPortTimestamp and libKernel:usleep.
UI & Architecture Cleanups:
Stripped the embedded logging panel from the main window to eliminate UI thread lag and prevent layout freezes during heavy guest logging.
Replaced the legacy detached configuration window with an integrated in-window settings overlay.
Completely purged legacy Linux, macOS, and Metal code paths to focus 100% on high-performance Windows x86-64 direct execution.
What's New:
PS5 Dashboard Carousel:
Restored fluid horizontal game card carousel movements.
Added background recursive game library scanning (App0 asset indexing) with cache persistence to detect and display installed titles automatically.
Dedicated Standalone Log Window:
A brand-new high-performance log viewer window accessible anytime via the F4 hotkey or the settings overlay.
Includes real-time keyword search, log-level filtering (Trace, Debug, Info, Warn, Error), one-click clipboard copying, log clearing, and direct export to disk.
Hardware Telemetry Overlay (F3):
Zero-overhead direct-rasterized Vulkan telemetry overlay displaying real-time FPS, frame times, CPU/GPU clock frequencies, and RAM/VRAM consumption with clean Segoe UI typography and graphs.
Watchdog Diagnostics & Hardware State Capture:
The 20s stall watchdog now captures the main execution thread's hardware CPU registers (RIP, RSP, RAX, RBX, RCX, RDX, RSI, RDI) via Win32 thread contexts.
Automatically disassembles the live x86-64 instruction at the stall location using IcedDecoder and dumps the preceding 128 HLE import calls to pinpoint execution stalls.
3D Resolution Scaling & Viewport Clamping:
Added an in-game internal 3D render resolution selector (Native, 720p, 1080p, 1440p, 4K) in the settings menu.
Automatic aspect-ratio-preserving viewport clamping and full-screen letterboxing to prevent visual distortion when resizing the window.
In-App RenderDoc Capture:
Integrated RenderDoc capture support triggered instantly via the F10 hotkey or the UI settings overlay.
New HLE Modules & Video Decoders:
Integrated hardware/FFmpeg video decoders (videodec2, avplayer, Bink2) for in-game FMV cutscenes.
Implemented libScePngDec for hardware decoding of game UI textures and menu sprites.
Added sceKernelSyncOnAddressWait32 and sceKernelSyncOnAddressWait64.
Implemented PSN Login Dialog, Signin Dialog, and SaveData mount/unmount services.
Automated Test Runner Suite:
Added over 15 automated test suites covering sync-on-address, virtual memory pools, presentation flip queues, unified sockets, and dialog lifecycles.
Upcoming:
Dead Cells Complete Visual Polish:
Finalize continuous render pass aggregation across all 2D scenery passes to ensure perfect lighting composite blending, eliminating all remaining sprite silhouette artifacts.
Advancing Unreal Engine 4/5 Boot Flow (Stray, etc.):
Transition from memory initialization (FMallocBinned2) into concurrent job graph worker execution.
Expand cooperative fiber scheduling and worker thread concurrency so multi-threaded task graphs run without starving the main thread.
Broader Commercial Game Boot Support:
Expand compatibility across major 3D titles (including Grand Theft Auto V, Sonic Superstars, and upcoming Unity/UE titles).
Implement remaining AGC compute dispatches, indirect draw commands, and advanced G-buffer surface conversions.

Download: CraziiEmu v0.31-alpha
Source: Here



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