2026-10-12

VBoy Color v1.0.0 beta 7

EmuCR: VBoy Color VBoy Color v1.0.0 beta 7 is released. VBoy Color is a free, open-source Virtual Boy emulator. On a Quest headset it shows games the way the Virtual Boy was meant to be seen, in stereoscopic 3D, but in color instead of red on black. On Windows and Linux it plays them in a window, no headset needed, and on Android phones, tablets and handhelds with touch controls or a gamepad. It is also a RetroArch core, for Windows, Linux, macOS and Android.

Ryu r6 (2026/10/08)

Ryu r6 (2026/10/08) is released. A self-contained DLSS 5 graphics stack on top of vanilla Ryubing: upscaling + DLAA in one NGX evaluate, in-game Neural Rendering, and DLSS-G frame generation up to 2x/3x/4x. Upstream master merges in automatically every Monday; every push builds.

KytyPS5 Changelog:
Prebuild Shader Cache from ROM. Game list right-click > Cache Management > "Prebuild Shader Cache from ROM..." reads the game's files with the selected update applied (no mods), finds NVN shader containers (BNSH, standalone or inside .bfsha, .ptcl, SARC/.arc and NSO files, and agl SHARCB archives) through zstd (including game dictionaries such as the ZsDic of Tears of the Kingdom, TOTK), SARC, Yaz0, zlib, LZ4 and HAL .cmp wrappers, translates the vertex/fragment pairs offline and appends them to the game's own shader cache. Existing entries are never modified, and the previous guest/shared files are backed up under cache/shader/prebuild/backup-* (the latest backup is kept). A manifest makes a second run for the same title, build and update a no-op unless forced, a rerun on a cache that has been played adds only programs it does not already hold, and a cache that fails validation is refused and left untouched. It needs prod.keys and the shader cache enabled for the game. Cancelling is cooperative and keeps the cache valid. Starting a game is blocked while it runs, and the menu item is disabled while a game runs. The new menu and dialog strings are localized in 20 languages.
Compiled for your GPU. On Windows with the Vulkan backend, a background helper process then runs the real shader cache loader with the configured GPU and compiles the new programs into the GPU-specific host cache, so the next launch loads them instead of compiling them. The helper runs with DLSS, frame generation and Neural Rendering off. On other platforms or backends this step is skipped and the first launch translates the programs itself.
Command line. --prebuild-shaders runs the same prebuild without the main window. Options: --prebuild-output, --prebuild-dump, --prebuild-force, --prebuild-dry-run, --prebuild-max-pairs, --prebuild-report and --prebuild-skip-host; -r selects the data directory. Exit code 0 is success, 1 failure or cancellation, 3 a failed GPU step after the programs were written.
Unsupported containers are listed. When a ROM holds container families that cannot be read yet, the result names them: Unity bundles and SerializedFiles, Trinity onepack (Oodle, used by Pokémon Scarlet/Violet) and GFLXPACK, Monolith xbc1/arh1/.wishp, Unreal Engine 4 .pak, CRI CPK and Level-5 VFS3.
Masked vertex-attribute matching is now on by default. Shader cache entries are matched on the attribute types of the vertex inputs the shader actually reads, not on all 32 slots. Unused slots do not affect the generated code, and without the mask ROM-generated programs essentially never match (earlier research: 99/99 mismatches only in slots 16-31). This applies to every game. RYUJINX_SHADER_INPUT_MASK=0 restores the full 32-slot check.
Translator query. IGpuAccessor has a new default method, QueryTextureQuerySamplerType, for the sampler type of a texture-size query. It forwards to QuerySamplerType, so generated code and CodeGenVersion are unchanged; the offline accessor overrides it to answer only that query.
Measured on Tears of the Kingdom (v1.2.1, fresh test profile, a build before SHARCB support). Prebuilding 1,381 BNSH containers gave 22,188 pairs and 44,376 programs in about 2 minutes. The first launch translated them in 6 min 40 s; later launches load them from the 1.4 GB host cache in about a minute. In one 10-minute play session without a crash, 562 prebuilt programs were hit by real draws and 163 graphics plus 32 compute programs were still compiled at runtime, so 77.5% of that session's graphics programs came from the prebuild; all 262 stages added at runtime were code that is not in the BNSH containers.
SHARCB archives and state de-duplication (validated offline only). The agl SHARCB archives add 3,953 pairs for TOTK. Of the 163 runtime graphics programs above, up to 140 now have a matching prebuilt record, a projected graphics coverage of about 96.8% that has not been replayed in game. Compiling those 3,953 programs for the GPU took 97 s with the helper peaking at about 6.5 GB (the full TOTK build peaks at about 7.3 GB); a fresh TOTK cache with SHARCB holds 52,282 programs and a host cache of about 1.46 GB. Records are now written with a canonical graphics state and de-duplicated on it, so a rerun on a played cache adds only new content (an earlier development build of this branch duplicated 26,141 records there). On Echoes of Wisdom, merged into a copy of an existing cache, 970 of 970 graphics stages of that cache were reproduced from the ROM, a rerun was a no-op, and four kinds of truncated or corrupted caches were refused with their files unchanged.
The regression harness tests/ShaderPrebuild and the notes in docs/rom-shader-prebuild.md accompany these changes; the harness is outside Ryujinx.sln and is not shipped. The research seed generator tools/TotkTextureSeed is retired in favor of the in-app prebuild.
Known limitations: compute shaders are not prebuilt (all 32 compute programs TOTK compiled in the session above exist in the ROM; this is future work). 19 TOTK programs are rejected because a vertex shader queries a texture size and no sampling instruction shows the texture type. Vulkan pipelines are still created on first use, which remains a source of stutter. Every launch loads the whole cache (about a minute for TOTK). The GPU step needs Windows, Vulkan and several GB of RAM, and it was timed only on the SHARCB increment (97 s); a first launch after a full prebuild plus the GPU step has not been measured. Only some engines are supported. A title whose update changes shader code must be prebuilt again after switching updates. The depth mode is not known before play, so a fresh prebuild writes both. The play-session figures come from a single TOTK session, and the SHARCB and de-duplication changes have not been played in game. No frame-time or stutter improvement is claimed.

Download:Ryu r6 (2026/10/08)
Source:Here

x360ce v4.25.67.0

EmuCR:x360ce x360ce v4.25.67.0 is released. Xbox 360 Controller Emulator (a wrapper library that translates the xinput calls to directinput calls) which allows your controller (GamePad, Joystick, Wheel, ...) to function like an Xbox 360 controller on a Windows PC. For example it allows you to play Grand Theft Auto (GTA) game with Logitech wheel.

Ymir Git (2026/10/12)

Ymir Git (2026/10/12) is released. A work-in-progress Sega Saturn emulator.

Xenia Git (2026/10/12)

EmuCR: XeniaXenia Git (2026/10/12) is compiled. Xenia is an experimental emulator for the Xbox 360. It does not run games (yet).

VisualBoyAdvance-M Git (2026/10/12)

EmuCR VisualBoyAdvanceVisualBoyAdvance-M Git (2026/10/12) is compiled. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.

Vita3K Git (2026/10/12)

EmuCR: Vita3KVita3K Git (2026/10/12) is compiled. Vita3K is an experimental PlayStation Vita emulator for Windows, Linux and macOS. The emulator currently runs a few homebrew programs in .vpk format. No commercial games are playable.

Stella Git (2026/10/12)

EmuCR: StellaStella Git (2026/10/12) is compiled. Stella is a multi-platform Atari 2600 VCS emulator. The Atari 2600 Video Computer System (VCS), introduced in 1977, was the most popular home video game system of the early 1980's. Now you can enjoy all of your favorite Atari 2600 games on your PC thanks to Stella!

ShadPS4-QtLauncher (2026/10/12)

EmuCR: ShadPS4ShadPS4-QtLauncher (2026/10/12) is released. QtLauncher is the official launcher for shadPS4. ShadPS4 is an early PS4 emulator for Windows and Linux written in C++.

ShadPS4 Pre (2026/10/11)

EmuCR: ShadPS4ShadPS4 Pre (2026/10/11) is released. An early PS4 emulator for Windows and Linux written in C++.

rpcs3 Git (2026/10/12)

EmuCR: rpcs3 rpcs3 Git (2026/10/12) is compiled. RPCS3 is an open-source Sony PlayStation 3 emulator and debugger written in C++ for Windows and Linux. The emulator has been in development since early 2011 and currently supports modern DirectX 12, Vulkan and OpenGL renderers. The emulator is capable of booting and playing a decent amount of commercial games and PlayStation 3 SDK samples. Many more titles are also becoming playable with future development by contributors.

SkyEmu Git (2026/10/12)

EmuCR:SkyEmu SkyEmu Git (2026/10/12) is released. SkyEmu is a low level GameBoy, GameBoy Color and Game Boy Advance emulator. Its primary focus is to provide a good user experience through a good mixture of tradeoffs of accuracy, performance, features and usability.

PCSX2 v2.9.119

EmuCR: PCSX2PCSX2 v2.9.119 is released. PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your PC, with many additional features and benefits.

PCSX-Redux Git (2026/10/12)

EmuCR: PCSX-ReduxPCSX-Redux Git (2026/10/12) is compiled. 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 SDL/OpenGL3+/ImGui for portability and readability. Improve the debugging experience. Improve the rendering experience.

OpenMSX Git (2026/10/12)

EmuCR:OpenMSX OpenMSX Git (2026/10/12) is compiled. OpenMSX is an open source MSX emulator which is free according to the Debian Free Software Guidelines, available under the GNU General Public License.For copyright reasons the emulator cannot be distributed with original BIOS ROM images. OpenMSX includes C-BIOS a minimal implementation of the MSX BIOS, allowing to play quite some games without the need to have an original MSX BIOS ROM image. You can also use your own BIOS ROM image if you please.

NxEmu Dev v0.8.0-816-35ba01d

EmuCR: NxEmuNxEmu Dev v0.8.0-816-35ba01d is released. NxEmu is an experimental open-source emulator for the Nintendo Switch from N3xoX1.

Gearcoleco v1.7.4

Gearcoleco v1.7.4 is released. Gearcoleco is a very accurate cross-platform ColecoVision emulator written in C++ that runs on Windows, macOS, Linux, BSD, Raspberry Pi and RetroArch. This is an open source project with its ongoing development made possible thanks to the support by these awesome backers.

GearSystem v3.9.22

EmuCR: GearSystem GearSystem v3.9.22 is released. GearSystem is a Sega Master System / Game Gear emulator written in C++ that runs on iOS, Raspberry Pi, Mac, Windows and Linux. The main focus of this emulator is readability of source code with very high compatibility.

Gearboy v3.8.18

EmuCR: GearboyGearboy v3.8.18 is released. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.

FB Neo Git (2026/10/12)

EmuCR: FB AlphaFB Neo Git (2026/10/12) is compiled. FinalBurn Neo is an Emulator for Arcade Games & Select Consoles. It is based on the emulators FinalBurn and old versions of MAME.

Flycast Git (2026/10/12)

EmuCR: Flycast Flycast Git (2026/10/12) is compiled. Flycast is a multi-platform Sega Dreamcast, Naomi and Atomiswave emulator derived from reicast.

Fceux Git (2026/10/12)

EmuCR:FceuxFceux Git (2026/10/12) is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.

DuckStation Git (2026/10/12)

EmuCR: DuckStation DuckStation Git (2026/10/12) is compiled. DuckStation is an simulator/emulator of the Sony PlayStation(TM) console, focusing on playability, speed, and long-term maintainability. The goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues.

DOSBox-Staging Git (2026/10/12)

EmuCR: DOSBoxDOSBox-Staging Git (2026/10/12) is compiled. This repository attempts to modernize the DOSBox project by using current development practices and tools, fixing issues, adding features that better support today's systems, and sending patches upstream.

Dolphin Git 2609-81

EmuCR: DolphinDolphin Git 2609-81 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.

PPSSPP Git (2026/10/12)

EmuCR: PPSSPPPPSSPP Git (2026/10/12) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

IV/Play v2.8.14

EmuCR: IV/PlayIV/Play v2.8.14 is released. IV/Play (pronounced ‘Four Play’) is a new desktop oriented GUI front-end for MAME™. It was designed and commissioned by John IV as a familiar feeling alternative to MAMEUI. It has a narrow and particular feature-set, is keyboard driven, and utilises many of the navigation and short cuts of MAMEUI. It is available as a combo x64/x86 app and is targeted towards Windows 7 (or greater) with leveraged features like Jump List support. IV/Play is decoupled from setting MAME options directly in an effort to future proof against the continual core changes that impact MAMEUI.

Amiberry v8.4.0

Amiberry v8.4.0 is released. Amiberry is an optimized Amiga emulator for ARM-based SoCs (such as the Raspberry Pi, Odroid XU4, ASUS Tinkerboard, etc.), that brings you the highest performance Amiga emulation. It’s an open-source project, build with the efforts of several people and based on previous work of others.

shadNet (2026/10/12)

EmuCR: shadNet shadNet (2026/10/12) is released. Custom online server for shadPS4. Based on RPCSN implementation, but in C++. If anyone wonders why Qt, it's because it has all the necessary components out of the box.

KytyPS5 (2026/10/12)

KytyPS5 (2026/10/12) is released. KytyPS5 is a PlayStation 5 compatibility layer. The project is still in an early stage of development, so compatibility is limited and behavior may change quickly between builds.

KytyPS5 Changelog:
https://github.com/KytyPS5/KytyPS5/releases/tag/KytyPS5-2026-10-12-dad900c

Download:KytyPS5 (2026/10/12)
Source:Here

Kitsune v0.1.8

Kitsune v0.1.8 is released. An emulator supporting Konami Viper and IGS.

erings v1.0.0

erings v1.0.0 is released. A Sega Saturn emulator. erings is a work in progress. Pretty much all of the console's major internal hardware components are implemented to some extent. Many games run and a number of them at full speed. However, there are still plenty bugs to find. The focus of erings is to play the majority of officially licensed games while focusing on the user experience. This is not intended to be a perfect emulator of every aspect of the Saturn. Some features and components are purposely not supported and never will be. It might be better to think of this as a Saturn game player than a digital Saturn console.

suyu v14.0.1

EmuCR: suyusuyu v14.0.1 is released. This is a continuation of suyu, which was archived upstream at v0.04. suyu is a Nintendo Switch emulator and AArch64 native recompiler written in C++.

Geargrafx v1.8.3

Geargrafx v1.8.3 is released. This is an open source project with its ongoing development made possible thanks to the support by these awesome backers.

NgpCraft Emulator v3.8.8

NgpCraft Emulator v3.8.8 is released. A Neo Geo Pocket / Neo Geo Pocket Color emulator: a fast native C++ core (TLCS-900H + Z80 + K2GE video) driven by a PyQt6 desktop shell. Its timing is calibrated against real hardware — instruction-fetch wait-states on the cartridge flash, silicon-measured MUL/DIV and LDIR costs — so self-timed games (Cool Boarders Pocket, Densha de Go) run at their true 30 fps instead of the ~2× too fast that most emulators show.

Gearlynx v1.2.35

Gearlynx v1.2.35 is released. Gearlynx is a cross-platform Atari Lynx emulator written in C++ that runs on Windows, macOS, Linux, BSD and RetroArch.

WinVICE r46282

EmuCR: SDLVICE WinVICE r46282 is released. WinVICE is a program that executes programs intended for the old 8-bit computers. The current version emulates the C64, the C128, the VIC20, all the PET models (except the SuperPET 9000, which is out of line anyway), the PLUS4 and the CBM-II (aka C610).

Pokket v1.21

Pokket v1.21 is released. This is an open-source Sony PocketStation emulator core, written in portable C. It is made for use in a libretro core, a standalone Windows desktop app, and a PS Vita homebrew port (in progress).

Pokket Changelog:
The same as v1.20. Just testing the libretro CI
build: take the version from the project() line of CMakeLists.txt (d4a8c9c)
Changes since v1.14
Apologies for the rename of the repo but its easier to do now rather than later (I chose the old name poorly).
As a gift here is a carefully forked PS1 emulator that has proper PocketStation compatibility - introducing PokketSX
Renamed to Pokket.
Fixed breaking the Libretro-CI via cleaning up commit history (I'll try not to do this again as I now know this is a thing).
Tidied up the menus so they make more sense. Nothing was lost but the ordering better follows conventions.
Updated the logo.
PS1 SIO is in a functional state with good compatibility - in my opinion the best in class. Give it a try via PokketSX.

Download:Pokket v1.21
Source:Here

KytyPlus v4.1

KytyPlus v4.1 is released. KytyPlus is a KytyPS5-based PlayStation 5 emulator for Windows, macOS, and Linux. This repository is a standalone project derived from KytyPS5 (itself based on Kyty), with additional work focused on iGPU optimization, build stability, and a unified PS4/PS5 dispatch (iGPU behavior is not yet verified; see iGPU status).

KytyPlus Changelog:
KytyPlus v4.1 is a feature release focused on game-image format support. The main addition is native exFAT game image loading, together with the OodleSharp decompressor dependency used by the package helper and tests.
What’s new
exFAT game image loading
Launcher can now load standalone .exfat game images in addition to .ffpfsc.
New Load Game option: exFAT game image (.exfat)...
Image-open path, library scanning, and delete-game handling now recognize .exfat images.
Emulator CLI --game path also accepts .exfat game images.
Shared image-path helper
Added IsGameImagePath so image checks are handled consistently across the launcher and emulator.
Image checks now cover .ffpfsc and .exfat from one place.
Dependency added
Added 3rdparty/OodleSharp as the NAPS/Oodle decompression dependency used by the package helper and regression tests.
Supported formats
This release covers the main PS5 game-package/image paths in this fork:
.pkg
.ffpfsc
.exfat
ELF / .bin eboot-style loading
Commit highlights:
Added 3rdparty/OodleSharp/
Updated launcher image loading and Load Game dialog for .exfat
Updated emulator CLI image handling
Updated tests for the new image-path behavior
Known limitations
Compatibility depends on the actual file source and container structure.
ffpkg and .axal are not covered by this release.
Changelog
Added exFAT game image support to the launcher and emulator
Added shared IsGameImagePath helper
Added 3rdparty/OodleSharp decompressor dependency
Updated launcher image-open, library scan, and delete paths for game images
Updated tests for the new image-path behavior

Download:KytyPlus v4.1
Source:Here

Lazuli Nightly (2026/10/12)

EmuCR: LazuliLazuli Nightly (2026/10/12) is released. GameCube emulator. lazuli is a work-in-progress GameCube emulator. lazuli is still very much a toy, but it's able to boot multiple commercial games and lots of homebrew.

Xenia Edge Git (2026/10/12)

EmuCR: XeniaXenia Edge Git (2026/10/12) is released. Xenia Edge is yet another experimental fork of the Xenia emulator, mainly based on Xenia Canary but with the aim of quicker iteration and improvements to Vulkan backend and Linux platform in particular. Windows of course remains fully supported as well and will benefit from changes made here especially with its Vulkan backend.

NC2000 (2026/10/11)

NC2000 (2026/10/11) is released. Retro device wqx nc2000/nc2600 emulator, which emulates a 6502 SoC and peripherals. The emulator runs firmware dumped from physical device. nc2000/nc2600 is a series of 6502-based portable computer