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EmuCR: SharpEmu SharpEmu Git (2026/10/13) is compiled. An experimental PlayStation 5 emulator for Windows, Linux and macOS.

EmuCR: SupermodelSupermodel v0.3a-20261013 is released. Supermodel emulates Sega's Model 3 arcade platform, allowing you to relive state-of-the-art 3D arcade gaming as it existed from 1996 through 1999. It uses OpenGL, SDL2, and can run on Windows, Linux, and macOS. It also supports network play on low-latency network connections. The source code is freely available under the terms of the GNU General Public License.

EmuCR:SkyEmu SkyEmu Git (2026/10/13) 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.

EmuCR: PCSX-ReduxPCSX-Redux Git (2026/10/13) 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.

EmuCR: PCSX2PCSX2 v2.9.122 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.

EmuCR:OpenMSX OpenMSX Git (2026/10/13) 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.

EmuCR:FceuxFceux Git (2026/10/13) 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.

EmuCR: FB AlphaFB Neo Git (2026/10/13) is compiled. FinalBurn Neo is an Emulator for Arcade Games & Select Consoles. It is based on the emulators FinalBurn and old versions of MAME.

EmuCR: Flycast Flycast Git (2026/10/13) is compiled. Flycast is a multi-platform Sega Dreamcast, Naomi and Atomiswave emulator derived from reicast.

EmuCR: DOSBoxDOSBox-Staging Git (2026/10/13) 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.

EmuCR: PPSSPPPPSSPP Git (2026/10/13) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

EmuCR: Azahar Azahar Git (2026/10/13) is compiled. An open-source 3DS emulator project based on Citra.

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) 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

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) is released. A work-in-progress Sega Saturn emulator.