RPCS3 moves closer to running PS3 games without Sony firmware
https://videocardz.com/newz/rpcs3-moves-closer-to-running-ps3-games-without-sony-firmware
https://redd.it/1uy3zs4
@r_emulation
https://videocardz.com/newz/rpcs3-moves-closer-to-running-ps3-games-without-sony-firmware
https://redd.it/1uy3zs4
@r_emulation
Reddit
From the emulation community on Reddit: RPCS3 moves closer to running PS3 games without Sony firmware
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Built a free open-source tool to sync emulator saves/save-states across devices (RetroArch, Dolphin, PCSX2, RPCS3, Yuzu/Ryujinx, Citra, Cemu, PPSSPP)
Title: Built a free open-source tool to sync emulator saves/save-states across devices (RetroArch, Dolphin, PCSX2, RPCS3, Yuzu/Ryujinx, Citra, Cemu, PPSSPP)
Got tired of my save states living on one machine and not following me to my Deck/laptop, so I built OpenSave — it watches your save/state folders and keeps them synced peer-to-peer across devices, no cloud account required.
Auto-detects and watches:
RetroArch (states + saves), Dolphin, PCSX2 memcards, RPCS3, Ryujinx, yuzu, Citra, Cemu, PPSSPP, Xenia
Including Flatpak install paths on Linux
Also picks up Steam userdata, GOG/Epic saves, and repack-style saves if you've got a mixed library
Fully open source (MIT), Go, no telemetry/accounts
LAN sync is automatic; internet sync uses a relay that only passes encrypted frames through (self-hostable if you don't want to trust mine)
Windows + Linux/Steam Deck, with a Decky Loader plugin for Game Mode
GitHub: https://github.com/sivadaboi/OpenSave
Happy to answer questions or take feature requests — still actively developed.
https://redd.it/1uxzyeg
@r_emulation
Title: Built a free open-source tool to sync emulator saves/save-states across devices (RetroArch, Dolphin, PCSX2, RPCS3, Yuzu/Ryujinx, Citra, Cemu, PPSSPP)
Got tired of my save states living on one machine and not following me to my Deck/laptop, so I built OpenSave — it watches your save/state folders and keeps them synced peer-to-peer across devices, no cloud account required.
Auto-detects and watches:
RetroArch (states + saves), Dolphin, PCSX2 memcards, RPCS3, Ryujinx, yuzu, Citra, Cemu, PPSSPP, Xenia
Including Flatpak install paths on Linux
Also picks up Steam userdata, GOG/Epic saves, and repack-style saves if you've got a mixed library
Fully open source (MIT), Go, no telemetry/accounts
LAN sync is automatic; internet sync uses a relay that only passes encrypted frames through (self-hostable if you don't want to trust mine)
Windows + Linux/Steam Deck, with a Decky Loader plugin for Game Mode
GitHub: https://github.com/sivadaboi/OpenSave
Happy to answer questions or take feature requests — still actively developed.
https://redd.it/1uxzyeg
@r_emulation
GitHub
GitHub - sivadaboi/OpenSave: OpenSave is a free peer-to-peer universal game save synchronization system designed to work like Git…
OpenSave is a free peer-to-peer universal game save synchronization system designed to work like Git for game saves - sivadaboi/OpenSave
RPCS3 says 75% of PlayStation 3 games are now playable on PC
https://videocardz.com/newz/rpcs3-says-75-of-playstation-3-games-are-now-playable-on-pc
https://redd.it/1ux3fik
@r_emulation
https://videocardz.com/newz/rpcs3-says-75-of-playstation-3-games-are-now-playable-on-pc
https://redd.it/1ux3fik
@r_emulation
Reddit
From the emulation community on Reddit: RPCS3 says 75% of PlayStation 3 games are now playable on PC
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x-nes v0.1 — cycle-accurate NES emulator library in Rust (no_std, FFI, seeking contributors)
https://youtu.be/5WFZwOwMN0Q?si=pr-bq5oXLujXxMj_
https://redd.it/1uyuh5q
@r_emulation
https://youtu.be/5WFZwOwMN0Q?si=pr-bq5oXLujXxMj_
https://redd.it/1uyuh5q
@r_emulation
YouTube
Rust Library NES Emulator
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
Pre-Release of J2MPSX - The first PS1 emulator to J2ME!
Pre-Release of J2MPSX - The first PS1 emulator to J2ME!
# Download:
This edition has two versions: the "FULL" and the "NOANIM" version. The "FULL" version includes the introductory animation and is approximately 1.7 MB, while the "NOANIM" version does not include it and is only about 300 KB.
**J2MPSX-V1.3.zip on MediaFire**
^(Any question? ask on this post: https://www.reddit.com/r/J2MEgaming/comments/1uylau6/prerelease_of_j2mpsx_the_first_ps1_emulator_to
https://redd.it/1uyuj21
@r_emulation
Pre-Release of J2MPSX - The first PS1 emulator to J2ME!
# Download:
This edition has two versions: the "FULL" and the "NOANIM" version. The "FULL" version includes the introductory animation and is approximately 1.7 MB, while the "NOANIM" version does not include it and is only about 300 KB.
**J2MPSX-V1.3.zip on MediaFire**
^(Any question? ask on this post: https://www.reddit.com/r/J2MEgaming/comments/1uylau6/prerelease_of_j2mpsx_the_first_ps1_emulator_to
https://redd.it/1uyuj21
@r_emulation
Reddit
From the J2MEgaming community on Reddit: Pre-Release of J2MPSX - The first PS1 emulator to J2ME!
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Headaches over: MS-DOS 5.00A finally in English!
/r/pc98/comments/1uyi0d4/headaches_over_msdos_500a_finally_in_english/
https://redd.it/1uza09n
@r_emulation
/r/pc98/comments/1uyi0d4/headaches_over_msdos_500a_finally_in_english/
https://redd.it/1uza09n
@r_emulation
Reddit
From the emulation community on Reddit: Headaches over: MS-DOS 5.00A finally in English!
Posted by NXGZ - 9 votes and 0 comments
SeedlessDS Showcase: A New Low-End NDS Emulator Project
https://www.patreon.com/posts/164137835
https://redd.it/1uzlnfi
@r_emulation
https://www.patreon.com/posts/164137835
https://redd.it/1uzlnfi
@r_emulation
Patreon
SeedlessDS Showcase: A New Low-End Nintendo DS Emulator Project | Sapphire Lair
Hi everyone! I want to share a new showcase of something I have been working on recently (6 months). This project is called SeedlessDS. Seed
Open-sourced the Rust emu core behind EloFight.com
/r/Fighters/comments/1uzhqbg/opensourced_the_rust_emu_core_behind_elofightcom/
https://redd.it/1uzhqob
@r_emulation
/r/Fighters/comments/1uzhqbg/opensourced_the_rust_emu_core_behind_elofightcom/
https://redd.it/1uzhqob
@r_emulation
Reddit
From the emulation community on Reddit: Open-sourced the Rust emu core behind EloFight.com
Posted by tuncacay - 1 vote and 0 comments
"Motivation, motivation...", a MelonDS blog entry by Arisotura
https://preview.redd.it/07k4z64y66eh1.png?width=1160&format=png&auto=webp&s=99a2152ff1a04e70f26b2684494c13f398d4ba6e
I've always considered Arisotura one of my favorite emulator developers. I've seen him struggle and persevere through so much, both with this project and in his personal circumstances, and I've often felt that our community never gave him or the melonDS team the recognition they truly deserved.
Seeing so much attention being given to low-effort projects and AI-generated hype these days makes me miss the golden years of this community, when things felt very different.
Please take a moment to read his blog, reflect on his words, show some appreciation, and share it around. The melonDS team deserves far more recognition, and Arisotura's thoughts are always worth reading.:
Source: https://melonds.kuribo64.net/comments.php?id=261
>Yeah, I haven't been great at this. I told myself I would work on 2D filters, since it's one of the last things to do... then I ran into a bit of a wall: I need my filters to have alpha support, but the filter shaders I can find don't support it. I would need to spend some time figuring out how they work and how I can add that in based on other references (there is code for xBRZ or HQX filters with alpha support, but not in the form of shaders).
>And I, well, didn't feel the desire to continue...
>Maybe it's the nature of software development in itself. Unless you're working on a smaller, simpler project, you're never really done, and especially not with a project like melonDS. What started as a way to pass time has become a full commitment, in a way.
>By comparison, my job has been a lot simpler, and better suited to my brain too. When you set out to repair something, it's a project with a clear end. Most of what I deal with is also fairly simple, but sometimes there are more complicated cases, requiring more time and research. For example, those HMI lamp ballasts I'm working on: they are quite complex. This has been an ongoing project for a while now.
>Maybe it's the fact that the project still largely rests on my shoulders. While bigger projects like Dolphin or PCSX2 may have a bigger team and more of a workflow in place, things aren't really like that here...
>I'll just quote Generic, because he put it well:
18:55Generìc "Yes, we can!": I think I stated this before, but how I see it melonDS never went through the professionalisation many other projects went through
18:58Generìc "Yes, we can!": just look at other projects (even with just a single maintainer) setting milestones, systematically "triaging" issues and so on
19:00Generìc "Yes, we can!": also tests
19:01Generìc "Yes, we can!": and throuroughly adoption of new fangled C++ features
19:03Generìc "Yes, we can!": if it wasn't for Nadia putting so much effort into the build system through the whole time, the codeblocks project file would still be the way to build melonDS
>I feel bad about having so many issues, pull requests, etc, staying open and rotting in the backlog. At the same time, I just don't have the brain power to review every single PR alone.
>And to make matters worse, now we have people submitting AI-generated code, which is problematic from several standpoints: code quality (AI tends to make a mess and not really understand what it's doing, and someone who's using AI isn't likely to understand those things any better), plagiarism, the usual ethical and environmental problems with AI too...
>I like the idea of open source, but for a project of this caliber, it feels that we should have more of a system in place, with a bigger team, clearer roles... a proper organization.
>One where different people with different skillsets and preferences can complement eachother. For example, while I enjoy researching the DS hardware, or figuring out why a game isn't working as it should, stuff like build systems can quickly feel very frustrating to me. As Generic put
https://preview.redd.it/07k4z64y66eh1.png?width=1160&format=png&auto=webp&s=99a2152ff1a04e70f26b2684494c13f398d4ba6e
I've always considered Arisotura one of my favorite emulator developers. I've seen him struggle and persevere through so much, both with this project and in his personal circumstances, and I've often felt that our community never gave him or the melonDS team the recognition they truly deserved.
Seeing so much attention being given to low-effort projects and AI-generated hype these days makes me miss the golden years of this community, when things felt very different.
Please take a moment to read his blog, reflect on his words, show some appreciation, and share it around. The melonDS team deserves far more recognition, and Arisotura's thoughts are always worth reading.:
Source: https://melonds.kuribo64.net/comments.php?id=261
>Yeah, I haven't been great at this. I told myself I would work on 2D filters, since it's one of the last things to do... then I ran into a bit of a wall: I need my filters to have alpha support, but the filter shaders I can find don't support it. I would need to spend some time figuring out how they work and how I can add that in based on other references (there is code for xBRZ or HQX filters with alpha support, but not in the form of shaders).
>And I, well, didn't feel the desire to continue...
>Maybe it's the nature of software development in itself. Unless you're working on a smaller, simpler project, you're never really done, and especially not with a project like melonDS. What started as a way to pass time has become a full commitment, in a way.
>By comparison, my job has been a lot simpler, and better suited to my brain too. When you set out to repair something, it's a project with a clear end. Most of what I deal with is also fairly simple, but sometimes there are more complicated cases, requiring more time and research. For example, those HMI lamp ballasts I'm working on: they are quite complex. This has been an ongoing project for a while now.
>Maybe it's the fact that the project still largely rests on my shoulders. While bigger projects like Dolphin or PCSX2 may have a bigger team and more of a workflow in place, things aren't really like that here...
>I'll just quote Generic, because he put it well:
18:55Generìc "Yes, we can!": I think I stated this before, but how I see it melonDS never went through the professionalisation many other projects went through
18:58Generìc "Yes, we can!": just look at other projects (even with just a single maintainer) setting milestones, systematically "triaging" issues and so on
19:00Generìc "Yes, we can!": also tests
19:01Generìc "Yes, we can!": and throuroughly adoption of new fangled C++ features
19:03Generìc "Yes, we can!": if it wasn't for Nadia putting so much effort into the build system through the whole time, the codeblocks project file would still be the way to build melonDS
>I feel bad about having so many issues, pull requests, etc, staying open and rotting in the backlog. At the same time, I just don't have the brain power to review every single PR alone.
>And to make matters worse, now we have people submitting AI-generated code, which is problematic from several standpoints: code quality (AI tends to make a mess and not really understand what it's doing, and someone who's using AI isn't likely to understand those things any better), plagiarism, the usual ethical and environmental problems with AI too...
>I like the idea of open source, but for a project of this caliber, it feels that we should have more of a system in place, with a bigger team, clearer roles... a proper organization.
>One where different people with different skillsets and preferences can complement eachother. For example, while I enjoy researching the DS hardware, or figuring out why a game isn't working as it should, stuff like build systems can quickly feel very frustrating to me. As Generic put
it, if it weren't for Nadia handling that work, we might not have nightly builds today, for example.
>And it would be nice to have more of this... ideally, lack of involvement from me shouldn't feel like the project is stalled, like it does now.
>I don't want to abandon melonDS. The project is going to be 10 years old, it's a lot of history, fun and less fun times, and I've grown to love it. At the same time, it's nice to work on other projects sometimes, and it would be nice to do so without the guilt of abandoning melonDS...
>Maybe it's also the changing nature, I mean, what it's like to work on the project. The early days were a lot of hardware research, implementation, debugging; it was a lot of fun, as evidenced by the release rate I had, but I can't recapture that now. I still have ideas for melonDS features, but at this point it feels more like regular software development.
>For a while, I've had the idea of adding a wiki to our site. The wiki would serve as a reference for user-facing things pertaining to melonDS: compatibility info, tutorials and FAQs for things like online play, and so on. It would also be one way to get the community involved: provided there is enough demand, we could have a sub-team dedicated to the wiki.
>This became part of the bigger website work I want to do, but haven't yet had the motivation to start. I want to move the server to a better host. I want to make the blog easier to navigate, with categorization by date or by tags, maybe a search... I want to make it easier to use for those who post, too.
>And it's like everything else. I have all those ideas, but it starts to feel "too much", too many big things to do, I don't know where to start and feel overwhelmed, and nothing gets done.
https://redd.it/1v0ns3h
@r_emulation
>And it would be nice to have more of this... ideally, lack of involvement from me shouldn't feel like the project is stalled, like it does now.
>I don't want to abandon melonDS. The project is going to be 10 years old, it's a lot of history, fun and less fun times, and I've grown to love it. At the same time, it's nice to work on other projects sometimes, and it would be nice to do so without the guilt of abandoning melonDS...
>Maybe it's also the changing nature, I mean, what it's like to work on the project. The early days were a lot of hardware research, implementation, debugging; it was a lot of fun, as evidenced by the release rate I had, but I can't recapture that now. I still have ideas for melonDS features, but at this point it feels more like regular software development.
>For a while, I've had the idea of adding a wiki to our site. The wiki would serve as a reference for user-facing things pertaining to melonDS: compatibility info, tutorials and FAQs for things like online play, and so on. It would also be one way to get the community involved: provided there is enough demand, we could have a sub-team dedicated to the wiki.
>This became part of the bigger website work I want to do, but haven't yet had the motivation to start. I want to move the server to a better host. I want to make the blog easier to navigate, with categorization by date or by tags, maybe a search... I want to make it easier to use for those who post, too.
>And it's like everything else. I have all those ideas, but it starts to feel "too much", too many big things to do, I don't know where to start and feel overwhelmed, and nothing gets done.
https://redd.it/1v0ns3h
@r_emulation
Reddit
From the emulation community on Reddit
Explore this post and more from the emulation community
NeXium Progress Report - July 2026: From Garbage Pixels to Real Frames (Switch emulator with two JITs)
https://nexium-emu.org/progress-report-july-2026.html
https://redd.it/1v0l71x
@r_emulation
https://nexium-emu.org/progress-report-july-2026.html
https://redd.it/1v0l71x
@r_emulation
nexium-emu.org
From Garbage Pixels to Real Frames | NeXium Progress Report
NeXium's July 2026 rendering progress report: 498 commits of Maxwell, shader, texture, render-target and presentation work, shown through real Cuphead, Mario Kart 64 and Super Mario Odyssey debug captures.
Weekly Question Thread
Before asking for help:
Have you tried the latest version?
Have you tried different settings?
Have you updated your drivers?
Have you tried searching on Google?
If you feel your question warrants a self-post or may not be answered in the weekly thread, try posting it at r/EmulationOnPC. For problems with emulation on Android platforms, try posting to r/EmulationOnAndroid.
If you'd like live help, why not try the /r/Emulation Discord? Join the #tech-support
channel and ask- if you're lucky, someone'll be able to help you out.
All weekly question threads
https://redd.it/1v15vi4
@r_emulation
Before asking for help:
Have you tried the latest version?
Have you tried different settings?
Have you updated your drivers?
Have you tried searching on Google?
If you feel your question warrants a self-post or may not be answered in the weekly thread, try posting it at r/EmulationOnPC. For problems with emulation on Android platforms, try posting to r/EmulationOnAndroid.
If you'd like live help, why not try the /r/Emulation Discord? Join the #tech-support
channel and ask- if you're lucky, someone'll be able to help you out.
All weekly question threads
https://redd.it/1v15vi4
@r_emulation
Reddit
r/EmulationOnPC
Retro game emulation on the PC platform - troubleshooting, support, discussion, and gaming
Brightis (PSX) English Patch Released
/r/psx/comments/1v1vbm3/brightis_english_patch_released/
https://redd.it/1v255tq
@r_emulation
/r/psx/comments/1v1vbm3/brightis_english_patch_released/
https://redd.it/1v255tq
@r_emulation
Reddit
From the emulation community on Reddit: Brightis (PSX) English Patch Released
Posted by NXGZ - 4 votes and 1 comment
I built an open-source PocketStation emulator. It boots a real game, plays audio, and saves without corrupting itself.
Does anyone remember the Sony PocketStation? It's a tiny 1999 PS1 memory-card-with-a-screen peripheral that was only really found in Japan that ran its own tiny downloadable apps off an ARM7TDMI CPU. As far as I can tell there hasn't been a working open-source emulator for it before and so I built one.
The nearest thing I could find out in the wild was a in progress rust implementation. This one is in C because I want it to be usable for patching holes in other projects - libretro being the first of many.
I've tested it with a .mcr ps1 memcard save that has chocoboworld and it seems to run and save correctly without crashing.
You can find the repo here https://github.com/mentalfoundry/pokketstation
https://redd.it/1v2ei67
@r_emulation
Does anyone remember the Sony PocketStation? It's a tiny 1999 PS1 memory-card-with-a-screen peripheral that was only really found in Japan that ran its own tiny downloadable apps off an ARM7TDMI CPU. As far as I can tell there hasn't been a working open-source emulator for it before and so I built one.
The nearest thing I could find out in the wild was a in progress rust implementation. This one is in C because I want it to be usable for patching holes in other projects - libretro being the first of many.
I've tested it with a .mcr ps1 memcard save that has chocoboworld and it seems to run and save correctly without crashing.
You can find the repo here https://github.com/mentalfoundry/pokketstation
https://redd.it/1v2ei67
@r_emulation
GitHub
GitHub - mentalfoundry/pokketstation
Contribute to mentalfoundry/pokketstation development by creating an account on GitHub.
1Retro July Update: rebuilt desktop app, GB Operator cartridge save backups, and itch.io ROM sync
https://blog.1retro.com/posts/2026-07-release-notes/
https://redd.it/1v2mzag
@r_emulation
https://blog.1retro.com/posts/2026-07-release-notes/
https://redd.it/1v2mzag
@r_emulation
1Retro
July 2026 Release Notes — 1Retro Blog
The 1Retro desktop app got a ground-up redesign, plus cartridge save backup with a GB Operator, itch.io ROM sync, and easier plan changes.
Hands On with Xbox Back-Compat for PC - a New Initiative That Begins with Four Classic Games
https://www.digitalfoundry.net/features/hands-on-with-xbox-back-compat-for-pc-a-new-initiative-that-begins-with-four-classic-games
https://redd.it/1v3jput
@r_emulation
https://www.digitalfoundry.net/features/hands-on-with-xbox-back-compat-for-pc-a-new-initiative-that-begins-with-four-classic-games
https://redd.it/1v3jput
@r_emulation
Digital Foundry
Hands On with Xbox Back-Compat for PC - a New Initiative That Begins with Four Classic Games
A vital step for game preservation - that still needs some work.
Microsoft’s original Xbox games on PC reportedly run through the Xbox 360’s XeFu emulator
https://videocardz.com/newz/microsofts-original-xbox-games-on-pc-reportedly-run-through-the-xbox-360s-xefu-emulator
https://redd.it/1v4bb4c
@r_emulation
https://videocardz.com/newz/microsofts-original-xbox-games-on-pc-reportedly-run-through-the-xbox-360s-xefu-emulator
https://redd.it/1v4bb4c
@r_emulation
Reddit
From the emulation community on Reddit: Microsoft’s original Xbox games on PC reportedly run through the Xbox 360’s XeFu emulator
Explore this post and more from the emulation community