* Changes -Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi -Updated all relevant constructors and logic to propagate and store the extended parameter - Now fully supports passing extended options from sceImeOpen to the IME UI and backend * Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed! buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix * Attempting to resolve an assertion failure in Diablo III: - Adjusted buffer sizes - Updated the calculation of text‑length values * ime-lib another hotfix Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked. * Clang fix * FF9 ImeDialog Hotfix * Removed the validation that disallowed null text and null placeholder, since using null values is valid in `ImeDialog`. * Added additional debug logs to aid troubleshooting. * IME Fixes - Add missing flags to `OrbisImeExtOption` - Improve debug logging - Resolve nonstop `sceImeKeyboardOpen` calls in Stardew Valley (MonoGame engine) for `userId = 254` * IME: guard null params for CUSA04909 - Add null checks in IME constructors to prevent crashes seen in CUSA04909. - Leave a clear note about deferring keyboard event dispatch until guest-space translation is ready. * Some improvements - Added debug logs so every IME event and host callback (text/caret updates) shows what the guest sent back. - Updated ImeState to respect the guest’s text-length limit, keep buffers in sync, and record caret/text changes without duplicates. - Fixed shutdown by actually destroying the handler on close and letting sceImeUpdate exit quietly once the IME is gone. * CLang * IME: simplify handlers, add param checks, fix caret index - Unify ImeHandler init; support optional OrbisImeParamExtended; drop userId from keyboard handler. - Add basic null checks for work and inputTextBuffer; early error logging. - Fixed incorrect caret position. Make caret and text area indices 1-based in ImeUi::InputTextCallback. - Set default user_id to ORBIS_USER_SERVICE_USER_ID_INVALID in sceImeParamInit. - Reduce noisy debug logs; promote key calls to LOG_INFO. - Remove unused extended fields from ImeState; minor cleanups. * IME: text/caret sync fixes; add Enter payload - Sync UI input and work buffers on UpdateText - Sync caret position on mouse click by emiting multiple UpdateCaret events for jumps (loop over delta) - Add text payload to PressEnter (and Close); fixes IME in God Eater 2 - Queue initial Open event after open - Fix UTF-8 → UTF-16 conversion bounds - Add debug logs for all queued events * CLang * fixed accidental copy / paste replacement in text update event that broke text deletion. * IME: Add code-point limited InputText and use in IME UI - Add InputTextExLimited helper to cap Unicode code points and forward callbacks - Switch IME input to InputTextExLimited with ime_param->maxTextLength and CallbackAlways --------- Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
shadPS4
| Bloodborne by From Software | Hatsune Miku Project DIVA Future Tone by SEGA |
|---|---|
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| Yakuza 0 by SEGA | DRIVECLUB™ by Evolution Studios |
|---|---|
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General information
shadPS4 is an early PlayStation 4 emulator for Windows, Linux and macOS written in C++.
If you encounter problems or have doubts, do not hesitate to look at the Quickstart.
To verify that a game works, you can look at shadPS4 Game Compatibility.
To discuss shadPS4 development, suggest ideas or to ask for help, join our Discord server.
To get the latest news, go to our X (Twitter) or our website.
You can donate to the project via our Kofi page.
Status
Important
shadPS4 is early in development, don't expect a flawless experience.
Currently, the emulator can successfully run games like Bloodborne, Dark Souls Remastered, Red Dead Redemption, and many other games.
Why
This project began for fun. Given our limited free time, it may take some time before shadPS4 can run more complex games, but we're committed to making small, regular updates.
Building
Important
If you want to use shadPS4 to play your games, you don't have to follow the build instructions, you can simply download the emulator from either the release tab or the action tab.
Windows
Check the build instructions for Windows.
Linux
Check the build instructions for Linux.
macOS
Check the build instructions for macOS.
Important
macOS users need at least macOS 15.4 to run shadPS4. Due to GPU issues there are currently heavy bugs on Intel Macs.
Debugging and reporting issues
For more information on how to test, debug and report issues with the emulator or games, read the Debugging documentation.
Keyboard and Mouse Mappings
Note
Some keyboards may also require you to hold the Fn key to use the F* keys. Mac users should use the Command key instead of Control, and need to use Command+F11 for full screen to avoid conflicting with system key bindings.
| Button | Function |
|---|---|
| F10 | FPS Counter |
| Ctrl+F10 | Video Debug Info |
| F11 | Fullscreen |
| F12 | Trigger RenderDoc Capture |
Note
Xbox and DualShock controllers work out of the box.
| Controller button | Keyboard equivalent |
|---|---|
| LEFT AXIS UP | W |
| LEFT AXIS DOWN | S |
| LEFT AXIS LEFT | A |
| LEFT AXIS RIGHT | D |
| RIGHT AXIS UP | I |
| RIGHT AXIS DOWN | K |
| RIGHT AXIS LEFT | J |
| RIGHT AXIS RIGHT | L |
| TRIANGLE | Numpad 8 or C |
| CIRCLE | Numpad 6 or B |
| CROSS | Numpad 2 or N |
| SQUARE | Numpad 4 or V |
| PAD UP | UP |
| PAD DOWN | DOWN |
| PAD LEFT | LEFT |
| PAD RIGHT | RIGHT |
| OPTIONS | RETURN |
| BACK BUTTON / TOUCH PAD | SPACE |
| L1 | Q |
| R1 | U |
| L2 | E |
| R2 | O |
| L3 | X |
| R3 | M |
Keyboard and mouse inputs can be customized in the settings menu by clicking the Controller button, and further details and help on controls are also found there. Custom bindings are saved per-game. Inputs support up to three keys per binding, mouse buttons, mouse movement mapped to joystick input, and more.
Firmware files
shadPS4 can load some PlayStation 4 firmware files.
The following firmware modules are supported and must be placed in shadPS4's sys_modules folder.
| Modules | Modules | Modules | Modules |
|---|---|---|---|
| libSceCesCs.sprx | libSceFont.sprx | libSceFontFt.sprx | libSceFreeTypeOt.sprx |
| libSceJson.sprx | libSceJson2.sprx | libSceLibcInternal.sprx | libSceNgs2.sprx |
| libSceUlt.sprx |
Caution
The above modules are required to run the games properly and must be dumped from your legally owned PlayStation 4 console.
Main team
Logo is done by Xphalnos
Contributing
If you want to contribute, please read the CONTRIBUTING.md file.
Open a PR and we'll check it :)
Translations
If you want to translate shadPS4 to your language we use Crowdin.
Contributors
Special Thanks
A few noteworthy teams/projects who've helped us along the way are:
-
Panda3DS: A multiplatform 3DS emulator from our co-author wheremyfoodat. They have been incredibly helpful in understanding and solving problems that came up from natively executing the x64 code of PS4 binaries
-
fpPS4: The fpPS4 team has assisted massively with understanding some of the more complex parts of the PS4 operating system and libraries, by helping with reverse engineering work and research.
-
yuzu: Our shader compiler has been designed with yuzu's Hades compiler as a blueprint. This allowed us to focus on the challenges of emulating a modern AMD GPU while having a high-quality optimizing shader compiler implementation as a base.
-
felix86: A new x86-64 → RISC-V Linux userspace emulator



