* Rename SceKernelIovec to OrbisKernelIovec Fixes the naming scheme to match the rest of the project. * Type fixups Noticed this while working on the actual thing this PR is about. * More type fixups * Update file_system.cpp * Abstract directory handling * Clang * Directory fstat * Fix dirent loading logic * PfsDirectory size Seemed to be hardcoded when I ran tests, so I've hardcoded it here. Also fixed up the reclen-aligning logic based on hardware observations. * GetDents cleanup Bring back the bytes < 512 error return from before, as that's still something that can be checked for out here. I've also swapped the file type stuff to run from a switch case, so that the check for invalid file type can be used as the default case * Support reading directories * getdents For PfsDirectory, getdents behaves like read does on normal directories. Since dirents are stored internally with a different struct, this means getdents has to convert the dirents before returning data. For NormalDirectory, getdents is identical to read, so it can just call read and set the basep output. * Directory readv * Directory preadv Since the file mutex is locked before these calls, messing with dirents_index like this shouldn't cause any weird side effects. * return ORBIS_OK instead of 0 to better align with our coding standards. * Directory lseek * Un-modify CMakePresets.json I keep this modified locally for Linux, but accidentally pushed it. * Clang * Fix mac compile * Potential windows compile fix? * Filename fix * Fix normal directory d_reclen * Comment cleanup * Remove unnecessary dirent conversion logic On real hardware, the records are still returned with the same reclen, despite the change in structure. * PfsDirectory dirents_index fixes Some weird stuff happens once you reach eof on directories. Thankfully, PfsDirectories are rather tame in this regard. * Change comment * Rewrite normal directory reads The logic for these seems to behave like a normal file, so instead of tracking a dirents_index, keep an internal buffer representing the file contents, and copy that to output buffers as needed. * Update pfs_directory.cpp * Clang * Fix normal dirents When rewriting the code, I forgot to account for the increased reclen value for the last dirent in the buffer. * PfsDirectory::lseek fixes Based on some additional tests, it seems like lseek unconditionally returns dirents_index, not the actual file position. Also fixed some bugs with the logic for calculating the proper offset when games do wonky things, and fixed a potential area where games could crash. * Downgrade stat and fstat log to debug These functions can get pretty spammy. * PfsDirectory: Properly track if end of file is reached Using the metric `dirents_index < directory_content_size` fails when `directory_content_size` is larger than the actual directory size we report. Since, from what I can tell, PfsDirectories shouldn't ever report more than 0x10000 bytes for size, this change is necessary. * Revert "PfsDirectory: Properly track if end of file is reached" I need to do some hardware tests to see if all this excess logic is actually necessary. * Fix PfsDirectory directory_size Turns out, if your game has over 1000 files in a folder, it will actually cause the size to increase. * Update copyright date * Move devices and directories into file_sys I've also updated the copyright dates on all these files. * C++ style type casts * Remove unnecessary memset * Use a vector for the data buffer Simplifies logic for freeing the buffer, based on review suggestions. * Fix potential oob array access * Change type casts in Create function * Clang * std::memcpy instead of memcpy * NormalDirectory::lseek cleanup * Create constants for directory alignment values. * Use const wherever possible * Includes cleanup
shadPS4
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