* SearchFree adjustments * Robust address validation I've adjusted IsValidAddress to take in a size, and check whether the whole range is contained in vma map. If no size is provided, the function reverts to the old form of address validation instead. * Map around gaps As is, this should work mostly. Only remaining issue is adding logic to pass the "mapped regions" to the guest vma map (and make such logic cross-platform). * Initialize vma_map using gaps This should allow memory code to catch any issues from address space gaps, and prevent non-fixed mappings from jumping to a location that isn't actually available. * Clang * Fix compile * Clang * Fix compile again * Set system_managed_base and system_managed_size based on Many places in our code use system_managed_base as the minimum mappable address, ensure this fact remains the same on Windows to prevent potential bugs. * Reduce address validation in SearchFree Allows SearchFree to function when a certain Windows GPU driver goes and reserves the whole system managed area. Since SearchFree is only called on flexible addresses, allowing this particular case, where addresses are in bounds, but there's not enough space to map, should be safe enough. * Bump address space size further To handle Madden NFL 16 (and any games like it) * More thorough logging of available memory regions Should help with spotting weirdness. * Formatting fixes * Clang * Slight reduction of user space Still large enough to handle EA's shenanigans, but small enough that Linux doesn't break. * Assert on VirtualQuery failure * Extra debugging information * Further reduce user space This will unfix most of EA's titles, but UFC will still work. Older windows versions support the high addresses, but trying to actually use them causes significant performance issues. * Extra debugging info Just in case other testers still run into issues. * Remove debug logging * Revert user space increases Technically this constant is still higher than before, but weird side effects of our old logic resulted in a max address somewhere around this in main. * address_space: Support expanded virtual memory space on macOS. Co-Authored-By: squidbus <175574877+squidbus@users.noreply.github.com> * Move address space constants to address_space.cpp This ensures that all code must use the calculated address space memory values instead of the constants, since the calculated values can differ based on the platform. This does require slight modification to thread state and gnmdriver code, since both were already using these constants directly. * Workaround Windows 10 limitations If a Windows 10 device is detected, use a lower value for USER_MAX to prevent system-wide hangs in VirtualAlloc2 calls. * Fix compile for Windows-Qt * Move tessellation_factors_ring_addr initialization to sceGnmGetTheTessellationFactorRingBufferBaseAddress * Set image base address on Windows This seems to work fine on Windows 11, needs testing from Windows 10 due to the previously discussed bugs. * Set Linux executable base to 0x700000000000 This allows Linux to map the full user space without any workarounds. Co-Authored-By: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.com> * Basic formatting changes * Reduce USER_MAX on Linux Seems like finding a reliable way to move shadPS4's position in memory is difficult, for now limit the user size so we aren't trying to overwrite ourselves. * Move memory and address_space variables. --------- Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com> Co-authored-by: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.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



