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dep | ||
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README.md | ||
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duckstation.sln |
README.md
DuckStation - PlayStation 1, aka. PSX Emulator
Features
- CPU Recompiler/JIT (x86-64 and AArch64)
- Hardware (D3D11 and OpenGL) and software rendering
- Upscaling and true colour (24-bit) in hardware renderers
- "Fast boot" for skipping BIOS splash/intro
- Save state support
- Windows and Linux support - macOS may work, but not actively maintained
- Supports bin/cue images, raw bin/img files, and MAME CHD formats.
- Direct booting of homebrew executables
- Digital and analog controllers for input (rumble is forwarded to host)
- Qt and SDL frontends for desktop
- Qt frontend has graphical configuration, and controller binding
- Automatic content scanning - game titles/regions are provided by redump.org
System Requirements
- A CPU faster than a potato.
- For the hardware renderers, a GPU capable of OpenGL 3.0/OpenGL ES 3.0/Direct3D 11 Feature Level 10.0 and above. So, basically anything made in the last 10 years or so.
- SDL-compatible game controller (e.g. XB360/XBOne)
Downloading and running
Prebuilt binaries of DuckStation for 64-bit Windows are available via AppVeyor CI. To download:
- Go to https://ci.appveyor.com/project/stenzek/duckstation
- Click on the "Artifacts" Tab.
- Download the "duckstation-win64-release.7z" artifact. This is a 7-Zip archive containing the prebuilt binary.
- Extract the archive to a subdirectory. The archive has no root subdirectory, so extracting to the current directory will drop a bunch of files in your download directory if you do not extract to a subdirectory.
Once downloaded and extracted, you can launch the Qt frontend from duckstation-qt-x64-ReleaseLTCG.exe
, or the SDL frontend from duckstation-sdl-x64-ReleaseLTCG.exe
.
To set up:
- Either configure the path to a BIOS image in the settings, or copy one or more PlayStation BIOS images to the bios/ subdirectory.
- If using the SDL frontend, add the directories containing your disc images by clicking
Settings->Add Game Directory
. - Select a game from the list, or open a disc image file and enjoy.
PlayStation game discs do not contain title information. For game titles, we use the redump.org database cross-referenced with the game's executable code.
This database can be manually downloaded and added as cache/redump.dat
, or automatically downloaded by going into the Game List Settings
in the Qt Frontend,
and clicking Update Redump Database
.
Building
Windows
Requirements:
- Visual Studio 2019
- Clone the respository with submodules (
git clone --recursive
orgit clone
andgit submodule update --init
). - Open the Visual Studio solution
duckstation.sln
in the root, or "Open Folder" for cmake build. - Build solution.
- Binaries are located in
bin/x64
. - Run
duckstation-sdl-x64-Release.exe
/duckstation-qt-x64-Release.exe
or whichever config you used.
Linux
Requirements (Debian/Ubuntu package names):
- CMake (
cmake
) - SDL2 (
libsdl2-dev
) - GTK2.0 for file selector (
libgtk2.0-dev
) - Qt 5 (
qtbase5-dev
,qtbase5-dev-tools
) - Optional for faster building: Ninja (
ninja-build
)
- Clone the repository. Submodules aren't necessary, there is only one and it is only used for Windows.
- Create a build directory, either in-tree or elsewhere.
- Run cmake to configure the build system. Assuming a build subdirectory of
build-release
,cd build-release && cmake -DCMAKE_BUILD_TYPE=Release -GNinja ..
. - Compile the source code. For the example above, run
ninja
. - Run the binary, located in the build directory under
src/duckstation-sdl/duckstation-sdl
, orsrc/duckstation-qt/duckstation-qt
.
Android
NOTE: The Android frontend is still incomplete, not all functionality works and some paths are hard-coded. The Android app is currently broken and fixing it is not a priority. However, this will change in the future.
Requirements:
- Android Studio with the NDK and CMake installed
- Clone the repository. Submodules aren't necessary, there is only one and it is only used for Windows.
- Open the project in the
android
directory. - Select Build -> Build Bundle(s) / APKs(s) -> Build APK(s).
- Install APK on device, or use Run menu for attached device.
Bindings for Qt frontend
Your keyboard can be used to simulate the PS Controller. To bind keys to buttons, go to Settings
-> Port Settings
. Each of the buttons will be listed,
along with the corresponding key it is bound to. To rebind the button to a new key, click the button next to button name, and press the key you want to use
within 5 seconds.
Controllers are not currently supported in the Qt frontend. Support for controllers and custom bindings will be coming soon.
Currently, it is only possible to bind one input to each controller button/axis. Multiple bindings per button are planned for the future.
Default keyboard bindings for SDL frontend
Keyboard bindings in the SDL frontend are currently not customizable. For reference:
- D-Pad: W/A/S/D or Up/Left/Down/Right
- Triangle/Square/Circle/Cross: I/J/L/K or Numpad8/Numpad4/Numpad6/Numpad2
- L1/R1: Q/E
- L2/L2: 1/3
- Start: Enter
- Select: Backspace
Gamepads are automatically detected and supported. Tested with an Xbox One controller. To access the menus with the controller, press the right stick down and use the D-Pad to navigate, A to select.
Useful hotkeys for SDL frontend
- F1-F8: Quick load/save (hold shift to save)
- F11: Toggle fullscreen
- Tab: Temporarily disable speed limiter
- Pause/Break: Pause/resume emulation
- Space: Frame step
- End: Toggle software renderer
- Page Up/Down: Increase/decrease resolution scale in hardware renderers
Tests
- Passes amidog's CPU and GTE tests in both interpreter and recompiler modes, partial passing of CPX tests
Screenshots
Disclaimers
Icon by icons8: https://icons8.com/icon/74847/platforms.undefined.short-title
"PlayStation" and "PSX" are registered trademarks of Sony Interactive Entertainment Europe Limited. This project is not affiliated in any way with Sony Interactive Entertainment.