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		<id>https://emulation.gametechwiki.com/index.php?title=PlayStation_emulators&amp;diff=45018</id>
		<title>PlayStation emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=PlayStation_emulators&amp;diff=45018"/>
		<updated>2022-02-14T07:44:04Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* PC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = PlayStation&lt;br /&gt;
|logo = sony-1.png&lt;br /&gt;
|developer = [[:Sony]]&lt;br /&gt;
|type = [[:Category:Home consoles|Home video game console]]&lt;br /&gt;
|generation = [[:Category:Fifth-generation_video_game_consoles|Fifth generation]]&lt;br /&gt;
|release = 1994&lt;br /&gt;
|discontinued = 2006&lt;br /&gt;
|successor = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[wikipedia:PlayStation_(console)|PlayStation]]&#039;&#039;&#039; (frequently referred to in shorthand as the &#039;&#039;&#039;PS1&#039;&#039;&#039;) is a fifth generation console released by [[wikipedia:Sony Computer Entertainment|Sony Computer Entertainment]] on December 3, 1994 in Japan and September 9, 1995 in the US. It was retailed for {{Inflation|USD|299.99|1995}}. It had a R3000 CPU (which was used by NASA for a space craft to take pictures of Mars because of it&#039;s reliablity) at 33.8688 MHz with 2MB of RAM and 1MB of VRAM. It used a proprietary MDEC video compression unit, which is integrated into the CPU, allowing for playback of full motion video at a higher quality than other consoles of its generation. It actually had better stereo sound that other stereos at that time.&lt;br /&gt;
&lt;br /&gt;
It was a commercial success, partly due to being relatively easy to program for compared to others at the time and because its CD-based media was cheaper than the competition.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Plugins&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[libretro|Libretro Core]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Resizable Internal Resolution&amp;quot;&amp;gt;RIR&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[DuckStation]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|Mac}}&lt;br /&gt;
|[https://github.com/stenzek/duckstation git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|&amp;lt;abbr title=&amp;quot;Exclusive to Libretro, but comes with significant slowdown.&amp;quot;&amp;gt;{{✓}}&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[XEBRA]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://drhell.web.fc2.com/ps1/ {{XebraVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[PCSX-Reloaded|PCSX-R-PGXP]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP build] ([https://github.com/iCatButler/pcsxr git])&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|[[Recommended_PS1_Plugins|Plugin dependent]]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[PCSX-Reloaded|PCSX-R]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[http://www.emucr.com/2019/03/pcsx-reloaded-git-20190307.html Windows]&amp;lt;br/&amp;gt;[http://consoleemu.com/emulator/pcsx-reloaded macOS]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|[[Recommended_PS1_Plugins|Plugin dependent]]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[ePSXe]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[http://www.epsxe.com/download.php {{EpsxeVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|[[Recommended_PS1_Plugins|Plugin dependent]]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|PSXACT&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://gitlab.com/beannaich/psxact git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}} &amp;lt;small&amp;gt;(WIP)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rustation]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[http://github.com/simias/rustation git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/JaCzekanski/Avocado git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}} &amp;lt;small&amp;gt;(WIP)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[pSX]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[http://www.emulator-zone.com/doc.php/psx/psx_em.html 1.13]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[No$|NO$PSX]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://problemkaputt.de/psx.htm 2.0]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://sourceforge.net/projects/hpsx64/ hpsx64]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://sourceforge.net/projects/hpsx64/files/Source/ {{hpsx64Ver}}] ([http://www.emucr.com/search/label/hpsx64?&amp;amp;max-results=16 Alt])&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}} &amp;lt;small&amp;gt;(WIP)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.mamedev.org/release.html {{MAMEVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}} &amp;lt;small&amp;gt;(WIP)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[ares]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/ares-emulator/ares/releases {{aresVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Connectix VGS&lt;br /&gt;
|align=left|{{Icon|Windows|macOS}}&lt;br /&gt;
|1.4.1&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|?&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bleem!]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|1.6b&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Low-Mid&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|SSSPSX&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://www.emulator-zone.com/doc.php/psx/ssspsx.html 0.0.34]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|[[Recommended_PS1_Plugins|Plugin dependent]]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Rustation NG&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://gitlab.com/flio/rustation-ng git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|?&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|PCSX-Redux&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/grumpycoders/pcsx-redux git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|?&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}} &amp;lt;small&amp;gt;(WIP)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;|Mobile / ARM&lt;br /&gt;
|-&lt;br /&gt;
|[[DuckStation]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://github.com/stenzek/duckstation git]&lt;br /&gt;
[https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation 0.1-4568]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]]&amp;lt;ref group=N name=libretro&amp;gt;Only available on mobile as a libretro core (e.g. [[RetroArch]]).&amp;lt;/ref&amp;gt;&amp;lt;ref group=N&amp;gt;Needs a high-end phone/tablet to run at full speed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Android|iOS}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|PCSX-ReARMed&amp;lt;ref group=N name=libretro/&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Android|iOS|Lin|Pyra}}&lt;br /&gt;
|[https://docs.libretro.com/library/pcsx_rearmed/#external-links r22]&amp;lt;/br&amp;gt;[https://pyra-handheld.com/repo/apps/42 0.1 Pyra]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[ePSXe]]&amp;lt;ref group=N name=payware&amp;gt;Payware, recommended that you use patched versions.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.epsxe.ePSXe {{EpsxeAndroidVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://github.com/JaCzekanski/Avocado git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}} &amp;lt;small&amp;gt;(WIP)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.fpsece.net/faq.html FPse]&amp;lt;ref group=N name=payware /&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.emulator.fpse {{FpseAndroidVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[XEBRA]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.dokutajigokusai.xebra {{XebraAndroidVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;|Console&lt;br /&gt;
|-&lt;br /&gt;
|[[DuckStation]]&lt;br /&gt;
|align=left|{{Icon|XB1}}&lt;br /&gt;
|[https://github.com/stenzek/duckstation git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Official_emulators#Sony|Official Sony emulators]]&amp;lt;br/&amp;gt;(POPS)&lt;br /&gt;
|align=left|{{Icon|PS2|PSP}}&amp;lt;br&amp;gt;{{Icon|PS3|PSV}}&lt;br /&gt;
|r13 (PS2)&amp;lt;br/&amp;gt;6.60 (PSP)&amp;lt;br/&amp;gt;4.82 (PS3)&amp;lt;br/&amp;gt;2.60 (PSVita)&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Mid-High&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|PCSX-ReARMed&amp;lt;ref group=N name=libretro/&amp;gt;&lt;br /&gt;
|align=left|{{Icon|PSV|3DS|Switch}}&lt;br /&gt;
|[https://docs.libretro.com/library/pcsx_rearmed/#external-links r22]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|WiiSXRX&lt;br /&gt;
|align=left|{{Icon|Wii|NGC}}&lt;br /&gt;
|[https://github.com/niuus/WiiSXRX/releases git]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bleem!|Bleemcast]]&lt;br /&gt;
|align=left|{{Icon|DC}}&lt;br /&gt;
|?&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|Low-Mid&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
====PC====&lt;br /&gt;
;[[DuckStation]] &amp;lt;small class=&amp;quot;plainlinks&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;([https://docs.google.com/spreadsheets/d/1H66MxViRjjE5f8hOl5RQmF5woS1murio2dsLn14kEqo/edit#gid=0 compatibility])&amp;lt;/small&amp;gt;&lt;br /&gt;
:Quickly became a top contender on the basis that it has high compatibility and a built-in GUI. Its stated goal is to be &amp;quot;as accurate as possible while maintaining performance suitable for low-end devices.&amp;quot; While PCSX-R has long dethroned ePSXe in features, DuckStation is the first to actually address all the shortcomings of plugin-based offerings thus far, as all of its features are available out-of-the-box, and no configuration is necessary to get games running outside of obtaining the original system firmware. The graphics emulation core&amp;lt;!-- is a brand new, from-scratch implementation (todo: verify) and--&amp;gt; has modern enhancements built-in like PGXP, upscaling, texture filtering, hardware (D3D11, OpenGL, Vulkan) and software rendering (both of which have true colour (24-bit) support). It also natively supports MAME&#039;s Compressed Hunks of Data (CHD) format, which shrinks the size of CDs losslessly while also storing all of its data under a single file. An Android version is also available, but doesn&#039;t have feature parity with the desktop builds. The unofficial libretro core is Retroachievements compatible.&lt;br /&gt;
&lt;br /&gt;
;[[Mednafen]]&lt;br /&gt;
:Is focused on [[Emulation Accuracy|accuracy]], which makes it very compatible, and it&#039;s been known to outperform Sony&#039;s official PSone emulator in accuracy tests.&amp;lt;!-- Do note if you find an exception, though. --&amp;gt; However, there are a few hurdles to using it; it requires a very specific BIOS for each region, and the program itself interfaces from a shell only; it has no GUI. You can still drag-and-drop cue files onto the executable to load games, and the program will log errors to a text file called &amp;lt;code&amp;gt;stdout&amp;lt;/code&amp;gt; whenever a crash happens. External GUI launchers are available.&lt;br /&gt;
:;Beetle PSX&lt;br /&gt;
::This fork by the RetroArch developers has several experimental modifications and enhancements that aren&#039;t present in the standalone version, including a widescreen hack, CPU overclocking for smoother framerates, and increasing the internal resolution up to 8x. Increasing the resolution carries a &#039;&#039;heavy&#039;&#039; performance cost, however, since graphics are rendered in software; an alternative core exists for hardware rendering. See [https://www.maketecheasier.com/retroarch-ps1-emulation/ this 2018 guide] for setting up Beetle HW in RetroArch.&lt;br /&gt;
&lt;br /&gt;
;[[PCSX-Reloaded]]&lt;br /&gt;
:An open-source plugin-based emulator based on PCSX-df, itself based on PCSX. It is no longer recommended, as DuckStation has all of the same benefits of PCSX-R without needing to use forks or old plugins.&lt;br /&gt;
:;PCSX-ReARMed&lt;br /&gt;
::An ARM fork whose biggest draw is its NEON software renderer, which is both fast and accurate and can render at higher resolutions without resorting to HLE plugins. Was given the seal of approval by Sony after being used in the official PlayStation Classic emulation box.&lt;br /&gt;
&lt;br /&gt;
;[[ePSXe]]&lt;br /&gt;
:Despite having widespread name recognition, it is unfortunately not an emulator we recommend using on PC anymore. The [[source code]] is closed, meaning development is beholden to the original developers. Updates have brought it on-par with PCSX-R, but that isn&#039;t enough. They are also selling a paid Android port.&lt;br /&gt;
&lt;br /&gt;
;[[XEBRA]]&lt;br /&gt;
:An emulator made in Japan that has high compatibility. The UI is in English but, because it&#039;s not the developer&#039;s native language, some of the naming conventions may seem weird compared to other emulators (for example, the BIOS is referred to as OSROM). Luckily, there&#039;s a [https://www.reddit.com/r/emulation/comments/9a4mwk/xebra_guide_ps1_emulator/ guide] that helps explains how each option works. Games that require subchannel data are not supported, but most other games run flawlessly.&lt;br /&gt;
&lt;br /&gt;
;[[No$|NO$PSX]]&lt;br /&gt;
:Has two versions, but standard users will want to use the cut-down gaming version. Made in the same style as NO$GBA, where it handles the PocketStation, it offers decent compatibility with very low spec requirements – the programmer&#039;s philosophy is to deliver a working application out of the box.&lt;br /&gt;
&lt;br /&gt;
;[[PSX]]fin&lt;br /&gt;
:A simpler emulator with a lot of compatibility issues.&amp;lt;ref name=&amp;quot;psXcompat&amp;quot;&amp;gt;http://psx.silvanthalas.com/psx.html&amp;lt;/ref&amp;gt; Development has been halted and it remains closed-source. It&#039;s really only useful for very old toasters.&lt;br /&gt;
&lt;br /&gt;
;[[Avocado]]&lt;br /&gt;
:Was slated to become an open-source full-system emulator like DuckStation, with the caveat being that it could load games without a BIOS. That never panned out, as development has largely stopped.&lt;br /&gt;
&lt;br /&gt;
;[[MAME]]&lt;br /&gt;
:By nature of supporting arcade systems similar to the PlayStation, MAME&#039;s &amp;quot;Sony PlayStation&amp;quot; driver (&amp;lt;code&amp;gt;psj&amp;lt;/code&amp;gt;) is considered &amp;quot;preliminary&amp;quot; but it works; it can boot to the BIOS and launch games but expect bugs, especially between hardware revisions. The MAME project as a whole remains active, but there&#039;s no incentive for any of its developers to work on the PS1 driver.&lt;br /&gt;
&lt;br /&gt;
;[[PCSX2]]&lt;br /&gt;
:Support for a hardware feature has been merged into the main project that allows the same backward compatibility with PS1 games. However, one thing to note is that backward compatibility in the original PS2 hardware didn&#039;t even cover all the games in the PS1 library, and these limitations carry forward to PCSX2&#039;s emulation.&lt;br /&gt;
&lt;br /&gt;
====Consoles====&lt;br /&gt;
* POPS (short for PlayStation On PSP System) is Sony&#039;s official PSone Classics emulator for their PlayStation Store releases. It utilizes [[PSP Eboots|EBOOTs]], a form of binary file for PSP, instead of bin/cue disc dumps, which can be made using a converter if desired. Compatibility is very high due to similar hardware design; although the GPU is emulated, the CPU is close to the PS1 and would naturally speed up performance on its own. It includes support for multi-disc games (within the one EBOOT). Only the native PS1 resolution is supported, with games being stretched to fit the screen as the user wishes.&lt;br /&gt;
&lt;br /&gt;
* PCSX-ReARMed is only available on mobile as a libretro core (e.g. RetroArch). It is available to run on various handheld consoles with fairly strong specs like the Sony PlayStation Vita, Nintendo 3DS and Nintendo Switch. This emulator in the libretro build initially used the P.E.Op.S. graphics plugin (reasonably accurate, but slow) in mid-2010&#039;s to 2019; now it uses a port of PCSX4ALL&#039;s Unai renderer, which is less accurate, but much faster (eg. 10-20fps faster). The CHD compression format, that shrinks disc images into more manageable sizes, has been enabled on this emulator on 3DS, and these images will load and run much faster than &#039;.bin/.cue&#039; files - greatly reducing framerate dips, i.e. in FMVs &amp;amp; loading zones.&lt;br /&gt;
&lt;br /&gt;
* PS2PSXe is an unofficial PS1 emulator for the PS2. However, compatibility is very low. Double disc swapping (using the same method as a real PS1) is required for PS2s with model numbers SCPH-100xx - SCPH-390xx.&lt;br /&gt;
&lt;br /&gt;
* The PlayStation 3 has a built-in software emulator with very high compatibility, which is used for PSone Classics releases on the PlayStation Store as well as for handling PlayStation discs.&lt;br /&gt;
&lt;br /&gt;
* WiiSX is a port of PCSX to the Wii. Compatibility is fairly low due to the weak power of the Wii and the differing hardware designs that make PowerPC requirements a little stronger. It&#039;s generally not worth using since it doesn&#039;t get updated.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
===Rendering Quirks===&lt;br /&gt;
[[File:Cheryl_compared.png|thumb|left|300px|&#039;&#039;&#039;Left&#039;&#039;&#039;: Native resolution and unblended dithering.&amp;lt;br/&amp;gt;&#039;&#039;&#039;Right&#039;&#039;&#039;: Higher internal resolution and no dithering.]]&lt;br /&gt;
[[File:Ps1_jitter.gif|thumb|Jittering in games can stick out more when using higher internal resolutions. &amp;lt;small&amp;gt;This full-color GIF may require you to view its page to see the animation.&amp;lt;/small&amp;gt;]]&lt;br /&gt;
The PlayStation takes shortcuts when rendering as a result of making most of the hardware available, and this can cause some quirks that become even more noticeable when the internal resolution increases.&lt;br /&gt;
&lt;br /&gt;
Polygons may jitter as a result of low-precision fixed-point (to the native resolution) math, but this is mostly unnoticeable at native resolutions. Emulators that have the ability to increase the internal resolution have attempted to fix this.&lt;br /&gt;
&lt;br /&gt;
There is no [[wikipedia:Z-buffering|z-buffer]] in the hardware. This can cause things like polygons to pop over others; the limbs on Tekken characters are a good example of this. It is theoretically possible to implement this, but it wouldn&#039;t be accurate to the hardware.&amp;lt;ref name=&amp;quot;forum.emu-russia&amp;quot;&amp;gt;{{cite web|url=https://translate.google.com/translate?sl=ru&amp;amp;tl=en&amp;amp;u=http://forum.emu-russia.net/viewtopic.php?p=17237|title=Plugin info, news. / Information about the plugin, news. (gpuBladeSoft discussion) |publisher=forum.emu-russia|accessdate=2018-04-03|date=2011-09-16}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When perspective correction isn&#039;t applied to textures, certain viewing angles can make them distorted, more so when an object is near the edge of the camera up close. &#039;&#039;Tenchu: Stealth Assassins&#039;&#039; is particularly infamous for texture distortion, most noticeably in the [https://www.youtube.com/watch?v=5oBeO-cui_c training level] where floor textures appear wavy at oblique angles; developers typically mitigate this by adding polygons to walls, floors, and other scenery, though at the cost of filling the PlayStation&#039;s geometry rate. This has been solved in at least one emulator.&lt;br /&gt;
&lt;br /&gt;
Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs, this dithering would blend in order to make new colors and smooth gradients. Plugin-based emulators usually have graphical plugins that use a 32-bit color depth, which removes dithering, while software-rendered plugins and emulators tend to retain it. While higher color depth can be considered an enhancement, since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygons. The emulators that use software rendering and can increase the internal resolution are capable of retaining dithering for the shading and texturing aspect, and it&#039;s made more subtle by shrinking the artifacts.&lt;br /&gt;
&lt;br /&gt;
===Less-notable games using special peripherals===&lt;br /&gt;
ZXE-D: Legend of Plasmalite requires the use of a special peripheral to play the game. It is a robot that has connectable parts and plugs into the memory card slot, which is then replicated in the game. No emulator has ever focused on it, probably due to a number of reasons:&lt;br /&gt;
&lt;br /&gt;
*It&#039;s not a common game.&lt;br /&gt;
*No third-party controller and memory card connector has gotten support by emulators the same way that Nintendo&#039;s official GameCube controller adapter has.&lt;br /&gt;
*To emulate this purely in software means it has to be reverse engineered, which can take a bit of time.&lt;br /&gt;
&lt;br /&gt;
===CD format===&lt;br /&gt;
PS1 games use the CD-ROM XA (eXtended Architecture) format which is based on CDi and allows developers to use both CD-ROM and CD-DA (audio) tracks on the same disc.&amp;lt;ref name=&amp;quot;PSX_CD-DA_CDs&amp;quot;&amp;gt;[https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/List_of_PlayStation_games_with_CD_audio_tracks.html List of PlayStation games with CD-DA] (From deprecated Wikipedia article - dated 11/27/2016)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Certain image formats and CD dumping methods don&#039;t support this format correctly and end up with the CD-DA tracks missing or corrupted, hence no audio. The ISO format in particular only stores the content of a CD-ROM filesystem and cannot store CD-DA tracks at all so it&#039;s generally a very bad idea to use ISO for PS1 games (even though it should work for games which are single track). Even running an ISO file based on a PS1 game (i.e. &#039;&#039;Ridge Racer, Tomb Raider 1-2&#039;&#039;) with CD-DA audio may often cause an emulator such as &#039;&#039;&#039;ePSXe&#039;&#039;&#039; and other peers to freeze and/or hang up, especially during loading of a saved data or in-game levels and transactions.&lt;br /&gt;
* However, a mounted image (Using &#039;&#039;&#039;Daemon Tools&#039;&#039;&#039;), running from a CD-ROM or using the &#039;&#039;&#039;Mooby2&#039;&#039;&#039; plugin can solve these CD-DA problems. The mds/mdf format is good for backing up the CD-DA audio-equipped PS1 games, although the best Image format for any PS1 game is the cue/bin format, the reason being that almost all of the burning programs can read it and the relevant patching programs (i.e. &#039;&#039;&#039;PPF-O-Matic&#039;&#039;&#039;) are designed for that format. &#039;&#039;&#039;Clone CD&#039;&#039;&#039; images in img/ccd format provide another ideal option as it has virtually the same structure as cue/bin format (The img file is the same data as a bin file at the hex level), although the available burning programs are largely not able to read Clone CD&#039;s format. &#039;&#039;&#039;ISObuster&#039;&#039;&#039; and &#039;&#039;&#039;ImgBurn&#039;&#039;&#039; are good tools for some of the aforementioned notes.&amp;lt;ref name=&amp;quot;ECM-APE_Guide&amp;quot;&amp;gt;{{cite web|url=https://www.epforums.org/showthread.php?57757-ECM-And-APE-Guide|title=ECM And APE Guide |publisher=www.epforums.org|accessdate=2018-Oct-05|date=2011-Feb-16; Last edited: 2017-Jan-15}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The European regional versions of many PS1 games tended to have a copy protection embedded, so they could cause problems with backing up images in that these game backups could cause hangs or show a black screen infinitely in a typical emulator. A basic way to avoid that problem is to try the US regional versions. Another way is to patch it using a .sbi file which contains the protection information needed to run the game.&lt;br /&gt;
::The perfect solution possible, at least for the &#039;&#039;&#039;ePSXe&#039;&#039;&#039; emulator (and perhaps other similar plugins-based emulators) would be (No virtual drive mounting needed):&lt;br /&gt;
::1. Use &#039;&#039;&#039;Mooby2 2.8&#039;&#039;&#039; cdrom plugin, uncheck &#039;subchannel reading&#039; in the settings of that plugin.&lt;br /&gt;
::(Just in case: also make sure &#039;repeat all cdda&#039; is checked, and &#039;cdda volume&#039; is set to something like 50 or 60. Or else you won&#039;t hear anything.)&lt;br /&gt;
::2. Launch the game with File -&amp;gt; Run CDrom (browse, find and select your cd image as the window pops up.)&lt;br /&gt;
::Recommended to use &#039;&#039;&#039;Eternal 1.41&#039;&#039;&#039; sound plugin with default settings along with this. &#039;&#039;&#039;SaPu&#039;&#039;&#039; CDRom Plugin v.1.0/1.3 is good if running official CDs (Especially works well with &#039;&#039;&#039;Daemon Tools Lite&#039;&#039;&#039; or &#039;&#039;&#039;Alcohol 120%&#039;&#039;&#039; when mounting an image).&lt;br /&gt;
&lt;br /&gt;
* If running &#039;&#039;&#039;ePSXe&#039;&#039;&#039; or a similar emulator on an old &#039;&#039;&#039;Windows&#039;&#039;&#039; OS (Eg. 9x, ME, 2000, XP), use [http://radified.com/ASPI/forceaspi.htm ForceASPI] to initialize the ASPI layer (For your disc drive) and a plugin like &#039;&#039;&#039;P.E.Op.S.&#039;&#039;&#039; CDR Version 1.4 plugin or similar. Then set the plugin to &amp;quot;W2K/XP IOCTL scsi commands&amp;quot; before running your PS1 CD&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Much of these notes on the troubleshooting and issues for CD images were based off collections of information at www.epforums.org and www.ngemu.com&#039;s threads --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
===&#039;&#039;Densha De Go!&#039;&#039; Controller===&lt;br /&gt;
Also available for the [[Nintendo 64 emulators|Nintendo 64]], &#039;&#039;Densha De Go!&#039;&#039; is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller.&amp;lt;ref name=&amp;quot;Youtube&amp;quot;&amp;gt;{{cite web|url=https://www.youtube.com/watch?v=xuxf5QhdWIo|title=Densha de Go! gameplay with controller - Playstation PS1|publisher=Youtube|accessdate=2018-04-03|date=2017-05-05}}&amp;lt;/ref&amp;gt; No emulator is known to support it.&lt;br /&gt;
&lt;br /&gt;
==Arcade Variations==&lt;br /&gt;
===Namco System 11/12===&lt;br /&gt;
Namco System 11/12 is an arcade system based on Sony Playstation hardware, with surface-mounted ROM chips as storage rather than CD-ROM.&lt;br /&gt;
&lt;br /&gt;
[[ZiNc]] provides support for this variation.&lt;br /&gt;
&lt;br /&gt;
===Capcom ZN-1/2===&lt;br /&gt;
Capcom ZN-1/2 is an arcade system based on Sony Playstation hardware, with ROM chips as storage rather than CD-ROM, and an extra Capcom Qsound chip for audio.&lt;br /&gt;
&lt;br /&gt;
[[ZiNc]] provides support for this variation.&lt;br /&gt;
&lt;br /&gt;
===Konami Twinkle===&lt;br /&gt;
Konami Twinkle is an arcade system based on Sony Playstation hardware, designed for Beatmania IIDX series games, with an extra hard disk for storing (lots of!) sounds and a DVD player for full-motion video.&lt;br /&gt;
&lt;br /&gt;
[[MAME]] provides support for this variation, but the full-motion video won&#039;t be shown in the game because the DVD video decoder is yet to be emulated. However, A [https://github.com/987123879113/mame/tree/bemani fork] of MAME reads mpg videos as background animations from &amp;lt;code&amp;gt;iidx_videos&amp;lt;/code&amp;gt; folder under the root folder of MAME (like how [[LaserDisc]] game emulators work), which would solve the issue of lacking full-motion video at the sacrifice of orthodox emulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [http://ns348841.ip-91-121-109.eu/psxdata/sitenews.html PlayStation DataCenter] - Tons of PS1 related things. Emulator files like plugins, game manuals, game configurations, and many tutorials are just some of the things you&#039;ll find here.&lt;br /&gt;
* [https://archive.org/details/psx_redump_usa_20141221 ReDump PS1] USA set.&lt;br /&gt;
* [http://www.racketboy.com/journal/ps1-strength-and-weaknesses-vs-n64-sega-saturn PS1 Strengths and Weaknesses vs N64 and Sega Saturn] (Journal feature at www.Racketboy.com. October 17th, 2017.)&lt;br /&gt;
* [https://segaretro.org/Sega_Saturn/Hardware_comparison#Graphics_comparison_table Graphics comparison table] (for Saturn as opposed to PS1, N64, Sega Model 2 arcade hardware and 1995-era PC)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Home consoles]]&lt;br /&gt;
[[Category:Fifth-generation_video_game_consoles]]&lt;br /&gt;
[[Category:Sony consoles]]&lt;br /&gt;
[[Category:PlayStation emulators‎|*]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&amp;diff=45017</id>
		<title>Super Nintendo emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&amp;diff=45017"/>
		<updated>2022-02-14T07:39:55Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = Super Nintendo Entertainment System&lt;br /&gt;
|logo = snesna.png&lt;br /&gt;
|developer = [[:Nintendo]]&lt;br /&gt;
|type = [[:Category:Home consoles|Home video game console]]&lt;br /&gt;
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]&lt;br /&gt;
|release = 1990&lt;br /&gt;
|discontinued = 2003&lt;br /&gt;
|predecessor = [[Nintendo Entertainment System emulators|NES]]&lt;br /&gt;
|successor = [[Nintendo 64 emulators|Nintendo 64]]&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]&#039;&#039;&#039; (SNES) is a 16-bit, fourth-generation home video game console released by [[wikipedia:Nintendo|Nintendo]] on November 21, 1990, in Japan and on August 23, 1991, in the US. It retailed for {{Inflation|USD|199.99|1991}}. It has a Ricoh 5A22 CPU at 3.58 MHz. Borrowing the name of its predecessor, the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]], it was similarly named the &#039;&#039;&#039;Super Famicom&#039;&#039;&#039; in Japan, and during that time it had &#039;&#039;fierce&#039;&#039; competition with SEGA&#039;s [[Sega Genesis emulators|Genesis]] (known in other regions as the Mega Drive).&lt;br /&gt;
&lt;br /&gt;
Emulation for the SNES is robust, with several high-quality emulators for various systems, some of which are [[Emulation Accuracy|cycle-accurate]].&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[libretro|Libretro Core]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[bsnes]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Official)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/bsnes-emu/bsnes/releases {{bsnesVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bsnes#List_of_forks|bsnes-hd]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forked bsnes)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/DerKoun/bsnes-hd/releases {{Bsnes-hdVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[higan]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/higan-emu/higan/releases {{higanVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[ares]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/ares-emulator/ares/releases {{aresVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesen_S#List_of_forks|Mesen SX]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/NovaSquirrel/Mesen-SX git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesen S]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/SourMesen/Mesen-S/releases {{MesenSVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://sites.google.com/site/bearoso/ {{Snes9xVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}} &amp;lt;ref group=N name=noncomm&amp;gt;Due to using a [[Licensing#Non-commercial licenses|non-commercial license]]. Source code is still publicly available.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]] (SNES-Faust)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Higan#nSide|nSide]] (forked higan)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/hex-usr/nSide/releases git]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Higan#bsnes-classic|bsnes-classic]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forked bsnes Qt)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://github.com/sharknnth/bsnes-classic/releases git]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[BizHawk]] (bsnes v087)&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|lsnes&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://tasvideos.org/Lsnes.html rr2-β23] &amp;lt;br/&amp;gt; [http://repo.or.cz/w/lsnes.git git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|kindred (Super Sleuth PE) &lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://www.crazysmart.net.au/kindred 1.12 Preview Build 3]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| ?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]] (bsnes v059)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[No$|NO$SNS]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://problemkaputt.de/sns.htm 1.6]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Medium&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.mamedev.org/release.html {{MAMEVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silhouette]]&lt;br /&gt;
|align=left|{{Icon|macOS}}&lt;br /&gt;
|[https://www.zophar.net/fileuploads/1/816uajag/Silhouette.sit.hqx 1.0]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[ZSNES]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|DOS}}&lt;br /&gt;
|[http://zsnes.com 1.51]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[CATSFC]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/ShadauxCat/CATSFC 1.36]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[AloneSFC]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://standalones.dev 1.0.2]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|Mobile / ARM&lt;br /&gt;
|-&lt;br /&gt;
|Snes9x EX+&lt;br /&gt;
|align=left|{{Icon|Android|Pyra}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.explusalpha.Snes9xPlus {{.emuVer}}]&amp;lt;/br&amp;gt;[https://pyra-handheld.com/repo/apps/84 1.5.46.02 Pyra]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]] Next&lt;br /&gt;
|align=left|{{Icon|Android|iOS|Linux|Pandora}}&lt;br /&gt;
|1.53&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Snes8x&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Different from &#039;Snes9x&#039;)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Snes9x based)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|WinMobile}}&lt;br /&gt;
|[https://www.appx4fun.com/xap/497 2.15.3]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://yoyofr92.free.fr/ Little John]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Snes9x 1.39 based)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|PalmOS}}&lt;br /&gt;
|[https://www.zophar.net/palm-os/multiem/little-john-palmos.html 1.1], [https://pyra-handheld.com/boards/resources/little-john-palm-os.4443 1.2]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|[http://blogote.com/features/download-little-john-palm-os-retro-emulator/3352 Mid]&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.superretro16.com SuperRetro16]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.neutronemulation.super_retro_16 2.1.5]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[CATSFC]]&lt;br /&gt;
|align=left|{{Icon|Android|iOS|Linux|Pandora}}&lt;br /&gt;
|1.36&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|OpenSnes9x&lt;br /&gt;
|align=left|{{Icon|GP32|Zodiac}}&lt;br /&gt;
|[http://yoyofr92.free.fr/os9xgp/html/downloads.html 0.3beta]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|Console&lt;br /&gt;
|-&lt;br /&gt;
|[[Virtual Console]]&lt;br /&gt;
|align=left|{{Icon|Wii|3DS|WiiU}}&lt;br /&gt;
|N/A&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid-High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Snes9x GX	&lt;br /&gt;
|align=left|{{Icon|GCN|Wii}}	&lt;br /&gt;
|[https://github.com/dborth/snes9xgx/releases {{Snes9xGXVer}}]	&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}  &amp;lt;ref group=N name=noncomm /&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Snes9x X&lt;br /&gt;
|align=left|{{Icon|Xbox}}&lt;br /&gt;
|[https://digiex.net/threads/snes9x-x-0-23-download-snes-emulator-for-xbox.13688 0.23]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|SNES360&lt;br /&gt;
|align=left|{{Icon|Xbox360}}&lt;br /&gt;
|[http://download.digiex.net/Consoles/Xbox360/Jtag/SNES360betaV0.21.rar 0.21 beta]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|SNES Station&lt;br /&gt;
|align=left|{{Icon|PS2}}&lt;br /&gt;
|0.2.6c&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]] Next&lt;br /&gt;
|align=left|{{Icon|Wii|Xbox360|3DS|WiiU|Switch}}&amp;lt;br&amp;gt;{{Icon|PSP|PS3}}&lt;br /&gt;
|1.53&amp;lt;br/&amp;gt;[https://digiex.net/threads/retroarch-360-0-9-8-3-download-sega-sens-gameboy-finalburn-emulator-for-xbox-360.12395 RetroArch 360 0.9.8.3]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://wololo.net/talk/viewtopic.php?t=48157 Snes9xTYL Mod]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Snes9x 1.39 based)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|PSP}}&lt;br /&gt;
| [https://github.com/esmjanus/snes9xTYL/releases git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| Mid&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[CATSFC]]&lt;br /&gt;
|align=left|{{Icon|Wii|3DS|WiiU|Switch}}&amp;lt;br&amp;gt;{{Icon|PSP|PS3|DC}}&lt;br /&gt;
|1.36&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|DreamSNES&lt;br /&gt;
|align=left|{{Icon|DC}}&lt;br /&gt;
|[http://www.dcemulation.org/files/emulators/dreamsnes/dreamsnes-0.9.8.zip 0.9.8]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]] for 3DS&lt;br /&gt;
|align=left|{{Icon|3DS}}&lt;br /&gt;
|[https://github.com/bubble2k16/snes9x_3ds/releases git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|blargSNES&lt;br /&gt;
|align=left|{{Icon|3DS}}&lt;br /&gt;
|[http://blargsnes.kuribo64.net/ 1.3b]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Pocket SNES&lt;br /&gt;
|align=left|{{Icon|GBA}}&lt;br /&gt;
|[https://www.pocketsnes.net/files/pocketsnes.zip Beta]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&amp;lt;small&amp;gt; (libretro core)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
; [[higan]] / [[bsnes]]&lt;br /&gt;
* The codifier of [[Emulation Accuracy|emulation accuracy]]. Should play all commercially released games without trouble, assuming you have the power.&lt;br /&gt;
* Incompatible with old ROM hacks made to take advantage of emulator quirks, much like real hardware.&lt;br /&gt;
* Has a superb LLE audio engine.&lt;br /&gt;
* For supreme authenticity higan offers better ROM management, but newcomers who care more about playing the ROMs they have should stick with the bsnes release.&lt;br /&gt;
; [[Snes9x]]&lt;br /&gt;
* Compatible with most games, even many ROM hacks that make use of emulator quirks.&lt;br /&gt;
* Fast enough for pretty much any toaster (even Pentium 1 or 2 machines).&lt;br /&gt;
* Shares its LLE audio engine with bsnes.&lt;br /&gt;
* Older versions may have buggy graphics and shaders in standalone, though it&#039;s video card and driver dependent.&lt;br /&gt;
* Controller support is hit-and-miss, especially when it comes to XInput.&lt;br /&gt;
; [[RetroArch]]&lt;br /&gt;
* Not a unique emulator, but there are official cores for bsnes and Snes9x you can easily obtain.&lt;br /&gt;
* Very customizable and programmable by nature.&lt;br /&gt;
* Tends to have better graphics than standalone software.&lt;br /&gt;
:* The viewport is scalable to any resolution.&lt;br /&gt;
:* It makes good use of fullscreen with the right choice of interface.&lt;br /&gt;
:* A highly robust and flexible [[Shaders_and_Filters|shader]] system completely separate from the core.&lt;br /&gt;
* Dynamic rate control fixes most audio issues.&lt;br /&gt;
* Mirrored ROM and RAM maps, allowing ordinary ROM images to be played right away.&lt;br /&gt;
* The Snes9x Next core was forked from a commit somewhere between upstream version 1.52 and 1.53 and includes some extra speed hacks to run full speed on the Wii, as well as a SuperFX overclock option.&lt;br /&gt;
* bsnes-mercury restores things like HLE DSP and SGB emulation using [[Gambatte]], as well as some optimizations that don&#039;t sacrifice accuracy. Things like the HLE DSP were removed in higan and, much like Snes9x Next, it has an option to overclock SuperFX. The default options match bsnes, where HLE emulation is not enabled by default.&lt;br /&gt;
; [[BizHawk]]&lt;br /&gt;
* Multi-system emulator by TASVideos designed for tool-assisted speedruns, but also doubles as an easy-to-use emulator.&lt;br /&gt;
* Its SNES core is based on bsnes v087.&lt;br /&gt;
* Primarily for Windows, but some Linux compatibility has been reported, likely through Wine.&lt;br /&gt;
* Has support for libretro cores.&lt;br /&gt;
; [[Mednafen]]&lt;br /&gt;
* Like BizHawk, it&#039;s multi-system and based on bsnes.&lt;br /&gt;
* Graphical shells exist (like Mednaffe) to help with the fact that it can only run from the command line.&lt;br /&gt;
* Its SNES core is based on bsnes v059 which is actually pretty old. It predates the performance/balanced/accuracy profiles to as far back as 2010. However, this version is much faster than current higan versions.&lt;br /&gt;
:* It&#039;s missing many of the improvements to the LLE audio engine that newer versions of Snes9x and higan have.&lt;br /&gt;
:* It also lacks many of the updates to edge cases such as Air Strike Patrol, one of two games notorious for manipulating the PPU mid-scanline. It also has some problems rendering text, flickering lines near the bottom, and displaying shadows during flight.&lt;br /&gt;
* There &#039;&#039;are&#039;&#039; systems Mednafen emulates well and very accurately, but the SNES is not one of them. At that point, you&#039;d be better off using standalone bsnes.&lt;br /&gt;
; [[Mesen S]] / Mesen SX&lt;br /&gt;
* Launched in April 2019 from the same author of the top-class NES/Famicom emulator [[Mesen]]. Was slated to have similar features as its famous forebearer.&lt;br /&gt;
* Users who increasingly tire of higan&#039;s (or bsnes) limited user options and cumbersome ROM and save files management may gravitate towards Mesen-S sooner or later, which should run nicely in users&#039; game systems alongside Snes9x or Mednafen (or similar peer).&lt;br /&gt;
; [[ZSNES]]&lt;br /&gt;
* The least accurate of the bunch but still relevant for many reasons, including:&lt;br /&gt;
:* Running full speed on even very old PCs such as an early Pentium 1.&lt;br /&gt;
:* Forming the basis for many ROM hacks which were often designed around (let alone possible, simply because of) its problems and would break on anything else.&lt;br /&gt;
:* Having tons of bugs and not even emulating some of the original console&#039;s operations which some less notable games needed.&lt;br /&gt;
::* One of these bugs was an &amp;lt;abbr title=&amp;quot;arbitrary code execution&amp;quot;&amp;gt;ACE&amp;lt;/abbr&amp;gt; vulnerability that, if discovered in the emulator&#039;s prime, would&#039;ve allowed a maliciously designed ROM to run its own code on the host machine. No real-world case of it being exploited exists aside from some harmless proof of concept, but it&#039;s always good to [[File Hashes|verify your ROMs]] before opening them in ZSNES.&lt;br /&gt;
:* Having [[ZSNES#Netplay|surprisingly good netplay]].&lt;br /&gt;
:* Sporting an iconic DOS-centric GUI, at a time when good software design was optional. Reception to the interface has warmed in the years since, but it&#039;s not acclaimed.&lt;br /&gt;
* While fans have since modded the binaries (including to patch out the vulnerability), the project is basically dead.&lt;br /&gt;
* Older versions rely on external pre-decompressed graphical packs to emulate some games with elaborate chips, much like older versions of Snes9x such as 1.43. Assuming you get (what are now rare and very hard-to-find) graphical packs for the SPC7110 (like from [http://other.ipherswipsite.com/gpacks/ here]) and Star Ocean, and put them in folders you then set under &amp;quot;Paths&amp;quot; in ZSNES, they can be playable without missing graphics. With that said the newest version does not need them for SDD-1 titles, only for SPC7110 titles. &lt;br /&gt;
* Viable alternatives are bZSNES (for ZSNES-centric ROM hacks), ZMZ (for the UI), NO$SNS, or older versions of Snes9x (for speed boosts tailored to old systems). Otherwise, choose any of the others like bsnes/higan and Snes9x (for better compatibility).&lt;br /&gt;
; Super Retro 16&lt;br /&gt;
* Basically an Android equivalent of ZSNES, accuracy-wise, if not worse. Not even ZSNES had its problems by version 0.715.&lt;br /&gt;
* Its audio emulation in general is weird. Aside from the missing echo and pitch modulation handling, certain sounds in Tales of Phantasia sound like the old ADPCM decoding method used in very old versions of SNES9X and ZSNES. The wind in Final Fantasy VI, on the other hand, is emulated correctly, minus the pitch modulation. Earthworm Jim 2 doesn&#039;t suffer from missing sound effects, surprisingly enough. It does have a hidden &amp;quot;advanced APU&amp;quot; option which doesn&#039;t seem to do anything, though it could be that it is automatically turned on and off on a per-game basis.&lt;br /&gt;
:* Tales of Phantasia and Star Ocean have horrible audio glitches. Music instruments are garbled in random ways. Voice acting is reduced to random buzzing and farting. Toggling surround sound causes extremely loud static. These games will also crash seemingly at random with the SPC700 being the first to crash. The DeJap patch won&#039;t even run and would crash the emulator in older versions. &lt;br /&gt;
* Save states are locked behind a paywall with no SRM support, so save states aren&#039;t viable in these games.&lt;br /&gt;
* Doom used to run with graphical glitches on the walls, but as of newer versions it freezes with just the music after the title screen.&lt;br /&gt;
* It does, however, support controlling the D-Pad by tilting your phone, which works quite well in Starfox.&lt;br /&gt;
* Snes9x EX+ is a better choice and isn&#039;t locked behind a paywall. If that&#039;s not usable, you may even get further by just running ZSNES verbatim in DOSBox if your phone is capable enough.&lt;br /&gt;
; SNNES&lt;br /&gt;
* Better than Super Retro 16 but very outdated, and might not run at all on newer devices.&lt;br /&gt;
* Likely based on some 1.3x version of Snes9x.&lt;br /&gt;
* Same ADPCM-like higher pitch characteristic of very old ZSNES and SNES9X versions, as well as missing interpolation. Echo emulation is broken, with no decay and the echo being cut off prematurely. The sample rate is also bad. It does have pitch modulation, however.&lt;br /&gt;
* Tales of Phantasia and Star Ocean audio works fine, aside from the quirks mentioned above.&lt;br /&gt;
&lt;br /&gt;
==Emulation Enhancements==&lt;br /&gt;
===High Resolution Affine Transformations===&lt;br /&gt;
The SNES had a graphical mode called &amp;quot;Mode 7&amp;quot; that allowed scaling the first background layer. The Super-FX2 added more advanced scaling options but they&#039;re not covered by Mode 7 and therefore enhancements for it. The SNES Mode 7 background is limited to 128x128 pixels, and the output resolution is 256x240. As a result, there&#039;s heavy aliasing and a general loss of quality with some transformations. However, there have been emulator enhancements to make it look better:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High resolution:&#039;&#039;&#039; The scaled backgrounds are rendered with subpixel precision at a higher resolution compared to the rest of the game&#039;s graphics. This may cause visual discrepancies between both.&lt;br /&gt;
* &#039;&#039;&#039;Supersampling:&#039;&#039;&#039; Acts like a sort of anti-aliasing for Mode 7. All graphics are rendered with the same pixel size, though scaled backgrounds are rendered in a higher resolution then processed back to the same resolution as the rest of the image, for a more uniform look. Used to be the only option in bsnes.&lt;br /&gt;
* &#039;&#039;&#039;Widescreen:&#039;&#039;&#039; Later added by bsnes-hd.&lt;br /&gt;
&lt;br /&gt;
A fork of bsnes, [https://github.com/DerKoun/bsnes-hd/releases bsnes-hd], offers active development of these features. Most of those were ported back to [[higan]].&lt;br /&gt;
&lt;br /&gt;
With certain settings, there is heavy aliasing which we can reduce by increasing the sampling rate.&lt;br /&gt;
&lt;br /&gt;
===Mode 7 scaling bilinear filtering===&lt;br /&gt;
Some older version of SNES9X offered bilinear filtering for Mode 7 backgrounds, making them smoother/blurrier instead of pixelated as they are scaled, instead of just applying the bilinear filter on the video output itself.&lt;br /&gt;
&lt;br /&gt;
===Alternative audio interpolation methods===&lt;br /&gt;
Most SNES emulators since at least ZSNES 1.3.x support audio interpolation methods beyond the traditional SNES Gaussian interpolation, such as Linear, Cubic, Sinc, or even no interpolation, should someone prefer that.&lt;br /&gt;
&lt;br /&gt;
===Higher sample rates===&lt;br /&gt;
Likewise, the sample rate can also be set to higher than 32 kHz even in ZSNES 0.150. Though in some versions of ZSNES in the very early 2000s it did cause some artifacts. Nowadays emulators support sample rates all the way to 96 kHz.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
There aren&#039;t as many accessories that were released for the SNES compared to the NES&amp;lt;ref&amp;gt;[[Wikipedia:List of Super Nintendo Entertainment System accessories|List of Super Nintendo Entertainment System accessories]]&amp;lt;/ref&amp;gt; but there is still quite a few to go over.&lt;br /&gt;
===Super Game Boy===&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Super Game Boy|Super Game Boy]]&#039;&#039;&#039; was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo through the cartridge slot, just like a typical SNES game. The Super Game Boy uses a special version of the Game Boy hardware to allow for &#039;&#039;Super Game Boy enhanced&#039;&#039; Game Boy games to operate its otherwise hidden features such as colorization and improved sound by way of the SNES&#039;s more sophisticated sound hardware. Although many [[Game Boy/Game Boy Color emulators]] and [[Game Boy Advance emulators]] fake this ability, [[higan]] and forks are the first and only emulators to truly emulate its features.&lt;br /&gt;
&lt;br /&gt;
Another thing to note is that there is a redesigned model, only released in Japan, called the &#039;&#039;Super Game Boy 2&#039;&#039;. It has the ability to use a link cable connection that the first model lacks. It also fixes a slight overclocking issue and runs games at normal speed.&lt;br /&gt;
&lt;br /&gt;
There are a few hiccups with emulating the Super Game Boy, however. higan&#039;s Game Boy core isn&#039;t up to snuff. One notable example is Pokémon Yellow Version and the special border that is supposed to display. higan displays the standard Game Boy border while the real hardware displays a special green Pikachu border. On the other hand, Pokémon Gold/Silver Version, designed for Game Boy Color, can operate on a Game Boy and that operates as intended when played on a Super Game Boy. Also, if one attempts to run Game Boy Camera in higan in Super Game Boy mode, the emulator crashes. higan can run in &#039;&#039;Super Game Boy 2&#039;&#039; mode, but link cable connections are not possible yet, not even with other Game Boy emulators that can emulate a link cable.&lt;br /&gt;
&lt;br /&gt;
===asciiPad===&lt;br /&gt;
The asciiPad is a controller by asciiWare that has similar features to the NES Advantage. Unlike the standard SNES controller, it has seven small switches that extend the way buttons are pressed. All the switches can be set to one of three modes for the standard buttons they individually represent, except for the seventh labeled &amp;quot;Slow&amp;quot; which changes the frequency of the additional modes. The switch can be set off, to turbo, and to auto. The turbo setting holds the button, and the auto setting control presses them automatically. [[higan]] is the first and only emulator known to support this specific controller&#039;s switches. Other emulators have a completely different implementation of turbo presses in their GUI, which can work for some, but not to this extent.&lt;br /&gt;
&lt;br /&gt;
===Pointing Devices===&lt;br /&gt;
====Mouse====&lt;br /&gt;
The mouse allowed control over &#039;&#039;Mario Paint&#039;&#039; and &#039;&#039;Mario &amp;amp; Wario&#039;&#039; among other games, though in later games mouse support was optional. Some emulators including Snes9x and bsnes/higan support the Mouse. A ROM hack for Mario &amp;amp; Wario replaces mouse controls with traditional controls for the emulators that don&#039;t support this feature.&lt;br /&gt;
&lt;br /&gt;
====Super Scope====&lt;br /&gt;
The Super Scope is a bazooka-looking light gun that is a bit more complex compared to the Zapper for the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]]. &#039;&#039;Super Scope 6&#039;&#039;, &#039;&#039;Yoshi&#039;s Safari&#039;&#039;, &#039;&#039;Battle Clash&#039;&#039;, and &#039;&#039;Metal Combat: Falcon&#039;s Revenge&#039;&#039; used it. Some emulators including Snes9x and bsnes/higan support the Super Scope, emulated with the mouse.&lt;br /&gt;
&lt;br /&gt;
====Konami Justifier====&lt;br /&gt;
Similar to the NES Zapper but differs from the Super Scope, this is another light gun but needs calibration. It looks like a real gun. It was meant to simulate the shooter arcade experience. Only one game is compatible and that is &#039;&#039;Lethal Enforcers&#039;&#039;. Snes9x and higan support this gun.&lt;br /&gt;
&lt;br /&gt;
===Super Multitap===&lt;br /&gt;
Made by Hudson Soft and licensed by Nintendo, this functions similarly to the [[Nintendo Entertainment System emulators|NES Four Score]]. Instead of using both controller ports, it just used one, allowing up to 5 players at once. &#039;&#039;Bomberman&#039;&#039; games used this accessory. Some emulators including Snes9x and bsnes/higan support five players.&lt;br /&gt;
&lt;br /&gt;
===JRA PAT, SNES Modem, and NTT Data Controller===&lt;br /&gt;
This is a rather obscure Super Famicom game with compatible accessories. &#039;&#039;JRA PAT&#039;&#039; is a horse race gambling game where you could use real money.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=wtMlEcf8x6Q&amp;lt;/ref&amp;gt; The service is dead. However, it is unknown if any emulator supports the special controller and modem that can plug into the player 1 and player 2 slots respectively.&lt;br /&gt;
&lt;br /&gt;
===Voice-kun===&lt;br /&gt;
A few games by Koei shipped with an Audio-CD that typically contained voice acting, and supported this accessory which would command a CD player with IR signals typically used by remote controllers so that audio plays at specific points in the game. These games are still playable in most emulators but without Voice-kun support. byuu intends to make either MSU-1 hacks or proper Voice-kun emulation for these games in future higan versions, which would make it the first emulator to emulate this feature.&lt;br /&gt;
&lt;br /&gt;
==Satellaview emulation==&lt;br /&gt;
The &#039;&#039;&#039;Satellaview&#039;&#039;&#039; was a subscription-based add-on released only in Japan that streamed content to the Super Famicom. BS-X or Satellaview software was broadcast the console add-on and stored as temporary data to be deleted shortly afterward. As such, a wealth of games went undumped and lost forever.&lt;br /&gt;
&lt;br /&gt;
Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some extra data, but these have been lost forever outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the maximum cartridge capacity (12MB), but it&#039;s not the same thing.&lt;br /&gt;
&lt;br /&gt;
Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators, you may face issues for many of these games (no font appearing, hangs with a black screen, and so on). You&#039;ll need Satellaview emulation to properly emulate those.&lt;br /&gt;
&lt;br /&gt;
bsnes-sx2 and snes9x-sx2 are recommended. They use your PC clock with no option to modify it, though. SNESGT had the option to modify the clock, but it wasn&#039;t updated for a while and isn&#039;t really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for ROM hackers and translators) but falls behind the others when it comes to general emulation.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need the BS-X BIOS to properly emulate the Satellaview. It goes as &amp;quot;BS-X.bin&amp;quot; under the &amp;quot;BIOS&amp;quot; folder when using snes9x-sx2. There are many variants. You&#039;ll want the translated one (with English text) with removed DRM so that you can play a given broadcast without restrictions on how many times you can do so, like in the original hardware. &lt;br /&gt;
&lt;br /&gt;
Whenever you open a BS-X compatible ROM (that wasn&#039;t modified to behave like a normal SNES game, like most BS Zelda translations were), you&#039;ll be greeted by the BIOS software. It will ask you to choose your name and avatar, which you can control in a city. Of course, the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a &amp;quot;Hello Satellaview&amp;quot; test broadcast. However, you may be interested in seeing how Nintendo used to do loading screens. To see them without them shutting down instantly, open &amp;lt;code&amp;gt;BSX0001-47.bin&amp;lt;/code&amp;gt; (bsxdat folder) in a hex editor and change offset &amp;lt;code&amp;gt;0x06&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;. Most houses will be closed, though.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to enter the little red house you start in front of and load the stored data. In some cases, you may have to wait a while before actual gameplay starts, or until a given time (on real hardware people would wait for up to 6 minutes).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|BS-X Emulation&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[higan]] (bsnes)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/higan-emu/higan/releases {{higanVer}}]&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[bsnes]] &lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 v009] (based on v082)&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[BizHawk]] (bsnes v087)&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]&lt;br /&gt;
|Cycle&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]] (bsnes v059)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|BSD}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
|High&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|NO$SNS&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://problemkaputt.de/sns.htm 1.6]&lt;br /&gt;
|Mid&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|SNESGT&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://www.zophar.net/snes/snesgt.html 2.18 (2007)]&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Data Pack emulation==&lt;br /&gt;
Also known as DLC for the Super Famicom - not only the old Mega Drive could do its lock-on thing! (incredible, isn&#039;t it?) &lt;br /&gt;
&lt;br /&gt;
Data Packs are Satellaview 8M Memory Paks which have data meant to be used as an expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical form via retail stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Paks.&lt;br /&gt;
&lt;br /&gt;
The following games were compatible with Data Packs:&lt;br /&gt;
* Derby Stallion 96&lt;br /&gt;
* Joushou Mahjong Tenpai&lt;br /&gt;
* Ongaku Tsukuru Kanaderu &lt;br /&gt;
* RPG Tsukuru 2&lt;br /&gt;
* Same Game&lt;br /&gt;
* SD Gundam G-NEXT&lt;br /&gt;
* Shigesato Itoi no Bass Tsuri No. 1&lt;br /&gt;
* Sound Novel Tsukuru&lt;br /&gt;
&lt;br /&gt;
These Data Packs are available on ROM sites as regular SFC files, but their actual nature couldn&#039;t be more different. Unlike regular SNES games, they won&#039;t load in SNES emulators by themselves.&lt;br /&gt;
Two emulators support this feature:&lt;br /&gt;
* &#039;&#039;&#039;Snes9x:&#039;&#039;&#039; Under &amp;quot;File/Load Multi-Cart...&amp;quot;, choose the base game for &amp;quot;Slot A&amp;quot; and the expansion pack for &amp;quot;Slot B&amp;quot;, and then the BS-X BIOS file. The combined game variant should open. Most Memory Pack games should work this way but some are unemulated for various reasons - it&#039;s one of the last overlooked areas in SNES emulation after all.&lt;br /&gt;
* &#039;&#039;&#039;bsnes-sx2:&#039;&#039;&#039; Under &amp;quot;File/Load Slotted BS-X Cartridge&amp;quot;. However, due to how the emulator doesn&#039;t have a &amp;quot;Show files from all extensions&amp;quot; option, and an oversight during development, the expansion pack file can&#039;t be selected. Due to this, current versions can&#039;t go in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Data Pack Emulation&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)&lt;br /&gt;
|Mid&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Higan|bsnes]] &lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 v009] (based on v082)&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SNES-CD revival and emulation==&lt;br /&gt;
===SNES-CD===&lt;br /&gt;
It&#039;s well-known enough that the Super Famicom was to get a CD add-on called the SNES-CD, developed by Sony who already helped with the sound chip for the SNES. However, Sony got greedy and tried to include a clause in the contract to give them all rights to any software developed on the device. In retaliation, Nintendo publicly humiliated the Sony executives present at the SNES-CD announcement by claiming they would partner with Phillips instead. Talks between Sony and Nintendo continued afterward as late as 1993, but the project couldn&#039;t be salvaged. Nintendo lost interest in the CD peripheral, seeing how the Sega CD failed in the US and the PC-Engine CD only enjoyed modest success. They canceled the Phillips collaboration on yet another SNES-CD prototype, but in return they allowed them to use some of their properties for their Phillips CD-i console. Later, they collaborated with the St. Giga radio service to create the Japan-exclusive Satellaview add-on for the Super Famicom which played broadcasts of SFC games using streamed audio. As for Sony, they took the hardware and experience from their collaboration with Nintendo to create the first PlayStation. Nintendo would continue to support the cartridge format for its next console, the Nintendo 64.  A shy attempt at rewritable disk media was attempted with the 64DD, but the add-on failed due to the pathetic 64MB maximum storage limit which would be obsoleted by later bigger N64 cartridges, as well as the lack of support from third parties, many of whom had opted to support the PS1 instead.  And the rest is history.&lt;br /&gt;
&lt;br /&gt;
Some prototype units of the Sony SNES-CD were indeed made.  While games were in development for the add-on, some were eventually reworked as regular SNES cartridge games with lots of content gutted (e.g. Nintendo R&amp;amp;D&#039;s Marvelous, Square&#039;s Secret of Mana, and Romancing Saga 2).  Other games, like Hook, were ported to other systems instead (Hook to the Sega CD, and Rayman to the Atari Jaguar, among others), while the rest were outright canceled. These games were to have much bigger worlds, streamed music, cutscenes, and even FMVs according to various interviews. That never happened, however, and even most of the stuff developed for these consoles, including their various manuals and specifications, were lost. &lt;br /&gt;
&lt;br /&gt;
Recently, an actual Sony SNES-CD prototype has been uncovered&amp;lt;ref&amp;gt;http://arstechnica.com/gaming/2015/11/the-fabled-snes-playstation-prototype-has-been-turned-on-and-disassembled/&amp;lt;/ref&amp;gt; and repaired.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=ug-CyGXMabg&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=qh91IO9cV48&amp;lt;/ref&amp;gt; It had various weird hardware restrictions (number of saves, CD size limit, no co-processors) with much of it likely having to do with its unfinished nature. For example, it had a planned Audio CD support that doesn&#039;t actually work, which means the MSU-1 is a much more attractive alternative for hacks aiming to reflect what SNES-CD could have been.&lt;br /&gt;
&lt;br /&gt;
No$SNS 1.6 supports the Sony SNES-CD add-on. This was made possible after some reverse engineering and analysis of the leaked BIOS file. Get the leaked Super Disc BIOS, circulating on the net as &amp;quot;SDBR_v0.95.sfc&amp;quot;. Under the same directory as the no$sns executable, make a &amp;quot;BIOS&amp;quot; folder, put the BIOS file there, and rename it to &amp;quot;SFX-100.bin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The only SNES-CD games available online at this time are a legitimate BIOS for one of the discovered prototypes and two homebrew games. These games, Magic Floor and Super Boss Gaiden (both of which have alternate versions as regular SNES ROMs) come as BIN/CUE files. NO$SNS 1.6 supports only one CD mode, so it doesn&#039;t actually read the CUE but just the BIN file. Both of these were tested on the real hardware and have severe visual glitches due to the SNES-CD adding more undocumented interrupts which are not accurately emulated anywhere, which means it&#039;s safe to say that while SNES-CD emulation exists nowadays, it would have low compatibility with any legit unreleased SNES-CD game prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|SNES-CD (Sony)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[No$|NO$SNS]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://problemkaputt.de/sns.htm 1.6]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MSU-1===&lt;br /&gt;
Cue the MSU-1, which aims to add some of these features to the SNES. It&#039;s a custom fan-made hardware specification for an additional chip, eventually made available and working with real SNES hardware, as the SD2SNES flashcard. It&#039;s the closest to the SNES-CD that you&#039;ll ever get. No more 12MB maximum cartridge size limitation!&lt;br /&gt;
&lt;br /&gt;
One inconvenience is that this specification isn&#039;t really supported by most emulators. It&#039;s currently supported by the SD2SNES flashcard, bsnes (v075 and up), higan (v094 and up), and Snes9x (1.55 and up). These hacks simply won&#039;t work at all in other emulators, unless their developers implement an MSU-1 check to let the game run in these emulators without the MSU-1 enhancements (the MSU-1 specification has a specific feature to allow for compatibility testing).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|MSU-1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[higan]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://byuu.org/higan/ {{higanVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[bsnes]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/bsnes-emu/bsnes {{bsnesVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.snes9x.com/phpbb3/viewtopic.php?f=8&amp;amp;t=24351 {{Snes9xVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To load the MSU-1 patched games with higan or bsnes:&lt;br /&gt;
# Patch the original SNES ROM with the IPS patch&lt;br /&gt;
# Make sure to copy &amp;lt;code&amp;gt;manifest.bml&amp;lt;/code&amp;gt; and the PCM files (generated with &amp;lt;code&amp;gt;create_pcm.bat&amp;lt;/code&amp;gt;, often found included with the sound pack) in the same directory as the ROM&lt;br /&gt;
#* Make sure it&#039;s &amp;lt;code&amp;gt;%USERPROFILE%\Emulation\Super Famicom\&amp;lt;/code&amp;gt; in the case of higan, and follow the readme included to know what names to use&lt;br /&gt;
# Launch with higan/bsnes.&lt;br /&gt;
To load the MSU-1 patched games with Snes9x:&lt;br /&gt;
# Patch the original SNES ROM with the IPS patch&lt;br /&gt;
# Copy the patched ROM file, any MSU image file, and the PCM files (generated with &amp;lt;code&amp;gt;create_pcm.bat&amp;lt;/code&amp;gt;, often found included with the sound pack) in the same directory as the ROM.&lt;br /&gt;
#* Make sure the files all carry the same name prefix as the base ROM, with the MSU image having a &amp;lt;code&amp;gt;.msu&amp;lt;/code&amp;gt; extension and all PCM files suffixed by track number.&lt;br /&gt;
# Launch the base ROM with Snes9x.&lt;br /&gt;
&lt;br /&gt;
Notable hacks for the MSU-1 include:&lt;br /&gt;
* [http://bszelda.zeldalegends.net/right.shtml BS Zelda no Densetsu] (a restoration of how the streamed audio played in the Satellaview game!)&lt;br /&gt;
* [http://bszelda.zeldalegends.net/sekibanfiles.shtml BS Zelda no Densetsu: Inishie no Sekiban]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2546/ Chrono Trigger] (includes a conversion of the FMV intro from the PlayStation version of the game)&lt;br /&gt;
* [http://www.dkc-atlas.com/forum/viewtopic.php?f=33&amp;amp;t=2073 Donkey Kong Country 2]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2483/ The Legend of Zelda: A Link to the Past] (with an optional patch adding FMVs)&lt;br /&gt;
* [http://www.romhacking.net/hacks/2274/ Mega Man X]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2342/ Mega Man X3] (with CD version audio)&lt;br /&gt;
* [http://www.romhacking.net/hacks/2311/ Rock n&#039; Roll Racing]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2467/ Secret of Mana]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2472/ Super Mario World]&lt;br /&gt;
* [http://www.dforce3000.de/?uid=48 Super Road Blaster] (port of the FMV arcade game)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [http://wiki.superfamicom.org/snes/show/HomePage SNES Development Wiki] – SNES Development Wiki for you know, SNES Development.&lt;br /&gt;
* [http://tasvideos.org/EmulatorResources/SNESAccuracyTests.html SNES Accuracy Tests (TASVideos)] – Test results on various emulators using test ROMs&lt;br /&gt;
 &lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Home consoles]]&lt;br /&gt;
[[Category:Fourth-generation video game consoles]]&lt;br /&gt;
[[Category:Nintendo consoles]]&lt;br /&gt;
[[Category:Super Nintendo emulators|*]]&lt;br /&gt;
[[Category:Emulated By MAME]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&amp;diff=45016</id>
		<title>Super Nintendo emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&amp;diff=45016"/>
		<updated>2022-02-14T07:32:13Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = Super Nintendo Entertainment System&lt;br /&gt;
|logo = snesna.png&lt;br /&gt;
|developer = [[:Nintendo]]&lt;br /&gt;
|type = [[:Category:Home consoles|Home video game console]]&lt;br /&gt;
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]&lt;br /&gt;
|release = 1990&lt;br /&gt;
|discontinued = 2003&lt;br /&gt;
|predecessor = [[Nintendo Entertainment System emulators|NES]]&lt;br /&gt;
|successor = [[Nintendo 64 emulators|Nintendo 64]]&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]&#039;&#039;&#039; (SNES) is a 16-bit, fourth-generation home video game console released by [[wikipedia:Nintendo|Nintendo]] on November 21, 1990, in Japan and on August 23, 1991, in the US. It retailed for {{Inflation|USD|199.99|1991}}. It has a Ricoh 5A22 CPU at 3.58 MHz. Borrowing the name of its predecessor, the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]], it was similarly named the &#039;&#039;&#039;Super Famicom&#039;&#039;&#039; in Japan, and during that time it had &#039;&#039;fierce&#039;&#039; competition with SEGA&#039;s [[Sega Genesis emulators|Genesis]] (known in other regions as the Mega Drive).&lt;br /&gt;
&lt;br /&gt;
Emulation for the SNES is robust, with several high-quality emulators for various systems, some of which are [[Emulation Accuracy|cycle-accurate]].&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[libretro|Libretro Core]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[bsnes]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Official)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/bsnes-emu/bsnes/releases {{bsnesVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bsnes#List_of_forks|bsnes-hd]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forked bsnes)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/DerKoun/bsnes-hd/releases {{Bsnes-hdVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[higan]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/higan-emu/higan/releases {{higanVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[ares]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/ares-emulator/ares/releases {{aresVer}}]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesen_S#List_of_forks|Mesen SX]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/NovaSquirrel/Mesen-SX git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesen S]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/SourMesen/Mesen-S/releases {{MesenSVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://sites.google.com/site/bearoso/ {{Snes9xVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}} &amp;lt;ref group=N name=noncomm&amp;gt;Due to using a [[Licensing#Non-commercial licenses|non-commercial license]]. Source code is still publicly available.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]] (SNES-Faust)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Higan#nSide|nSide]] (forked higan)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/hex-usr/nSide/releases git]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Higan#bsnes-classic|bsnes-classic]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(forked bsnes Qt)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://github.com/sharknnth/bsnes-classic/releases git]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[BizHawk]] (bsnes v087)&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|lsnes&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://tasvideos.org/Lsnes.html rr2-β23] &amp;lt;br/&amp;gt; [http://repo.or.cz/w/lsnes.git git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|kindred (Super Sleuth PE) &lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://www.crazysmart.net.au/kindred 1.12 Preview Build 3]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| ?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]] (bsnes v059)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[No$|NO$SNS]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://problemkaputt.de/sns.htm 1.6]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Medium&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.mamedev.org/release.html {{MAMEVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silhouette]]&lt;br /&gt;
|align=left|{{Icon|macOS}}&lt;br /&gt;
|[https://www.zophar.net/fileuploads/1/816uajag/Silhouette.sit.hqx 1.0]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[ZSNES]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|DOS}}&lt;br /&gt;
|[http://zsnes.com 1.51]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[CATSFC]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/ShadauxCat/CATSFC 1.36]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[AloneSFC]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[https://standalones.dev 1.0.2]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|Mobile / ARM&lt;br /&gt;
|-&lt;br /&gt;
|Snes9x EX+&lt;br /&gt;
|align=left|{{Icon|Android|Pyra}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.explusalpha.Snes9xPlus {{.emuVer}}]&amp;lt;/br&amp;gt;[https://pyra-handheld.com/repo/apps/84 1.5.46.02 Pyra]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|High&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]] Next&lt;br /&gt;
|align=left|{{Icon|Android|iOS|Linux|Pandora}}&lt;br /&gt;
|1.53&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Snes8x&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Different from &#039;Snes9x&#039;)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Snes9x based)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|WinMobile}}&lt;br /&gt;
|[https://www.appx4fun.com/xap/497 2.15.3]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://yoyofr92.free.fr/ Little John]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Snes9x 1.39 based)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|PalmOS}}&lt;br /&gt;
|[https://www.zophar.net/palm-os/multiem/little-john-palmos.html 1.1], [https://pyra-handheld.com/boards/resources/little-john-palm-os.4443 1.2]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|[http://blogote.com/features/download-little-john-palm-os-retro-emulator/3352 Mid]&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.superretro16.com SuperRetro16]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.neutronemulation.super_retro_16 2.1.5]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[CATSFC]]&lt;br /&gt;
|align=left|{{Icon|Android|iOS|Linux|Pandora}}&lt;br /&gt;
|1.36&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|OpenSnes9x&lt;br /&gt;
|align=left|{{Icon|GP32|Zodiac}}&lt;br /&gt;
|[http://yoyofr92.free.fr/os9xgp/html/downloads.html 0.3beta]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|Console&lt;br /&gt;
|-&lt;br /&gt;
|[[Virtual Console]]&lt;br /&gt;
|align=left|{{Icon|Wii|3DS|WiiU}}&lt;br /&gt;
|N/A&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid-High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Snes9x GX	&lt;br /&gt;
|align=left|{{Icon|GCN|Wii}}	&lt;br /&gt;
|[https://github.com/dborth/snes9xgx/releases {{Snes9xGXVer}}]	&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}  &amp;lt;ref group=N name=noncomm /&amp;gt;&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Snes9x X&lt;br /&gt;
|align=left|{{Icon|Xbox}}&lt;br /&gt;
|[https://digiex.net/threads/snes9x-x-0-23-download-snes-emulator-for-xbox.13688 0.23]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|SNES360&lt;br /&gt;
|align=left|{{Icon|Xbox360}}&lt;br /&gt;
|[http://download.digiex.net/Consoles/Xbox360/Jtag/SNES360betaV0.21.rar 0.21 beta]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|SNES Station&lt;br /&gt;
|align=left|{{Icon|PS2}}&lt;br /&gt;
|0.2.6c&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]] Next&lt;br /&gt;
|align=left|{{Icon|Wii|Xbox360|3DS|WiiU|Switch}}&amp;lt;br&amp;gt;{{Icon|PSP|PS3}}&lt;br /&gt;
|1.53&amp;lt;br/&amp;gt;[https://digiex.net/threads/retroarch-360-0-9-8-3-download-sega-sens-gameboy-finalburn-emulator-for-xbox-360.12395 RetroArch 360 0.9.8.3]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://wololo.net/talk/viewtopic.php?t=48157 Snes9xTYL Mod]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Snes9x 1.39 based)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|PSP}}&lt;br /&gt;
| [https://github.com/esmjanus/snes9xTYL/releases git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| Mid&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[CATSFC]]&lt;br /&gt;
|align=left|{{Icon|Wii|3DS|WiiU|Switch}}&amp;lt;br&amp;gt;{{Icon|PSP|PS3|DC}}&lt;br /&gt;
|1.36&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|DreamSNES&lt;br /&gt;
|align=left|{{Icon|DC}}&lt;br /&gt;
|[http://www.dcemulation.org/files/emulators/dreamsnes/dreamsnes-0.9.8.zip 0.9.8]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]] for 3DS&lt;br /&gt;
|align=left|{{Icon|3DS}}&lt;br /&gt;
|[https://github.com/bubble2k16/snes9x_3ds/releases git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|blargSNES&lt;br /&gt;
|align=left|{{Icon|3DS}}&lt;br /&gt;
|[http://blargsnes.kuribo64.net/ 1.3b]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|Low&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Pocket SNES&lt;br /&gt;
|align=left|{{Icon|GBA}}&lt;br /&gt;
|[https://www.pocketsnes.net/files/pocketsnes.zip Beta]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Low&lt;br /&gt;
|?&lt;br /&gt;
| {{✓}}&amp;lt;small&amp;gt; (libretro core)&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
; [[higan]] / [[bsnes]]&lt;br /&gt;
* The codifier of [[Emulation Accuracy|emulation accuracy]]. Should play all commercially released games without trouble, assuming you have the power.&lt;br /&gt;
* Incompatible with old ROM hacks made to take advantage of emulator quirks, much like real hardware.&lt;br /&gt;
* Has a superb LLE audio engine.&lt;br /&gt;
* For supreme authenticity higan offers better ROM management, but newcomers who care more about playing the ROMs they have should stick with the bsnes release.&lt;br /&gt;
; [[Snes9x]]&lt;br /&gt;
* Compatible with most games, even many ROM hacks that make use of emulator quirks.&lt;br /&gt;
* Fast enough for pretty much any toaster (even Pentium 1 or 2 machines).&lt;br /&gt;
* Shares its LLE audio engine with bsnes.&lt;br /&gt;
* Older versions may have buggy graphics and shaders in standalone, though it&#039;s video card and driver dependent.&lt;br /&gt;
* Controller support is hit-and-miss, especially when it comes to XInput.&lt;br /&gt;
; [[RetroArch]]&lt;br /&gt;
* Not a unique emulator, but there are official cores for bsnes and Snes9x you can easily obtain.&lt;br /&gt;
* Very customizable and programmable by nature.&lt;br /&gt;
* Tends to have better graphics than standalone software.&lt;br /&gt;
:* The viewport is scalable to any resolution.&lt;br /&gt;
:* It makes good use of fullscreen with the right choice of interface.&lt;br /&gt;
:* A highly robust and flexible [[Shaders_and_Filters|shader]] system completely separate from the core.&lt;br /&gt;
* Dynamic rate control fixes most audio issues.&lt;br /&gt;
* Mirrored ROM and RAM maps, allowing ordinary ROM images to be played right away.&lt;br /&gt;
* The Snes9x Next core was forked from a commit somewhere between upstream version 1.52 and 1.53 and includes some extra speed hacks to run full speed on the Wii, as well as a SuperFX overclock option.&lt;br /&gt;
* bsnes-mercury restores things like HLE DSP and SGB emulation using [[Gambatte]], as well as some optimizations that don&#039;t sacrifice accuracy. Things like the HLE DSP were removed in higan and, much like Snes9x Next, it has an option to overclock SuperFX. The default options match bsnes, where HLE emulation is not enabled by default.&lt;br /&gt;
; [[BizHawk]]&lt;br /&gt;
* Multi-system emulator by TASVideos designed for tool-assisted speedruns, but also doubles as an easy-to-use emulator.&lt;br /&gt;
* Its SNES core is based on bsnes v087.&lt;br /&gt;
* Primarily for Windows, but some Linux compatibility has been reported, likely through Wine.&lt;br /&gt;
* Has support for libretro cores.&lt;br /&gt;
; [[Mednafen]]&lt;br /&gt;
* Like BizHawk, it&#039;s multi-system and based on bsnes.&lt;br /&gt;
* Graphical shells exist (like Mednaffe) to help with the fact that it can only run from the command line.&lt;br /&gt;
* Its SNES core is based on bsnes v059 which is actually pretty old. It predates the performance/balanced/accuracy profiles to as far back as 2010. However, this version is much faster than current higan versions.&lt;br /&gt;
:* It&#039;s missing many of the improvements to the LLE audio engine that newer versions of Snes9x and higan have.&lt;br /&gt;
:* It also lacks many of the updates to edge cases such as Air Strike Patrol, one of two games notorious for manipulating the PPU mid-scanline. It also has some problems rendering text, flickering lines near the bottom, and displaying shadows during flight.&lt;br /&gt;
* There &#039;&#039;are&#039;&#039; systems Mednafen emulates well and very accurately, but the SNES is not one of them. At that point, you&#039;d be better off using standalone bsnes.&lt;br /&gt;
; [[Mesen S]] / Mesen SX&lt;br /&gt;
* Launched in April 2019 from the same author of the top-class NES/Famicom emulator [[Mesen]]. Was slated to have similar features as its famous forebearer.&lt;br /&gt;
* Users who increasingly tire of higan&#039;s (or bsnes) limited user options and cumbersome ROM and save files management may gravitate towards Mesen-S sooner or later, which should run nicely in users&#039; game systems alongside Snes9x or Mednafen (or similar peer).&lt;br /&gt;
; [[ZSNES]]&lt;br /&gt;
* The least accurate of the bunch but still relevant for many reasons, including:&lt;br /&gt;
:* Running full speed on even very old PCs such as an early Pentium 1.&lt;br /&gt;
:* Many ROM hacks were often designed around (let alone possible, simply because of) its problems, and would often break on anything else.&lt;br /&gt;
:* Having tons of bugs and not even emulating some of the original console&#039;s operations which some less notable games needed.&lt;br /&gt;
::* One of these bugs was an &amp;lt;abbr title=&amp;quot;arbitrary code execution&amp;quot;&amp;gt;ACE&amp;lt;/abbr&amp;gt; vulnerability that, if discovered in the emulator&#039;s prime, would&#039;ve allowed a maliciously designed ROM to run its own code on the host machine. No real-world case of it being exploited exists aside from some harmless proof of concept, but it&#039;s always good to [[File Hashes|verify your ROMs]] before opening them in ZSNES.&lt;br /&gt;
:* Has [[ZSNES#Netplay|surprisingly good netplay]].&lt;br /&gt;
:* The DOS-centric GUI was iconic, having been made at a time when good software design was optional. Reception to the interface has warmed in the years since, but it&#039;s not acclaimed.&lt;br /&gt;
* While fans have since modded the binaries (including to patch out the vulnerability), the project is basically dead.&lt;br /&gt;
* Older versions rely on external pre-decompressed graphical packs to emulate some games with elaborate chips, much like older versions of Snes9x such as 1.43. Assuming you get (what are now rare and very hard-to-find) graphical packs for the SPC7110 (like from [http://other.ipherswipsite.com/gpacks/ here]) and Star Ocean, and put them in folders you then set under &amp;quot;Paths&amp;quot; in ZSNES, they can be playable without missing graphics. With that said the newest version does not need them for SDD-1 titles, only for SPC7110 titles. &lt;br /&gt;
* Viable alternatives are bZSNES (for ZSNES-centric ROM hacks), ZMZ (for the UI), NO$SNS, or older versions of Snes9x (for speed boosts tailored to old systems). Otherwise, choose any of the others like bsnes/higan and Snes9x (for better compatibility).&lt;br /&gt;
; Super Retro 16&lt;br /&gt;
* Basically an Android equivalent of ZSNES, accuracy-wise, if not worse. Not even ZSNES had its problems by version 0.715.&lt;br /&gt;
* Its audio emulation in general is weird. Aside from the missing echo and pitch modulation handling, certain sounds in Tales of Phantasia sound like the old ADPCM decoding method used in very old versions of SNES9X and ZSNES. The wind in Final Fantasy VI, on the other hand, is emulated correctly, minus the pitch modulation. Earthworm Jim 2 doesn&#039;t suffer from missing sound effects, surprisingly enough. It does have a hidden &amp;quot;advanced APU&amp;quot; option which doesn&#039;t seem to do anything, though it could be that it is automatically turned on and off on a per-game basis.&lt;br /&gt;
:* Tales of Phantasia and Star Ocean have horrible audio glitches. Music instruments are garbled in random ways. Voice acting is reduced to random buzzing and farting. Toggling surround sound causes extremely loud static. These games will also crash seemingly at random with the SPC700 being the first to crash. The DeJap patch won&#039;t even run and would crash the emulator in older versions. &lt;br /&gt;
* Save states are locked behind a paywall with no SRM support, so save states aren&#039;t viable in these games.&lt;br /&gt;
* Doom used to run with graphical glitches on the walls, but as of newer versions it freezes with just the music after the title screen.&lt;br /&gt;
* It does, however, support controlling the D-Pad by tilting your phone, which works quite well in Starfox.&lt;br /&gt;
* Snes9x EX+ is a better choice and isn&#039;t locked behind a paywall. If that&#039;s not usable, you may even get further by just running ZSNES verbatim in DOSBox if your phone is capable enough.&lt;br /&gt;
; SNNES&lt;br /&gt;
* Better than Super Retro 16 but very outdated, and might not run at all on newer devices.&lt;br /&gt;
* Likely based on some 1.3x version of Snes9x.&lt;br /&gt;
* Same ADPCM-like higher pitch characteristic of very old ZSNES and SNES9X versions, as well as missing interpolation. Echo emulation is broken, with no decay and the echo being cut off prematurely. The sample rate is also bad. It does have pitch modulation, however.&lt;br /&gt;
* Tales of Phantasia and Star Ocean audio works fine, aside from the quirks mentioned above.&lt;br /&gt;
&lt;br /&gt;
==Emulation Enhancements==&lt;br /&gt;
===High Resolution Affine Transformations===&lt;br /&gt;
The SNES had a graphical mode called &amp;quot;Mode 7&amp;quot; that allowed scaling the first background layer. The Super-FX2 added more advanced scaling options but they&#039;re not covered by Mode 7 and therefore enhancements for it. The SNES Mode 7 background is limited to 128x128 pixels, and the output resolution is 256x240. As a result, there&#039;s heavy aliasing and a general loss of quality with some transformations. However, there have been emulator enhancements to make it look better:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High resolution:&#039;&#039;&#039; The scaled backgrounds are rendered with subpixel precision at a higher resolution compared to the rest of the game&#039;s graphics. This may cause visual discrepancies between both.&lt;br /&gt;
* &#039;&#039;&#039;Supersampling:&#039;&#039;&#039; Acts like a sort of anti-aliasing for Mode 7. All graphics are rendered with the same pixel size, though scaled backgrounds are rendered in a higher resolution then processed back to the same resolution as the rest of the image, for a more uniform look. Used to be the only option in bsnes.&lt;br /&gt;
* &#039;&#039;&#039;Widescreen:&#039;&#039;&#039; Later added by bsnes-hd.&lt;br /&gt;
&lt;br /&gt;
A fork of bsnes, [https://github.com/DerKoun/bsnes-hd/releases bsnes-hd], offers active development of these features. Most of those were ported back to [[higan]].&lt;br /&gt;
&lt;br /&gt;
With certain settings, there is heavy aliasing which we can reduce by increasing the sampling rate.&lt;br /&gt;
&lt;br /&gt;
===Mode 7 scaling bilinear filtering===&lt;br /&gt;
Some older version of SNES9X offered bilinear filtering for Mode 7 backgrounds, making them smoother/blurrier instead of pixelated as they are scaled, instead of just applying the bilinear filter on the video output itself.&lt;br /&gt;
&lt;br /&gt;
===Alternative audio interpolation methods===&lt;br /&gt;
Most SNES emulators since at least ZSNES 1.3.x support audio interpolation methods beyond the traditional SNES Gaussian interpolation, such as Linear, Cubic, Sinc, or even no interpolation, should someone prefer that.&lt;br /&gt;
&lt;br /&gt;
===Higher sample rates===&lt;br /&gt;
Likewise, the sample rate can also be set to higher than 32 kHz even in ZSNES 0.150. Though in some versions of ZSNES in the very early 2000s it did cause some artifacts. Nowadays emulators support sample rates all the way to 96 kHz.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
There aren&#039;t as many accessories that were released for the SNES compared to the NES&amp;lt;ref&amp;gt;[[Wikipedia:List of Super Nintendo Entertainment System accessories|List of Super Nintendo Entertainment System accessories]]&amp;lt;/ref&amp;gt; but there is still quite a few to go over.&lt;br /&gt;
===Super Game Boy===&lt;br /&gt;
The &#039;&#039;&#039;[[gametech:Super Game Boy|Super Game Boy]]&#039;&#039;&#039; was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo through the cartridge slot, just like a typical SNES game. The Super Game Boy uses a special version of the Game Boy hardware to allow for &#039;&#039;Super Game Boy enhanced&#039;&#039; Game Boy games to operate its otherwise hidden features such as colorization and improved sound by way of the SNES&#039;s more sophisticated sound hardware. Although many [[Game Boy/Game Boy Color emulators]] and [[Game Boy Advance emulators]] fake this ability, [[higan]] and forks are the first and only emulators to truly emulate its features.&lt;br /&gt;
&lt;br /&gt;
Another thing to note is that there is a redesigned model, only released in Japan, called the &#039;&#039;Super Game Boy 2&#039;&#039;. It has the ability to use a link cable connection that the first model lacks. It also fixes a slight overclocking issue and runs games at normal speed.&lt;br /&gt;
&lt;br /&gt;
There are a few hiccups with emulating the Super Game Boy, however. higan&#039;s Game Boy core isn&#039;t up to snuff. One notable example is Pokémon Yellow Version and the special border that is supposed to display. higan displays the standard Game Boy border while the real hardware displays a special green Pikachu border. On the other hand, Pokémon Gold/Silver Version, designed for Game Boy Color, can operate on a Game Boy and that operates as intended when played on a Super Game Boy. Also, if one attempts to run Game Boy Camera in higan in Super Game Boy mode, the emulator crashes. higan can run in &#039;&#039;Super Game Boy 2&#039;&#039; mode, but link cable connections are not possible yet, not even with other Game Boy emulators that can emulate a link cable.&lt;br /&gt;
&lt;br /&gt;
===asciiPad===&lt;br /&gt;
The asciiPad is a controller by asciiWare that has similar features to the NES Advantage. Unlike the standard SNES controller, it has seven small switches that extend the way buttons are pressed. All the switches can be set to one of three modes for the standard buttons they individually represent, except for the seventh labeled &amp;quot;Slow&amp;quot; which changes the frequency of the additional modes. The switch can be set off, to turbo, and to auto. The turbo setting holds the button, and the auto setting control presses them automatically. [[higan]] is the first and only emulator known to support this specific controller&#039;s switches. Other emulators have a completely different implementation of turbo presses in their GUI, which can work for some, but not to this extent.&lt;br /&gt;
&lt;br /&gt;
===Pointing Devices===&lt;br /&gt;
====Mouse====&lt;br /&gt;
The mouse allowed control over &#039;&#039;Mario Paint&#039;&#039; and &#039;&#039;Mario &amp;amp; Wario&#039;&#039; among other games, though in later games mouse support was optional. Some emulators including Snes9x and bsnes/higan support the Mouse. A ROM hack for Mario &amp;amp; Wario replaces mouse controls with traditional controls for the emulators that don&#039;t support this feature.&lt;br /&gt;
&lt;br /&gt;
====Super Scope====&lt;br /&gt;
The Super Scope is a bazooka-looking light gun that is a bit more complex compared to the Zapper for the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]]. &#039;&#039;Super Scope 6&#039;&#039;, &#039;&#039;Yoshi&#039;s Safari&#039;&#039;, &#039;&#039;Battle Clash&#039;&#039;, and &#039;&#039;Metal Combat: Falcon&#039;s Revenge&#039;&#039; used it. Some emulators including Snes9x and bsnes/higan support the Super Scope, emulated with the mouse.&lt;br /&gt;
&lt;br /&gt;
====Konami Justifier====&lt;br /&gt;
Similar to the NES Zapper but differs from the Super Scope, this is another light gun but needs calibration. It looks like a real gun. It was meant to simulate the shooter arcade experience. Only one game is compatible and that is &#039;&#039;Lethal Enforcers&#039;&#039;. Snes9x and higan support this gun.&lt;br /&gt;
&lt;br /&gt;
===Super Multitap===&lt;br /&gt;
Made by Hudson Soft and licensed by Nintendo, this functions similarly to the [[Nintendo Entertainment System emulators|NES Four Score]]. Instead of using both controller ports, it just used one, allowing up to 5 players at once. &#039;&#039;Bomberman&#039;&#039; games used this accessory. Some emulators including Snes9x and bsnes/higan support five players.&lt;br /&gt;
&lt;br /&gt;
===JRA PAT, SNES Modem, and NTT Data Controller===&lt;br /&gt;
This is a rather obscure Super Famicom game with compatible accessories. &#039;&#039;JRA PAT&#039;&#039; is a horse race gambling game where you could use real money.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=wtMlEcf8x6Q&amp;lt;/ref&amp;gt; The service is dead. However, it is unknown if any emulator supports the special controller and modem that can plug into the player 1 and player 2 slots respectively.&lt;br /&gt;
&lt;br /&gt;
===Voice-kun===&lt;br /&gt;
A few games by Koei shipped with an Audio-CD that typically contained voice acting, and supported this accessory which would command a CD player with IR signals typically used by remote controllers so that audio plays at specific points in the game. These games are still playable in most emulators but without Voice-kun support. byuu intends to make either MSU-1 hacks or proper Voice-kun emulation for these games in future higan versions, which would make it the first emulator to emulate this feature.&lt;br /&gt;
&lt;br /&gt;
==Satellaview emulation==&lt;br /&gt;
The &#039;&#039;&#039;Satellaview&#039;&#039;&#039; was a subscription-based add-on released only in Japan that streamed content to the Super Famicom. BS-X or Satellaview software was broadcast the console add-on and stored as temporary data to be deleted shortly afterward. As such, a wealth of games went undumped and lost forever.&lt;br /&gt;
&lt;br /&gt;
Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some extra data, but these have been lost forever outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the maximum cartridge capacity (12MB), but it&#039;s not the same thing.&lt;br /&gt;
&lt;br /&gt;
Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators, you may face issues for many of these games (no font appearing, hangs with a black screen, and so on). You&#039;ll need Satellaview emulation to properly emulate those.&lt;br /&gt;
&lt;br /&gt;
bsnes-sx2 and snes9x-sx2 are recommended. They use your PC clock with no option to modify it, though. SNESGT had the option to modify the clock, but it wasn&#039;t updated for a while and isn&#039;t really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for ROM hackers and translators) but falls behind the others when it comes to general emulation.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need the BS-X BIOS to properly emulate the Satellaview. It goes as &amp;quot;BS-X.bin&amp;quot; under the &amp;quot;BIOS&amp;quot; folder when using snes9x-sx2. There are many variants. You&#039;ll want the translated one (with English text) with removed DRM so that you can play a given broadcast without restrictions on how many times you can do so, like in the original hardware. &lt;br /&gt;
&lt;br /&gt;
Whenever you open a BS-X compatible ROM (that wasn&#039;t modified to behave like a normal SNES game, like most BS Zelda translations were), you&#039;ll be greeted by the BIOS software. It will ask you to choose your name and avatar, which you can control in a city. Of course, the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a &amp;quot;Hello Satellaview&amp;quot; test broadcast. However, you may be interested in seeing how Nintendo used to do loading screens. To see them without them shutting down instantly, open &amp;lt;code&amp;gt;BSX0001-47.bin&amp;lt;/code&amp;gt; (bsxdat folder) in a hex editor and change offset &amp;lt;code&amp;gt;0x06&amp;lt;/code&amp;gt; from &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt;. Most houses will be closed, though.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to enter the little red house you start in front of and load the stored data. In some cases, you may have to wait a while before actual gameplay starts, or until a given time (on real hardware people would wait for up to 6 minutes).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|BS-X Emulation&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[higan]] (bsnes)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/higan-emu/higan/releases {{higanVer}}]&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[bsnes]] &lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 v009] (based on v082)&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[BizHawk]] (bsnes v087)&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]&lt;br /&gt;
|Cycle&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mednafen]] (bsnes v059)&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|BSD}}&lt;br /&gt;
|[{{MednafenURL|releases/}} {{MednafenVer}}]&lt;br /&gt;
|High&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|NO$SNS&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://problemkaputt.de/sns.htm 1.6]&lt;br /&gt;
|Mid&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|SNESGT&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://www.zophar.net/snes/snesgt.html 2.18 (2007)]&lt;br /&gt;
|Mid&lt;br /&gt;
|?&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Data Pack emulation==&lt;br /&gt;
Also known as DLC for the Super Famicom - not only the old Mega Drive could do its lock-on thing! (incredible, isn&#039;t it?) &lt;br /&gt;
&lt;br /&gt;
Data Packs are Satellaview 8M Memory Paks which have data meant to be used as an expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical form via retail stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Paks.&lt;br /&gt;
&lt;br /&gt;
The following games were compatible with Data Packs:&lt;br /&gt;
* Derby Stallion 96&lt;br /&gt;
* Joushou Mahjong Tenpai&lt;br /&gt;
* Ongaku Tsukuru Kanaderu &lt;br /&gt;
* RPG Tsukuru 2&lt;br /&gt;
* Same Game&lt;br /&gt;
* SD Gundam G-NEXT&lt;br /&gt;
* Shigesato Itoi no Bass Tsuri No. 1&lt;br /&gt;
* Sound Novel Tsukuru&lt;br /&gt;
&lt;br /&gt;
These Data Packs are available on ROM sites as regular SFC files, but their actual nature couldn&#039;t be more different. Unlike regular SNES games, they won&#039;t load in SNES emulators by themselves.&lt;br /&gt;
Two emulators support this feature:&lt;br /&gt;
* &#039;&#039;&#039;Snes9x:&#039;&#039;&#039; Under &amp;quot;File/Load Multi-Cart...&amp;quot;, choose the base game for &amp;quot;Slot A&amp;quot; and the expansion pack for &amp;quot;Slot B&amp;quot;, and then the BS-X BIOS file. The combined game variant should open. Most Memory Pack games should work this way but some are unemulated for various reasons - it&#039;s one of the last overlooked areas in SNES emulation after all.&lt;br /&gt;
* &#039;&#039;&#039;bsnes-sx2:&#039;&#039;&#039; Under &amp;quot;File/Load Slotted BS-X Cartridge&amp;quot;. However, due to how the emulator doesn&#039;t have a &amp;quot;Show files from all extensions&amp;quot; option, and an oversight during development, the expansion pack file can&#039;t be selected. Due to this, current versions can&#039;t go in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Data Pack Emulation&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)&lt;br /&gt;
|Mid&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Higan|bsnes]] &lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bsxproj.superfamicom.org/archive.htm sx2 v009] (based on v082)&lt;br /&gt;
|Low&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SNES-CD revival and emulation==&lt;br /&gt;
===SNES-CD===&lt;br /&gt;
It&#039;s well-known enough that the Super Famicom was to get a CD add-on called the SNES-CD, developed by Sony who already helped with the sound chip for the SNES. However, Sony got greedy and tried to include a clause in the contract to give them all rights to any software developed on the device. In retaliation, Nintendo publicly humiliated the Sony executives present at the SNES-CD announcement by claiming they would partner with Phillips instead. Talks between Sony and Nintendo continued afterward as late as 1993, but the project couldn&#039;t be salvaged. Nintendo lost interest in the CD peripheral, seeing how the Sega CD failed in the US and the PC-Engine CD only enjoyed modest success. They canceled the Phillips collaboration on yet another SNES-CD prototype, but in return they allowed them to use some of their properties for their Phillips CD-i console. Later, they collaborated with the St. Giga radio service to create the Japan-exclusive Satellaview add-on for the Super Famicom which played broadcasts of SFC games using streamed audio. As for Sony, they took the hardware and experience from their collaboration with Nintendo to create the first PlayStation. Nintendo would continue to support the cartridge format for its next console, the Nintendo 64.  A shy attempt at rewritable disk media was attempted with the 64DD, but the add-on failed due to the pathetic 64MB maximum storage limit which would be obsoleted by later bigger N64 cartridges, as well as the lack of support from third parties, many of whom had opted to support the PS1 instead.  And the rest is history.&lt;br /&gt;
&lt;br /&gt;
Some prototype units of the Sony SNES-CD were indeed made.  While games were in development for the add-on, some were eventually reworked as regular SNES cartridge games with lots of content gutted (e.g. Nintendo R&amp;amp;D&#039;s Marvelous, Square&#039;s Secret of Mana, and Romancing Saga 2).  Other games, like Hook, were ported to other systems instead (Hook to the Sega CD, and Rayman to the Atari Jaguar, among others), while the rest were outright canceled. These games were to have much bigger worlds, streamed music, cutscenes, and even FMVs according to various interviews. That never happened, however, and even most of the stuff developed for these consoles, including their various manuals and specifications, were lost. &lt;br /&gt;
&lt;br /&gt;
Recently, an actual Sony SNES-CD prototype has been uncovered&amp;lt;ref&amp;gt;http://arstechnica.com/gaming/2015/11/the-fabled-snes-playstation-prototype-has-been-turned-on-and-disassembled/&amp;lt;/ref&amp;gt; and repaired.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=ug-CyGXMabg&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=qh91IO9cV48&amp;lt;/ref&amp;gt; It had various weird hardware restrictions (number of saves, CD size limit, no co-processors) with much of it likely having to do with its unfinished nature. For example, it had a planned Audio CD support that doesn&#039;t actually work, which means the MSU-1 is a much more attractive alternative for hacks aiming to reflect what SNES-CD could have been.&lt;br /&gt;
&lt;br /&gt;
No$SNS 1.6 supports the Sony SNES-CD add-on. This was made possible after some reverse engineering and analysis of the leaked BIOS file. Get the leaked Super Disc BIOS, circulating on the net as &amp;quot;SDBR_v0.95.sfc&amp;quot;. Under the same directory as the no$sns executable, make a &amp;quot;BIOS&amp;quot; folder, put the BIOS file there, and rename it to &amp;quot;SFX-100.bin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The only SNES-CD games available online at this time are a legitimate BIOS for one of the discovered prototypes and two homebrew games. These games, Magic Floor and Super Boss Gaiden (both of which have alternate versions as regular SNES ROMs) come as BIN/CUE files. NO$SNS 1.6 supports only one CD mode, so it doesn&#039;t actually read the CUE but just the BIN file. Both of these were tested on the real hardware and have severe visual glitches due to the SNES-CD adding more undocumented interrupts which are not accurately emulated anywhere, which means it&#039;s safe to say that while SNES-CD emulation exists nowadays, it would have low compatibility with any legit unreleased SNES-CD game prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|SNES-CD (Sony)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[No$|NO$SNS]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://problemkaputt.de/sns.htm 1.6]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Mid&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MSU-1===&lt;br /&gt;
Cue the MSU-1, which aims to add some of these features to the SNES. It&#039;s a custom fan-made hardware specification for an additional chip, eventually made available and working with real SNES hardware, as the SD2SNES flashcard. It&#039;s the closest to the SNES-CD that you&#039;ll ever get. No more 12MB maximum cartridge size limitation!&lt;br /&gt;
&lt;br /&gt;
One inconvenience is that this specification isn&#039;t really supported by most emulators. It&#039;s currently supported by the SD2SNES flashcard, bsnes (v075 and up), higan (v094 and up), and Snes9x (1.55 and up). These hacks simply won&#039;t work at all in other emulators, unless their developers implement an MSU-1 check to let the game run in these emulators without the MSU-1 enhancements (the MSU-1 specification has a specific feature to allow for compatibility testing).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|MSU-1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[higan]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://byuu.org/higan/ {{higanVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[bsnes]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/bsnes-emu/bsnes {{bsnesVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|Cycle&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Snes9x]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.snes9x.com/phpbb3/viewtopic.php?f=8&amp;amp;t=24351 {{Snes9xVer}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|High&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To load the MSU-1 patched games with higan or bsnes:&lt;br /&gt;
# Patch the original SNES ROM with the IPS patch&lt;br /&gt;
# Make sure to copy &amp;lt;code&amp;gt;manifest.bml&amp;lt;/code&amp;gt; and the PCM files (generated with &amp;lt;code&amp;gt;create_pcm.bat&amp;lt;/code&amp;gt;, often found included with the sound pack) in the same directory as the ROM&lt;br /&gt;
#* Make sure it&#039;s &amp;lt;code&amp;gt;%USERPROFILE%\Emulation\Super Famicom\&amp;lt;/code&amp;gt; in the case of higan, and follow the readme included to know what names to use&lt;br /&gt;
# Launch with higan/bsnes.&lt;br /&gt;
To load the MSU-1 patched games with Snes9x:&lt;br /&gt;
# Patch the original SNES ROM with the IPS patch&lt;br /&gt;
# Copy the patched ROM file, any MSU image file, and the PCM files (generated with &amp;lt;code&amp;gt;create_pcm.bat&amp;lt;/code&amp;gt;, often found included with the sound pack) in the same directory as the ROM.&lt;br /&gt;
#* Make sure the files all carry the same name prefix as the base ROM, with the MSU image having a &amp;lt;code&amp;gt;.msu&amp;lt;/code&amp;gt; extension and all PCM files suffixed by track number.&lt;br /&gt;
# Launch the base ROM with Snes9x.&lt;br /&gt;
&lt;br /&gt;
Notable hacks for the MSU-1 include:&lt;br /&gt;
* [http://bszelda.zeldalegends.net/right.shtml BS Zelda no Densetsu] (a restoration of how the streamed audio played in the Satellaview game!)&lt;br /&gt;
* [http://bszelda.zeldalegends.net/sekibanfiles.shtml BS Zelda no Densetsu: Inishie no Sekiban]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2546/ Chrono Trigger] (includes a conversion of the FMV intro from the PlayStation version of the game)&lt;br /&gt;
* [http://www.dkc-atlas.com/forum/viewtopic.php?f=33&amp;amp;t=2073 Donkey Kong Country 2]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2483/ The Legend of Zelda: A Link to the Past] (with an optional patch adding FMVs)&lt;br /&gt;
* [http://www.romhacking.net/hacks/2274/ Mega Man X]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2342/ Mega Man X3] (with CD version audio)&lt;br /&gt;
* [http://www.romhacking.net/hacks/2311/ Rock n&#039; Roll Racing]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2467/ Secret of Mana]&lt;br /&gt;
* [http://www.romhacking.net/hacks/2472/ Super Mario World]&lt;br /&gt;
* [http://www.dforce3000.de/?uid=48 Super Road Blaster] (port of the FMV arcade game)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [http://wiki.superfamicom.org/snes/show/HomePage SNES Development Wiki] – SNES Development Wiki for you know, SNES Development.&lt;br /&gt;
* [http://tasvideos.org/EmulatorResources/SNESAccuracyTests.html SNES Accuracy Tests (TASVideos)] – Test results on various emulators using test ROMs&lt;br /&gt;
 &lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Home consoles]]&lt;br /&gt;
[[Category:Fourth-generation video game consoles]]&lt;br /&gt;
[[Category:Nintendo consoles]]&lt;br /&gt;
[[Category:Super Nintendo emulators|*]]&lt;br /&gt;
[[Category:Emulated By MAME]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Template:Outdated&amp;diff=44943</id>
		<title>Template:Outdated</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Template:Outdated&amp;diff=44943"/>
		<updated>2022-02-07T02:07:39Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&amp;lt;div class=&amp;quot;notice metadata plainlinks&amp;quot; id=&amp;quot;wip&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#9c0000&amp;quot;&amp;gt;&#039;&#039;This {{#switch:{{{1}}} | section = section | article}} is [[:Category:Outdated|outdated]]. It may contain information that is no longer correct. {{#if: {{{reason|}}}| {{{reason}}} | }} You can help {{SITENAME}} by [{{fullurl:{{FULLPAGENAME}}|action=edit}} updating it].&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1}}}|section = |[[Category:Outdated]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;br style=&amp;quot;clear:both;&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Outdated&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
A hatnote that simultaneously alerts users and categorizes a page. Based on [[Template:Stub|Stub]], an imported template from Wikia. No customization is necessary to use it, simply type &amp;lt;code&amp;gt;{{t|Outdated}}&amp;lt;/code&amp;gt; in the article to mark it as such. If you need further guidance on how to use this template, see the pages that use this tag in the [[:Category:Outdated|Outdated category]].&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
;&amp;lt;code&amp;gt;section&amp;lt;/code&amp;gt;&lt;br /&gt;
:Optional. Changes the wording to reflect its position in the article and removes the article categorization.&lt;br /&gt;
;&amp;lt;code&amp;gt;reason&amp;lt;/code&amp;gt;&lt;br /&gt;
:Optional. Allows context to be added to the tag in the hatnote itself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Article management templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=WineVDM&amp;diff=44833</id>
		<title>WineVDM</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=WineVDM&amp;diff=44833"/>
		<updated>2022-02-02T01:23:34Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title = otvdm&lt;br /&gt;
|version = 0.8.1&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = Windows&lt;br /&gt;
|architecture = x86_64&lt;br /&gt;
|target = 16-bit Windows&lt;br /&gt;
|developer = otya128 [https://github.com/otya128/winevdm/graphs/contributors et al.]&lt;br /&gt;
|license = GNU GPLv2&lt;br /&gt;
|source = [https://github.com/otya128/winevdm GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Not sure if this qualifies as HLE or LLE due to its use of Wine. Can anyone clarify? --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;otvdm&#039;&#039;&#039; (or &#039;&#039;&#039;WineVDM&#039;&#039;&#039;, referring to its underlying method) is an open-source [[Compatibility layers|compatibility layer]] and usermode emulator developed by otya128 for 64-bit Windows. It consists of WineVDM, a component of [[Wine]] that serves the same role the &amp;lt;abbr title=&amp;quot;NT Virtual DOS Machine&amp;quot;&amp;gt;NTVDM&amp;lt;/abbr&amp;gt; does on 32-bit Windows,&amp;lt;ref&amp;gt;[https://source.winehq.org/git/wine.git/blob/HEAD:/programs/winevdm/winevdm.c winevdm.c] in Wine&#039;s repository. &#039;&#039;[https://github.com/wine-mirror/wine/blob/master/programs/winevdm/winevdm.c GitHub mirror.]&#039;&#039;&amp;lt;/ref&amp;gt; coupled with [[MAME]]&#039;s 80386 CPU core and the MS-DOS Player to emulate and intercept kernel/user/GDI calls from 16-bit apps with aspects like windowing being passed through to the host. otvdm is still in the early stages but can run simple games like SkiFree, older Microsoft Office versions, and SimCity. Since the last stable release, there have been significant improvements for which development builds can be found on AppVeyor.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/otya128/winevdm/releases Official release]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Stable builds hosted on GitHub&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://ci.appveyor.com/project/otya128/winevdm Development builds]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Compiled on AppVeyor&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.columbia.edu/~em36/otvdm.html OTVDM page] by em36 at columbia.edu, includes an Inno Setup installer&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Compatibility layers]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=DuckStation&amp;diff=44832</id>
		<title>DuckStation</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=DuckStation&amp;diff=44832"/>
		<updated>2022-02-02T00:00:06Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|logo = DuckStation.png&lt;br /&gt;
|logowidth = 80px&lt;br /&gt;
|screenshot = DuckStation-screenshot-qt.png&lt;br /&gt;
|screenshotwidth = 300px&lt;br /&gt;
|screenshotcaption = The Qt frontend on Windows 10.&lt;br /&gt;
|active = No&lt;br /&gt;
|platform = [[Emulators on PC|Windows]]&amp;lt;br/&amp;gt;Linux&amp;lt;br/&amp;gt;[[Emulators on macOS|macOS]]&amp;lt;br/&amp;gt;[[Emulators on Android OS|Android]]&amp;lt;br/&amp;gt;[[Emulators on Xbox One|Xbox One]]&lt;br /&gt;
|architecture = x86_64, aarch64, ARMv7&lt;br /&gt;
|target = [[PlayStation emulators|Sony PlayStation]]&lt;br /&gt;
|developer = stenzek [https://github.com/stenzek/duckstation/graphs/contributors et al.]&lt;br /&gt;
|source = [https://github.com/stenzek/duckstation GitHub]&lt;br /&gt;
|license = GNU GPLv3&lt;br /&gt;
|compatibility = [https://docs.google.com/spreadsheets/d/1H66MxViRjjE5f8hOl5RQmF5woS1murio2dsLn14kEqo/edit Compatibility list]&lt;br /&gt;
|bios = [[Emulator_Files#PlayStation|Required]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DuckStation&#039;&#039;&#039; is a free and open-source [[PlayStation emulators|PlayStation]] emulator developed primarily by stenzek. It features PGXP, upscaling, texture filtering, overclocking, advanced &amp;quot;cheat&amp;quot; code support, CHD support, and a graphical interface.&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|macOS|XB1}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/stenzek/duckstation/releases Latest Development/Preview Builds]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;MacOS isn&#039;t officially supported and builds are not released for it. Must be compiled from source.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation Play Store]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Free&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
DuckStation is designed for playability and speed, with the goal of being as accurate as possible while maintaining performance on a broad range of devices. The default configuration is intended to support all playable games with only some of the enhancements having compatibility issues. 64-bit CPUs are required for maximum performance using the recompiler.&lt;br /&gt;
&lt;br /&gt;
DuckStation was used as a testing ground for code that would be added to [[Dolphin]].&amp;lt;ref&amp;gt;JMC47, Maylmilae. [https://dolphin-emu.org/blog/2020/02/07/dolphin-progress-report-dec-2019-and-jan-2020/#50-11524-improve-frame-pacing-by-manually-inserting-duplicate-frames-by-stenzek Dolphin Progress Report]. § &#039;&#039;5.0-11524 - Improve Frame Pacing by Manually Inserting Duplicate Frames by Stenzek&#039;&#039;. &amp;quot;As a proof of concept, Stenzek used his Playstation 1 emulator, Duckstation to test a frame pacing solution that involved padding 30 FPS games.&amp;quot;&amp;lt;/ref&amp;gt; stenzek has even said the UI was pulled directly from Dolphin, since it was &amp;quot;designed in conjunction with actual UI/UX people&amp;quot;.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/jjuhcf/for_playstation_1_emulation_fans_i_made_a_very/gagvsnf/?context=3 stenzek] on Reddit. &amp;quot;Yep it is heavily influenced by Dolphin. I&#039;m terrible at UI/UX design so I borrowed Dolphin&#039;s, since it&#039;s been designed in conjunction with actual UI/UX people.&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Qt frontend includes an automatic update checker. Builds downloaded after 2020/08/07 will automatically check for updates each time the emulator starts, this can be disabled in Settings. Alternatively, you can force an update check by clicking Help-&amp;gt;Check for Updates.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators‎]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation emulators‎]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:Xbox One emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=NTVDMx64&amp;diff=44802</id>
		<title>NTVDMx64</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=NTVDMx64&amp;diff=44802"/>
		<updated>2022-01-31T16:45:32Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|title         = NTVDMx64&lt;br /&gt;
|logo          = &lt;br /&gt;
|logowidth     = &lt;br /&gt;
|developer     = Leecher1337&lt;br /&gt;
|version       = v11.01.2022&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = [[Emulators on Windows|Windows]]&lt;br /&gt;
|architecture  = x86_64&lt;br /&gt;
|target        = [[Intel CPUs|x86]]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = &lt;br /&gt;
|prog-lang     = C, C++, Assembly&lt;br /&gt;
|support       = &lt;br /&gt;
|download      = [https://github.com/leecher1337/ntvdmx64/releases Autobuild]&lt;br /&gt;
|license       = &lt;br /&gt;
|source        = [https://github.com/leecher1337/ntvdmx64 GitHub]&lt;br /&gt;
|bios          =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NTVDMx64&#039;&#039;&#039; is a port of the Windows &amp;lt;abbr title=&amp;quot;NT Virtual DOS Machine&amp;quot;&amp;gt;NTVDM&amp;lt;/abbr&amp;gt; from non-x86 machines to x86_64 developed by Leecher1337. It allows 16-bit Windows applications and games to work on 64-bit Windows.&amp;lt;ref&amp;gt;http://www.columbia.edu/~em36/ntvdmx64.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
NTVDMx64 can run text-mode DOS applications as well as games such as Doom. It was tested on the 64-bit versions of:&lt;br /&gt;
* Windows Server 2003&lt;br /&gt;
* Windows Server 2008&lt;br /&gt;
* Windows 7&lt;br /&gt;
* Windows 8&lt;br /&gt;
* Windows 8.1&lt;br /&gt;
* Windows 10&lt;br /&gt;
* Windows Server 2016&lt;br /&gt;
* Windows 11&lt;br /&gt;
&lt;br /&gt;
It is based on the NTVDM implementation in the MIPS, PowerPC, and Alpha ports of Windows NT 4 which used &amp;quot;SoftPC&amp;quot; processor emulation to provide x86 software compatibility. By porting the emulated CPU from the leaked NT 4 source code to x86_64, 16-bit applications could work on 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
==Review==&lt;br /&gt;
NTVDMx64 is very slow, and it uses non-standard ways to run 16-bit applications and games, so alternatives are recommended where possible.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Computer emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Compatibility layers]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=44753</id>
		<title>AetherSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=44753"/>
		<updated>2022-01-29T13:01:56Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = AetherSX2&lt;br /&gt;
|logo          = Aethersx2.png&lt;br /&gt;
|logowidth     = 128px&lt;br /&gt;
|developer     = Tahlreth&lt;br /&gt;
|version       = {{AetherSX2Ver}}&lt;br /&gt;
|active        = &lt;br /&gt;
|platform      = [[Emulators on Android|Android]]&lt;br /&gt;
|architecture  = &lt;br /&gt;
|target        = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://aethersx2.com AetherSX2.com]&lt;br /&gt;
|prog-lang     = Java&amp;lt;ref&amp;gt;[https://old.reddit.com/r/EmulationOnAndroid/comments/qzrgb5/someone_posted_an_alleged_aethersx2_apk_i_have/hlqnovs/ Tahlreth] on Reddit. November 23, 2021. &amp;quot;No Java source code will ever be public [...]&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|support       = [https://www.patreon.com/aethersx2 Patreon]&lt;br /&gt;
|license       = Proprietary &amp;lt;small&amp;gt;(GUI)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;LGPL &amp;lt;small&amp;gt;(core code)&amp;lt;/small&amp;gt;&lt;br /&gt;
|bios          = [https://www.mediafire.com/file/edp636rbtb77hk7/PS2_BIOS.zip/file Required]&lt;br /&gt;
|source        = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AetherSX2&#039;&#039;&#039; is a closed-source [[PlayStation 2 emulators|PlayStation 2]] emulator for [[Emulators on Android|Android]] maintained and developed by Tahlreth.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=xyz.aethersx2.android &#039;&#039;&#039;Play Store&#039;&#039;&#039;]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[https://www.aethersx2.com/archive/?dir=alpha &#039;&#039;&#039;Alpha Build&#039;&#039;&#039;]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
AetherSX2 is essentially a closed-source Android port of [[PCSX2]], adding an ARM JIT and Vulkan renderer. However, unlike the incredibly shady [[DamonPS2]], it uses the current version of PCSX2, which is almost entirely licensed under the [[Licensing#LGPL|LGPL]] save for some minor GPL parts (namely the MPEG decoder which uses libmpeg2, and the code for the on-screen display which uses [[wikipedia:FreeType|FreeType]]). To be fully compliant with the LGPL, Tahlreth is planning to rewrite the GPL code.&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supported image formats&#039;&#039;&#039;: .iso, .chd, .cso, .bin, .gzip, .elf&lt;br /&gt;
* &#039;&#039;&#039;System requirements&#039;&#039;&#039;: At least a Snapdragon 845 or equivalent. Mali and PowerVR GPUs are limited by the lack of dual-source blending in their Android drivers, and will perform worse than Adreno GPUs.&amp;lt;ref&amp;gt;Tahlreth. [https://aethersx2.com AetherSX2 FAQ]. &#039;&#039;§ What are the requirements?&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://discord.gg/aethersx2 Official Discord server]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Yaba_Sanshiro&amp;diff=44699</id>
		<title>Yaba Sanshiro</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Yaba_Sanshiro&amp;diff=44699"/>
		<updated>2022-01-27T17:33:53Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title 		= Yaba Sanshiro&lt;br /&gt;
|logo 		= Yaba.png&lt;br /&gt;
|logowidth 	= 200px&lt;br /&gt;
|version 	= {{YabaSanshiroVer}}&lt;br /&gt;
|active 	= Yes&lt;br /&gt;
|platform 	= [[Emulators on PC|Windows]]&amp;lt;br/&amp;gt;[[Emulators on Linux|Linux]]&amp;lt;br/&amp;gt;[[Emulators on iOS|iOS]]&amp;lt;br/&amp;gt;[[Emulators on Android OS|Android]]&amp;lt;br/&amp;gt;[[Emulators on Switch|Nintendo Switch]]&lt;br /&gt;
|target 	= [[Sega Saturn emulators|Sega Saturn]]&lt;br /&gt;
|developer 	= [https://github.com/devmiyax devmiyax]&lt;br /&gt;
|accuracy	= Medium-Accurate&lt;br /&gt;
|website 	= [http://www.uoyabause.org uoyabause.org]&lt;br /&gt;
|support 	= [https://liberapay.com/~32349/donate Donation]&amp;lt;br/&amp;gt;[https://www.patreon.com/devmiyax Patreon]&lt;br /&gt;
|prog-lang 	= C, C++&lt;br /&gt;
|license 	= GNU GPLv2&lt;br /&gt;
|source 	= [https://github.com/devmiyax/yabause GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yaba Sanshiro&#039;&#039;&#039; is a free and open-source [[Sega Saturn emulators|Sega Saturn]] emulator for Windows, Linux, iOS, Android and the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|iOS|APK|NX}}&lt;br /&gt;
|&#039;&#039;&#039;[http://www.uoyabause.org/static_pages/download Official release]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2 Yaba Sanshiro 2 Free]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Limited functionality with ads&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2.pro Yaba Sanshiro 2 Pro]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Full payware version, $6&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Yaba Sanshiro was removed from the Google Play Store for allegedly violating their Device and Network Abuse policy (the cheat functions probably tripped something in their automated filters). As a result, devmiyax rereleased the app under the name Yaba Sanshiro 2 without cheat functionality.&lt;br /&gt;
&lt;br /&gt;
The requirement for Scoped Storage on devices running Android 10 and newer has also changed how Yaba Sanshiro 2 reads files:&lt;br /&gt;
&lt;br /&gt;
* The game file folder is changed from &amp;quot;/sdcard/yabause/games/&amp;quot; to &amp;quot;/sdcard/Android/data/org.devmiyax.yabasanshioro2.pro/files/yabause/games/&amp;quot;&lt;br /&gt;
* Game files, save data, and save state data are removed when app is uninstalled&lt;br /&gt;
* Storage Access Framework is used when you select &amp;quot;Load Game&amp;quot; from the menu&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.uoyabause.org/games Compatibility list]&lt;br /&gt;
* [https://discord.gg/aRJhTBH Discord server]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:iOS emulation software]]&lt;br /&gt;
[[Category:Switch emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Yaba_Sanshiro&amp;diff=44698</id>
		<title>Yaba Sanshiro</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Yaba_Sanshiro&amp;diff=44698"/>
		<updated>2022-01-27T17:01:54Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title 		= Yaba Sanshiro&lt;br /&gt;
|logo 		= Yaba.png&lt;br /&gt;
|logowidth 	= 200px&lt;br /&gt;
|version 	= {{YabaSanshiroVer}}&lt;br /&gt;
|active 	= Yes&lt;br /&gt;
|platform 	= [[Emulators on PC|Windows]]&amp;lt;br/&amp;gt;[[Emulators on Linux|Linux]]&amp;lt;br/&amp;gt;[[Emulators on iOS|iOS]]&amp;lt;br/&amp;gt;[[Emulators on Android OS|Android]]&amp;lt;br/&amp;gt;[[Emulators on Switch|Nintendo Switch]]&lt;br /&gt;
|target 	= [[Sega Saturn emulators|Sega Saturn]]&lt;br /&gt;
|developer 	= [https://github.com/devmiyax devmiyax]&lt;br /&gt;
|accuracy	= Medium-Accurate&lt;br /&gt;
|website 	= [http://www.uoyabause.org uoyabause.org]&lt;br /&gt;
|support 	= [https://liberapay.com/~32349/donate Donation]&amp;lt;br/&amp;gt;[https://www.patreon.com/devmiyax Patreon]&lt;br /&gt;
|prog-lang 	= C, C++&lt;br /&gt;
|license 	= GNU GPLv2&lt;br /&gt;
|source 	= [https://github.com/devmiyax/yabause GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yaba Sanshiro&#039;&#039;&#039; is a free and open-source [[Sega Saturn emulators|Sega Saturn]] emulator for Windows, Linux, iOS, Android and Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|iOS|APK|NX}}&lt;br /&gt;
|&#039;&#039;&#039;[http://www.uoyabause.org/static_pages/download Stable builds]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2.pro Play Store Pro Paid version]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Payware $6&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2 Google Play Store Free version]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Free limited function and with ad version will be released&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
&lt;br /&gt;
* [http://www.uoyabause.org/games Compatibility list]&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
&lt;br /&gt;
====Yaba Sansiro is banned from Google Play Store. And reborn as Yaba Sanshiro 2!====&lt;br /&gt;
&lt;br /&gt;
They say CHEAT function violates the Device and Network Abuse policy and sections 4.8 and 4.9 of the Developer Distribution Agreement. ( Who cares about 20 years old games cheating???). So we were forced to release Yaba Sanshiro as a new app.&lt;br /&gt;
&lt;br /&gt;
These are changes on Yaba Sanshiro 2&lt;br /&gt;
&lt;br /&gt;
* Cheat function is removed&lt;br /&gt;
&lt;br /&gt;
* Due to Scoped Storage specification. There are changes on Android 10 or above devices&lt;br /&gt;
&lt;br /&gt;
* Game file folder is changed from &amp;quot;/sdcard/yabause/games/&amp;quot; to &amp;quot;/sdcard/Android/data/org.devmiyax.yabasanshioro2.pro/files/yabause/games/&amp;quot;&lt;br /&gt;
* Game files, Save data, State data are removed when app is uninstalled&lt;br /&gt;
* Storage Access Framework is used when you select menu &amp;quot;Load Game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [https://discord.gg/aRJhTBH Discord Server]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:iOS emulation software]]&lt;br /&gt;
[[Category:Switch emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=44414</id>
		<title>PCSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=44414"/>
		<updated>2022-01-18T01:38:58Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Major graphical glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|logo = PCSX2-Logo.png&lt;br /&gt;
|logowidth = 265&lt;br /&gt;
|version = 1.6.0 &amp;lt;small&amp;gt;(Stable)&amp;lt;/small&amp;gt;&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = Windows, Linux, macOS&lt;br /&gt;
|target = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|developer = [https://pcsx2.net/meet-the-team.html PCSX2 Team]&lt;br /&gt;
|website = [https://pcsx2.net/ PCSX2.net]&lt;br /&gt;
|source = [https://github.com/PCSX2/pcsx2 GitHub]&lt;br /&gt;
|license = GNU LGPLv3 &amp;lt;small&amp;gt;(1.7+)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|compatibility = [https://pcsx2.net/compatibility-list.html Compatibility list]&lt;br /&gt;
|bios = [[Emulator_Files#PlayStation_2|Required]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCSX2&#039;&#039;&#039; is an open-source [[PlayStation 2 emulators|PlayStation 2 emulator]] for Windows and Linux. Since 2016, it has also supported the PlayStation 2&#039;s backward compatibility mode for [[PlayStation emulators|PlayStation]] games.&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2/pull/1571&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pcsx2.net/download.html Stable builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pcsx2.github.io/downloads.html Nightly builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|&#039;&#039;&#039;[http://buildbot.orphis.net/pcsx2/ Orphis dev builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Mac-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/tellowkrinkle/pcsx2/releases Dev builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[[AetherSX2|AetherSX2 Port]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the stable builds for Mac and Linux are severely outdated. For those platforms, you should use the nightly/dev builds instead, unless they contain regressions.&lt;br /&gt;
&lt;br /&gt;
==System requirements==&lt;br /&gt;
===Minimum===&lt;br /&gt;
* OS: Windows 8.1 or newer (32 or 64 bit), Ubuntu 18.04/Debian, Arch Linux, or other distro (32 or 64 bit)&lt;br /&gt;
* CPU: Supports SSE2 instruction, two physical cores with hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 1600] (Intel Core i3-3210)&lt;br /&gt;
* GPU: Support Direct3D10 and OpenGL 3.x, 2 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 3000] (GeForce GTX 750)&lt;br /&gt;
* RAM: 4 GB&lt;br /&gt;
===Recommended===&lt;br /&gt;
* OS: Windows 10 (64 bit), Ubuntu 19.04/Debian, Arch Linux, or other distro (64 bit)&lt;br /&gt;
* CPU: Supports AVX2 instruction, four physical cores with or without hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 2100] (Intel Core i7-4770)&lt;br /&gt;
* GPU: Support Direct3D11 and OpenGL 4.5, 4 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 6000] (GeForce GTX 1050 Ti)&lt;br /&gt;
* RAM: 8 GB&lt;br /&gt;
&lt;br /&gt;
These are recommended specs for using PCSX2,&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2#system-requirements&amp;lt;/ref&amp;gt; but depending on the game you want to play, your mileage may vary.  Some games need [http://forums.pcsx2.net/Thread-LIST-The-Most-CPU-Intensive-Games high-end, possibly overclocked CPUs] or [http://forums.pcsx2.net/Thread-LIST-The-Most-GPU-Intensive-Games powerful GPUs], whereas some games run even on [http://forums.pcsx2.net/Thread-LIST-Games-that-don-t-need-a-strong-CPU-to-emulate weak processors].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
===Gamepad===&lt;br /&gt;
[[File:New_God_Hand_Config.jpg|thumb|Get God Hand running on a laptop]]&lt;br /&gt;
[http://www.mediafire.com/view/115130h5rc6qe6b/LilyPad-SCP.lily Native DS3 controls with LilyPad-SCP] - Import this with the &#039;Load Bindings&#039; button in LilyPad&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Either that, or you can use [http://forums.pcsx2.net/Thread-Pokopom-KrossX-s-Pad-Plugin the Pokopom XInput Plugin.] If you use a DualShock controller running under a XInput wrapper such as SCP Server, then this plugin is a no-brainer. It&#039;s very customizable, and you don&#039;t have to configure it beforehand. All of the buttons are bound at startup.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
Most of the video options should be straightforward, with the possible exception of interlacing modes. Many games will run fine with &#039;None&#039;, while others may experience artifacting or jitter.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Sawtooth&amp;quot; is not recommended at all. Artifacting is far too heavy to be usable.&lt;br /&gt;
* &amp;quot;Bob&amp;quot; has reduced artifacts, but jitter can still occur.&lt;br /&gt;
* &amp;quot;Blend&amp;quot; has the least amount of jitter. However, it can cause blurriness. The Blend interlacer does frame-blending. This is also known as motion blur. This means that if there is heavy jitter, the video output will be extremely blurry since the two jittering frames will blend together. Only use this interlacing method as a last resort.&lt;br /&gt;
&lt;br /&gt;
Another method to get around this is by running GSdx in hardware rendering, doubling the vertical resolution (if a game displays 640x480 on the emulator window, set vertical res to 960) and selecting bob-tff for interlacing. This can eliminate interlacing artifacts in most cases, although issues with upscaling, as well as using hardware emulation over software, can arise.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
PCSX2 was originally created in 2001 by Linuzappz and Shadow as the successor to [[PCSX-Reloaded|PCSX]], another PlayStation emulator. Development of PCSX ceased on September 17, 2003 to focus on PCSX2. When version 0.9.8 released in May 2011, only 55% of the PS2&#039;s library was considered supported.&amp;lt;ref&amp;gt;refraction (November 25, 2010). [https://pcsx2.net/developer-blog/90-the-history-of-pcsx2.html The History of PCSX2]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A significant number of quality-of-life changes have come about since the project moved to GitHub, with a renewed interest in bringing it up to par with emulators for similar-gen consoles. Until mid-2021, PCSX2 was a holdout of the plugin system, despite development of each plugin eventually consolidating into the main repository. While the stable 1.6.0 build still contains the plugin API, the nightlies no longer have it as it was removed entirely in [https://github.com/PCSX2/pcsx2/pull/4436 PR 4436]. Compatibility has also seen major improvements across the board, to the point where every game at least boots. As of January 2022, 98% of the PlayStation 2 library is considered playable, with only 26 games marked as perfect.&lt;br /&gt;
&lt;br /&gt;
A pull request adding x86_64 support was opened on [https://github.com/PCSX2/pcsx2/pull/3451 June 7, 2020], and both 32-bit and 64-bit builds for Windows, macOS, and Linux were first made available on [https://github.com/PCSX2/pcsx2/pull/3451#issuecomment-653720205 July 4].&amp;lt;ref name=&amp;quot;Reddit_1&amp;quot;&amp;gt;{{cite web|url=https://www.reddit.com/r/emulation/comments/hkzzv2/pcsx2_now_has_a_64_bit_version/ |title=PCSX2 now has a 64 bit version |publisher=Reddit|accessdate=2020-07-06|date=2020 Jul 04}}&amp;lt;/ref&amp;gt; The plan is to reduce so-called &amp;quot;technical debt&amp;quot;, including game-specific hacks that cause accuracy issues and bugs in the 32-bit builds, as well as broaden support for more platforms and devices such as ARM64 chips.&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
:&#039;&#039;Main thread: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.pcsx2.net/Thread-Sticky-PCSX2-General-Troubleshooting-FAQ PCSX2 General Troubleshooting FAQ]&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Automatic game fixes===&lt;br /&gt;
Whenever you encounter any kind of bug that isn&#039;t graphical in nature, objects going through other objects, untargetable objects that should be targetable or A.I. freezing, for example, make sure that the automatic game fixes option from the system menu is activated.&lt;br /&gt;
&lt;br /&gt;
===Major graphical glitches===&lt;br /&gt;
Graphical problems such as corrupted textures, missing effects, clipping light sources, burn-in or transparent objects being opaque can usually be solved by switching to the software renderer either by pressing F9 while the game is running or via GSdx&#039;s config panel. If using the Direct3D 11 renderer, try the OpenGL renderer as it may be more accurate. If you&#039;re using a stable build, try switching to the most recent nightly or dev build. Newer development builds of the emulator may have fixes or other features added to the hardware renderers which remove common glitches like red or green bars appearing on the screen.&lt;br /&gt;
&lt;br /&gt;
===Poor performance in software mode===&lt;br /&gt;
Many games will require you to switch to software mode to fix various issues, albeit at the cost of a significant performance loss. However, an easily overlooked setting in the graphical plugin configuration panel, extra rendering threads, might help lessen the performance loss if you have a quad-core or higher CPU. It is recommended to set it to the number of cores in your CPU minus one if you aren&#039;t using the MTVU speed-hack, or minus two if you are (ex: if you are using a quad core CPU you should set this number to 3 without MTVU and 2 with MTVU).&lt;br /&gt;
The process described above is partially automated in recent development versions of PCSX2 but you might still need to tweak it to get optimal performance levels&lt;br /&gt;
&lt;br /&gt;
===Multi-threaded microVU===&lt;br /&gt;
Multi-threaded microVU (MTVU), while generally a very useful speed-hack, might sometime cause minor problems like hanging and absence of performance gain or more severe ones like massive performance hits, save-states corruption (PCSX2 keeps a backup you can load with Shift+F3 in case any issues arise) and crashes to desktop.&lt;br /&gt;
&lt;br /&gt;
===Crashes===&lt;br /&gt;
Crashes could be the results of several things. &lt;br /&gt;
Switching between hardware and software rendering rapidly is likely to cause the emulator to lock up. This can be easily avoided by waiting a few seconds after switching between hardware and software rendering before switching again.&lt;br /&gt;
If your GPU drivers also crash simultaneously (or you get massive graphical corruption on your desktop and/or a BSOD while trying to run a game) this means you&#039;re either using outdated drivers or you&#039;re trying to use an AMD card with the OGL renderer and Blending Accuracy set to none, in which case either set it to basic or higher or use the DX11 renderer instead.&lt;br /&gt;
If the log warns you about TLB miss you are either:&lt;br /&gt;
&lt;br /&gt;
* Using a bad dump of a game, in which case you&#039;ll need to [[Ripping Games|re-rip your disc]] or re-download the game you are trying to play.&lt;br /&gt;
* Playing the game directly from your DVD drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead (it&#039;s not advised to play directly from your DVD drive).&lt;br /&gt;
* Trying to play a game that isn&#039;t supported by the emulator, in which case you cannot do anything except trying another version of the game (PAL or NTSC-J for example).&lt;br /&gt;
* Trying to play a game with a massive or in some cases any EE overclock applied, in which case turn it back down the speedhack menu.&lt;br /&gt;
* You need to check the Wiki to see if the game requires any specific settings regarding the Clamping Mode of the EE/VU.&lt;br /&gt;
* Cheats used in the game&#039;s .pnach file are invalid.&lt;br /&gt;
&lt;br /&gt;
If PCSX2 still crashes after doing all of the above, check that you aren&#039;t using any speed-hacks and that your system is stable and not overheating especially if you are overclocking.&lt;br /&gt;
&lt;br /&gt;
===Extreme fluctuation in emulation speed===&lt;br /&gt;
The large fluctuation in emulation is often caused by the games themselves and cannot be avoided, but there is a handful of cases where this is caused by specific configuration issues&lt;br /&gt;
&lt;br /&gt;
* Using large internal resolution multiplier on a low-end GPUs, even if the game runs mostly fine some effect can cause the emulator to suddenly have to do a lot of very heavy operations on the VRAM, low-end GPUs tend to have much lower VRAM bandwidth and will get absolutely crushed by that, especially true when using Large framebuffer and even more so when using the OGL renderer. Obviously the only real fix is turning the resolution down and disabling Large Framebuffer if possible&lt;br /&gt;
* Playing games directly from the original DVD using a disc drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead&lt;br /&gt;
* Having the Blending accuracy set too high in the OGL renderer (Full and Ultra mostly)&lt;br /&gt;
* Using EE overclock in some games&lt;br /&gt;
&lt;br /&gt;
===Intermittent warped audio===&lt;br /&gt;
Due to how the synchronizing function of the audio plugin works, even when running games on a computer that is capable of going way above 100% speed in a stable fashion, random bits of time-stretched audio can be heard occasionally or even frequently, there are however a few ways to work around that issue.&lt;br /&gt;
* Set the audio syncing method to Async Mix (can cause A/V sync issue, not recommended with rhythm games), do not set it to None as it basically does the same thing as Async Mix but has more issues&lt;br /&gt;
* Unlock the PCSX2 framerate limiter and use an external one such as MSI Afterburner&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
It&#039;s either interlacing or a filter in the game itself. For the former, switching the de-interlacing mode with F5 may help, and may cause flicker or screen shaking. For the latter, hacks are required. Either Aggressive-CRC if the game is listed there, or skipdraw (toy with the number, 1-100) might work otherwise.&lt;br /&gt;
&lt;br /&gt;
===Black lines===&lt;br /&gt;
Black lines are caused by scaling to a non-integer internal resolution (anything other than Yx Native), texture filtering (Try anything that isn&#039;t bilinear (Forced), improperly offset textures (TC Offset, Wild Arms Offset hacks, Half-Pixel Offset), or improperly handled texture edges (Merge Sprite hack, Sprite/Round Sprite combobox). Native resolution, for the most part, fixes these issues, however, software rendering may be required as well.&lt;br /&gt;
&lt;br /&gt;
==Special hardware==&lt;br /&gt;
===Pressure-sensitive buttons===&lt;br /&gt;
The DualShock 2 joypad bundled with the PS2 has all buttons and sticks with variable pressure states. &lt;br /&gt;
&lt;br /&gt;
While most PS2 games don&#039;t require this feature, instead preferring variable trigger/stick pressure (e.g. sneaking past the sleeping dog in Chulip), a select few do. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* All three attack buttons in the Bouncer do different attacks based on whether the press was light, medium or strong. Same goes for the musical game Mad Maestro.&lt;br /&gt;
* Star Ocean 3 has a musical item that plays different melodies depending on pressure and they&#039;re required for progressing.&lt;br /&gt;
&lt;br /&gt;
Games requiring variable trigger pressure need physical controllers with analog sticks, but rare are third-party controllers which support variable pressure buttons. To know if your controller supports it, open the LilyPad plugin settings by going to the PCSX2 menu and selecting &amp;quot;Config&amp;quot;, &amp;quot;Controllers (PAD)&amp;quot;, and &amp;quot;Plugin Settings&amp;quot;. At the LilyPad plugin popup, select your gamepad from the list of detected controllers in the &amp;quot;Device Diagnostics&amp;quot; box in the lower left then click the &amp;quot;Test Device&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
A small popup window will appear, showing a list of all the gamepad&#039;s buttons as well as their current state. 0.000 = indicates unpressed, 1.000 = indicates fully depressed. Roll either analog stick around. See how the values change from 0.000 to 0.xyz, with the .xyz values shifting incrementally. These changing .xyz values show how the plugin detects different changes in angle as you move the analog stick around.&lt;br /&gt;
&lt;br /&gt;
Now press any of the buttons normally used by games, i.e. the triangle/square/cross/circle buttons. See how the values immediately shift from 0.000 = unpressed, directly to 1.000 = pressed. If your gamepad truly has pressure sensitive buttons you will see gradual 0.xyz changes as you slowly press each button, just like the different changes in angle as you move the analog sticks around.&lt;br /&gt;
If the buttons change from 0.000 directly to 1.000 this proves that your gamepad buttons are not pressure sensitive and are merely tracking the pressed/unpressed state. &lt;br /&gt;
&lt;br /&gt;
The solution would be to either buy an official DualShock 3 controller and use an appropriate 3rd party driver such as [[SCP Driver Package]], or mapping the button to a rarely used trigger/stick in LilyPad this way:&lt;br /&gt;
&lt;br /&gt;
An additional button needs to be mapped to circle as well but configured to deliver &amp;quot;light&amp;quot; pressure. This is done by opening the gamepad plugin configuration and choosing a rarely used key - for example, the lower shoulder button L2 - and remapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In the game, merely use the remapped L2@circle button to deliver &amp;quot;light&amp;quot; tap/hold tunes while the regular circle button can be used normally to deliver &amp;quot;hard&amp;quot; tap/hold tunes.&lt;br /&gt;
&lt;br /&gt;
===Lightgun support===&lt;br /&gt;
Lightgun support is available in the pcxs2 emulator via a third party plugin called nuvee. His allows you to use and mouse or mouse compatible device (such as a lightgun) to play the large ps2 library of lightgun games.&amp;lt;ref&amp;gt;https://lightgungamer.com/pcsx2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[How To Play PCSX2 Online]]&lt;br /&gt;
* [[Online PS2 games]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://pcsx2.net/compatibility-list.html Official compatibility list]&lt;br /&gt;
* [http://pcsx2.net/247-official-pcsx2-configuration-guide-video.html Official PCSX2 setup guide]&lt;br /&gt;
* [http://neogaf.com/forum/showthread.php?t=427321 NeoGAF guide]&lt;br /&gt;
* [http://wiki.pcsx2.net/index.php/Main_Page PCSX2 wiki]&lt;br /&gt;
* [http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=271674#pid271674 PCSX2 widescreen game patches] and [http://ps2wide.net/ widescreen hacks]&lt;br /&gt;
* [https://forums.pcsx2.net/Thread-60-fps-codes 60 fps codes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;br /&gt;
[[Category:Netplay]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=DuckStation&amp;diff=44412</id>
		<title>DuckStation</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=DuckStation&amp;diff=44412"/>
		<updated>2022-01-18T01:27:42Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|logo = DuckStation.png&lt;br /&gt;
|logowidth = 80px&lt;br /&gt;
|screenshot = DuckStation-screenshot-qt.png&lt;br /&gt;
|screenshotwidth = 300px&lt;br /&gt;
|screenshotcaption = The Qt frontend on Windows 10.&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = [[Emulators on PC|Windows]]&amp;lt;br/&amp;gt;Linux&amp;lt;br/&amp;gt;[[Emulators on macOS|macOS]]&amp;lt;br/&amp;gt;[[Emulators on Android OS|Android]]&lt;br /&gt;
|architecture = x86_64, aarch64, ARMv7&lt;br /&gt;
|target = [[PlayStation emulators|Sony PlayStation]]&lt;br /&gt;
|developer = stenzek [https://github.com/stenzek/duckstation/graphs/contributors et al.]&lt;br /&gt;
|source = [https://github.com/stenzek/duckstation GitHub]&lt;br /&gt;
|license = GNU GPLv3&lt;br /&gt;
|compatibility = [https://docs.google.com/spreadsheets/d/1H66MxViRjjE5f8hOl5RQmF5woS1murio2dsLn14kEqo/edit Compatibility list]&lt;br /&gt;
|bios = [[Emulator_Files#PlayStation|Required]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DuckStation&#039;&#039;&#039; is a free and open-source [[PlayStation emulators|PlayStation]] emulator developed primarily by stenzek. It features PGXP, upscaling, texture filtering, overclocking, advanced &amp;quot;cheat&amp;quot; code support, CHD support, and a graphical interface.&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|macOS}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/stenzek/duckstation/releases Latest Development/Preview Builds]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;MacOS isn&#039;t officially supported and builds are not released for it. Must be compiled from source.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation Play Store]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Free&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
DuckStation is focused on playability, speed, and long-term maintainability. The goal of the emulator is to be as accurate as possible while maintaining performance on a broad range of devices. &amp;quot;Hack&amp;quot; options are discouraged, and the default configuration should support all playable games with only some of the enhancements having compatibility issues. 64-bit CPUs are required for recompiler support for maximum performance. &lt;br /&gt;
&lt;br /&gt;
DuckStation was used as a testing ground for code that would be added to [[Dolphin]].&amp;lt;ref&amp;gt;JMC47, Maylmilae. [https://dolphin-emu.org/blog/2020/02/07/dolphin-progress-report-dec-2019-and-jan-2020/#50-11524-improve-frame-pacing-by-manually-inserting-duplicate-frames-by-stenzek Dolphin Progress Report]. § &#039;&#039;5.0-11524 - Improve Frame Pacing by Manually Inserting Duplicate Frames by Stenzek&#039;&#039;. &amp;quot;As a proof of concept, Stenzek used his Playstation 1 emulator, Duckstation to test a frame pacing solution that involved padding 30 FPS games.&amp;quot;&amp;lt;/ref&amp;gt; stenzek has even said the UI was pulled directly from Dolphin, since it was &amp;quot;designed in conjunction with actual UI/UX people&amp;quot;.&amp;lt;ref&amp;gt;[https://old.reddit.com/r/emulation/comments/jjuhcf/for_playstation_1_emulation_fans_i_made_a_very/gagvsnf/?context=3 stenzek] on Reddit. &amp;quot;Yep it is heavily influenced by Dolphin. I&#039;m terrible at UI/UX design so I borrowed Dolphin&#039;s, since it&#039;s been designed in conjunction with actual UI/UX people.&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Qt frontend includes an automatic update checker. Builds downloaded after 2020/08/07 will automatically check for updates each time the emulator starts, this can be disabled in Settings. Alternatively, you can force an update check by clicking Help-&amp;gt;Check for Updates.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators‎]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation emulators‎]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=TeknoParrot&amp;diff=44411</id>
		<title>TeknoParrot</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=TeknoParrot&amp;diff=44411"/>
		<updated>2022-01-18T01:15:19Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* List of supported systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|logo = Teknoparrot.png&lt;br /&gt;
|developer = Teknogods team&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = Windows 7 and up&lt;br /&gt;
|target = PC-based [[Arcade emulators|Arcade systems]]&lt;br /&gt;
|website = [https://teknoparrot.com/ TeknoParrot.com]&lt;br /&gt;
|source = [https://github.com/teknogods/OpenParrot GitHub] &amp;lt;small&amp;gt;(OpenParrot)&amp;lt;/small&amp;gt;, [https://github.com/teknogods/TeknoParrotUI GUI]&lt;br /&gt;
|support = [https://www.patreon.com/Teknogods Patreon]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;TeknoParrot&#039;&#039;&#039; is a closed-source [[compatibility layers|compatibility layer]] for Windows PCs to run games originally made for Windows-based and some Linux-based arcade systems. It includes the ability to map standard PC gear like steering wheels and joysticks to the game&#039;s input.&lt;br /&gt;
&lt;br /&gt;
The latest version is {{TeknoVer}}. &lt;br /&gt;
&lt;br /&gt;
Some features and game supports are locked in the free version. You can unlock Patreon exclusive features by paying at least 5$ via Patreon each month.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://teknoparrot.com/download Official release]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of supported systems==&lt;br /&gt;
{{Main|wikipedia:Arcade_system_board{{!}}Arcade system board}} (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
TeknoParrot currently supports over 170 arcade titles and many PC-based arcade boards, and emulation of these and more titles continue to be improved.&lt;br /&gt;
* [https://teknogods.github.io/ Official compatibility GitHub page] (Created in 2019 or 2020. A vast improvement over the old, internal wiki-style multi-page lists.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Supported boards:&amp;lt;/u&amp;gt; &amp;lt;small&amp;gt;(Seen on main page)&amp;lt;/small&amp;gt;&lt;br /&gt;
* eX-Board (Maker: Examu. 2008-2011.)&lt;br /&gt;
* Gaelco PC based hardware (2003-2005)&lt;br /&gt;
* Global VR PC Based (American firm from CA)&lt;br /&gt;
* Konami PC Based&lt;br /&gt;
* Namco N2 (2005-2010)&lt;br /&gt;
* Namco ES3 A/B/X (2013–2019)&lt;br /&gt;
* [[wikipedia:Raw Thrills|Raw Thrills]] PC Based (American firm from Illinois. Often cooperates with Illinois-based developer Play Mechanix.)&lt;br /&gt;
* Sega Lindbergh ([https://www.patreon.com/posts/teknoparrot-1-51-18728320 1.51]. 2005–2015.)&lt;br /&gt;
* Sega Europa-R (2008–2010)&lt;br /&gt;
* Sega RingEdge/RingEdge 2/RingWide (2009-2014)&lt;br /&gt;
* Sega Nu (Vanilla/1.1/2/SX/SX 1.1) (2013-)&lt;br /&gt;
* Sega PC based (Daytona USA Chapionship)&lt;br /&gt;
&lt;br /&gt;
* [[Taito Type X|Taito Type-X/Type-X2/Type-X3/Type-X4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Additional platforms&amp;lt;/u&amp;gt; &amp;lt;small&amp;gt;(Not mentioned on official website&#039;s home page. Be sure to check Patreon notices regularly or the new [https://teknogods.github.io/ Compatibility page] made in 2019-2020.):&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[wikipedia:Game Refuge Inc.|Game Refuge Inc.]] (Eg. Star Trek: Voyager)&lt;br /&gt;
* Namco BNA1 Lite&lt;br /&gt;
* Sega ALLS UX (2018-)&lt;br /&gt;
* Wahlap Tech PC based (Chinese firm.)&lt;br /&gt;
&lt;br /&gt;
===Digital Distribution Platforms===&lt;br /&gt;
There are arcade video game network systems from several companies that allow arcade vendors the ability to download a game into their cabinet, as opposed to just replacing the whole cabinet when they want a new game. TeknoParrot supports many games from the following digital distribution platforms:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ALL.Net itself is like Xbox Live Multiplayer for arcade, not for content distribution (besides game program updates, consider it as Xbox system update). ALL.Net P-ras MULTI is. Teknoparrot doesn&#039;t emulate ALL.Net online features.--&amp;gt;&lt;br /&gt;
*[https://apm.sega.jp/ ALL.Net P-ras MULTI] ([https://segaretro.org/ALL.Net Sega&#039;s network]. Games mainly from Sega and Bandai Namco, some times third parties. Emulated since [https://www.patreon.com/posts/teknoparrot-1-dx-20038056 1.60a].)&lt;br /&gt;
*[https://en.wikipedia.org/wiki/NESiCAxLive NESiCAxLive] (Taito&#039;s network. Games from SNK, Cave, and Arc System Works. Emulated since [https://www.patreon.com/posts/teknoparrot-1-dx-20038056 1.60a].)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
TeknoParrot started its life as a closed-source project built by a few members of Teknogods and had an accompanying and highly successful Patreon account to support its continued development.&lt;br /&gt;
&lt;br /&gt;
Since version 1.66 of TeknoParrot was released publicly on [https://www.patreon.com/posts/teknoparrot-1-66-21295857?utm_medium=post_notification_email&amp;amp;utm_source=post_link&amp;amp;utm_campaign=patron_engagement early September 2018], the Teknogods team released a partially open-source version of the emulator to allow more people to contribute to it. These two open-source software, that were launched, are called &amp;quot;[https://github.com/teknogods/OpenParrot OpenParrot]&amp;quot; and &amp;quot;[https://github.com/teknogods/TeknoParrotUI TeknoParrotUI]&amp;quot; (GUI for Windows that works with both TeknoParrot and OpenParrot).&lt;br /&gt;
&lt;br /&gt;
TeknoParrot has been changed to rolling update now. New features would be pushed to the built-in updater when it&#039;s available, and TeknoParrot website only hosts a certain version rather than the latest.&lt;br /&gt;
&lt;br /&gt;
==Connectivity==&lt;br /&gt;
&amp;quot;TeknoParrot Online&amp;quot; is an included executable that creates and connects people to user-hosted lobbies.&lt;br /&gt;
&lt;br /&gt;
Multi-JVS support that enable up to 4 connected players to play a game together through TeknoParrot was first added for the game &#039;&#039;Virtua Tennis 4&#039;&#039; in [https://www.patreon.com/posts/teknoparrot-1-19124288 version 1.52c] (May 30, 2018).&lt;br /&gt;
 &lt;br /&gt;
However, TeknoParrot lacks emulation for official cloud saving/multiplayer features presented in games such as All.Net (SEGA), NESYS (Taito), eAmusement (Konami), etc, which would cause some games to unable to save progress (at least in an orthodox way), unlock features/contents, and/or joining Internet multiplayer games.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.reddit.com/r/teknoparrot/ /r/teknoparrot]&lt;br /&gt;
*(LINK REMOVED) (Developer website)&lt;br /&gt;
*[https://www.youtube.com/user/TeknoGods Official development channel] on YouTube&lt;br /&gt;
*[https://www.twitch.tv/reaverteknogods Twitch streaming]&lt;br /&gt;
*[https://discordapp.com/invite/bntkyXZ Discord server] for all TeknoGods projects (mainly TeknoParrot, read the rules to get full access)&lt;br /&gt;
*[https://twitter.com/ReaverTeknoGods Twitter news feed] and voting polls&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Arcade emulators]]&lt;br /&gt;
[[Category:Compatibility layers]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Netplay]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Spine&amp;diff=44410</id>
		<title>Spine</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Spine&amp;diff=44410"/>
		<updated>2022-01-18T01:14:08Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|title         = Spine&lt;br /&gt;
|logo          = &lt;br /&gt;
|logowidth     = &lt;br /&gt;
|developer     = spinedev&lt;br /&gt;
|version       = 2022-01-17&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = Linux&lt;br /&gt;
|architecture  = &lt;br /&gt;
|target        = [[PlayStation 4 emulators|PlayStation 4]]&lt;br /&gt;
|compatibility = [https://docs.google.com/spreadsheets/d/1vebgZawcNhdZnGPaSuWrC6wo9OpR1miz/edit#gid=438411959 List] &amp;lt;small&amp;gt;(September 2021)&amp;lt;/small&amp;gt;&lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = &lt;br /&gt;
|prog-lang     = &lt;br /&gt;
|support       = &lt;br /&gt;
|license       = &lt;br /&gt;
|source        = [https://github.com/devofspine/spinedemo GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spine&#039;&#039;&#039; is a compatibility layer developed for Linux that allows PlayStation 4 games to work. The project is largely developed in private by a single developer, spinedev.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Lin-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://www26.zippyshare.com/v/zqDxN3MR/file.html 2022-01-17]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Spine&#039;s first public demo was the first to launch commercial games. More builds have since been released which supports many more commercial titles. Its authenticity was verified by AlexAltea, an early contributor to [[RPCS3]] and maintainer of [[Orbital]].&amp;lt;ref&amp;gt;[https://www.reddit.com/r/emulation/comments/bz4ikp/orbital_a_playstation_4_emulator_that_is/eqq6lxt/ AlexAltea] on Reddit. &amp;quot;I&#039;ve analyzed the Spine demo in IDA Pro (reverse engineering tool), and everything checks out. It&#039;s obviously a very early release, lots of unimplemented parts, but it&#039;s real. More importantly, we have tested it locally and it works.&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 4 emulators]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=44393</id>
		<title>PCSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=44393"/>
		<updated>2022-01-17T12:11:56Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|logo = PCSX2-Logo.png&lt;br /&gt;
|logowidth = 265&lt;br /&gt;
|version = 1.6.0 &amp;lt;small&amp;gt;(Stable)&amp;lt;/small&amp;gt;&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = Windows, Linux, macOS&lt;br /&gt;
|target = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|developer = [https://pcsx2.net/meet-the-team.html PCSX2 Team]&lt;br /&gt;
|website = [https://pcsx2.net/ PCSX2.net]&lt;br /&gt;
|source = [https://github.com/PCSX2/pcsx2 GitHub]&lt;br /&gt;
|license = GNU LGPLv3 &amp;lt;small&amp;gt;(1.7+)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|compatibility = [https://pcsx2.net/compatibility-list.html Compatibility list]&lt;br /&gt;
|bios = [[Emulator_Files#PlayStation_2|Required]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCSX2&#039;&#039;&#039; is an open-source [[PlayStation 2 emulators|PlayStation 2 emulator]] for Windows and Linux. Since 2016, it has also supported the PlayStation 2&#039;s backward compatibility mode for [[PlayStation emulators|PlayStation]] games.&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2/pull/1571&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pcsx2.net/download.html Stable builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pcsx2.github.io/downloads.html Nightly builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|&#039;&#039;&#039;[http://buildbot.orphis.net/pcsx2/ Orphis dev builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Mac-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/tellowkrinkle/pcsx2/releases Dev builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[[AetherSX2|AetherSX2 Port]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the stable builds for Mac and Linux are severely outdated. For those platforms, you should use the nightly/dev builds instead, unless they contain regressions.&lt;br /&gt;
&lt;br /&gt;
==System requirements==&lt;br /&gt;
===Minimum===&lt;br /&gt;
* OS: Windows 8.1 or newer (32 or 64 bit), Ubuntu 18.04/Debian, Arch Linux, or other distro (32 or 64 bit)&lt;br /&gt;
* CPU: Supports SSE2 instruction, two physical cores with hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 1600] (Intel Core i3-3210)&lt;br /&gt;
* GPU: Support Direct3D10 and OpenGL 3.x, 2 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 3000] (GeForce GTX 750)&lt;br /&gt;
* RAM: 4 GB&lt;br /&gt;
===Recommended===&lt;br /&gt;
* OS: Windows 10 (64 bit), Ubuntu 19.04/Debian, Arch Linux, or other distro (64 bit)&lt;br /&gt;
* CPU: Supports AVX2 instruction, four physical cores with or without hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 2100] (Intel Core i7-4770)&lt;br /&gt;
* GPU: Support Direct3D11 and OpenGL 4.5, 4 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 6000] (GeForce GTX 1050 Ti)&lt;br /&gt;
* RAM: 8 GB&lt;br /&gt;
&lt;br /&gt;
These are recommended specs for using PCSX2,&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2#system-requirements&amp;lt;/ref&amp;gt; but depending on the game you want to play, your mileage may vary.  Some games need [http://forums.pcsx2.net/Thread-LIST-The-Most-CPU-Intensive-Games high-end, possibly overclocked CPUs] or [http://forums.pcsx2.net/Thread-LIST-The-Most-GPU-Intensive-Games powerful GPUs], whereas some games run even on [http://forums.pcsx2.net/Thread-LIST-Games-that-don-t-need-a-strong-CPU-to-emulate weak processors].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
===Gamepad===&lt;br /&gt;
[[File:New_God_Hand_Config.jpg|thumb|Get God Hand running on a laptop]]&lt;br /&gt;
[http://www.mediafire.com/view/115130h5rc6qe6b/LilyPad-SCP.lily Native DS3 controls with LilyPad-SCP] - Import this with the &#039;Load Bindings&#039; button in LilyPad&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Either that, or you can use [http://forums.pcsx2.net/Thread-Pokopom-KrossX-s-Pad-Plugin the Pokopom XInput Plugin.] If you use a DualShock controller running under a XInput wrapper such as SCP Server, then this plugin is a no-brainer. It&#039;s very customizable, and you don&#039;t have to configure it beforehand. All of the buttons are bound at startup.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
Most of the video options should be straightforward, with the possible exception of interlacing modes. Many games will run fine with &#039;None&#039;, while others may experience artifacting or jitter.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Sawtooth&amp;quot; is not recommended at all. Artifacting is far too heavy to be usable.&lt;br /&gt;
* &amp;quot;Bob&amp;quot; has reduced artifacts, but jitter can still occur.&lt;br /&gt;
* &amp;quot;Blend&amp;quot; has the least amount of jitter. However, it can cause blurriness. The Blend interlacer does frame-blending. This is also known as motion blur. This means that if there is heavy jitter, the video output will be extremely blurry since the two jittering frames will blend together. Only use this interlacing method as a last resort.&lt;br /&gt;
&lt;br /&gt;
Another method to get around this is by running GSdx in hardware rendering, doubling the vertical resolution (if a game displays 640x480 on the emulator window, set vertical res to 960) and selecting bob-tff for interlacing. This can eliminate interlacing artifacts in most cases, although issues with upscaling, as well as using hardware emulation over software, can arise.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
PCSX2 was originally created in 2001 by Linuzappz and Shadow as the successor to [[PCSX-Reloaded|PCSX]], another PlayStation emulator. Development of PCSX ceased on September 17, 2003 to focus on PCSX2. When version 0.9.8 released in May 2011, only 55% of the PS2&#039;s library was considered supported.&amp;lt;ref&amp;gt;refraction (November 25, 2010). [https://pcsx2.net/developer-blog/90-the-history-of-pcsx2.html The History of PCSX2]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A significant number of quality-of-life changes have come about since the project moved to GitHub, with a renewed interest in bringing it up to par with emulators for similar-gen consoles. Until mid-2021, PCSX2 was a holdout of the plugin system, despite development of each plugin eventually consolidating into the main repository. While the stable 1.6.0 build still contains the plugin API, the nightlies no longer have it as it was removed entirely in [https://github.com/PCSX2/pcsx2/pull/4436 PR 4436]. Compatibility has also seen major improvements across the board, to the point where every game at least boots. As of January 2022, 98% of the PlayStation 2 library is considered playable, with only 26 games marked as perfect.&lt;br /&gt;
&lt;br /&gt;
A pull request adding x86_64 support was opened on [https://github.com/PCSX2/pcsx2/pull/3451 June 7, 2020], and both 32-bit and 64-bit builds for Windows, macOS, and Linux were first made available on [https://github.com/PCSX2/pcsx2/pull/3451#issuecomment-653720205 July 4].&amp;lt;ref name=&amp;quot;Reddit_1&amp;quot;&amp;gt;{{cite web|url=https://www.reddit.com/r/emulation/comments/hkzzv2/pcsx2_now_has_a_64_bit_version/ |title=PCSX2 now has a 64 bit version |publisher=Reddit|accessdate=2020-07-06|date=2020 Jul 04}}&amp;lt;/ref&amp;gt; The plan is to reduce so-called &amp;quot;technical debt&amp;quot;, including game-specific hacks that cause accuracy issues and bugs in the 32-bit builds, as well as broaden support for more platforms and devices such as ARM64 chips.&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
:&#039;&#039;Main thread: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.pcsx2.net/Thread-Sticky-PCSX2-General-Troubleshooting-FAQ PCSX2 General Troubleshooting FAQ]&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Automatic game fixes===&lt;br /&gt;
Whenever you encounter any kind of bug that isn&#039;t graphical in nature, objects going through other objects, untargetable objects that should be targetable or A.I. freezing, for example, make sure that the automatic game fixes option from the system menu is activated.&lt;br /&gt;
&lt;br /&gt;
===Major graphical glitches===&lt;br /&gt;
{{outdated|section}}&lt;br /&gt;
Whenever a game has graphical problems such as garbage texture, missing effects, light sources visible through a wall, burn-in or transparent objects being opaque, the easiest fix is generally to switch to software mode either by pressing F9 in-game or via the configuration panel of the GSdx plugin. If using the DX11 renderer another option is to try the OGL one which is generally more up to date and more accurate. If you&#039;re using stable version of the emulator, try using the most recent development build. Newer development builds of the emulator have fixes in the hardware rendering which may remove graphical errors such as red or green bars appearing on the screen. The newest development build can be found at https://pcsx2.net/download/development/dev-windows.html, click the download link of the revision closest to the top of the page.&lt;br /&gt;
&lt;br /&gt;
===Poor performance in software mode===&lt;br /&gt;
Many games will require you to switch to software mode to fix various issues, albeit at the cost of a significant performance loss. However, an easily overlooked setting in the graphical plugin configuration panel, extra rendering threads, might help lessen the performance loss if you have a quad-core or higher CPU. It is recommended to set it to the number of cores in your CPU minus one if you aren&#039;t using the MTVU speed-hack, or minus two if you are (ex: if you are using a quad core CPU you should set this number to 3 without MTVU and 2 with MTVU).&lt;br /&gt;
The process described above is partially automated in recent development versions of PCSX2 but you might still need to tweak it to get optimal performance levels&lt;br /&gt;
&lt;br /&gt;
===Multi-threaded microVU===&lt;br /&gt;
Multi-threaded microVU (MTVU), while generally a very useful speed-hack, might sometime cause minor problems like hanging and absence of performance gain or more severe ones like massive performance hits, save-states corruption (PCSX2 keeps a backup you can load with Shift+F3 in case any issues arise) and crashes to desktop.&lt;br /&gt;
&lt;br /&gt;
===Crashes===&lt;br /&gt;
Crashes could be the results of several things. &lt;br /&gt;
Switching between hardware and software rendering rapidly is likely to cause the emulator to lock up. This can be easily avoided by waiting a few seconds after switching between hardware and software rendering before switching again.&lt;br /&gt;
If your GPU drivers also crash simultaneously (or you get massive graphical corruption on your desktop and/or a BSOD while trying to run a game) this means you&#039;re either using outdated drivers or you&#039;re trying to use an AMD card with the OGL renderer and Blending Accuracy set to none, in which case either set it to basic or higher or use the DX11 renderer instead.&lt;br /&gt;
If the log warns you about TLB miss you are either:&lt;br /&gt;
&lt;br /&gt;
* Using a bad dump of a game, in which case you&#039;ll need to [[Ripping Games|re-rip your disc]] or re-download the game you are trying to play.&lt;br /&gt;
* Playing the game directly from your DVD drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead (it&#039;s not advised to play directly from your DVD drive).&lt;br /&gt;
* Trying to play a game that isn&#039;t supported by the emulator, in which case you cannot do anything except trying another version of the game (PAL or NTSC-J for example).&lt;br /&gt;
* Trying to play a game with a massive or in some cases any EE overclock applied, in which case turn it back down the speedhack menu.&lt;br /&gt;
* You need to check the Wiki to see if the game requires any specific settings regarding the Clamping Mode of the EE/VU.&lt;br /&gt;
* Cheats used in the game&#039;s .pnach file are invalid.&lt;br /&gt;
&lt;br /&gt;
If PCSX2 still crashes after doing all of the above, check that you aren&#039;t using any speed-hacks and that your system is stable and not overheating especially if you are overclocking.&lt;br /&gt;
&lt;br /&gt;
===Extreme fluctuation in emulation speed===&lt;br /&gt;
The large fluctuation in emulation is often caused by the games themselves and cannot be avoided, but there is a handful of cases where this is caused by specific configuration issues&lt;br /&gt;
&lt;br /&gt;
* Using large internal resolution multiplier on a low-end GPUs, even if the game runs mostly fine some effect can cause the emulator to suddenly have to do a lot of very heavy operations on the VRAM, low-end GPUs tend to have much lower VRAM bandwidth and will get absolutely crushed by that, especially true when using Large framebuffer and even more so when using the OGL renderer. Obviously the only real fix is turning the resolution down and disabling Large Framebuffer if possible&lt;br /&gt;
* Playing games directly from the original DVD using a disc drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead&lt;br /&gt;
* Having the Blending accuracy set too high in the OGL renderer (Full and Ultra mostly)&lt;br /&gt;
* Using EE overclock in some games&lt;br /&gt;
&lt;br /&gt;
===Intermittent warped audio===&lt;br /&gt;
Due to how the synchronizing function of the audio plugin works, even when running games on a computer that is capable of going way above 100% speed in a stable fashion, random bits of time-stretched audio can be heard occasionally or even frequently, there are however a few ways to work around that issue.&lt;br /&gt;
* Set the audio syncing method to Async Mix (can cause A/V sync issue, not recommended with rhythm games), do not set it to None as it basically does the same thing as Async Mix but has more issues&lt;br /&gt;
* Unlock the PCSX2 framerate limiter and use an external one such as MSI Afterburner&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
It&#039;s either interlacing or a filter in the game itself. For the former, switching the de-interlacing mode with F5 may help, and may cause flicker or screen shaking. For the latter, hacks are required. Either Aggressive-CRC if the game is listed there, or skipdraw (toy with the number, 1-100) might work otherwise.&lt;br /&gt;
&lt;br /&gt;
===Black lines===&lt;br /&gt;
Black lines are caused by scaling to a non-integer internal resolution (anything other than Yx Native), texture filtering (Try anything that isn&#039;t bilinear (Forced), improperly offset textures (TC Offset, Wild Arms Offset hacks, Half-Pixel Offset), or improperly handled texture edges (Merge Sprite hack, Sprite/Round Sprite combobox). Native resolution, for the most part, fixes these issues, however, software rendering may be required as well.&lt;br /&gt;
&lt;br /&gt;
==Special hardware==&lt;br /&gt;
===Pressure-sensitive buttons===&lt;br /&gt;
The DualShock 2 joypad bundled with the PS2 has all buttons and sticks with variable pressure states. &lt;br /&gt;
&lt;br /&gt;
While most PS2 games don&#039;t require this feature, instead preferring variable trigger/stick pressure (e.g. sneaking past the sleeping dog in Chulip), a select few do. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* All three attack buttons in the Bouncer do different attacks based on whether the press was light, medium or strong. Same goes for the musical game Mad Maestro.&lt;br /&gt;
* Star Ocean 3 has a musical item that plays different melodies depending on pressure and they&#039;re required for progressing.&lt;br /&gt;
&lt;br /&gt;
Games requiring variable trigger pressure need physical controllers with analog sticks, but rare are third-party controllers which support variable pressure buttons. To know if your controller supports it, open the LilyPad plugin settings by going to the PCSX2 menu and selecting &amp;quot;Config&amp;quot;, &amp;quot;Controllers (PAD)&amp;quot;, and &amp;quot;Plugin Settings&amp;quot;. At the LilyPad plugin popup, select your gamepad from the list of detected controllers in the &amp;quot;Device Diagnostics&amp;quot; box in the lower left then click the &amp;quot;Test Device&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
A small popup window will appear, showing a list of all the gamepad&#039;s buttons as well as their current state. 0.000 = indicates unpressed, 1.000 = indicates fully depressed. Roll either analog stick around. See how the values change from 0.000 to 0.xyz, with the .xyz values shifting incrementally. These changing .xyz values show how the plugin detects different changes in angle as you move the analog stick around.&lt;br /&gt;
&lt;br /&gt;
Now press any of the buttons normally used by games, i.e. the triangle/square/cross/circle buttons. See how the values immediately shift from 0.000 = unpressed, directly to 1.000 = pressed. If your gamepad truly has pressure sensitive buttons you will see gradual 0.xyz changes as you slowly press each button, just like the different changes in angle as you move the analog sticks around.&lt;br /&gt;
If the buttons change from 0.000 directly to 1.000 this proves that your gamepad buttons are not pressure sensitive and are merely tracking the pressed/unpressed state. &lt;br /&gt;
&lt;br /&gt;
The solution would be to either buy an official DualShock 3 controller and use an appropriate 3rd party driver such as [[SCP Driver Package]], or mapping the button to a rarely used trigger/stick in LilyPad this way:&lt;br /&gt;
&lt;br /&gt;
An additional button needs to be mapped to circle as well but configured to deliver &amp;quot;light&amp;quot; pressure. This is done by opening the gamepad plugin configuration and choosing a rarely used key - for example, the lower shoulder button L2 - and remapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In the game, merely use the remapped L2@circle button to deliver &amp;quot;light&amp;quot; tap/hold tunes while the regular circle button can be used normally to deliver &amp;quot;hard&amp;quot; tap/hold tunes.&lt;br /&gt;
&lt;br /&gt;
===Lightgun support===&lt;br /&gt;
Lightgun support is available in the pcxs2 emulator via a third party plugin called nuvee. His allows you to use and mouse or mouse compatible device (such as a lightgun) to play the large ps2 library of lightgun games.&amp;lt;ref&amp;gt;https://lightgungamer.com/pcsx2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[How To Play PCSX2 Online]]&lt;br /&gt;
* [[Online PS2 games]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://pcsx2.net/compatibility-list.html Official compatibility list]&lt;br /&gt;
* [http://pcsx2.net/247-official-pcsx2-configuration-guide-video.html Official PCSX2 setup guide]&lt;br /&gt;
* [http://neogaf.com/forum/showthread.php?t=427321 NeoGAF guide]&lt;br /&gt;
* [http://wiki.pcsx2.net/index.php/Main_Page PCSX2 wiki]&lt;br /&gt;
* [http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=271674#pid271674 PCSX2 widescreen game patches] and [http://ps2wide.net/ widescreen hacks]&lt;br /&gt;
* [https://forums.pcsx2.net/Thread-60-fps-codes 60 fps codes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;br /&gt;
[[Category:Netplay]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=44329</id>
		<title>PCSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=44329"/>
		<updated>2022-01-15T11:48:03Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|logo = PCSX2-Logo.png&lt;br /&gt;
|logowidth = 265&lt;br /&gt;
|version = 1.6.0 &amp;lt;small&amp;gt;(Stable)&amp;lt;/small&amp;gt;&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = Windows, Linux, macOS&lt;br /&gt;
|target = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|developer = [http://pcsx2.net/meet-the-team.html PCSX2 Team]&lt;br /&gt;
|website = [http://pcsx2.net/ PCSX2.net]&lt;br /&gt;
|source = [https://github.com/PCSX2/pcsx2 GitHub]&lt;br /&gt;
|license = GNU LGPLv3 &amp;lt;small&amp;gt;(1.7+)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|compatibility = [https://pcsx2.net/compatibility-list.html Compatibility list]&lt;br /&gt;
|bios = [[Emulator_Files#PlayStation_2|Required]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCSX2&#039;&#039;&#039; is an open-source (formerly plugin-based) [[PlayStation 2 emulators|PlayStation 2 emulator]]. Its purpose is to mimic the PS2 hardware using a combination of MIPS CPU [[wikipedia:Interpreter_%28computing%29|interpreters]], [[wikipedia:Dynamic_recompilation|recompilers]] and a [[wikipedia:Virtual_machine|virtual machine]] which manages hardware states and PS2 system memory. In 2016, preliminary work was started on [[PlayStation emulators|PS1]] support&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2/pull/1571&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pcsx2.net/download.html Stable builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pcsx2.github.io/downloads.html Nightly builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|&#039;&#039;&#039;[http://buildbot.orphis.net/pcsx2/ Orphis dev builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Mac-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/tellowkrinkle/pcsx2/releases Dev builds]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[[AetherSX2|AetherSX2 Port]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stable builds for Mac and Linux are severely outdated, less so for Windows. Either way, it&#039;s still recommended to use the dev builds, unless the latest one is actually broken (which it usually isn&#039;t).&lt;br /&gt;
&lt;br /&gt;
==System requirements==&lt;br /&gt;
===Minimum===&lt;br /&gt;
* OS: Windows 8.1 or newer (32 or 64 bit), Ubuntu 18.04/Debian, Arch Linux, or other distro (32 or 64 bit)&lt;br /&gt;
* CPU: Supports SSE2 instruction, two physical cores with hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 1600] (Intel Core i3-3210)&lt;br /&gt;
* GPU: Support Direct3D10 and OpenGL 3.x, 2 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 3000] (GeForce GTX 750)&lt;br /&gt;
* RAM: 4 GB&lt;br /&gt;
===Recommended===&lt;br /&gt;
* OS: Windows 10 (64 bit), Ubuntu 19.04/Debian, Arch Linux, or other distro (64 bit)&lt;br /&gt;
* CPU: Supports AVX2 instruction, four physical cores with or without hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 2100] (Intel Core i7-4770)&lt;br /&gt;
* GPU: Support Direct3D11 and OpenGL 4.5, 4 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 6000] (GeForce GTX 1050 Ti)&lt;br /&gt;
* RAM: 8 GB&lt;br /&gt;
&lt;br /&gt;
These are recommended specs for using PCSX2&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2#system-requirements&amp;lt;/ref&amp;gt;, but depending on the game you want to play, your mileage may vary.  Some games need [http://forums.pcsx2.net/Thread-LIST-The-Most-CPU-Intensive-Games high-end, possibly overclocked CPUs] or [http://forums.pcsx2.net/Thread-LIST-The-Most-GPU-Intensive-Games powerful GPUs], whereas some games run even on [http://forums.pcsx2.net/Thread-LIST-Games-that-don-t-need-a-strong-CPU-to-emulate weak processors].&lt;br /&gt;
&lt;br /&gt;
For those with [[DualShock 3]] controllers, use [[SCP Driver Package]].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
===Gamepad===&lt;br /&gt;
[[File:New_God_Hand_Config.jpg|thumb|Get God Hand running on a laptop]][http://www.mediafire.com/view/115130h5rc6qe6b/LilyPad-SCP.lily Native DS3 controls with LilyPad-SCP] - Import this with the &#039;Load Bindings&#039; button in LilyPad&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Either that, or you can use [http://forums.pcsx2.net/Thread-Pokopom-KrossX-s-Pad-Plugin the Pokopom XInput Plugin.] If you use a DualShock controller running under a XInput wrapper such as SCP Server, then this plugin is a no-brainer. It&#039;s very customizable, and you don&#039;t have to configure it beforehand. All of the buttons are bound at startup.&lt;br /&gt;
&lt;br /&gt;
Also, you can easily (and quite effortlessly) set up and use a DualShock 4 pad if you connect it wirelessly via an official PlayStation DualShock 4 Bluetooth USB dongle PC adapter from Sony. A generic bluetooth adapter (integrated or external) should work too with combination ryochan7/DS4Windows or via steam as a wrapper for wired or wireless.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
Most of the video options should be straightforward, with the possible exception of interlacing modes. Many games will run fine with &#039;None&#039;, while others may experience artifacting or jitter.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Sawtooth&amp;quot; is not recommended at all. Artifacting is far too heavy to be usable.&lt;br /&gt;
* &amp;quot;Bob&amp;quot; has reduced artifacts, but jitter can still occur.&lt;br /&gt;
* &amp;quot;Blend&amp;quot; has the least amount of jitter. However, it can cause blurriness. The Blend interlacer does frame-blending. This is also known as motion blur. This means that if there is heavy jitter, the video output will be extremely blurry since the two jittering frames will blend together. Only use this interlacing method as a last resort.&lt;br /&gt;
&lt;br /&gt;
Another method to get around this is by running GSdx in hardware rendering, doubling the vertical resolution (if a game displays 640x480 on the emulator window, set vertical res to 960) and selecting bob-tff for interlacing. This can eliminate interlacing artifacts in most cases, although issues with upscaling, as well as using hardware emulation over software, can arise.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
PCSX2 formerly was a plugin-based emulator but was in name only. With the exception of some specialized input plugins discussed below, there has not been a reason to add additional plugins such as the older ZeroGS/ZeroSPU2 for many years. As of 2021, all plugins were integrated to the core code and relicensed accordingly, and will now be developed as part of the emulator in the same repository. Support for plugin-based PS1 emulators was removed from LilyPad and GSdx (which does not impact PS1 games running in PCSX2 itself).&lt;br /&gt;
&lt;br /&gt;
A native 64-bit version for Windows, Linux, and macOS was in development from [https://github.com/PCSX2/pcsx2/pull/3451 June 07, 2020], and was first made available on [https://github.com/PCSX2/pcsx2/pull/3451#issuecomment-653720205 July 04, 2020].&amp;lt;ref name=&amp;quot;Reddit_1&amp;quot;&amp;gt;{{cite web|url=https://www.reddit.com/r/emulation/comments/hkzzv2/pcsx2_now_has_a_64_bit_version/ |title=PCSX2 now has a 64 bit version |publisher=Reddit|accessdate=2020-07-06|date=2020 Jul 04}}&amp;lt;/ref&amp;gt; This will open the door to removing hacks and other workarounds for many troublesome games in the 32-bit builds, and broaden the emulator&#039;s support for more platforms and devices such as ARM64 chips down the line.&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
{{main|https://forums.pcsx2.net/Thread-Sticky-PCSX2-General-Troubleshooting-FAQ PCSX2 General Troubleshooting FAQ}}&lt;br /&gt;
&lt;br /&gt;
===Automatic game fixes===&lt;br /&gt;
Whenever you encounter any kind of bug that isn&#039;t graphical in nature, objects going through other objects, untargetable objects that should be targetable or A.I. freezing, for example, make sure that the automatic game fixes option from the system menu is activated.&lt;br /&gt;
&lt;br /&gt;
===Major graphical glitches===&lt;br /&gt;
Whenever a game has graphical problems such as garbage texture, missing effects, light sources visible through a wall, burn-in or transparent objects being opaque, the easiest fix is generally to switch to software mode either by pressing F9 in-game or via the configuration panel of the GSdx plugin. If using the DX11 renderer another option is to try the OGL one which is generally more up to date and more accurate. If you&#039;re using stable version of the emulator, try using the most recent development build. Newer development builds of the emulator have fixes in the hardware rendering which may remove graphical errors such as red or green bars appearing on the screen. The newest development build can be found at https://pcsx2.net/download/development/dev-windows.html, click the download link of the revision closest to the top of the page.&lt;br /&gt;
&lt;br /&gt;
===Poor performance in software mode===&lt;br /&gt;
Many games will require you to switch to software mode to fix various issues, albeit at the cost of a significant performance loss. However, an easily overlooked setting in the graphical plugin configuration panel, extra rendering threads, might help lessen the performance loss if you have a quad-core or higher CPU. It is recommended to set it to the number of cores in your CPU minus one if you aren&#039;t using the MTVU speed-hack, or minus two if you are (ex: if you are using a quad core CPU you should set this number to 3 without MTVU and 2 with MTVU).&lt;br /&gt;
The process described above is partially automated in recent development versions of PCSX2 but you might still need to tweak it to get optimal performance levels&lt;br /&gt;
&lt;br /&gt;
===Multi-threaded microVU===&lt;br /&gt;
Multi-threaded microVU (MTVU), while generally a very useful speed-hack, might sometime cause minor problems like hanging and absence of performance gain or more severe ones like massive performance hits, save-states corruption (PCSX2 keeps a backup you can load with Shift+F3 in case any issues arise) and crashes to desktop.&lt;br /&gt;
&lt;br /&gt;
===Crashes===&lt;br /&gt;
Crashes could be the results of several things. &lt;br /&gt;
Switching between hardware and software rendering rapidly is likely to cause the emulator to lock up. This can be easily avoided by waiting a few seconds after switching between hardware and software rendering before switching again.&lt;br /&gt;
If your GPU drivers also crash simultaneously (or you get massive graphical corruption on your desktop and/or a BSOD while trying to run a game) this means you&#039;re either using outdated drivers or you&#039;re trying to use an AMD card with the OGL renderer and Blending Accuracy set to none, in which case either set it to basic or higher or use the DX11 renderer instead.&lt;br /&gt;
If the log warns you about TLB miss you are either:&lt;br /&gt;
&lt;br /&gt;
* Using a bad dump of a game, in which case you&#039;ll need to [[Ripping Games|re-rip your disc]] or re-download the game you are trying to play.&lt;br /&gt;
* Playing the game directly from your DVD drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead (it&#039;s not advised to play directly from your DVD drive).&lt;br /&gt;
* Trying to play a game that isn&#039;t supported by the emulator, in which case you cannot do anything except trying another version of the game (PAL or NTSC-J for example).&lt;br /&gt;
* Trying to play a game with a massive or in some cases any EE overclock applied, in which case turn it back down the speedhack menu.&lt;br /&gt;
* You need to check the Wiki to see if the game requires any specific settings regarding the Clamping Mode of the EE/VU.&lt;br /&gt;
* Cheats used in the game&#039;s .pnach file are invalid.&lt;br /&gt;
&lt;br /&gt;
If PCSX2 still crashes after doing all of the above, check that you aren&#039;t using any speed-hacks and that your system is stable and not overheating especially if you are overclocking.&lt;br /&gt;
&lt;br /&gt;
===Extreme fluctuation in emulation speed===&lt;br /&gt;
The large fluctuation in emulation is often caused by the games themselves and cannot be avoided, but there is a handful of cases where this is caused by specific configuration issues&lt;br /&gt;
&lt;br /&gt;
* Using large internal resolution multiplier on a low-end GPUs, even if the game runs mostly fine some effect can cause the emulator to suddenly have to do a lot of very heavy operations on the VRAM, low-end GPUs tend to have much lower VRAM bandwidth and will get absolutely crushed by that, especially true when using Large framebuffer and even more so when using the OGL renderer. Obviously the only real fix is turning the resolution down and disabling Large Framebuffer if possible&lt;br /&gt;
* Playing games directly from the original DVD using a disc drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead&lt;br /&gt;
* Having the Blending accuracy set too high in the OGL renderer (Full and Ultra mostly)&lt;br /&gt;
* Using EE overclock in some games&lt;br /&gt;
&lt;br /&gt;
===Intermittent warped audio===&lt;br /&gt;
Due to how the synchronizing function of the audio plugin works, even when running games on a computer that is capable of going way above 100% speed in a stable fashion, random bits of time-stretched audio can be heard occasionally or even frequently, there are however a few ways to work around that issue.&lt;br /&gt;
* Set the audio syncing method to Async Mix (can cause A/V sync issue, not recommended with rhythm games), do not set it to None as it basically does the same thing as Async Mix but has more issues&lt;br /&gt;
* Unlock the PCSX2 framerate limiter and use an external one such as MSI Afterburner&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
It&#039;s either interlacing or a filter in the game itself. For the former, switching the de-interlacing mode with F5 may help, and may cause flicker or screen shaking. For the latter, hacks are required. Either Aggressive-CRC if the game is listed there, or skipdraw (toy with the number, 1-100) might work otherwise.&lt;br /&gt;
&lt;br /&gt;
===Black lines===&lt;br /&gt;
Black lines are caused by scaling to a non-integer internal resolution (anything other than Yx Native), texture filtering (Try anything that isn&#039;t bilinear (Forced), improperly offset textures (TC Offset, Wild Arms Offset hacks, Half-Pixel Offset), or improperly handled texture edges (Merge Sprite hack, Sprite/Round Sprite combobox). Native resolution, for the most part, fixes these issues, however, software rendering may be required as well.&lt;br /&gt;
&lt;br /&gt;
==Special hardware==&lt;br /&gt;
===Pressure-sensitive buttons===&lt;br /&gt;
The DualShock 2 joypad bundled with the PS2 has all buttons and sticks with variable pressure states. &lt;br /&gt;
&lt;br /&gt;
While most PS2 games don&#039;t require this feature, instead preferring variable trigger/stick pressure (e.g. sneaking past the sleeping dog in Chulip), a select few do. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* All three attack buttons in the Bouncer do different attacks based on whether the press was light, medium or strong. Same goes for the musical game Mad Maestro.&lt;br /&gt;
* Star Ocean 3 has a musical item that plays different melodies depending on pressure and they&#039;re required for progressing.&lt;br /&gt;
&lt;br /&gt;
Games requiring variable trigger pressure need physical controllers with analog sticks, but rare are third-party controllers which support variable pressure buttons. To know if your controller supports it, open the LilyPad plugin settings by going to the PCSX2 menu and selecting &amp;quot;Config&amp;quot;, &amp;quot;Controllers (PAD)&amp;quot;, and &amp;quot;Plugin Settings&amp;quot;. At the LilyPad plugin popup, select your gamepad from the list of detected controllers in the &amp;quot;Device Diagnostics&amp;quot; box in the lower left then click the &amp;quot;Test Device&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
A small popup window will appear, showing a list of all the gamepad&#039;s buttons as well as their current state. 0.000 = indicates unpressed, 1.000 = indicates fully depressed. Roll either analog stick around. See how the values change from 0.000 to 0.xyz, with the .xyz values shifting incrementally. These changing .xyz values show how the plugin detects different changes in angle as you move the analog stick around.&lt;br /&gt;
&lt;br /&gt;
Now press any of the buttons normally used by games, i.e. the triangle/square/cross/circle buttons. See how the values immediately shift from 0.000 = unpressed, directly to 1.000 = pressed. If your gamepad truly has pressure sensitive buttons you will see gradual 0.xyz changes as you slowly press each button, just like the different changes in angle as you move the analog sticks around.&lt;br /&gt;
If the buttons change from 0.000 directly to 1.000 this proves that your gamepad buttons are not pressure sensitive and are merely tracking the pressed/unpressed state. &lt;br /&gt;
&lt;br /&gt;
The solution would be to either buy an official DualShock 3 controller and use an appropriate 3rd party driver such as [[SCP Driver Package]], or mapping the button to a rarely used trigger/stick in LilyPad this way:&lt;br /&gt;
&lt;br /&gt;
An additional button needs to be mapped to circle as well but configured to deliver &amp;quot;light&amp;quot; pressure. This is done by opening the gamepad plugin configuration and choosing a rarely used key - for example, the lower shoulder button L2 - and remapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In the game, merely use the remapped L2@circle button to deliver &amp;quot;light&amp;quot; tap/hold tunes while the regular circle button can be used normally to deliver &amp;quot;hard&amp;quot; tap/hold tunes.&lt;br /&gt;
&lt;br /&gt;
==Lightgun support==&lt;br /&gt;
Lightgun support is available in the pcxs2 emulator via a third party plugin called nuvee. His allows you to use and mouse or mouse compatible device (such as a lightgun) to play the large ps2 library of lightgun games&amp;lt;ref&amp;gt;https://lightgungamer.com/pcsx2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[How To Play PCSX2 Online]]&lt;br /&gt;
* [[Online PS2 games]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://pcsx2.net/compatibility-list.html Official compatibility list]&lt;br /&gt;
* [http://pcsx2.net/247-official-pcsx2-configuration-guide-video.html Official PCSX2 setup guide]&lt;br /&gt;
* [http://neogaf.com/forum/showthread.php?t=427321 NeoGAF guide]&lt;br /&gt;
* [http://wiki.pcsx2.net/index.php/Main_Page PCSX2 wiki]&lt;br /&gt;
* [http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=271674#pid271674 PCSX2 widescreen game patches] and [http://ps2wide.net/ widescreen hacks]&lt;br /&gt;
* [https://forums.pcsx2.net/Thread-60-fps-codes 60 fps codes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;br /&gt;
[[Category:Netplay]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Emulators_in_games&amp;diff=44138</id>
		<title>Emulators in games</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Emulators_in_games&amp;diff=44138"/>
		<updated>2022-01-07T22:48:48Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some video games were developed with emulators built into their ROMs. Sometimes they were made to only run one game, or were capable of running other ROMs through hacking.&lt;br /&gt;
&lt;br /&gt;
==Nintendo 64 Games==&lt;br /&gt;
===Goldeneye 007 (ZX Spectrum Emulator)===&lt;br /&gt;
GoldenEye 007 contains a fully-functioning ZX Spectrum 48x emulator that only discovered in 2012. The game contains 10 ROMs, all of which were made by Rare. [https://web.archive.org/web/20141105005415/http://www.assemblergames.com/forums/showthread.php?38222-GoldenEye-(N64)-Spectrum-Emulation-Unlocked You can read more about it here.]&lt;br /&gt;
&lt;br /&gt;
Download: [https://tcrf.net/images/1/1c/Goldeneye-ZXSpectrumPatch.7z Patch] &amp;lt;!--todo: replace with pre-patched version at some point --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pokémon Stadium GB Tower (Super Game Boy Emulator)===&lt;br /&gt;
It&#039;s possible to play the Game Boy Pokémon games using a Transfer Pak by putting Pokémon Stadium in GB Tower mode. This software emulator can boot many other Game Boy and even GBC games in SGB mode, but there seems to be a mechanism to detect the three officially supported games, and according to [http://krikzz.com/forum/index.php?topic=1283.0 this thread on the KRIKzz forum], it&#039;s possible to circumvent the checks in another ROM with a vanilla Transfer Pak and unmodified North American copy of Pokémon Stadium. Not many useful tools are available, but in theory a romhack of Stadium could disable these checks (considering they&#039;re documented) and could even be placed in Stadium&#039;s ROM instead.&lt;br /&gt;
&lt;br /&gt;
One notable thing about this emulator is that it contains an alternate revision of the CGB bootstrap that hasn&#039;t been used anywhere else.&lt;br /&gt;
&lt;br /&gt;
==Dreamcast Games==&lt;br /&gt;
===Sega Smash Pack Volume 1 (Megadrive Emulator)===&lt;br /&gt;
This compilation of Genesis games for the Dreamcast contained a Genesis emulator and a plain-text document on how to use it. [http://dcemulation.org/phpBB/viewtopic.php?f=34&amp;amp;t=97250 You can read the full story about it here.]&lt;br /&gt;
&lt;br /&gt;
Download: [http://romhustler.net/rom/dreamcast/sega-smash-pack-volume-1-usa-dc-echelon Sega Smash Pack - Echelon]&lt;br /&gt;
&lt;br /&gt;
==GameCube Games==&lt;br /&gt;
===The Legend of Zelda Collector&#039;s Edition (NES / Nintendo 64 Emulator)===&lt;br /&gt;
Nintendo released a promotional disc with some GameCubes that contained some of the mainline entries in The Legend of Zelda series and a demo of Wind Waker. To get the NES and N64 games running, Nintendo used in-house emulators to recreate the original experience, albeit with occasional crashes and analog sensitivity being a tad excessive for what the original console really offered.&lt;br /&gt;
&lt;br /&gt;
NES emulation was already done for the GameCube remake of Animal Crossing, where they modified some FDS BIOS images, didn&#039;t support iNES headers and only a limited amount of mappers. The N64 emulator is more interesting; it was later extracted in a standalone format and a custom ROM injector was implemented.&lt;br /&gt;
&lt;br /&gt;
Compatibility is very low, with only these games confirmed working: Super Mario 64, Mario Kart 64, Star Fox 64, Kirby 64 (partially working), Zelda: Majora&#039;s Mask, Zelda: Ocarina of Time, Zelda: OoT Master Quest, Duke Nukem 64, Mace: The Dark Ages, Wave Race, Star Soldier, Pilot Wings. Possibly other games too.&lt;br /&gt;
&lt;br /&gt;
Download: [https://web.archive.org/web/20160828164103/http://128bit.me/index.php?topic=181.0 Nintendo 64 Emu]&lt;br /&gt;
&lt;br /&gt;
===Pokemon Channel (Pokemon Mini Emulator)===&lt;br /&gt;
Like Stadium, Channel contained an emulator for playing Pokemon Mini games on the GameCube. It was later stripped out of the game as a stand-alone Pokemon Mini emulator for the GameCube. Later Pokemon Mini emulators have based some of their work on this feature.&lt;br /&gt;
&lt;br /&gt;
Download: [http://scene.org/file.php?file=%2Fparties%2F2005%2Fbreakpoint05%2Fwild%2Fshizzle.zip&amp;amp;fileinfo SHizZLE&#039;s Pokemon Mini Emulator]&lt;br /&gt;
&lt;br /&gt;
===Pokemon Box: Ruby and Sapphire / Naruto Collection (GBA Emulator)===&lt;br /&gt;
For some reason, these compilations tried to claim they worked by streaming the original cartridge data through a Link Cable in order to play them on a bigger screen. And while it is true that they require the GBA cartridges, the actual data the game needs is already on the disc itself, as the game uses a GBA emulator Nintendo developed in-house to run the games.&lt;br /&gt;
&lt;br /&gt;
Compatibility is poor though - the emulator heavily modifies the game&#039;s code. When the extracted ROMs are played on regular GBA emulators, or regular non-32&amp;amp;nbsp;MB GBA ROMs are injected in the compilation, the games do play but suffer a variety of glitches mostly involving sound.&lt;br /&gt;
&lt;br /&gt;
==PSP==&lt;br /&gt;
===Twinbee Collection (SNES Emulator)===&lt;br /&gt;
Pop&#039;n Twinbee, originally a Super Nintendo title, was given an emulator for this compilation. However, the emulator they used is hacky. While the game ROM is unaltered, it was split across four individual pieces, making injections tedious but not impossible. This is similar to the approach used in the &amp;quot;I Love Mickey Mouse&amp;quot; re-releases of Mickey/Donald Mega Drive games for the Saturn.&lt;br /&gt;
&lt;br /&gt;
Swapping the data with another ROM of the exact same size (like Tiny Toons Adventures) reveals occasional graphical glitches, and controller problems.&lt;br /&gt;
&lt;br /&gt;
===PC Engine Collections (PC Engine / PC Engine CD Emulators)===&lt;br /&gt;
Hudson Soft re-released many of their PC Engine/TurboGrafx-16 exclusives through compilations on the PSP through emulation, and for PS3 as well on both the Japanese and North American PlayStation Stores.&amp;lt;!-- original said western; no idea if that also included Europe --&amp;gt; These compilations use top-notch emulators with many scaling options, and the process of injecting other games is easy.&lt;br /&gt;
&lt;br /&gt;
For standard PC Engine cartridge releases (HuCard), the following compilations can be used as surrogates:&lt;br /&gt;
&lt;br /&gt;
* Soldier Collection PC Engine Best Collection&lt;br /&gt;
&lt;br /&gt;
For PC Engine CD games, the above compilations can be used &#039;&#039;in addition to&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Far East of Eden Collection&lt;br /&gt;
* Ginga Oujou Sama Densetsu Collection&lt;br /&gt;
&lt;br /&gt;
Dump the UMD to ISO format with the method of your choosing (like CFW), and open the ISO&#039;s contents with UMDGen. &lt;br /&gt;
&lt;br /&gt;
The game images are usually under the directory &amp;lt;code&amp;gt;PSP_GAME/USRDIR/CONTENT/CDROM&amp;lt;/code&amp;gt;: &lt;br /&gt;
* &#039;&#039;&#039;PCE HuCard Cartridge games:&#039;&#039;&#039; PCE files. Exact same as No-Intro dumps.&lt;br /&gt;
* &#039;&#039;&#039;PCE CD-ROM² games:&#039;&#039;&#039; folders named something like &amp;lt;code&amp;gt;HCDxxxx&amp;lt;/code&amp;gt; (usually the release identifier). HCD/AT3/BIN files are inside, which are in fact a regular PCE-CD ISO in CUE/WAV/BIN format (TOC files are also used) with the WAV sound files converted to the native PSP audio format (AT3). Instructions about how to convert them can be found here [http://kaz0824.blog56.fc2.com/blog-entry-8.html in Japanese], and here&#039;s [http://www.mediafire.com/file/xd0nddlu5r2f9iz/pceconv_tools_net4.0.rar a mirror] to the pceconv tool used.&lt;br /&gt;
* &#039;&#039;&#039;BIOS file:&#039;&#039;&#039; SYSCARD3P.PCE, needed for CD emulation. &#039;&#039;&#039;Should not be replaced.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rename your ROMs (HuCard games) or ISOs (CD games) to match the internal filenames, and drag and drop those in UMDGen to replace the existing files (confirm overwriting existing files). You can delete the PMF videos used by the collection&#039;s gallery mode to make the ISO smaller. When you&#039;re done, go to File and Save as ISO (CSO is smaller but doesn&#039;t play well on real hardware).&lt;br /&gt;
&lt;br /&gt;
You can do the same with standalone [[wikipedia:List_of_PlayStation_Store_TurboGrafx-16_games|PSN releases]] of TG-16 games which were made available as well on the PSP/PS3/Vita PSN. You just have to sniff the PKG, extract it, decrypt it and replace the PCE files or ISO dumps just like with the other collections. After that, you just have to re-encrypt them and put the files on your console to play those. More detailed instructions exist [http://wololo.net/2015/02/06/injecting-roms-into-psps-official-turbografx-16-emulator-by-reprep/ on Wololo.net].&lt;br /&gt;
&lt;br /&gt;
==Wii U==&lt;br /&gt;
===NES Remix Series===&lt;br /&gt;
NES Remix, NES Remix 2, NES Remix Pack, and Ultimate NES Remix used an emulator called [[Heritage]]. NES Remix uses Heri1. NES Remix 2 uses an updated version called Heri2. Ultimate NES Remix, the last of the NES Remix series, uses HeriC. The NES Remix Pack has both Heritage 1 and Heritage 2 and switches between them depending on the selected game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Official emulators]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Nintendo_3DS_emulators&amp;diff=44034</id>
		<title>Nintendo 3DS emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Nintendo_3DS_emulators&amp;diff=44034"/>
		<updated>2022-01-02T21:12:23Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = Nintendo 3DS&lt;br /&gt;
|logo = 3ds.png&lt;br /&gt;
|developer = [[:Nintendo]]&lt;br /&gt;
|type = [[:Category:Handheld consoles|Handheld game console]]&lt;br /&gt;
|generation = [[:Category:Eighth-generation video game consoles|Eighth generation]]&lt;br /&gt;
|release = 2011&lt;br /&gt;
|discontinued = 2020&lt;br /&gt;
|predecessor = [[Nintendo DSi emulators|Nintendo DSi]]&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[wikipedia:Nintendo 3DS|Nintendo 3DS]]&#039;&#039;&#039; is an eighth-generation handheld game console by Nintendo, released on March 27, 2011 for {{inflation|USD|249|2011}}. The original model and the 2DS had a dual-core ARM11 MPCore at 268 MHz and a single-core ARM9, 128MB of RAM and 6MB of VRAM, and a DMP PICA200 GPU. The New 3DS and New 2DS XL models upgrade this to an 804 MHz quad-core ARM11 and 256MB of RAM, along with an extra pair of shoulder buttons and a right analogue stick.&lt;br /&gt;
&lt;br /&gt;
The most notable feature of this console is the use of [[wikipedia:Autostereoscopy|autostereoscopic]] (glasses-free) 3D, which can be configured using a slider. This was omitted on the cost-reduced 2DS and New 2DS XL models, which was released due to eye health concerns with children whom Nintendo advised not to use the 3DS&#039;s stereoscopic mode (though it is speculated that said advisories were more for liability reasons in case of a health-related lawsuit).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[libretro|Libretro Core]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[Citra]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://citra-emu.org/download Nightly]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Corgi3DS&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/PSI-Rockin/Corgi3DS git]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[3dmoo]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/plutooo/3dmoo git]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[TronDS]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[http://trondsemu.byethost15.com/downloads.html 1.0.0.5]&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|LemonLime&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/Cyuubi/LemonLime/ git]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot;|Mobile / ARM&lt;br /&gt;
|-&lt;br /&gt;
|[[Citra]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=org.citra.citra_emu Beta 15]&amp;lt;br/&amp;gt;[https://github.com/citra-emu/citra-android git]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Citra_MMJ_(Unofficial)|Citra-MMJ]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://github.com/weihuoya/citra/releases git]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{~}}&lt;br /&gt;
|-&lt;br /&gt;
| Citra-Enhanced&lt;br /&gt;
| align=left|{{Icon|Android}}&lt;br /&gt;
| [https://github.com/Gamer64ytb/Citra-Enhanced/releases git]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}} &lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{~}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;[[Citra]] &amp;lt;small class=&amp;quot;plainlinks&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;([https://citra-emu.org/game/ compatibility])&amp;lt;/small&amp;gt;&lt;br /&gt;
:An open-source Nintendo 3DS emulator made by experienced emulator developers. The devs insist that it&#039;s still experimental, but as of mid-2019 around half of all games are fully playable with minor or no issues.  [https://citra-emu.org/entry/announcing-citra-android/ An official Android version was released in May of 2020].&lt;br /&gt;
&lt;br /&gt;
;[[3dmoo]]:Another open-source Nintendo 3DS emulator, made by experienced developers in the DS hacking scene. It was released shortly after Citra and received similar progress for a few months, but was eventually aborted by its authors after a while.&lt;br /&gt;
;[[TronDS]]:A closed-source Nintendo 3DS emulator, presumably made by the iDeaS author. Little is known about it other than that it can run simple homebrew. It cannot be used for playing games.&lt;br /&gt;
&lt;br /&gt;
;Corgi3DS:An unique 3DS emulator designed for macOS systems. Its GitHub activity started on [https://github.com/PSI-Rockin/Corgi3DS/commit/1b81c7e00c9a7a73f2da12d07ec3a9e4bc69c6ac May 5, 2019]. Main programmer is a self-proclaimed dog lover and has previously created CorgiDS and DobieStation, though the former seemed to be abandoned. Corgi3DS is mainly indigenous but the preliminary [https://github.com/PSI-Rockin/Corgi3DS/commit/a60b06683495e4e8fd0c170ec4ca8c453ce31609 Wi-Fi code] was ported from [[melonDS]]&#039; code.(project on a  indefinite hiatus, PSI said this about the matter &amp;quot;Haven&#039;t worked on it in several months, it&#039;s basically a hobby project of mine that I touch when I feel the urge&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
Citra currently can&#039;t emulate any of the 3DS&#039;s online features aside from LAN multiplayer. It can&#039;t connect to Nintendo&#039;s servers but users can create rooms and play through the internet.&lt;br /&gt;
&lt;br /&gt;
Corgi3ds currently can&#039;t run any game without heavy stuttering.&lt;br /&gt;
&lt;br /&gt;
Citra emulates the home menu although you can&#039;t launch anything on it.&lt;br /&gt;
&lt;br /&gt;
==Game images==&lt;br /&gt;
===3DS vs. CIA===&lt;br /&gt;
&amp;lt;!--this section is pretty inaccurate--&amp;gt;&lt;br /&gt;
There are two big types of 3DS game images currently:&lt;br /&gt;
;NCSD-type: Includes &#039;&#039;&#039;.CCI&#039;&#039;&#039; (CTR Cart Image), aka &#039;&#039;&#039;.3DS&#039;&#039;&#039; - data on physical carts, can be executed right off the bat, not used much since no one bothered to develop a CFW solution to load them yet (besides converting them to CIA) and only overpriced flashcarts (Gateway/Sky3DS) can load them.&lt;br /&gt;
;NCCH-type: Includes &#039;&#039;&#039;.CIA&#039;&#039;&#039; (CTR Importable Archive) and &#039;&#039;&#039;.CXI&#039;&#039;&#039; - installers that unpack game data to the SD card or the 3DS NAND memory. Some homebrew apps (FBI, DevMenu) can install CIA files on 3DS systems with CFW installed. Digital games are often distributed as CIAs.&lt;br /&gt;
&lt;br /&gt;
*Note that CTR (Citrus) is the internal code names for the 3DS.&lt;br /&gt;
&lt;br /&gt;
Due to one format being so far restricted to overpriced flashcarts and the very slow Citra development (meaning playing on a real 3DS is still the preferred way to go), the CIA format is preferred in many sharing websites, downloader tools and even tools to dump your own games. &lt;br /&gt;
&lt;br /&gt;
However, converting a CIA image to 3DS format (and vice-versa) is still possible with no loss of content. Read the Encryption section below for a guide.&lt;br /&gt;
&lt;br /&gt;
Some outdated dumping utilities intended for use with Citra (like braindump) produce damaged decrypted 3DS images that can&#039;t be easily converted back. No known solution exists so far to fix those dumps.&lt;br /&gt;
&lt;br /&gt;
===Encryption===&lt;br /&gt;
Most dumps online are also encrypted. This encryption poses no problem for playing game images on a real 3DS since it can deal with that encryption with internal keys included in the bootrom, but becomes a problem when trying to emulate them on PC. &#039;&#039;&#039;Citra requires additional encryption keys to play encrypted games.&#039;&#039;&#039; If you want to play encrypted games on Citra without these keys, you&#039;ll have to convert your game images to the decrypted format.&lt;br /&gt;
&lt;br /&gt;
Formerly, decrypting those ROMs used to require real 3DS hardware (bafflingly enough, Citra devs still ask users to do this even nowadays). It required files generated by a real 3DS called &#039;&#039;&#039;xorpads&#039;&#039;&#039; unique to that game version, using the encryption engine within the 3DS. After this part, these xorpads (which are big) can be used with PC tools (or other 3DS-based homebrew) to produce the decrypted game image. After that, some 3DS homebrew (Decrypt9, GodMode9) included tools to directly convert encrypted images to decrypted images with a single button press, but those still require a real 3DS.&lt;br /&gt;
&lt;br /&gt;
The game changer was the sighax exploit, allowing to dump the 3DS bootrom which includes these encryption keys. This file can be downloaded from the [[Emulator Files#Nintendo 3DS|Emulator Files]] page. You can then use a program like &#039;&#039;&#039;[https://gbatemp.net/threads/tutorial-extract-decrypt-games-nand-backups-and-sd-contents-with-fuse-3ds.499994/ fuse-3ds]&#039;&#039;&#039; to decrypt games using this file. Simply place boot9.bin in the same folder, run the program, mount the encrypted .cia or .3ds, and find the &#039;&#039;&#039;decrypted.cxi&#039;&#039;&#039; file inside (usually in the first folder). Citra should be able to load this file without issues.&lt;br /&gt;
&lt;br /&gt;
Due to these keys being available, Citra can now play encrypted games (3ds or CIA) without decrypting them. Read this page&lt;br /&gt;
[https://citra-emu.org/wiki/aes-keys/]. Then, go to this reddit page and copy the code from second comment (credit floppydoppy2)&lt;br /&gt;
[https://www.reddit.com/r/CemuPiracy/comments/gpo2ey/aes_key_nintendo_3ds_title_keys_for_citra/]. Copy it and make a new .TXT file named &#039;aes_keys.txt&#039;&lt;br /&gt;
Place this txt file in the sysdata folder of Citra&#039;s user directory. This key file is already included in the 3DS Shared Data download in the Emulator Files page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nintendo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Handheld consoles]]&lt;br /&gt;
[[Category:Nintendo consoles]]&lt;br /&gt;
[[Category:Eighth-generation video game consoles]]&lt;br /&gt;
[[Category:Nintendo 3DS emulators|*]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Licensing&amp;diff=44012</id>
		<title>Licensing</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Licensing&amp;diff=44012"/>
		<updated>2022-01-01T17:54:01Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* BSD */ fix section link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Source code]] is copyrightable, which means a programmer owns the code they write. How they aim to publish it is up to them, and many licenses assist in this process.&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
A copyright license is a legal document that tells people how the software can be used and what limitations come with using it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Intellectual property law==&lt;br /&gt;
Intellectual property is a mouthful, but it refers to the ownership of things (thoughts, ideas, etc.) by nature of originality. Three big fields of intellectual property law include; &#039;&#039;copyright&#039;&#039;, &#039;&#039;patents&#039;&#039;, and &#039;&#039;trademarks&#039;&#039;, which all encompass different types of works.&lt;br /&gt;
&lt;br /&gt;
;Copyright: Creative works. &lt;br /&gt;
An author creates a work (sometimes called a work of art but that&#039;s misleading because it assumes everything that can be copyrighted is art), and then licenses this work to others for reproduction. Is designed to be granted as soon as the work is created, unlike the other two.&lt;br /&gt;
&lt;br /&gt;
;Patents:System design and inventions.&lt;br /&gt;
An author designs a system (an invention), and then describes it in detail for others to implement. This is usually something you register at an agency (such as the United States Patent and Trademark Office if you live in the United States).&lt;br /&gt;
&lt;br /&gt;
;Trademarks:Names and brands.&lt;br /&gt;
An author comes up with a name that identifies their products, and ensures that nobody else in the same industry can use it. This is usually something you register at an agency (such as the United States Patent and Trademark Office if you live in the United States).&lt;br /&gt;
&lt;br /&gt;
===Legal entities===&lt;br /&gt;
The owner of intellectual property doesn&#039;t have to be a person; if an employee does any kind of IP-related work for a company, then the company may retain control of it depending on the terms they&#039;ve set up with said employee through contracts. That contract may also contain clauses preventing the employee from speaking publicly about the work that goes on inside, since trade secrets are considered valuable. This is often called a non-disclosure agreement (NDA).&lt;br /&gt;
&lt;br /&gt;
===Public domain===&lt;br /&gt;
When copyright was originally implemented in law in the commonwealth, it was only supposed to protect a given work for fourteen years. After that term, the copyright would expire and the work would enter the &#039;&#039;&#039;public domain&#039;&#039;&#039; (to incentivize further creation of works). In the United States however, the copyright term has been extended numerous times to keep works under the control of the rights holders, which are usually not the original creators since the term is now so long (95 years) they would have died. Entertainment companies have a love-hate relationship with the public domain, willfully using works that are under it while preventing their own creative works from being &amp;quot;misused&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Legality of emulation==&lt;br /&gt;
In the United States, the Ninth District Court ruled in favor of emulation several times. They originally established the legality of competing software products in [https://www.courtlistener.com/opinion/593285/sega-enterprises-ltd-a-japanese-corporation-v-accolade-inc-a/ Sega v. Accolade], which was about console-compatible cartridges having to make use of a trademark they were not licensed to use. In that case, they found Sega at fault for misusing their trademark to limit competition. The code to use it was considered functional in nature and could not be considered copyrighted if it granted Accolade&#039;s cartridges access and thus interoperability. Reproducing the functionality of a system is a matter of &#039;&#039;patent&#039;&#039; law, not copyright.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;If disassembly of copyrighted object code is per se an unfair use, the owner of the copyright gains a de facto monopoly over the functional aspects of his work--aspects that were expressly denied copyright protection by Congress. &#039;&#039;&#039;In order to enjoy a lawful monopoly over the idea or functional principle underlying a work, the creator of the work must satisfy the more stringent standards imposed by the patent laws. Sega does not hold a patent on the Genesis console.&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A key distinction about competition as a matter of copyright law said:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;[An] attempt to monopolize the market by making it impossible for others to compete runs counter to the statutory purpose of promoting creative expression and cannot constitute a strong equitable basis for resisting the invocation of the fair use doctrine.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two factors were similarly upheld in [https://www.courtlistener.com/opinion/767633/sony-computer-entertainment-inc-a-japanese-corporation-sony-computer/ Sony v. Connectix], which was about the researching of the PlayStation&#039;s BIOS to create an emulator that didn&#039;t need one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;[Because] the Virtual Game Station is transformative, and does not merely supplant the PlayStation console, the Virtual Game Station is a legitimate competitor in the market for platforms on which Sony and Sony-licensed games can be played. [...] Sony understandably seeks control over the market for devices that play games Sony produces or licenses. The copyright law, however, does not confer such a monopoly.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;If Sony wishes to obtain a lawful monopoly on the functional concepts in its software, it must satisfy the more stringent standards of the patent laws. This Sony has not done.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly after this decision, the [https://www.courtlistener.com/opinion/768996/sony-computer-entertainment-america-inc-a-delaware-corporation-v-bleem/ Sony v. Bleem] case evaluated whether using video game screenshots to market the emulator was considered copyright infringement. Bleem&#039;s use was considered fair, as the screenshots were beneficial in helping users understand the emulator being compatible with the games themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Although Bleem is most certainly copying Sony&#039;s copyrighted material for the commercial purposes of increasing its own sales, such comparative advertising redounds greatly to the purchasing public&#039;s benefit with very little corresponding loss to the integrity of Sony&#039;s copyrighted material.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, the perceived market impact that using the screenshots would have on Sony was considered a non-issue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Bleem&#039;s use of a handful of screen shots in its advertising will have no noticeable effect on Sony&#039;s ability to do with its screen shots what it chooses. If sales of Sony consoles drop, it will be due to the Bleem emulator&#039;s technical superiority over the PlayStation console, not because Bleem used screen shots to illustrate that comparison.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The caveat was that, had it been possible to avoid it, Bleem should&#039;ve done so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;We are persuaded by the need for Bleem to impose minimally upon Sony&#039;s copyright with respect to these screen shots because there is no other way to create a truly accurate comparison for the user.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free and open-source software==&lt;br /&gt;
The fundamental concept of free and open source software is an inversion of the regular practice of software developers selling binary code to consumers and businesses. The [[source code]] that goes into developing commercial software isn&#039;t open to the public because releasing it would give others a competitive advantage and allow unauthorized ports. This is what is known as proprietary software, named such because it often has a proprietor (i.e. an owner). With free and open source software however, the source is open (hence the term open source) and available to others to use, study, modify, and share, to ensure that a user always has access to these tools. The Linux kernel is at the forefront of the movement, as it is the most active open-source project. (It&#039;s not the most widely-recognized, however; that would probably be Android and VLC Media Player.)&lt;br /&gt;
&lt;br /&gt;
The benefit of software being open is that they&#039;re easier to port to other platforms by virtue of being open (though that says nothing about the effort required to get it working without bugs). Many of the [[Recommended Emulators|best emulators]] use an open source license, though not all of them do.&lt;br /&gt;
&lt;br /&gt;
===Definition===&lt;br /&gt;
The meaning of open-source is usually lost on those who aren&#039;t familiar with it, but institutes and organizations have defined what it means for clarity&#039;s sake. Essentially, a program is considered open-source (or if you&#039;re a GNU advocate, free software) when it grants the four freedoms, that it can be:&lt;br /&gt;
&lt;br /&gt;
# run at any time.&lt;br /&gt;
# studied and modified for any purpose.&lt;br /&gt;
# distributed to anyone, and&lt;br /&gt;
# improved by anyone.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also copyleft, which is a play on copyright that inverts its goal of consolidating ownership to one entity and preventing others from having it, by ensuring that the ownership is largely in the public and no one can&#039;t have it. The copyleft strength of a license depends on how strict it is about keeping things open; weaker copyleft licenses require attribution but not much else, while stronger ones require the source to be available by any means necessary. The GPL is an example of a strong copyleft license; the BSD and MIT licenses are examples of a weak one, which makes it a frequent point of contention in the community which is better. Essentially, it&#039;s the difference between Creative Commons&#039; Attribution and Attribution-ShareAlike license. One is the all familiar royalty-free license used by renowned composer Kevin MacLeod, the other is one of two licenses used by Wikipedia (they dual-license it under the &amp;lt;abbr title=&amp;quot;GNU Free Documentation License&amp;quot;&amp;gt;GFDL&amp;lt;/abbr&amp;gt; too).&lt;br /&gt;
&lt;br /&gt;
===GPL===&lt;br /&gt;
The GNU General Public License (GNU GPL or just GPL) is one of the most popular open-source licenses in the free software community, and for good reason; it has remained one of the strongest copyleft licenses, requiring users to share their contributions (some might say to an insane degree).&lt;br /&gt;
&lt;br /&gt;
To use GPL code, the safest and easiest way to avoid a license violation is to keep the repository for it out in the open. The lack of any release demonstrates ill will among the many business users of open source software who usually have &amp;quot;playing fair with the community&amp;quot; on the lower end of their priorities. The benefit of having just the repo in the open is that software itself usually has a mechanism to display the software version, and even slight knowledge of repository traversal and compiler tools should allow users to reproduce their own version.&lt;br /&gt;
&lt;br /&gt;
As it is the chief representative of the strong copyleft licenses, the GPL carries misconceptions about the expectations around its use.&lt;br /&gt;
&lt;br /&gt;
* The license says nothing about having to make the process of compiling builds easy, only that it has to be &#039;&#039;possible&#039;&#039;.&lt;br /&gt;
* The license also says nothing against commercial distribution of any kind (as is explained later for non-commercial licenses). If you had to make the source code available, you could charge some arbitrary amount for it. Doing that would still be leaps above having nothing to show, which is usually what happens.&lt;br /&gt;
&lt;br /&gt;
The GPL has two widespread versions; version 2 (written in 1991) and version 3 (written in 2007). The GPL3 was only written to reconcile issues that had come up with the GPL2 in the years after it was written, as the Free Software Foundation had a considerable amount of foresight, but not enough to imagine what would happen if a company used GPL software in a product where users could not flash their own firmware. This has become the central point of contention with [[Emulation Boxes]], where hardware designers are constantly at odds with hobbyists who want to increase the functionality of their systems.&lt;br /&gt;
&lt;br /&gt;
====LGPL====&lt;br /&gt;
The GPL2 was an adequate license for software projects that compiled all of their code into a single binary. However, if the license is used for a &amp;lt;abbr title=&amp;quot;Collections of specific routines or functions in a single file to be used by other software instead of being run directly. You may know them on Windows as Dynamic-Link Libraries, or DLLs.&amp;quot;&amp;gt;code library&amp;lt;/abbr&amp;gt; that requires some intermediary application, said app becomes bound to the terms of the GPL. This is a consequence of its broad reach.&lt;br /&gt;
&lt;br /&gt;
The FSF&#039;s original response was to create a &amp;quot;linking exception&amp;quot; in GNU Classpath&#039;s GPL2 license that allowed it to be used in proprietary software without having to share the whole program&#039;s source (the lack of said exception would&#039;ve made it unfeasible to use in Java software). Later on, they created a much clearer variation of this exception as a separate license called the Lesser GPL (LGPL). This means code that bundles and uses an LGPL library only needs to keep &#039;&#039;the library itself&#039;&#039; open, not the code that interfaces with it.&lt;br /&gt;
&lt;br /&gt;
===BSD===&lt;br /&gt;
The history of Unix is comprehensive but, to make a long story short, the Berkeley Software Distribution (BSD) was basically one of the many flavors of Unix that was very simple and permissive in how it was licensed. Ever since then, descendants like FreeBSD, OpenBSD, NetBSD, and DragonflyBSD have been licensed under a variation of it. The ISC and MIT licenses are based on its philosophy which makes them very compatible.&lt;br /&gt;
&lt;br /&gt;
The original license had four conditions:&lt;br /&gt;
&lt;br /&gt;
# Redistributions of the source code must retain the copyright notice.&lt;br /&gt;
# Redistributions of the binary code must be able to show the copyright notice.&lt;br /&gt;
# Advertisements surrounding the use of the code must have this line: &amp;quot;This product includes software developed by (organization).&amp;quot;&lt;br /&gt;
# Do not claim the original developers endorse the use of the software without permission.&lt;br /&gt;
&lt;br /&gt;
The third clause (about advertising) ended up being controversial and was left out of newer licenses, resulting in the familiar three-clause BSD license. FreeBSD and NetBSD removed the fourth clause as basically no one violated that clause, and OpenBSD used a version of the license that details the first two clauses in one paragraph instead of listing them in asterisked bullets. The fact that the licenses are so permissive allowed Sony and Nintendo to use FreeBSD in the PS3, the PS4, and the Switch without having to share the source code.&lt;br /&gt;
&lt;br /&gt;
The conditions in the BSD license are easy to modify, which makes it an attractive target for those wanting to include the prohibition of commercial use (see [[#Non-commercial software]] below). [https://github.com/mamedev/historic-mame/blob/master/docs/license.txt The old MAME license] (and by extension [https://github.com/barry65536/FBAlpha/blob/master/src/license.txt FinalBurn Alpha] and [https://github.com/finalburnneo/FBNeo/blob/master/src/license.txt FinalBurn Neo]) is based off of (or was heavily influenced by) this license, which ended up causing a ton of problems in recent times, notably when a libretro port of MAME tried to backport GPL code into old-licensed code, and when the Capcom Home Arcade [[Emulation Boxes|emulation box]] was said to use FinalBurn Alpha ahead of its release (despite its creators not getting permission from all of FBA&#039;s developers).&lt;br /&gt;
&lt;br /&gt;
===Apache===&lt;br /&gt;
The Apache 2.0 license differs from both the BSD and GPL licenses in that:&lt;br /&gt;
&lt;br /&gt;
* It&#039;s not as permissive as the BSD because it still requires companies to state any changes they made.&lt;br /&gt;
* It&#039;s not as strict as the GPL because it doesn&#039;t grant trademark use.&lt;br /&gt;
&lt;br /&gt;
==Source-available software==&lt;br /&gt;
This is a term typically used to refer to software which doesn&#039;t strictly count as FLOSS, even though the source code is readily available to the public. Two of the most common subcategories are:&lt;br /&gt;
&lt;br /&gt;
===Non-commercial software===&lt;br /&gt;
Some ostensibly &amp;quot;free and open-source&amp;quot; software licenses include, or can be modified to include, an extra provision designed to prevent the software from being used for commercial purposes of a specific nature or of any kind, e.g. the sale of software and/or hardware to turn a profit. Since this is a fairly explicit example of restricting who can use a piece of software and for what purpose, &#039;&#039;&#039;it disqualifies the software in question from being considered FLOSS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;amp;ldquo;&amp;quot;Free software&amp;quot; does not mean &amp;quot;noncommercial&amp;quot;. On the contrary, a free program must be available for commercial use, commercial development, and commercial distribution. This policy is of fundamental importance&amp;amp;mdash;without this, free software could not achieve its aims. [...] We must conclude that a program licensed with such restrictions does not qualify as free software.&amp;amp;rdquo;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[https://www.gnu.org/philosophy/free-sw.html#selling The Free Software Foundation]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;amp;ldquo;The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research.&amp;amp;rdquo;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[https://opensource.org/osd Open Source Initiative]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite this, non-commercial licenses have long been seen as a desirable or even essential option by some emulator developers, either to specifically pre-empt others from bundling their code into a payware package (even though this would also be a flagrant violation of the GPL3) or using it in a pre-built [[Emulation Boxes|emulation box]] without their explicit permission, or because they simply haven&#039;t considered the possibility of any more legitimate commercial use cases for their projects. Or sometimes they do it out of caution that the original hardware manufacturer could take them to court, despite the fact that [[#Legality of emulation|the manufacturer&#039;s only grounds to stand on is whether the underlying technology behind a console is patented]].&lt;br /&gt;
&lt;br /&gt;
Whatever reason the dev gives for a non-commercial clause in the software license, it &#039;&#039;should&#039;&#039; be of no consequence to the average end user who&#039;s just running a free emulator on their PC for their own use. Some specific circumstances, such as a developer who&#039;s making a brand new commercial game for an old system and using an emulator to test it in lieu of real hardware, &#039;&#039;might&#039;&#039; be exceptions to this, but that&#039;s where it gets pretty murky from a legal standpoint.&lt;br /&gt;
&lt;br /&gt;
===Open-core software===&lt;br /&gt;
Sometimes developers choose not to release the entire source code for their projects, and instead only allow public access to &#039;&#039;some&#039;&#039; of the source code while keeping &#039;&#039;other&#039;&#039; parts closed-source. Usually, the core functionality of the program is what becomes source-available while certain bells and whistles remain proprietary, hence the term &amp;quot;open core&amp;quot;. One notable example of this model is seen with [https://about.gitlab.com/ the GitLab project], where the GitLab developers offer a paid Enterprise Edition with a few extra features compared to the freely available core code in the Community Edition.&lt;br /&gt;
&lt;br /&gt;
While there&#039;s some debate as to whether the stripped-down, fully source-available versions of these programs could count as FLOSS, the model as a whole is undoubtedly not fully in keeping with the ideals of the open-source movement, and it&#039;s generally considered a compromise between wanting to sell the software and wanting to allow outside contribution and/or code reuse.&lt;br /&gt;
&lt;br /&gt;
==CLA (Contributor License Agreement)==&lt;br /&gt;
Some projects use a Contributor License Agreement, which contributors have to sign before getting their work merged upstream. The sole intention of a CLA is to consolidate control of a project to one entity (which, as stated earlier, can be a person or a company). This can be useful if one wants to relicense the project retroactively when there are potential conflicts, but it&#039;s also a very easy way to prevent future versions of the code from being available (two projects in the Dreamcast scene encountered controversy with this approach).&lt;br /&gt;
&lt;br /&gt;
===Dual licensing===&lt;br /&gt;
CLAs allows emulators (and pretty much any work, even things that aren&#039;t [[source code]]) to be licensed under multiple licenses. Most often, the point of doing this is to allow a revenue stream that funds development of software and allows the primary developer to sell the software (or monetize it in some other way) without having to share the code (provided they pay a fee). At least, that&#039;s the most common use; one other is to allow the software developer to use the code in their own commercial projects. &amp;lt;!-- todo: gpl2+&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
todo: explain problems with copyright, license problems, and law trolls illegally registering trademarks and tormenting related projects.&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
todo: answer questions like &amp;quot;can a license be revoked after it has been put in place?&amp;quot; and &amp;quot;is it possible to sell open-source software?&amp;quot;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=MSX_emulators&amp;diff=43995</id>
		<title>MSX emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=MSX_emulators&amp;diff=43995"/>
		<updated>2021-12-31T17:23:48Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = MSX&lt;br /&gt;
|logo = Msx.png&lt;br /&gt;
|developer = Microsoft, ASCII Corporation&lt;br /&gt;
|type = [[:Category:Computers|Computers]]&lt;br /&gt;
|generation = Z80-based home computers&lt;br /&gt;
|release = 1983&lt;br /&gt;
|discontinued = 1996&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;MSX&#039;&#039;&#039; is a [[wikipedia:Zilog_Z80|Z80]]-based family of home computers, designed by Microsoft in cooperation with ASCII Corporation, which appeared in 1983. They were popular in Asian, South American and European countries as well as the former [[wikipedia:Soviet_Union|Soviet Union]], but are virtually unknown in North America.&lt;br /&gt;
&lt;br /&gt;
MSX software came on a variety of media, including cassette tapes, 3.5&amp;quot; floppy disks, ROM cartridges, and even LaserDiscs. Only ROM cartridges are preserved on the No-Intro set for now. You&#039;ll also need an extensive BIOS ROM pack, though if you&#039;re using the blueMSX core in RetroArch, you&#039;ll only need four of them. There are game manager tools to help with configuring which BIOS and games come with which feature. The Japanese Wii [[Virtual Console]] also included basic MSX 2 emulation.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! score=&amp;quot;col&amp;quot;|MSX 1&lt;br /&gt;
! score=&amp;quot;col&amp;quot;|MSX 2&lt;br /&gt;
! score=&amp;quot;col&amp;quot;|MSX 2+&lt;br /&gt;
! score=&amp;quot;col&amp;quot;|TurboR&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Emulation Accuracy|Accuracy]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[libretro|Libretro Core]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[openMSX]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/openMSX/openMSX/releases git] &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
||Cycle ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[blueMSX]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&amp;lt;ref group=N name=libretro&amp;gt;Only available outside of Windows as a libretro core (e.g. [[RetroArch]]).&amp;lt;/ref&amp;gt;&lt;br /&gt;
|[http://www.vik.cc/bluemsx/download.html 2.8.2] &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
||Cycle ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.mamedev.org/release.html {{MAMEVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{~}} &lt;br /&gt;
||High ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://webmsx.org/ WebMSX]&lt;br /&gt;
|align=left|{{Icon|Web}}&lt;br /&gt;
|[https://github.com/ppeccin/WebMSX/releases git]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
||High ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[fMSX]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://fms.komkon.org/fMSX/#Downloads {{fMSXVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
||Mid ||{{✓}} ||{{✗}} ||{{✓}} ||{{~}}&lt;br /&gt;
|-&lt;br /&gt;
|[[ares]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/ares-emulator/ares/releases {{aresVer}}]&lt;br /&gt;
|{{✓}}||{{✓}}||?||?||?||{{✗}}||{{✓}}||{{✓}}||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clock Signal|CLK]]&lt;br /&gt;
|align=left|{{Icon|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/TomHarte/CLK/releases {{clkver}}]&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
||Cycle ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Pantheon]]&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|[http://bostjan-grandovec.si/Content/News.htm {{PantheonVer}}]&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{~}} &lt;br /&gt;
|{{~}} &lt;br /&gt;
||High ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MSXPLAYer]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(fMSX based)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows}}&lt;br /&gt;
|&amp;lt;small&amp;gt;MSX Game Reader&amp;lt;br/&amp;gt;(Commercial)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{~}} &lt;br /&gt;
|{{~}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
||Mid ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://web.archive.org/web/20071206014650/http://www.dridus.com:80/~nyef/darcnes/ DarcNES]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://segaretro.org/DarcNES 9b0401/9b0313]&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{✗}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
||Low ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|Mobile / ARM&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.explusalpha.com/home/msx-emu MSX.emu]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(blueMSX tech)&amp;lt;/small&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Android|iOS|Linux}}&amp;lt;br&amp;gt;{{Icon|webOS|Pandora|Pyra}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.explusalpha.MsxEmu 1.5.54]&amp;lt;br/&amp;gt;[https://pyra-handheld.com/repo/apps/78 1.5.46.01 Pyra][https://repo.openpandora.org/?page=detail&amp;amp;app=MSXemu_ptitseb Build 16 Pandora]&lt;br /&gt;
|{{~}}&lt;br /&gt;
|{{~}} &lt;br /&gt;
|{{~}} &lt;br /&gt;
|{{~}} &lt;br /&gt;
||High ||{{✗}} ||{{✓}} ||{{✓}} ||{{~}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|MiiSX&lt;br /&gt;
|align=left|{{Icon|Wii}}&lt;br /&gt;
|[http://wiibrew.org/wiki/MiiSX 0.4]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✗}}&lt;br /&gt;
|? ||{{✗}} ||? ||{{✗}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|BlueMSXbox&lt;br /&gt;
|align=left|{{Icon|Xbox}}&lt;br /&gt;
|[https://digiex.net/threads/bluemsxbox-v8-download-msx-msx2-msx2-emulator-for-xbox.13764/ v8]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
|? ||{{✗}} ||? ||{{✗}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://msxds.msxblue.com/ msxDS]&lt;br /&gt;
|align=left|{{Icon|NDS}}&lt;br /&gt;
|0.94&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✓}} &lt;br /&gt;
|{{✗}} &lt;br /&gt;
|? ||{{✗}} ||? ||{{✗}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|DreamMSX DC&lt;br /&gt;
|align=left|{{Icon|DC}}&lt;br /&gt;
|[https://consolecopyworld.com/dc/dc_emulators.shtml#DreamMSX 0.2g]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|?&lt;br /&gt;
|{{✗}} &lt;br /&gt;
|? ||{{✗}} ||? ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|UltraMSX2&lt;br /&gt;
|align=left|{{Icon|N64}}&lt;br /&gt;
|[https://www.zophar.net/utilities/n64util/ultramsx2.html 1.0]&lt;br /&gt;
|?&lt;br /&gt;
|{{✓}} &lt;br /&gt;
|?&lt;br /&gt;
|{{✗}} &lt;br /&gt;
|? ||{{✗}} ||? ||{{✗}} ||{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also want to check out [http://takeda-toshiya.my.coocan.jp/ Takeda Toshiya&#039;s website] for emulators of many old Japanese computer systems (see the Download section of [http://takeda-toshiya.my.coocan.jp/common/index.html the Common Source Code Project]). Includes yayaMSX1, yayaMSX2, yayaMSX2+ (MSX/MSX2/MSX2+ emulators by Mr.tanam and Mr.umaiboux), yayaFS-A1 (by Mr.umaiboux) and ePX-7. [http://www.emu-france.com/emulateurs/10-ordinateurs/282-takeda-emulation/ Emu-France] also has a bunch of Takeda&#039;s emulators mirrored. Their downloads are smaller than Takeda&#039;s own releases.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
====PC====&lt;br /&gt;
;[[openMSX]]&lt;br /&gt;
:In recent years, it surpassed blueMSX in terms of accuracy and hardware support. It&#039;s also the only MSX emulator that supports Palcom LaserDisc games.&lt;br /&gt;
;[[blueMSX]]&lt;br /&gt;
:An inactive open source project with cycle accuracy and, thus, very high compatibility. It is also available as a libretro core.&lt;br /&gt;
;WebMSX&lt;br /&gt;
:An HTML5 emulator written in JavaScript by Paulo Peccin (ppeccin).&amp;lt;ref&amp;gt;https://www.msx.org/news/en/new-webmsx-emulator&amp;lt;/ref&amp;gt; It can be installed as a web app on iOS/Android/Desktop, and run offline. It has customizable touch controls and a virtual keyboard for mobile usage, and netplay support for multiplayer games. A more extensive list of features can be found at its GitHub page.&lt;br /&gt;
;[[MSXPLAYer]]&lt;br /&gt;
:A commercial emulator from the early 2000s that was also distributed through magazines and hardware.&amp;lt;ref&amp;gt;https://www.msx.org/wiki/MSX-PLAYer&amp;lt;/ref&amp;gt; Its most recent version was accompanied with the MSX Game Reader produced between 2004 and 2005. The accuracy of its MSX 1 emulation was only above average, but it had surprisingly good TurboR accuracy.&amp;lt;ref&amp;gt;https://www.msx.org/articles/msxplayer-gamereader-edition&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mobile====&lt;br /&gt;
;MSX.emu&lt;br /&gt;
:Uses blueMSX&#039;s emulation backend and built on top of the developer&#039;s Imagine engine used in all his applications. It emulates the MSX range and [[ColecoVision_emulators|ColecoVision]]. Most MSX games should run, and audio can be good. [[SG-1000 emulators|Sega SG-1000]] support is planned in the future. Contact the developer for the [http://cydia.saurik.com/package/com.explusalpha.msxemu/ Cydia store version] on [http://www.explusalpha.com/home/general-info/platforms/ios iOS].&lt;br /&gt;
&lt;br /&gt;
==Hardware Variants==&lt;br /&gt;
===Generations===&lt;br /&gt;
There were multiple revisions to the MSX standard, reflected in greater or lesser support by emulators:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;the MSX 1&#039;&#039; is the original 1983 machine, with a 3.58Mhz Z80, an AY 3-8910 sound chip, and a TMS video processor — it offers resolutions up to 256x192 with attribute-based colours, single-colour sprites and no hardware scrolling. This machine primarily differs from contemporaries such as the ColecoVision and Sega SC-3000 only in its sound chip;&lt;br /&gt;
* &#039;&#039;the MSX 2&#039;&#039; is a 1985 revision that significantly upgrades the video processor; the maximum resolution is now 512x212, sprites are up to 16 colour, hardware vertical scrolling is available, more normative bitmap and non-attribute-based tile colour modes are offered, and primitive graphics acceleration is available — the video processor can independently perform tasks such as drawing lines and filling rectangles. Unlike the TMS chip in the MSX 1, no other machines use this video processor, so MSX 2 emulation is attempted less often than MSX 1 emulation;&lt;br /&gt;
* &#039;&#039;the MSX 2+&#039;&#039; is a minor revision from 1988 that adds hardware support for horizontal scrolling and a few extra colour modes; some 2+ models offer an optional modest speed improvement to the Z80 to 5.37Mhz;&lt;br /&gt;
* &#039;&#039;the TurboR&#039;&#039; from 1990 offers the R800 processor as an alternative to the Z80, which is an offspring of the Z800, offering Z80 backwards compatibility with significantly increased throughput.&lt;br /&gt;
&lt;br /&gt;
Commercial software overwhelmingly targets the MSX 1 or MSX 2 standards, with some able to benefit from the improved horizontal scrolling of the MSX 2+. Neither the 2+ nor the TurboR sold in substantial volumes, and a proposed MSX 3 standard never reached consumers.&lt;br /&gt;
&lt;br /&gt;
===Specific models===&lt;br /&gt;
{{Main|wikipedia:MSX#Manufacturers{{!}}Manufacturers list}} (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
MSX machines were manufactured by a wide range of companies including Pioneer, Panasonic, Sharp, Sony, Sanyo, Philips and LG Goldstar. Some of the notable machines include:&lt;br /&gt;
&lt;br /&gt;
* the &#039;&#039;&#039;Pioneer Palcom PX-7&#039;&#039;&#039;, an MSX1 computer aimed at the Japanese market. It was meant for attaching to a [[LaserDisc]] player, and as such has Superimpose capabilities (putting pictures and texts above the Laser Disc image). The PSG sound is stereo, contrary to almost all MSX machines. Pioneer also sold the &#039;&#039;&#039;ER-101&#039;&#039;&#039; interface (Laser Vision) unit which made it possible for all MSX computers to have the same functionalities as the Palcom PX-7;&lt;br /&gt;
* Panasonic&#039;s &#039;&#039;&#039;FS-A1&#039;&#039;&#039; (1986), &#039;&#039;&#039;FS-A1mkII&#039;&#039;&#039; (W/ added keypad) and its Italian counterpart, the &#039;&#039;&#039;Toshiba FS-TM1&#039;&#039;&#039; were based on the MSX2 standard; and&lt;br /&gt;
* Panasonic&#039;s &#039;&#039;&#039;FS-A1FX&#039;&#039;&#039; (1988) and &#039;&#039;&#039;FS-A1WX&#039;&#039;&#039; (W/ added MSX-MUSIC &amp;amp; a Japanese Word processor) are MSX 2+ derived hardware; the &#039;&#039;&#039;FS-A1WSX&#039;&#039;&#039; (1989) was the last MSX 2+ computer.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [http://map.grauw.nl/ MSX Assembly Pages] (The ultimate source of information for the MSX programmer)&lt;br /&gt;
* [https://www.generation-msx.nl/msxdb/statistics Generation MSX] (Fully searchable statistics &amp;amp; info database)&lt;br /&gt;
* [http://msx.jpn.org/tagoo/ Tagoo] (The most extensive Japanese MSX Software database on the internet)&lt;br /&gt;
* [https://www.msx.org/wiki/MSX_for_beginners MSX for beginners] (MSX Resource Center)&lt;br /&gt;
* [http://msxtranslations.com/links.php Links page of &#039;MSX Translations&#039;]&lt;br /&gt;
* [http://www.faq.msxnet.org/suffix.html ROM and disk images] (The Ultimate MSX FAQ)&lt;br /&gt;
* [http://www.msxcartridgeshop.com/ MegaFlashRom] (MSX Cartridge Shop. Cartridge with flash ROM memory.)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.msx.org/articles/mrc-emurank-charts Accuracy ratings] (from 2005)&lt;br /&gt;
* [https://www.reddit.com/r/MSX/comments/4b3216/any_lists_of_msx2_games_that_contain_enough/ &amp;quot;Any lists of MSX/2 games that contain enough English...&amp;quot;] (Reddit thread, Mar-20-2016. Many useful links.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Computers]]&lt;br /&gt;
[[Category:MSX emulators|*]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=OpenMSX&amp;diff=43994</id>
		<title>OpenMSX</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=OpenMSX&amp;diff=43994"/>
		<updated>2021-12-31T12:40:13Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lowercase title}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|title = openMSX&lt;br /&gt;
|logo = openMSX-logo.png&lt;br /&gt;
|version = 0.16.0&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = Multi-platform&lt;br /&gt;
|target = [[MSX emulators|MSX]]&lt;br /&gt;
|developer = openMSX Team&lt;br /&gt;
|website = [http://openmsx.org/ openMSX.org]&lt;br /&gt;
|license = GNU GPLv2&lt;br /&gt;
|source = [https://github.com/openMSX/openMSX GitHub]&lt;br /&gt;
|bios = [[Emulator_Files#Microsoft.2FASCII_MSX|Optional]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;openMSX&#039;&#039;&#039; is an open-source, [[Multi-system emulators|multi-system]] [[MSX emulators|MSX emulator]].&lt;br /&gt;
&lt;br /&gt;
openMSX includes a minimal HLE BIOS implementation called C-BIOS that allows some games to be played without an original firmware dump.&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/openMSX/openMSX/releases Official Stable builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Mac|APK|Dingoo}}&lt;br /&gt;
|[http://openmsx.fixato.net/ Dev Builds]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Frontends===&lt;br /&gt;
* [https://github.com/openMSX/wxcatapult Catapult] is the official GUI for openMSX. It is currently being [https://github.com/openMSX/catapult remade in Python and Qt]. It also includes a [https://github.com/openMSX/debugger debugger] of some sorts.&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
*MSXturboR&lt;br /&gt;
*Moonsound&lt;br /&gt;
*IDE Controller by Sunrise&lt;br /&gt;
*GFX9000&lt;br /&gt;
*Pioneer Palcom LaserDisc&lt;br /&gt;
&lt;br /&gt;
===Notable features===&lt;br /&gt;
*Hard- and software Scalers&lt;br /&gt;
*Debugging&lt;br /&gt;
*Tcl Script Support&lt;br /&gt;
*Cheat Finder (through Tcl)&lt;br /&gt;
*Game Trainers (through Tcl)&lt;br /&gt;
*Audio/Video recording (through console; can record at 720p, allowing recordings to be played at 60fps on sites like YouTube; much better than blueMSX&#039;s offering)&lt;br /&gt;
*Reverse support (go back in emulated time to correct mistakes or debug what happened)&lt;br /&gt;
&lt;br /&gt;
Other features and supported hardware not listed can be seen [http://openmsx.org/features.html here].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://github.com/openMSX/openMSX/releases Project Homepage]&lt;br /&gt;
*[https://www.msx.org/forum/semi-msx-talk/openmsx Forum]&lt;br /&gt;
*[https://openmsx.org/manual/setup.html openMSX Setup Guide]&lt;br /&gt;
*[https://openmsx.org/manual/user.html openMSX User&#039;s Manual]&lt;br /&gt;
*[https://openmsx.org/catapult-manual/user.html Captapult User&#039;s Manual]&lt;br /&gt;
*[https://web.archive.org/web/20081204030315/http://www.vampier.net:80/cbios/ C-BIOS Compatibility Page (Archived from 2008 as the link is down)]&lt;br /&gt;
*[https://web.archive.org/web/20060221060951/http://www.msx.org:80/openMSX-0.5.1.MSX-Emulator-Comparison.articlepage16.html openMSX 0.5.1 review (2005)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:MSX emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Fujitsu_FM-7_emulators&amp;diff=43979</id>
		<title>Fujitsu FM-7 emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Fujitsu_FM-7_emulators&amp;diff=43979"/>
		<updated>2021-12-31T01:25:22Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: xm7&amp;#039;s website is apparently down so we&amp;#039;ll use archived links for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = Fujitsu FM-7&lt;br /&gt;
|logo = FM-New7,_May_2013_B.jpg&lt;br /&gt;
|developer = [[Fujitsu]]&lt;br /&gt;
|type = [[:Category:Computers|Home computer]]&lt;br /&gt;
|release = 1982&lt;br /&gt;
|discontinued = 1984&lt;br /&gt;
|predecessor = FM-8&lt;br /&gt;
|successor = [[FM Towns emulators|FM Towns]]&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;FM-7&#039;&#039;&#039; was a home computer created by Fujitsu, first released in 1982 and sold only in Japan. It was a stripped down version of the earlier FM-8, which was aimed primarily at businesses.&lt;br /&gt;
&lt;br /&gt;
The FM-7 is 6809-based, similarly to the TRS-80 Color Computer by Radio Shack; some software is compatible with both systems. However, the FM-7 featured two 6809 chips, dedicating one solely to the graphics. &lt;br /&gt;
&lt;br /&gt;
It also features an enhanced version of Microsoft&#039;s Color BASIC called &amp;quot;F-BASIC&amp;quot;.  F-BASIC&#039;s additions to the standard Microsoft CoCo BASIC include the Japanese character set (katakana, and a few kanji), block graphics, three-voice music and the ability to have graphics appear on the default text screen.&lt;br /&gt;
&lt;br /&gt;
Throughout the 80s, several models of the FM-7 were released, featuring slight improvements, with the most recent being released in 1988.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[https://web.archive.org/web/20210722152017/http://retropc.net/ryu/xm7/xm7.shtml XM7&amp;lt;br&amp;gt;XM7 TypeR]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}*&lt;br /&gt;
|[https://web.archive.org/web/20210606201548/http://retropc.net/ryu/xm7/zip/xm7_3477sxz09.zip 3.4L77SX+z09] &amp;lt;small&amp;gt;(XM7)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;[https://web.archive.org/web/20210606201550/http://retropc.net/ryu/xm7/zip/xm7tr_3477sxz09.zip 3.4L77SX+z09] &amp;lt;small&amp;gt;(XM7 TypeR)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{TBD}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.mamedev.org/release.html {{MAMEVer}}]&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✓}}&lt;br /&gt;
|{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The latest version is only available for Windows, but earlier versions are available for other platforms.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Comparisons===&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* Lists:&lt;br /&gt;
:- [http://takeda-toshiya.my.coocan.jp/ Official website of Takeda] consisting of Takeda Toshiya&#039;s emulators for many old Japanese computer systems (See Source Code &amp;amp; Binary Archives under the Download section [http://takeda-toshiya.my.coocan.jp/common/index.html here])&lt;br /&gt;
::- [http://www.emu-france.com/emulateurs/10-ordinateurs/282-takeda-emulation/ Takeda Common Binaries] (An archive of all Takeda emulators for Japanese systems including the FM-7 at Emu-France.com. Smaller file size than at the official website.)&lt;br /&gt;
&lt;br /&gt;
==ROM dumps==&lt;br /&gt;
- [https://www.gamingalexandria.com/wp/2020/12/04/fujitsu-fm-7-tape-dumps/ Fujitsu FM-7 Tape Dumps] at Gaming Alexandria (December 4, 2020. Synopsis of the FM-7; and ROM &amp;amp; image download links for 13 Japanese FM-7 games, many not found in the [https://archive.org/details/Neo_Kobe_Fujitsu_FM-7_2016-02-25 Neo Kobe pack] at TIA.)&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.nausicaa.net/~lgreenf/fm7page.htm Page with info on the FM-7]&lt;br /&gt;
* [http://www.jcec.co.uk/fm7emu.html System files necessary for XM7]&lt;br /&gt;
* [http://fm-7.com/ Website dedicated to the system (in Japanese)]&lt;br /&gt;
* [http://retropc.net/apollo/ Information on FM-7 emulation (in Japanese)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Computers]]&lt;br /&gt;
[[Category:Fujitsu FM-7 emulators|*]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Talk:Emulator_files&amp;diff=43978</id>
		<title>Talk:Emulator files</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Talk:Emulator_files&amp;diff=43978"/>
		<updated>2021-12-31T00:34:44Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Microsoft Xbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone upload the Xbox files needed for XQEMU?&lt;br /&gt;
:Uploaded 3944 BIOS (including a 256k version), but couldn&#039;t find the MCP-X boot ROM. --[[User:SonofUgly|SonofUgly]] ([[User talk:SonofUgly|talk]]) 01:12, 7 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
For GC/Wii games, there&#039;s a nice BIOS font used in lots of games (Dolphin/Sys/GC, font_ansi and font_sjis) which obviously isn&#039;t included in Dolphin. It&#039;s the same as the Zelda WW font by the way. Newer versions of Dolphin use an average fixed width (not even close to authentic) standard Google Android font for this. Anyone got the dump for these two, just like the PSP fonts?&lt;br /&gt;
:Added a link for font_sjis, I could only find info on how to dump it but not font_ansi. --[[User:SonofUgly|SonofUgly]] ([[User talk:SonofUgly|talk]]) 15:08, 7 December 2015 (EST)&lt;br /&gt;
:Newer builds of Dolphin will automatically read the font files from the BIOS if you have them, so these aren&#039;t needed anymore. I&#039;ll put the link here just in case: [http://www.mediafire.com/download/2c00lk33sv4ngad/GCN_Fonts.zip Japanese fonts]. --[[User:SonofUgly|SonofUgly]] ([[User talk:SonofUgly|talk]]) 21:02, 23 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== NSTDatabase.xml ==&lt;br /&gt;
&lt;br /&gt;
Should maybe add something about this file or add it to the retroarch bios files. It&#039;s needed to run some japanese NES games on nestopia. It needs to be added to Retroarchs System folder. Can&#039;t play japanese contra without it and others.&lt;br /&gt;
&lt;br /&gt;
https://github.com/rdanbrook/nestopia/raw/master/NstDatabase.xml&lt;br /&gt;
:Added it to the RetroArch BIOS pack. --[[User:SonofUgly|SonofUgly]] ([[User talk:SonofUgly|talk]]) 22:12, 15 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Super Game Boy ==&lt;br /&gt;
&lt;br /&gt;
Hey recently an updated higan accuracy snes core was added to retroarch with a balanced core on the way and they need the super game boy bios in a different location to work. Here&#039;s a small zip with the SGB and SGB2 bios already setup and showing where they need to go. If this can also be added to the retroarch bios zip I think it&#039;ll help a lot of people having trouble. https://www.mediafire.com/file/g3559n85benjvhe/sgb.zip&lt;br /&gt;
:Thanks, updated.--[[User:SonofUgly|SonofUgly]] ([[User talk:SonofUgly|talk]]) 12:14, 16 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Intellivision Bios and Saturn support carts ==&lt;br /&gt;
&lt;br /&gt;
Hey here&#039;s a couple more files that would be nice to add to the Retroarch bios collection. Two are bios files for the Intellivision which Retroarch has a core for now and the other two are required support cart files for KOF95 and Ultraman for the Sega Saturn. All four files go in the system folder.&lt;br /&gt;
&lt;br /&gt;
http://www.mediafire.com/file/15cz8lnfin0yavr/intellivision%20and%20saturn%20carts.zip&lt;br /&gt;
:Thanks, updated. --[[User:SonofUgly|SonofUgly]] ([[User talk:SonofUgly|talk]]) 12:16, 28 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving away from MediaFire and ZippyShare==&lt;br /&gt;
&lt;br /&gt;
I&#039;m moving the files away from MediaFire and ZippyShare to MEGA (for now). If anyone has any suggestions as to where the files should be permanently moved to, let me know.&lt;br /&gt;
:Just add mirror links, don&#039;t remove the old ones. I prefer uploading to mediafire and still update some of the stuff directly on mediafire (so the links don&#039;t change). --[[User:SonofUgly|SonofUgly]] ([[User talk:SonofUgly|talk]]) 17:46, 22 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Update of backup ==&lt;br /&gt;
&lt;br /&gt;
Can anyone update backup link for &amp;quot;Wii WC24 network SSL certificates&amp;quot;? I do not have rights to edit the page. That&#039;s new link: https://www.dropbox.com/sh/w439hk9pd0ciwcd/AABs2qQouBHSG_LDhOmkgXyCa?dl=0 [[User:NNNkey|NNNkey]] ([[User talk:NNNkey|talk]]) 18:20, 25 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== PCem v15 ROMs ==&lt;br /&gt;
&lt;br /&gt;
I see someone messed this place up and it&#039;s locked down now.&lt;br /&gt;
&lt;br /&gt;
Anyway here are the new roms for [https://www53.zippyshare.com/v/B0yRS6Kh/file.html PCem v15], whoever does the backup might want to do that too.&lt;br /&gt;
&lt;br /&gt;
== DS firmware files ==&lt;br /&gt;
&lt;br /&gt;
The DS firmware you&#039;re linking is an old hacked version that breaks if WFC configuration is altered. The issue has also been observed on hardware, where it bricks the console. Basically that firmware predates WFC, which is where the config entries were added in some unused FLASH memory space. The hacked firmware presumably puts code or whatever in that memory, so it gets overwritten and that breaks it.&lt;br /&gt;
&lt;br /&gt;
I semi-regularly get complaints of firmware boot not working in melonDS and they stem from this. You should consider linking original firmware, or atleast making this issue clear.&lt;br /&gt;
&lt;br /&gt;
-Arisotura&lt;br /&gt;
&lt;br /&gt;
I believe I may have found a cleaner file (it actually boots the health &amp;amp; safety warning), but I don&#039;t know for sure if it&#039;s better: https://mega.nz/#!KPwUHYCZ!mCzMRg3UN8UGJ2WKxAbCMaWVLUdAX0KCYHb0egCbrUk -[[User:Skylark|Skylark]] ([[User talk:Skylark|talk]]) 22:47, 25 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
sorry fot the late reply, but those firmware files look clean, atleast they don&#039;t exhibit the WFC incompatibility issue --Arisotura&lt;br /&gt;
&lt;br /&gt;
I uploaded a few files regarding NDS firmwares here: https://archive.org/details/ndsfirmfiles -[[User:Sczther|Sczther]] ([[User talk:Sczther|talk]]) 11:54, 12 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== iQue DS Firmware and Bios ==&lt;br /&gt;
Here is a link to an iQue DS Firmware Dump. &lt;br /&gt;
Main: https://archive.org/details/ique-ds-firmware&lt;br /&gt;
Backup: https://mega.nz/file/rCxXlRxa#LIEKy1SZFhtLzUG30rSzLdeVZBsWq8gKqua1SbLZw74&lt;br /&gt;
-[[User:WaluigiWare64|WaluigiWare64]] ([[User talk:WaluigiWare64|talk]]) 16:40, 30 June 2020 (UTC)&lt;br /&gt;
== DSi NAND ==&lt;br /&gt;
The DSi NAND download linked is only the American version, which cannot play European, Japanese, Chinese or Korean games. More regions need to be dumped&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a table showing what regions are dumped and what aren&#039;t. Source [https://gbatemp.net/threads/dsi-regions.483615/ here] [[User:WaluigiWare64|WaluigiWare64]] ([[User talk:WaluigiWare64|talk]]) 11:35, 30 June 2020 (UTC)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Region&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Dumped?&lt;br /&gt;
|-&lt;br /&gt;
|American&amp;lt;br/&amp;gt;(&amp;quot;U&amp;quot; firmware) || {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|European&amp;lt;br/&amp;gt;(&amp;quot;E&amp;quot; firmware) ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Australian&amp;lt;br/&amp;gt;(&amp;quot;A&amp;quot; firmware)|| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Japanese&amp;lt;br/&amp;gt;(&amp;quot;J&amp;quot; firmware)|| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|Korean&amp;lt;br/&amp;gt;(&amp;quot;K&amp;quot; firmware) || {{✗}}*&lt;br /&gt;
|-&lt;br /&gt;
|Chinese (iQue)&amp;lt;br/&amp;gt;(&amp;quot;C&amp;quot; firmware) || {{✗}}&lt;br /&gt;
|} &lt;br /&gt;
(* meaning I have contacted someone with it) &lt;br /&gt;
&lt;br /&gt;
Got the European DSi Dump.&lt;br /&gt;
Main: https://archive.org/details/ds-firmware-european-dsi-nand-and-firmware&lt;br /&gt;
Backup: https://mega.nz/file/CTwkSKxC#QOYW07foPoy4Q9CJXFh_ZeoySsCSDuBBxH1iyeWgPjM&lt;br /&gt;
-[[User:WaluigiWare64|WaluigiWare64]] ([[User talk:WaluigiWare64|talk]]) 20:19, 30 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Got the Chinese DSi Dump&lt;br /&gt;
Link:https://drive.google.com/file/d/17mqjDHeFMe5uA9qVScEBm3Hy_woeGgFn/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
This one is the Korean Dump rather than Chinese one&lt;br /&gt;
https://archive.org/details/i-que-ds-firmware-chinese-i-que-dsi-nand-and-firmware&lt;br /&gt;
&lt;br /&gt;
Sorry.&lt;br /&gt;
Uploaded iQue ones today. Also your dump is bad. -[[User:WaluigiWare64|WaluigiWare64]] ([[User talk:WaluigiWare64|talk]]) 10:34, 23 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Why my dump is bad?&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t launch on melonDS -[[User:WaluigiWare64|WaluigiWare64]] ([[User talk:WaluigiWare64|talk]])&lt;br /&gt;
== DSi Firmware+Nand Full Dumps ==&lt;br /&gt;
The DSi NAND download does not contain the DSi Firmware, required for melonDS to boot up the DSi Menu. Here is a link to the full version (contains DSi NAND, DSi Firmware, DSi Bios 7 &amp;amp; 9, DS Bios 7 &amp;amp; 9 and DS Firmware). Here are the links.&lt;br /&gt;
Main: https://archive.org/details/ds-firmware_dsi-nand-and-firmware&lt;br /&gt;
Backup: https://mega.nz/file/DHxDgKZB#XwIry65FgP28tkUoPHz_Wi2Q-PQc8aFqciBYD1rfrlw&lt;br /&gt;
&lt;br /&gt;
Hello, this is the same person as before. The old Zip file had European firmware, but an American NAND dump. The new one has American firmware+American NAND. I have updated it on archive.org, but the mega.nz link needs to be changed to https://mega.nz/file/2OQjiI6b#0WctwJAMOD4a-4L9FpkJsiCJO-iJnbmHDl8SyS8EVBg&lt;br /&gt;
&lt;br /&gt;
I updated the link (though I didn&#039;t have any trouble and when I first tested it, but I guess it makes sense to keep the region the same).  Let me know if there&#039;s any problems -[[User:Skylark|Skylark]] ([[User talk:Skylark|talk]]) 18:49, 26 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks. It&#039;s just I&#039;ve accquired the firmware from someone with an American DSi, and the hash was different to a one I had from a European DSi. So I updated it. -WaluigiWare64&lt;br /&gt;
== PWC DSi NAND and Firmware dump ==&lt;br /&gt;
I&#039;ve found a dump from a DSi console that was used in the Pokemon World Championship. This does not run on any emulators but it would be nice to put them on the page anyway if they may later run on emulators. More info here - https://www.reddit.com/r/NDSHacks/comments/cughhe&lt;br /&gt;
Also, is there a reason why the page is protected? &lt;br /&gt;
 &lt;br /&gt;
Main: https://archive.org/details/dsi-nand-firmware-pwc&lt;br /&gt;
&amp;lt;!-- Backup: https://mega.nz/file/jPhlGYiI#5UGs0WIN3shw3rqcEdjNYwZV5wXR-xFH7g9_vBB7gFU --&amp;gt;&lt;br /&gt;
-[[User:WaluigiWare64|WaluigiWare64]] ([[User talk:WaluigiWare64|talk]]) 12:02, 29 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Looks interesting, but I don&#039;t think it&#039;s necessary.  Most users who come here are only interested in running emulators.  While preservation is also important, I believe there&#039;s a better place for that elsewhere. [[User:Skylark|Skylark]] ([[User talk:Skylark|talk]]) 13:03, 1 July 2020 (UTC)-&lt;br /&gt;
&lt;br /&gt;
Suppose so. I&#039;ll keep it in the discussion for anyone who wants it. Also could you please add the iQue DS Dumps and the European DSi Dumps? -[[User:WaluigiWare64|WaluigiWare64]] ([[User talk:WaluigiWare64|talk]]) 14:50, 1 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just wanted to note that my DSi NAND and Firmware Dumps can also be used with NO$GBA by renaming dsinand.bin to DSi-1.mmc, biosdsi9.bin to biosdsi9.rom, biosdsi7.bin to biosdsi7.rom, and placing these in the NO$GBA folder.&lt;br /&gt;
&lt;br /&gt;
== Emulator Files (7.27.2021) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve created and zipped a folder that contains a full directory for each download on this page.  This includes the downloaded files, Links, and Notes (ie Atari&amp;gt;Atari 7800&amp;gt; Prosystem&amp;gt; BIOS file (NTSC)&amp;gt; a7800.zip).  A txt file named ReadMe is located with every downloaded file and each one houses both the main/backup links along with the notes.  This file is 3,860960 KB large, and I made it in hopes of creating a one click &amp;quot;download all&amp;quot; option for this page.  If someone could contact my email, then I&#039;d be happy to provide the file in question for it&#039;s implementation on this page.  My Username is AChristianGamer.&lt;br /&gt;
&lt;br /&gt;
== Nintendo Wii NAND Backup ==&lt;br /&gt;
&lt;br /&gt;
Since Nintendo Wii is pretty much dead (maybe totally?), I would suggest putting this [https://ulozto.net/file/89hrzQop3f2Y/wii-rar link] to a backup NAND for preservation purposes. It appears to be a European version, unfortunately I didn&#039;t find any live links to the other versions. Regarding the DS Firmware, I&#039;m not sure if the current one is totally clean (as mentioned above), but what was archived [https://web.archive.org/web/20180214010316/https://darkumbra.net/forums/topic/147884-multi-nintendo-dsdsi-bios-and-firmware/ in this thread by the late Darkumbra] was, and here&#039;s a download link to it: [https://web.archive.org/web/20190210232430/http://fors4-g.herokuapp.com/dl.php?id=sd9w8wq4ogvi5nvxwzrl723380841cc17bd22ca8042d835a9e4f NDS Bios &amp;amp; Firmware] and [https://web.archive.org/web/20190210235411/http://fors4-g.herokuapp.com/dl.php?id=iwryvs7rzywz6xwzsldx0f998560564a8e3141ea8fb8787ed439 DSi Bios &amp;amp; Firmware]. Note: the latter is without the DSi Firmware.bin file, but I believe it is attached to the NAND file as no$gba can emulate it correctly.&lt;br /&gt;
&lt;br /&gt;
Edit: I also found the American version and mirrored both, [https://web.archive.org/web/20210728151733/http://78.135.81.84/sv4/?file=015b35b2e2 here] (European version) and [https://web.archive.org/web/20210728155937/http://78.135.81.84/sv2/?file=a5dec164c4 here] (American version).&lt;br /&gt;
&lt;br /&gt;
== Missing backup ==&lt;br /&gt;
&lt;br /&gt;
The supposed backup for DSi BIOS &amp;amp; NAND (USA) actually links to the same place as the main link. So there&#039;s no backup source for it. I&#039;d have removed the backup link, but the page is protected from editing. [[User:Digifiend|Digifiend]] ([[User talk:Digifiend|talk]]) 13:37, 9 October 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Microsoft Xbox ==&lt;br /&gt;
&lt;br /&gt;
Where &amp;quot;XQEMU&amp;quot; is listed, add &amp;quot;xemu&amp;quot; as well!&lt;br /&gt;
&lt;br /&gt;
:Done. -[[User:FosterHaven|FosterHaven]] ([[User talk:FosterHaven|talk]]) 00:34, 31 December 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Emulator_files&amp;diff=43977</id>
		<title>Emulator files</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Emulator_files&amp;diff=43977"/>
		<updated>2021-12-31T00:34:13Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Xbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Multi-system==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/qqfzmz4f1md6c83/RetroArch_ROMs.zip/file BIOS files]&lt;br /&gt;
| [[RetroArch]]&lt;br /&gt;
| [https://www.dropbox.com/sh/jrl6ho7vneg94mk/AAB-kXGDpz1NId8Ty6Wr1F30a?dl=0 ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/ii9numjq0o3juek/Mednafen_BIOS.zip/file BIOS files]&lt;br /&gt;
| [[Mednafen]] &amp;lt;small&amp;gt;(standalone)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [https://www.dropbox.com/sh/3nssmxf73y49p8x/AABHj8H7Hz5E-lfgcE3Y3bHPa?dl=0 ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://archive.org/details/OpenEmuBIOSPack BIOS files]&lt;br /&gt;
| [[OpenEmu]]&lt;br /&gt;
| [https://www.dropbox.com/sh/tfj1zuerogjvxwi/AABYXRdlQcvEPL-PbYVblHbda?dl=0 ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://archive.org/details/MESS-0.151.BIOS.ROMs ROMs Pack] &amp;lt;small&amp;gt;(0.151)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[MESS]]&lt;br /&gt;
| [https://www.dropbox.com/sh/yus58oyor0kfvky/AAC79mxTRNsfFXVzWjXv4KAFa?dl=0 ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/6vc518bg37a0ngw/PCem+v16+ROMs.zip/file ROMs Pack] &amp;lt;small&amp;gt;(v16)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;[https://www.mediafire.com/file/zn7wpqat2d6zej0/PCem+v17+ROMs.zip/file ROMs Pack] &amp;lt;small&amp;gt;(v17)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[PCem]]&lt;br /&gt;
| [https://www.dropbox.com/sh/mcibrnn227h38j9/AADv0kXdgKL2NnqnNysRUCpoa?dl=0 ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/86Box/roms/releases ROMs Pack]&lt;br /&gt;
| [[86Box]]&lt;br /&gt;
| [https://www.dropbox.com/sh/fptb11b7rw6dej6/AABaaIXi3yhXs5vQWwhJornEa?dl=0 ✓]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Nintendo]]==&lt;br /&gt;
===[[Nintendo Entertainment System emulators|NES / Famicom]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/35cpj3ghyxeq34o/FamicomDiskSystemBIOS.rar Family Computer Disk System BIOS file]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/pxx3mhvjrag0zz6/AACbYrLTZileTi1i_5E3_Td9a?dl=0 ✓]&lt;br /&gt;
| Required for FDS emulation. [[File_Hashes#Family_Computer_Disk_System_(FDS)|MD5 Hashes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Super Nintendo emulators|SNES / Super Famicom]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!4E0RFQhb!Lh2CzxVeYahueRk-60JfjxBnrbEUvFhGzyJnrM_pQS4 Satellaview BS-X ROMs]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[higan]] &amp;lt;small&amp;gt;(bsnes)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;[[Snes9x]]&lt;br /&gt;
| [https://www.dropbox.com/sh/wlxqum6b4ca4nxx/AADVUXTDF2dLuATYKIbq5Jqia?dl=0 ✓]&lt;br /&gt;
| Required for some Satellaview releases.&amp;lt;br /&amp;gt;Including Japanese original ROM, no-DRM ROM and English-patched ROMs (DRM or no-DRM).&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!sUNzQSzB!LQ9toDbnJoVDLLCm4k8OjjmOnY-aqZbfSJ0SQ5GfOzg Sufami Turbo BIOS file]&lt;br /&gt;
| [https://www.dropbox.com/sh/0b85jzh5xd47nyo/AABY768UeYjrcaItu7drPVf6a?dl=0 ✓]&lt;br /&gt;
| Required for Bandai&#039;s Sufami Turbo emulation.&lt;br /&gt;
|-&lt;br /&gt;
| [http://bsxproj.superfamicom.org/snes/SDBR_v0.95.zip SuperDisc BIOS file]&lt;br /&gt;
| [[No$|No$SNS]] &amp;lt;small&amp;gt;(1.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [https://www.dropbox.com/sh/nlgucxx6tt70m64/AADjYS3JD8-SJyuOEQY3JYIsa?dl=0 ✓]&lt;br /&gt;
| Required for Sony&#039;s SNES-CD emulation.&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!tA01kCiI!Bp8p5BoaWzOKdF_m_V_stVcjT1TZVM-1gqaYU5uGqro Super Game Boy boot ROM]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[higan]] &amp;lt;small&amp;gt;(bsnes)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [https://www.dropbox.com/sh/8ap1up6yc41f6fc/AADiXsXAimIU0rO-Hr7jvYhsa?dl=0 ✓]&lt;br /&gt;
| Required for Super Game Boy emulation. [[File_Hashes#Super_Game_Boy_(SGB)|MD5 Hashes]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download.php?a36869kjvj4iavs Coprocessor firmwares]&lt;br /&gt;
| [https://www.dropbox.com/sh/sp9yml8m9p9habb/AABAu5UGpz63x_UPJhwSDk-Va?dl=0 ✓]&lt;br /&gt;
| Including CX4, DSP1/1A, DSP1B, DSP2, DSP3, DSP4, ST010, ST011 and ST018.&amp;lt;br /&amp;gt;[https://higan.readthedocs.io/en/v104/guides/import/#games-with-co-processor-firmware More information]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo 64 emulators|Nintendo 64]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.emucr.com/search/label/RSP_Plugin LLE RSP plugin]&lt;br /&gt;
| [[Project64]]&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/zqoa2ld2ovtzg5o/N64_BIOS.zip 64DD IPL and PIF ROM (JPN Retail)]&lt;br /&gt;
| [[CEN64]]&lt;br /&gt;
| [https://www.dropbox.com/sh/i0klk7ytso6homa/AABQ69Ap-A_ZmZQUUB82C4mja?dl=0 ✓]&lt;br /&gt;
| Required for 64DD emulation in CEN64.&amp;lt;br /&amp;gt;Japanese region only.&lt;br /&gt;
|-&lt;br /&gt;
| [https://64dd.org/dumps/N64DD_IPLROM_(J).zip 64DD IPL (JPN Retail)]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[Project64]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [https://www.dropbox.com/sh/f0hmhpswggymcxc/AAC6siCGTAuBUp-_KXdakj_3a?dl=0 ✓]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Required for 64DD emulation in Project64.&lt;br /&gt;
|-&lt;br /&gt;
| [https://64dd.org/dumps/64DD_IPL_US_MJR.n64 64DD IPL (US Retail)]&lt;br /&gt;
|-&lt;br /&gt;
| [https://64dd.org/dumps/64DD_IPL_DEV_H4G.n64 64DD IPL (JPN Development)]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[GameCube emulators|GameCube]] / [[Wii emulators|Wii]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/2ajx3xr7v1ahqtf/GCN_BIOS.zip GameCube IPL BIOS file]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[Dolphin]]&lt;br /&gt;
| [https://www.dropbox.com/sh/chua1nfjig5e6fk/AACIyoC5eFcpYRqk34Y6m2Q9a?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Required for rendering original system fonts. [[File_Hashes#GameCube_(GCN/NGC)|MD5 Hashes]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/66hh53x9nczaun6/LLE+DSP.rar DSP-LLE plugin]&lt;br /&gt;
| [https://www.dropbox.com/sh/fefshfdaguwmkuh/AAAiGz_UOSLkL0KmN9EYNxLoa?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Needed for more accurate low-level emulation (LLE) of DSP audio.&amp;lt;br /&amp;gt;Required in Dolphin for connectivity with GBA units.&amp;lt;br /&amp;gt;An incomplete HLE solution removing this requirement exists.&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/emukidid/swiss-gc/releases Swiss]&lt;br /&gt;
| N/A&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;GameCube homebrew utility. [https://www.gc-forever.com/wiki/index.php?title=Swiss More information]&amp;lt;br /&amp;gt;[http://www.mediafire.com/file/3f2oynxty6jq0js/Swiss+GC.rar Old version (r241)]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/rb81q0lr66o6s67/dolphin+network+files.7z Wii WC24 network SSL certificates]&lt;br /&gt;
| [https://www.dropbox.com/sh/w439hk9pd0ciwcd/AABs2qQouBHSG_LDhOmkgXyCa?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Required for connecting to Wi-Fi Connection service.&amp;lt;br /&amp;gt;[https://www.dolphin-emu.org/docs/guides/wii-network-guide/ More information]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Game Boy/Game Boy Color emulators|Game Boy / Game Boy Color]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!1FtiBI4L!NLFhOJQAifp65iOKJiyhthZWF83OryigyXUn4JAyhcU Game Boy (DMG) boot ROMs]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/4lhjdvm8e03ht4z/AAC5XsT6_V53pNqhAldY57Fca?dl=0 ✓]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Optional.&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!oJ9BBQQB!xWXNlp2lIi4mxKKXCWOts46va-X-RLFTZ5LaOkoICEc Game Boy Pocket (MBG) boot ROM]&lt;br /&gt;
| [https://www.dropbox.com/sh/187k6vctbu3gz2w/AADpjhNRh7wOKplBT0IohQGma?dl=0 ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/55a5ef9d248no18/gbc_bios.zip GBC boot ROM]&lt;br /&gt;
| [https://www.dropbox.com/sh/cvyd95u5esehv1k/AABs7tTU0scDbNlXtK4bAawJa?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Required for color palette support for monochrome GB games.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Pokémon mini emulators|Pokémon mini]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/iaeix6am0efnpa7/bios.min/file BIOS]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/pya0c4t12e810p7/AACrzQisWxxaGEo5JKhWrrypa?dl=0 ✓]&lt;br /&gt;
| Optional in PokeMini and minimon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Game Boy Advance emulators|Game Boy Advance]] / [[GBA e-Reader emulators|e-Reader]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/uijj3i3349h8j2j/gba_bios.zip Boot ROM]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/75ciyaphel7c5la/AABADloONTLeLBGyhOtn6HUba?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Required for some games, homebrew, and connectivity with the GameCube.&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!YAsSzSCI!Oqd6Nz8BzNKbQyT08RETX1f7mS2rj59LnLVf3IIyNZo e-Reader BIOS files]&lt;br /&gt;
| [https://www.dropbox.com/sh/qlhn5ixinhtrnqc/AAB2K4GJwVc1ZFMhXFPZHk1Xa?dl=0 ✓]&lt;br /&gt;
| Required for e-Reader emulation.&amp;lt;br /&amp;gt;Including Card e-Reader (Japan), Card e-Reader+ (Japan) and e-Reader (USA).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo DS emulators|Nintendo DS / DSi]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!KPwUHYCZ!mCzMRg3UN8UGJ2WKxAbCMaWVLUdAX0KCYHb0egCbrUk DS BIOS files and firmware]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/s6fkz3uzddrokej/AAB-wc2ylp04cJkmN62Sqq04a?dl=0 ✓]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Optional for [[DeSmuME]] and [[No$|No$GBA]].&amp;lt;br /&amp;gt;Required for [[melonDS]], [[GBE+]], [[mGBA#medusa|medusa]] and other emulators.&lt;br /&gt;
|-&lt;br /&gt;
| [https://archive.org/details/ique-ds-firmware iQue BIOS files and firmware]&lt;br /&gt;
| [https://www.mediafire.com/file/yja11xj1jia7tcc/iQue+DS+Firmware.zip/file ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://archive.org/details/DSiFirmwareFiles DSi BIOS files]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[No$|No$GBA]]&lt;br /&gt;
| [https://www.dropbox.com/sh/lnpuxg4u81932jr/AAAl-1PBf-mAsKlKKbsz4_gTa?dl=0 ✓]&lt;br /&gt;
| Required for Nintendo DSi emulation.&lt;br /&gt;
|-&lt;br /&gt;
| [https://archive.org/details/DSiEmulationSetup DSi NAND dump]&lt;br /&gt;
| [https://www.dropbox.com/sh/krj8zevlyj59p6t/AACyACepE6yiBxh0wbmLs0Pwa?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Improves compatibility for Nintendo DSi emulation.&amp;lt;br /&amp;gt;Update No$GBA in the package to the latest version is highly recommended.&lt;br /&gt;
|- &lt;br /&gt;
| [https://archive.org/details/dsi-nand-firmware-pwc DSi BIOS &amp;amp; NAND (USA)]&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| [[melonDS]], [[No$|No$GBA]]&lt;br /&gt;
| [https://www.dropbox.com/sh/8kd68od7pqllx5a/AADOMXSLbjYr3kEEbAS3ITtva?dl=0 ✓]&lt;br /&gt;
|  rowspan=&amp;quot;6&amp;quot;| Required for DSi emulation on melonDS. &amp;lt;br&amp;gt;Includes BIOS and firmware for both the DS and DSi, and a NAND dump. &amp;lt;br&amp;gt;For No$GBA, rename:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;nand.bin&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;biosdsi7.bin&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;biosdsi9.bin&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;to&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;DSi-1.mmc&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;BIOSDSI7.ROM&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;BIOSDSI9.ROM&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;respectively, and place them in the No$GBA main folder.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [https://archive.org/details/ds-firmware-european-dsi-nand-and-firmware DSi BIOS &amp;amp; NAND (EUR)]&lt;br /&gt;
| [https://www.mediafire.com/file/1rwiiaxf3ejewiu/DS+Firmware+++(European)+DSi+NAND+And+Firmware.zip/file ✓]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo 3DS emulators|Nintendo 3DS]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/xf0i4pwijnsz3wo/3DS%20Shared%20Data.zip Extra data]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[Citra]]&lt;br /&gt;
| [https://www.dropbox.com/sh/zd8z5ews4wd5akn/AADcsIN5US-TfzZhzs2-lphDa?dl=0 ✓]&lt;br /&gt;
| Required for some games.&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!qUkWXISL!ivytO3ZgcBtUM1FqGR_0WKZBdrXDM_2_suJng4OJYno Bootroms]&lt;br /&gt;
| [https://www.dropbox.com/sh/gsm675o2gvzzzd0/AAA5WpJqW1Avzofa3qf_1nO9a?dl=0 ✓]&lt;br /&gt;
| Required for [https://gbatemp.net/threads/tutorial-extract-decrypt-games-nand-backups-and-sd-contents-with-fuse-3ds.499994/ fuse-3ds] to decrypt encrypted games.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Wii U emulators|Wii U]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/rdvtav576rtv28f/Wii%20U%20fonts.zip Fonts]&lt;br /&gt;
| [[Cemu]]&lt;br /&gt;
| [https://www.dropbox.com/sh/9m33tinafr152uh/AABUIdEktTuP7aW9wsY81gw7a?dl=0 ✓]&lt;br /&gt;
| Required for rendering text properly in some games.&amp;lt;br /&amp;gt;Lacks three more unused fonts, but [https://cemuhook.sshnuke.net/ Cemuhook] has their replacements.&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/file/8M9WxAzZ#-AUqbBj3V68TV7uhrZc_t9nwwkvRlyaSEcAUS__2fFo Online files]&lt;br /&gt;
| [[Cemu]] &amp;lt;small&amp;gt;(1.11.0 or later)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;[[Decaf]]&lt;br /&gt;
| [https://www.dropbox.com/sh/111elomswx9fk47/AAB4aiWZNN4HZ2nQenXrC8Zca?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Needed for online connection.&amp;lt;br /&amp;gt;Lacks unbanned account.dat file unique to the console but some custom servers with lax authentification are working in progress.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/9skgfgbst4qcwbc/mlc01_WiiUMenu_5.5.2EU.zip Menu files (EU)]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[Cemu]] &amp;lt;small&amp;gt;(1.11.4 or later)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [https://www.dropbox.com/sh/wf9drvdphw6jaky/AABUla997K8_sYAeL7fa_ZKOa?dl=0 ✓]&lt;br /&gt;
| Version 5.5.2, European region&amp;lt;br /&amp;gt;Required for rendering Mii and improving compatibility. [https://www.reddit.com/r/CemuPiracy/comments/7umpe9/wii_u_menu_552_files_for_cemu_1114/ More information]&amp;lt;br /&amp;gt;Can be accessed from the .rpx under &amp;lt;code&amp;gt;mlc01\sys\title\00050010\10040200\code\men.rpx&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/cgcts0to3pya8g6/mlc01_WiiUMenu_5.5.2US.zip Menu files (US)]&lt;br /&gt;
| [https://www.dropbox.com/sh/splnrqkyh5jj6rr/AAAnrhCRkqXIm1Yo7AHQvUzsa?dl=0 ✓]&lt;br /&gt;
| Version 5.5.2, US region&amp;lt;br /&amp;gt;Required for rendering Mii and improving compatibility. [https://www.reddit.com/r/CemuPiracy/comments/7umpe9/wii_u_menu_552_files_for_cemu_1114/ More information]&amp;lt;br /&amp;gt;Can be accessed from the .rpx under &amp;lt;code&amp;gt;mlc01\sys\title\00050010\10040100\code\men.rpx&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/4x74gfhj95og66f/mlc01_WiiUMenu_5.5.2JP.zip Menu files (JP)]&lt;br /&gt;
| [https://www.dropbox.com/sh/gnuqnyrsw90ensa/AAAZLRqazfZnkfz1Jz5Wu3tra?dl=0 ✓]&lt;br /&gt;
| Version 5.5.2, Japanese region&amp;lt;br /&amp;gt;Required for rendering Mii and improving compatibility. [https://www.reddit.com/r/CemuPiracy/comments/7umpe9/wii_u_menu_552_files_for_cemu_1114/ More information]&amp;lt;br /&amp;gt;Can be accessed from the .rpx under &amp;lt;code&amp;gt;mlc01\sys\title\00050010\10040000\code\men.rpx&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch emulators|Nintendo Switch]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/nnu7b5c8otud5j0/Switch_Shared_Data.zip Shared fonts and derivation keys]&lt;br /&gt;
| [[Ryujinx]], [[yuzu]]&lt;br /&gt;
| [https://mega.nz/file/rN9kVQgT#Zr2gQB0kKjkufAzOViOZT0IOGEViTDAeIhNi2HxhnKI ✓]&lt;br /&gt;
| Required for some games and encrypted ROMs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sony==&lt;br /&gt;
===[[PlayStation emulators|PlayStation]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/s11dvh2snfrmy29/PS1_BIOS.zip BIOS files]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/l0a18zplh1ndlo0/AAA_j4N-OO07owQB1embW_2Za?dl=0 ✓]&lt;br /&gt;
| Required for some emulators. [[File_Hashes#PlayStation_(PS1)|More information and MD5 Hashes]]&amp;lt;br /&amp;gt;Copyright-free HLE BIOS files replacements exist for other emulators.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/dfsaucra5tcp7pu/PSXperia_data.zip/file Crash Bandicoot pre-extracted data]&lt;br /&gt;
| PSXperia&lt;br /&gt;
| [https://cyanlabs.net/uploads/PSXperia.zip ✓]&lt;br /&gt;
| Required for repackaging ISOs for use with PlayStation Pocket, given that PSXperia is only able to extract wrapper data from two specific releases of the Crash Bandicoot APK.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PocketStation emulators|PocketStation]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/c5htcw09y3fiy3m/PocketStation%20BIOS.zip BIOS files]&lt;br /&gt;
| [[PK201]]&lt;br /&gt;
| [https://www.dropbox.com/sh/gkmd344c4az94tl/AABT9HPZZp8500UO_apRXZT9a?dl=0 ✓]&lt;br /&gt;
| Required for PocketStation emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 2 emulators|PlayStation 2]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/edp636rbtb77hk7/PS2_BIOS.zip BIOS files]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/rca7zldbc95bukg/AACMeq-fcE5S2l8chf3z8yO2a?dl=0 ✓]&lt;br /&gt;
| Required for PlayStation 2 emulation.&amp;lt;br /&amp;gt;[[File_Hashes#PlayStation_2_(PS2)|More information and MD5 Hashes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable emulators|PlayStation Portable]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/0k8654doty8wdl7/PSP+font.rar Original fonts]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/gazfjvlut5k1a4t/AADKtcv1c0PwpH2-1gv07fFea?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Required for rendering original system fonts.&amp;lt;br/ &amp;gt;Emulators have replacement fonts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3 emulators|PlayStation 3]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.playstation.com/en-us/support/hardware/ps3/system-software/ Official firmware]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://darthsternie.net/ps3-firmwares/ ✓ (Archive)]&lt;br /&gt;
| Required for PlayStation 3 emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita emulators|PlayStation Vita]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.playstation.com/en-us/support/hardware/psvita/system-software/ Official firmware]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://darthsternie.net/ps-vita-firmwares/ ✓ (Archive)]&lt;br /&gt;
| Required for PlayStation Vita emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 4 emulators|PlayStation 4]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.playstation.com/en-us/support/hardware/ps4/system-software/ Official firmware]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://darthsternie.net/ps4-firmwares/ ✓ (Archive)]&lt;br /&gt;
| Required for PlayStation 4 emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Sega]]==&lt;br /&gt;
===[[Master System emulators|Master System]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!MAdyUKyI!14bp7kZYGaVYTwjFJeH8-wfxTYGS2Pkbj1lgNh_459Y BIOS files]&lt;br /&gt;
| [[Kega Fusion]]&lt;br /&gt;
| [https://www.dropbox.com/sh/ilo8k54oidjti0q/AACMHCVZLYOlAGADzIsaJTyGa?dl=0 ✓]&lt;br /&gt;
| Optional.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sega Genesis emulators|Genesis / Mega Drive / CD / 32X]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!dMFgAS6B!btNyCsWZFSGE-NqFfJvo90vjXroeDoRdgQtGPwllODQ Genesis / Mega Drive BIOS files]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/li9cnrjba2nqo5e/AAAuqnkFK05oc-Io8FF_AAPVa?dl=0 ✓]&lt;br /&gt;
| Optional for Kega Fusion and other emulators.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/wmmeiybqrml/Sega+Mega+CD+BIOS+Collection+v2.7z CD BIOS files]&lt;br /&gt;
| [https://www.dropbox.com/sh/4esjxr70f1o9zvw/AAA5OB3oce1JzCKgeA2Gd1tha?dl=0 ✓]&lt;br /&gt;
| Required for Sega CD emulation.&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!YUNwhKwQ!uloygIwA7-8F30HFSfYIgxX2Z49_dIS3RJ29IIOLC9M 32X BIOS files]&lt;br /&gt;
| [https://www.dropbox.com/sh/p3bzuaict6ssq2e/AAB3vNqHHlB77l9YvvszdQiha?dl=0 ✓]&lt;br /&gt;
| Required for 32X emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sega Saturn emulators|Saturn]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/1mne5inwr7rfws9/Saturn_BIOS_mednafen.zip BIOS files]&lt;br /&gt;
| [[Mednafen]]&amp;lt;br/&amp;gt;[[SSF]]&lt;br /&gt;
| [https://www.dropbox.com/sh/4d9pce5wv18pwlj/AACCN5OLw2fHOHpTmKhmSbeIa?dl=0 ✓]&lt;br /&gt;
| Required for [[Mednafen]].&amp;lt;br/&amp;gt;Optional for [[SSF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sega Dreamcast emulators|Dreamcast]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/ohpi7h3kh3ydli8/Dreamcast.zip BIOS files]&lt;br /&gt;
| [[nullDC]]&lt;br /&gt;
| [https://www.dropbox.com/sh/mblnarpvm28aru2/AABhSaJxwyZy0q6j24HbzHvza?dl=0 ✓]&lt;br /&gt;
| Required for Dreamcast emulation in nullDC.&amp;lt;br /&amp;gt;[[File_Hashes#Dreamcast_(DC)|MD5 Hashes]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/file/48kpzrz3wnr9cqp/DEMUL+BIOs.rar BIOS files]&lt;br /&gt;
| [[DEmul]]&lt;br /&gt;
| [https://www.dropbox.com/sh/epi8kees8nfmhg5/AAD7svCQtd5KixEqeiKKM_Lwa?dl=0 ✓]&lt;br /&gt;
| Required for Dreamcast, Naomi and Hikaru emulation in DEmul.&amp;lt;br /&amp;gt;[[File_Hashes#Dreamcast_(DC)|MD5 Hashes]]&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/2w0rvhegfxcz2no/VMU_BIOS.zip/file VMU BIOS files]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/5whw1f78hoxgl1p/AAAbwNkDIBLcbYgFkFovFWUfa?dl=0 ✓]&lt;br /&gt;
| Optional for ElysianVMU.&amp;lt;br/&amp;gt;Required for MAME.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Atari==&lt;br /&gt;
===[[Atari 7800 emulators|Atari 7800]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.atari7800.org/bin/ntsc/a7800.zip BIOS file (NTSC)]&amp;lt;br /&amp;gt;[http://www.atari7800.org/bin/pal/a7800p.zip BIOS file (PAL)]&lt;br /&gt;
| [[ProSystem]]&lt;br /&gt;
| [https://www.dropbox.com/sh/qbth4hzrvvlzro7/AACUVvxdXO456X726vyEh_bQa?dl=0 ✓]&lt;br /&gt;
| Optional.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Atari Jaguar emulators|Atari Jaguar / Jaguar CD]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!URcGxSST!AzXqQMLgnWIkoL6l3JLCVNyQnxOomSxeOLLPQrrXZo4 BIOS files]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/qr3cfd32hnlhtfu/AAATCK66lvtL7SDcNa5vybUKa?dl=0 ✓]&lt;br /&gt;
| Optional for Atari Jaguar emulation.&amp;lt;br /&amp;gt;Required for Atari Jaguar CD emulation (Incomplete).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Atari Lynx emulators|Atari Lynx]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/kxni5x47psjrqqo/lynxboot.img/file BIOS dump]&lt;br /&gt;
| Handy-based&lt;br /&gt;
| [https://www.dropbox.com/sh/ssr7ev66bn8aviu/AACA2b0y3fsxqgGEOl5HtmSla?dl=0 ✓]&lt;br /&gt;
| Required. On Mednafen, place on root directory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Microsoft==&lt;br /&gt;
===[[Xbox emulators|Xbox]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/28zvvhqxjuoj4dp/Xbox_BIOS.zip BIOS files]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[xemu]]&amp;lt;br /&amp;gt;[[XQEMU]]&lt;br /&gt;
| [https://www.dropbox.com/sh/po9e5rxgunl4lxt/AAD1ebI8_025I0fu53J4QxZXa?dl=0 ✓]&lt;br /&gt;
| Required for Xbox emulation.&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/xqemu/xqemu-hdd-image/releases/download/v1.0/xbox_hdd.qcow2.zip Blank HDD image]&lt;br /&gt;
| [https://www.dropbox.com/sh/6uy43qlwak5wf0a/AADcRT7EvhZB2kip9u2LW86ra?dl=0 ✓]&lt;br /&gt;
| Required for Xbox emulation.&amp;lt;br /&amp;gt;Pre-built 8G blank image.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.mediafire.com/download/k43mmta4q9e244q/Xbox_MAME.zip BIOS files]&lt;br /&gt;
| [[MAME]]&lt;br /&gt;
| [https://www.dropbox.com/sh/43zdvuifof0uvv3/AADDEw37Y5-ohpzeMqPLYgHca?dl=0 ✓]&lt;br /&gt;
| Required for Xbox emulation.&amp;lt;br /&amp;gt;MCP-X bootrom included in the package is a bad dump.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other consoles==&lt;br /&gt;
===[[3DO emulators|3DO]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!5N01HahD!pCvxR1sahDl8brkpS5Ze6iz-IS3KxZZG-DkhTGtckdc BIOS files]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/06ant2an3v0ldcy/AABtYfbrF-RtpGHhXQxqBQAsa?dl=0 ✓]&lt;br /&gt;
| Required for 3DO emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PC Engine (TurboGrafx-16) emulators|NEC PC Engine CD (TurboGrafx-CD)]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#F!eegVRCiL!u4PDISZQ3PzPIGsD7_3XCQ BIOS files]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.dropbox.com/sh/t6zsxz37whbcjh6/AAA4SHvSW44pUdEFO2ZP32fQa?dl=0 ✓]&lt;br /&gt;
| Required for PC Engine CD (TurboGrafx-CD) emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal computers==&lt;br /&gt;
===[[MSX emulators|Microsoft/ASCII MSX]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://bluemsx.msxblue.com/resource.html BIOS files and machine configurations]&lt;br /&gt;
| [[blueMSX]]&lt;br /&gt;
| [https://mega.nz/#F!qK4ygIDC!B-VYc9XWifXth_yNU3CMQw ✓]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Required for MSX games (except some cartridge games covered by the unofficial C-BIOS file).&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.planetemu.net/roms/msx-bios BIOS files]&lt;br /&gt;
| [[Clock Signal|CLK]]&amp;lt;br/&amp;gt;[[Pantheon]]&lt;br /&gt;
| [https://mega.nz/#F!Da4m2CiB!LKq6KLo6t2oTwYjgTIN1Sw ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.msxarchive.nl/pub/msx/emulator/openMSX/systemroms.zip System ROMs set]&lt;br /&gt;
| [[openMSX]]&lt;br /&gt;
| [https://www.dropbox.com/sh/9a3y66v49mj8h1h/AACdAz4lzR9y0zJig6t-_87fa?dl=0 ✓]&lt;br /&gt;
| Required for MSX emulation on certain machines and extensions like [https://www.msx.org/wiki/Panasonic_FS-A1GT Panasonic FS-A1GT] for example.&amp;lt;br /&amp;gt;Copy all files to &amp;lt;code&amp;gt;~/.openMSX/share/systemroms&amp;lt;/code&amp;gt; (GNU/Linux and MacOS) or &amp;lt;code&amp;gt;%USERPROFILE%\My Documents\openMSX\share\systemroms&amp;lt;/code&amp;gt; (Windows 7 or later).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PC-60 emulators|NEC PC-6000]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!gNcUiCYZ!mhgfsAlhYpAZQntb3QylwVrqwxScHo4UcGQ3VmOCVA4 System ROMs]&lt;br /&gt;
| PC6001V&amp;lt;br /&amp;gt;PC6001VX&lt;br /&gt;
| [https://www.dropbox.com/sh/03jkbp05r83ciik/AACgZX9slcxuVQlHwSyV6TuFa?dl=0 ✓]&lt;br /&gt;
| Required for PC-6001 series emulation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PC-88 emulators|NEC PC-8800]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!RJtSxC4R!2tuH0seGNdgOVhoxUX6c-PRl9_GozwcSlbQDuPgqbGc System ROMs]&lt;br /&gt;
| pc8801ma&amp;lt;br /&amp;gt;XM8&lt;br /&gt;
| [https://www.dropbox.com/sh/mlfoffao6kd986z/AADhjpg3APDbQ72XaH5SQozma?dl=0 ✓]&lt;br /&gt;
| Required for PC-8800 emulation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[PC-98 emulators|NEC PC-9800]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://46okumen.com/files/FONT.ROM Fonts (Binary format)]&lt;br /&gt;
| Neko Project II&lt;br /&gt;
| [https://www.dropbox.com/sh/cpfqgp8ysoewqfb/AACXM0zfO8aiVQz1DoinVfkwa?dl=0 ✓]&lt;br /&gt;
| Optional.&amp;lt;br /&amp;gt;Needed for rendering text properly.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.zophar.net/fileuploads/1/2134agxhk/font.zip Fonts (BMP format)]&lt;br /&gt;
| Anex86&lt;br /&gt;
| [https://www.dropbox.com/sh/45sc3qoe4q22pwv/AAAJ0JdOMZouiN4wzId7FLuqa?dl=0 ✓]&lt;br /&gt;
| Optional for Anex86 and other emulators.&amp;lt;br /&amp;gt;Needed for rendering text properly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Fujitsu FM-7 emulators|Fujitsu FM-7]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!xYdjCCDD!V7uo0k5a8QJgP_D3MeW-5LWv3UGAmiYuRM9f-0oqB8w System ROMs]&lt;br /&gt;
| XM7&lt;br /&gt;
| [https://www.dropbox.com/sh/3tfbucnjot7437s/AAB6PBrXyun_oXjSzvKcazQ5a?dl=0 ✓]&lt;br /&gt;
| Required for Fujitsu FM-7 emulation.&amp;lt;br /&amp;gt;Some boot, sub-monitor and dictionary files are missing but enough in most cases.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[FM Towns emulators|Fujitsu FM Towns]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
|-&lt;br /&gt;
| [http://emuz0n3.tripod.com/townsbios.zip FM Towns BIOS]&lt;br /&gt;
| UNZ&amp;lt;br/&amp;gt;Bochs&amp;lt;br/&amp;gt;MAME&lt;br /&gt;
| [https://www.mediafire.com/file/lf6aspvutkqs0sc/townsbios.zip/file ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/zplvia9po7o6gl3/fmtmarty.zip/file FM Towns Marty BIOS]&lt;br /&gt;
| MAME&lt;br /&gt;
| [https://www.dropbox.com/sh/x8ufnv19g9cs03u/AAB-sYD26b6xMedKUDOPVsb1a?dl=0 ✓]&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/pfop8nenj8richr/marty.rom/file marty.rom]&lt;br /&gt;
| Xe&lt;br /&gt;
| [https://www.dropbox.com/sh/eqah48fpc3yeqir/AABhOeZxPqvsAx7wMHOmiAIQa?dl=0 ✓]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sharp X1 emulators|Sharp X1]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [http://blackdiamond.co.za/incomp/x1roms.zip X1 and X1 Turbo BIOS]&lt;br /&gt;
| Various&lt;br /&gt;
| [https://www.mediafire.com/file/czdniqa85xr3vmc/x1roms.zip/file ✓]&lt;br /&gt;
| Not all files are required for all emulators.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.mediafire.com/file/5x1563g1zhyviis/xmiladvbios.zip/file X1 Turbo BIOS]&lt;br /&gt;
| X millennium Advance&lt;br /&gt;
| [https://www.dropbox.com/sh/zb4d3d5s7elc95b/AADJZkevWrTCqJcS443cKBILa?dl=0 ✓]&lt;br /&gt;
| Uses a different naming scheme than other emulators.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sharp X68000 emulators|Sharp X68000]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! File type(s)&lt;br /&gt;
! Emulator(s)&lt;br /&gt;
! Backup&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| [https://mega.nz/#!wAd13AyD!ctNqP4QvrduLcn8wSzenN9nfkvaob1Y7OYTwgC4rnYE System ROMs]&lt;br /&gt;
| XM6 Pro-68k&amp;lt;br/&amp;gt;[[XM6 TypeG]]&lt;br /&gt;
| [https://www.dropbox.com/sh/dm34xlx9obqoch6/AABrk_afsyDvhO0IHSlWkdoDa?dl=0 ✓]&lt;br /&gt;
| Required &amp;lt;code&amp;gt;CGROM.DAT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;IPLROM.DAT&amp;lt;/code&amp;gt; for X68000 Expert emulation.&amp;lt;br/&amp;gt;Required &amp;lt;code&amp;gt;SCSIINROM.DAT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SCSIEXROM.DAT&amp;lt;/code&amp;gt; for enabling X68000 Expert SCSI interface.&amp;lt;br/&amp;gt;Required &amp;lt;code&amp;gt;IPLROMXV.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CGROM.DAT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SCSIINROM.DAT&amp;lt;/code&amp;gt; for X68000 XVI emulation.&amp;lt;br/&amp;gt;Required &amp;lt;code&amp;gt;IPLROMCO.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CGROM.DAT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SCSIINROM.DAT&amp;lt;/code&amp;gt; for X68000 Compact emulation.&amp;lt;br/&amp;gt;Required &amp;lt;code&amp;gt;IPLROM30.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CGROM30.DAT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ROM30.DAT&amp;lt;/code&amp;gt; for X68030 emulation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Yuzu&amp;diff=43962</id>
		<title>Yuzu</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Yuzu&amp;diff=43962"/>
		<updated>2021-12-30T14:18:50Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase title}}&lt;br /&gt;
{{Infobox emulator&lt;br /&gt;
|title = yuzu&lt;br /&gt;
|logo = Yuzu_Icon.png&lt;br /&gt;
|logowidth = 150&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = [[Emulators on Windows|Windows]]&amp;lt;br/&amp;gt;[[Emulators on Linux|Linux]]&lt;br /&gt;
|target = [[Nintendo Switch emulators|Nintendo Switch]]&lt;br /&gt;
|developer = [https://github.com/yuzu-emu/yuzu/graphs/contributors yuzu Team]&lt;br /&gt;
|prog-lang = C++&lt;br /&gt;
|website = [https://yuzu-emu.org/ yuzu-emu.org]&lt;br /&gt;
|source = [https://github.com/yuzu-emu/yuzu/ GitHub]&lt;br /&gt;
|license = GNU GPLv2&lt;br /&gt;
|support = [https://www.patreon.com/yuzuteam Patreon], [https://yuzu-emu.org/donate/ email]&lt;br /&gt;
|compatibility = [https://yuzu-emu.org/game Official list]&lt;br /&gt;
|bios = [[Emulator_Files#Nintendo_Switch|Required]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;yuzu&#039;&#039;&#039; is an experimental, open-source [[Nintendo Switch emulators|Nintendo Switch]] emulator/debugger written in C++. Due to its preliminary state, it has not yet had a stable release.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin}}&lt;br /&gt;
|&#039;&#039;&#039;[https://yuzu-emu.org/downloads/ Official release]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Tracks the mainline repository&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pineappleea.github.io/ pinEApple builds]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Tracks the public repository&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===History===&lt;br /&gt;
yuzu reached in-game on several Nintendo Switch exclusives in November 2019,&amp;lt;ref&amp;gt;[https://twitter.com/yuzuemu/status/1195079948635164679 Pokémon Sword and Shield go in-game] (November 14, 2019)&amp;lt;/ref&amp;gt; and has been improving in compatibility by the day with active developers ever since.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Binding of Isaac: Afterbirth+&#039;&#039;, &#039;&#039;Puyo Puyo Tetris&#039;&#039;, and &#039;&#039;Cave Story+&#039;&#039; were the first games to boot.&amp;lt;ref&amp;gt;{{cite web|title=First games are running!|url=https://yuzu-emu.org/entry/first-games-are-running/|author=JMC47|date=April 15, 2018|accessdate=April 16, 2018}}&amp;lt;/ref&amp;gt; In late [https://t.co/2ctw1wBN3S April 2018], yuzu booted its first Switch exclusive, &#039;&#039;1-2-Switch&#039;&#039;. [https://t.co/8FY1zFoM7X Three months later], yuzu was able to run its first 3D rendered game, &#039;&#039;Minecraft: Story Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[https://yuzu-emu.org/entry/yuzu-progress-report-2018-p1/ This progress report] from July 2018 details the extensive work required to research the Switch and get yuzu up and running, chronicling the compatibility status of a small bundle of games and apps over time. The post also covers a surprising number of similarities between the hardware and firmware of the [[Nintendo_3DS_emulators|3DS]] and Switch, and why portions of [[Citra]] were reused in yuzu.&lt;br /&gt;
&lt;br /&gt;
yuzu started showing some 3D rendering on &#039;&#039;Super Mario Odyssey&#039;&#039; in early August 2018.&amp;lt;ref&amp;gt;[https://twitter.com/yuzuemu/status/1027066281441341440 First 3D Graphics] (August 8, 2018)&amp;lt;/ref&amp;gt; This long-awaited exclusive brought a lot of interest in the project. The team covered all the changes that month in [https://yuzu-emu.org/entry/yuzu-progress-report-2018-p3/ another progress report] from September 2018.&lt;br /&gt;
&lt;br /&gt;
In May of 2020, multicore CPU emulation was implemented, improving framerates on many titles. This feature appears to cause audio slowdown, so the developers recommend enabling audio stretching in order to mitigate it.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rbNd67vIO78 Yuzu Multicore Released | This Update is INSANELY FAST (May 11, 2020)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In July of 2021, yuzu&#039;s shader decompiler was rewritten, allowing the generation of pipeline cache for Vulkan users and providing a considerable performance boost.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://yuzu-emu.org/game/ Official compatibility list]&lt;br /&gt;
*[https://yuzu-emu.org/ Official Website]&lt;br /&gt;
*[https://discordapp.com/invite/u77vRWY Discord]&lt;br /&gt;
*[https://twitter.com/yuzuemu Twitter news feed]&lt;br /&gt;
*[https://yuzu-emu.org/donate/ Donation email link]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Hybrid console emulators]]&lt;br /&gt;
[[Category:Handheld console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:Nintendo Switch emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Emulation_General_Wiki:Copyrights&amp;diff=43828</id>
		<title>Emulation General Wiki:Copyrights</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Emulation_General_Wiki:Copyrights&amp;diff=43828"/>
		<updated>2021-12-27T10:53:12Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;© {{CURRENTYEAR}} {{SITENAME}}. Some rights reserved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you republish our text, cite the wiki so people know where you&#039;re getting it from.&lt;br /&gt;
&lt;br /&gt;
We are not liable for damages caused by the use of any website we link to. Use them at your own risk.&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=43827</id>
		<title>AetherSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=43827"/>
		<updated>2021-12-27T10:44:44Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = AetherSX2&lt;br /&gt;
|logo          = Aethersx2.png&lt;br /&gt;
|logowidth     = 128px&lt;br /&gt;
|developer     = Tahlreth&amp;lt;!--&lt;br /&gt;
|version       = &lt;br /&gt;
|active        = --&amp;gt;&lt;br /&gt;
|platform      = [[Emulators on Android|Android]]&lt;br /&gt;
|architecture  = &lt;br /&gt;
|target        = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://aethersx2.xyz AetherSX2.xyz]&lt;br /&gt;
|prog-lang     = Java&amp;lt;ref&amp;gt;[https://old.reddit.com/r/EmulationOnAndroid/comments/qzrgb5/someone_posted_an_alleged_aethersx2_apk_i_have/hlqnovs/ Tahlreth] on Reddit. November 23, 2021. &amp;quot;No Java source code will ever be public [...]&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|support       = [https://www.patreon.com/aethersx2 Patreon]&lt;br /&gt;
|license       = Proprietary &amp;lt;small&amp;gt;(GUI)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;LGPL &amp;lt;small&amp;gt;(core code)&amp;lt;/small&amp;gt;&lt;br /&gt;
|bios          = [https://www.mediafire.com/file/edp636rbtb77hk7/PS2_BIOS.zip/file Required]&lt;br /&gt;
|source        = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AetherSX2&#039;&#039;&#039; is a closed-source [[PlayStation 2 emulators|PlayStation 2]] emulator for [[Emulators on Android|Android]] maintained and developed by Tahlreth.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=xyz.aethersx2.android &#039;&#039;&#039;Play Store&#039;&#039;&#039;]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
AetherSX2 is essentially a closed-source Android port of [[PCSX2]]. However, unlike the incredibly shady [[DamonPS2]], it uses the current version of PCSX2, which is almost entirely licensed under the [[Licensing#LGPL|LGPL]] save for some minor GPL parts (namely the MPEG decoder which uses libmpeg2, and the code for the on-screen display which uses [[wikipedia:FreeType|FreeType]]). To be fully compliant with the LGPL, Tahlreth is planning to rewrite the GPL code.&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supported image formats&#039;&#039;&#039;: .iso, .chd, .cso, .bin, .elf&lt;br /&gt;
* &#039;&#039;&#039;System requirements&#039;&#039;&#039;: At least a Snapdragon 845 or equivalent. Mali and PowerVR GPUs are limited by the lack of dual-source blending in their Android drivers, and will perform worse than Adreno GPUs.&amp;lt;ref&amp;gt;Tahlreth. [https://aethersx2.xyz/#what-are-the-requirements AetherSX2 FAQ]. &#039;&#039;§ What are the requirements?&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://discord.gg/aethersx2 Official Discord server]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=43788</id>
		<title>AetherSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=43788"/>
		<updated>2021-12-26T15:31:35Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = AetherSX2&lt;br /&gt;
|logo          = Aethersx2.png&lt;br /&gt;
|logowidth     = 128px&lt;br /&gt;
|developer     = Tahlreth&amp;lt;!--&lt;br /&gt;
|version       = &lt;br /&gt;
|active        = --&amp;gt;&lt;br /&gt;
|platform      = [[Emulators on Android|Android]]&lt;br /&gt;
|architecture  = &lt;br /&gt;
|target        = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://aethersx2.xyz AetherSX2.xyz]&lt;br /&gt;
|prog-lang     = Java&amp;lt;ref&amp;gt;[https://old.reddit.com/r/EmulationOnAndroid/comments/qzrgb5/someone_posted_an_alleged_aethersx2_apk_i_have/hlqnovs/ Tahlreth] on Reddit. November 23, 2021. &amp;quot;No Java source code will ever be public [...]&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|support       = &lt;br /&gt;
|license       = Proprietary &amp;lt;small&amp;gt;(GUI)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;LGPL &amp;lt;small&amp;gt;(core code)&amp;lt;/small&amp;gt;&lt;br /&gt;
|bios          = [https://www.mediafire.com/file/edp636rbtb77hk7/PS2_BIOS.zip/file Required]&lt;br /&gt;
|source        = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AetherSX2&#039;&#039;&#039; is a closed-source [[PlayStation 2 emulators|PlayStation 2]] emulator for [[Emulators on Android|Android]] maintained and developed by Tahlreth.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=xyz.aethersx2.android &#039;&#039;&#039;Play Store&#039;&#039;&#039;]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
AetherSX2 is essentially a closed-source Android port of [[PCSX2]]. However, unlike the incredibly shady [[DamonPS2]], it uses the current version of PCSX2, which is almost entirely licensed under the [[Licensing#LGPL|LGPL]] save for some minor GPL parts (namely the MPEG decoder which uses libmpeg2, and the code for the on-screen display which uses [[wikipedia:FreeType|FreeType]]). To be fully compliant with the LGPL, Tahlreth is planning to rewrite the GPL code.&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supported image formats&#039;&#039;&#039;: .iso, .chd, .cso, .bin, .elf&lt;br /&gt;
* &#039;&#039;&#039;System requirements&#039;&#039;&#039;: At least a Snapdragon 845 or equivalent. Mali and PowerVR GPUs are limited by the lack of dual-source blending in their Android drivers, and will perform worse than Adreno GPUs.&amp;lt;ref&amp;gt;Tahlreth. [https://aethersx2.xyz/#what-are-the-requirements AetherSX2 FAQ]. &#039;&#039;§ What are the requirements?&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://discord.gg/aethersx2 Official Discord server]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Accuracy_testing&amp;diff=43783</id>
		<title>Accuracy testing</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Accuracy_testing&amp;diff=43783"/>
		<updated>2021-12-26T15:04:05Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Demos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&#039;&#039;&#039;Accuracy testing&#039;&#039;&#039; refers to any measure to determine [[Emulation Accuracy|accurate]] adherence to a given system&#039;s design. In emulation, accuracy tests are usually done in one of two ways.&lt;br /&gt;
&lt;br /&gt;
==Test ROMs==&lt;br /&gt;
Some homebrew is designed to look for capabilities of the original system. For many, their express goal is to make sure emulators can replicate them. Some systems can have discrepancies across hardware versions that can also be detected in software. Test ROMs may also be able to catch those as well. Some examples of test ROMs for consoles:&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.nesdev.org/w/index.php?title=Emulator_tests NES]&lt;br /&gt;
* [https://gitlab.com/higan/snes-test-roms SNES]&lt;br /&gt;
* [https://github.com/JaCzekanski/ps1-tests/releases PS1]&lt;br /&gt;
* [https://github.com/c-sp/gameboy-test-roms GB]&lt;br /&gt;
&lt;br /&gt;
==Demos==&lt;br /&gt;
Demos are media productions (homebrew) that make use of a computer or console to showcase a programmer&#039;s technical prestige or knowledge, and/or the system&#039;s capabilities. They are often used to test the accuracy of an emulator.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Emulation Accuracy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Accuracy_testing&amp;diff=43780</id>
		<title>Accuracy testing</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Accuracy_testing&amp;diff=43780"/>
		<updated>2021-12-26T14:42:57Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&#039;&#039;&#039;Accuracy testing&#039;&#039;&#039; refers to any measure to determine [[Emulation Accuracy|accurate]] adherence to a given system&#039;s design. In emulation, accuracy tests are usually done in one of two ways.&lt;br /&gt;
&lt;br /&gt;
==Test ROMs==&lt;br /&gt;
Some homebrew is designed to look for capabilities of the original system. For many, their express goal is to make sure emulators can replicate them. Some systems can have discrepancies across hardware versions that can also be detected in software. Test ROMs may also be able to catch those as well. Some examples of test ROMs for consoles:&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.nesdev.org/w/index.php?title=Emulator_tests NES]&lt;br /&gt;
* [https://gitlab.com/higan/snes-test-roms SNES]&lt;br /&gt;
* [https://github.com/JaCzekanski/ps1-tests/releases PS1]&lt;br /&gt;
* [https://github.com/c-sp/gameboy-test-roms GB]&lt;br /&gt;
&lt;br /&gt;
==Demos==&lt;br /&gt;
Demos are media productions that make use of a computer or console to showcase a programmer&#039;s technical prestige or knowledge, and/or the system&#039;s capabilities. They are often used to test the accuracy of an emulator.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Emulation Accuracy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=DingusPPC&amp;diff=43779</id>
		<title>DingusPPC</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=DingusPPC&amp;diff=43779"/>
		<updated>2021-12-26T14:26:47Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title = DingusPPC&lt;br /&gt;
|logo = &lt;br /&gt;
|logowidth = &amp;lt;!--&lt;br /&gt;
|version = --&amp;gt;&lt;br /&gt;
|active = Yes&lt;br /&gt;
|fate = &lt;br /&gt;
|platform = [[Emulators on Windows|Windows]]&amp;lt;br/&amp;gt;[[Emulators on Linux|Linux]]&amp;lt;br/&amp;gt;[[Emulators on macOS|macOS]]&lt;br /&gt;
|architecture = &lt;br /&gt;
|target = PowerPC systems&lt;br /&gt;
|developer = divingkatae&amp;lt;br/&amp;gt;maximumspatium&lt;br /&gt;
|website = &lt;br /&gt;
|source = [https://github.com/dingusdev/dingusppc GitHub]&lt;br /&gt;
|license = GNU GPLv3&lt;br /&gt;
|compatibility = &lt;br /&gt;
|bios = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DingusPPC&#039;&#039;&#039; is an experimental open-source PowerPC systems emulator with limited support for some Macs.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
DingusPPC is similar to PearPC, Sheepshaver, and [[QEMU]] in that it attempts to emulate PowerPC Macs. Unlike PearPC and Sheepshaver, which took shortcuts to achieve good performance on now lower-end hardware, DingusPPC uses the approach that QEMU does in emulating systems accurately. In addition, DingusPPC is intended to provide a better debugging environment including a disassembler and support for OpenFirmware. It is currently designed to work best with Old World ROMs including any lineage of PowerPC Macs similar to the PowerMac G3 Beige. It currently has no graphical interface and can only be run from a shell.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://github.com/dingusdev/dingusppc GitHub repository]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:MacOS emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=PlayStation_2_emulators&amp;diff=43663</id>
		<title>PlayStation 2 emulators</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=PlayStation_2_emulators&amp;diff=43663"/>
		<updated>2021-12-24T14:04:54Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = PlayStation 2&lt;br /&gt;
|logo = PS2-Fat-Console-Set.png&lt;br /&gt;
|developer = [[:Sony]]&lt;br /&gt;
|type = [[:Category:Home consoles|Home video game console]]&lt;br /&gt;
|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]&lt;br /&gt;
|release = 2000&lt;br /&gt;
|discontinued = 2013&lt;br /&gt;
|predecessor = [[PlayStation emulators|PlayStation]]&lt;br /&gt;
|successor = [[PlayStation 3 emulators|PlayStation 3]]&lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[wikipedia:PlayStation_2|PlayStation 2]]&#039;&#039;&#039; (PS2) is a sixth-generation console released by Sony on October 26, 2000 and it was retailed for {{Inflation|USD|299.99|2000}}. It has the Emotion Engine CPU at 300 MHz with 32MB of RDRAM system memory and 4MB of eDRAM (VRAM). Its GPU was a custom Graphics Synthesizer, which ran at 150 MHz. It became the highest-selling console of all time with over 160 million units sold. &lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[libretro|Libretro Core]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
| [[PCSX2]]&lt;br /&gt;
| align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
| [https://pcsx2.net/download.html 1.6.0] (stable)&amp;lt;br /&amp;gt; [http://buildbot.orphis.net/pcsx2 SVN]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Play!]]&lt;br /&gt;
| align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
| [http://purei.org/downloads.php {{Play!Ver}}]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
| DobieStation&lt;br /&gt;
| align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
| [https://github.com/PSI-Rockin/DobieStation git]&amp;lt;br /&amp;gt; [https://ci.appveyor.com/project/PSI-Rockin/dobiestation/history Builds]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/projects/hpsx64 hpsx64]&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [http://www.emucr.com/search/label/hpsx64?&amp;amp;max-results=16 {{hpsx64Ver}}]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
| orbum&lt;br /&gt;
| align=left|{{Icon|Windows}}&lt;br /&gt;
| [https://github.com/marco9999/orbum git]&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;|Mobile / ARM&lt;br /&gt;
|-&lt;br /&gt;
| [[AetherSX2]]	&lt;br /&gt;
| align=left|{{Icon|Android}}	&lt;br /&gt;
| [https://play.google.com/store/apps/details?id=xyz.aethersx2.android Alpha-720]&lt;br /&gt;
| {{✗}}	&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}	&lt;br /&gt;
| {{~}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Play!]]&lt;br /&gt;
| align=left|{{Icon|Android|iOS}}&lt;br /&gt;
| [http://purei.org/downloads.php Builds]&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
| {{✗}}&amp;lt;small&amp;gt; (WIP)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-	&lt;br /&gt;
| [[DamonPS2]]	&lt;br /&gt;
| align=left|{{Icon|Android}}	&lt;br /&gt;
| [https://play.google.com/store/apps/details?id=com.damonplay.damonps2.free 4.1.1]	&lt;br /&gt;
| {{✗}}	&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}	&lt;br /&gt;
| {{✗}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
| [[Official_Sony_Emulators#PlayStation_2|ps2_emu]]&lt;br /&gt;
| align=left|{{Icon|PS3}}&lt;br /&gt;
| FW 4.78&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✗}}&lt;br /&gt;
| {{✓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
;[[PCSX2]]:The first Playstation 2 emulator. Accuracy has continuously improved during dev builds. The emulator is capable of playing most titles without any major glitches. Check the [[Game problems FAQ#PS2|Game Problems FAQ]] or the [https://pcsx2.net/compatibility-list.html Official Compatibility List] for information regarding playability.&lt;br /&gt;
;[[Play!]]:Able to run a decent amount of commercial games. Development is almost all done by the single maintainer jpd002. Compatibility information is located on the emulators [https://purei.org/ home page]. Also has a playable Android port. &lt;br /&gt;
;[https://github.com/PSI-Rockin/DobieStation/ DobieStation]:Many titles can go ingame, focused on accuracy, and therefore inherently slower than Play! or PCSX2. A compatibility list is provided [https://docs.google.com/spreadsheets/d/1kPLMTBSB2xZ8Rar140jiLWNRqsLX9vlCx12PJS2H5aw/edit#gid=0 here]. Once accuracy has reached an acceptable point, the focus will be shifted to optimization/speed.&lt;br /&gt;
;[[sourceforge:projects/hpsx64/|hpsx64]]:Can also run quite a few commercial games, but probably less so, and at slower speeds, than Play!. It also emulates and focuses more on [[PlayStation emulators|PlayStation]] emulation.&lt;br /&gt;
;[[DamonPS2]]:Closed-source payware/malware emulator only for Android, illegally based off of [[PCSX2]], [[Play!]] and [[PPSSPP]]. &#039;&#039;&#039;It can hardly run any games&#039;&#039;&#039; and behaves very much like virus software. &#039;&#039;&#039;It is best to NOT use this emulator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
Despite a large interest in PS2 emulation due to its sizable collection of games, it is still one of the hardest consoles to emulate for several reasons.&lt;br /&gt;
&lt;br /&gt;
First of all: many people believe that since the main CPU (Emotion Engine) runs at a clock speed of 294Mhz (299Mhz on later revisions), it would make emulation easy on recent hardware. But this is not the case, because the clock speed of the emulated CPU is not necessarily indicative of the ease of emulation. Specifically, the PS2 CPU contains a multitude of custom sub-components and chips such as the FPU co-processor, 2 Vector Units, IOP, SPU2, Graphics Synthesizer, and SIF which together work asynchronously to comprise the 128-bit Emotion Engine. To emulate them perfectly with correct timing requires an enormous amount of power. Moreover, the PS2 just like PS1 uses the MIPS architecture instead of standard x86 code, thus making emulation slower.&amp;lt;ref&amp;gt;https://forums.pcsx2.net/Thread-Why-is-PCSX2-slow&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another big problem is the emulation of PS2’s own floating-point unit (FPU) because it doesn’t follow the IEEE standard. To keep it simple, just changing a couple of numbers will cause glitches to occur to the game’s graphic (VU) and logic (EE), resulting in things like broken AI, odd behaviors, or graphical bugs. While PCSX2 allows for the option of either clamping/rounding on both VU and EE as a solution to fix these glitches, it remains by far not the most accurate way to emulate the PS2 FPU.&amp;lt;ref&amp;gt;https://wiki.pcsx2.net/PCSX2_Documentation/Nightmare_on_Floating-Point_Street&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://github.com/PSI-Rockin/DobieStation/issues/51&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To conclude on the problems with PS2 emulation, we come to hardware rendering. The PS2’s graphics pipeline acts very differently from modern GPU cards and emulating it in HW mode with any degree of accuracy is difficult. This is due in part to the versatility of PS2, fact that it doesn’t use fixed shaders, or that even the games themselves do not use a consistent formula to achieve different graphical effects. Various type of emulation enhancements like display resolution scaling leads to the typical “black lines glitch” because of the use of a non-integer resolution. While the OpenGL backend on PCSX2 greatly improved on many of these issues, most games still require “software rendering” to fix many common glitches, which in turn slows down the emulation. Although Games using mip-mapping (Ratchet &amp;amp; Clank, Ace Combat, etc...) and games running on the Snowblind Engine are playable in OGL HW mode with minimal problems on high-end PCs. &lt;br /&gt;
&lt;br /&gt;
In summary, it is not possible to achieve close-to-perfection PS2 emulation with actual PC hardware, and even if it was possible, the results would most likely be unplayable.  The PS2 is simply a very complex machine that even game developers struggled to work with.&lt;br /&gt;
&lt;br /&gt;
==EyeToy==&lt;br /&gt;
The [[wikipedia:EyeToy|EyeToy]] is a device similar to a camera or a webcam. It&#039;s an accessory developed by Sony and manufactured by Logitech. It is used in some PS2 games to interact physically through motion detection. The EyeToy can be used on PC with [https://web.archive.org/web/20070327192750/http://eyetoy8057.sourceforge.net/cms/ unofficial drivers]. It also works natively with the [[PlayStation_3_emulators|PS3]].&lt;br /&gt;
&lt;br /&gt;
PCSX2 is the only emulator that can emulate EyeToy mechanics in games.&lt;br /&gt;
&lt;br /&gt;
==USB Plugin==&lt;br /&gt;
Some PS2 games make use of a USB adapter with a module/dongle consisting of two jack ports for microphones. [[wikipedia:List_of_songs_in_SingStar_games_(PlayStation_2)|Installments]] from the [[wikipedia:SingStar|SingStar]] series on the PS2 were able to use microphones (Sometimes bundled with these game discs) with this method. &lt;br /&gt;
:These adapters could either formally or informally be called: &lt;br /&gt;
* SingStar USB Converter (Official)&lt;br /&gt;
* SingStar USB Converter Box (Official)&lt;br /&gt;
* SingStar USB Microphone Converter&lt;br /&gt;
* SingStar Microphone USB Adapter/Converter&lt;br /&gt;
* SingStar USB Converter Microphone Adapter&lt;br /&gt;
Steering wheels are also supported for a large number of racing games via a USB adapter.&lt;br /&gt;
&lt;br /&gt;
While PCSX2 isn&#039;t benefiting from a working USB plugin in its original release, Jackun, a PCSX2 plugin author, made a [https://github.com/jackun/USBqemu-wheel USB plugin] that supports a microphone in most games and even steering wheel for racing games. The plugin is still updated nowadays.&lt;br /&gt;
A compatibility list of the working titles with this plugin can be found [https://forums.pcsx2.net/Thread-Qemu-USB-Wheel-Storage-mod-Singstar-test?pid=320737#pid320737 here].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://wiki.pcsx2.net/index.php/Main_Page PCSX2 Wiki] - For checking if your games work and any fixes, tweaks, or settings you should know beforehand. Note that the wiki can contain outdated information. It is encouraged to do personal testing and contribute to the wiki.&lt;br /&gt;
* [https://psxdatacenter.com/psx2/sitenews2.html PlayStation 2 DataCenter] - Tons of PS2 related things. Emulator files like plugins, game manuals, game configurations, and many tutorials are just some of the things you&#039;ll find here. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Home consoles]]&lt;br /&gt;
[[Category:Sony consoles]]&lt;br /&gt;
[[Category:Sixth-generation video game consoles]]&lt;br /&gt;
[[Category:PlayStation 2 emulators|*]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=43662</id>
		<title>AetherSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=43662"/>
		<updated>2021-12-24T14:04:21Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = AetherSX2&lt;br /&gt;
|logo          = Aethersx2.png&lt;br /&gt;
|logowidth     = 128px&lt;br /&gt;
|developer     = Tahlreth&amp;lt;!--&lt;br /&gt;
|version       = &lt;br /&gt;
|active        = --&amp;gt;&lt;br /&gt;
|platform      = [[Emulators on Android|Android]]&lt;br /&gt;
|architecture  = &lt;br /&gt;
|target        = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://aethersx2.xyz Aethersx2.xyz] &amp;lt;small&amp;gt; (FAQ)&amp;lt;/small&amp;gt;&lt;br /&gt;
|prog-lang     = Java&amp;lt;ref&amp;gt;[https://old.reddit.com/r/EmulationOnAndroid/comments/qzrgb5/someone_posted_an_alleged_aethersx2_apk_i_have/hlqnovs/ Tahlreth] on Reddit. November 23, 2021. &amp;quot;No Java source code will ever be public [...]&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|support       = &lt;br /&gt;
|license       = Proprietary &amp;lt;small&amp;gt;(GUI)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;LGPL &amp;lt;small&amp;gt;(core code)&amp;lt;/small&amp;gt;&lt;br /&gt;
|source        = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AetherSX2&#039;&#039;&#039; is closed source [[PlayStation 2 emulators|PlayStation 2]] emulator for [[Emulators on Android|Android]] maintained and developed by Tahlreth.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=xyz.aethersx2.android &#039;&#039;&#039;Play Store&#039;&#039;&#039;]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
AetherSX2 is essentially a closed-source Android port of [[PCSX2]]. However, unlike the incredibly shady [[DamonPS2]], it uses the current version of PCSX2, which is almost entirely licensed under the [[Licensing#LGPL|LGPL]] save for some minor GPL parts (namely the MPEG decoder which uses libmpeg2, and the code for the on-screen display which uses [[wikipedia:FreeType|FreeType]]). To be fully compliant with the LGPL, Tahlreth is expecting to rewrite the GPL code.&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Supported formats&lt;br /&gt;
* .iso, .chd, .cso, .bin, .elf&lt;br /&gt;
&lt;br /&gt;
; BIOS&lt;br /&gt;
Required : [https://www.mediafire.com/file/edp636rbtb77hk7/PS2_BIOS.zip/file here]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/aethersx2 Official Discord server]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=QEMU&amp;diff=43633</id>
		<title>QEMU</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=QEMU&amp;diff=43633"/>
		<updated>2021-12-24T08:25:07Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox software&lt;br /&gt;
|title         = Quick Emulator&lt;br /&gt;
|logo          = Qemu.png&lt;br /&gt;
|logowidth     = 200&lt;br /&gt;
|developer     = Fabrice Bellard et al.&lt;br /&gt;
|version       = {{QEMUVer}}&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = [[Emulators on Windows|Windows]]&amp;lt;br/&amp;gt; Linux&amp;lt;br/&amp;gt;[[Emulators on macOS|macOS]]&amp;lt;br/&amp;gt;[[Emulators on Android OS|Android]] &amp;lt;small&amp;gt;(port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|architecture  = x86_64, ARM, PowerPC, SPARC, MIPS, Itanium&lt;br /&gt;
|type          = Hypervisor&lt;br /&gt;
|target        = [[Intel CPUs]]&amp;lt;br/&amp;gt;Various PowerPC machines&amp;lt;br/&amp;gt;Various ARM devices&amp;lt;br/&amp;gt;SPARC&amp;lt;br/&amp;gt;MicroBlaze&amp;lt;br/&amp;gt;LatticeMico32&amp;lt;br/&amp;gt;CRIS&amp;lt;br/&amp;gt;OpenRISC&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://www.qemu.org/ qemu.org]&lt;br /&gt;
|prog-lang     = C&lt;br /&gt;
|source        = [https://git.qemu.org/?p=qemu.git Official repository]&amp;lt;br/&amp;gt;[https://github.com/qemu/qemu GitHub mirror]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[wikipedia:QEMU|QEMU]]&#039;&#039;&#039; (an acronym for &#039;&#039;&#039;&amp;lt;u&amp;gt;Q&amp;lt;/u&amp;gt;uick &amp;lt;u&amp;gt;Emu&amp;lt;/u&amp;gt;lator&#039;&#039;&#039;) is a general-purpose computer emulator and hypervisor originally developed by Fabrice Bellard in 2003. It emulates a wide range of architectures beyond [[wikipedia:x86|x86]], and has been used in [[Android emulators|Android emulation]] both officially and unofficially; it&#039;s also well-known in the server industry for its handling of virtual machines using KVM (and more recently libvirt), and is the choice of the VFIO community (running Windows in a virtual machine with a dedicated graphics card for gaming). QEMU is also the first project to implement usermode emulation on Linux, which allows one architecture to run software for another as if it were native.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac}}&lt;br /&gt;
|&#039;&#039;&#039;[https://www.qemu.org/download/ Recommended Builds]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Stable/Distro-dependent&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|[https://qemu.weilnetz.de/w32/ 32-bit] and [https://qemu.weilnetz.de/w64/ 64-bit] Builds&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Compiled by Stefan Weil&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[https://github.com/limboemu/limbo/releases Limbo Port]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Based on QEMU 5.1.0&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Lin|BSD}}&lt;br /&gt;
|[https://pkgs.org/download/qemu &amp;lt;code&amp;gt;qemu&amp;lt;/code&amp;gt; Package Listing]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;at pkgs.org&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://wiki.qemu.org/Documentation QEMU Wiki Documentation]&lt;br /&gt;
* [https://wiki.qemu.org/Documentation/Platforms Wiki] (Platforms available in QEMU)&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=FEX-Emu&amp;diff=43632</id>
		<title>FEX-Emu</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=FEX-Emu&amp;diff=43632"/>
		<updated>2021-12-24T08:21:33Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox software&lt;br /&gt;
|title         = FEX-Emu&lt;br /&gt;
|logo          = FEX-Emu.png&lt;br /&gt;
|logowidth     = 200&lt;br /&gt;
|developer     = SonicAdvance1, skmp&lt;br /&gt;
|version       = 2112&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = LinuxARM&lt;br /&gt;
|architecture  = ARM64&amp;lt;!-- FEX is also said to work on x86_64 hosts though I don&#039;t think it&#039;s intended for general use. --&amp;gt;&lt;br /&gt;
|type          = [[Compatibility layers|Compatibility layer]]&lt;br /&gt;
|target        = x86, x86_64 Linux&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://fex-emu.org fex-emu.org]&lt;br /&gt;
|prog-lang     = C++, C, Assembly&lt;br /&gt;
|source        = [https://github.com/FEX-Emu/FEX GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEX-Emu&#039;&#039;&#039; is a work-in-progress usermode Linux x86 and x86-64 emulator for arm64 and x86-64 hosts designed to run PC games on AArch64 devices. The project is a joint development effort between SonicAdvance1 and skmp, both previously known for their work on [[Dolphin]] and [[reicast]] respectively.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Lin|LinuxARM}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/FEX-Emu/FEX/releases Official release]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
FEX is not a traditional emulator the way [[RPCS3]] and [[Dolphin]] is. As a usermode emulator, it works similarly to [[QEMU|qemu-user]] and Box86 which allow one processor architecture to run on another through translation. The difference is FEX uses the static-single-assignment approach for intermediate representation of code.&lt;br /&gt;
&lt;br /&gt;
FEX was first showcased getting in-game on &#039;&#039;Counter Strike: Global Offensive&#039;&#039; in April 2021.&amp;lt;ref&amp;gt;skmp (April 16, 2021). [https://www.reddit.com/r/emulation/comments/msddvd/teaser_anyone_up_for_csgo_on_arm64/ Anyone up for CS:GO on arm64?] &#039;&#039;Reddit&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://discord.gg/fexemu Discord server]&lt;br /&gt;
*[https://wiki.fex-emu.org Official wiki]&lt;br /&gt;
*[https://twitter.com/FEX_Emu Twitter]&lt;br /&gt;
&lt;br /&gt;
[[Category:Compatibility layers]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=QEMU&amp;diff=43631</id>
		<title>QEMU</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=QEMU&amp;diff=43631"/>
		<updated>2021-12-24T08:21:31Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox software&lt;br /&gt;
|title         = Quick Emulator&lt;br /&gt;
|logo          = Qemu.png&lt;br /&gt;
|logowidth     = 200&lt;br /&gt;
|developer     = Fabrice Bellard et al.&lt;br /&gt;
|version       = {{QEMUVer}}&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = [[Emulators on Windows|Windows]]&amp;lt;br/&amp;gt; Linux&amp;lt;br/&amp;gt;[[Emulators on macOS|macOS]]&amp;lt;br/&amp;gt;[[Emulators on Android OS|Android]] &amp;lt;small&amp;gt;(port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|architecture  = x86_64, ARM, PowerPC, SPARC, MIPS, Itanium&lt;br /&gt;
|type          = Hypervisor&lt;br /&gt;
|target        = [[Intel CPUs]]&amp;lt;br/&amp;gt;Various PowerPC machines&amp;lt;br/&amp;gt;Various ARM devices&amp;lt;br/&amp;gt;SPARC&amp;lt;br/&amp;gt;MicroBlaze&amp;lt;br/&amp;gt;LatticeMico32&amp;lt;br/&amp;gt;CRIS&amp;lt;br/&amp;gt;OpenRISC&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [https://www.qemu.org/ qemu.org]&lt;br /&gt;
|prog-lang     = C&lt;br /&gt;
|source        = [https://git.qemu.org/?p=qemu.git Official repository]&amp;lt;br/&amp;gt;[https://github.com/qemu/qemu GitHub mirror]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[wikipedia:QEMU|QEMU]]&#039;&#039;&#039; (an acronym for &#039;&#039;&#039;&amp;lt;u&amp;gt;Q&amp;lt;/u&amp;gt;uick &amp;lt;u&amp;gt;Emu&amp;lt;/u&amp;gt;lator&#039;&#039;&#039;) is a general-purpose computer emulator and hypervisor originally developed by Fabrice Bellard in 2003. It emulates a wide range of architectures beyond [[wikipedia:x86|x86]], and has been used in [[Android emulators|Android emulation]] both officially and unofficially; it&#039;s also well-known in the server industry for its handling of virtual machines using KVM (and more recently libvirt), and is the choice of the VFIO community (running Windows in a virtual machine with a dedicated graphics card for gaming). QEMU is also the first project to implement usermode emulation on Linux, which allows one architecture to run software for another as if it were native.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac}}&lt;br /&gt;
|&#039;&#039;&#039;[https://www.qemu.org/download/ Recommended Builds]&#039;&#039;&#039;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Stable/Distro-dependent&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|[https://qemu.weilnetz.de/w32/ 32-bit] and [https://qemu.weilnetz.de/w64/ 64-bit] Builds&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Compiled by Stefan Weil&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[https://github.com/limboemu/limbo/wiki/Downloads Limbo Port]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Based on QEMU 5.1.0&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Lin|BSD}}&lt;br /&gt;
|[https://pkgs.org/download/qemu &amp;lt;code&amp;gt;qemu&amp;lt;/code&amp;gt; Package Listing]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;at pkgs.org&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://wiki.qemu.org/Documentation QEMU Wiki Documentation]&lt;br /&gt;
* [https://wiki.qemu.org/Documentation/Platforms Wiki] (Platforms available in QEMU)&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=43012</id>
		<title>PCSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=PCSX2&amp;diff=43012"/>
		<updated>2021-12-12T22:16:37Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|logo = PCSX2-Logo.png&lt;br /&gt;
|logowidth = 265&lt;br /&gt;
|version = 1.6.0&lt;br /&gt;
|active = Yes&lt;br /&gt;
|platform = Windows, Linux, macOS&lt;br /&gt;
|target = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|developer = [http://pcsx2.net/meet-the-team.html PCSX2 Team]&lt;br /&gt;
|website = [http://pcsx2.net/ PCSX2.net]&lt;br /&gt;
|source = [https://github.com/PCSX2/pcsx2 GitHub]&lt;br /&gt;
|license = GNU LGPLv3 &amp;lt;small&amp;gt;(1.7+)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|compatibility = [https://pcsx2.net/compatibility-list.html Compatibility list]&lt;br /&gt;
|bios = [[Emulator_Files#PlayStation_2|Required]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCSX2&#039;&#039;&#039; is an open-source, plugin-based [[PlayStation 2 emulators|PlayStation 2 emulator]]. Its purpose is to mimic the PS2 hardware using a combination of MIPS CPU [[wikipedia:Interpreter_%28computing%29|interpreters]], [[wikipedia:Dynamic_recompilation|recompilers]] and a [[wikipedia:Virtual_machine|virtual machine]] which manages hardware states and PS2 system memory. In 2016, preliminary work was started on [[PlayStation emulators|PS1]] support&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2/pull/1571&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac}}&lt;br /&gt;
|&#039;&#039;&#039;[https://pcsx2.net/download.html Stable builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win-big}}&lt;br /&gt;
|&#039;&#039;&#039;[http://buildbot.orphis.net/pcsx2/ Dev builds]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Mac-big}}&lt;br /&gt;
|&#039;&#039;&#039;[https://github.com/tellowkrinkle/pcsx2/releases Dev macOS builds]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|[[AetherSX2|AetherSX2 Port]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stable builds for Mac and Linux are severely outdated, less so for Windows. Either way, it&#039;s still recommended to use the dev builds, unless the latest one is actually broken (which it usually isn&#039;t).&lt;br /&gt;
&lt;br /&gt;
==System requirements==&lt;br /&gt;
===Minimum===&lt;br /&gt;
* OS: Windows 8.1 or newer (32 or 64 bit), Ubuntu 18.04/Debian, Arch Linux, or other distro (32 or 64 bit)&lt;br /&gt;
* CPU: Supports SSE2 instruction, two physical cores with hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 1600] (Intel Core i3-3210)&lt;br /&gt;
* GPU: Support Direct3D10 and OpenGL 3.x, 2 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 3000] (GeForce GTX 750)&lt;br /&gt;
* RAM: 4 GB&lt;br /&gt;
===Recommended===&lt;br /&gt;
* OS: Windows 10 (64 bit), Ubuntu 19.04/Debian, Arch Linux, or other distro (64 bit)&lt;br /&gt;
* CPU: Supports AVX2 instruction, four physical cores with or without hyperthreading, [https://www.cpubenchmark.net/singleThread.html PassMark Single Thread Performance rating near or greater than 2100] (Intel Core i7-4770)&lt;br /&gt;
* GPU: Support Direct3D11 and OpenGL 4.5, 4 GB Video Memory, [https://www.videocardbenchmark.net/high_end_gpus.html PassMark G3D Mark rating around 6000] (GeForce GTX 1050 Ti)&lt;br /&gt;
* RAM: 8 GB&lt;br /&gt;
&lt;br /&gt;
These are recommended specs for using PCSX2&amp;lt;ref&amp;gt;https://github.com/PCSX2/pcsx2#system-requirements&amp;lt;/ref&amp;gt;, but depending on the game you want to play, your mileage may vary.  Some games need [http://forums.pcsx2.net/Thread-LIST-The-Most-CPU-Intensive-Games high-end, possibly overclocked CPUs] or [http://forums.pcsx2.net/Thread-LIST-The-Most-GPU-Intensive-Games powerful GPUs], whereas some games run even on [http://forums.pcsx2.net/Thread-LIST-Games-that-don-t-need-a-strong-CPU-to-emulate weak processors].&lt;br /&gt;
&lt;br /&gt;
For those with [[DualShock 3]] controllers, use [[SCP Driver Package]].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
===Gamepad===&lt;br /&gt;
[[File:New_God_Hand_Config.jpg|thumb|Get God Hand running on a laptop]][http://www.mediafire.com/view/115130h5rc6qe6b/LilyPad-SCP.lily Native DS3 controls with LilyPad-SCP] - Import this with the &#039;Load Bindings&#039; button in LilyPad&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Either that, or you can use [http://forums.pcsx2.net/Thread-Pokopom-KrossX-s-Pad-Plugin the Pokopom XInput Plugin.] If you use a DualShock controller running under a XInput wrapper such as SCP Server, then this plugin is a no-brainer. It&#039;s very customizable, and you don&#039;t have to configure it beforehand. All of the buttons are bound at startup.&lt;br /&gt;
&lt;br /&gt;
Also, you can easily (and quite effortlessly) set up and use a DualShock 4 pad if you connect it wirelessly via an official PlayStation DualShock 4 Bluetooth USB dongle PC adapter from Sony. A generic bluetooth adapter (integrated or external) should work too with combination ryochan7/DS4Windows or via steam as a wrapper for wired or wireless.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
Most of the video options should be straightforward, with the possible exception of interlacing modes. Many games will run fine with &#039;None&#039;, while others may experience artifacting or jitter.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Sawtooth&amp;quot; is not recommended at all. Artifacting is far too heavy to be usable.&lt;br /&gt;
* &amp;quot;Bob&amp;quot; has reduced artifacts, but jitter can still occur.&lt;br /&gt;
* &amp;quot;Blend&amp;quot; has the least amount of jitter. However, it can cause blurriness. The Blend interlacer does frame-blending. This is also known as motion blur. This means that if there is heavy jitter, the video output will be extremely blurry since the two jittering frames will blend together. Only use this interlacing method as a last resort.&lt;br /&gt;
&lt;br /&gt;
Another method to get around this is by running GSdx in hardware rendering, doubling the vertical resolution (if a game displays 640x480 on the emulator window, set vertical res to 960) and selecting bob-tff for interlacing. This can eliminate interlacing artifacts in most cases, although issues with upscaling, as well as using hardware emulation over software, can arise.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
PCSX2 is a plugin-based emulator in name only. With the exception of some specialized input plugins discussed below, there has not been a reason to add additional plugins such as the older ZeroGS/ZeroSPU2 for many years. As of 2021, all plugins were integrated to the core code and relicensed accordingly, and will now be developed as part of the emulator in the same repository. Support for plugin-based PS1 emulators was removed from LilyPad and GSdx (which does not impact PS1 games running in PCSX2 itself).&lt;br /&gt;
&lt;br /&gt;
A native 64-bit version for Windows, Linux, and macOS was in development from [https://github.com/PCSX2/pcsx2/pull/3451 June 07, 2020], and was first made available on [https://github.com/PCSX2/pcsx2/pull/3451#issuecomment-653720205 July 04, 2020].&amp;lt;ref name=&amp;quot;Reddit_1&amp;quot;&amp;gt;{{cite web|url=https://www.reddit.com/r/emulation/comments/hkzzv2/pcsx2_now_has_a_64_bit_version/ |title=PCSX2 now has a 64 bit version |publisher=Reddit|accessdate=2020-07-06|date=2020 Jul 04}}&amp;lt;/ref&amp;gt; This will open the door to removing hacks and other workarounds for many troublesome games in the 32-bit builds, and broaden the emulator&#039;s support for more platforms and devices such as ARM64 chips down the line.&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
{{main|https://forums.pcsx2.net/Thread-Sticky-PCSX2-General-Troubleshooting-FAQ PCSX2 General Troubleshooting FAQ}}&lt;br /&gt;
&lt;br /&gt;
===Automatic game fixes===&lt;br /&gt;
Whenever you encounter any kind of bug that isn&#039;t graphical in nature, objects going through other objects, untargetable objects that should be targetable or A.I. freezing, for example, make sure that the automatic game fixes option from the system menu is activated.&lt;br /&gt;
&lt;br /&gt;
===Major graphical glitches===&lt;br /&gt;
Whenever a game has graphical problems such as garbage texture, missing effects, light sources visible through a wall, burn-in or transparent objects being opaque, the easiest fix is generally to switch to software mode either by pressing F9 in-game or via the configuration panel of the GSdx plugin. If using the DX11 renderer another option is to try the OGL one which is generally more up to date and more accurate. If you&#039;re using stable version of the emulator, try using the most recent development build. Newer development builds of the emulator have fixes in the hardware rendering which may remove graphical errors such as red or green bars appearing on the screen. The newest development build can be found at https://pcsx2.net/download/development/dev-windows.html, click the download link of the revision closest to the top of the page.&lt;br /&gt;
&lt;br /&gt;
===Poor performance in software mode===&lt;br /&gt;
Many games will require you to switch to software mode to fix various issues, albeit at the cost of a significant performance loss. However, an easily overlooked setting in the graphical plugin configuration panel, extra rendering threads, might help lessen the performance loss if you have a quad-core or higher CPU. It is recommended to set it to the number of cores in your CPU minus one if you aren&#039;t using the MTVU speed-hack, or minus two if you are (ex: if you are using a quad core CPU you should set this number to 3 without MTVU and 2 with MTVU).&lt;br /&gt;
The process described above is partially automated in recent development versions of PCSX2 but you might still need to tweak it to get optimal performance levels&lt;br /&gt;
&lt;br /&gt;
===Multi-threaded microVU===&lt;br /&gt;
Multi-threaded microVU (MTVU), while generally a very useful speed-hack, might sometime cause minor problems like hanging and absence of performance gain or more severe ones like massive performance hits, save-states corruption (PCSX2 keeps a backup you can load with Shift+F3 in case any issues arise) and crashes to desktop.&lt;br /&gt;
&lt;br /&gt;
===Crashes===&lt;br /&gt;
Crashes could be the results of several things. &lt;br /&gt;
Switching between hardware and software rendering rapidly is likely to cause the emulator to lock up. This can be easily avoided by waiting a few seconds after switching between hardware and software rendering before switching again.&lt;br /&gt;
If your GPU drivers also crash simultaneously (or you get massive graphical corruption on your desktop and/or a BSOD while trying to run a game) this means you&#039;re either using outdated drivers or you&#039;re trying to use an AMD card with the OGL renderer and Blending Accuracy set to none, in which case either set it to basic or higher or use the DX11 renderer instead.&lt;br /&gt;
If the log warns you about TLB miss you are either:&lt;br /&gt;
&lt;br /&gt;
* Using a bad dump of a game, in which case you&#039;ll need to [[Ripping Games|re-rip your disc]] or re-download the game you are trying to play.&lt;br /&gt;
* Playing the game directly from your DVD drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead (it&#039;s not advised to play directly from your DVD drive).&lt;br /&gt;
* Trying to play a game that isn&#039;t supported by the emulator, in which case you cannot do anything except trying another version of the game (PAL or NTSC-J for example).&lt;br /&gt;
* Trying to play a game with a massive or in some cases any EE overclock applied, in which case turn it back down the speedhack menu.&lt;br /&gt;
* You need to check the Wiki to see if the game requires any specific settings regarding the Clamping Mode of the EE/VU.&lt;br /&gt;
* Cheats used in the game&#039;s .pnach file are invalid.&lt;br /&gt;
&lt;br /&gt;
If PCSX2 still crashes after doing all of the above, check that you aren&#039;t using any speed-hacks and that your system is stable and not overheating especially if you are overclocking.&lt;br /&gt;
&lt;br /&gt;
===Extreme fluctuation emulation speed===&lt;br /&gt;
The large fluctuation in emulation generally are caused by the games themselves and cannot be avoided but there is a handful of cases where this is caused by specific configuration issues&lt;br /&gt;
&lt;br /&gt;
* Using large internal resolution multiplier on a lower end GPU, even if the game runs mostly fine some effect can cause the emulator to suddenly have to do a lot of very heavy operation on the VRAM, lower GPU tend to have much lower VRAM bandwidth and will get absolutely crushed by what PCSX2 tries to do, especially true when using Large framebuffer and even more so when using the OGL renderer, obviously the only real fix is turning the resolution down and disabling Large Framebuffer if possible&lt;br /&gt;
* Playing the game directly from the original DVD using a disc drive, in which case you should [[Ripping Games|rip the game]] and play using the .iso instead&lt;br /&gt;
* Having the Blending accuracy set too high in the OGL renderer (Full and Ultra mostly)&lt;br /&gt;
* Using EE overclock in some games&lt;br /&gt;
&lt;br /&gt;
===Intermittent warped audio===&lt;br /&gt;
Due to how the synchronizing function of the audio plugin works, even when running games on a computer that is capable of going way above 100% speed in a stable fashion, random bits of time-stretched audio can be heard occasionally or even frequently, there are however a few ways to work around that issue.&lt;br /&gt;
* Set the audio syncing method to Async Mix (can cause A/V sync issue, not recommended with rhythm games), do not set it to None as it basically does the same thing as Async Mix but has more issues&lt;br /&gt;
* Unlock the PCSX2 framerate limiter and use an external one such as MSI Afterburner&lt;br /&gt;
&lt;br /&gt;
===Blurry===&lt;br /&gt;
It&#039;s either interlacing or a filter in the game itself. For the former, switching the de-interlacing mode with F5 may help, and may cause flicker or screen shaking. For the latter, hacks are required. Either Aggressive-CRC if the game is listed there, or skipdraw (toy with the number, 1-100) might work otherwise.&lt;br /&gt;
&lt;br /&gt;
===Black lines===&lt;br /&gt;
Black lines are caused by scaling to a non-integer internal resolution (anything other than Yx Native), texture filtering (Try anything that isn&#039;t bilinear (Forced), improperly offset textures (TC Offset, Wild Arms Offset hacks, Half-Pixel Offset), or improperly handled texture edges (Merge Sprite hack, Sprite/Round Sprite combobox). Native resolution, for the most part, fixes these issues, however, software rendering may be required as well.&lt;br /&gt;
&lt;br /&gt;
==Special hardware==&lt;br /&gt;
===Pressure-sensitive buttons===&lt;br /&gt;
The DualShock 2 joypad bundled with the PS2 has all buttons and sticks with variable pressure states. &lt;br /&gt;
&lt;br /&gt;
While most PS2 games don&#039;t require this feature, instead preferring variable trigger/stick pressure (e.g. sneaking past the sleeping dog in Chulip), a select few do. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* All three attack buttons in the Bouncer do different attacks based on whether the press was light, medium or strong. Same goes for the musical game Mad Maestro.&lt;br /&gt;
* Star Ocean 3 has a musical item that plays different melodies depending on pressure and they&#039;re required for progressing.&lt;br /&gt;
&lt;br /&gt;
Games requiring variable trigger pressure need physical controllers with analog sticks, but rare are third-party controllers which support variable pressure buttons. To know if your controller supports it, open the LilyPad plugin settings by going to the PCSX2 menu and selecting &amp;quot;Config&amp;quot;, &amp;quot;Controllers (PAD)&amp;quot;, and &amp;quot;Plugin Settings&amp;quot;. At the LilyPad plugin popup, select your gamepad from the list of detected controllers in the &amp;quot;Device Diagnostics&amp;quot; box in the lower left then click the &amp;quot;Test Device&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
A small popup window will appear, showing a list of all the gamepad&#039;s buttons as well as their current state. 0.000 = indicates unpressed, 1.000 = indicates fully depressed. Roll either analog stick around. See how the values change from 0.000 to 0.xyz, with the .xyz values shifting incrementally. These changing .xyz values show how the plugin detects different changes in angle as you move the analog stick around.&lt;br /&gt;
&lt;br /&gt;
Now press any of the buttons normally used by games, i.e. the triangle/square/cross/circle buttons. See how the values immediately shift from 0.000 = unpressed, directly to 1.000 = pressed. If your gamepad truly has pressure sensitive buttons you will see gradual 0.xyz changes as you slowly press each button, just like the different changes in angle as you move the analog sticks around.&lt;br /&gt;
If the buttons change from 0.000 directly to 1.000 this proves that your gamepad buttons are not pressure sensitive and are merely tracking the pressed/unpressed state. &lt;br /&gt;
&lt;br /&gt;
The solution would be to either buy an official DualShock 3 controller and use an appropriate 3rd party driver such as [[SCP Driver Package]], or mapping the button to a rarely used trigger/stick in LilyPad this way:&lt;br /&gt;
&lt;br /&gt;
An additional button needs to be mapped to circle as well but configured to deliver &amp;quot;light&amp;quot; pressure. This is done by opening the gamepad plugin configuration and choosing a rarely used key - for example, the lower shoulder button L2 - and remapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In the game, merely use the remapped L2@circle button to deliver &amp;quot;light&amp;quot; tap/hold tunes while the regular circle button can be used normally to deliver &amp;quot;hard&amp;quot; tap/hold tunes.&lt;br /&gt;
&lt;br /&gt;
==Lightgun support==&lt;br /&gt;
Lightgun support is available in the pcxs2 emulator via a third party plugin called nuvee. His allows you to use and mouse or mouse compatible device (such as a lightgun) to play the large ps2 library of lightgun games&amp;lt;ref&amp;gt;https://lightgungamer.com/pcsx2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[How To Play PCSX2 Online]]&lt;br /&gt;
* [[Online PS2 games]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://pcsx2.net/compatibility-list.html Official compatibility list]&lt;br /&gt;
* [http://pcsx2.net/247-official-pcsx2-configuration-guide-video.html Official PCSX2 setup guide]&lt;br /&gt;
* [http://neogaf.com/forum/showthread.php?t=427321 NeoGAF guide]&lt;br /&gt;
* [http://wiki.pcsx2.net/index.php/Main_Page PCSX2 wiki]&lt;br /&gt;
* [http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=271674#pid271674 PCSX2 widescreen game patches] and [http://ps2wide.net/ widescreen hacks]&lt;br /&gt;
* [https://forums.pcsx2.net/Thread-60-fps-codes 60 fps codes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:PlayStation 2 emulators]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;br /&gt;
[[Category:Netplay]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Macintosh_line&amp;diff=42924</id>
		<title>Macintosh line</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Macintosh_line&amp;diff=42924"/>
		<updated>2021-12-10T02:26:23Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* x86 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox console&lt;br /&gt;
|title = Apple Macintosh&lt;br /&gt;
|logo = Macintosh.jpeg&lt;br /&gt;
|developer = [[Apple Inc.|Apple Computer, Inc.]]&lt;br /&gt;
|type = [[:Category:Computers|Computers]]&lt;br /&gt;
|release = 1984&lt;br /&gt;
|discontinued = &lt;br /&gt;
|predecessor =  [[Apple Lisa emulators|Lisa]], [[Apple II Line|Apple ][]]&lt;br /&gt;
|successor = &lt;br /&gt;
|emulated = {{✓}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;[[wikipedia:Macintosh|Macintosh]]&#039;&#039;&#039; is a family of personal computers designed, manufactured, and sold by Apple Inc. since January 1984. The original Macintosh was the first mass-market personal computer that featured a graphical user interface, built-in screen, and mouse, eschewing the command-line interface and/or BASIC interpreter that had been the mainstay for home computers since the late &#039;70s. Apple offered the Macintosh alongside its popular [[Apple II Line|Apple II]] family of computers for almost ten years before those were discontinued in 1993.&lt;br /&gt;
&lt;br /&gt;
Throughout its history the Macintosh has spanned four CPU instruction set architectures that represent the four commonly known generations. From its launch in 1984 up until 1996, Apple sold Macintoshes with the Motorola 68k family of CPUs. In the early 90s, Apple partnered with Motorola and IBM to combine IBM&#039;s POWER with Motorola&#039;s 88k to produce the PowerPC (PPC) architecture they used in Macs from 1994-2007, naming some of them accordingly as Power Macintosh. They switched to x86 in 2007, justifying it with the explanation that PPC failed to be competitive with Intel&#039;s Pentium M series. And in 2020 have started a transition from x86 to ARM, further integrating with its more popular iOS mobile spinoff.&lt;br /&gt;
&lt;br /&gt;
Macintosh computers have always included a platform-exclusive operating system that never had a consistent name.&amp;lt;ref group=N&amp;gt; It used to be called System or System Software until version 7.6, when it was renamed Mac OS in 1997. Version 10 was named Mac OS X in 2000, and when version 10.8 was released in 2012, it was shortened to OS X and then macOS when version 10.12 was released in 2016. Don&#039;t try to make sense of this.&amp;lt;/ref&amp;gt; An important divide relevant for Mac emulation is &amp;quot;Old World&amp;quot; vs. &amp;quot;New World&amp;quot; motherboard ROMs, with Old World used for System 1-7 on 68k/PPC targets, and New World generally used for Mac OS 8-10 PPC targets, since New World ROMs were stored with the OS, they are available legally from Apple for free online in OS updates. A quick way to distinguish an Old World from a New World Mac is that all New World Macs have onboard USB ports, while no Old World Macs do. Mac OS 8.5 dropped support for 68k CPUs. Mac OS X, which has UNIX underpinnings different from its predecessor, was introduced in 1999 requiring a PowerPC G3 at minimum,&amp;lt;ref group=N&amp;gt;With the exception of one orphaned early G3 laptop. Though that didn&#039;t stop some users from programming OS X bootloaders for most PCI-based Macs, especially those with G3/G4 upgrades.&amp;lt;/ref&amp;gt; and ported to x86 in 2006. With version 11 in 2020, macOS is now being ported to ARM (like its mobile cousin [[iOS emulators|iOS]]).&lt;br /&gt;
&lt;br /&gt;
A ton of Macintosh emulators have appeared over the years, some early in the system&#039;s release (mostly for competing m68k microcomputers) and others as late as a few years ago. As a PC platform in its own right with its own userbase and varying degrees of unique software and hardware features, most major emulators of other platforms maintain a macOS port, or are ported to macOS by external collaborators, in addition to a number of emulators originating on the Mac over the years. It should be noted that we do not aim to be the last word on Mac emulation; there&#039;s a community called E-Maculation that covers this more thoroughly, as they offer builds for many of the emulators shown here on their forums. We&#039;ll either be further ahead or severely behind.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
===68k===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|Basilisk II&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/kanjitalk755/macemu/ 1.0 R5]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Mini vMac&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://www.gryphel.com/c/minivmac/download.html 36.04]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://www.mamedev.org/release.html {{MAMEVer}}]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clock Signal]]&lt;br /&gt;
|align=left|{{Icon|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/TomHarte/CLK/releases {{clkver}}]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;abbr title=&amp;quot;PC Emulator&amp;quot;&amp;gt;PCE&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[http://www.hampa.ch/pce/download.html 0.2.2]&lt;br /&gt;
|{{✓}} ||{{✗}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ardi Executor]]&lt;br /&gt;
|align=left|{{Icon|DOS|Linux|NextStep|Windows}}&lt;br /&gt;
|[https://www.emaculation.com/doku.php/executor 2.1.17]&lt;br /&gt;
|{{✓}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|vMac&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.vmac.org/ 0.19]&lt;br /&gt;
|{{✓}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|Mini vMac&lt;br /&gt;
|align=left|{{Icon|Pyra}}&lt;br /&gt;
|[https://pyra-handheld.com/repo/apps/33 36.04]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|Basilisk II&lt;br /&gt;
|align=left|{{Icon|PSP}}&lt;br /&gt;
|[https://github.com/PSP-Archive/Basilisk-II-PSP/releases git]&lt;br /&gt;
|{{✓}} ||{{✗}} ||{{~}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Basilisk II&lt;br /&gt;
:An emulator targeting the &amp;quot;Mac Classic&amp;quot; and &amp;quot;Mac II&amp;quot; lines, capable of booting System 6.0.7 to OS 8.1 depending on ROM. The successor to Basilisk, a similar emulator for Linux and BeOS, it works by providing replacement drivers for components that would normally be hardware (a sort of HLE approach). Aside from the usual Windows, macOS, and Linux ports, Basilisk II also received an acclaimed (homebrew) PSP port.&lt;br /&gt;
&lt;br /&gt;
;Mini vMac&lt;br /&gt;
:The successor to vMac, an older emulator. Targets the Macintosh Plus (capable of booting Systems 3 to 7.5.5), but can be built targeting other models (128K, 512Ke, SE, SE FDHD, Classic, or [buggy] II).&lt;br /&gt;
&lt;br /&gt;
;[[MAME]]&lt;br /&gt;
:To say it&#039;s a multi-system emulator would be an understatement. It covers a wide range of electronic history, with its namesake being arcade machines. Just typing in &amp;quot;Macintosh&amp;quot; will list basically everything Mac-related like the original Macintosh 128K (labelled as Working) and the Macintosh II (which is OK). [https://github.com/mamedev/mame/blob/0f028a8bd2afcb32ccdab0291eb3a798a98a1afc/src/mame/machine/mac.cpp#L14 See the full list here.]&lt;br /&gt;
&lt;br /&gt;
;Clock Signal&lt;br /&gt;
:A multi-system emulator with full-hardware [[Emulation Accuracy#Cycle accuracy|cycle-accurate]] emulation of the Macintosh Plus.&lt;br /&gt;
&lt;br /&gt;
;PCE &amp;lt;small&amp;gt;(PC Emulator)&amp;lt;/small&amp;gt;&lt;br /&gt;
:A multi-system emulator. Computers it targets include the Macintosh Plus, SE and Classic. Stables used to release every two years but stopped in 2013. A snapshot exists for December 2018 however, which suggests that the project isn&#039;t completely dead.&lt;br /&gt;
&lt;br /&gt;
;[[Ardi Executor]]&lt;br /&gt;
:A formerly payware compatibility layer targeting System 1 to 6. Requires no ROM images or other copyrighted Apple code, as it instead translates Macintosh API calls into equivalent Win32 or POSIX API calls similarly to [[Wine]]. Compatibility is limited however, and as such some games and applications which depend on Mac System Extensions may not work properly.&lt;br /&gt;
&lt;br /&gt;
===PowerPC===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|SheepShaver&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/kanjitalk755/macemu/ 2.4]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Classic Environment&lt;br /&gt;
|align=left|{{Icon|macOS}} (PPC)&lt;br /&gt;
|Mac OS X v10.4 &amp;quot;Tiger&amp;quot;&lt;br /&gt;
|{{✗}} ||{{✗}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|Rosetta&lt;br /&gt;
|align=left|{{Icon|macOS}}&lt;br /&gt;
|Mac OS X 10.6 &amp;quot;Snow Leopard&amp;quot; (Intel)&lt;br /&gt;
|{{✗}} ||{{✗}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[QEMU]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|4.0.0&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|PearPC&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://github.com/sebastianbiallas/pearpc 0.6.0]&lt;br /&gt;
|{{✓}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;SheepShaver&lt;br /&gt;
:An open-source &amp;quot;run-time environment&amp;quot; that includes a PowerPC emulator for non-PowerPC host systems. Originally commercial software named ShapeShifter, it is the companion app of the 68k Mac emulator Basilisk II. It boots System 7.5.2 through (due to a lack of MMU emulation) OS 9.0.4, runs most Mac applications at full speed on any modern PC, and can interface with and copy files to and from host hardware. It hasn&#039;t seen significant development in a while, not to mention that it is riddled with hacks and workarounds, which accounts for why some applications such as the default bundled Internet Explorer flat-out crash. Like Basilisk and vMac, it needs a firmware image from a working Mac.&lt;br /&gt;
&lt;br /&gt;
;PearPC&lt;br /&gt;
:This emulator had been developed since 2004, and is capable of booting OS X 10.1-10.4, but not prior Mac OSs, nor OS X&#039;s Classic environment. It was the subject of controversy when a closed-source emulator, CherryOS, was revealed to have used [[source code|code]] stolen from PearPC. PearPC lacks a GUI (all that&#039;s available is the &amp;quot;Change CD&amp;quot; button), so using a frontend may be necessary.&lt;br /&gt;
&lt;br /&gt;
;[[QEMU]]&lt;br /&gt;
:Best known for its use as an x86 hypervisor, QEMU also emulates a wide range of CPU architectures. In 2015, a Google Summer of Code event brought PowerPC Macintosh support from a curiosity to a possibility and it now supports [https://docs.google.com/spreadsheets/d/1T0kkk8WpQ-eWBIdxBnXWCfeyClVVLJyXvvF2NED2U6Q/view a specific range of versions] as of 2017. Like PearPC, QEMU is run from a shell.&lt;br /&gt;
&lt;br /&gt;
;Rosetta&lt;br /&gt;
:Apple&#039;s official PowerPC emulator for x86-based Macs included in Tiger (10.4.4). Though it wasn&#039;t included in Snow Leopard, it was still possible to transfer it from a previous Leopard install. It was removed entirely in OS X Lion. Rosetta uses QuickTransit technology licensed from Transitive Corporation, and works transparently from the end-user, leading Apple to market it as &amp;quot;the most amazing software you&#039;ll never see.&amp;quot; as it, unlike most emulators, does not have a user interface. Rosetta works best on software that isn&#039;t system-intensive, such as office applications; games and other software applications which rely on kexts, libraries or certain instructions may not work properly if at all. A compatibility list is available [https://web.archive.org/web/20060208152806/http://guides.macrumors.com/Rosetta_incompatibilities here].&lt;br /&gt;
&lt;br /&gt;
===x86===&lt;br /&gt;
:&#039;&#039;Note: installing macOS on non-Apple x86 hardware, the practice known as [[wikipedia:Hackintosh|Hackintosh]], is a more common and feasible way of running macOS programs on a regular PC rather than trying to emulate or virtualize actual Mac hardware.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|Rosetta 2&lt;br /&gt;
|align=left|{{Icon|macOS}}&lt;br /&gt;
|macOS 11 “Big Sur” (Apple Silicon)&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===ARM===&lt;br /&gt;
{{no current emulators}}&lt;br /&gt;
&lt;br /&gt;
==Emulation issues==&lt;br /&gt;
Currently, no 3rd-party Macintosh emulators support hardware graphics acceleration, due to [https://www.emaculation.com/forum/viewtopic.php?t=8396 certain CPU instructions left unimplemented in their upstream PPC softcores]. This means no GLIDE, RAVE, nor OpenGL. Fortunately, though as was generally the case in every platform of the period significant visual and feature differences exist between the two, the majority of Mac-exclusive software using these APIs also included software fallback renderers.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [https://www.emaculation.com/doku.php &#039;&#039;&#039;E-Maculation&#039;&#039;&#039;] - This links to their wiki, but they also have a forum that&#039;s &amp;quot;super busy.&amp;quot; They provide setup guides and builds when the emulators themselves don&#039;t.&lt;br /&gt;
* [http://macintoshgarden.org/guides#Selecting_an_Emulator Macintosh Garden] (They feature many abandonware games. This page shows guides with links to installing any of the three covered emulators, two for the 68K line called &#039;&#039;Basilisk II&#039;&#039; &amp;amp; &#039;&#039;Mini vMac&#039;&#039;; and one for the PowerPC called &#039;&#039;SheepShaver&#039;&#039;.)&lt;br /&gt;
* [https://www.bungie.net/en/Forums/Post/2886439?page=0&amp;amp;sort=0&amp;amp;showBanned=0&amp;amp;path=0 Pathways into Emulators - A Guide to Pre-Halo Bungie Games] (www.bungie.net forums. Mar 17 2011. Includes guide links for running &#039;&#039;Basilisk II&#039;&#039; on Windows, mac OS and Linux.)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Apple}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Computers]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Source_code&amp;diff=42897</id>
		<title>Source code</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Source_code&amp;diff=42897"/>
		<updated>2021-12-08T08:53:50Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Licensing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Source code&#039;&#039;&#039; is a collection of text files containing instructions that a computer either runs as-is (interpretation) or translates into an executable file beforehand (compilation / assembly). Source code is written using a human-readable computer language so that it can be translated by a compiler or an interpreter. It&#039;s also possible to decompile an executable file, though decompilers aren&#039;t as common.&lt;br /&gt;
&lt;br /&gt;
The language used changes how the source code is read, and just like emulation it too has its own high and low-level types. If a program were written in an assembly language (which often involves taking advantage of system-specific attributes), an assembler would write the machine code &amp;quot;word for word,&amp;quot; reflecting how the machine takes instructions. If a program were written in a low-level language, a compiler would read the code and translate the equivalent in machine code. If a program were written in a high-level language, it would often work without requiring a compiler. Some compilers and interpreters also do error checking to make sure the programmer&#039;s code is either properly written or formatted. Many languages also check that the code won&#039;t inherently cause bugs, such as Rust.&lt;br /&gt;
&lt;br /&gt;
Software can be ported to other types of computers but, without the source code, it&#039;s often prohibitively difficult to do. Other ways to port software include binary translation and platform emulation.&lt;br /&gt;
&lt;br /&gt;
==Language levels==&lt;br /&gt;
Software can be programmed in many different languages (even multiple in one program), and just like [[High/Low level emulation|high and low level emulation]], they have different levels of abstraction. Here are the different ones, from lowest to highest.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
Assembly is the closest representation of machine code without being machine code. There are basically no abstractions from the architecture, meaning everything is close to what the machine processes. This used to be ideal for platforms at a time when compilers weren&#039;t optimized enough to give equivalent performance to assembly, and as a result you&#039;d find that early console games were programmed in assembly more often than higher level languages. Assembly is commonplace in [[dynamic recompilation]] as well because it allows developers to optimize code closer for an architecture than even a low-level language like C or C++.&lt;br /&gt;
&lt;br /&gt;
===Low===&lt;br /&gt;
A low-level language allows programmers to get closer to the system they work on, taking advantage of architecture or platform-specific quirks without having to learn the architecture like assembly. Low-level languages have the advantage that they&#039;re easier to port to other platforms by nature of being more abstract from the hardware.&lt;br /&gt;
&lt;br /&gt;
Examples of low-level languages include (but are in no way limited to) C and C++.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Medium-level languages have attributes of both low and high-level paradigms like Rust (which is designed to be performant and system-focused but also memory safe). Some high-level languages can also be lower than others.&lt;br /&gt;
&lt;br /&gt;
===High===&lt;br /&gt;
High-level languages push away most system specific quirks in favor of instructions intended to work on any platform. This was pioneered by Java, whose goal was for developers to &amp;quot;write once, run anywhere&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In high-level languages, many of the same instructions can be run across different architectures and platforms. They may have a compiler, a compiler cache, a [[dynamic recompilation|dynamic recompiler]], and/or an interpreter.&lt;br /&gt;
&lt;br /&gt;
===Esoteric===&lt;br /&gt;
[[wikipedia:Esoteric programming language|Esoteric languages]] are built around a specific idea or a joke, as part of a challenge. These languages are intended to be comedic, confusing, and/or thought-provoking.&lt;br /&gt;
&lt;br /&gt;
One example includes [[wikipedia:Brainfuck|Brainfuck]], a &amp;lt;abbr title=&amp;quot;Meaning it can solve any problem a Turing machine can.&amp;quot;&amp;gt;Turing-complete&amp;lt;/abbr&amp;gt; programming language with only eight one-character commands (as opposed to the thousands of standard languages and architectures) and one instruction pointer. Another is [[wikipedia:Shakespeare Programming Language|Shakespeare]], a programming language designed to resemble a Shakespearean play. There&#039;s also [https://github.com/dylanbeattie/rockstar Rockstar], a language designed around &amp;quot;the lyrical conventions of 1980s hard rock and power ballads&amp;quot;, meant to lampoon the software industry&#039;s use of &amp;quot;rockstar developers&amp;quot; in recruiting.&lt;br /&gt;
&lt;br /&gt;
==Version control==&lt;br /&gt;
Version control refers to the management of data as it changes. A version control system is a program that tracks changes in data. Its most common use is to allow programmers to collaborate on a source code repository without accidentally ruining any components. There are several version control systems, but the most ubiquitous by virtue of ties to the Linux kernel is Git, so much so that a ton of services are built around Git, like GitHub and GitLab. Other systems include CVS (the very first of its kind), Subversion, and another developed alongside Git called Mercurial.&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
{{Main|Licensing}}&lt;br /&gt;
Software is copyrightable, but the source code can be made available to users however the author chooses. A copyright license is a legal document that tells people how the software can be used and what limitations come with using it.&lt;br /&gt;
&lt;br /&gt;
;Public domain:There is no copyright (i.e. No Rights Reserved). Works enter the public domain when they:&lt;br /&gt;
:# were released before the current copyright expiry date. This is why old paintings, plays, and books are so commonly quoted and used in modern works, because they&#039;d have to negotiate the rights with the author otherwise. Most software is not released this way because it is still covered by the current American copyright term.&lt;br /&gt;
:# are dedicated through a license like Creative Commons Zero or the Unlicense. This is the only option for modern works to be released into the public domain because, per the Berne Convention, copyright is seen as opt-out, not opt-in. If a public domain dedication can&#039;t be made (probably because the jurisdiction doesn&#039;t recognize the public domain), then the license grants users the equivalent freedoms.&lt;br /&gt;
;Open-source:The program is released under a copyright license that permits four freedoms: that it can be run at any time, studied and modified for the user&#039;s own purposes, distributed to anyone, and improved for everyone else. This bypasses most of the issues encountered with public domain works. For anything else copyrightable, the term &amp;quot;open content&amp;quot; often applies.&lt;br /&gt;
:It&#039;s worth noting that open-source does not replace copyright. And likewise, the license cannot be removed after the work has been released under it. To see the various open-source licenses available, see [https://choosealicense.com/ choosealicense.com]. Also see [https://choosealicense.com/appendix/ the appendix] at the same website.&lt;br /&gt;
;Source-available:The program is released under a copyright license more restrictive than an open-source license, but the source code is still publically available. The biggest example is [[Snes9x]], which is released under a non-commercial license. This license makes it not open-source, as it restricts the users&#039; commercial use.&lt;br /&gt;
;Closed source / Proprietary:The program&#039;s source code isn&#039;t available. Often because the ecosystem behind the platform is closed, sometimes by nature (like Windows and Android), or sometimes by force (like every modern console).&lt;br /&gt;
:;Freeware:The source code isn&#039;t available but the program is still free.&lt;br /&gt;
:;Shareware / Trialware:A limited demo version of the program is free. This was common for [[Intel CPUs|DOS]] games.&lt;br /&gt;
&lt;br /&gt;
The more successful emulation projects are often open source (though you definitely will find exceptions).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Dynamic recompilation]]&lt;br /&gt;
* [[ROM Hacking Resources]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=42896</id>
		<title>AetherSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=42896"/>
		<updated>2021-12-08T08:35:54Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = AetherSX2&lt;br /&gt;
|logo          = &lt;br /&gt;
|logowidth     = &lt;br /&gt;
|developer     = Tahlreth&amp;lt;!--&lt;br /&gt;
|version       = &lt;br /&gt;
|active        = --&amp;gt;&lt;br /&gt;
|platform      = [[Emulators on Android OS|Android]]&lt;br /&gt;
|architecture  = &lt;br /&gt;
|target        = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = &lt;br /&gt;
|prog-lang     = Java&amp;lt;ref&amp;gt;[https://old.reddit.com/r/EmulationOnAndroid/comments/qzrgb5/someone_posted_an_alleged_aethersx2_apk_i_have/hlqnovs/ Tahlreth] on Reddit. November 23, 2021. &amp;quot;No Java source code will ever be public [...]&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|support       = &lt;br /&gt;
|license       = Proprietary &amp;lt;small&amp;gt;(GUI)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;LGPL &amp;lt;small&amp;gt;(core code)&amp;lt;/small&amp;gt;&lt;br /&gt;
|source        = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AetherSX2&#039;&#039;&#039; is an upcoming [[PlayStation 2 emulators|PlayStation 2 emulator]] for [[Emulators on Android OS|Android]] maintained by Tahlreth. It is currently undergoing a private alpha test.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|Play Store&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
AetherSX2 is essentially a closed-source Android port of [[PCSX2]]. However, unlike the incredibly shady [[DamonPS2]], it uses the current version of PCSX2, which is almost entirely licensed under the [[Licensing#LGPL|LGPL]] save for some minor GPL parts (namely the MPEG decoder which uses libmpeg2, and the code for the on-screen display which uses [[wikipedia:FreeType|FreeType]]). To be fully compliant with the LGPL, Tahlreth is expecting to rewrite the GPL code.&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Intel_CPUs&amp;diff=42795</id>
		<title>Intel CPUs</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Intel_CPUs&amp;diff=42795"/>
		<updated>2021-11-30T20:07:33Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PC platform is an open architecture system that IBM initially designed in 1980. IBM&#039;s PC 5150 is the progenitor (though in no way representative of iterative designs like the desktops and laptops you may be familiar with today). The massive success of the PC architecture prompted Intel to iterate on its x86 processors, which is why this page is called &#039;&#039;&#039;Intel CPUs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The history of the PC is comprehensive, but a good summary is that almost every component of the 5150 was &amp;lt;abbr title=&amp;quot;existing tech IBM neither made in-house or signed an exclusivity agreement on&amp;quot;&amp;gt;off-the-shelf&amp;lt;/abbr&amp;gt;. IBM hoped that if clones popped up, they could sue them for using the firmware in the BIOS, which they had [[Licensing|copyright]] over as established by [[wikipedia:Apple_Computer,_Inc._v._Franklin_Computer_Corp.|a lawsuit between Apple and Franklin]].&amp;lt;ref&amp;gt;[https://www.courtlistener.com/opinion/423653/apple-computer-inc-a-california-corporation-v-franklin-computer/ Apple v. Franklin]. (1983)&amp;lt;/ref&amp;gt; However, [[wikipedia:Phoenix_Technologies|Phoenix]] designed a clean-room replacement firmware based solely on IBM&#039;s own public documentation.&amp;lt;ref&amp;gt;[https://books.google.com/books?id=Bwng8NJ5fesC&amp;amp;pg=PA56 Phoenix Says Its BIOS May Foil IBM&#039;s Lawsuits]. PC Mag. 1984.&amp;lt;/ref&amp;gt; As a result, IBM never challenged clones that used it and promptly lost control over the platform. Intel would later take up the next major iteration in 1995, called ATX.&lt;br /&gt;
&lt;br /&gt;
Sometime in the 90s, a speedup was found in PC emulation that could run software near-natively; this became the basis for [[hypervisors]], which are different from conventional emulators listed here since they require the host architecture to be at the very least x86-compatible.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Platform(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Latest Version&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|8086&amp;lt;nowiki&amp;gt;*¹&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|286&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|386&amp;lt;nowiki&amp;gt;*²&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|486&amp;lt;nowiki&amp;gt;*³&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pentium&amp;lt;nowiki&amp;gt;*⁴&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pentium II&amp;lt;nowiki&amp;gt;*⁵&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Celeron&amp;lt;nowiki&amp;gt;*⁶&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pentium III&amp;lt;nowiki&amp;gt;*⁷&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pentium 4&amp;lt;nowiki&amp;gt;*⁸&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Free/Libre and Open-Source Software&amp;quot;&amp;gt;FLOSS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|[[Recommended Emulators|Recommended]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot;|PC / x86&lt;br /&gt;
|-&lt;br /&gt;
|[[86Box]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}}&lt;br /&gt;
|[https://github.com/86Box/86Box git]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|PCBox&lt;br /&gt;
|align=left|{{Icon|Windows|Linux}} ?&lt;br /&gt;
|[https://github.com/PCBox/PCBox git]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[PCem]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|Mac}}&lt;br /&gt;
|[http://pcem-emulator.co.uk {{PCemVer}}] [https://github.com/PCemOnMac/PCemV17macOS/releases git]&amp;lt;small&amp;gt; (macos)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[DOSBox#Forks|DOSBox-X]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[https://github.com/joncampbell123/dosbox-x/releases {{DOSBox-XVer}}]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[DOSBox]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.dosbox.com/download.php?main=1 0.74-3] &amp;lt;br /&amp;gt; [http://www.dosbox.com/wiki/SVN_Builds#List_of_SVN_Builds SVN]&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.varcem.com VARCem]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|Mac}}&lt;br /&gt;
|[https://www.varcem.com/?page=dl Builds]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{~}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bochs]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|FreeBSD|BeOS}}&amp;lt;br&amp;gt;{{Icon|OS2|AmigaOS|MorphOS}}&lt;br /&gt;
|[https://sourceforge.net/projects/bochs/files/bochs {{BochsVer}}]&lt;br /&gt;
|{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.pcjs.org/ PCjs]&lt;br /&gt;
|align=left|{{Icon|Web}}&lt;br /&gt;
|[https://github.com/jeffpar/pcjs git]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[MAME]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}&lt;br /&gt;
|[http://www.mamedev.org/release.html {{MAMEVer}}]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{~}} ||{{~}} ||{{~}} ||{{~}} ||{{~}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[QEMU]]&lt;br /&gt;
|align=left|{{Icon|Windows|Linux|macOS}}&lt;br /&gt;
|[https://www.qemu.org/download/ {{QEMUVer}}]&lt;br /&gt;
|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}&amp;lt;ref group=N name=conroe&amp;gt;Supports the [[wikipedia:Conroe_(microprocessor)|Conroe]] model.&amp;lt;/ref&amp;gt; ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot;|Mobile / ARM&lt;br /&gt;
|-&lt;br /&gt;
|Magic DOSBox&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=bruenor.magicbox 1.0.72]&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[[QEMU|Limbo]]&lt;br /&gt;
|align=left|{{Icon|Android|WinMobile}}&lt;br /&gt;
|[https://github.com/limboemu/limbo/wiki 5.1.0]&lt;br /&gt;
[https://forum.xda-developers.com/attachments/qemu-7z.475570 WinMobile build]&lt;br /&gt;
|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}&amp;lt;ref group=N name=conroe /&amp;gt; ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bochs]]&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://sourceforge.net/projects/bochs/files/bochs {{BochsVer}}]&lt;br /&gt;
|{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|DOSBox Turbo&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://play.google.com/store/apps/details?id=com.fishstix.dosbox 2.2.0]&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|gDOSBox&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://m.apkpure.com/gdosbox-dosbox-for-android/org.gemesys.android.dosbox 0.7.5.5]&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||? ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|aDOSBox&lt;br /&gt;
|align=left|{{Icon|Android}}&lt;br /&gt;
|[https://f-droid.org/en/packages/org.hystudio.android.dosbox/ 0.2.5]&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
|DOSBoxPPC&lt;br /&gt;
|align=left|{{Icon|WinMobile}}&lt;br /&gt;
|[http://www.freewarepocketpc.net/ppc-download-dosboxppc-v0-63.html 0.63]&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||? ||{{✗}} ||{{✗}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot;|Consoles&lt;br /&gt;
|-&lt;br /&gt;
|[[Bochs]]&lt;br /&gt;
|align=left|{{Icon|PS2}}&lt;br /&gt;
|[http://www.ps2dev.karashome.pl 2.3.5]&lt;br /&gt;
|{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||? ||? ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*¹&amp;lt;/nowiki&amp;gt;8086 emulation includes the 8088 CPU.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*²&amp;lt;/nowiki&amp;gt;386 emulation includes the SX and SL.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*³&amp;lt;/nowiki&amp;gt;486 emulation includes variants.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*⁴&amp;lt;/nowiki&amp;gt;Pentium emulation includes variants.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*⁵&amp;lt;/nowiki&amp;gt;Pentium II emulation includes variants.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*⁶&amp;lt;/nowiki&amp;gt;Celeron emulation includes variants.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*⁷&amp;lt;/nowiki&amp;gt;Pentium III emulation includes variants.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*⁸&amp;lt;/nowiki&amp;gt;Pentium 4 emulation includes variants.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references group=N /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
;[[DOSBox|DOSBox-X]]:The Git readme file (Under the &#039;&#039;Comments on what DOSBox-X is lacking&#039;&#039;) for DOSBox-X states that &amp;quot;&#039;&#039;DOSBox-X contains code only to emulate the 8088 through the Pentium Pro. If Pentium II or higher emulation is desired, consider using Bochs or QEMU instead. DOSBox-X may eventually develop Pentium II emulation...&#039;&#039;&amp;quot; if the user demand is there.&lt;br /&gt;
;[[MAME]]:The emulation of various CPU types seen here regarding MAME are all over the place in the changelogs and seem confusing. However, MAME has preliminary support for the families of 286, 386/i386, 486/i486, and almost the entire range of the Pentium CPUs. However, the emulation of color, sound, and graphics for various CPUs and PCs based on the 286/386/486 architecture is acceptable. According to [http://www.progettoemma.net/mess/sysset.php ProjectMESS], many [http://www.progettoemma.net/mess/system.php?machine=ibm5170 IBM PC/AT 5170] family PCs running the 286 CPU have preliminary support. MAME [https://wiki.mamedev.org/index.php/MAME_0.146u3 0.146u3] (Jul 2012) added CPU types for Pentium MMX, Pentium Pro, Pentium II, Pentium III, and Pentium 4.&lt;br /&gt;
::- [[MAME_compatibility_list#IBM|MAME compat list]] showing the sector for several IBM-type PC systems - most of which may work fine.&lt;br /&gt;
::- [https://wiki.mamedev.org/index.php?title=Special:Search&amp;amp;limit=500&amp;amp;offset=0&amp;amp;profile=default&amp;amp;search=pentium wiki.mamedev.org&#039;s search results for Pentium] (e.g. 0.100u4, 0.103u4, 0.146u3, 0.148, 0.152, 0.156)&lt;br /&gt;
::- [https://wiki.mamedev.org/index.php/MNW wiki.mamedev.org&#039;s list] for MACHINE_NOT_WORKING (Few systems based on a Pentium CPU)&lt;br /&gt;
::- [https://wiki.mamedev.org/index.php/MIS wiki.mamedev.org&#039;s list] for MACHINE_IS_SKELETON drivers (Several PC&#039;s/systems based on a Pentium CPU)&lt;br /&gt;
;[[PCem]]:As of June 14, 2021, PCem&#039;s original developer, Sarah Walker, has stopped working on the project. They are offering the transfer of the project and GitHub repo to another developer if interested. &lt;br /&gt;
&lt;br /&gt;
==CPUs==&lt;br /&gt;
* [[wikipedia:Intel_8086|Intel 8086]]&lt;br /&gt;
The 8086 CPU was released on June 8, 1978, at 5 MHz and had a max clock speed of 10 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_8086#List_of_Intel_8086|Intel 8086-1]]&lt;br /&gt;
After the original launch, Intel released the 8086-1, which had a clock speed of 10MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_8086#List_of_Intel_8086|Intel 8086-2]]&lt;br /&gt;
In May/June of 1980, the 8086-2 at 8 MHz was released.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_8086#List_of_Intel_8086|Intel 8086-4]]&lt;br /&gt;
The 8086-4 CPU came after the 8086-2 CPU, completely skipping 8086-3; it was clocked at 4 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_8086#List_of_Intel_8086|Intel I8086]]&lt;br /&gt;
The last 8086 CPU to be released was the I8086 in May/June of 1980.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_8088|Intel 8088]]&lt;br /&gt;
The 8088 CPU was released on July 1, 1979, and had a default clock speed of 4.77 MHz and a max clock speed of 10 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80286|Intel 286]]&lt;br /&gt;
The 286 CPU was released on February 1, 1982, with a clock speed of 4 MHz, but soon changed to 6 MHz. After that, it had a max clock speed of 25 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80386|Intel 386DX]]&lt;br /&gt;
The 386DX CPU was released in October of 1985 with a clock speed of 12 MHz. The max clock speed was 33 MHz. The 386DX was supposed to be introduced at 16 MHz, but they had to settle for 12 MHz for technical reasons.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80386#The_80386SX_variant|Intel 386SX]]&lt;br /&gt;
The 386SX was released in 1988 and was intended for lower-cost PCs at homes. It has the same clock speeds as the 386DX.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80386#The_i386SL_variant|Intel i386SL]]&lt;br /&gt;
The i386SL was released for use in portable computers and had a clock speed of 20 MHz. Its max clock speed is 25 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486|Intel i486]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Full list of i486 CPUs&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[wikipedia:Intel_80486|Intel i486DX]]&lt;br /&gt;
The i486DX CPU was released in 1989 and had a minimum clock speed of 20 MHz and a max clock speed of 50 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486SX]]&lt;br /&gt;
The i486SX CPU was released in September of 1991 and had a clock speed of 16 MHz. It has a max clock speed of 33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486DX2]]&lt;br /&gt;
The i486DX2 CPU was released in March of &#039;92 and had a clock speed of 40/20 MHz. It had a max clock speed of 66/33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486SL]]&lt;br /&gt;
The i486SL CPU was released in November of 1992 and was used for portable computers. It had a minimum clock speed of 20 MHz and a max clock speed of 33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486DX-S]]&lt;br /&gt;
The i486DX2 CPU was released in June of &#039;93 and had a clock speed of 33 MHz. Its max speed is 55 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486DX2-S]]&lt;br /&gt;
The i486DX2-S CPU was released in June of &#039;93 and had a clock speed of 40/20 MHz and later had a clock speed of 66/33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486SX-S]]&lt;br /&gt;
The i486SX-S CPU was released in June of &#039;93 and had a clock speed of 25 MHz. Its max clock speed was 33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486SX2]]&lt;br /&gt;
The i486SX2 was released in March of 1994 and had a clock speed of 50/25 MHz. It had a max of 66/33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|IntelDX4]]&lt;br /&gt;
The IntelDX4 CPU was released in March of &#039;94 and had a whopping clock speed of 75/25 MHz. It even had a more blazing clock speed of 100/33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486DX2WB]]&lt;br /&gt;
The i486DX2WB CPU was released in October of &#039;94 and had a clock speed of 50/25 MHz. It also eventually had a clock speed of 66/33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|IntelDX4WB]]&lt;br /&gt;
The IntelDX4WB CPU was released in October of &#039;94 and had a whopping clock speed of 100/33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486DX2 (P24LM)]]&lt;br /&gt;
The i486DX (P24LM) CPU was released in 1994 and had a clock speed of 90/30 MHz. Its highest clock speed is 100/33 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486#Models|Intel i486GX]]&lt;br /&gt;
The i486GX CPU was released in 1994 and had a clock speed up to 33 MHz. The reason for this is for smaller portable computers.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Intel_80486_OverDrive|Intel i486 Overdrive]]&lt;br /&gt;
The i486 Overdrive CPUs were meant to upgrade computers and had a clock speed of 40 MHz. It had a max clock speed of 100 MHz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Pentium|Pentium]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Full list of Pentium CPUs&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 50]]&lt;br /&gt;
The Pentium 50 CPU was released on March 22, 1993, and had a clock speed of 50 MHz, as the name &amp;quot;Pentium 50&amp;quot; hints.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 60]]&lt;br /&gt;
The Pentium 60 CPU was released simultaneously as the Pentium 50 was and had a clock speed of 60 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 66]]&lt;br /&gt;
The Pentium 66 CPU was released simultaneously as the Pentium 50 and 60. However, it had a clock speed of 67 MHz and not 66.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 75]]&lt;br /&gt;
The Pentium 75 CPU was released on October 10, 1994, and was clocked at 75 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 90]]&lt;br /&gt;
The Pentium 90 CPU was released on March 7, 1994, and had a clock speed of 90 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 100]]&lt;br /&gt;
The Pentium 100 CPU was released on March 7, 1994, and had a clock speed of 100 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Embedded Pentium 100]]&lt;br /&gt;
The Embedded Pentium 100 was released for computers that were not meant to have different components and were clocked at 100 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 120]]&lt;br /&gt;
The Pentium 120 was released on March 27, 1995, and had a clock speed of 120 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 133]]&lt;br /&gt;
The Pentium 133 CPU was released on June 1, 1995, and had a clock speed of 133 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 150]]&lt;br /&gt;
The Pentium 150 CPU was released on January 4, 1996, and had a clock speed of 150 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 166]]&lt;br /&gt;
As the name implies, the Pentium 166 CPU was released on January 4, 1996, and had a clock speed of 167 MHz and not 166.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium 200]]&lt;br /&gt;
The Pentium 200 CPU was released on June 10, 1996, and had a clock speed of 200.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Embedded Pentium 133]]&lt;br /&gt;
The Embedded Pentium 133 CPU was released for computers that were not supposed to have changeable components. It had a clock speed of 133 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Embedded Pentium 133 with VRE]]&lt;br /&gt;
It is identical with the Embedded Pentium 133 but with VRE.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Embedded Pentium 166]]&lt;br /&gt;
The Embedded Pentium 166 CPU was released for computers with non-changeable parts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Pentium|Pentium MMX]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Full list of Pentium MMX CPUs&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium MMX 166]]&lt;br /&gt;
The Pentium MMX 166 was released on January 8, 1997, and had a clock speed of 167 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium MMX 200]]&lt;br /&gt;
The Pentium MMX 200 was released on January 8, 1997, and had a clock speed of 200 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Pentium MMX 233]]&lt;br /&gt;
The Pentium MMX 233 CPU was released on June 2, 1997, and had a clock speed of 233 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Embedded Pentium MMX 200]]&lt;br /&gt;
The Embedded Pentium MMX 200 CPU was released on September 29, 1997, and had a clock speed of 200 MHz. It was for computers with non-removable components.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_microprocessors#P5_based_Pentiums|Embedded Pentium MMX 233]]&lt;br /&gt;
The Embedded Pentium MMX 233 CPU was released for computers with non-removable parts. It had a clock speed of 233 MHz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Pentium_Pro|Pentium Pro]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Full list of Pentium Pro CPUs&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_Pro_microprocessors|Pentium Pro 150]]&lt;br /&gt;
The Pentium Pro 150 CPU was released on November 1, 1995, and had a clock speed of 150 MHz. &lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_Pro_microprocessors|Pentium Pro 166]]&lt;br /&gt;
The Pentium Pro 166 CPU was released on November 1, 1995, and had a clock speed of 167 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_Pro_microprocessors|Pentium Pro 180]]&lt;br /&gt;
The Pentium Pro 180 CPU was released on November 1, 1995, and had a clock speed of 180 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_Pro_microprocessors|Pentium Pro 200]]&lt;br /&gt;
The Pentium Pro 200 CPU was released on November 1, 1995, and had a clock speed of 200 MHz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Pentium_II|Pentium II]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Full list of Pentium II CPUs&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II 233]]&lt;br /&gt;
The Pentium II 233 CPU was released on May 7, 1997, and had a clock speed of 233 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II 266]]&lt;br /&gt;
The Pentium II 266 CPU was released on May 7, 1997, and had a clock speed of 167 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II 300]]&lt;br /&gt;
The Pentium II 300 CPU was released on May 7, 1997, and had a clock speed of 300 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II 333]]&lt;br /&gt;
The Pentium II 333 CPU was released on January 26, 1998, and had a clock speed of 333 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II Overdrive]]&lt;br /&gt;
The Pentium II Overdrive was an upgrade for computers with weaker CPUs. It was released on August 10, 1998. It had a clock speed of 333 MHz, the same as the Pentium II 333.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II 350]]&lt;br /&gt;
The Pentium II 350 was released on April 15, 1998, and had a clock speed of 350 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II 400 ]]&lt;br /&gt;
The Pentium II 400 was released on April 15, 1998, and had a clock speed of 400 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Pentium II 450]]&lt;br /&gt;
The Pentium II 450 was released on August 24, 1998, and had a clock speed of 450 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 233]]&lt;br /&gt;
The Mobile Pentium II 233 was released on April 2, 1998, and had a clock speed of 233 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 266]]&lt;br /&gt;
The Mobile Pentium II 266 was released on April 2, 1998, and had a clock speed of 266 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 300]]&lt;br /&gt;
The Mobile Pentium II 300 CPU was released on September 9, 1998, and had a clock speed of 300 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 266PE]]&lt;br /&gt;
The Mobile Pentium II 266PE was released on January 9, 1999, and had a clock speed of 267 MHz. &lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 300PE]]&lt;br /&gt;
The Mobile Pentium II 300PE was released on January 25, 1999, and had a clock speed of 300 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 333]]&lt;br /&gt;
The Mobile Pentium II 333 was released on January 25, 1999, and had a clock speed of 333 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 366]]&lt;br /&gt;
The Mobile Pentium II 366 was released on January 25, 1999, and had a clock speed of 367 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Pentium_II_microprocessors|Mobile Pentium II 400]]&lt;br /&gt;
The Mobile Pentium II 400 CPU was released on June 14, 1999, and had a clock speed of 400 MHz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Celeron|Celeron]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Full list of Celeron CPUs&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 266]]&lt;br /&gt;
The Celeron 266 CPU was released on April 15, 1998, and had a clock speed of 266 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 300]]&lt;br /&gt;
The Celeron 300 CPU was released on June 8, 1998, and had a clock speed of 300 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 300A]]&lt;br /&gt;
The Celeron 300A CPU was released on August 24, 1998, and had a clock speed of 300 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 333]]&lt;br /&gt;
The Celeron 333 CPU was released on August 24, 1998, and had a clock speed of 333 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 366]]&lt;br /&gt;
The Celeron 366 CPU was released on January 4, 1999, and had a clock speed of 366 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 400]]&lt;br /&gt;
The Celeron 400 CPU was released on January 4, 1999, and had a clock speed of 400 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 433]]&lt;br /&gt;
The Celeron 433 CPU was released on March 22, 1999, and had a clock speed of 433 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 466]]&lt;br /&gt;
The Celeron 466 CPU was released on April 26, 1999, and had a clock speed of 466 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 500]]&lt;br /&gt;
The Celeron 500 CPU was released on August 2, 1999, and had a clock speed of 500 MHz.&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:List_of_Intel_Celeron_microprocessors|Celeron 533]]&lt;br /&gt;
The Celeron 533 CPU was released on January 4, 2000, and had a clock speed of 533 MHz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://tvtropes.org/pmwiki/pmwiki.php/UsefulNotes/IBMPersonalComputer IBM Personal Computer] at TVTropes.&lt;br /&gt;
* [https://betawiki.net/wiki/Windows_8_build_7700 Windows 8 build 7700] Info about the earliest Windows build to be unbootable in 86Box.&lt;br /&gt;
&lt;br /&gt;
[[Category:Computers]]&lt;br /&gt;
[[Category:Computer emulators|*]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Licensing&amp;diff=42753</id>
		<title>Licensing</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Licensing&amp;diff=42753"/>
		<updated>2021-11-25T22:52:13Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: /* Free and open-source software */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Source code]] is copyrightable, which means a programmer owns the code they write. How they aim to publish it is up to them, and many licenses assist in this process.&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
A copyright license is a legal document that tells people how the software can be used and what limitations come with using it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Intellectual property law==&lt;br /&gt;
Intellectual property is a mouthful, but it refers to the ownership of things (thoughts, ideas, etc.) by nature of originality. Three big fields of intellectual property law include; &#039;&#039;copyright&#039;&#039;, &#039;&#039;patents&#039;&#039;, and &#039;&#039;trademarks&#039;&#039;, which all encompass different types of works.&lt;br /&gt;
&lt;br /&gt;
;Copyright: Creative works. &lt;br /&gt;
An author creates a work (sometimes called a work of art but that&#039;s misleading because it assumes everything that can be copyrighted is art), and then licenses this work to others for reproduction. Is designed to be granted as soon as the work is created, unlike the other two.&lt;br /&gt;
&lt;br /&gt;
;Patents:System design and inventions.&lt;br /&gt;
An author designs a system (an invention), and then describes it in detail for others to implement. This is usually something you register at an agency (such as the United States Patent and Trademark Office if you live in the United States).&lt;br /&gt;
&lt;br /&gt;
;Trademarks:Names and brands.&lt;br /&gt;
An author comes up with a name that identifies their products, and ensures that nobody else in the same industry can use it. This is usually something you register at an agency (such as the United States Patent and Trademark Office if you live in the United States).&lt;br /&gt;
&lt;br /&gt;
===Legal entities===&lt;br /&gt;
The owner of intellectual property doesn&#039;t have to be a person; if an employee does any kind of IP-related work for a company, then the company may retain control of it depending on the terms they&#039;ve set up with said employee through contracts. That contract may also contain clauses preventing the employee from speaking publicly about the work that goes on inside, since trade secrets are considered valuable. This is often called a non-disclosure agreement (NDA).&lt;br /&gt;
&lt;br /&gt;
===Public domain===&lt;br /&gt;
When copyright was originally implemented in law in the commonwealth, it was only supposed to protect a given work for fourteen years. After that term, the copyright would expire and the work would enter the &#039;&#039;&#039;public domain&#039;&#039;&#039; (to incentivize further creation of works). In the United States however, the copyright term has been extended numerous times to keep works under the control of the rights holders, which are usually not the original creators since the term is now so long (95 years) they would have died. Entertainment companies have a love-hate relationship with the public domain, willfully using works that are under it while preventing their own creative works from being &amp;quot;misused&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Legality of emulation==&lt;br /&gt;
In the United States, the Ninth District Court ruled in favor of emulation several times. They originally established the legality of competing software products in [https://www.courtlistener.com/opinion/593285/sega-enterprises-ltd-a-japanese-corporation-v-accolade-inc-a/ Sega v. Accolade], which was about console-compatible cartridges having to make use of a trademark they were not licensed to use. In that case, they found Sega at fault for misusing their trademark to limit competition. The code to use it was considered functional in nature and could not be considered copyrighted if it granted Accolade&#039;s cartridges access and thus interoperability. Reproducing the functionality of a system is a matter of &#039;&#039;patent&#039;&#039; law, not copyright.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;If disassembly of copyrighted object code is per se an unfair use, the owner of the copyright gains a de facto monopoly over the functional aspects of his work--aspects that were expressly denied copyright protection by Congress. &#039;&#039;&#039;In order to enjoy a lawful monopoly over the idea or functional principle underlying a work, the creator of the work must satisfy the more stringent standards imposed by the patent laws. Sega does not hold a patent on the Genesis console.&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A key distinction about competition as a matter of copyright law said:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;[An] attempt to monopolize the market by making it impossible for others to compete runs counter to the statutory purpose of promoting creative expression and cannot constitute a strong equitable basis for resisting the invocation of the fair use doctrine.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two factors were similarly upheld in [https://www.courtlistener.com/opinion/767633/sony-computer-entertainment-inc-a-japanese-corporation-sony-computer/ Sony v. Connectix], which was about the researching of the PlayStation&#039;s BIOS to create an emulator that didn&#039;t need one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;[Because] the Virtual Game Station is transformative, and does not merely supplant the PlayStation console, the Virtual Game Station is a legitimate competitor in the market for platforms on which Sony and Sony-licensed games can be played. [...] Sony understandably seeks control over the market for devices that play games Sony produces or licenses. The copyright law, however, does not confer such a monopoly.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;If Sony wishes to obtain a lawful monopoly on the functional concepts in its software, it must satisfy the more stringent standards of the patent laws. This Sony has not done.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly after this decision, the [https://www.courtlistener.com/opinion/768996/sony-computer-entertainment-america-inc-a-delaware-corporation-v-bleem/ Sony v. Bleem] case evaluated whether using video game screenshots to market the emulator was considered copyright infringement. Bleem&#039;s use was considered fair, as the screenshots were beneficial in helping users understand the emulator being compatible with the games themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Although Bleem is most certainly copying Sony&#039;s copyrighted material for the commercial purposes of increasing its own sales, such comparative advertising redounds greatly to the purchasing public&#039;s benefit with very little corresponding loss to the integrity of Sony&#039;s copyrighted material.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, the perceived market impact that using the screenshots would have on Sony was considered a non-issue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Bleem&#039;s use of a handful of screen shots in its advertising will have no noticeable effect on Sony&#039;s ability to do with its screen shots what it chooses. If sales of Sony consoles drop, it will be due to the Bleem emulator&#039;s technical superiority over the PlayStation console, not because Bleem used screen shots to illustrate that comparison.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The caveat was that, had it been possible to avoid it, Bleem should&#039;ve done so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;We are persuaded by the need for Bleem to impose minimally upon Sony&#039;s copyright with respect to these screen shots because there is no other way to create a truly accurate comparison for the user.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free and open-source software==&lt;br /&gt;
The fundamental concept of free and open source software is an inversion of the regular practice of software developers selling binary code to consumers and businesses. The [[source code]] that goes into developing commercial software isn&#039;t open to the public because releasing it would give others a competitive advantage and allow unauthorized ports. This is what is known as proprietary software, named such because it often has a proprietor (i.e. an owner). With free and open source software however, the source is open (hence the term open source) and available to others to use, study, modify, and share, to ensure that a user always has access to these tools. The Linux kernel is at the forefront of the movement, as it is the most active open-source project. (It&#039;s not the most widely-recognized, however; that would probably be Android and VLC Media Player.)&lt;br /&gt;
&lt;br /&gt;
The benefit of software being open is that they&#039;re easier to port to other platforms by virtue of being open (though that says nothing about the effort required to get it working without bugs). Many of the [[Recommended Emulators|best emulators]] use an open source license, though not all of them do.&lt;br /&gt;
&lt;br /&gt;
===Definition===&lt;br /&gt;
The meaning of open-source is usually lost on those who aren&#039;t familiar with it, but institutes and organizations have defined what it means for clarity&#039;s sake. Essentially, a program is considered open-source (or if you&#039;re a GNU advocate, free software) when it grants the four freedoms, that it can be:&lt;br /&gt;
&lt;br /&gt;
# run at any time.&lt;br /&gt;
# studied and modified for any purpose.&lt;br /&gt;
# distributed to anyone, and&lt;br /&gt;
# improved by anyone.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also copyleft, which is a play on copyright that inverts its goal of consolidating ownership to one entity and preventing others from having it, by ensuring that the ownership is largely in the public and no one can&#039;t have it. The copyleft strength of a license depends on how strict it is about keeping things open; weaker copyleft licenses require attribution but not much else, while stronger ones require the source to be available by any means necessary. The GPL is an example of a strong copyleft license; the BSD and MIT licenses are examples of a weak one, which makes it a frequent point of contention in the community which is better. Essentially, it&#039;s the difference between Creative Commons&#039; Attribution and Attribution-ShareAlike license. One is the all familiar royalty-free license used by renowned composer Kevin MacLeod, the other is one of two licenses used by Wikipedia (they dual-license it under the &amp;lt;abbr title=&amp;quot;GNU Free Documentation License&amp;quot;&amp;gt;GFDL&amp;lt;/abbr&amp;gt; too).&lt;br /&gt;
&lt;br /&gt;
===GPL===&lt;br /&gt;
The GNU General Public License (GNU GPL or just GPL) is one of the most popular open-source licenses in the free software community, and for good reason; it has remained one of the strongest copyleft licenses, requiring users to share their contributions (some might say to an insane degree).&lt;br /&gt;
&lt;br /&gt;
To use GPL code, the safest and easiest way to avoid a license violation is to keep the repository for it out in the open. The lack of any release demonstrates ill will among the many business users of open source software who usually have &amp;quot;playing fair with the community&amp;quot; on the lower end of their priorities. The benefit of having just the repo in the open is that software itself usually has a mechanism to display the software version, and even slight knowledge of repository traversal and compiler tools should allow users to reproduce their own version.&lt;br /&gt;
&lt;br /&gt;
As it is the chief representative of the strong copyleft licenses, the GPL carries misconceptions about the expectations around its use.&lt;br /&gt;
&lt;br /&gt;
* The license says nothing about having to make the process of compiling builds easy, only that it has to be &#039;&#039;possible&#039;&#039;.&lt;br /&gt;
* The license also says nothing against commercial distribution of any kind (as is explained later for non-commercial licenses). If you had to make the source code available, you could charge some arbitrary amount for it. Doing that would still be leaps above having nothing to show, which is usually what happens.&lt;br /&gt;
&lt;br /&gt;
The GPL has two widespread versions; version 2 (written in 1991) and version 3 (written in 2007). The GPL3 was only written to reconcile issues that had come up with the GPL2 in the years after it was written, as the Free Software Foundation had a considerable amount of foresight, but not enough to imagine what would happen if a company used GPL software in a product where users could not flash their own firmware. This has become the central point of contention with [[Emulation Boxes]], where hardware designers are constantly at odds with hobbyists who want to increase the functionality of their systems.&lt;br /&gt;
&lt;br /&gt;
====LGPL====&lt;br /&gt;
The GPL2 was an adequate license for software projects that compiled all of their code into a single binary. However, if the license is used for a &amp;lt;abbr title=&amp;quot;Collections of specific routines or functions in a single file to be used by other software instead of being run directly. You may know them on Windows as Dynamic-Link Libraries, or DLLs.&amp;quot;&amp;gt;code library&amp;lt;/abbr&amp;gt; that requires some intermediary application, said app becomes bound to the terms of the GPL. This is a consequence of its broad reach.&lt;br /&gt;
&lt;br /&gt;
The FSF&#039;s original response was to create a &amp;quot;linking exception&amp;quot; in GNU Classpath&#039;s GPL2 license that allowed it to be used in proprietary software without having to share the whole program&#039;s source (the lack of said exception would&#039;ve made it unfeasible to use in Java software). Later on, they created a much clearer variation of this exception as a separate license called the Lesser GPL (LGPL). This means code that bundles and uses an LGPL library only needs to keep &#039;&#039;the library itself&#039;&#039; open, not the code that interfaces with it.&lt;br /&gt;
&lt;br /&gt;
===BSD===&lt;br /&gt;
The history of Unix is comprehensive but, to make a long story short, the Berkeley Software Distribution (BSD) was basically one of the many flavors of Unix that was very simple and permissive in how it was licensed. Ever since then, descendants like FreeBSD, OpenBSD, NetBSD, and DragonflyBSD have been licensed under a variation of it. The ISC and MIT licenses are based on its philosophy which makes them very compatible.&lt;br /&gt;
&lt;br /&gt;
The original license had four conditions:&lt;br /&gt;
&lt;br /&gt;
# Redistributions of the source code must retain the copyright notice.&lt;br /&gt;
# Redistributions of the binary code must be able to show the copyright notice.&lt;br /&gt;
# Advertisements surrounding the use of the code must have this line: &amp;quot;This product includes software developed by (organization).&amp;quot;&lt;br /&gt;
# Do not claim the original developers endorse the use of the software without permission.&lt;br /&gt;
&lt;br /&gt;
The third clause (about advertising) ended up being controversial and was left out of newer licenses, resulting in the familiar three-clause BSD license. FreeBSD and NetBSD removed the fourth clause as basically no one violated that clause, and OpenBSD used a version of the license that details the first two clauses in one paragraph instead of listing them in asterisked bullets. The fact that the licenses are so permissive allowed Sony and Nintendo to use FreeBSD in the PS3, the PS4, and the Switch without having to share the source code.&lt;br /&gt;
&lt;br /&gt;
The conditions in the BSD license are easy to modify, which makes it an attractive target for those wanting to include the prohibition of commercial use (see [[#Non-commercial licenses]] below). [https://github.com/mamedev/historic-mame/blob/master/docs/license.txt The old MAME license] (and by extension [https://github.com/barry65536/FBAlpha/blob/master/src/license.txt FinalBurn Alpha] and [https://github.com/finalburnneo/FBNeo/blob/master/src/license.txt FinalBurn Neo]) is based off of (or was heavily influenced by) this license, which ended up causing a ton of problems in recent times, notably when a libretro port of MAME tried to backport GPL code into old-licensed code, and when the Capcom Home Arcade [[Emulation Boxes|emulation box]] was said to use FinalBurn Alpha ahead of its release (despite its creators not getting permission from all of FBA&#039;s developers).&lt;br /&gt;
&lt;br /&gt;
===Apache===&lt;br /&gt;
The Apache 2.0 license differs from both the BSD and GPL licenses in that:&lt;br /&gt;
&lt;br /&gt;
* It&#039;s not as permissive as the BSD because it still requires companies to state any changes they made.&lt;br /&gt;
* It&#039;s not as strict as the GPL because it doesn&#039;t grant trademark use.&lt;br /&gt;
&lt;br /&gt;
===Non-commercial licenses===&lt;br /&gt;
Some ostensibly &amp;quot;free and open-source&amp;quot; software licenses include, or can be modified to include, an extra provision designed to prevent the software from being used for commercial purposes of a specific nature or of any kind, e.g. the sale of software and/or hardware to turn a profit. Since this is a fairly explicit example of restricting who can use a piece of software and for what purpose, &#039;&#039;&#039;it disqualifies the software in question from being considered FLOSS&#039;&#039;&#039;, even if the developer still makes the source code readily available to the public.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;amp;ldquo;&amp;quot;Free software&amp;quot; does not mean &amp;quot;noncommercial&amp;quot;. On the contrary, a free program must be available for commercial use, commercial development, and commercial distribution. This policy is of fundamental importance&amp;amp;mdash;without this, free software could not achieve its aims. [...] We must conclude that a program licensed with such restrictions does not qualify as free software.&amp;amp;rdquo;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[https://www.gnu.org/philosophy/free-sw.html#selling The Free Software Foundation]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;amp;ldquo;The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research.&amp;amp;rdquo;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[https://opensource.org/osd Open Source Initiative]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Non-commercial licenses have long been a desirable or even essential option for emulator developers, either to specifically pre-empt others from bundling their code into a payware package (even though this would also be a flagrant violation of the GPL3) or using it in a pre-built [[Emulation Boxes|emulation box]] without their explicit permission, or because they simply haven&#039;t considered the possibility of any more legitimate commercial use cases for their projects. Or sometimes they do it out of caution that the original hardware manufacturers could take them to court. This is despite the fact that [[#Legality of emulation|their only grounds to stand on is whether the underlying technology behind a console is patented]].&lt;br /&gt;
&lt;br /&gt;
Whatever reason the dev gives for a non-commercial clause in the software license, it &#039;&#039;should&#039;&#039; be of no consequence to the average end user who&#039;s just running a free emulator on their PC for their own use. Some specific circumstances, such as a developer who&#039;s making a brand new commercial game for an old system and using an emulator to test it in lieu of real hardware, &#039;&#039;might&#039;&#039; be exceptions to this, but that&#039;s where it gets pretty murky from a legal standpoint.&lt;br /&gt;
&lt;br /&gt;
==CLA (Contributor License Agreement)==&lt;br /&gt;
Some projects use a Contributor License Agreement, which contributors have to sign before getting their work merged upstream. The sole intention of a CLA is to consolidate control of a project to one entity (which, as stated earlier, can be a person or a company). This can be useful if one wants to relicense the project retroactively when there are potential conflicts, but it&#039;s also a very easy way to prevent future versions of the code from being available (two projects in the Dreamcast scene encountered controversy with this approach).&lt;br /&gt;
&lt;br /&gt;
===Dual licensing===&lt;br /&gt;
CLAs allows emulators (and pretty much any work, even things that aren&#039;t [[source code]]) to be licensed under multiple licenses. Most often, the point of doing this is to allow a revenue stream that funds development of software and allows the primary developer to sell the software (or monetize it in some other way) without having to share the code (provided they pay a fee). At least, that&#039;s the most common use; one other is to allow the software developer to use the code in their own commercial projects. &amp;lt;!-- todo: gpl2+&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
todo: explain problems with copyright, license problems, and law trolls illegally registering trademarks and tormenting related projects.&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
todo: answer questions like &amp;quot;can a license be revoked after it has been put in place?&amp;quot; and &amp;quot;is it possible to sell open-source software?&amp;quot;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=42752</id>
		<title>AetherSX2</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=AetherSX2&amp;diff=42752"/>
		<updated>2021-11-25T22:33:07Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = AetherSX2&lt;br /&gt;
|logo          = &lt;br /&gt;
|logowidth     = &lt;br /&gt;
|developer     = Tahlreth&amp;lt;!--&lt;br /&gt;
|version       = &lt;br /&gt;
|active        = --&amp;gt;&lt;br /&gt;
|platform      = [[Emulators on Android OS|Android]]&lt;br /&gt;
|architecture  = &lt;br /&gt;
|target        = [[PlayStation 2 emulators|PlayStation 2]]&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = &lt;br /&gt;
|prog-lang     = Java&amp;lt;ref&amp;gt;[https://old.reddit.com/r/EmulationOnAndroid/comments/qzrgb5/someone_posted_an_alleged_aethersx2_apk_i_have/hlqnovs/ Tahlreth] on Reddit. November 23, 2021. &amp;quot;No Java source code will ever be public [...]&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|support       = &lt;br /&gt;
|license       = Proprietary &amp;lt;small&amp;gt;(GUI)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;LGPL &amp;lt;small&amp;gt;(core code)&amp;lt;/small&amp;gt;&lt;br /&gt;
|source        = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AetherSX2&#039;&#039;&#039; is an upcoming [[PlayStation 2 emulators|PlayStation 2 emulator]] for [[Emulators on Android OS|Android]] maintained by Tahlreth. It is currently undergoing a private alpha test.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|align=center|{{Icon|APK-big}}&lt;br /&gt;
|Play Store&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
AetherSX2 is essentially a closed-source Android frontend for [[PCSX2]]. However, unlike the incredibly shady [[DamonPS2]], it uses the current version of PCSX2, which is almost entirely licensed under the LGPL save for some minor GPL parts (namely the MPEG decoder which uses libmpeg2, and the code for the on-screen display which uses [[wikipedia:FreeType|FreeType]]). To be fully compliant with the LGPL, Tahlreth is expecting to rewrite the GPL code.&amp;lt;ref&amp;gt;Bositman (November 24, 2021). [https://pcsx2.net/301-aethersx2-pcsx2-mobile.html AetherSX2 brings PCSX2 to mobile]. &#039;&#039;PCSX2.net&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Silhouette&amp;diff=42552</id>
		<title>Silhouette</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Silhouette&amp;diff=42552"/>
		<updated>2021-11-17T11:51:40Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|last-version = 1.0&lt;br /&gt;
|active = No&lt;br /&gt;
|platform = [[Emulators on macOS|macOS]]&lt;br /&gt;
|target = [[Super Nintendo emulators|SNES]]&lt;br /&gt;
|website = [https://web.archive.org/web/20151106051829/http://www.warioworld.com/ WarioWorld]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Silhouette&#039;&#039;&#039; is an unofficial port of SNES96, an early version of [[Snes9x]], released by an anonymous programmer at the start of 1998. An accompanying readme claimed the binary was a from-scratch implementation developed internally at Nintendo to allow easier testing and debugging of SNES games for first-party developers. This has since been disproven through static analysis, as the string &amp;quot;SNES96&amp;quot; appears in the binary and many of its functions are identical.&amp;lt;ref&amp;gt;ModernVintageGamer. (September 6, 2021) [https://www.youtube.com/watch?v=wAfPGAOGbpo Silhouette - The secret SNES Emulator developed by Nintendo]. YouTube.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Mac-big}}&lt;br /&gt;
|&#039;&#039;&#039;[http://www.zophar.net/download_file/816 Silhouette Public Release 1.0]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;hr/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Mac-big}}&lt;br /&gt;
|[https://web.archive.org/web/20000815195931/http://www.multimania.com/domhnallcampbell/silhouette.Fr.sit Silhouette Public Release 1.0 French Translation]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://patpend.net/articles/ar/sil10.html Archaic Ruins&#039; mirror of the Silhouette readme]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Console emulators]]&lt;br /&gt;
[[Category:Home console emulators]]&lt;br /&gt;
[[Category:Super Nintendo emulators]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=ScummVM&amp;diff=42443</id>
		<title>ScummVM</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=ScummVM&amp;diff=42443"/>
		<updated>2021-11-15T09:05:39Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox emulator&lt;br /&gt;
|title         = ScummVM&lt;br /&gt;
|logo          = ScummVMHD.png&lt;br /&gt;
|logowidth     = 250&lt;br /&gt;
|orig-developer = [[wikipedia:Ludvig_Strigeus|Ludvig Strigeus]] &amp;lt;small&amp;gt;(ludde)&amp;lt;/small&amp;gt;, Vincent &amp;quot;yaz0r&amp;quot; Hamm, [https://www.scummvm.org/credits/#retired_leaders ScummVM Team]&lt;br /&gt;
|developer = [https://github.com/sev- Eugene Sandulenko] &amp;lt;small&amp;gt;(sev)&amp;lt;/small&amp;gt;, [https://github.com/Strangerke Arnaud Boutonné] &amp;lt;small&amp;gt;(Strangerke)&amp;lt;/small&amp;gt;, [https://github.com/scummvm/scummvm/graphs/contributors ScummVM Team]&lt;br /&gt;
|version       = {{ScummVMVer}}&lt;br /&gt;
|active        = Yes&lt;br /&gt;
|platform      = [[Emulators on PC|Windows]]&amp;lt;/br&amp;gt;[[Emulators on Linux|Linux]]&amp;lt;/br&amp;gt;[[Emulators on macOS|macOS]]&amp;lt;/br&amp;gt;[[Emulators on IRIX|IRIX]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on RISC OS|RISC OS]]&amp;lt;/br&amp;gt;[[Emulators on MorphOS|MorphOS]]&amp;lt;/br&amp;gt;[[Emulators on AmigaOS|AmigaOS]]&amp;lt;/br&amp;gt;[[Emulators on Raspberry Pi|Raspberry Pi]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on Pandora|Pandora]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;[[Emulators on Android OS|Android]]&amp;lt;/br&amp;gt;[[Emulators on iOS|iOS]]&amp;lt;/br&amp;gt;[[Emulators on Symbian|Symbian]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on PS2|PlayStation 2]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on PS3|PlayStation 3]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on PSP|PlayStation Portable]]&amp;lt;/br&amp;gt;[[Emulators on Vita|PlayStation Vita]]&amp;lt;/br&amp;gt;[[Emulators on N64|Nintendo 64]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on GameCube|GameCube]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on Wii|Wii]]&amp;lt;/br&amp;gt;[[Emulators on Switch|Nintendo Switch]]&amp;lt;/br&amp;gt;[[Emulators on DS|Nintendo DS]]&amp;lt;/br&amp;gt;[[Emulators on 3DS|Nintendo 3DS]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on Dreamcast|Dreamcast]]&amp;lt;/br&amp;gt;[[Emulators on GP2X|GP2X]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on Wiz|GP2X Wiz]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on Caanoo|GP2X Caanoo]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[[Emulators on GCWZero|GCW Zero]]&amp;lt;small&amp;gt; (Outdated)&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;[https://wiki.scummvm.org/index.php?title=Platforms and more]&lt;br /&gt;
|architecture  = x86, ARM&lt;br /&gt;
|target        = SCUMM Engine and many more game engines&lt;br /&gt;
|compatibility = &lt;br /&gt;
|accuracy      = &lt;br /&gt;
|website       = [http://www.scummvm.org ScummVM Website]&lt;br /&gt;
|prog-lang     =&lt;br /&gt;
|support       = [https://www.paypal.com/cgi-bin/webscr?item_name=Donation+to+ScummVM&amp;amp;cmd=_donations&amp;amp;business=paypal%40scummvm.org PayPal]&lt;br /&gt;
|license       = GNU GPLv2&lt;br /&gt;
|source        = [https://github.com/scummvm/scummvm GitHub]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ScummVM&#039;&#039;&#039; is an open-source collection of [[Game Engine Recreations and Source Ports|game engine recreations]] based around various adventure games and RPGs from the late 80s and 90s, and supports over 250 games (over 1800 if you count text adventures), making it the biggest project of its kind.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|{{Icon|Win|Lin|Mac|PSP}}&amp;lt;br&amp;gt;{{Icon|Vita|APK|iOS|DC|Switch}}&amp;lt;br&amp;gt;{{Icon|Wii|Haiku|AmigaOS|MorphOS}}&amp;lt;br&amp;gt;{{Icon|RiscOS|GCWZero|MiNT|NDS}}&lt;br /&gt;
|&#039;&#039;&#039;[https://www.scummvm.org/downloads Official, older and daily releases]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
ScummVM was originally a reverse engineered reimplementation of &amp;lt;abbr title=&amp;quot;Script Creation Utility for Maniac Mansion&amp;quot;&amp;gt;SCUMM&amp;lt;/abbr&amp;gt;, the game engine used in the adventure game Maniac Mansion, and it released on October 8, 2001. SCUMM is notable for its portability, having originally been designed for the Commodore 64, and then later ported to the Apple II and IBM PC. The technique of using a virtual machine for game development is not new, as it was previously used for text adventure games in the form of the [[wikipedia:Z-machine|Z-machine]]. But LucasArts also used it for manipulating graphics and sound, as doing so alleviated the burden of having to redevelop Maniac Mansion from scratch, and save time on getting subsequent ports to market.&lt;br /&gt;
&lt;br /&gt;
ScummVM is similar; the simplicity of the engine makes it portable to a wide variety of platforms. Unlike a full-fledged system emulator, ScummVM only uses the resources it needs to run the games, like the original SCUMM (though the codebase does have emulators for hardware like sound cards), making the system requirements &#039;&#039;very&#039;&#039; modest and forgiving. Multiple versions of the same game are often supported, such as PC and console ports. Support for many games in ScummVM has even been contributed by official developers. Disney even republished Maniac Mansion on Steam using an outdated version of ScummVM.&lt;br /&gt;
&lt;br /&gt;
On October 9, 2020, in a similar precedent to [[MAME]] and its fork MESS, the ScummVM Team merged the sister project [[ResidualVM]] into the ScummVM repository&amp;lt;ref&amp;gt;[https://www.scummvm.org/news/20201009 A merger] ScummVM news - Oct 9, 2020&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Supported games==&lt;br /&gt;
ScummVM supports over 250 games from many publishers and developers. Here are just a few examples of the games it can run. For a more complete list, check out [https://www.scummvm.org/compatibility their compatibility page].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2D point-and-click adventure&#039;&#039;&#039; - Monkey Island, Maniac Mansion, Sam &amp;amp; Max, Blade Runner, Simon the Sorcerer, Broken Sword, King&#039;s Quest, The Neverhood, Indiana Jones, and many more from companies such as; LucasArts, Sierra, Adventure Soft, Humongous Entertainment, Revolution, etc.&lt;br /&gt;
* &#039;&#039;&#039;3D point-and-click adventure&#039;&#039;&#039; - Grim Fandango, Escape from Monkey Island, The Longest Journey&lt;br /&gt;
* &#039;&#039;&#039;Text adventure&#039;&#039;&#039; - Colossal Cave Adventure (the first known work of interactive fiction and the first text adventure game) and about 1600 more.&lt;br /&gt;
* &#039;&#039;&#039;Adventure&#039;&#039;&#039; - Myst series&lt;br /&gt;
* &#039;&#039;&#039;RPGs&#039;&#039;&#039; - Ultima 4, 6, 8. Might and Magic 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
These are some of the features that ScummVM has over the original games.&lt;br /&gt;
&lt;br /&gt;
* Ported to [https://wiki.scummvm.org/index.php?title=Platforms lots of systems]&lt;br /&gt;
* Fan translations&lt;br /&gt;
* Fangames&lt;br /&gt;
* Graphic filters&lt;br /&gt;
* Better performance&lt;br /&gt;
* MT-32 emulation&lt;br /&gt;
* Cloud storage and save game sync&lt;br /&gt;
* Discord Rich Presence&lt;br /&gt;
&lt;br /&gt;
==Guides and Info==&lt;br /&gt;
*[http://wiki.scummvm.org/index.php/Main_Page ScummVM Wiki]&lt;br /&gt;
*[https://www.scummvm.org/compatibility Compatibility list]&lt;br /&gt;
*[https://osgameclones.com Open Source Game Clones Wiki]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;br /&gt;
[[Category:Game engine recreations]]&lt;br /&gt;
[[Category:Windows emulation software]]&lt;br /&gt;
[[Category:Linux emulation software]]&lt;br /&gt;
[[Category:macOS emulation software]]&lt;br /&gt;
[[Category:IRIX emulation software]]&lt;br /&gt;
[[Category:RISC OS emulation software]]&lt;br /&gt;
[[Category:MorphOS emulation software]]&lt;br /&gt;
[[Category:AmigaOS emulation software]]&lt;br /&gt;
[[Category:Raspberry Pi emulation software]]&lt;br /&gt;
[[Category:Pandora emulation software]]&lt;br /&gt;
[[Category:Android emulation software]]&lt;br /&gt;
[[Category:iOS emulation software]]&lt;br /&gt;
[[Category:Symbian emulation software]]&lt;br /&gt;
[[Category:PlayStation 2 emulation software]]&lt;br /&gt;
[[Category:PlayStation 3 emulation software]]&lt;br /&gt;
[[Category:PlayStation Portable emulation software]]&lt;br /&gt;
[[Category:PlayStation Vita emulation software]]&lt;br /&gt;
[[Category:Nintendo 64 emulation software]]&lt;br /&gt;
[[Category:GameCube emulation software]]&lt;br /&gt;
[[Category:Wii emulation software]]&lt;br /&gt;
[[Category:Switch emulation software]]&lt;br /&gt;
[[Category:DS emulation software]]&lt;br /&gt;
[[Category:3DS emulation software]]&lt;br /&gt;
[[Category:Dreamcast emulation software]]&lt;br /&gt;
[[Category:G2PX emulation software]]&lt;br /&gt;
[[Category:GP2X Wiz emulation software]]&lt;br /&gt;
[[Category:CAANOO emulation software]]&lt;br /&gt;
[[Category:GCW Zero emulation software]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=Emulators_on_Pandora&amp;diff=42442</id>
		<title>Emulators on Pandora</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=Emulators_on_Pandora&amp;diff=42442"/>
		<updated>2021-11-15T09:05:36Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox console&lt;br /&gt;
|title = Pandora&lt;br /&gt;
|logo = Pandora.png&lt;br /&gt;
|developer = OpenPandora GmbH&lt;br /&gt;
|type = [[:Category:Emulators on handheld consoles|Handheld game console]]&lt;br /&gt;
|generation = [[:Category:Emulators on seventh-generation consoles|7th generation]]&lt;br /&gt;
|release = 2010&lt;br /&gt;
|discontinued = ?&lt;br /&gt;
|predecessor = [[Emulators on GP2X|GP2X]] (Unofficial)&lt;br /&gt;
|successor = [[Emulators on DragonBox Pyra|DragonBox Pyra]]&lt;br /&gt;
|emulated = {{✗}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[wikipedia:Pandora (console)|Pandora]]&#039;&#039;&#039; is a handheld game console made by OpenPandora GmbH.&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
* [https://emulation.gametechwiki.com/images/d/dc/OpenPandora.pdf OpenPandora.pdf]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators on consoles]]&lt;br /&gt;
[[Category:Emulators on handheld consoles]]&lt;br /&gt;
[[Category:Emulators on seventh-generation consoles]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=DualShock_4&amp;diff=42424</id>
		<title>DualShock 4</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=DualShock_4&amp;diff=42424"/>
		<updated>2021-11-14T02:19:02Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: rework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;DualShock 4&#039;&#039;&#039; is the standard PlayStation 4 controller.&lt;br /&gt;
&lt;br /&gt;
Unlike [[DualShock 3|its predecessor]], which driver developers have described as &amp;quot;broken&amp;quot;, Sony made the DualShock 4 better conformant to the Bluetooth spec, to the point where it can expose itself as a standard controller to any Bluetooth 2.1 + EDR receiver by entering its own pairing mode (hold down the PS Button + Share until the lightbar flashes white twice in succession). This mode does not expose the 3.5mm headphone jack and touchpad functionality over wireless, and functionality is still limited to software that natively supports the controller, but the core buttons and triggers work fine.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
The official driver for the DualShock 4 only supports DirectInput. External programs are still needed to expose the controller through XInput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Touchpad&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lightbar&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|USB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Bluetooth&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Vibration&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&amp;lt;abbr title=&amp;quot;Sony&#039;s name for the accelerometer and gyro functionality&amp;quot;&amp;gt;Sixaxis&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Active&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.amazon.com/Sony-DualShock-4-Wireless-Adaptor-playstation/dp/B01KWLKKQU Official&amp;amp;nbsp;Wireless&amp;amp;nbsp;Adaptor]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{TBD}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|[[SCP Driver Package]]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{~}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|Steam Input&lt;br /&gt;
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|[https://ryochan7.github.io/ds4windows-site/ DS4Windows]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{~}} ||{{✓}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://inputmapper.com/ InputMapper] &amp;lt;small&amp;gt;(DSDCS)&amp;lt;/small&amp;gt;&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{TBD}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://forums.pcsx2.net/Thread-DS4-To-XInput-Wrapper DS4&amp;amp;nbsp;to&amp;amp;nbsp;XInput]&lt;br /&gt;
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{TBD}} ||{{TBD}}&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.ishgard.com/ps4pc PS4PC]&lt;br /&gt;
|{{✓}} ||{{TBD}} ||{{TBD}} ||{{TBD}} ||{{TBD}} ||{{TBD}} ||{{TBD}} ||{{TBD}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Comparison===&lt;br /&gt;
;DS4Windows&lt;br /&gt;
:Forked from [https://ds4tool.com/ DS4Tool]. A modified version of DS4-to-XInput that also allows for rudimentary Sixaxis mapping to XInput or keyboard keys. It also has a lot more mapping options, like setting up macros. The [https://inputmapper.com/downloads/download/5-tools/63-duleshock-4-exclusive-mode-tool DualShock Exclusive Mode Tool] might be necessary if your setup becomes unusable after updating to the Anniversary Update on Windows 10.&lt;br /&gt;
;[[SCP Driver Package]]&lt;br /&gt;
:Supports basic DS4 features, but reports of latency issues and dropped inputs due to the linked zadig tool. [http://forums.pcsx2.net/Thread-XInput-Wrapper-for-DS3-and-Play-com-USB-Dual-DS2-Controller Official thread.]&lt;br /&gt;
;Steam Input&lt;br /&gt;
:Has supported the DualShock&amp;amp;nbsp;4 since December 2016, and uses the same technology they developed for their own Steam controller to translate controller inputs to XInput. The only downside is that one would have to add the emulators as non-Steam games, configure them from Big Picture mode, and launch them from Steam every time.&lt;br /&gt;
;InputMapper&lt;br /&gt;
:Formerly named &amp;quot;DSDCS&amp;quot;, a fork of DS4Windows promising a clean, user-friendly GUI with plenty of options (mostly copied from J2K&#039;s DS4Windows), but is adware/donationware. [http://forums.pcsx2.net/Thread-DS4Windows-Another-fork-another-thread Official thread.]&lt;br /&gt;
;DS4-to-XInput&lt;br /&gt;
:The original wrapper for XInput that can also use the touchpad. However, it&#039;s no longer being [http://forums.pcsx2.net/Thread-DS4-To-XInput-Wrapper?pid=370521#pid370521 maintained].&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
===Bluetooth connection problems===&lt;br /&gt;
Some Windows users have experienced problems with their DS4 controllers disconnecting from Bluetooth during the pairing process. This does not affect all users, but those who experience this issue can resolve it using these steps. (Perform these steps quickly or the controller will disconnect.)&lt;br /&gt;
&lt;br /&gt;
# Initiate the pairing process by holding the Share button and the PS button until the light bar begins to flash white.&lt;br /&gt;
# Go through the normal steps to add a device through your Bluetooth settings, normally as simple as right clicking the tray icon and selecting &amp;quot;Add a Device&amp;quot;.&lt;br /&gt;
# When asked to select the device, right click on the Wireless Controller and click Properties.&lt;br /&gt;
# In Bluetooth Services, check &amp;quot;Drivers for keyboard, mice, etc (HID)&amp;quot; and press Apply.&lt;br /&gt;
# Allow the drivers to install and complete the pairing process as normal.&lt;br /&gt;
&lt;br /&gt;
Your controller should now remain connected via Bluetooth, allowing you to use wireless input where supported with the driver solutions listed above.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://www.pcgamingwiki.com/wiki/Controller:DualShock_4 DualShock 4] on PCGamingWiki&lt;br /&gt;
&lt;br /&gt;
[[Category:Controllers]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=DualShock_3&amp;diff=42422</id>
		<title>DualShock 3</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=DualShock_3&amp;diff=42422"/>
		<updated>2021-11-13T16:36:28Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;DualShock 3&#039;&#039;&#039; is the standard controller for the [[PlayStation 3 emulators|PlayStation 3]]. It was originally intended to launch with the console, but [[wikipedia:Immersion v. Sony|a lawsuit by Immersion in 2002]] meant they were unable to include the controller&#039;s namesake feature, force feedback, until the case was over. As a stopgap measure, Sony announced the &#039;&#039;&#039;Sixaxis&#039;&#039;&#039; instead, and made the excuse at E3 2006 that force feedback would&#039;ve interfered with the gyro sensors. With the eventual release of the DualShock 3 in 2008, owing to Sony&#039;s loss in court and eventual business deal for the patent, we now know this was a boldfaced lie.&lt;br /&gt;
&lt;br /&gt;
Aside from the gyro gimmick, the Sixaxis and DualShock 3 don&#039;t just offer the same old DualShock 2 functionality. It has:&lt;br /&gt;
&lt;br /&gt;
*A very good D-pad&lt;br /&gt;
*10-bit precision analog sticks, and pressure sensitive buttons&lt;br /&gt;
*Wireless connectivity using Bluetooth&lt;br /&gt;
*Wired connectivity through a Mini B-type USB connector&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
Use [https://vigem.org/projects/DsHidMini/ DsHidMini]. For wireless functionality, see [https://github.com/ViGEm/BthPS3 BthPS3].&lt;br /&gt;
&lt;br /&gt;
Sony&#039;s official driver for the controller, &amp;lt;code&amp;gt;sixaxis.sys&amp;lt;/code&amp;gt;, was only released for the PlayStation Now service. If you have it installed, you may need to follow [https://vigem.org/projects/DsHidMini/SIXAXIS.SYS-to-DsHidMini-Guide/ this guide] to remove it.&lt;br /&gt;
&lt;br /&gt;
For Windows 7 and 8, see [[SCP Driver Package]].&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
{{Outdated|section}}&lt;br /&gt;
On Linux, [http://qtsixa.sourceforge.net/ QtSixA] is available but [http://pingus.seul.org/~grumbel/xboxdrv/ xboxdrv] is a much more active project, although it doesn&#039;t include a GUI; use it if you run into problems.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://www.pcgamingwiki.com/wiki/Controller:DualShock_3 DualShock 3] on PCGamingWiki&lt;br /&gt;
&lt;br /&gt;
[[Category:Controllers]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=PS1_plugins&amp;diff=42421</id>
		<title>PS1 plugins</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=PS1_plugins&amp;diff=42421"/>
		<updated>2021-11-13T16:20:23Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of PlayStation 1 emulator plugins. See [[Recommended PS1 Plugins]] for what&#039;s recommended.&lt;br /&gt;
==Video==&lt;br /&gt;
*PEOPS OpenGL 1.78 - Comes with [[PCSX-Reloaded|PCSX-R]]. Has an anti-jitter function labeled &amp;quot;GTE accuracy&amp;quot;, and allows driver-forced AA. Despite being open source this plugin wasn&#039;t updated for years either and has inferior feature set compared to OpenGL2, gpuBladeSoft and even GSDX.&lt;br /&gt;
*[http://www.pbernert.com/gpupeteogl209.zip Pete&#039;s OpenGL2 2.9][http://www.pbernert.com/html/gpu.htm] - More accurate and compatible than OpenGL 1.78.{{cite}} It allows you to set a custom rendering resolution for within the fullscreen box, aka window resolution and has support for shaders. Unfortunately this plugin is closed source and wasn&#039;t updated for years.&lt;br /&gt;
*[http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ PeteOpenGL2Tweak][http://www.t2e.pl/pl/390/134/390/EmulatoryPluginy/680?file=19636-c4163407f376518cce7d08b9365f946c9d367155]-PeteOpenGL2Tweak is a PSEMU Pro compatible plug-in that patches PeteOpenGL2 plugin on runtime and adds GTE Accuracy hack. &lt;br /&gt;
*Edgbla&#039;s [http://down.emucr.com/v2/s6g52b2xud1p65g gpuBladeSoft 1.42a][http://www.t2e.pl/pl/390/134/390/EmulatoryPluginy/680?file=15435-b891ae16c422723ec1223fee9224794557cf70f6][http://www.emutalk.net/threads/54527-edgbla-s-gpuBladeSoft-v1-42a]-Very accurate and has a lot of options for enhancements and shaders, but renders everything on CPU so can be very demanding at high resolutions. Fairly buggy past native rendering resolution as well, with texture misalignment issues and whatnot. Its same as Pete&#039;s OpenGL2 closed source and wasn&#039;t updated for years. But there is some hope author will release new version[https://pcsxr.codeplex.com/discussions/542556].&lt;br /&gt;
*GSDX: GSDX development is  primarily focused on PCSX2  but can also be used in PSX mode. Its limited to software rendering and has inferior feature set compared to PCSX2 mode but its notable for being only open source PSX plugin which can increase internal resolution. So there is hope for improvement if PCSX2 developers ever decide to emulate PSX in PCSX2.&lt;br /&gt;
*[http://www.emu-france.com/divers/22-plugin-ps2/219-gpu/2642-gsdx/ GSDX 0.1.16]- A more recent version of the GSDX rendering plugin, GSDX uses DirectX and is currently able to utilize DirectX 9 and DirectX 10 APIs, supports the use of external fx [http://www.emucr.com/2014/06/gsdx-fx-210-revised-20140625.html shaders] with a wide range of improvements, recent versions of the shaders may not be compatible with all graphics cards. GSDX 0.1.16 needs a considerable amount of configuration, it has jittering problems, and it must use synchronized audio in order to run at a stable speed.&lt;br /&gt;
*Modified PEOp.S. Soft GPU Plugin with Zenju&#039;s xBRZ filter.[http://www.t2e.pl/pl/390/134/390/EmulatoryPluginy/680?file=19700-d1bed7c6df3cd79983de3e719adc9cec540adead][http://ngemu.com/threads/modified-peops-soft-gpu-plugin-with-zenjus-xbrz-filter.161537/][http://www.aep-emu.de/index.php?name=PNphpBB2&amp;amp;file=viewtopic&amp;amp;t=20054]&lt;br /&gt;
*New [http://psx.amidog.se/doku.php?id=psx:download:gpu PSX GPU Plugin AmiDog][http://ngemu.com/threads/amidog-gpu-plugin-and-tools.161617/] its again closed source.&lt;br /&gt;
*[http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?page=64 Asmodean&#039;s PSXFX shader pack][http://www.emucr.com/2014/04/psfx-15b.html]&lt;br /&gt;
*[http://www.emulator-zone.com/download.php/emulators/psx/plugins/graphics/Lewpy/gpuLewGlide142.zip Lewpy&#039;s Glide 1.42] - for 3DFX cards.&lt;br /&gt;
*[http://www.emulator-zone.com/download.php/emulators/psx/plugins/graphics/Kazzuya/gpuKazSoft18a.zip Kazzuya&#039;s Soft GPU 1.8a]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
*[http://www.mediafire.com/?0ewt3ip40h9ir3r P.E.Op.S 1.10 beta] - Recommended for most games and setups (in order to use turbo, the mode needs to be set to 2: Async Simple; it will not work with 3 or 4).&lt;br /&gt;
*[http://www.mediafire.com/?2pj51p250zmp2pr Eternal SPU 1.5] - Useful for the few games/PCs that have issues with P.EOp.S.&lt;br /&gt;
*spuPeopsSound (XAudio2 fix for PEC) v1.10[http://www.t2e.pl/pl/390/134/390/Emulatory_Pluginy?file=19632-337b16810951cd71f2d392971aedc6f613f9975f][http://ngemu.com/threads/spupeopssoundpec-plugin-with-xaudio2-fix.161633/][http://translate.google.pl/translate?hl=en&amp;amp;sl=fr&amp;amp;u=http://www.emu-france.com/news/29830-plugin-psx-spupeopssound-xaudio2-fix-for-pec-v1-10-2014-04-12/&amp;amp;prev=/search%3Fq%3Demu-france%2BXAudio2%2Bfix%2Bfor%2BPEC%26num%3D30%26biw%3D1280%26bih%3D585]&lt;br /&gt;
*[http://www.emulator-zone.com/download.php/emulators/psx/plugins/sound/andy/spuAndy_016.zip Andy&#039;s SPU 0.16]&lt;br /&gt;
&lt;br /&gt;
==Input==&lt;br /&gt;
*LilyPad [http://buildbot.orphis.net/pcsx2/ latest SVN] (The plugin comes with [[PCSX2]], go into the plugin folder and pull out the file that says lilypad.dll and put it in the emulator your plan on using&#039;s plugin folder). Set keyboard input to raw also, otherwise you wont be able to use hotkeys.&lt;br /&gt;
*[http://forums.pcsx2.net/Thread-Pokopom-KrossX-s-Pad-Plugin Pokopom XInput Pad Plugin] Meant for DualShock controllers running under SCP server or a similar XInput wrapper. This is a great, light-weight plugin with a lot of options, such as the ability to switch the bindings of the cross and circle buttons around for Japanese imports. It doesn&#039;t have any button binding options, but since it&#039;s meant for mapping an emulated DualShock controller to an actual DualShock controller, you don&#039;t really need to rebind anything. You can also edit the analog stick deadzones, which many PSX input plugins don&#039;t let you do. Also, it supports PCSX2. If you have a DualShock controller running under an XInput wrapper, this is really the best plugin without a doubt.&lt;br /&gt;
Use the following if you&#039;re using a PS3 controller:&lt;br /&gt;
*[[SCP Driver Package|LilyPad-SCP]] (Comes with the SCP driver)&lt;br /&gt;
&lt;br /&gt;
This pack has preconfigured versions of both the regular and SCP versions of LilyPad:&lt;br /&gt;
&lt;br /&gt;
http://www.mediafire.com/?7rtn99pw7a5v2hv&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
	<entry>
		<id>https://emulation.gametechwiki.com/index.php?title=MotioninJoy&amp;diff=42420</id>
		<title>MotioninJoy</title>
		<link rel="alternate" type="text/html" href="https://emulation.gametechwiki.com/index.php?title=MotioninJoy&amp;diff=42420"/>
		<updated>2021-11-13T15:52:07Z</updated>

		<summary type="html">&lt;p&gt;FosterHaven: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|reason=MotioninJoy has stopped being relevant for at least five years. Both the website for the driver itself and Better DS3 have basically disappeared. Other options now exist that are as good as this driver.}}&lt;br /&gt;
MotioninJoy, or more appropriately, MalwareohJoy, is a proprietary set of drivers available for Microsoft Windows, for the Sony DualShock 3 (DS3) controller. Due to various problems, it is recommended to use [[SCP Driver Package]] instead.&lt;br /&gt;
==Features==&lt;br /&gt;
*Multiple controller types available to emulate (DS1, DS2, DS3, Xbox, custom)&lt;br /&gt;
*Bluetooth support&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*&#039;&#039;&#039;Malware&#039;&#039;&#039;: Is known to load &#039;&#039;&#039;sh.com&#039;&#039;&#039;, a Chinese schooling website, in your browser when you open the included application, DS3 Tool (required to use the controller).&lt;br /&gt;
*It overrides your USB and Bluetooth drivers (Such as the Logitech Unifying Receiver) and can render them useless until you remove MalwareohJoy and uninstall its associated drivers.&lt;br /&gt;
*Must open DS3 Tool every time you plug your controller in.&lt;br /&gt;
*Must select a profile each time.&lt;br /&gt;
*Updated very infrequently.&lt;br /&gt;
*Is very difficult to remove once installed.&lt;br /&gt;
&lt;br /&gt;
==Un-Installation instructions==&lt;br /&gt;
Firstly uninstall it through Control Panel.&lt;br /&gt;
&lt;br /&gt;
Next, run the Command Prompt as an administrator and type this:&lt;br /&gt;
 pnputil.exe -e&lt;br /&gt;
Find MalwareohJoy in the list that comes up and type:&lt;br /&gt;
 pnputil.exe -f -d oem#.inf&lt;br /&gt;
Replace the # with MalwareohJoy&#039;s number. If you had problems with Bluetooth devices after installing MoJ you should now reinstall your original Bluetooth drivers.&lt;br /&gt;
&lt;br /&gt;
Finally, delete C:\Windows\System32\drivers\MijXfilt.sys to get rid of the driver file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: &#039;&#039;&#039;MoJ will still be in your registry even after this, it &#039;&#039;shouldn&#039;t&#039;&#039; cause any problems, but you may want to open Regedit and delete anything tied to MalwareohJoy.&lt;br /&gt;
&lt;br /&gt;
==Un-Installation Instructions with an overridden Bluetooth driver==&lt;br /&gt;
&lt;br /&gt;
This method is confirmed to work in Windows 7 64-bit with a Logitech Unifying Receiver.&lt;br /&gt;
&lt;br /&gt;
Like in Method 1, uninstall the MalwareohJoy application from Control Panel. Then navigate to Devices and Printers and find the device that does not work. In the case of the Logitech Unifying Receiver, the device will appear in the list under its specific or a general name, but will not function properly.&lt;br /&gt;
&lt;br /&gt;
Right-click the device and select Properties. Select the Hardware Tab, then click the Properties button.&lt;br /&gt;
&lt;br /&gt;
In the new window, click Change Settings, authenticate, then click the Driver tab. Click Uninstall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT STEP:&#039;&#039;&#039; On the dialog that pops up, check the box that asks if you want to delete the device software as well. Click Okay.&lt;br /&gt;
&lt;br /&gt;
Remove and reinsert your Bluetooth hardware.&lt;br /&gt;
&lt;br /&gt;
==Alternatives==&lt;br /&gt;
[[SCP Driver Package]] is an open-source driver which allows for the DS3 to natively work on Microsoft Windows. It includes:&lt;br /&gt;
&lt;br /&gt;
*Filter Driver + Wrapper (discontinued)&lt;br /&gt;
*XInput Driver (can use USB and Bluetooth)&lt;br /&gt;
The XInput Driver is currently the recommended version to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have problems with the above driver package or if (for some reason) you MUST use MoJ:&lt;br /&gt;
*[http://betterds3.ciebiera.net/ Better DS3] is an improved frontend for MoJ that doesn&#039;t have advertising or stupid malware. It&#039;s worse than the SCP Driver Package but better than nothing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Controllers]]&lt;/div&gt;</summary>
		<author><name>FosterHaven</name></author>
	</entry>
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