Mihawk 3aa85c449b RPCS3: God of War HD reaches gameplay at 100% and 300%; LLVM 98b45cc
The fork (4560e6b) resolves paths as the Qt application does, answers the image
and photo callbacks, releases a waiter's mutex around its wait callback in the
atomic wait engine (EDEADLK on the console's error-checking mutexes), and gives
the RetroPads the handler's own bindings. The LLVM fork (98b45cc) lays out
TrailingObjects classes as other targets do: the PS5 ABI ignores alignas on
their empty aligner base, and each allocation came up 4 bytes short (SPU
compiles crashed in MachineInstr::hasOrderedMemoryRef).

The title's crash report now prints every register, the heap words around
them, and the code addresses on the crashing stack up to its top.

God of War HD boots to its first level at 100% and 300%, every 10 s window
after the boot at 100% (docs/PHASE_LOG.md).
2026-09-29 00:36:38 -04:00

PS5 RetroArch 🎮

Native RetroArch for jailbroken PlayStation 5 consoles, rendering through PS5_Vulkan's port of Mesa's RADV Vulkan driver.

Maintained by Mihawk. Based on RetroArch / libretro, with a native PS5 application foundation derived from ProsperoLight.

The current build launches as a homebrew title, presents XMB through RetroArch's Vulkan video driver, and runs eight native libretro cores, three of them (PSP, GameCube/Wii and PlayStation 2) rendering on the PS5's GPU. Input, stereo audio, configuration persistence and content browsing have been verified on a console. This is an active development project; the tested paths below do not imply complete core compatibility or Vulkan conformance.

Latest release: v0.5.0-alpha.5 — see the release notes. It is the first release on RADV; v0.4.0-alpha.4 was the last on ps5vk, the project's first driver.

Table of contents

Current status

Feature Status
Native title startup and Quit ✅ Working, including splash dismissal and clean native exit
Vulkan video output ✅ Menu and software-core frames presented through RADV, Mesa's Vulkan driver, linked into the title (PS5_Vulkan's port, reporting Vulkan 1.4). ps5vk remains a build option
XMB ✅ Default menu, with icons, fonts and background rendering
RGUI ✅ Alternative menu
Native controller input ✅ Buttons, left-stick menu navigation and button/axis binding capture
Native audio ✅ audio_ps5 stereo PCM output, audible channel test and buffering diagnostics
Filesystem and configuration ✅ Directory browsing, configuration loading/saving and FTP-writable application folders
Core loading ✅ Native shared-core loader, official .info discovery and recovery from rejected loads
Content loading ✅ Tested games and archives with the cores below. Load Content opens two roots: INTERNAL, the title's folder, and EXTERNAL, the console's /mnt, where USB drives and extended storage mount. The title's sandbox hides /mnt for now, so EXTERNAL is empty
Colour and menu transitions ✅ Corrected pixel uploads; Quick Menu/Close Content/next-game transitions I verified on the console
Hardware-rendered cores ✅ PPSSPP, Dolphin, LRPS2, Beetle PSX HW, Mupen64Plus-Next (ParaLLEl-RDP) and Azahar render on RADV through their Vulkan renderers, with JITs where they have them, at up to 18× internal resolution; PPSSPP's MSAA works
Shader cache ✅ RADV keeps compiled pipelines in radv-shader-cache/: a game's next start reads them back instead of compiling
Save states and fast-forward ✅ Save/load states (including --entryslot) and fast-forward, tested with PPSSPP and mGBA
120 Hz output ✅ 120 Hz by default where the display offers it; the refresh is measured, and a display that stays at 60 Hz gets 60 Hz
Stability ✅ On RADV: every core with a game through boot, the menu, Close Content and a reload, with and without Threaded Video, and a 10-minute PPSSPP soak with 25 menu toggles: no crash (release checks)
CPU video fallback ✅ video_ps5 remains registered and selectable
Development diagnostics ✅ retroarch.log, startup/GPU trace, kernel captures and optional buffered frame timing

The Alpha 5 checks recorded no crash and no kernel fatal signal, and full-speed audio windows once each game had booted. These results apply to the captured tests, not every possible workload. See active state and committed evidence for exact builds, test coverage and known exceptions.

Available cores

The title build includes these cores and their official metadata. FCEUmm, mGBA, Snes9x, FBNeo, Genesis Plus GX, Beetle Saturn, VICE, MAME and DeSmuME render emulated games in software; RetroArch uploads their frames and presents them through Vulkan. PPSSPP, Dolphin, LRPS2, Beetle PSX HW, Mupen64Plus-Next and Azahar render on the GPU through RADV, with their Vulkan renderers.

Each core's PS5 defaults are its highest graphical settings that hold full speed in the games I tested: the most internal resolution the core offers, unless a lower one is the most that keeps full speed (DeSmuME).

Core Systems covered by the core Console verification in this port
FCEUmm NES / Famicom ✅ Gameplay, audio and input; subsequent shared menu-transition fixes verified. Evidence
mGBA Game Boy, Game Boy Color, Game Boy Advance ✅ GB/GBC/GBA loading, corrected colours and clean menu/next-game transitions. Evidence
Snes9x SNES / Super Famicom ✅ Tested gameplay, colours, audio/input and menu transitions; not every special chip or video mode. Evidence
FinalBurn Neo Supported arcade boards, including Neo Geo and Sega System 16/32 ✅ Tested arcade games using both native 32-bit and converted 16-bit output; not every board or ROM set. Evidence
Genesis Plus GX Mega Drive / Genesis, Master System, Game Gear, SG-1000, Sega CD ✅ Genesis gameplay and clean transitions, which I confirmed on the console. Other Sega systems and disc/BIOS paths still need separate acceptance. Evidence
PPSSPP v1.20.4 PlayStation Portable ✅ God of War: Ghost of Sparta and Yu-Gi-Oh! GX Tag Force at 10× internal resolution (4800×2720), 16× anisotropy: correct picture, full speed at 120 Hz, save states, fast-forward, and closing and reopening games. MSAA renders on RADV (it needs render pass 2, which ps5vk lacked).
Dolphin 2609 GameCube, Wii ✅ Wind Waker (an hour), Resident Evil 4 (30 minutes), Super Smash Bros. Melee, Mario Kart Wii and Rogue Leader, with the JIT and fast memory, save states and closing and reopening games. Rogue Leader's attract sequence still dips to 72–85% (see the release notes).
LRPS2 (PCSX2) PlayStation 2 ✅ The God of War II and Final Fantasy X demos and GTA San Andreas at 6× internal resolution on the Vulkan hardware renderer, full speed, with multi-threaded VU1 and save states. Needs your own BIOS in system/pcsx2/bios/.
Beetle PSX HW PlayStation ✅ Crash Bandicoot at 16× internal resolution on the Vulkan renderer, 32-bit colour, PGXP (no wobbling polygons), full speed, and closing and reopening the game. The disc image is read into memory at load. It runs with its built-in OpenBIOS; your own BIOS (scph5501.bin and the others its metadata lists) in system/ is used when present.
Mupen64Plus-Next Nintendo 64 ✅ Mario Kart 64 with ParaLLEl-RDP at 8× upscaling and ParaLLEl-RSP, both JITs on, full speed after boot, and closing and reopening the game.
Beetle Saturn Sega Saturn ⚠️ Loads, then needs your own BIOS in system/: mpr-17933.bin (US/EU) or sega_101.bin (JP). Without it the game refuses to load and the menu stays usable. Gameplay not yet tested.
VICE x64sc Commodore 64 ✅ A .d64 disk game at full speed, and closing and reopening it.
MAME 0.289 Arcade ✅ Metal Slug 3 from a 0.289 non-merged set, BIOS in the same folder: full speed, and closing and reopening it. Raster games render at their native size and are scaled on the GPU. Vector games are drawn at 4K by MAME's alternate renderer (not yet tested on the console). Sets must match 0.289.
DeSmuME Nintendo DS ✅ Pokémon Diamond at 5× (1280×960) with the JIT and eight rasterizer threads, full speed, and closing and reopening it. 6× measured 93–95%.
Azahar Nintendo 3DS ✅ Mario & Luigi: Superstar Saga + Bowser's Minions at 18× internal resolution (the most Azahar offers) on Vulkan, with asynchronous shader compilation and the JIT, full speed after boot, and closing and reopening it. Decrypted games only.

Use FBNeo for Sega System 16/32 arcade sets, rather than Genesis Plus GX. FBNeo needs compatible arcade sets and receives its ZIP/7z archives intact. Archive support and BIOS requirements vary by core.

Core binaries must be built for this native pipeline and SDK. A desktop .so or a core from a different PS5 RetroArch distribution is not automatically compatible. No games or BIOS files are bundled.

Graphics and native runtime

Software core → video callback → RetroArch Vulkan video driver
                                → RADV, linked into the title → PS5 display
XMB / RGUI ──────────────────────┘
PPSSPP, Dolphin, LRPS2 (hardware cores) → Vulkan through RetroArch's HW context → RADV

PS5_Vulkan, which I also maintain, is the separate GPU-driver project used here. Since v0.5.0-alpha.5 the title links its port of RADV: Mesa's Vulkan driver and ACO compiler, unchanged but where the console differs, over a PS5 winsys, built from my Mesa fork PS5_Mesa. It reports Vulkan 1.4, and its conformance is that project's milestone: the full Khronos CTS runs on the console. Up to v0.4.0-alpha.4 the title linked ps5vk, the project's first driver, which PS5_VULKAN_DRIVER=ps5vk still builds.

The driver is linked into the title. Updating a driver checkout does not update the linked code: rebuild and redeploy the RetroArch title against the intended driver artifacts. A libvulkan.so.1 left in the title folder by an earlier release is ps5vk's and is not used.

This repository supplies the frontend/platform integration, native audio and input backends, core loader, build scripts and console validation. Core-side pixel adapters preserve the renderer's buffers while matching the frontend's upload format. The CPU video backend remains available as a fallback; the current default is video_driver = "vulkan", menu_driver = "xmb".

PPSSPP's JIT runs: its code memory is mapped read-write and then made executable, and its fast-memory fault handler reads the console's own signal context layout. The port builds PPSSPP v1.20.4 with one patch (patches/ppsspp/ps5-port.patch) and FFmpeg 3.0.2 for game videos. It starts with the settings I test with (10× internal resolution, 16× anisotropy, auto max-quality filtering, hardware transform, software skinning, no frameskip, no speed hacks); an existing PPSSPP.opt is set aside once as PPSSPP.opt.before-ps5-profile. The native loader has explicit limits, including no TLS or general exception-unwind registration, and it waits for a core's threads to finish before unmapping the core. See the runtime contract.

Roadmap

✅ = verified for the stated scope. ❌ = pending implementation or acceptance in this port, even if upstream RetroArch already offers the feature.

Frontend and platform

  • ✅ Native startup and clean exit.
  • ✅ GPU presentation through PS5_Vulkan; selectable CPU fallback.
  • ✅ XMB, with RGUI retained.
  • ✅ Native input, analog menu navigation and remapping.
  • ✅ Native stereo audio and buffering diagnostics.
  • ✅ Filesystem browsing, configuration persistence and content loading.
  • ✅ Native core loading, metadata and failed-load recovery.
  • ❌ Save RAM and save-state persistence verified across restarts and core changes.
  • ❌ Core-option persistence and per-game/per-core overrides fully validated.
  • ❌ BIOS/system-file coverage, disc swapping and multi-disc acceptance tests.
  • ❌ RetroAchievements and netplay; networking is disabled in the current frontend build.
  • ❌ User Slang shader presets and multipass effects validated on PS5_Vulkan.
  • ✅ 120 Hz output where the display offers it, with a 60 Hz fallback chosen by measuring the refresh.
  • ❌ No core losing speed while a shader compiles. On RADV (Alpha 5), PPSSPP's compiles on its own threads no longer cost it speed, and a game's second start reads its pipelines from the cache; Dolphin's first start of a game still compiles its ubershaders at a cost (see the release notes).
  • ✅ Save states and fast-forward, including PPSSPP.
  • ❌ 4K output/upscaling, VRR and HDR validated in this application.
  • ❌ Low-latency features, runahead and sustained per-core performance measurements.
  • ❌ Broader compatibility testing and release qualification.

Cores

Status Core / milestone
✅ FCEUmm — NES
✅ mGBA — GB / GBC / GBA
✅ Snes9x — SNES
✅ FBNeo — tested arcade games
✅ Genesis Plus GX — tested Genesis gameplay
❌ Beetle PCE — PC Engine / TurboGrafx-16, SuperGrafx and CD; next proposed addition
❌ Stella — Atari 2600; candidate
❌ PicoDrive — add Sega 32X coverage; candidate
✅ MAME 0.289 — arcade; tested games only
✅ Beetle PSX HW — PlayStation, Vulkan renderer at 16×
✅ Mupen64Plus-Next — Nintendo 64, ParaLLEl-RDP at 8×
🚧 Beetle Saturn — Sega Saturn; needs a gameplay test with a BIOS
✅ VICE x64sc — Commodore 64
✅ DeSmuME — Nintendo DS at 5×
✅ Azahar — Nintendo 3DS, Vulkan at 18×
❌ EXTERNAL storage (USB, extended storage) readable from inside the title's sandbox
✅ PPSSPP — PSP, Vulkan rendering and JIT; tested games only
✅ PPSSPP MSAA — render pass 2 and depth/stencil resolve, on RADV
✅ Dolphin — GameCube and Wii, Vulkan rendering and JIT; tested games, long play and the enhancement profiles
✅ LRPS2 — PlayStation 2, Vulkan hardware renderer at 4K; tested games only
🚧 LRPS2 — upstream PCSX2's newer renderer fixes, 8× internal resolution and texture replacement

Future entries are development targets, not a promised release order. Hardware rendering introduces new Vulkan requirements beyond presenting software frames; PPSSPP is the first core that exercises them.

Build from source

The current build uses Linux host tools and the project's cached public PS5 SDK. Start with bash tools/doctor.sh for host-tool checks. You also need curl, patch, pkg-config, ELF utilities such as readelf, and working host C/C++ compilers with sanitizer support for the tests. The target scripts currently use /usr/bin/clang through the SDK wrappers.

Prepare and build PS5_Vulkan following its own instructions, normally as a sibling directory:

workspace/
├── PS5_RetroArch/
├── PS5_Vulkan/       # The RADV release archive, its link recipe and dependencies
├── PS5_Mesa/         # My Mesa fork, which PS5_Vulkan builds RADV from
└── PS5_PayloadSDK/   # My payload SDK fork and its platform layer, at a pinned revision

The cores that needed changes for the console build from my forks of them (PS5_LRPS2, PS5_BeetlePSX, PS5_Mupen64Plus, PS5_BeetleSaturn, PS5_VICE, PS5_MAME, PS5_DeSmuME, PS5_Azahar with PS5_Dynarmic), each pinned by revision in its build script. The script uses the sibling checkout when there is one, and github.com/mihawk-99/<fork> otherwise.

The title build consumes PS5_Vulkan's RADV release archive (tools/build-radv.sh release there, built from PS5_Mesa at the revision it pins) and links it with that project's tools/radv-link.sh; it does not build the driver for you. PS5_VULKAN_DRIVER=ps5vk links ps5vk's driver, Vulkan runtime and shader-compiler archives instead, and RADV_ARCHIVE names another RADV archive. PS5_VULKAN_DIR can select an alternative checkout for the build; some host tests currently require the sibling layout above. Driver dependencies and setup requirements are documented in the driver repository.

From the RetroArch repository root:

make deps
export PS5_PAYLOAD_SDK="$PWD/.deps/native/ps5-payload-sdk"
export PS5_CLANG=/usr/bin/clang
bash tools/fetch-retroarch.sh
bash tools/build-title.sh     # Create the artifacts inspected by the host tests
bash tools/verify.sh

The five gates are format → unit → build → integration → evidence. The build pins RetroArch 1.22.2, fetches core sources/metadata with checked hashes, builds the frontend and all fifteen cores, and stages the native title in dist/PPSA99169/. The initial dependency/source fetch requires network access.

For an already configured checkout:

bash tools/build-title.sh     # Build/stage the frontend and all shipped cores
make genesis-plus-gx         # Build and ABI-check one core only
# Other core targets: fceumm, mgba, snes9x, fbneo
bash tools/build-ppsspp.sh   # The larger cores have scripts of their own:
                             # build-ppsspp.sh, build-dolphin.sh, build-lrps2.sh,
                             # build-beetle-psx.sh, build-mupen64plus.sh,
                             # build-beetle-saturn.sh, build-vice.sh,
                             # build-mame.sh, build-desmume.sh, build-azahar.sh

When adding or updating a core, rebuild the title too: the frontend's native import table and build identity depend on the shipped core binaries. Source patches live in patches/; fetched and generated trees stay in ignored vendor/, .deps/, build/ and dist/ directories.

Install and file locations

The verified deployment is a homebrew title folder, not a retail package. Copy the complete dist/PPSA99169/ tree to the title location used by your configured homebrew launcher. The current validation setup uses /data/homebrew/PPSA99169/. This project does not install a jailbreak or launcher.

/app0 is the running application's mount point. Over FTP, use the corresponding title folder instead:

Purpose Under /data/homebrew/PPSA99169/ In RetroArch
Native cores cores/ /app0/cores/
Core metadata info/, with compatibility copies in cores/ /app0/info/
Games content/ /app0/content/
BIOS/system data system/ /app0/system/
PS2 BIOS (your own dump) system/pcsx2/bios/ /app0/system/pcsx2/bios/
Live configuration config/retroarch.cfg /app0/config/retroarch.cfg
Save RAM savefiles/ /app0/savefiles/
Save states savestates/ /app0/savestates/
RADV shader cache radv-shader-cache/ /app0/radv-shader-cache/

RADV creates radv-shader-cache/ itself, open to FTP like the other folders; deleting it only makes the next start compile again. ps5vk-shader-cache/ and sce_module/libvulkan.so.1, left by releases up to v0.4.0-alpha.4, are not used since v0.5.0-alpha.5 and can be deleted.

For FBNeo, use system/fbneo/ for its system files. Genesis Plus GX's Sega CD BIOS filenames belong in the configured system/ root, as listed by its metadata.

The application creates its managed writable folders and seeds live settings only when no live configuration exists. Ordinary scripted updates preserve user content and saved settings. Existing settings can therefore keep RGUI selected even though XMB is the packaged default. Back up user files before any clean removal; --clean removes the entire title folder.

See deployment for FTP setup, verified readback and test runs. Console details belong in the ignored .env, based on .env.example.

Testing and troubleshooting

A successful build proves neither gameplay nor correct rendering. Core acceptance includes native loading, gameplay, colour checks, audio/input, Quick Menu → Close Content, and loading another game. I record my own visual confirmation on the console alongside the logs; a camera can miss refresh-synchronous flicker.

The v0.5.0-alpha.5 release passed all five host gates with 74 Python tests; 52 recorded captures replay successfully. Exact results and limitations are in ACTIVE, rather than implied by a core's upstream feature list.

For reports, include the core, game-file format, relevant settings, reproduction steps and whether the application was closed manually. Preserve retroarch.log and trace.txt before reopening: the frontend log is replaced on a new launch. The test tools retain kernel captures in ignored klog/. Redact private paths, console addresses and credentials before sharing logs.

Old gpu-buffers-*.bin, gpu-stages-*.bin and gpu-tables-*.bin files are temporary rendering diagnostics from earlier investigations. They are not required runtime assets and can be removed. Keep the normal development logs when reporting bugs.

Documentation

Document Purpose
Active state Current verified build, known errors and acceptance limits
Reference Native loader, core contracts, source pins and platform details
Testing Host gates and console acceptance procedures
Deployment Build staging, FTP locations, updates and capture workflow
Troubleshooting Recorded symptoms, causes and fixes
Findings Technical observations and evidence behind decisions
Phase log Dated development and console-test history
Evidence Machine-readable captures and expected results
Contributor/agent instructions Scope, verification, attribution and commit rules

Authors and acknowledgements

This port builds on substantial upstream and PS5 homebrew work. Credits below identify project authors and teams; their repositories retain the full contributor lists and original notices.

Frontend, platform and graphics

Project / author Contribution
Mihawk — PS5_RetroArch, PS5_Vulkan, PS5_Mesa, PS5_PayloadSDK This native RetroArch port and core integration; the PS5 Vulkan drivers (the RADV port and ps5vk); the Mesa fork with the PS5 winsys; the payload SDK fork and its platform layer
RetroArch / libretro contributors Frontend, libretro API, menus, video pipeline and shared libraries
BlackBearReloaded — ProsperoLight Project starting point and reference for native PS5 input and audio integration
BlackBearReloaded — PS5 Native App Boilerplate Underlying native title tooling, ELF/FSELF conversion and runtime-shim foundation
John Törnblom and ps5-payload-dev contributors Public PS5 Payload SDK, toolchain and API stubs; PacBrew ports infrastructure
John Törnblom / ps5-payload-dev — websrv Reference for per-core fetch/build/stage scripts; this port uses a separate native title pipeline
BlackBearReloaded — ps5-opengl Shader-compiler and graphics foundations consumed by PS5_Vulkan; not the active RetroArch video backend
Mesa contributors RADV, the Vulkan driver the title renders through, with its ACO compiler, NIR, the Vulkan runtime and utilities
Khronos Group Vulkan API headers and specification
RetroArch assets contributors and the M+ Fonts project Packaged XMB assets and font; original notices retained
LLVM / Clang contributors, zlib authors Jean-loup Gailly and Mark Adler Compilation and compression tooling

Emulator cores

Core Authors / maintainers credited by upstream
FCEUmm FCEU Team, CaH4e3 and contributors
mGBA endrift and contributors
Snes9x Snes9x Team and contributors
FinalBurn Neo Team FBNeo and contributors
Genesis Plus GX Charles MacDonald, Eke-Eke and contributors
PPSSPP Henrik Rydgård and contributors
Dolphin, libretro/dolphin Dolphin Emulator Project and contributors; libretro core maintainers
PCSX2, LRPS2 PCSX2 Dev Team and contributors; libretro LRPS2 maintainers
libretro core-info Metadata maintainers and contributors

License and third-party terms

Port-authored code uses GPL-3.0-or-later, with copyright and SPDX notices in the source files. RetroArch and each dependency retain their own license and copyright notices. The locally generated runtime shim is described in runtime/README.md.

Emulator cores are not all GPL-3.0: FCEUmm uses GPLv2, PPSSPP and Dolphin use GPLv2-or-later, LRPS2 is GPLv3, mGBA uses MPL-2.0, and Snes9x, FBNeo and Genesis Plus GX include non-commercial terms. Consult each linked upstream repository for the complete applicable terms. Asset and font licenses are retained with their files.

This is an independent homebrew project, not affiliated with or endorsed by Sony Interactive Entertainment. PlayStation and PS5 are Sony trademarks.

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Description
🎮 RetroArch Homebrew for the PS5 that supports 35 cores & 44 systems.
Readme GPL-3.0
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2026-10-18 23:09:27 -05:00
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