Build pinned libretro Snes9x 1.63 with this project's SDK and official metadata.
Convert final RGB565 frames to independent XRGB8888 storage for the existing
Vulkan upload path. Integrate staging, native imports and loader diagnostics.
Keep C++ destructor registration inside the unloadable core. Validate bounded
fini arrays before constructors and execute cleanup at last-reference close.
Test all 65536 colours through GPU upload, pitches/bounds/cached frames and
C++ destruction/reload/malformed finalizers. Existing core bytes are unchanged.
Verification: bash tools/verify.sh passed format/unit/build/integration/evidence
with 60 tests. bash tools/run-title.sh --no-build --core-test=snes9x --watch 180
passed loader/recovery and remained running until runner close. Owner: Works
flawlessly, answering colours/audio/input and menu/content-transition checks.
Zero Vulkan refusals, GPU API failures or kernel fatal-signal reports.
Evidence: evidence/snes9x-native/{capture,expectation,iterations,abi,build}.json,
loader/recovery reports and exact linked-driver hashes. Replay with
bash tools/verify.sh evidence. Frontend identity:
64bef2e7826e5a63a6644a933e24ef5403d28c754230c0038eb8a76b4baa1c53.
PS5_Vulkan was not modified; special-mode/save-state/performance coverage is
not implied by this ordinary-game acceptance.
PS5 RetroArch
A native RetroArch homebrew application for jailbroken PlayStation 5 consoles. RetroArch is the reference frontend for the libretro API; this project brings it to a console that was never meant to run it, so the emulators and games that already exist as libretro cores can run there too.
Status: project definition. The gates, the milestone map, the invariants and
the step ladder are written and committed; no code has been built or run on a
console yet. What is true right now is in docs/ACTIVE.md, and
the evidence behind each claim is in docs/PHASE_LOG.md.
How it fits together
Everything about this console's platform layer already has an owner. This repository supplies the RetroArch side of it and consumes the rest:
| Project | What it provides | How this project uses it |
|---|---|---|
ps5-payload-sdk |
the PS5 compiler, sysroot, and the console's public APIs (ScePad, SceAudioOut, SceVideoOut, SceUserService, networking) |
$PS5_PAYLOAD_SDK/toolchain/prospero.sh supplies the toolchain for every PS5 compile |
../ps5-opengl-sdk-0.2.0 |
a relocatable OpenGL 3.3 Core stack with a hardware acceptance run | the OpenGL backend, for a menu or a core that needs one |
../PS5_Vulkan |
the Vulkan driver being built for this console, with vendored Vulkan headers | the backend the XMB menu needs once the driver reaches rung 1.0; RGUI needs no GPU at all |
RetroArch itself is upstream, unmodified on disk and patched by a committed
series: the pinned release tarball is fetched into vendor/, which is never
committed and never edited by hand. Every change to it is a file in patches/.
What this repository owns: the RetroArch platform layer — a context driver that takes a display and a graphics context, a platform driver that owns the title's lifetime, a pad driver and an audio driver — plus the build, the staging, the console deployment and the evidence pipeline that prove a step.
Build
Requirements: Linux with clang, clang-format, clang-tidy, make,
python3, curl, tar and pkg-config, plus the PS5 payload SDK unpacked
somewhere and pointed at with PS5_PAYLOAD_SDK (default
~/ps5-payload-sdk).
export PS5_PAYLOAD_SDK=~/ps5-payload-sdk
tools/verify.sh # format, unit, build, integration, evidence
tools/verify.sh is the only entry point a step needs: it runs the five gates
in order and stops at the first failure. tools/verify.sh --list prints what
each gate runs, and docs/TESTING.md says what each one means.
Install on a console
The application ships as a homebrew title folder, not a retail package:
dist/<TITLE_ID>/
├── eboot.bin the signed application image the console runs
├── retroarch.cfg the configuration seed
└── sce_sys/ param.json, icon0.png
Copy that folder to homebrew/ on the console's internal storage or a USB
drive, so it ends up beside the other homebrew titles, and start it from the
console's own homebrew launcher. This project does not configure a console, does
not install a loader and does not register titles — see
docs/DEPLOYMENT.md.
Documentation
The documentation is the project's memory, and it is layered so that an agent session pays only for what it reads:
| File | Role |
|---|---|
AGENTS.md |
frozen rules: read order, volatility, work loop, gates, evidence |
docs/PLAN.md |
the gates, the milestone map, the invariants |
docs/ACTIVE.md |
what is happening now, what is next, what was last verified |
docs/REFERENCE.md |
the step ladder, the environment, the pins, the graphics contract |
docs/TESTING.md |
what the gates mean and what counts as evidence |
docs/DEPLOYMENT.md |
staging, upload, observing a run, rollback |
docs/TROUBLESHOOTING.md |
symptom → cause → fix, and known-benign messages |
docs/FINDINGS.md |
append-only measurements and what they force |
docs/PHASE_LOG.md |
append-only, dated entry per landed step |
Licence
RetroArch is GPL-3.0-or-later, and so is this port; the upstream licence travels
with the sources that get fetched into vendor/. Files in this repository carry
their own copyright and SPDX headers.