- Save States: Save and load game progress at any time.
- Multi-Renderer Support: Dynamically switch between D2D, D3D, OpenGL, and Vulkan renderers to adapt to different hardware configurations.
- ReShade Integration: ReShade post-processing effects supported on D3D, OpenGL, and Vulkan for enhanced graphics.
- Resolution Scaling: Hardware backend supports up to 4K native resolution output, while the software backend improves visuals through xBR and JINC scaling.
- Memory Tools: Memory editing and search functionality for advanced users to modify game behavior.
- Cheat Support: Enable cheat codes to unlock hidden content or adjust game difficulty.
- Online Multiplayer: Supports networked gameplay to relive classic gaming experiences.
- Save Management: Easily manage multiple save files.
The English version is available starting from Beta 0.1.0.
Rendering Mode | Memory Usage | Recommended Hardware | Backend Mode |
---|---|---|---|
D2D | ~32MB | Older Machines | Software |
D3D | ~52MB | Older Devices | Software |
OpenGL | ~86MB / ~138MB | Modern Devices | Software / OpenGL |
Vulkan | ~120MB / ~143MB | Modern Devices | Software / Vulkan |
Smooth Performance Test: Runs at 60 FPS on an Intel Celeron i3 3215u. No gamedb, no reshade.
Hardware Backend: Better native graphics quality, lower CPU usage
OpenGL requires a GPU supporting OpenGL 3.3+
Vulkan requires a GPU supporting Vulkan 1.1+
Figure 1: Gameplay with hardware backend
Figure 2:hardware backend + ReShade
Figure 3: ScePSX Main Interface
Note: Due to legal restrictions, the emulator does not include BIOS files. Please obtain a legal BIOS file.
- Extract the BIOS file (e.g.,
SCPH1001.BIN
) from your PlayStation console. - Place the file in the emulator's
bios
folder: /ScePSx
├── bios/
│ └── SCPH1001.bin
├── saves/
└── ScePSX.exe
- ReShade is available in OpenGL and Vulkan rendering modes.
-
For D3D, ReShade needs to be installed separately.
- Press Home to open the ReShade settings interface.
- Load pre-configured Shader files (several presets are available).
- Memory Card 1: Each disc uses its own memory card.
- Memory Card 2: Shared across all discs, recommended for multi-disc games.
- Keyboard settings can be configured in the File menu.
- Controllers are plug-and-play, no additional setup required.
A: Ensure the following:
- The BIOS file is correctly set up.
- The game image file format is correct (e.g.,
.bin/.cue
,.img/.cue
, or.iso
).
A: Visit the ReShade Official Website to download Shader files and place them in the reshade/
folder:
A: Most common games are supported.
A: If CPU usage is high, try using the D2D renderer or reduce the internal resolution.
A: Press F11 multiple times and use the Home key to select ReShade for enhanced graphics.
A: Try adjusting the audio buffer size or switching the audio output device.
A: Yes, it supports NTSC-J, NTSC-U, and PAL formats.
A: Because it requires extra memory to store:
- 3 out-of-order command buffers
- 5 unsigned synchronization protocols
- 11 validation layer jokes
- Developer's precious hair samples
A: Currently, only Windows is supported. Future plans include Linux/macOS support via .NET MAUI or Avalonia.
- The project is based on .NET 8.0 framework.
- SDL declarations are included in the code. Place the SDL2 DLL in the build directory.
- For OpenGL, install the OpenGL.NET NuGet package (.NET 4.7 framework, may have compatibility issues) or manually add dependencies using OpenGL.dll (.NET 8.0 compiled).
- For Vulkan, use the vk NuGet package or manually add dependencies using vk.dll.
- If using a framework below .NET 8.0, modify the project file manually.
- Some core code is based on https://github.com/BluestormDNA/ProjectPSX.
We welcome contributions to ScePSX, including code submissions, issue reporting, or documentation improvements. Here’s how you can participate:
- Submit Issues: Report problems or suggestions on the Issues page.
- Submit PRs: Fork the project and submit Pull Requests.
- Translation Support: If you’re fluent in other languages, help translate README or UI text.
- Lightweight Version (1.51 MB): Core features only, ideal for quick testing.
- Full Version (8.02 MB): Includes all features (e.g., ReShade integration).
- GameDB Database: Optional download for automatic game configuration recognition.
- ControllerDB Database: Optional download for extended controller support.
Click here to download the latest version
ScePSX is an open-source project intended solely for learning and research purposes. Ensure you have legal game ROMs and BIOS files and comply with relevant laws and regulations.
- 即时存档/读档: 随时保存和加载游戏进度。
- 多渲染器支持: 动态切换 D2D、D3D、OpenGL、Vulkan 渲染器,适配不同硬件配置。
- ReShade 集成: D3D、OpenGL、Vulkan 支持 ReShade 后处理效果,增强画质。
- 分辨率调节: 硬件后端可输出4K原生分辨率,软件后端可通过xBR,JINC提升视觉体验。
- 内存工具: 提供内存编辑和搜索功能,适合高级用户修改游戏行为。
- 金手指支持: 开启作弊功能,解锁隐藏内容或调整游戏难度。
- 网络对战: 支持联机对战,重温经典游戏乐趣。
- 存档管理: 方便管理多个游戏存档。
the english version is available starting from Beta 0.1.0.
项目已同步至 Gitee 以及 Gitcode 国内用户可优先访问以加速下载。镜像仓库自动同步更新,确保内容一致
渲染模式 | 内存占用 | 推荐硬件 | 后端模式 |
---|---|---|---|
D2D | ~32MB | 老机器 | software |
D3D | ~52MB | 较老设备 | software |
OpenGL | ~86MB / ~138MB | 现代设备 | software / OpenGL |
Vulkan | ~120MB / ~143MB | 现代设备 | software / Vulkan |
流畅运行测试: 在 Intel 赛扬 i3 3215u 上以 60 FPS 流畅运行。*不使用gamedb, 不使用reshade
硬件后端: 更好的原生画质,更低的CPU使用率
OpenGL 需支持OpenGL 3.3以上的显卡
Vulkan 需支持Vulkan 1.1以上的显卡
注意: 由于法律限制,模拟器不附带 BIOS 文件,请自行获取合法 BIOS。
- 比如从你的 PlayStation 主机中提取 BIOS 文件(如 SCPH1001.BIN)
- 将文件放入模拟器的
bios
文件夹中: - /ScePSx
- ├── bios/
- │ └── SCPH1001.bin
- ├── saves/
- └── ScePSX.exe
- ReShade 在 OpenGL、Vulkan 渲染模式下可用
-
D3D需额外安装reShade。
- 按 Home 键 打开 ReShade 设置界面。
- 可加载预设的 Shader 文件(已有多款可供选择)。
- 存储卡1: 每张光盘独立使用。
- 存储卡2: 所有光盘共用,推荐用于多光盘游戏。
- 键盘设置在文件菜单中完成。
- 手柄无需额外设置,即插即用。
A: 请确保:
- 已正确设置 BIOS 文件。
- 游戏镜像文件格式正确(如
.bin/.cue
或.img/.cue
或.iso
)。
A: 访问 ReShade 官方网站 下载 Shader 文件,并将其放入 reshade/
文件夹中。
- /ScePSx
- ├── reshade/
- │ └── 放在这里
- ├── saves/
- └── ScePSX.exe
A: 绝大部分常见的游戏都已支持。
A: 如果 CPU 占用过高,建议使用 D2D 渲染器或降低内部分辨率。
A: 多按几下F11,建议配合home键选择ReShade增强画质
A: 尝试调整音频缓冲区大小,或更换音频输出设备。
A: 是的,支持 NTSC-J、NTSC-U 和 PAL 格式的游戏。
A: 因为它需要额外内存来存储:
- 3个时间线错乱的命令缓冲
- 5份未签署的同步协议
- 11个验证层冷笑话
- 开发者珍贵的头发样本
A: 目前仅支持 Windows,未来计划通过 .NET MAUI 或 Avalonia 实现 Linux/macOS 支持。
- 项目是.net 8.0 框架
- SDL 声明文件已经在代码中包含,把SDL2的DLL放到生成目录中即可
- OpenGL 可以安装 OpenGL.NET NuGet包(.net 4.7 框架,存在兼容性问题)
或手动添加依赖项使用 OpenGL.dll (.net 8.0 编译) - Vulkan 使用 vk NuGet包,或手动添加依赖项使用 vk.dll
- 如果使用低于 .net 8.0 框架,可手动修改项目文件
- Core的部分代码基于 https://github.com/BluestormDNA/ProjectPSX
欢迎为 ScePSX 提交代码、报告问题或改进文档!以下是参与方式:
-
提交 Issue: 在 Issues 页面报告问题或提出建议。
-
提交 PR: Fork 本项目并提交 Pull Request。
-
翻译支持: 如果你熟悉其他语言,欢迎帮助翻译 README 或 UI 文本。
-
国内的朋友可以在下面这里提出汉化ROM兼容性问题(感谢miku233, lzsgodmax转载)
注:开发者账号正在注册中,暂无法进行官方回复,敬请谅解
- 轻量版 (1.51 MB): 仅包含核心功能,适合快速体验。
- 完整版 (8.02 MB): 包含所有功能(如 ReShade 集成)。
- GameDB 数据库: 可选下载,自动识别和加载游戏配置。
- ControllerDB 数据库: 可选下载,自动识别更多手柄外设。
ScePSX 是一个开源项目,仅用于学习和研究目的。请确保您拥有合法的游戏 ROM 和 BIOS 文件,遵守相关法律法规。