Duckstation/README.md

156 lines
8.4 KiB
Markdown
Raw Normal View History

# DuckStation - PlayStation 1, aka. PSX Emulator
2020-01-28 13:27:56 +00:00
<p align="center">
<img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/main-qt.png" alt="Main Window Screenshot" />
</p>
2019-10-20 12:05:44 +00:00
## Features
- CPU Recompiler/JIT (x86-64 and AArch64)
2019-11-22 08:30:57 +00:00
- Hardware (D3D11 and OpenGL) and software rendering
- Upscaling and true colour (24-bit) in hardware renderers
- "Fast boot" for skipping BIOS splash/intro
- Save state support
- Windows, Linux, **highly experimental** macOS support
- Supports bin/cue images, raw bin/img files, and MAME CHD formats.
- Direct booting of homebrew executables
- Digital and analog controllers for input (rumble is forwarded to host)
2020-01-26 05:50:32 +00:00
- Qt and SDL frontends for desktop
- Qt frontend has graphical configuration, and controller binding
- Automatic content scanning - game titles/regions are provided by redump.org
## System Requirements
- A CPU faster than a potato.
- For the hardware renderers, a GPU capable of OpenGL 3.0/OpenGL ES 3.0/Direct3D 11 Feature Level 10.0 and above. So, basically anything made in the last 10 years or so.
- SDL-compatible game controller (e.g. XB360/XBOne)
2019-11-22 08:30:57 +00:00
## Downloading and running
Prebuilt binaries of DuckStation for 64-bit Windows are available via AppVeyor CI. To download:
- Go to https://ci.appveyor.com/project/stenzek/duckstation
- Select "Image: Visual Studio 2019" from the Job list.
- Click on the "Artifacts" Tab.
- Download the "duckstation-win64-release.7z" artifact. This is a 7-Zip archive containing the prebuilt binary.
- Extract the archive **to a subdirectory**. The archive has no root subdirectory, so extracting to the current directory will drop a bunch of files in your download directory if you do not extract to a subdirectory.
Once downloaded and extracted, you can launch the Qt frontend from `duckstation-qt-x64-ReleaseLTCG.exe`, or the SDL frontend from `duckstation-sdl-x64-ReleaseLTCG.exe`.
To set up:
1. Either configure the path to a BIOS image in the settings, or copy one or more PlayStation BIOS images to the bios/ subdirectory.
2. If using the SDL frontend, add the directories containing your disc images by clicking `Settings->Add Game Directory`.
2. Select a game from the list, or open a disc image file and enjoy.
PlayStation game discs do not contain title information. For game titles, we use the redump.org database cross-referenced with the game's executable code.
This database can be manually downloaded and added as `cache/redump.dat`, or automatically downloaded by going into the `Game List Settings` in the Qt Frontend,
and clicking `Update Redump Database`.
2019-11-22 08:30:57 +00:00
## Building
### Windows
Requirements:
- Visual Studio 2019
2020-01-11 06:59:18 +00:00
1. Clone the respository with submodules (`git clone --recursive` or `git clone` and `git submodule update --init`).
2. Open the Visual Studio solution `duckstation.sln` in the root, or "Open Folder" for cmake build.
3. Build solution.
4. Binaries are located in `bin/x64`.
5. Run `duckstation-sdl-x64-Release.exe`/`duckstation-qt-x64-Release.exe` or whichever config you used.
2019-11-22 08:30:57 +00:00
### Linux
Requirements (Debian/Ubuntu package names):
- CMake (`cmake`)
- SDL2 (`libsdl2-dev`)
- GTK2.0 for file selector (`libgtk2.0-dev`)
- Qt 5 (`qtbase5-dev`, `qtbase5-dev-tools`)
- Optional for faster building: Ninja (`ninja-build`)
2019-11-22 08:30:57 +00:00
2020-01-11 06:59:18 +00:00
1. Clone the repository. Submodules aren't necessary, there is only one and it is only used for Windows.
2. Create a build directory, either in-tree or elsewhere.
3. Run cmake to configure the build system. Assuming a build subdirectory of `build-release`, `cd build-release && cmake -DCMAKE_BUILD_TYPE=Release -GNinja ..`.
4. Compile the source code. For the example above, run `ninja`.
5. Run the binary, located in the build directory under `src/duckstation-sdl/duckstation-sdl`, or `src/duckstation-qt/duckstation-qt`.
2019-11-22 08:30:57 +00:00
### macOS
**NOTE:** macOS is highly experimental and not tested by the developer. Use at your own risk, things may be horribly broken.
Requirements:
- CMake (installed by default? otherwise, `brew install cmake`)
- SDL2 (`brew install sdl2`)
- Qt 5 (`brew install qt5`)
1. Clone the repository. Submodules aren't necessary, there is only one and it is only used for Windows.
2. Create a build directory, either in-tree or elsewhere, e.g. `mkdir build-release`, `cd build-release`.
3. Run cmake to configure the build system: `cmake -DCMAKE_BUILD_TYPE=Release -DQt5_DIR=/usr/local/opt/qt/lib/cmake/Qt5 ..`. You may need to tweak `Qt5_DIR` depending on your system.
4. Compile the source code: `make`. Use `make -jN` where `N` is the number of CPU cores in your system for a faster build.
5. Run the binary, located in the build directory under `src/duckstation-sdl/duckstation-sdl`, or `src/duckstation-qt/duckstation-qt`.
Application bundles/.apps are currently not created, so you can't launch it via Finder yet. This is planned for the future.
### Android
**NOTE:** The Android frontend is still incomplete, not all functionality works and some paths are hard-coded.
**The Android app is currently broken and fixing it is not a priority. However, this will change in the future.**
Requirements:
- Android Studio with the NDK and CMake installed
2020-01-11 06:59:18 +00:00
1. Clone the repository. Submodules aren't necessary, there is only one and it is only used for Windows.
2. Open the project in the `android` directory.
3. Select Build -> Build Bundle(s) / APKs(s) -> Build APK(s).
4. Install APK on device, or use Run menu for attached device.
## User Directories
The "User Directory" is where you should place your BIOS images, where settings are saved to, and memory cards/save states are saved by default.
This is located in the following places depending on the platform you're using:
2020-02-15 15:19:10 +00:00
- Windows: Directory containing DuckStation executable.
- Linux: `$XDG_DATA_HOME/duckstation`, or `~/.local/share/duckstation`.
- macOS: `~/Library/Application Support/DuckStation`.
So, if you were using Linux, you would place your BIOS images in `~/.local/share/duckstation/bios`. This directory will be created upon running DuckStation
for the first time.
If you wish to use a "portable" build, where the user directory is the same as where the executable is located, create an empty file named `portable.txt`
in the same directory as the DuckStation executable.
## Bindings for Qt frontend
2020-02-15 15:19:10 +00:00
Your keyboard and any SDL-compatible game controller can be used to simulate the PS Controller. To bind keys/controllers to buttons, go to
Settings` -> `Port Settings`. Each of the buttons will be listed, along with the corresponding key it is bound to. To re-bind the button to a new key,
click the button next to button name, and press the key/button you want to use within 5 seconds.
**Currently, it is only possible to bind one input to each controller button/axis. Multiple bindings per button are planned for the future.**
## Default keyboard bindings for SDL frontend
Keyboard bindings in the SDL frontend are currently not customizable. For reference:
2019-11-22 08:30:57 +00:00
- **D-Pad:** W/A/S/D or Up/Left/Down/Right
- **Triangle/Square/Circle/Cross:** I/J/L/K or Numpad8/Numpad4/Numpad6/Numpad2
- **L1/R1:** Q/E
- **L2/L2:** 1/3
- **Start:** Enter
- **Select:** Backspace
Gamepads are automatically detected and supported. Tested with an Xbox One controller.
To access the menus with the controller, press the right stick down and use the D-Pad to navigate, A to select.
## Useful hotkeys for SDL frontend
2019-11-22 08:30:57 +00:00
- **F1-F8:** Quick load/save (hold shift to save)
- **F11:** Toggle fullscreen
- **Tab:** Temporarily disable speed limiter
- **Pause/Break:** Pause/resume emulation
- **Space:** Frame step
- **End:** Toggle software renderer
2019-11-22 08:30:57 +00:00
- **Page Up/Down:** Increase/decrease resolution scale in hardware renderers
2019-10-20 12:05:44 +00:00
## Tests
- Passes amidog's CPU and GTE tests in both interpreter and recompiler modes, partial passing of CPX tests
2019-10-20 12:05:44 +00:00
## Screenshots
2020-01-28 13:27:56 +00:00
<p align="center">
<img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff7.jpg" alt="Final Fantasy 7" width="400" />
<img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff8.jpg" alt="Final Fantasy 8" width="400" />
<img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/main.png" alt="SDL Frontend" width="400" />
2020-01-30 10:07:10 +00:00
<img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/spyro.jpg" alt="Spyro 2" width="400" />
2020-01-28 13:27:56 +00:00
</p>
2019-10-20 12:05:44 +00:00
## Disclaimers
Icon by icons8: https://icons8.com/icon/74847/platforms.undefined.short-title
"PlayStation" and "PSX" are registered trademarks of Sony Interactive Entertainment Europe Limited. This project is not affiliated in any way with Sony Interactive Entertainment.