# DuckStation - PlayStation 1, aka. PSX Emulator **Discord Server:** https://discord.gg/Buktv3t **Latest Windows and Linux (AppImage) Builds:** https://github.com/stenzek/duckstation/releases/tag/latest **Game Compatibility List:** https://docs.google.com/spreadsheets/d/1H66MxViRjjE5f8hOl5RQmF5woS1murio2dsLn14kEqo/edit?usp=sharing DuckStation is an simulator/emulator of the Sony PlayStation(TM) console, focusing on playability, speed, and long-term maintainability. Accuracy is not the main focus of the emulator, but the goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues. A "BIOS" ROM image is required to to start the emulator and to play games. You can use an image from any hardware version or region, although mismatching game regions and BIOS regions may have compatibility issues. A ROM image is not provided with the emulator for legal reasons, you should dump this from your own console using Caetla or other means. ## Latest News - 2020/07/02: Now available as a libretro core. - 2020/07/01: Lightgun support with custom crosshairs. - 2020/06/19: Vulkan hardware renderer added. ## Features DuckStation features a fully-featured frontend built using Qt (pictured), as well as a simplified frontend based on SDL and Dear ImGui. An Android version has been started, but is not currently usable.
Other features include: - CPU Recompiler/JIT (x86-64 and AArch64) - Hardware (D3D11, OpenGL, Vulkan) 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 - Direct loading of Portable Sound Format (psf) files - Digital and analog controllers for input (rumble is forwarded to host) - Namco GunCon lightgun support (simulated with mouse) - NeGcon support - Qt and SDL frontends for desktop - libretro core for Windows and Linux - Automatic content scanning - game titles/regions are provided by redump.org - Optional automatic switching of memory cards for each game ## System Requirements - A CPU faster than a potato. But it needs to be 64-bit otherwise you won't get a recompiler and it'll be slow. There are no plans to add any 32-bit recompilers. - For the hardware renderers, a GPU capable of OpenGL 3.0/OpenGL ES 3.0/Direct3D 11 Feature Level 10.0 (or Vulkan 1.0) and above. So, basically anything made in the last 10 years or so. - SDL-compatible game controller (e.g. XB360/XBOne) ## Downloading and running Binaries of DuckStation for 64-bit Windows and 64-bit Linux (in AppImage format) are available via GitHub Releases and are automatically built with every commit/push. Binaries or packages distributed through other sources may be out of date and are not supported by the developer. ### Windows **Windows 10 is the only version of Windows supported by the developer.** Windows 7/8 may work, but is not supported. I am aware some users are still using Windows 7, but it is no longer supported by Microsoft and too much effort to get running on modern hardware. Game bugs are unlikely to be affected by the operating system, however performance issues should be verified on Windows 10 before reporting. To download: - Go to https://github.com/stenzek/duckstation/releases/tag/latest, and download the Windows x64 build. This is a 7-Zip archive containing the prebuilt binary. - Alternatively, direct download link: https://github.com/stenzek/duckstation/releases/download/latest/duckstation-windows-x64-release.7z - 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. On Windows, by default this will be located in `C:\Users\YOUR_USERNAME\Documents\DuckStation\bios`. 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. **If you get an error about `vcruntime140_1.dll` being missing, you will need to update your Visual C++ runtime.** You can do that from this page: https://support.microsoft.com/en-au/help/2977003/the-latest-supported-visual-c-downloads. Specifically, you want the x64 runtime, which can be downloaded from https://aka.ms/vs/16/release/vc_redist.x64.exe. ### Linux Prebuilt binaries for 64-bit Linux distros are available for download in the AppImage format. However, these binaries may be incompatible with older Linux distros (e.g. Ubuntu distros earlier than 18.04.4 LTS) due to older distros not providing newer versions of the C/C++ standard libraries required by the AppImage binaries. **Linux users are encouraged to build from source when possible and optionally create their own AppImages for features such as desktop integration if desired.** To download: - Go to https://github.com/stenzek/duckstation/releases/tag/latest, and download either `duckstation-qt-x64.AppImage` or `duckstation-sdl-x64.AppImage` for your desired frontend. Keep in mind that keyboard/controller bindings are currently not customizable through the SDL frontend and should be customized through the Qt frontend instead. - Run `chmod a+x` on the downloaded AppImage -- following this step, the AppImage can be run like a typical executable. - Optionally use a program such as [appimaged](https://github.com/AppImage/appimaged) or [AppImageLauncher](https://github.com/TheAssassin/AppImageLauncher) for desktop integration. [AppImageUpdate](https://github.com/AppImage/AppImageUpdate) can be used alongside appimaged to easily update your DuckStation AppImage. ### Title Information 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`. ### Region detection and BIOS images By default, DuckStation will emulate the region check present in the CD-ROM controller of the console. This means that when the region of the console does not match the disc, it will refuse to boot, giving a "Please insert PlayStation CD-ROM" message. DuckStation supports automatic detection disc regions, and if you set the console region to auto-detect as well, this should never be a problem. If you wish to use auto-detection, you do not need to change the BIOS path each time you switch regions. Simply place the BIOS images for the other regions in the **same directory** as the configured image. This will probably be in the `bios/` subdirectory. Then set the console region to "Auto-Detect", and everything should work fine. The console/log will tell you if you are missing the image for the disc's region. Some users have been confused by the "BIOS Path" option, the reason it is a path and not a directory is so that an unknown BIOS revision can be used/tested. Alternatively, the region checking can be disabled in the console options tab. This is the only way to play unlicensed games or homebrew which does not supply a correct region string on the disc, aside from using fastboot which skips the check entirely. Mismatching the disc and console regions with the check disabled is supported, but may break games if they are patching the BIOS and expecting specific content. ### LibCrypt protection and SBI files A number of PAL region games use LibCrypt protection, requiring additional CD subchannel information to run properly. For these games, make sure that the CD image and its corresponding SBI (.sbi) file have the same name and are placed in the same directory. DuckStation will automatically load the SBI file when it is found next to the CD image. ## Building ### Windows Requirements: - Visual Studio 2019 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. ### Linux Requirements (Debian/Ubuntu package names): - CMake (`cmake`) - SDL2 (`libsdl2-dev`) - GTK2.0 for file selector (`libgtk2.0-dev`) - Qt 5 (`qtbase5-dev`, `qtbase5-private-dev`, `qtbase5-dev-tools`) - Optional for faster building: Ninja (`ninja-build`) 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 `bin/duckstation-sdl`, or `bin/duckstation-qt`. ### 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 `bin/duckstation-sdl`, or `bin/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 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: - Windows: My Documents\DuckStation - 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 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.** ## Bindings for SDL frontend Keyboard bindings in the SDL frontend are currently not customizable in the frontend itself. You should use the Qt frontend to set up your key/controller bindings first. ## Default bindings Controller 1: - **D-Pad:** W/A/S/D - **Triangle/Square/Circle/Cross:** Numpad8/Numpad4/Numpad6/Numpad2 - **L1/R1:** Q/E - **L2/L2:** 1/3 - **Start:** Enter - **Select:** Backspace Hotkeys: - **Escape:** Power off console - **ALT+ENTER:** Toggle fullscreen - **Tab:** Temporarily disable speed limiter - **Pause/Break:** Pause/resume emulation - **Page Up/Down:** Increase/decrease resolution scale in hardware renderers - **End:** Toggle software renderer ## Libretro Core DuckStation is available as a libretro core, which can be loaded into a frontend such as RetroArch. Currently, only the D3D11 and OpenGL renderers are available, Vulkan will be available soon. It supports most features of the full frontend, within the constraints and limitations of being a libretro core. To build on Windows, simply compile in the same manner as the normal frontend build. A libretro DLL will be built automatically and placed in the output directory. To build on Linux, follow the same instructions as for a normal build, but for cmake use `cmake -DBUILD_LIBRETRO_CORE=ON ..`. The shared library can be found in `src/duckstation-libretro/libduckstation-libretro.so`. Currently there is no core info file for DuckStation, so if you want to use it with RetroArch, you must manually load the core, and then content via the File menu. Hopefully we can change this in the future. ## Tests - Passes amidog's CPU and GTE tests in both interpreter and recompiler modes, partial passing of CPX tests ## Screenshots
## 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.