CraziiEmu 0.27 Alpha Released

Felipe

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Overview​


CraziiEmu is an experimental PlayStation 5 compatibility layer written entirely in C# using modern .NET.


Built upon the excellent open-source foundation of the SharpEmu project, CraziiEmu extends the architecture with a highly-polished desktop frontend, runtime optimizations, expanded High-Level Emulation (HLE) implementations, and ongoing compatibility work.


Currently, development and compilation natively target Windows x64.




✨ Features​


Premium Desktop Interface​


Built using Avalonia UI, the frontend provides a console-like experience rather than a traditional windowed debugger:


  • Modern, Dark-Themed Dashboard: A highly responsive, console-inspired scrolling game library.
  • Dynamic Theming: Seamlessly maps native background artwork from your game library, adapting the interface on the fly.
  • Integrated Console: A real-time, built-in diagnostic logging terminal for trace monitoring.
  • Configurable Settings: Manage graphics, audio, debugging, and comprehensive controller configurations all within the UI.
  • Fullscreen Experience: The emulator natively defaults to fullscreen mode, seamlessly toggled via F11.

Advanced Input Mapping​


  • Native support for Keyboard, DualSense, DualShock 4, and Xbox controllers.
  • Interactive custom key mapping and dynamic controller remapping.
  • Conflict Resolution: Automatically swaps duplicate bindings in memory to prevent input overlap.

Core Architecture & Runtime​


  • Direct Execution Backend: Bypasses software interpretation entirely, executing guest x86-64 code directly on the host CPU for maximum hardware speed.
  • Advanced Executable Loading: Detects and parses both standard 64-bit ELF binaries and Sony's compressed SELF (SCE\0) containers, automatically extracting entry points.
  • Dynamic Linker: Parses PT_DYNAMIC program headers, recursively loads dependent .sprx modules, and resolves complex relocations (R_X86_64_RELATIVE, R_X86_64_GLOB_DAT, R_X86_64_JUMP_SLOT).

Memory & HLE Virtualization​


  • Virtual Memory Manager: Allocates a massive guest virtual address space utilizing page-based allocation.
  • Native VEH Trampoline: Features native x86-64 assembly page-fault handling to safely bridge Windows hardware exceptions.
  • libkernel HLE Stubs: Houses active implementations for critical PlayStation OS services, including thread management, memory allocation, synchronization primitives, and sleep/timing functions.

Graphics (Vulkan)​


Graphics presentation is built exclusively on Vulkan, offering a high-performance rendering pathway. Implementations include swapchain creation, direct video output, and splash image presentation. (Internal resolution scaling is planned for future updates).

[Note: This a WIP build. Crashes may occur]


Changelog:


  1. Unity engine game 'New Super Lucky's Tale' now successfully progress past ELF/SELF loading and render their splash images.
    (Log: [LOADER][INFO] Vulkan VideoOut presented splash: 3840x2160).
  2. Vastly improved Vulkan initialization and VideoOut implementation for better fullscreen presentation and swapchain management. Now games are forced to boot in Fullscreen mode (Press F11 to get back to windowed mode)
  3. [Patched some work from SharpEmu] Optimized the Direct Execution backend, slashed runtime overhead, sped up module loading, and completely eliminated previous memory leak bottlenecks.
  4. Restored and improved controller/keyboard mapping, alongside ongoing development of core kernel services (thread scheduling, memory management, and sync primitives).
  5. Major overhaul to settings. Removed several unimplemented features that were present in previous build (Thought of adding it later but seems it is miles away to implement actually)

Known Bugs:


  • A known memory management issue prevents certain titles from launching successfully after the first execution. Restarting the emulator is currently required before attempting another launch (will be fixed in next build)
  • Certain Unity-based titles progress beyond ELF/SELF loading, module initialization, and Vulkan VideoOut initialization, but may enter repeated unresolved NID/HLE call loops. This results in excessive verbose logging, significantly increased log sizes, and eventual application termination (actively working on it for potential fix to boot).
 
None that i know of. Unless there is something on youtube about it.
 

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