TheRealRetro 35dac4d527 0.7.0: the GPU renderer, HLE audio
Version 0.7.0 (contentVersion 00.007.000) and its release notes.
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Mupen64Plus PS5: Nintendo 64 emulator, native PS5 app

Mupen64Plus PS5

mupen64plus-core 2.6.0, the Nintendo 64 emulator, as a native PS5 home-screen app for jailbroken consoles: a game shelf with box art, DualSense support with rumble, save states, the x86-64 dynarec, and a GPU renderer (paraLLEl-RDP on Vulkan) with up to 8x internal resolution, so games like GoldenEye 007, Perfect Dark and Donkey Kong 64 run at full speed in HD.

The game shelf on the PS5

Title ID PPSA99064. No games are included: use ROMs you dumped yourself.

Install

Requirements: a jailbroken PS5 with kstuff (or kstuff-lite), ShadowMountPlus, and an ELF loader running (elfldr, etaHEN or PS5 Payload Manager's: the usual setup).

  1. Download Mupen64PlusPS5.zip from the latest release.
  2. Copy the PPSA99064 folder to /data/homebrew/ on the console (FTP...), or to homebrew/ on an exFAT USB drive. ShadowMountPlus adds Mupen64Plus PS5 to the home screen.
  3. Put your ROMs (.z64 .n64 .v64 .rom, zipped or not) in /data/mupen64plus/roms, or in mupen64plus/roms on a USB drive.

Nothing to send by hand: when the app starts, it sends the helper built into eboot.bin to the ELF loader, which lets it out of its sandbox (/data, USB drives, executable memory for the dynarec).

Updates

The app checks this repository's latest release each time it starts. When a newer one exists it downloads Mupen64PlusPS5.zip, checks it against the SHA-256 GitHub publishes for it, and asks: ✕ Update now / ○ Later. On ✕ it unpacks the update and closes; a background helper installs it, and a notification says when to open the app again. Saves, states, covers and settings in /data/mupen64plus are kept. Settings → Check for updates turns the question off.

On 0.6.0, 0.6.1 or 0.6.2? Their updater is broken (the updated app wouldn't start), so they don't see newer releases. Install 0.6.3 or newer by hand once: delete /data/homebrew/PPSA99064, then copy the PPSA99064 folder from Mupen64PlusPS5.zip. Updates after that work from inside the app.

Compatibility

  • Compatibility list: how each tested game runs (public, view-only).
  • Report a game: tested one? A short form, no account needed. Reports go straight into the list.

For a crash or a bug, please open an issue and attach /data/mupen64plus/logs/boot.log.

Documentation

ps5/README.md: controls, settings, folders, how the port works, and building.

Building and releasing (Windows + WSL Ubuntu 24.04)

build-native.bat              build-native\PPSA99064\ + Mupen64PlusPS5.zip (+ .debug.elf)
build-native.bat Ffpfsc       also a compressed .ffpfsc image
build-native.bat Clean        from scratch (nothing reused from earlier builds)
build-native.bat Cpu          without the GPU renderer, in build-native-cpu\
release.bat                   clean build, then publish a GitHub release

The GPU renderer needs RADV built first (mihawk-99/PS5_Vulkan, in WSL /root/gpu/PS5_Vulkan): see ps5/README.md.

Releasing:

  1. Raise VERSION in ps5/Makefile, and set the matching contentVersion in ps5/app/sce_sys/param.json (0.7.0 → 00.007.000; the build stops if they differ). That number is also the release tag.
  2. Write release-notes/<contentVersion>.md: a few short lines, shown on the console in the update question.
  3. Commit and push, then run release.bat. It builds, creates the release with Mupen64PlusPS5.zip, and checks GitHub's digest against the local zip.

Never reuse or lower a version.

Repository layout

  • mupen64plus-core/: the original core source, unmodified.
  • ps5/: the port (plugins, PS5 layer, frontend, build).
  • release-notes/: one file per release.

License

GPL-3.0 (LICENSE). The parts and their licenses are listed in THIRD_PARTY_NOTICES.md.

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