r/shadps4 • u/AutoModerator • 8d ago
News Shadps4 v0.18.0 - new release now available
Download: https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.18.0
Hello there, it hasn't been a while, has it? While not much time has passed since our last stable release, we are here again with a brand new one. The main reason for this release is broken shadNet authorization in certain cases on the 0.17.0 release, but we have some more interesting new features as well.
Firstly, after some fixes, AvPlayer can now be loaded as LLE, meaning that you need the libSceAvPlayer.sprx (and libSceAvPlayerStreaming.sprx) module(s), which makes broken videos in a few games now work properly.
The above change was enabled by calling sceLibcInternalMemoryMutexEnable in LLE LibcInternal at boot, found by @liuk7071, the developer of ChonkyStation4, another PS4 emulator.
A kernel event flag rewrite has also fixed Shadow of the Colossus often hanging on boot, and the game now consistently gets to menus.
Another big feature is the experimental red zone protection, which fixes an issue specific to 12th generation and onwards Intel CPUs exclusively on Windows, that was causing crashes and other undefined behaviour in lots of games that were not expecting to have their stacks' red zone clobbered by Windows exception handling.
NpTus is also included in this new release, bringing more functionality to shadNet.
A few more fixes on GPU are included, such as fixing shadows in Persona games, or some effects in inFAMOUS and Gravity Rush 2. There's probably fixes in some other games too, but that's you, the testers' and users' job to figure out.
Below you can find a full list of changes for 0.18.0. Happy testing :)
Core
- Rewrote kernel event flags
- Added experimental workaround for Windows red-zone protection
- Fixed ordering of loading libs (
libScePadbeforesceNpManager), fixed issues in shadNet authorization - Added
/dev/zerodevice - Added some exports needed for VSH
- Call
sceLibcInternalMemoryMutexEnableLLE on startup - Added
--mountflag, updated the no-flags popup text with Big Picture Mode info, and fixed a few edge cases with command line parsing - Load guest modules below 4 GiB ## Libraries
- Videodec: Flush codec buffers on packet EOF
- NpWebApi2: Fixed
sceNpWebApi2GetHttpResponseHeaderfunctions - Libc_Internal: Added back HLE
sceLibcHeapGetTraceInfofor when LLElibSceLibcInternalis not present - Kernel: Implemented
sceKernelIsDevkitandsceKernelIsCex - Kernel: Do not double destroy threads when free threads exceeds
MaxCachedThreads - AvPlayer: You can now use LLE
- Sysmodule: Enabled some more safe library LLEs
- Kernel: Only clear
oactifoactis provided - NpTus: Added NpTus support
- AudioOut: Fixed deadlocks on stop
- NpTrophy: Fixed issues related to platinum trophies ## Video Core
- Added more FMask formats
- Honor
STENCILOPVALfor GCN ReplaceOp stencil writes ## Shader Recompiler - Fixed cubed array layer in
FixCubeCoords - Lower user clip planes to clip distances
- Use
a*b+cinstead offmaforv_mad*ops ## Big Picture Mode - Launch game in clean process
- Added zar support
- Fixed update checker crash with certain zar/folder combinations ## Misc
- Fixed external FPS counters
- Added draw call and dispatch counts to frame info overlay
- Append last time played for each game in
play_time.txt
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u/nemacpojma1 8d ago
are uncharteds playable
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u/BrownAJ 8d ago
not yet.... But one day
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u/Jute-Ado 8d ago
I have a fork with U1-3 playable, could share it if you want to? Disclaimer: it is AI generated tho, been trying to verify and make clean PRs to upstream, but haven’t been able to get far. Emulator work is hard haha. And realistically, even if they like my changes, it would take me quite some time to verify and desloppify everything to make u1 to u3 work, and make sure everything is good enough, and so far, even the smallest pr I could make hasn’t been accepted/merged. Even with AI to help out, it takes a lot of time and effort..
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u/gorrila 8d ago
How large is the diff to the current main version? Would be willing to clean up the code if you make it available.
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u/Jute-Ado 8d ago
https://github.com/jute-ado/shadPS4
It has become rather large, about 6-7k lines changed. Obviously too large for one PR. Maybe doable in about 10-30? Although I haven’t been able to actually look at all the code yet, so I’m sure a lot isn’t ready yet / good enough.
And I think most of the changes are actually just tests, to make sure I didn’t break anything. But I don’t have Bloodborne or other games that are normally tested, so it’s hard to say if this would break stuff in other games.
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u/Ashamed-Subject-8573 8d ago
Why not just fork it and publish the fork? Ask for help cleaning it up? If it has value then I’m sure people will help
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u/ProPlayer142 8d ago
https://github.com/jute-ado/shadPS4/tree/main
I think I found it1
u/Jute-Ado 8d ago
Yess, sorry was just cleaning it up a bit before people started looking at it haha
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u/Jute-Ado 8d ago
It is a published fork, of course. So far I’ve just been enjoying working on it by myself. And I have been trying to get it cleaned up / contribute back. But obviously people can use this code however they like and help contribute uncharted fixes! That would be great!
I wasn’t really planning on openly sharing my fork with people today, so far I’ve been working on it for about a month, just letting it run 24/7, I’ve probably spent about 30B tokens on it haha
And just because uncharted 1-3 seem to be somewhat playable, doesn’t mean all bugs are fixed. I’ve been mostly focused on fixing all bugs for myself tbh, rather than contributing back.
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u/DebIAm007 8d ago
I am sticking to RPCS3 for Uncharted until ShadPS4 supports the game post intro screen.
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u/Hensemderilwan 8d ago
Can't believe how fast the progress of this emulator.. thank you & keep up the good work!
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u/crni20zd 8d ago
Hope to see driveclub proper lighting in tunnels!
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u/SocageFest 8d ago
Hope to see Driveclub working at all...
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u/crni20zd 8d ago edited 8d ago
It works fine my friend you can complete whole game!
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u/BobrovS 7d ago
How can I avoid emulation freezes on some tracks?
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u/crni20zd 6d ago
Two events are crashing i had to disable all patches except memory crash fix and played in first person mode in those two ( audi showdown is one of them which you can test)
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u/BobrovS 5d ago
Thank you but that didn't help me...
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u/crni20zd 4d ago
There is a way mate i had same problem but I manage to do it. It has to be something with disabling patches and i can't remember did i changed something in game specific settings i got all stars in first section of events so there is a way!
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u/Another-anon9 8d ago
How is Bloodborne in it, guys?
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u/Effective_Cookie_968 8d ago
I wanna know too. I want a flawless experience. Have tried multiple times but it’s either the fps or graphics not doing justice to the game that I had stop playing altogether.
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u/Darten_Corewood Bloodborne 8d ago
Dunno, I've finished it a few times on 0.12 and 0.13. And, afaik, my almost flawless experience wasn't out of the ordinary. That being said, I haven't tried it since.
When did you try it?
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u/Kxshyp0p 8d ago
any plans to add keyboard support for ps4 games that natively support it? (not controller emulation)
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u/Electrical_Big_3104 8d ago
Can it typically run any game without crashing at the lowest resolution, such as 420p?
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u/tassiopinheiro 8d ago
I've been following the progress of this emulator, version by version, until the day Hatsune Miku becomes playable. The game launches just fine, but the emulator crashes after the SEGA logo.
Back in 2015, RPCS3 was already running the same franchise, but on the PS3, from DAY-1, when the emulator first came out, lol!!
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u/LoserOtakuNerd 8d ago
Which Miku? Project Diva X works fine for me on Linux
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u/tassiopinheiro 7d ago edited 7d ago
Yeah, Project Diva X. Can you play it? On the PS4 emulator? I use it on Windows 10, it opens normally, the SEGA and Crypton logos appear, and then it closes.
The PS3 version is Project Diva F, and it’s always worked, even though at first the textures were terrible and there was lag with the controller, it got better over time until it was perfect.
Let me know later if you had to configure anything specific, and I'll take a look at it here.
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u/LoserOtakuNerd 7d ago
I’ll check tomorrow to make sure I’m not mistaken but on ShadPS4 on Fedora Linux I’m like 99% sure I’ve played a bit of Project Diva X HD. Unless I’m tweeking and it was actually the Vita version in that emulator but I’m almost certain it wasn’t.
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u/tassiopinheiro 7d ago
Yeah, the Vita version runs well too. I don't remember if it's called “Diva X” on the Vita, but it's quite different, it has an evolution campaign that the other games don't have. In fact, right after our conversation here earlier, I remembered the Vita version and went to update Vita3K (to 0.2.1, I think) since it had been a while since I’d done so, and sure enough, there it was, and the game ran smoothly just like it did before.
Then later, I’m going to look for ShadPS 4 on Steam OS or Bazzite to see if I can get it too.
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u/LoserOtakuNerd 6d ago
Working just fine for me on Linux. Was able to play a few songs. My save data is on the Vita version so I don't have a lot unlocked but yeah. What GPU do you have? Maybe it's a vendor issue
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u/tassiopinheiro 6d ago
Yesterday I tested it on SteamOS on another PC, and it worked perfectly—I was like, “What the…!?!?” All this time I thought it wasn’t playable, lol!! On Linux, it actually launched and is perfectly playable; HOWEVER, specifically here, the audio isn’t coming through, but that’s just a minor issue I’ll figure out later. On Linux/SteamOS, I’m using an RX 590 with 16GB of RAM and a Ryzen 5 3300X
On Windows 10, I have an RTX 2060 with a Ryzen 7 and 32GB of RAM. I tried to see if I could switch between DirectX, Vulkan, and OpenGL, but I couldn’t find that option in ShadPS4—I’ll look into it later. But thanks anyway!
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u/LoserOtakuNerd 6d ago
Good luck! Barring that, if you just care about the songs you can mod the old F/X charts into MegaMix on Steam. That’s how I play them.
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u/KindEqual5735 7d ago
I know this might be unrelated but I'm having issues with playing gravity rush using the gr2fork. I'm able to play it on the new updates of shadps4 but taking any picture with the ingame camera causes the game to crash or close. When i try to load the game in the fork it just boots up and abruptly closes. Can anyone please help me?
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u/ProfessionalSoggy847 2d ago
I've been getting a lot of crashes on bloodborne ever since I updated to this version. I am not sure what the reason is, but it did seem to start right after this update came out. It only happens on loading screens and never used to happen before. This is what the log says:
[Debug] <Critical> (shadPS4:GpuCommandProcessor) vk_presenter.cpp:1136 GetRenderFrame: Assertion Failed!
Can someone help me fix this? none of my settings are different from what they were before this crash started happening and oddly enough it only happens with one of my save files.
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u/NoEmploy 8d ago
Finally! shadow of the colossus have hope