[readme] update
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README.md
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README.md
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@ -69,22 +69,7 @@ Our goal is **not** to emulate PS4 games, as there is already an excellent emula
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## Status
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The emulator can currently load the `eboot.bin` of real games, execute native CPU instructions, and partially handle kernel-related functionality. However, several critical components are still missing.
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Current capabilities include:
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* Loading `eboot.bin` and `.elf` files
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* Executing native CPU instructions
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* Reading basic game metadata (title, version, etc.)
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* Loading system modules (`prx` / `sys_module`)
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* Partial support for some kernel functions
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* `Fiber` and `AMPR` exports
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* PlayGo scenarios
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* Initial loading game files
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* Shader/resource submits and AGC initial
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* Video outputs in some games
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Some games have reached like `sceVideoOut` and AGC stages.
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The emulator can currently load the `eboot.bin` of real games, execute native CPU instructions, and partially handle gpu-related functionality. Included 3D games.
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SharpEmu supports Windows, Linux, and macOS hosts. Video output uses Vulkan on
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Windows and Linux, and MoltenVK on macOS. Platform support is still experimental,
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@ -95,11 +80,12 @@ so compatibility and performance vary by game, operating system, and GPU driver.
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Download the release archive for your operating system, extract it, and launch
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SharpEmu with the path to a legally obtained game's `eboot.bin`.
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Or command line;
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Windows PowerShell:
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```powershell
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.\SharpEmu.exe "C:\path\to\game\eboot.bin" 2>&1 |
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Tee-Object -FilePath "SharpEmu.log"
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.\SharpEmu.exe "C:\path\to\game\eboot.bin" --log-to-file
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```
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Linux and macOS:
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@ -107,10 +93,13 @@ Linux and macOS:
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```bash
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chmod +x ./SharpEmu
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./SharpEmu "/path/to/game/eboot.bin" 2>&1 |
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tee SharpEmu.log
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./SharpEmu "/path/to/game/eboot.bin" --log-to-file
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```
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SharpEmu supports environment variables that can be configured from the GUI. Undocumented variables are listed here: [docs/sharpemu-gui-undocumented-env-vars.md](docs/sharpemu-gui-undocumented-env-vars.md)
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You can set them per game or globally in the GUI, or pass them directly through the CLI.
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A Vulkan-capable GPU and current graphics driver are required. The macOS
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release includes the MoltenVK Vulkan implementation.
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