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ScePSX

ScePSX

PLAYSTATION EMULATOR

ScePSX

ScePSX is an open-source, lightweight PlayStation (PS1) emulator written in C# with multiple rendering backends (D3D/OpenGL/Vulkan), PGXP support, save states, ReShade integration, and builds/ports for Windows, Linux, macOS and Android.

playstationPRIMARY SYSTEM
History documentedPROJECT BEGAN
Open sourcePROJECT MODEL

WHY IT MATTERS

Why ScePSX

ScePSX aims to be a modern, lightweight PS1 emulator implemented entirely in C#, focused on cross-platform builds, multiple graphics backends, visual enhancements (PGXP, upscaling), and an approachable UI with features like save states, memory tools and ReShade support.

BEST FOR

What it does well

Cross-platform C# implementation with several rendering backends, runtime-switchable graphics backends, PGXP geometric correction support, ReShade integration, and a focus on performance and usability for typical PS1 titles.

The people behind ScePSX

History & status

ScePSX is actively developed on GitHub by the unknowall account (repository contains ongoing commits and releases). The project describes itself as cross-platform (Windows, Linux, macOS, Android) and provides multiple UI frontends (Windows/WindowUI, Avalonia, Android). Development notes and changelogs appear in the repository and community posts (release announcements have appeared on community sites). The project uses .NET 8 and contains a core emulator implementation plus UI projects and platform-specific build scripts. Issues and pull requests are present in the repository, indicating active maintenance.

What ScePSX supports

  • Sony PlayStation (PS1) – runs PlayStation CD images and common formats
  • Windows (x86/x64/arm mentioned for some builds)
  • Linux (x64/arm/arm64/riscv64/loongarch64 listed)
  • macOS (x64/arm64)
  • Android (x64/arm64/armeabi-v7a)

Download and availability

OFFICIAL DOWNLOADS

Get ScePSX

Official builds and release packages are published on the project's GitHub Releases page. Prebuilt binaries for Windows, Linux and Android are available there when provided by the maintainers. Source code and build scripts are available in the GitHub repository.

Get ScePSX ↗

DOCUMENTATION

Official documentation

Read the official configuration, compatibility, and troubleshooting material before changing advanced options.

Read official documentation ↗
Broken or missing download? Emulator projects move and official links sometimes change. Please contact Retro Replay so the source can be verified and updated.

ScePSX setup guide

Setup note: This setup guide covers running prebuilt ScePSX releases or building from source. It focuses on practical steps verified in the project's README and repository files (requirements: .NET 8, proper BIOS placement, optional ReShade).

  1. 1) Get the official release or source: Download the latest release archive from the project's GitHub Releases page. If you prefer to build, clone the repository and ensure you have .NET 8 SDK installed. For Avalonia UI builds the README lists Avalonia 11.3.11 as a dependency.
  2. 2) Required runtime and dependencies: ScePSX expects .NET 8 for the core and UI projects. The README also mentions modified MessagePack in the repo (do not substitute with a NuGet package); follow repository instructions for native libraries and any bundled SDLLib files. For macOS Vulkan usage a MoltenVK layer may be required (project notes advise it but do not recommend it as primary).
  3. 3) BIOS placement (legal requirement): ScePSX does not include PlayStation BIOS files. Place a legally obtained PS1 BIOS (for example SCPH-1001.bin or another region-appropriate dump you own) into a bios/ subfolder inside the emulator directory (example layout shown in the repository README). The emulator will look for the BIOS there.
  4. 4) Running a prebuilt Windows package: Unpack the release archive and run the executable matching the UI you chose (WindowUI or Avalonia). Ensure the bios/ folder with the BIOS file is alongside the executable. First run the emulator, open the settings to verify controller mappings and renderer selection (D3D/OpenGL/Vulkan), then load a supported CD image (.bin/.cue, .iso, .img/.cue) or CHD if provided by the build.
  5. 5) Controller and input: Configure keyboard or gamepad bindings from the emulator's settings. The README indicates plug-and-play gamepad detection; vibration may require toggling a specific input mode (the README mentions an F10 toggle for simulated vibration).
  6. 6) ReShade and visual enhancements: ScePSX supports ReShade for OpenGL and Vulkan backends (D3D may require manual ReShade installation). The README documents a reshade/ directory for shader presets; place ReShade files there and toggle the post-processing interface in-game with the Home key as described by the project.
  7. 7) Save states, memory tools and cheats: Use the emulator's save state feature and memory tools from the UI; the repository documents save directories and a save file naming convention. Cheat code support is available—follow the in-app or README instructions to enable or load cheats.
  8. 8) Building from source (concise): Clone the repository, install .NET 8 SDK, follow the README's compile notes: don't replace the modified MessagePack with a NuGet package, restore any third-party native libraries from the repo (SDLLib), and use the provided solution files (ScePSX.Window.sln, ScePSX.Avalonia.sln, or Android solution). The repository contains platform-specific build scripts and notes; follow them for Android (.NET MAUI + Android SDK 33) or Avalonia builds.

Software reminder: ScePSX does not include PlayStation BIOS files or commercial game images. You must supply BIOS and game images legally. Follow the repository build notes exactly when compiling (the project uses a local modified MessagePack implementation and specific native libs).

Sources and further reading

Detailed guides and tutorials

Explore step-by-step guides for ScePSX as they are published.