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Linux: port the emulator to a working state on Linux (#117)
Linux: port the emulator to a working state
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@@ -1,14 +1,14 @@
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# KytyPS5
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[](https://github.com/KytyPS5/KytyPS5/actions/workflows/build.yml)
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[](https://github.com/KytyPS5/KytyPS5/actions/workflows/build-linux.yml)
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[](https://github.com/KytyPS5/KytyPS5/actions/workflows/build.yml)
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[](https://github.com/KytyPS5/KytyPS5/actions/workflows/build.yml)
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[](#system-requirements)
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[](#system-requirements)
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[](#current-status)
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[](LICENSE)
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KytyPS5 is a free and open-source PlayStation 5 emulator written in C++ for Windows, with
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experimental macOS support. It is based on a heavily modified version of
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KytyPS5 is a free and open-source PlayStation 5 emulator written in C++ for Windows and Linux,
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with experimental macOS support. It is based on a heavily modified version of
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[Kyty](https://github.com/InoriRus/Kyty). The project is in an early stage of development, so
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compatibility is limited and behavior may change significantly between builds.
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@@ -24,7 +24,8 @@ KytyPS5 can boot 2D games and a selection of 3D games, including titles built wi
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Development is focused on compatibility and boot reliability.
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Linux support is planned. Windows remains the primary supported platform.
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Windows is the primary platform and receives the most testing. Linux builds and runs; see
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[Building on Linux](#building-on-linux).
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macOS support is experimental. Compatibility with the same games on Windows and macOS has not yet
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been tested.
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@@ -64,8 +65,9 @@ graphical glitches, low compatibility, and poor performance.
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Testing games and submitting detailed bug reports are useful ways to contribute. Search existing
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issues first, then use the **Game Emulation Bug Report** template and attach the complete log file.
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Code contributions should be focused, build successfully on Windows, and include relevant tests
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where practical. Because KytyPS5 is still evolving quickly, consider opening an issue before
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Code contributions should be focused, build successfully on the platforms they touch, and include
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relevant tests where practical. Windows is the primary target, so a change that alters shared code
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should not regress it; changes confined to a platform's own code paths only need to build there. Because KytyPS5 is still evolving quickly, consider opening an issue before
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starting a large change.
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### Formatting
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@@ -100,11 +102,11 @@ the Vulkan/SPIR-V validation rules.
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### System requirements
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- Windows 10 version 1803
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- Windows 10 version 1803, or a current Linux distribution
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- A 64-bit x86 processor
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- A Vulkan 1.3-capable GPU with current drivers
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### Build requirements
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### Build requirements (Windows)
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- Git
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- CMake 3.12 or newer
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@@ -138,11 +140,48 @@ cmake --install _Build/windows --prefix _Build/windows/install
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The finished application and its runtime dependencies will be placed in
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`_Build/windows/install`.
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### Building on Linux
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Install the toolchain and the libraries the bundled SDL2 needs. Without the audio, Wayland and
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udev development packages SDL2 quietly configures itself without those backends, and the resulting
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build has no working sound and no gamepad hotplug:
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```bash
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sudo apt-get install --no-install-recommends \
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clang lld ninja-build cmake git glslang-tools \
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libgl1-mesa-dev libx11-dev libxcursor-dev libxext-dev libxfixes-dev \
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libxi-dev libxrandr-dev libxss-dev libxkbcommon-dev \
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libasound2-dev libpulse-dev libudev-dev libdbus-1-dev libwayland-dev wayland-protocols
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```
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Qt 6 (Concurrent, Network, Widgets) is also required — either the distribution packages
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(`qt6-base-dev`) or an official Qt installation.
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```bash
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git submodule update --init --recursive
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cmake -S src -B _Build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ \
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-DCMAKE_PREFIX_PATH="$Qt6_DIR"
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cmake --build _Build/linux --target launcher --parallel
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cmake --install _Build/linux --prefix _Build/linux/install
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```
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The install step copies the Qt libraries and plugins next to the binaries, so
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`_Build/linux/install` runs without a matching system Qt.
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As on Windows, the MSVC compiler is not used; Clang is required. `cl.exe` is rejected at configure
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time.
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Note that the CMake source root is `src`, not the repository root.
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### Visual Studio Code
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A ready-made Visual Studio Code setup is included in [`.vscode`](.vscode). It configures CMake
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Tools to build the project with Ninja and `clang-cl` and provides launch profiles for both
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`launcher.exe` and `kyty_emulator.exe`.
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`launcher.exe` and `kyty_emulator.exe`. It is Windows-only: VS Code settings cannot select a
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compiler per platform, so on Linux configure from the command line as shown above.
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Before using it:
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@@ -164,6 +203,10 @@ To use the graphical launcher:
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.\_Build\windows\install\launcher.exe
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```
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```bash
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./_Build/linux/install/launcher
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```
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On first launch, add one or more game folders in the global settings. The launcher searches those
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folders recursively for game directories containing `eboot.bin`. Select a detected game and run it
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from the game list.
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@@ -174,7 +217,11 @@ The emulator can also be started directly with a legally obtained game directory
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.\_Build\windows\install\kyty_emulator.exe --game "D:\Games\ExampleGame"
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```
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Run `kyty_emulator.exe --help` to see the available graphics, logging, validation, profiling, and
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```bash
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./_Build/linux/install/kyty_emulator --game "/games/ExampleGame"
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```
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Run `kyty_emulator --help` to see the available graphics, logging, validation, profiling, and
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debugging options.
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### AI Use
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