Discord Server: https://discord.gg/Buktv3t
Latest Windows, Linux (AppImage), Mac, Android https://github.com/stenzek/duckstation/releases/tag/latest
Available on Google Play: https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation&hl=en_AU&gl=US
Game Compatibility List: https://docs.google.com/spreadsheets/d/1H66MxViRjjE5f8hOl5RQmF5woS1murio2dsLn14kEqo/edit?usp=sharing
DuckStation is an simulator/emulator of the Sony PlayStation(TM) console, focusing on playability, speed, and long-term maintainability. The goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues.
A "BIOS" ROM image is required to to start the emulator and to play games. You can use an image from any hardware version or region, although mismatching game regions and BIOS regions may have compatibility issues. A ROM image is not provided with the emulator for legal reasons, you should dump this from your own console using Caetla or other means.
Older entries are available at https://github.com/stenzek/duckstation/blob/master/NEWS.md
Settings -> Controllers -> Controller Mapping. Profiles can be saved and loaded as well.
previewin general settings, and click
Check for Updates.
DuckStation features a fully-featured frontend built using Qt, as well as a fullscreen/TV UI based on Dear ImGui. An Android version has been started, but is not yet feature complete.
Other features include:
Binaries of DuckStation for Windows x64/ARM64, x86_64 Linux x86_64 (in AppImage format), and Android ARMv8/AArch64 are available via GitHub Releases and are automatically built with every commit/push. Binaries or packages distributed through other sources may be out of date and are not supported by the developer.
Windows 10 is the only version of Windows supported by the developer. Windows 7/8 may work, but is not supported. I am aware some users are still using Windows 7, but it is no longer supported by Microsoft and too much effort to get running on modern hardware. Game bugs are unlikely to be affected by the operating system, however performance issues should be verified on Windows 10 before reporting.
Once downloaded and extracted, you can launch the emulator with
To set up:
C:\Users\YOUR_USERNAME\Documents\DuckStation\bios. If you don't want to use the Documents directory to save the BIOS/memory cards/etc, you can use portable mode. See User directory.
Settings->Add Game Directory.
If you get an error about
vcruntime140_1.dll being missing, you will need to update your Visual C++ runtime. You can do that from this page: https://support.microsoft.com/en-au/help/2977003/the-latest-supported-visual-c-downloads. Specifically, you want the x64 runtime, which can be downloaded from https://aka.ms/vs/16/release/vc_redist.x64.exe.
The Qt frontend includes an automatic update checker. Builds downloaded after 2020/08/07 will automatically check for updates each time the emulator starts, this can be disabled in Settings. Alternatively, you can force an update check by clicking
Help->Check for Updates.
Prebuilt binaries for 64-bit Linux distros are available for download in the AppImage format. However, these binaries may be incompatible with older Linux distros (e.g. Ubuntu distros earlier than 18.04.4 LTS) due to older distros not providing newer versions of the C/C++ standard libraries required by the AppImage binaries.
Linux users are encouraged to build from source when possible and optionally create their own AppImages for features such as desktop integration if desired.
duckstation-nogui-x64.AppImagefor your desired frontend.
chmod a+xon the downloaded AppImage -- following this step, the AppImage can be run like a typical executable.
macOS support is considered experimental and not actively supported by the developer; the builds are provided here as a courtesy. Please feel free to submit issues, but it may be some time before they are investigated.
macOS builds do not support automatic updates yet. If there is sufficient demand, this may be something I will consider.
A prebuilt APK is now available for Android. However, please keep in mind that the Android version does not contain all features present in the desktop version yet. You will need a device with armv7 (32-bit ARM) or AArch64 (64-bit ARM). 64-bit is preferred, the requirements are higher for 32-bit, you'll probably want at least a 1.5GHz CPU.
/sdcard/duckstation. Drop your BIOS files in
+icon and selecting a directory.
PlayStation game discs do not contain title information. For game titles, we use the redump.org database cross-referenced with the game's executable code. A version of the database is included with the DuckStation download, but you can replace this with a different database by saving it as
cache/redump.dat in your user directory, or updated by going into the
Game List Settings in the Qt Frontend, and clicking
Update Redump Database.
By default, DuckStation will emulate the region check present in the CD-ROM controller of the console. This means that when the region of the console does not match the disc, it will refuse to boot, giving a "Please insert PlayStation CD-ROM" message. DuckStation supports automatic detection disc regions, and if you set the console region to auto-detect as well, this should never be a problem.
If you wish to use auto-detection, you do not need to change the BIOS path each time you switch regions. Simply place the BIOS images for the other regions in the same directory as the configured image. This will probably be in the
bios/ subdirectory. Then set the console region to "Auto-Detect", and everything should work fine. The console/log will tell you if you are missing the image for the disc's region.
Some users have been confused by the "BIOS Path" option, the reason it is a path and not a directory is so that an unknown BIOS revision can be used/tested.
Alternatively, the region checking can be disabled in the console options tab. This is the only way to play unlicensed games or homebrew which does not supply a correct region string on the disc, aside from using fastboot which skips the check entirely.
Mismatching the disc and console regions with the check disabled is supported, but may break games if they are patching the BIOS and expecting specific content.
A number of PAL region games use LibCrypt protection, requiring additional CD subchannel information to run properly. libcrypt not functioning usually manifests as hanging or crashing, but can sometimes affect gameplay too, depending on how the game implemented it.
For these games, make sure that the CD image and its corresponding SBI (.sbi) file have the same name and are placed in the same directory. DuckStation will automatically load the SBI file when it is found next to the CD image.
For example, if your disc image was named
Spyro3.cue, you would place the SBI file in the same directory, and name it
git clone --recursive https://github.com/stenzek/duckstation.git -b dev).
duckstation.slnin the root, or "Open Folder" for cmake build.
duckstation-qt-x64-Release.exeor whichever config you used.
Requirements (Debian/Ubuntu package names):
git) (Note: needed to clone the repository and at build time)
git clone https://github.com/stenzek/duckstation.git -b dev).
cd build-release && cmake -DCMAKE_BUILD_TYPE=Release -GNinja ...
NOTE: macOS is highly experimental and not tested by the developer. Use at your own risk, things may be horribly broken.
brew install cmake)
brew install sdl2)
brew install qt5)
git clone https://github.com/stenzek/duckstation.git -b dev).
git clone https://github.com/stenzek/duckstation-ext-mac.git dep/mac.
cmake -DCMAKE_BUILD_TYPE=Release -DQt5_DIR=/usr/local/opt/qt/lib/cmake/Qt5 ... You may need to tweak
Qt5_DIRdepending on your system.
Nis the number of CPU cores in your system for a faster build.
The "User Directory" is where you should place your BIOS images, where settings are saved to, and memory cards/save states are saved by default. An optional SDL game controller database file can be also placed here.
This is located in the following places depending on the platform you're using:
So, if you were using Linux, you would place your BIOS images in
~/.local/share/duckstation/bios. This directory will be created upon running DuckStation
for the first time.
If you wish to use a "portable" build, where the user directory is the same as where the executable is located, create an empty file named
in the same directory as the DuckStation executable.
Your keyboard or game controller can be used to simulate a variety of PlayStation controllers. Controller input is supported through DInput, XInput, and SDL backends and can be changed through
Settings -> General Settings.
To bind your input device, go to
Settings -> Controller Settings. Each of the buttons/axes for the simulated controller will be listed, alongside the corresponding key/button on your device that it is currently bound to. To rebind, click the box next to the button/axis name, and press the key or button on your input device that you wish to bind to. When binding rumble, simply press any button on the controller you wish to send rumble to.
DuckStation releases ship with a database of game controller mappings for the SDL controller backend, courtesy of https://github.com/gabomdq/SDL_GameControllerDB. The included
gamecontrollerdb.txt file can be found in the
database subdirectory of the DuckStation program directory.
If you are experiencing issues binding your controller with the SDL controller backend, you may need to add a custom mapping to the database file. Make a copy of
gamecontrollerdb.txt and place it in your user directory (or directly in the program directory, if running in portable mode) and then follow the instructions in the SDL_GameControllerDB repository for creating a new mapping. Add this mapping to the new copy of
gamecontrollerdb.txt and your controller should then be recognized properly.
Icon by icons8: https://icons8.com/icon/74847/platforms.undefined.short-title
"PlayStation" and "PSX" are registered trademarks of Sony Interactive Entertainment Europe Limited. This project is not affiliated in any way with Sony Interactive Entertainment.