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trs80gp v2.5.8 is released. trs80gp primarily emulates the "gray" line of TRS-80 computers made by Tandy in the late 1970s and early 1980s. They are known as the Model I, Model II, Model III, Model 4, Model 4P, Model 4D, Model 12, Model 16 and Model 6000. It is generally easier to use ordinary digits for the Model 1, Model 2 and Model 3. The Model 1, 3 and 4 are a line of compatible computers as is the Model 2, 12, 16 and 6000.

Ryu (2026/09/01) is released. A self-contained DLSS 5 graphics stack on top of vanilla Ryubing: upscaling + DLAA in one NGX evaluate, in-game Neural Rendering, and DLSS-G frame generation up to 2x/3x/4x. Upstream master merges in automatically every Monday; every push builds.

KytyPS5 Changelog:
r2 - 2026-09-01
Startup & reliability
ReadyToRun publish: cold start roughly halved (5.4s → 2.5s to the main window on the reference machine); the executable grows to ~181 MB.
A config file written by a newer build (upstream, or another fork sharing the portable dir) is no longer wiped back to defaults: all recognized settings are kept, the newer file is preserved as a .bak, and the config is rewritten at this build's version.
Auto-update
The updater now follows this fork's own CI feed: it reads latest.json from the download wall and fetches the update zip from dl.dotslash.pro (the source repo is private; nothing points at it anymore).
CI stamps real version numbers (YYYY.MDD.RUN), which also unlocks the in-app updater (locally compiled builds show 1.0.0-dirty and keep it disabled).
Fixed the download step: upstream's updater rewrites the artifact URL from .zip to .7z, which our feed does not host (404). The install step now also matches this fork's flat zip layout and preserves an existing ReShade.ini across updates.
Fixed the install step: the extracted archive handle was never disposed, so deleting the downloaded file failed and aborted the update (and the single-threaded fallback could crash the app; it now fails soft).
Stability
Streamline is now fully shut down when the graphics device is destroyed. Before this, launching a second game within one emulator session crashed natively inside the DLSS-G swapchain (the interposer still held plugin state for the dead device) — and the hard crash could poison the game's shader/PPTC caches, making that game crash on every following launch until its caches were cleared.
The config file is written atomically (temp file + rename), so a second emulator instance can no longer read a half-written config and reset it to defaults.
UI
Status bar: new NR indicator mirroring the live Neural Rendering state, and a floating "NR ON/OFF" notification on every toggle. Ground truth comes from tailing ReShade.log (the RenoDX addon logs every toggle), so changes made from the ReShade overlay are caught too, not just F6.
ReShade OSD notifications (screenshot saved, preset transition) are disabled in the bundled ReShade.ini.
The bundled ReShade64.dll is now built from the official v6.8.0 source (BSD-3) with one change: the startup banner is removed (it is hard-coded upstream with no configuration switch). The build recipe: clone crosire/reshade at v6.8.0, set every _show_splash assignment/default to false, build Release|64-bit.
Packaging
The bundle README ships inside the zip again.
Fixed after investigation
Per-game configuration overrides now really control the DLSS pipeline: the native machinery (NR stage, Streamline, the swapchain proxy) is armed through environment variables, which were previously set once at startup from the global config. They are now re-applied on every game launch from the resolved (global + per-game) config, so a per-game "DLSS off" disarms everything, not just the render path.
Not-a-DLSS-bug, documented for posterity: Xenoblade Chronicles DE crashes at boot (null read in its font-tag loading) when the system language is set to the legacy Chinese value — a leftover from very old configs. SimplifiedChinese / TraditionalChinese work fine. The emulator does not translate the legacy value; pick one of the modern ones in system settings if your config predates them.

Download:KytyPS5 (2026/09/01)
Source:Here

PinMAME v3.7.0-477-6589fc5 are released. PinMAME is a Multi-Arcade Pinball Machine emulator for Windows. PinMAME emulates the hardware found in almost every solid state pinball machine created from the earliest days of CPU-controlled machines (mid 1970's) through 2014 (Stern SAM), with around 770 emulated unique Pinball machines and many more clones/revisions (overall more than 2700 sets).

EmuCR:VirtualC64VirtualC64 v6.1 is released. VirtualC64 is a C64 emulator for Mac OS X from Dirk W. Hoffmann. VirtualC64 emulates a Commodore 64 personal computer on your Macintosh.

KytyPS5 (2026/09/01) is released. KytyPS5 is a PlayStation 5 compatibility layer. The project is still in an early stage of development, so compatibility is limited and behavior may change quickly between builds.

KytyPS5 Changelog:
https://github.com/KytyPS5/KytyPS5/releases/tag/KytyPS5-2026-09-01-fc91fd2

Download:KytyPS5 (2026/09/01)
Source:Here08

Gearlynx v1.2.31 is released. Gearlynx is a cross-platform Atari Lynx emulator written in C++ that runs on Windows, macOS, Linux, BSD and RetroArch.

NeoST v0.6.1 is released. Atari ST/STE Emulator based on Moira.

Geargrafx v1.7.20 is released. This is an open source project with its ongoing development made possible thanks to the support by these awesome backers.

PCSX2-Reliquary v1.9.2 is released. PCSX2 Reliquary is a PCSX2 fork focused on accurate emulation of security flows and esoteric PS2-derived hardware. It targets platforms and software outside the usual retail console path, including systems such as the Konami Python 1 & 2, and Namco System families.

EmuCR: Steem SSEvAmiga v5.0b2 is released. vAmiga emulates a Commodore Amiga 500, 1000 or 2000 on your Mac. To run the emulator, a Kickstart Rom is required. The original Amiga Roms are the intellectual property of the company Cloanto. By purchasing a license of Amiga Forever™ you can acquire a legal Kickstart license. Rom image files can be added to vAmiga via drag and drop. vAmiga is open-source and published under the terms of the GNU General Public License.

Cube64 / Wii64 v1.4.6 are released. Wii64 & Cube64 are Mupen64 for the Gamecube/Wii. Port of the popular multi-OS N64 emulator, Mupen64, to the Nintendo Gamecube and Wii through the libOGC library. The emulator currently uses dynamic recompilation of the N64 machine code to PowerPC (the Gamecube/Wii's ISA) and full hardware accelerated graphics to achieve (near) full-speed emulation in most instances.

EmuCR: PocketHLEPocketHLE v0.3.1 is released. A high-level Windows Mobile / Pocket PC emulator for Linux, Windows and Android. PocketHLE is an early-stage high-level emulator for Pocket PC 2002/2003 and Windows Mobile 5/6 games. Instead of emulating a complete Windows CE device, it loads the original game executable, runs its ARM code through a CPU backend, and provides clean-room host-side implementations of the Windows CE APIs the game expects.

EmuCR: XeniaXenia Edge Git (2026/09/02) is released. Xenia Edge is yet another experimental fork of the Xenia emulator, mainly based on Xenia Canary but with the aim of quicker iteration and improvements to Vulkan backend and Linux platform in particular. Windows of course remains fully supported as well and will benefit from changes made here especially with its Vulkan backend.

EmuCR: XeniaXenia Git (2026/09/02) is compiled. Xenia is an experimental emulator for the Xbox 360. It does not run games (yet).

EmuCR:x360ce x360ce v4.20.43.0 is released. Xbox 360 Controller Emulator (a wrapper library that translates the xinput calls to directinput calls) which allows your controller (GamePad, Joystick, Wheel, ...) to function like an Xbox 360 controller on a Windows PC. For example it allows you to play Grand Theft Auto (GTA) game with Logitech wheel.

EmuCR: Vita3KVita3K Git (2026/09/02) is compiled. Vita3K is an experimental PlayStation Vita emulator for Windows, Linux and macOS. The emulator currently runs a few homebrew programs in .vpk format. No commercial games are playable.