PSXONPS3 v0.4 by Calyps0man
UNOFFICIAL PCSX-ReARMed Port for PS3 is a PlayStation 1 emulator for the PlayStation 3.
Install on your PS3
| File | Size | |
|---|---|---|
| psxonps3-0.4-build136.pkg c9d16836…58ea | 1.5 MB | Send to PS3 Download |
Other ways to install
On the PS3: open store.brewology.com/ps3/pcsx-rearmed-for-ps3/ in its browser, press Download and install it from Package Manager › Install Package Files in the Game column.
From a USB drive: copy psxonps3-0.4-build136_brewology_com.pkg to the root of a USB drive (FAT32), plug it into the PS3 and install it from Package Manager › Install Package Files in the Game column.
Screenshots
About PSXONPS3
UNOFFICIAL PCSX-ReARMed Port for PS3 is a PlayStation 1 emulator for the PlayStation 3.
PSXONPS3 is the PCSX-ReARMed libretro core with its own PSL1GHT front end, built around the PS3's hardware:
- Lightrec dynarec tuned for the Cell PPU (no microcoded instructions in the generated code).
- RSX renderer: 3D at 2x, 3x, 4x or 4.5x resolution, with the PS1's VRAM kept on the GPU.
- SPU jobs: FMV decoding and edge smoothing run on the Cell's SPUs.
- PS1 discs play straight from the console's drive (ONLY ON CFW!!!).
What's new in Experimental version 0.2 (build 100) - UPDATE 5.11.2026.
- PGXP (Lite version) (experimental, RSX renderer, per game, off by default): 3D is drawn at sub-pixel positions, so polygons wobble much less when upscaled. "On + textures" also attempts to remove texture warping.
Note
This is a lighter version of PGXP, made to run fast enough on the PS3. It only covers the PS1's 3D chip (GTE): the exact sub-pixel positions the GTE calculates are kept and used to draw 3D, so polygons wobble much less. "On + textures" also uses the depth for perspective-correct textures. Unlike the full PGXP in DuckStation, there is no CPU mode (positions a game changes with the main CPU after the GTE fall back to whole pixels), no depth buffer and no culling options. Some wobble and gaps may remain, depending on the game.
- Widescreen (3D) (per game, off by default): 3D games are drawn wider for a 16:9 TV with the right proportions. 2D graphics, menus and videos are stretched. Works with PGXP. While it is on, Aspect ratio is greyed out and set to 16:9.
- Texture filter and Sprite filter (experimental, RSX renderer, off by default): bilinear smoothing of 3D textures and of 2D sprites, set separately. Works at every resolution, without dark fringes or seams at sprite edges.
- Changing discs for multi-disc games (in-game menu > Change disc). Uses the game's .m3u or multi-disc .pbp, or files whose names differ only by disc number ("(Disc 2)", "CD2", ...). Works with discs in the PS3's drive too.
- CD-ROM speed: Normal, Turbo (faster loading, sound and videos keep their speed) or Max (fastest, may break some games).
- Boot BIOS in game list (off by default): adds an entry that starts the PS1 BIOS menu with no disc (memory card manager, CD player). You pick which memory card files go in the two slots, so saves can be copied between games' cards. Needs a real BIOS.
- Game covers (on by default): the selected game's cover is shown in the game list, from your own JPG/PNG files: next to the game file, in USRDIR/covers (by file name or serial), or from webMAN MOD's PS1 cover pack. The game's serial is shown under the cover.
Speed
- Rayman is now at full speed now without affecting the BIOS logo. (Both were dependent on each other, it was caused by register checks and emulation issue)
- Resident Evil 3 should no longer nearly freeze in scenes with many VRAM copies (the RSX now does them itself).
Graphics fixes
- Mirrored 2D sprites are drawn correctly: no more thin lines through or along sprites (Rayman), and no hairline gaps between 2D pieces above 1x.
- Many PGXP fixes along the way: less flicker, reduced gaps and slits between polygons (Tekken 3, GT2's cars, RE3's Jill).
Menus and logs
- Debug log: more timing and renderer statistics, to help find slowdowns.
Known limitations/issues
- PGXP feature implementation is not perfect. There may still be polygon gaps and other issues depending on the game. Toggling it may also reduce performance
- Widescreen (3D) is a hack. Objects may pop in at the edges in games that skip what is outside the original 4:3 view.
- Gran Turismo 2 - Japanese version has a bug on the Convert screen; the names of the saves on the memory card are unreadable with the built-in (HLE) BIOS. The game builds them from the real BIOS's Japanese font. Use a real BIOS (see Games and BIOS). This may also happen with other NTSC-J games.
Acknowledgements
Many of the above updates were inspired by fendimaharsi0-sketch's "another rearmed emulator" fork. So thank you for improving the project.
Release notes
v0.4 · Nov 11, 2026
UPDATE 11.11.2026. Version 0.4
Name
The app is now called PSXONPS3 (it was PCSX-ReARMed for PS3), with a new icon. It installs over the old one and keeps saves, states and settings.
Save states
Save state and Load state show the 10 slots as pictures of the game at that moment, with the game's name and the time each was saved.
Memory cards
Memory card 1 and 2 for all games by default: all games use the same two cards (saves/pcsx-card1.mcd, pcsx-card2.mcd), as on a PS1, so games find each other's saves. Settings > Memory cards > One per game keeps a card per game (also per game, in its config).
A game's old card from earlier builds is copied onto memory card 1 (and 2) once, the first time it starts with them; its own card file stays as it was.
More memory cards: memory card 3, 4, ... (New memory card in the tab), and which two are in the slots (Put in slot 1 / 2), for all games.
Memory cards tab: every card file and the saves on it, with their animated icons, names and blocks. Copy or move a save to another card, delete it, export it as an .mcs file, or import .mcs files from USRDIR/saves/mcs.
Boot BIOS needs a BIOS file from a PS1 in USRDIR/system: the PS3's own PS1 BIOS has no memory card or CD player screen (a black screen), so with only that one the entry is greyed out and says so.
LibCrypt-protected games
LibCrypt warning: a message at game start when a LibCrypt-protected game (Soul Reaver, MediEvil, ...) has no protection data: no .sbi or .lsd file, and not an original disc in the drive. Without it the game freezes later on. See the README's "LibCrypt-protected games".
LibCrypt data from .lsd files: emulator also looks for .lsd next to the game, or webMAN MOD's pack in /dev_hdd0/tmp/lsd (named as the boot file: SLES_013.01.lsd), for images and discs in the drive.
Original discs in the PS3's drive: the protection data is now attempted to be read from the disc itself. Not yet confirmed with a real LibCrypt disc.
Fixes
A .cue that names its .bin in other case (GAME.BIN for game.bin) now loads properly; before, a LibCrypt game's .sbi was turned away there.
Speed
Games no longer slow down after a save state was made, or after reading video memory once (Soul Reaver ran at 70-80%): the exact-read mode for the X-Files now starts only while a game itself keeps reading video memory, and stops again 10 seconds after its last read.
PGXP seam fill takes less CPU time per polygon (it cost about 2.7 ms per frame in Tekken 3). The Debug log shows its time on its own ("seam fill" in the PGXP line).
Graphics fixes
PGXP seam fill: no more grid of light or dark lines along the polygon edges in games that draw a see-through layer over their polygons (Silent Hill's fog, Soul Reaver, GT2), and no light outline around GT2's tyres. Edges two polygons share now stay where they are, and only textured polygons are drawn larger.
