box64/docs
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img Moved documentation to "docs/" folder. 2021-07-12 10:52:59 +05:30
CHANGELOG.md Bumped to v0.2.0 2022-11-17 14:21:42 +01:00
COMPILE.md Fix typos and arch type string 2022-06-08 18:31:34 +10:00
README_CN.md Update README_CN.md 2022-11-01 12:19:28 +01:00
README.md Added box64rc configuration file handling 2022-11-27 18:50:47 +01:00
USAGE.md [DYNAREC] Added BOX64_DYNAREC_BLEEDING_EDGE to control detection of MonoBleedingEdge (and disable that for 3dSen) 2022-12-01 17:50:29 +01:00
X64WINE.md Create X64WINE.md (#423) 2022-10-10 08:15:31 +02:00

Official logo

Linux Userspace x86_64 Emulator with a twist

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Box64 lets you run x86_64 Linux programs (such as games) on non-x86_64 Linux systems, like ARM (host system needs to be 64-bit little-endian).

You can find many Box64 videos on the MicroLinux, Pi Labs or The Byteman YouTube channels.

Since Box64 uses the native versions of some "system" libraries, like libc, libm, SDL, and OpenGL, it's easy to integrate and use with most applications, and performance can be surprisingly high in many cases. Take a look at thoses bench analysis for an example here.

Box64 integrates with DynaRec (dynamic recompiler) for the ARM64 platform, providing a speed boost between 5 to 10 times faster than using only the interpreter. Some high level information on how DynaRec works can be found here.

Some x64 internal opcodes use parts of "Realmode X86 Emulator Library", see x64primop.c for copyright details

Logo and Icon made by @grayduck, thanks!


Usage

There are a few environment variables to control the behaviour of Box64.

See here for all the environment variables and what they do.

Note: Box64's Dynarec uses a mechanism with Memory Protection and a SegFault signal handler to handle JIT code. In simpler terms, if you want to use GDB to debug a running program that use JIT'd code (like mono/Unity3D), you will still have many "normal" segfaults triggering. It is suggested to use something like handle SIGSEGV nostop in GDB to not stop at each segfault, and maybe put a breakpoint inside my_memprotectionhandler in signals.c if you want to trap SegFaults.


Compiling/Installation

Compilation instructions can be found here.


Version history/Change log

The change log is available here.


Notes about 32-bit platforms

Because Box64 works by directly translating function calls from x86_64 to host system, the host system (the one Box64 is running on) needs to have 64-bit libraries. Box64 doesn't include any 64-bit <-> 32-bit translation.

So understand that box64 will only runs 64-bit linux binaries. For 32-bit binaries, you need box86 (with all the multiarch or proot trickery it imply on 64-bit OS). Note that many installer (mojo setup based) will fall back to "x86" when detecting ARM64 OS, and so will try to use box86 for the setup, even if an x86_64 version exist. You can hack your way around with a fake "uname" that return "x86_64" when the argument is "-m"


Notes about Box64 configuration

Box64 now have configurations files. There are 2 files loaded. /etc/box4.box64rc and ~/.box64rc. Both files have the same syntax, and is basicaly an ini files. Section in square brakets define the process name, and the rest is the env. var. to set. Looke at Usage for detail on what parameters can be put. Box64 comes with a default file that should be installed for better stability. The file in in system/box64.box64rc and should be installed to /etc/box64.box64rc If, for some reasons, you don't want to install that file here, at least copy it to ~/.box64rc or some game may not function correctly. Note that the priority is: ~/.bashrc > /etc/box64.box64rc > command line So, your settings in ~/.bashrc may override the setting from your command line...


Notes about Unity game emulation

Running Unity games should just works, but you should also note that many Unity3D games require OpenGL 3+ which can be tricky to provide on ARM SBC (single-board computers). Also many newer Unity3D (like KSP) games use the BC7 compressed textures, wich is not supported on many ARM integrated GPU. Hint: on Pi4, use MESA_GL_VERSION_OVERRIDE=3.2 and with Panfrost use PAN_MESA_DEBUG=gl3 to use higher profile if the game starts then quits before showing anything.


Notes about GTK programs

GTK libraries are now wrapped on box64, both gtk2 and gtk3.


Notes about Steam

Note that Steam is a hybrid 32-bit / 64-bit. You NEED box86 to run Steam, as the client app is a 32-bit binary. It also uses a 64-bit local server binaries, but like most stuff using libcef/chromium, it's not working correctly on box64 for now. So, no Steam for now on box64.


Notes about Wine

Wine64 is supported on box64. Proton should also work. Be aware that 64-bit Wine also includes 32-bit components, to be able to run 32-bit Windows programs. The 32-bit apps will need box86 and will not run without it. On a system where both box64 and box86 are present and working, a wine 64-bit setup can run both 32-bit and 64-bit Windows programs (just use wine and wine64 respectively). Note that the new 32bits PE in 64bits process that the Wine time in currently implementing in Wine 7.+ is not yet supported. I tested Wine 7.5 64bits and it worked, but more recent version will probably just not work yet.


Notes about Vulkan

Box64 wraps Vulkan libraries, but note that it as only been tested with a RX550 card, so some extensions may be missing depending on your graphics card.


Final word

I want to thank everyone who has contributed to box64 development. There are many ways to contribute: code contribution, financial, hardware and advertisement! So, in no particular order, I want to thank:

And I also thank the many other people who participated even once in this project.

(If you use Box64 in your project, please don't forget to mention it!)