Following up on the previous update, today RetroArch PS3 v126.96.36.199 is officially released from PlayStation 3 developers Squarepusher (aka Twinaphex) and Mainster with details below.
Download: [Register or Login to view links] (retroarch-ps3-v188.8.131.52-dex.zip - 175 MB) / [Register or Login to view links] (retroarch-ps3-v184.108.40.206-cobra-ode.zip - 101 MB) / [Register or Login to view links] (105.7 MB) / [Register or Login to view links] (50.59 MB) / [Register or Login to view links] (New Build with MAME (All Cores) Support - 136.8 MB) by aaa801 / [Register or Login to view links] (30 MB) / [Register or Login to view links] (50.6 MB) by haz367 (works on PS3MFW Rogero 453 style MFW, tested Wonderswan in a hurry.. all good) / [Register or Login to view links] / [Register or Login to view links] by aaa801 / [Register or Login to view links]
Here are the cores currently supported on the PS3 version:
MAME 2003 - NEW - Arcade- MAME 0.78 Romset
Final Burn Alpha - Arcade - FB Alpha v0.2.97.30
Genesis Plus GX - Sega SG-1000 - Sega Game Gear - Sega Master System - Sega Genesis - Sega CD
SNES9x Next - Super Nintendo
VBA Next - Game Boy Advance
NEStopia - Nintendo NES - Nintendo Famicon Disk
FCEUmm - Nintendo NES
QuickNES - Nintendo NES
Mednafen PCE Fast - Turbo Grafx 16 / PC-Engine - Turbo Grafx CD - Super Grafx
Mednafen NGP - Neo Geo Pocket
Mednafen VB - Nintendo Virtual Boy
Mednafen Wonderswan - WonderSwan - WonderSwan Color
prBoom - Doom I / II
Tyrquake - Quake
NX Engine - Cave Story
Gambatte - Game Boy - Game Boy Color
Note: MAME 2003 (0.78): Once a game is loaded and disclaimer warning appears press L to R to agree / signal OK.
Here's the changelog of the PS3 version:
VBA Next performance improvements - all games should now play at fullspeed more or less (even games like Final Fantasy 5/6)
Revised menu - should now have the same functionality as all other RetroArch versions
New 'Detect Core' function - you no longer have to switch a core and then select a ROM - with this mode you can select a ROM and RetroArch will look at the file extension and start the core associated to it. If there are multiple cores that support this file extension, then it will give you a list of supported cores and you can select which one you want to use.
Much improved OpenGL driver - the PS3 version of RetroArch should now have the
Lowest input/video latency out of all RetroArch versions (with the exception of maybe KMS/libdrm on Linux).
Comes with MAME 2003 now. Mortal Kombat 1/2/3/Ultimate should all play at fullspeed with the DCS Hack enabled.
Many more changes...
Note: New 'Detect Core' function: this feature currently is not working.
Finally, from fedoraubuntu: To operate 3k3y: To run the Retroarch just follow these steps: Download retroarch and program 3k3y iso patch and follow the link retroarch snake-ode 3k3y Iso patch.
Open 3k3y iso patch, select the iso retroarch snake-ode, click patch iso, ready and just play. Note: SET THE PATH TO ROM DIR.
Following up on the previous update, today RetroArch PS3 v220.127.116.11 is officially released from PlayStation 3 developers Squarepusher (aka Twinaphex) and piaf with details below.
Download: [Register or Login to view links] (50.87 MB) / [Register or Login to view links] (Mirror) / [Register or Login to view links] (176 MB) / [Register or Login to view links] (49.5 MB) by Mogwai / [Register or Login to view links] by Argon (This is the version 18.104.22.168 GhettoBuild that I am currently running and unable to save/detect cores. I used aldostools to edit the param.sfo and disk.sfb)
Changes: PlayStation 3 - v22.214.171.124 - RetroArch.PS3.v126.96.36.199.FOR.DEX.PS3 Changelog
Added core info files – forgot to add them in v188.8.131.52 which made the Detect Core functionality not show up
Overlays should work now – these will play a big role in future versions
Menu controls now honor the ‘O Button Behavior’ from your PS3'S System Settings
(CURRENTLY BROKEN) – Analog to D-pad mapping
Note: If you installed v184.108.40.206 and received a disc required error or had to boot multiMAN first this new CEX resigned by piaf has remedied that issue.
This is a port of RetroArch to jailbroken / debug PlayStation 3. Cores currently supported:
Genesis Plus GX
Mednafen PCE Fast
MAME 2003 NEW!
NX Engine (Cave Story)
Final Burn Alpha
Finally, from Mogwai: Here's (linked above) a RetroArch v220.127.116.11 ISO that works for me on my super slim:
Put the retroarch folder including subfolders on USB stick/HD.
Put your ROMs in retroarch/roms folder.
Insert stick in USB slot 000 (the right most port closest to the optical drive)
Start RetroArch ISO
Things that should work:
Save game / save states
Going directly to roms folder in browser
Let me know if it works!
From FizzyBubblech: I tried it and it launched the first time, after exiting and relaunching it would return to the XMB. Also, why is the filesize smaller than the one aaa801uploaded?
If you actually meant that you have this version, you seem to be mistaken. 6.60 Pro is a PSP firmware version. This emulator package is only for PS3, for which you need to be on 3.55 or lower firmware.
I also created the corresponding folders in my USB drive and then plugged it into the slot closest to the BD drive (usb000). Extract zip, optionally modifiy retroarch.cfg to suit your needs, then generate ISO with genps3iso.
Let me see what I can do, I've been moving this week. Once I unpack my PS3, I'll upload the 18.104.22.168 ISO I have on my ODE drive.
Here's the Retroarch ISO (linked above) I'm curently using. For my purposes, I've scrubbed most of the cores, as I only use the NES, SNES, Gens, and GBA ones.
Also note that I'm on Bootloader 1.2 and MCU 1.6 and using genps3iso 2.1, if that makes any difference. Never updated to any of the newer versions simply because I did not have any issues with what I was currently on.
Update: Squarepusher has now announced (via libretro.com/index.php/upcoming-retroarch-1-0-0-3/#comment-2306) that a RetroArch v22.214.171.124 new update is incoming soon!
So I should do these more often. It has been quite some time since the last point release, and I’m glad to announce that things are heating up and we’re coming closer to another major release.
So let’s run through some of the things you can expect this time. Some things MIGHT still not make it for this release – but rest assured I’m working on all this and more!
New Soft Filter Spec
For years we’ve basically tried to say ‘no’ to CPU-based filters, but in the end I think it was the right choice to do away with this dogma. Whether we like it or not, a programmable pipeline for GPUs is not available for every console out there, and some CPU filters can run at fullspeed with cores even on low-performance consoles/handhelds.
So we’ve revised the Soft Filter spec and upgraded it. It now features the following:
Multi-threading support (which allows the CPU to use more than one core to process the filter),
Allows for several different SIMD implementations (which theoretically allows us to create optimized SSE2/SSE3/NEON routines for filters),
An effort has been made to rewrite all the existing filters to C
More filters have been ported over.
Please be aware that a soft filter has to basically care about supporting two different color formats that a libretro core could use. One of these is RGB565 – 16-bit color – the other is XRGB8888. If you select a filter and you will find that the name shows ‘N/A’ – this tells you that the filter you just selected does not support the color format that your current core is using. Eventually we are going to strive to make every filter support both color formats.
Another important note – soft filters won’t work for Libretro GL cores like Mupen64. You’ll have to use shaders there instead.
New DSP Filter Spec
The DSP filter spec has been in RetroArch for a long time but not really much had been done with it. We’re now bringing it out more into the open and including support for it in our built-in menu system as well.
Some of the new features include:
Multi-threading (just like the new Soft Filter specification)
Options per DSP filter can be supplied through a config file
Possibility to stack DSP filters
Several different SIMD implementations of the filter function can be incorporated into the same filter. This allows for optimized versions of the code for SIMD vectorization technologies like SSE, SSE2, NEON, and Altivec (among possible others).
So it’s been no secret that we have been working on a PSP port of RetroArch for quite some months now. Obviously, this right now is the least powerful RetroArch port so far (in terms of CPU power it is about half the speed of a Raspberry Pi), but we’re still striving to make RetroArch a really nice affair on the PSP.
We will need more time to really deliver though when it comes to the cores. Thanks to the great commits of Aliaspider, we have already managed to achieve fullspeed emulation with Gambatte (at the very least), and through some custom PSP code we have also managed to get FCEUmm to run more or les at fullspeed on the PSP as well.
It’s up for debate whether we will want to whip out a version of RetroArch PSP in time for version 126.96.36.199 – maybe we should wait until we have more cores behind our belt that are really appealing to PSP users, or maybe we should just get this into PSP users’ hands as quickly as possible and then supply them with lots of regular updates with each new version.
I have some plans at least to look at every great standalone PSP port and deliver a libretro port in some way. At least NJEMU (the CPS1/2/Neogeo emulator) is being strongly considered. Maybe Daedalusx64 at some point as well.
PlayStation 3 / Xbox 360 / Xbox 1 / Wii port
So what are these ports all going to get? Well, they’re going to get for the first time all of the built-in Soft Filters and Audio DSP filters. This is something that has been requested at least a couple of times by users of the console ports, so it’s good that we’re finally supplying that now.
Before release I’ll also hope to have single-pass shader support back into the Xbox 360 port. This coupled with the Soft Filters should be an adequate solution for people wanting more eye candy in their old games – since we can’t really go overboard with FBO scale sizes on the 360 like we can on the PS3 because of the 360′s paltry amount of RAM available for rendertargets.
Other things? The Wii port is now going to support overlays – so will the PS3 port.
Other things we’ve been working on but won’t make it in time for 188.8.131.52:
Shader parameters. This is what Themaister is working on right now. This will be really cool – it will allow parameters to be passed to shaders through a config file. Several shaders have certain variables that control certain aspects of what the shader does to the output image – changing these parameters will affect what you will be able to see on the screen. It will also be possible to change these parameters from our built-in ingame menu.
Menu drivers. Up until now, you’ve seen this really low-key, retro GUI. After version 184.108.40.206 is out of the way, you will see at least two new menu drivers that will be really eye candy-pleasing – one will be Lakka, a GUI that models itself very closely to the XMB GUI seen on the PlayStation3 and PSP. Another menu driver that we will be introducing is a menu driver that will be based on one of mudlord’s tech demos – RetroArch Advertro. Basically this menu is going to function like the Secret of Mana ring menu. Both of these menu drivers will obviously use OpenGL for rasterization purposes.
I’m still going to be working on the Windows Modern UI/Surface/Phone ports. I still need a Windows 8 Phone – so gifts are still very much welcomed there since we are in lack of a device there. I do have development environments set up for Windows 8 and Windows RT so that is no problem. The Surface RT 1 is a bit long in the tooth by now but it’ll suffice for basic development.
I could have talked about some of our more exciting upcoming announcements, but maybe it’s best if I talk about that later after RetroArch 220.127.116.11 is released. As for an ETA? I’m hoping to get it out at least within the next two weeks – the sooner obviously the better, but it will come down to how much work I can crank into these next two weeks.
Also – a lot more core work has been done as well. If you are using Windows and/or Android and you want an ‘in-development’ version to see how things are shaping up, you could always check out Lordashram’s 0-day builds that he posts on the forum.
To quote (via libretro.com/forums/viewtopic.php?p=17812#p17812): Any feedback/bug reports are greatly appreciated. please specify your psp model and used CFW if possible.
Currently contains following cores:
More cores may be added in the future if they prove to be fast/stable enough to run on the PSP. bios files go into the cores/system directory.. for psp slim/go, make sure you disable iso cache, and enable high memory layout to allow acces to the extra 32MB ram. (can be changed from your cfw recovery menu).
This is a beta release so use it at your own risk
some cores require more than 32MB ram and will not work on psp-1000.
cannot create saveram in tempGBA with some games.
nxEngine(cave story) takes too long to start.
loading games from compressed files takes too long.
tempGBA now correctly saves sram to the correct folder (.sav extension)
fixed an issue with tempGBA when loading compressed archives.
main menu can be accessed with the 'note' button.
some cores require the following bios files present in the system directory (default is RetroArch/cores/system) in order to run : tempGBA : gba_bios.bin
pce-fast : syscard3.pce (required for PCE-CD emulation only, very slow)
prboom requires prboom.wad in the same folder as the wad you want to load, you can get it here
you need to properly set your 'Extraction Directory' in 'Settings'-->'Path Options' to be able to load from compressed archives.
.zip and .7z archives are supported.
fps display is deliberately being forced to on in this debug build. it will be deactivated (and controlled from the main menu instead) in later builds.
this tempGBA build doesn't use frameskip, so expect framerate to sometimes drop below 60fps. this will hopefully be resolved in the future with either frameskip, or better, a custom hardware accelerated video renderer.
RetroArch v1.1 Coming in Early September with New Changes
Update: RetroArch v1.1 is coming in early September with a lot of new changes!
RetroArch v1.1 – What to expect (via libretro.com/index.php/retroarch-v1-1-what-to-expect/)
Here’s a rundown on what you can expect from RetroArch v1.1, the next version of RetroArch to be released. Please bear with us that it has taken us so long since v18.104.22.168 to come up with a new official release. This v1.1 version has been long in the making to ensure that this new version will be a big major milestone for RetroArch in general. So, here’s what the release will comprise of -
Going all PSP – PPSSPP core
We have ported the popular PlayStation Portable emulator, PPSSPP, over to the libretro API. This marks the second big libretro implementation to be using libretro GL after Mupen64 Plus.
It is shaping up to be a very stunning release. Linux users will especially appreciate the changes we’ve made which makes it possible to run PPSSPP in DRM/KMS mode (something which wasn’t possible in standalone since glew has X11 dependencies).
We’re aiming for two modes of operation. One mode will be in which the PPSSPP core functions much like standalone – where it saves everything inside a main PPSSPP assets directory and you install games from PPSSPP’s GUI. The other mode is more like a headless mode – the way every libretro core has functioned up until now. Saves will be saved in .srm form and it will be possible to directly boot ISOs/PBPs/.BINs without having to install them first from a GUI. There’s something to be said for both modes of operation.
We of course take no credit for any of the real emulation work in PPSSPP – the only thing we take credit for is porting it to the libretro API. We take nothing away of the accomplishments made by this team and we hope that the libretro port can be pushed upstream once it’s done. Please pay them a visit at PPSSPP: PSP emulator for Android, iOS, Windows, Linux, MacOSX, Blackberry, Symbian and support their efforts to improve PSP emulation – they’ve already come a long way in the two years it has been public.
We’ve made some screenshots of the core in action which you can check out here and on Twitter. We’re striving to expose as many of PPSSPP’s features as possible through core options for headless mode operation.
Needless to be said, we think this will be one of the main standout features of RetroArch v1.1. Hopefully it will open up people’s minds about how RetroArch and libretro doesn’t necessarily mean retro-grade graphics – some of these games like Tekken 6 and Soul Calibur Broken Destiny don’t look far removed from their PS3 versions when upscaled to 2x or 3x. And to see it running as fluidly as it does in RetroArch without any audio breakup whatsoever or any frames dropped is a sight to behold.
The PPSSPP core will be available for PC (we’re aiming for Linux/OSX and Windows), and mobile (iOS/Android/Blackberry). After version 1.1 is released, we will research an Xbox 360 port.
Going all PSP – RetroArch PSP
Just having a PSP core would be one thing, but RetroArch v1.1 is going to go one extra mile by also simultaneously appearing on the PSP itself.
Nearly all of the credit for this port should go towards aliaspider- I played only a minor but crucial part in the proceedings. He has really done a bang-up job porting over a great many new cores over that are useful for the PSP, as well as improving the performance of existing cores so that they run well on the PSP.
Right now we have greatly improved the performance of FCEUmm, NXEngine, Gambatte, Mednafen PC Engine (and others) so that they run fullspeed at PSP. Please keep in mind that a PSP for general purpose code is about two times as slow as a Raspberry Pi. So you’re dealing with a very weak CPU here, and so it necessitates specific PSP-specific code to really get the most out of its performance. And thankfully the libretro API allows for this – the libretro API doesn’t prevent you from taking advantage of PSP-specific hardware features in order to speed up performance inside a core.
Aliaspider also made a port of TempGBA over to the PSP. This is a Game Boy Advance emulator based on gpSP Kai (itself based on gpSP – a now defunct emulator by Exophase). There’s also a preliminary port of the popular CPS2/Neogeo emulator, but it isn’t yet done. No idea yet if this core will make it for the v1.1 release.
Like hunterk’s previous blog post indicated, the portability of RetroArch is really coming into its own now. With the PPSSPP core, it will be possible to run RetroArch PSP itself. So essentially what you have is that RetroArch PSP can be made to run inside a PSP emulator which itself is being run inside a native platform version of RetroArch. How much farther can we go from here? The future only knows.
Several new cores will be appearing. We made a port of fMSX and BlueMSX to the libretro API. This was a home computer released in the mid-1980s that was backed up by a consortium of companies (among them a little company called Microsoft and another small fish called Sony). Oddly enough, while it couldn’t really be considered a major worldwide success, it was relatively popular in Japan and (of all countries) The Netherlands. This home computer is also noteworthy for receiving some of the first games Hideo Kojima made in his career, such as Penguin Adventure (one of the first games I ever played BTW) and Metal Gear 1/2.
There will be RetroKeyboard support for these cores to sweeten the deal, but we will also try to have some sane default configs for the RetroPad per-game for some of the more popular games.
There will also be a Vectrex core, Vecx. This was another ’80s game console, and the main notability of this game console is that it wasn’t using sprite rasterization but rather vector-based. For all practical purposes it could be considered the first real home console capable of ’3D graphics’.
Lakka – a new GUI beginning
Lakka will appear inside RetroArch starting as of version 1.1. So far, users have been using a very low-fi menu called RGUI. It is perfectly scalable from low-resolution displays to high-definition TVs, but there’s no denying it looks very much like something you would expect from a DOS program.
Lakka will be a more full-featured eyecandy UI. It will require OpenGL support inside the RetroArch version, so expect this to be usable on RetroArch PC and Android/iOS/Blackberry (PS3 maybe if it makes it for v1.1).
In terms of features and appearance, Lakka looks a lot like the PSP’s XMB frontend.
In the future, more menu drivers can be added, each being tailored towards a specific enduser preference. We have made the menu code far more generic to allow for different implementations which doesn’t require the coder to rewrite all the settings logic again and again.
You can watch a video of a prototype in action here – keep in mind that this is still a prototype and that the final version will look a lot more refined. In case you wonder, the guy showcasing it here is one of the authors responsible for the Lakka GUI - Jean-Andre Santoni (known also as kivutar).
Audio DSPs / Software Video Filters
We already touched upon this in the previous blog post about RetroArch v22.214.171.124 (which has now morphed into version 1.1). This feature has been implemented and it makes it possible to apply audio DSP filters and video software filters to RetroArch’s audio/video output.
Revamped iOS / OSX ports
X-Arcade Tankstick support
I received an X-Arcade Tankstick courtesy of Xgaming, and in return this device will be fully supported. Android support will be added, and I will also look into making it possible to bind it in RetroArch as two separate game controllers instead of it being recognized as a keyboard.
After v1.1, I will look into adding USB input drivers for the PlayStation3, Wii and Xbox 360 ports so that we will be able to use the X-Arcade Tankstick on thosee consoles as well without using their proprietary gamepad converter (which costs an additional $30).
Revamped Android port
Improvements to existing cores
Lots of improvements have been made to Mupen64Plus since the last new release, as well as a lot of other cores. We will also try to bring over the MAME/MESS 2014 cor e to Android – this might not appear on the Google Play Store since this will increase the APK size by about 150MB or so – instead a more fully featured version might be available on our new website.
Starting with the release of v1.1, there will be another big change – a new server (Virtual Private Server), and with it will come a buildbot. We will finally have the ability to do continuous integration tests and have daily builds for the cores and the RetroArch platform versions. The existing website will soon be moved over to the new host – the transition will be as seamless as possible to the user, so hopefully you guys won’t notice when we finally make the switch.
So when will it come?
The rest of this month will be spent by me and others feverishly working to get all of this stuff in a presentable state. We also want to do a fair bit of Quality Assurance so that this next big version will be very solid. The estimated release is somewhere in early September. A new release is contingent on all these different factors all coming together. In case some parts might take longer than expected, we might just drop a version of v1.1 with some of these features being added later.
In any case, you shouldn’t have to wait longer than early September. Again, we’re sorry for some of the delays and announcements from before but we’re really trying to ensure here that this next RetroArch release will be a real big gamechanger and so the delays are justified from that perspective. Hopefully you’ll agree once it is dropped.
Also, I’m sure I neglected to mention a fair few new features as well in this writeup. In any case, there have been far too many changes since February of this year to sum up in one blog post. When v1.1 hits I will put up a more comprehensive overview of everything that has been added, changed and improved.