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PS3 RetroArch v0.9.6 Multi-system Game Emulator is Released


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113w ago - Today Squarepusher (aka Twinaphex) has released what he calls PS3 RetroArch v0.9.6, a homebrew multi-system video game emulator for the PlayStation 3 entertainment system which runs on PS3 CFW and Debug consoles!

Download: [Register or Login to view links] (18.02MB) / [Register or Login to view links] (18.02MB) / [Register or Login to view links] (69.00MB) / [Register or Login to view links] (105.46MB - Mirror) / [Register or Login to view links] (22.52MB - Update) / [Register or Login to view links] (22.79MB - Update) / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] (23.88MB) / [Register or Login to view links] (19.79MB) / [Register or Login to view links] / [Register or Login to view links]

File Names: PS3 RetroArch.PS3.v0.9.6.FOR.CFW.KMEAW.PS3 / PS3 RetroArch.PS3.v0.9.6.FOR.CFW.PS3 / PS3 RetroArch.PS3.v0.9.6.FOR.DEBUG.PS3

To quote: Here is the release of RetroArch PS3 - a multi-system emulator/game system. Expect a lot more from us in the coming months. Included in this package are the following emulators/game engines:

  • SNES9x Next (Super Nintendo)
  • FCEUmm (Nintendo NES)
  • Final Burn Alpha (0.2.97.26 - latest version - arcade)
  • Gambatte (Game Boy/Game Boy Color)
  • Genesis Plus GX (Sega Genesis/Sega Master System/Sega Game Gear)
  • VBA Next (Game Boy Advance)
  • PrBoom (Doom 1/Doom 2/Ultimate Doom/Final Doom)

RETROARCH PS3 - 0.9.6

RetroConsole Level 2

Themaister, Squarepusher/Twin Aphex

After over half a year of development (well, slightly more) and lots of preparation work, we can finally present you with RetroArch for PlayStation 3.

HOW TO INSTALL THIS

ON DEBUG PS3

Put the PKG file 'retroarch-ps3-v0.9.6-debug.pkg' on your USB stick, put it in your PS3. Go to the PS3 XMB - go to the Game tab - Select 'Install Packages', and install the PKG file.

ON CFW PS3

Put the PKG file 'retroarch-ps3-v0.9.6-cfw.pkg' on your USB stick. Put it in your CFW PS3. Go to the PS3 XMB - go to the Game tab -
select 'Install Packages', and install the PKG file.

ON CFW Kmeaw PS3:

Put the PKG file 'retroarch-ps3-v0.9.6-cfw-kmeaw.pkg' on your USB stick. Put it in your CFW PS3. Go to the PS3 XMB - go to the Game tab - select 'Install Packages', and install the PKG file.

HOW TO USE THIS

On first startup, RetroArch will select one of the dozen or so emulator/game cores. The name of the core currently loaded will be shown at the top side of the screen.

You can now select a ROM that this core supports and load it in the Filebrowser.

To select a different core in the menu - press Select to go to the Settings screen. From here, go to the 'Retro tab', and select 'Default emulator core'. Press X to go to a filebrowser where you can select a different core. Press X to confirm, then exit RetroArch. Start up again to boot up to the new emulator core.

To change to a different core ingame - press R3 to bring up the 'Quick Menu'. Select 'Change libretro core'. Press X to go to a filebrowser where you can select a different core.

INGAME CONTROLS

During ingame operation you can do some extra actions:

  • Right Thumb Stick - Down - Fast-forwards the game
  • Right Thumb Stick - Up - Rewinds the game in real-time
  • ('Rewind' has to be enabled in the 'Settings' screen - warning - comes at a slight performance decrease but will be worth it if you love this feature)
  • RStick Left + R2 - Decrease save state slot
  • Rtick Right + R2 - Increase save state slot
  • RStick Up + R2 - Load selected save state slot
  • RStick Down + R2 - Save selected save state slot
  • L3 + R3 - Go back to 'Menu'/'Quick Menu'

WHAT IS RETROARCH?

RetroArch is a modular multi-system emulator system that is designed to be fast, lightweight and portable. It has features few other emulator frontends have, such as real-time rewinding and game-aware shading.

WHAT IS LIBRETRO?

Libretro is the API that RetroArch uses. It makes it easy to port games and emulators to a single core backend, such as RetroArch.

For the user, this means - more ports to play with, more crossplatform portability, less worrying about developers having to reinvent the wheel writing boilerplate UI/port code - so that they can get busy with writing the emulator/porting the emulator/game.

WHAT'S THE BIG DEAL?

Right now it's unique in that it runs the same emulator cores on multiple systems (such as Xbox 360, PS3, PC, Wii, etc).

For each emulator 'core', RetroArch makes use of a library API that we like to call 'libretro'.

Think of libretro as an interface for emulator and game ports. You can make a libretro port once and expect the same code to run on all the platforms that RetroArch supports. It's designed with simplicity and ease of use in mind so that the porter can worry about the port at hand instead of having to wrestle with an obfuscatory API.

The purpose of libretro is to help ease the work of the emulator/game porter by giving him an API that allows him to target multiple
platforms at once without having to redo any code. He doesn't have to worry about writing input/video/audio drivers - all of that is
supplied to him by RetroArch. All he has to do is to have the emulator port hook into the libretro API and that's it - we take care of the rest.

PLAYSTATION 3 PORT

The PS3 port of RetroArch is the most developed of the two right now. It has all the features the standalone PS3 emulators had, with the addition of:

  • Game-aware shading in every emulator now (*)
  • Real-time rewinding
  • More shader features (motion blurring, etc)
  • Switching between emulator cores seamlessly, and ability to install new libretro cores

Included with RetroArch PS3 are a bunch of shaders - including the latest versions of the popular xBR shader. It is possible to use two shaders simultaneously to get the best possible graphical look.

* Check out Opium2k's manual shaders for Zelda 3 and others - you can find DLC packs for RetroArch at this site:

[Register or Login to view links]

EMULATOR/GAME CORES GBUNDLED WITH PS3 PORT

The following emulators have been ported to RetroArch and are included in the first PS3 release of RetroArch:

  • Final Burn Alpha (Arcade - various) [version 0.2.97.26]
  • FCEUmm (Nintendo Entertainment System) [recent SVN version] (*)
  • Gambatte (Game Boy | Super Game Boy | Game Boy Color) [version 0.5.0 WIP]
  • Genesis Plus GX (Sega SG-1000 | Master System | Game Gear | Genesis/Mega Drive) [version 1.6.0] (**)
  • SNES9x Next (Super Nintendo/Super Famicom)
  • VBA Next (Game Boy Advance)
  • Prboom (for playing Doom 1/Doom 2/Ultimate Doom/Final Doom)

All of the emulators listed above are the latest versions currently available. Most of them have been specifically optimized so that they will run better on PS3 (some games would not reach fullspeed without these optimizations).

* This port was previously called FCEU Next.
** This port was previously called Genesis Next.

WHAT EXTENSIONS ARE SUPPORTED BY EACH CORE

  • Prboom: WAD|wad
  • SNES9x Next: smc|fig|sfc|gd3|gd7|dx2|bsx|swc|zip|SMC|FIG|SFC|BSX|GD3|GD7|DX2|SWC
  • Genesis Plus GX: md|smd|bin|gen|zip|MD|SMD|bin|GEN|ZIP|sms|SMS|gg|GG|sg|SG
  • VBA Next: GBA|gba
  • FCEUmm: nes|NES|unif|UNIF
  • Gambatte: gb|gbc|dmg|zip|GB|GBC|DMG|ZIP
  • Final Burn Alpha: zip|ZIP

ZIP SUPPORT

FOR EACH CORE (except for Final Burn Alpha): When you press 'X' on a ZIP file in the File Browser, its contents will be extracted to the /dev_hdd1/ partition. From there, you can load the ROM and play.

FOR Final Burn Alpha: Selecting a ZIP file from the Filebrowser will load that game directly.

What can you expect in the future?

  • A public release of RetroArch Wii that is on the level of RetroArch PS3/RetroArch 360
  • An official Android port of RetroArch (no, no App Store 'fee' - 'free' as in beer AND as in libre)
  • Port of NxEngine to libretro - runs Cave Story (PC version is already done, now for the consoles...)
  • Port of MAME 0.72 to libretro
  • Port of VICE to libretro
  • Port of ScummVM to libretro
  • More emulators, more games that will run on RetroArch
  • Lots of other crazy ideas that might or might not pan out

Credits

  • Mudlord for his Waterpaint/Noise shaders.
  • Hyllian for the xBR shader.
  • Opium2k for the nice manual shaders (bundled with PS3 release).
  • Deank for assistance with RetroArch Salamander on CFW PS3s and Multiman interoperability.
  • FBA devs for adopting the libretro port.
  • Ekeeke for help with the Genesis Plus GX port.

Websites

Twitter: twitter.com/libretro
Source: github.com/libretro
Homepage: libretro.org
Opium2K DLC for RetroArch: code.google.com/p/retro-arch/
IRC: #retroarch (freenode)

From STLcardWS (via psx-scene.com/forums/content/retroarch-2283/):

Would like to give you some additional info been playing with this for about 6-8 weeks now.. I tested about 30 doom wads and these are the working ones i found..

  • prBoom (Playable Wads tested)
  • Doom
  • Doom2
  • TNT
  • Plutonia
  • Chex Quest
  • Ultimate FreeDoom (Playable from Ep. #2, will crash on Ep. #1)
  • Doom3: Mr. Smiley Head's Safari
  • Duke Nukem Total Conv. for Doom2
  • Goldeneye 007 Total Conv.

Gambatte

  • GameBoy
  • GameBoy Color

VBA Next

  • GameBoy Advance

Genesis Plus GX

  • Sega SG-1000
  • Sega Game Gear
  • Sega Master System
  • Sega Genesis

FCEU Next

  • Nintendo Entertainment System (NES)
  • Nintendo Famcom Disk System

SNES9x Next

  • Super Nintendo (SNES)

Final Burn Alpha V0.2.97.24 (Unconfirmed FBA list)

  • Capcom CPS-1
  • Capcom CPS-2
  • Capcom CPS-3
  • Neo-Geo MVS/AES
  • Sega System 16A
  • Sega System 16B
  • Sega System 18
  • Sega X-Board
  • Sega Y-Board
  • CAVE
  • Tatio
  • Konami
  • Psikyo 68EC020 Based Hardware
  • PGM
  • Toaplan
  • PC-Engine/Tg-16 (??)
  • SuperGrafx (??)

Also, Please NOTE the FBA ROMset is synced with the latest MAME ROMset (Affects NEO-GEO/CPS-1/CPS-2/CPS-3) Others Arcade boards should be fine.. Now I am not 100% sure but i believe this version of FBA 0.2.97.26 will emulate TurboGrafx16 / PC-Engine/Supergrafx. Please Note this info is from testing unofficial Builds.

Included Cores: (via github.com/Themaister/RetroArch/commit/2a9441d411425fd578d00d5ed4b030c3b8a373b3 commit)

RetroArch 0.9.7 RC1 - (via github.com/Themaister/RetroArch/commit/0890fced4be2909508cca0ae1e0f7f3add05c3e3 commit)

  • Snes9x Next - Super Nintendo
  • FCEU_MM - Nintendo Famicom / NES
  • Gambatte - Gameboy & Gameboy Color
  • VBA Next - Gameboy Advance
  • Final Burn Alpha - Arcade
  • PR-Boom - Doom, Doom 2 etc.
  • Genesis-Plus-GX 1.7 - Sega Genesis / Megadrive, Master System, Game Gear, SG1000 & Sega CD / Mega CD
  • iMame4All - Arcade (Based on Mame 0.37b5)
  • Mednafen_PCE_fast - NEC PC-Engine / Turbo Grafix 16 & CD, Super Grafx
  • Mednafen_wswan - Bandai Wonderswan

Bugs & Issues

  • iMame4All and Mednafen_PCE are WIP and some bugs / issues do exist.
  • With both of these cores, they will crash if you try to load a ROM while a ROM is running. To get round this issue, when you want to change the game / ROM, Press R3 then select "Change Libretro Core" and reselect the core.
  • Save States are also not working on iMame4All and Mednafen_PCE at the moment.

Notes on PRBOOM and related files:

  • You need to put [Register or Login to view links] (Mirror: [Register or Login to view links]) in the same folder as the DOOM WAD files.
  • Music playback is only with MP3.
  • You may experience a crash when changing WADs, Select change "LibRetro Core" from the in game menu and select PRBOOM.SELF instead of just loading the WAD.
  • It is compatible with Doom, Doom2, Plutonia and TNT.
  • Some custom WADs are working, [Register or Login to view links] a WAD Pack by STLcardsWS.
  • Final Burn Alpha - Based on version 0.2.97.26. Make sure you have the right ROMs or you will have problems.
  • Genesis-Plus-GX - Sega CD Emulation requires a sega cd bios in the same folder as your ISO / BIN files. The BIOS ROM files be named bios_CD_J.bin (Japan), bios_CD_U.bin (US) and bios_CD_E.bin (Europe)
  • Mednafen_PCE - PCEngine / Turbo Grafix CD Emulation requires the BIOS to be in the same folder as the ROM you are trying to load. It needs to be named syscard3.pce
  • iMame4All - Based on Mame Version 0.37b5, again make sure you have the right romset.

IMPORTANT INFO ABOUT BIOS AND CD PLAY from BahumatLord:

All bios files need to be placed in /dev_hdd0/game/SSNE10000/USRDIR/cores/system

For Sega CD the bios files must be named EXACTLY like listed below

  • European BIOS = bios_CD_E.bin
  • Japanese BIOS = bios_CD_J.bin
  • USA BIOS = bios_CD_U.bin

As of right now I've only tested 2 bios files from the No-Intro set. The first is 1.00 which is the very first model and the second is 2.11X which is from the very last model.

Unfortunately, CD Audio Track support is not working 100%. I loaded Sonic CD and can play the game flawlessly, but the soundtrack does not play. I will check other games later tonight. It could be related to the PREGAP line in the CUE sheet. Not all games will use that line.

It has been suggested that loading BIN/CUE files by selecting the CUE file will break the emulator causing you to need to reinstall. I have not run into that problem yet. I believe it's due to the CUE sheet containing a line at the very top containing the word CATALOG. Some programs add this line but it is completely unnecessary.

Make sure your CUE file contains only lines starting with FILE, PREGAP, TRACK, or INDEX. You can edit it with any text editor like notepad. You should also make sure that the file line points to the EXACT name of the BIN file. Case is important!!

From opium2k (via psx-scene.com/forums/content/retro-2290/):

To demonstrate the capabilities of Retro Arch and more specifically maister's manual reader shader I've been working on some implementations for the past couple months to show off just a taste of some of this shader's uses.

Pages of the manual are changed by the user with a key combination of (enter+Q or W) on PC and (Start+L1 or R1) on PS3. The biggest limitation of the shader is your imagination. As demonstrated in the videos below, it can be used for things such as maps, guides, instruction manuals, cheats, passwords, etc.

Additionally, the dimensions, positions and number of pages are completely customizable. For example, the Mortal Kombat 1 example is only 8 pages while the Chrono Trigger one is 136!








Due to restrictions on the PS3 I've created two versions for each download. The PC versions are better quality and zipped. The PS3 versions are smaller and in .PKG files. I haven't tested them on any other systems but you're welcome to try.

All-in-One Pack - [Register or Login to view links] | [Register or Login to view links]

Legend of Zelda: A Link to the Past Maps (SNES) - [Register or Login to view links] | [Register or Login to view links]

Bubble Bobble Passwords (NES) - [Register or Login to view links] | [Register or Login to view links]

Chrono Trigger Strategy Guide (SNES) - [Register or Login to view links] | [Register or Login to view links]

Mortal Kombat 1 Moves List (SNES) - [Register or Login to view links] | [Register or Login to view links]
Street Fighter 2 Turbo Moves List (SNES) - [Register or Login to view links] | [Register or Login to view links]
X-Men: Children of the Atom Moves List (FBA) - [Register or Login to view links] | [Register or Login to view links]

Bubble Bobble Manual (Gameboy) - [Register or Login to view links] | [Register or Login to view links]
Final Fantasy 3 Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Golden Axe Warrior Manual (SMS) - [Register or Login to view links] | [Register or Login to view links]
Harvest Moon Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Kirby's Dreamland 3 Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Kirby Superstar Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Legend of Zelda: Link's Awakening Manual (Gameboy Color) - [Register or Login to view links] | [Register or Login to view links]
Mario & Luigi: Superstar Saga Manual (Gameboy Advance) - [Register or Login to view links] | [Register or Login to view links]
Megaman 7 Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Megaman X1 Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Megaman X2 Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Megaman X3 Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Mortal Kombat 2 Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Mystical Ninja Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Out of this World Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]

Road Rash Manual (Gamegear) - [Register or Login to view links] | [Register or Login to view links]
Streets of Rage 1 Manual (Genesis) - [Register or Login to view links] | [Register or Login to view links]
Super Gameboy Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Super Mario Bros 3 Manual (NES) - [Register or Login to view links] | [Register or Login to view links]
Super Mario RPG Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
Super Mario World Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
WWF Raw Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]
X-Men: Mutant Apocalypse Manual (SNES) - [Register or Login to view links] | [Register or Login to view links]

INSTRUCTIONS:

PC Versions

  • Unzip a reader to the directory of your choosing.
  • Open retroarch-phoenix.exe and navigate to Settings>Video
  • Next to Shader/Filter Settings click Open
  • Next to Cg pixel shader click browse
  • Navigate to where you unzipped the shader folder and select name_of_shader.cgp
  • Back in the main Retro Arch Window click the large Start Retro Arch button
  • -ENTER+Q / ENTER+W are used to change pages

PS3 Versions

  • Place the PKG file on external media such as a flash drive
  • Install the PKG on your PS3 from the Install Package Files menu
  • Run Retro Arch and select the rom you want to play
  • Open the Menu by pressing L3+R3
  • Press Select to access the settings
  • Highlight Shader Preset (CGP) and press X
  • Navigate to: /dev_hdd0/game/SSNES10000/USRDIR/cores/presets/name_of_shader/
  • Select manual_reader.cgp (it will take 5-30 seconds to load)
  • Press L3+R3 again to exit the menu and resume playing your game
  • -START+L1 / START+R1 are used to change pages

Finally, below are some unofficial builds from pete_uk (via ps3crunch.net/forum/threads/3785-Unofficial?p=42408#post42408):

These builds are unofficial as they were compiled by myself from the RetroArch (github.com/Themaister/RetroArch) and LibRetro (github.com/libretro) Git's. Install the official version and then update it using the PKG attached below.

Download: [Register or Login to view links]

Recent Changes

RetroArch:

  • (PS3) Set Makefile for PS3 RGL back to SNC as default compiler
  • (PS3) Removed ps3_video_psgl.h
  • (PS3) Refactored some code - added 5x scale

Genesis-Plus-Gx:

  • (libretro) J-CART multiplayer now working (Micro Machines, other Codemasters games, etc.)
  • (libretro) working two-player controls

From deank: Here is PS3 RetroArch CEX v0.9.7 RC2 mM 20120821 with 10 emulator cores compiled by me (for CEX/CFW PS3s only):

  • All cores (except for iMame4all) are supported in the upcoming mM 04.05.00 (Retro/mmOS).
  • "Return to multiMAN" option in InGame menu now works (thanks Squarepusher/Twinaplex)
  • Pressing "UP" in InGame menu goes to last option of the list for faster selection
  • The upcoming ZIP support in mM allows loading any zipped rom from mM
  • Coverart for the new types of ROMs is also supported
  • You'll be able to load ROMs from network PC (zipped, too)
  • Recompiled WSWAN and removed iMame (twinaplex suggestion) for Rev A.








Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter and be sure to drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene updates and homebrew releases!

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#47 - sesjse - 5w ago
thanks

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#46 - PS3 News - 21w ago
Following up on the previous updates, today RetroArch PS3 v1.0.0.2 is officially released from PlayStation 3 developers Squarepusher (aka Twinaphex) and piaf with details below.

Download: [Register or Login to view links] (209 MB) / [Register or Login to view links] (80.24 MB) / [Register or Login to view links] (Mirror) / [Register or Login to view links] (Mirror #2) / [Register or Login to view links] (Mirror #3) / [Register or Login to view links] (RetroArch 1.0.0.2 for ODE - 75 MB) from sidnei55

Changes: PlayStation 3 - v1.0.0.2 - RetroArch.PS3.v1.0.0.2.FOR.DEX.PS3 Changelog

  • Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
  • Analog mapping to D-pad works now for all cores.
  • Optimized slimmed down GL driver implementation some more, resulting in even lower video latency.
  • All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
  • Addition of Stella (Atari 2600) Core

Cores currently supported for RetroArch (PS3)

Core / Emulated

Stella - New

  • Atari 2600 VCS

MAME 2003 - Added v1.0.0.0

  • 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 / Mega Drive
  • Sega CD / Mega CD

SNES9x Next

  • Super Nintendo

VBA Next

  • Game Boy Advance

Nestopia

  • Nintendo NES
  • Nintendo Famicom 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

Update: Squarepusher has now announced (via libretro.com/index.php/upcoming-retroarch-1-0-0-3/#comment-2306) that a RetroArch v1.0.0.3 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).

PSP port

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 1.0.0.3 – 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 1.0.0.3:

  • 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 1.0.0.3 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 1.0.0.3 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.

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jjoseca's Avatar
#45 - jjoseca - 23w ago
thanks for the update

Troop116rules's Avatar
#44 - Troop116rules - 24w ago
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.

darksidewalker's Avatar
#43 - darksidewalker - 28w ago
I want to play the king of fighters 2002, but each emulator or package I downloaded is never wrong please, someone pass me the complete package?

I'm on 6.60 pro

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