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PS3 RetroArch v0.9.7 Multi-system Game Emulator is Released


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108w ago - Following up on their previous releases, today PlayStation 3 homebrew developers Themaister and Squarepusher (aka Twin Aphex) have officially updated the PS3 Multi-system Game Emulator known as PS3 RetroArch to version 0.9.7 followed by v0.9.8 Beta 2, Beta 3 and Final with the changes below.

Download: [Register or Login to view links] (20.00 MB) / [Register or Login to view links] (91.56 MB) / [Register or Login to view links] (Mirror - 19.81 MB) / [Register or Login to view links] (Mirror - 89.42 MB) / [Register or Login to view links] / [Register or Login to view links] (Place them in the same folder as your WAD files) / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] by deank (delete your old one before installing) / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] by STLcardsWS / [Register or Login to view links] via gDrive / [Register or Login to view links] (29 MB)

Changes from the previous v0.9.6 official release:

  • Added Core: Mednafen_Wswan
    ---Bandai WonderSwan
    ---Bandai WonderSwan Color
  • Added Core: Mednafen_PCE_fast
    ---Turbo GrafX 16 / PC-Engine
    ---Turbo GrafX CD / PC-Engine CD
    ---Super GrafX
  • Core Update: Genesis_plus_gx
    --- Sega CD Support Added
  • Added: multiMAN compatibility to all libretro cores
  • Various changes under the hood and to the GUI.

From the PS3 NFO File:

RETROARCH PS3 - 0.9.7

RetroConsole Level: 2
Author: Themaister, Squarepusher/Twin Aphex

HOW TO INSTALL THIS

ON DEBUG (DEX) PS3

Put the PKG file 'retroarch-ps3-v0.9.7-dex.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 P3

Put the PKG file 'retroarch-ps3-v0.9.7-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.

NOTE: The official release no longer supports Geohot/Wutangzra CFWs. If you must use them, you have to do pkg_finalize on the PKG to install it.

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' menu - warning - comes at a 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, Xbox 1, 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.

PLAYSTATION3 PORT

The PS3 port of RetroArch is one of the most developed console ports of RetroArch.

A couple of unique features RetroArch PS3 boasts that is not commonly found anywhere else:

  • 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: code.google.com/p/retro-arch/

EMULATOR/GAME CORES BUNDLED WITH PS3 PORT

The following emulators have been ported to RetroArch and are included in the 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 | Sega CD) [version 1.7.0]
  • SNES9x Next (Super Nintendo/Super Famicom)
  • VBA Next (Game Boy Advance)
  • Prboom (for playing Doom 1/Doom 2/Ultimate Doom/Final Doom - [Register or Login to view links])
  • Mednafen PCE Fast (PC Engine/PC Engine CD/Turbografx 16)
  • Mednafen Wonderswan (WonderSwan/WonderSwan Color/WonderSwan Crystal)

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).

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|cue|CUE
  • VBA Next GBA|gba
  • FCEUmm nes|NES|unif|UNIF
  • Gambatte gb|gbc|dmg|zip|GB|GBC|DMG|ZIP
  • Final Burn Alpha zip|ZIP
  • Mednafen PCE pce|PCE|cue|CUE
  • Mednafen Wonderswan ws|WS|wsc|WSC

ZIP SUPPORT

FOR EACH CORE (except for Final Burn Alpha)

There are three modes -

EXTRACT ZIP TO CURRENT DIR: When you press 'X' on a ZIP file in the File Browser, its contents will be extracted to the current directory. From there, you can load the RMO and play.

EXTRACT ZIP TO CURRENT DIR AND LOAD FIRST FILE: When you press 'X' on a ZIP file in the File Browser, its contents will be extracted to the current directory. The first ROM that was extracted from the ZIP file that is a ROM will be loaded automatically.

EXTRACT ZIP TO CACHE DIR: 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.

WARNING: Savestates and SRAM files that have been created by loading ROMs from the cache dir this way will be removed after RetroArch has been closed.

FOR FINAL BURN ALPHA

Selecting a ZIP file from the Filebrowser will load that game directly.

Troubleshooting

If you find that RetroArch no longer works for whatever reason, there is a way to get it back to work -

  • Remove retroarch.cfg from the 'SSNE100000' folder, then start up again. The Libretro management service in RetroArch should automatically pick a random libretro core and write this to the config file.

What can you expect in the future?

  • An official Android port of RetroArch (no, no App Store 'fee' - 'free' as in beer AND as in libre - will be the focal point of RetroArch 0.9.8)
  • Port of NxEngine to libretro - runs Cave Story (PC version is already done, runs on big-endian consoles but has too many bugs to be playable)
  • 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.
  • ToadKing for having done a lot of work on RetroArch Wii.
  • Freakdave for helping out with the Xbox 1 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)

Update: Below are some unofficial stand-alone builds as well from STLcardsWS:

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] (Contains Images for Systems not emulated on the PS3 by Blackotoo)





Important Notes:

  • These Standalone Emulators are not multiMAN/mmCM Compatible. (by making them standalone it breaks this feature)
  • These are Unofficial PKGs (However each core is from the official 0.9.7 release except IMAMe4all)
  • IMAME4all: This libretro core was made by the RetroArch developers but it was never officially released for the PS3 as they have plans for a better MAME port in the future. So any issue that arise from this core will not be fixed or attended to as it was scrapped for the PS3)
  • MAME 0.37b5 Romset is required
  • Saving/Loading is broken and will not be fixed
  • Some Games on the 0.37b5 romset will not work (part of the reason why this older port was scrapped for the PS3)

Paths:

These are the Content IDs for each standalone if you want to use different images & sounds.

  • SSNE99999 = RetroArch-Wonderswan
  • SSNE88888 = RetroArch-SNES
  • SSNE77777 = RetroArch-NES
  • SSNE66666 = RetroArxch-Gameboy
  • SSNE55555 = RetroArch-TurboGrafx16
  • SSNE44444 = RetroArch-GameboyAdvance
  • SSNE33333 = RetroArch-Genesis
  • SSNE22222 = RetroArch-FBalpha (arcade)
  • SSNE11111 = RetroArch-IMAME4all
  • SSNE12121 = RetroArch-SG-1000
  • SSNE13131 = RetroArch-Game Gear
  • SSNE14141 = RetroArch-Master System
  • SSNE15151 = RetroArch-Turbo Grafx CD (aka TurboDuo)
  • SSNE16161 = RetroArch-Super Grafx
  • SSNE17171 = RetroArch-Sega CD
  • SSNE65432 = RetroArch prBoom
  • SSNE54321 = RetroArch Neo-Geo

Credits/Thanks:

  • SquarePusher (for his continued work on the PS3 port of RetroArch)
  • Blackotoo (for making a great Uniformed Images for all the emulators)
  • Aldostools (for all his great tools that made this process very easy)
  • pete_uk (for all his unofficial compiles of RetroArch)

RetroArch PS3 CFW v0.9.8 Beta 2 Changelog: Latest build: 21/11/2012

RetroArch 0.9.8 BETA2 - Commit: github.com/Themaister/RetroArch/tree/897167789f935d0adf5c7f51a1bc39b7b810f4e8

Included Cores:

  • Snes9x Next - Super Nintendo
  • FCEU_MM - Nintendo Famicom / NES
  • Gambatte - Gameboy & Gameboy Color
  • VBA Next - Gameboy Advance
  • Final Burn Alpha v0.2.97.26 - Arcade
  • PR-Boom - Doom, Doom 2 etc.
  • Genesis-Plus-GX 1.7 - Sega Genesis / Megadrive, Master System, Game Gear, SG1000 & Sega CD / Mega CD Mednafen_PCE_fast -
  • NEC PC-Engine / Turbo Grafix 16 & CD, Super Grafx
  • Mednafen_wswan - Bandai Wonderswan

Bugs & Issues

  • iMame4All - REMOVED, NO LONGER SUPPORTED

If you find any bugs, please report them in this thread.

Notes:

  • 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 PCE CD BIOS to be in the same folder as the ROM you are trying to load. It needs to be named SYSCARD3.PCE
  • SEGA CD audio is fully functional now

This compile has been tested by myself on 4.21 REX. It is signed for 3.40 so should work on any CFW.

RetroArch PS3 CFW v0.9.8 Beta 3a Changelog: Latest build: 30/11/2012

RetroArch 0.9.8 BETA 3a - Commit: github.com/Themaister/RetroArch/commit/78d0edc4aa0125c1c8dbfe10c5f69fe59e741497

Included Cores:

  • Snes9x Next - Super Nintendo
  • FCEU_MM - Nintendo Famicom / NES
  • Gambatte - Gameboy & Gameboy Color
  • VBA Next - Gameboy Advance
  • Final Burn Alpha v0.2.97.26 - Arcade
  • PR-Boom - Doom, Doom 2 etc.
  • Genesis-Plus-GX 1.7 - Sega Genesis / Megadrive, Master System, Game Gear, SG1000 & Sega CD / Mega CD
  • Mednafen_PCE_fast - NEC PC-Engine / Turbo Grafix 16 & CD, Super Grafx
  • Mednafen_wswan - Bandai Wonderswan & Wonderswan color
  • Mednafen_VB - Nintendo Virtual Boy
  • Mednafen_Neopop - NeoGeo Pocket & Pocket Color
  • Mednafen_PSX - Playstation 1

Bugs & Issues

  • iMame4All - REMOVED, NO LONGER SUPPORTED

If you find any bugs, please report them in this thread.

Notes:

  • 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 RetroArch system folder (/dev_hdd0/game/SSNE10000/USRDIR/system). 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 PCE CD BIOS to be in the same folder as the ROM you are trying to load. It needs to be named SYSCARD3.PCE
  • Mednafen_PSX - Only runs at 18 - 25 FPS & will not perform better without a dynarec. Requires the following BIOS files in the
  • RetroArch system folder: scph1001.bin, scph5500.bin, scph5501.bin, scph5502.bin & scph7502.bin.

This compile should work on all CEX firmwares, except for GEOHOT and WUTANGRZA.

RetroArch v0.9.8 Beta 3 (Unofficial) Stanalones by STLcardsWS (linked above) stated the following as well:

This time around I created standalones for each system as well just for each core. Would not use both just one or the other but you could use both if you wanted to but i see no point. Example (Systems)

  • Sega Genesis
  • Super Nintendo
  • Turbo Grafx
  • Arcade

Example (Cores)

  • genesis_plus_gx
  • SNES9x_next
  • Mednafen_PCE-fast
  • fb_alpha

Important Notices:

1.) These are Unofficial Standalones Emulators. They are unofficial because they use the latest unofficial compile and then they are split up into standalones from the official setup.

2.) These Standalone Emulators are not multiMAN/mmCM Compatible. (Booting Roms from multiMAN will not work (official 0.9.7 does), Return to multiMAN does work). You can have this installed alongside the official installation as well.

New Cores Added from 0.9.7 Stanadlone

  • Menafen_VB (Nintendo Virtual Boy)
  • Mednafen_Neopop (Neo Geo Pocket / Color)
  • Mednafen_PSX (PSone - Limited playabality runs at 18-25 FPS, can only improve with a dynarec)

Title ID's

System TitleID's

[Register or Login to view code]

Standalone Cores TitleID's

[Register or Login to view code]

Credits / Thanks

  • Squarepusher aka Twinaphex: for the PS3 port of RetroArch and the work he has done on this great emulator. Also for giving me the okay to release these standalones.
  • Pete_uk: for all his unofficial compiles of RetroArch.
  • Aldostools: for creating such a great tool set which makes this process very easy.




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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sesjse's Avatar
#47 - sesjse - 6w ago
thanks

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 v1.0.0.2 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

s3nint3!s3nint3!
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

s3nint3!
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.

New cores

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’.

s3nint3!
Lakka – a new GUI beginning

s3nint3!
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 v1.0.0.3 (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.

Blackberry 10

Revamped iOS / OSX ports

X-Arcade Tankstick support

s3nint3!
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.

New server

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.

PS3 News's Avatar
#46 - PS3 News - 28w 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 - 30w ago
thanks for the update

Troop116rules's Avatar
#44 - Troop116rules - 31w 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 - 35w 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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