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PS3 RetroArch v0.9.8 Multi-system Game Emulator is Released


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76w 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 0.9.8 with the changes below.

Download: [Register or Login to view links] (RetroArch.PS3.v0.9.8.FOR.CFW.PS3 - 29 MB) / [Register or Login to view links] (Mirror) / [Register or Login to view links] / [Register or Login to view links] by STLCARDSWS (Post-3.55) / [Register or Login to view links] / [Register or Login to view links] by Captain CPS-X (Post-3.55 EBOOT Fix) / [Register or Login to view links] (SNES9XNext Core Fixed - thanks pete_uk for the compile of the snes core) by CaptainCPS-X / [Register or Login to view links] (retroarch-wii-0.9.8.zip - 12 MB) / [Register or Login to view links]

RETROARCH PS3 - 0.9.8

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

HOW TO INSTALL THIS

ON DEBUG (DEX) PS3

Put the PKG file 'retroarch-ps3-v0.9.8-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 PS3

Put the PKG file 'retroarch-ps3-v0.9.8-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
  • RStick 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.

PLAYSTATION 3 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.

For more information about them, see the included 'retroarch-libretro-README.txt' file.

  • Final Burn Alpha (Arcade - various) [version 0.2.97.28]
  • FCEUmm (Nintendo Entertainment System) [recent SVN version]
  • NEStopia (Nintendo Entertainment System) [1.44]
  • 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 1.7.3]
  • SNES9x Next (Super Nintendo/Super Famicom)
  • VBA Next (Game Boy Advance)
  • Prboom (for playing Doom 1/Doom 2/Ultimate Doom/Final Doom)
  • Mednafen PCE Fast (PC Engine/PC Engine CD/Turbografx 16)
  • Mednafen Wonderswan (WonderSwan/WonderSwan Color/WonderSwan Crystal)
  • Mednafen NGP (Neo Geo Pocket Color)
  • Mednafen VB (Virtual Boy)

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
  • NEStopia nes|NES|fds|FDS
  • 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
  • Mednafen NGP ngp|NGP
  • Mednafen VB vb|VB

ZIP SUPPORT

Selecting a ZIP file will temporarily unzip that file to the harddrive. The temporary file will be deleted as soon as the game gets unloaded and/or when you quit RetroArch.

NOTE: For the FBA core (and other cores that have 'block_extract' set to true) - 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?

  • Do a Blackberry Playbook/Blackberry 10 RetroArch port
  • Do an iOS port of RetroArch (will need hardware for this - gifts appreciated)
  • Make the libxenon port release-worthy.
  • Add console-friendly features (nicely formatted names for FBA, some better way to do core switching, etc)
  • Fix NxEngine issues on consoles
  • Finish up MAME 0.72 port
  • Finish up ScummVM port
  • Port of VICE 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)

From CaptainCPS-X also comes a RetroArch v0.9.8 Unofficial Mod with details below, as follows:

Hiyas everyone here I bring you my own build of RetroArch with a nice ROM(s) loading fix, and as a bonus I included SNES9X-NEXT (LIBRETRO CORE) and FB ALPHA (LIBRETRO CORE) builds compiled/signed by me.

Loading of ROM(s) can be done directly from multiMAN (retro column) or other external method now. This should work on CFW 3.40 to 4.XX without problems.

Here is the README.txt with more detailed info: RetroArch v0.9.8 (PS3/CFW 3.40-4.XX/Unofficial)(MOD by CaptainCPS-X)

R1: This modified build fixes issues with ROM(s) not loading correctly on multiMAN or other external methods. I will release the code modifications later, I been all day/night messing with code and I need to take some rest (sleep xD), but later I'll get in touch with RetroArch devs to share my "quick" fix for the ROM(s) loading issue.

As a bonus I included a working builds of:

  • SNES9X-NEXT (LIBRETRO CORE)
  • FB ALPHA (LIBRETRO CORE)

Download: [Register or Login to view links] [7.41 MB]


R2: Included CORE.SELF (SNES9X-NEXT CORE) to avoid issues when installing this unofficial update over the official RetroArch v0.9.8.

Instructions

1- Install official RetroArch v0.9.8 on your PS3.
2- Install the PKG included here: [Register or Login to view links] [9.63MB] (you MUST do step 1 first).
3- Enjoy!

I have tested this myself with a clean RetroArch install then updating it as mentioned on the instructions, and no problem so far.

Note: Do not bother Squarepusher / TwinAphex / TheMaister or any of the official RetroArch developers if you find any problems with this build. This is a unofficial release.

Thanks to The original LibRetro / RetroArch developers / contributors who have made this application a great free homebrew. And thanks to the original developers who wrote the core of each emulator (arcade/console/handleheld/etc). Thanks to everyone else that I missed here and really deserves credit.

I will release the code modifications later, I been all day/night messing with code and I need to take some rest (sleep xD), but later I'll get in touch with RetroArch devs to share my "quick" fix for the ROM(s) loading issue.

I made 2 packs for manual installation compatible with multiMAN Stealth edition (or if you just don't want to have the icon on the XMB, LOL).

Download these files and keep reading for further instructions:

1- [Register or Login to view links] [~30 MB]
2- [Register or Login to view links] [~10 MB]

Manual Install for multiMAN Stealth:

1- Launch multiMAN Stealth's file manager.
2- Extract "RetroArch_v0.9.8_mmStealth.zip" anywhere you like.
3- Select / Press X twice over the extracted "PS3~dev_hdd0~game~SSNE10000.zip".
4- Extract "RetroArch_v0.9.8_unofficial_R2_capcpsx_mmStealh.zip" anywhere you like
5- Select / Press X twice over the extracted "PS3~dev_hdd0~game~SSNE10000.zip"
6- Enjoy!

SeeYa!




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!

Comments 47 Comments - Go to Forum Thread »

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sesjse's Avatar
#47 - sesjse - 2w ago
thanks

PS3 News's Avatar
#46 - PS3 News - 18w 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.

More PlayStation 3 News...

jjoseca's Avatar
#45 - jjoseca - 20w ago
thanks for the update

Troop116rules's Avatar
#44 - Troop116rules - 21w 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 - 25w 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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