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RetroArch PS3 v1.0.0.2 Released, Multi-System Emulator Updated


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41w 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 / [Register or Login to view links] / [Register or Login to view links] by Method36 / RetroArch PSP Builds / RetroArch for PSP Phat 1.0.0.3 b2 on PS Vita TN-V / [Register or Login to view links] by doobz

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

From Method36 comes an ODE port of RetroArch also (linked above) with details, as follows:

Make sure your retroarch.cfg contains this:

[Register or Login to view code]

Likewise, make sure your USB drive contains the retroarch/savefiles and retroarch/savestates folder hierarchy from its root.

No issues running the ISO- I actually extracted its contents, modified the cfg to suit my needs, and rebuilt the ISO using Cobra's genps3iso tool. My config looks like this, for reference:

[Register or Login to view code]

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 1.0.0.1 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 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.

Update #2: RetroArch PSP (BETA) Released

Download: [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]

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:

  • gambatte
  • tempGBA
  • fceumm
  • fmsx
  • beetle-pce-fast
  • nxengine
  • prboom

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

Known issues:

  • 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.

Resolved issues:

  • tempGBA now correctly saves sram to the correct folder (.sav extension)
  • fixed an issue with tempGBA when loading compressed archives.

Additional information:

  • 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
  • fmsx : MSX.ROM MSX2.ROM MSX2EXT.ROM MSX2P.ROM MSX2PEXT.ROM FMPAC.ROM DISK.ROM MSXDOS2.ROM PAINTER.ROM KANJI.ROM
  • 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.

Update #3: RetroArch PSP Update v1.0.0.3 r1

Resolved issues:

  • tempGBA now correctly saves sram to the correct folder (.sav extension)
  • fixed an issue with tempGBA when loading compressed archives.

RetroArch PSP 1.0.0.3 beta2 (via libretro.com/forums/viewtopic.php?p=17812#p17812)

From aliaspider: This update includes a heavily improved pce-fast core.

  • For psp-1000
  • For psp-2000+, this version will hopefully make it not necessary to change your cfw settings to access the 32MB extra ram.

Any feedback/bug reports are greatly appreciated. please specify your psp model and used CFW if possible. Currently contains following cores:

  • gambatte
  • tempGBA
  • fceumm
  • fmsx
  • beetle-pce-fast
  • nxengine
  • prboom

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..

This is a beta release so use it at your own risk

Known issues:

  • 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.
[*]'Restart RetroArch' option doesn't work.
[*]pressing left/right when in the menu can sometimes close it.
[*]most users reported blackscreen when running it on ps-vita (TN-V10).

Resolved issues:

  • tempGBA now correctly saves sram to the correct folder (.sav extension)
  • fixed an issue with tempGBA when loading compressed archives.
[*]pce-fast: fixed most graphical glitches and improved speed a lot. most CD-rom games now run close to fullspeed.

Additional information:

  • 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, fmsx: MSX.ROM MSX2.ROM MSX2EXT.ROM MSX2P.ROM MSX2PEXT.ROM FMPAC.ROM DISK.ROM MSXDOS2.ROM PAINTER.ROM KANJI.ROM, pce-fast: syscard3.pce (required for PCE-CD emulation only)
  • prboom requires prboom.wad in the same folder as the wad you want to load, you can get it here (github.com/libretro/libretro-prboom)
  • 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.

Update #4: PlayStation 3 developer doobz has made available an unofficial PoC Atari Jaguar emulator for RetroArch on the PS3 with details below, as follows:

Download: [Register or Login to view links] / [Register or Login to view links]

Some Issues of this Emulator:

  • Speed Issues (10-20 FPS depending on game)
  • Sound Very Laggy at best
  • Save / Load States not working

A Few Tips:

  • Disable Audio - Audio Options --> Mute Audio --> ON
  • If you are of drinking age: Get a drink and the speed may increases (more drinks the better)






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Comments 65 Comments - Go to Forum Thread »

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#65 - all2easy - 2d ago
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Thanks

#64 - Badger1975 - 5d ago
Badger1975's Avatar
How about GameGenie for NES and SNES?

#63 - jaspertjeeeee - 5d ago
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thanx

#62 - darkmiky - 5d ago
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thanks

#61 - nightfear - 5d ago
nightfear's Avatar
Thank You !!!

 

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