- Following up on the previous
updates, today RetroArch PS3 v184.108.40.206 is officially released from PlayStation 3 developers Squarepusher
) and piaf
with details below.
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(RetroArch 220.127.116.11 for ODE - 75 MB) from sidnei55
Changes: PlayStation 3 - v18.104.22.168 - RetroArch.PS3.v22.214.171.124.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
MAME 2003 - Added v126.96.36.199
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
- Nintendo NES
- Nintendo Famicom Disk
Mednafen PCE Fast
- Turbo Grafx 16 / PC-Engine
- Turbo Grafx CD
- Super Grafx
- WonderSwan Color
has now announced (via libretro.com/index.php/upcoming-retroarch-1-0-0-3/#comment-2306) that a RetroArch v188.8.131.52 new update is incoming soon!
So I should do these more often. It has been quite some time since the last point release, and I’m glad to announce that things are heating up and we’re coming closer to another major release.
So let’s run through some of the things you can expect this time. Some things MIGHT still not make it for this release – but rest assured I’m working on all this and more!
New Soft Filter Spec
For years we’ve basically tried to say ‘no’ to CPU-based filters, but in the end I think it was the right choice to do away with this dogma. Whether we like it or not, a programmable pipeline for GPUs is not available for every console out there, and some CPU filters can run at fullspeed with cores even on low-performance consoles/handhelds.
So we’ve revised the Soft Filter spec and upgraded it. It now features the following:
- Multi-threading support (which allows the CPU to use more than one core to process the filter),
- Allows for several different SIMD implementations (which theoretically allows us to create optimized SSE2/SSE3/NEON routines for filters),
- An effort has been made to rewrite all the existing filters to C
- More filters have been ported over.
Please be aware that a soft filter has to basically care about supporting two different color formats that a libretro core could use. One of these is RGB565 – 16-bit color – the other is XRGB8888. If you select a filter and you will find that the name shows ‘N/A’ – this tells you that the filter you just selected does not support the color format that your current core is using. Eventually we are going to strive to make every filter support both color formats.
Another important note – soft filters won’t work for Libretro GL cores like Mupen64. You’ll have to use shaders there instead.
New DSP Filter Spec
The DSP filter spec has been in RetroArch for a long time but not really much had been done with it. We’re now bringing it out more into the open and including support for it in our built-in menu system as well.
Some of the new features include:
- Multi-threading (just like the new Soft Filter specification)
- Options per DSP filter can be supplied through a config file
- Possibility to stack DSP filters
- Several different SIMD implementations of the filter function can be incorporated into the same filter. This allows for optimized versions of the code for SIMD vectorization technologies like SSE, SSE2, NEON, and Altivec (among possible others).
So it’s been no secret that we have been working on a PSP port of RetroArch for quite some months now. Obviously, this right now is the least powerful RetroArch port so far (in terms of CPU power it is about half the speed of a Raspberry Pi), but we’re still striving to make RetroArch a really nice affair on the PSP.
We will need more time to really deliver though when it comes to the cores. Thanks to the great commits of Aliaspider, we have already managed to achieve fullspeed emulation with Gambatte (at the very least), and through some custom PSP code we have also managed to get FCEUmm to run more or les at fullspeed on the PSP as well.
It’s up for debate whether we will want to whip out a version of RetroArch PSP in time for version 184.108.40.206 – 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 220.127.116.11:
- 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 18.104.22.168 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 22.214.171.124 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.