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


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20w 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.




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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seeman's Avatar
#27 - seeman - 70w ago
that's what i was waiting for very very nice!

PS3 News's Avatar
#26 - PS3 News - 70w ago
Following up on the previous updates, today STLcardsWS has shared a preview of RetroXMB which allows users to boot RetroArch ROMs from the PS3 XMB alongside some videos of it in action from UnknownArchive below.

To quote: This hack is very interesting, as it will allow for direct booting of RetroArch playable ROMs from the XMB. Personally I like when i can access more things via the XMB. That's why it's there! So this developer who wishes to be nameless at this time has created a hack/mod from the awesome RetroArch.

This works much like the recently released PS1ToPS3 GUI (for PSOne games XMB direct booting) that was recently released. You will have a PC app that will create the PKG that will also add all required files in order to run. So it is not even required to have the official RetroArch installed However this is not for someone who wants to put a full ROMset on the XMB.

I did however manage to get over 250 roms PKGs installed with no slow down or issues. To see this process of direct booting of a Retro Rom please take a look at the videos below from fellow tester UnknownArchive. Also be sure to take a look at some of the artwork I have uploaded/created. More to come when this is released. There should still plenty of surprises regarding this release.







Features:

  • Easy Access to boot ROMs from the XMB
  • Great for kids, family & friends who are not familiar with the booting of ROMs in RetroArch/mM.
  • Brings some Retro Love to the XMB.
  • PKGs Installable on Internal or External via Game Data Tool
  • GUI that creates the PKG will be fully customizable:
  • Title on the XMB, TitleID, ICON0.PNG, PIC1.PNG, SND0.AT3, & ICON1.PAM
  • Artwork: retroxmb.imgur.com

I would like to personally Thank the developer of this App/mod to RetroArch:

  • Sqaurepusher2: Along will all the RetroArch Developers
  • Tranced for the name RetroXMB
  • Tranced /TitanTX for the various RetroXMB Logos.
  • UnknownArchive for the YouTube videos and Art

Finally, below are some RetroXMB Auto-Boot / Direct Boot PKGs (Packages) as follows:


NOTICE: Doom II will need DOOM2.WAD in order to play at all, rest of titles will play fine but will not be the Full Version.

* Will not play at all as no Demo/Shareware version is available for Doom II, See instructions below.

Convert to Full Version Instructions (Optional)

1.) Obtain Full Version of "DOOM1.WAD"
2.) Install desired "RetroXMB Game pkg" from above if you haven't already.
3.) Locate Game location on HDD (see spoiler below for each game's location)
4.) Replace the "DOOM1.WAD" (shareware version) with the "DOOM1.WAD" (full version) that you obtained in step 1. Keeping the name exactly "DOOM1.WAD" (case sensitive)

Installation Path of each Game

Convert to Full Version Instructions (Optional)

1.) Obtain Full Version of "PAK1.PAK"
2.) Install desired "Quake Game pkg" from above if you haven't already.
3.) Locate Game location on HDD (dev_hdd0/game/RXPAK9136/USRDIR/cores/roms/PAK0.PAK)
4.) Replace the "PAK0.PAK" (shareware version) with the "PAK1.PAK" (full version) that you obtained in step 1. Change the name of "PAK1.PAK" to the name "PAK0.PAK" (case sensitive)

Rogero CFW users: (from RetroXMB ReadME)

Rogero FW doesn't patch certain EBOOT ecdsa signature checks. PS3 Keys from 3.56 and below aren't accepted in Rogero FW, so old homebrew won't work. Instead of resigning eboots for _higher_ fw (lol) Ask Rogero to fix this, or simply use Rebug or MiraLaTijera FW. All my EBOOTs are signed with 3.41 keys (it shouldn't matter which version).

Special Thanks

RetroArch & libretro Developer(s)
RetroXMB Developer & Contributors (unadadosanstlcel)
Tranced for the name "RetroXMB" and the various logos.
All the original DOOM modders for all these mods used.

More PlayStation 3 News...

Ninn1's Avatar
#25 - Ninn1 - 75w ago
worked now (i tried several times yesterday and it didn't work)

PS3 News's Avatar
#24 - PS3 News - 75w ago
Hmm it works fine for me using WinZip here... perhaps a corrupt download, try again?

Ninn1's Avatar
#23 - Ninn1 - 75w ago
can't open RetroArch.PS3.v0.9.8.4.FOR.DEX.PS3 version, the file is corrupt with winrar

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