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


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47w 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)






Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter, Facebook and drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene and PlayStation 4 scene updates and fresh homebrew PS3 Downloads. Enjoy!
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#34 - PS3 News - 72w ago
PS3 News's Avatar
Following up on the previous update, today an anonymous source has leaked PS3 RetroXMB Beta 3 by doobz which allows users to boot RetroArch ROMs from the PS3 XMB alongside some updates below.

Download: [Register or Login to view links] / [Register or Login to view links] (Mirror) / [Register or Login to view links] (Mirror #2) / [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 aldostools

To quote: Hi. The author of this application (Name: doobz) did not give permission for it's release. He claimed he was close to ready, but then he vanished and no one has seen him in months. We do not know of his location or status. It is a mystery.

As such I'm releasing the last version of the tool he provided prior to his disappearance.

Official RetroXMB README (Partial)

RetroXMB

RetroXMB is an app that makes it easy to install content on your PS3 XMB. I was sick of using "managers" to load other apps, i wanted it to be like the psp era where you clicked the icon and the app started. So this is my attempt at that

Its just a gui for a bunch of command line programs which i hacked that generate content for the Playstation 3. RetroXMB helps you put many games for many systems directly on your XMB. Here is a small list of supported systems:

Emulators:

  • PlayStation 1
  • PlayStation 2
  • PlayStation Portable

Here goes a small intro for RetroXMB..

Emulator Games:

Emulator games use RetroArch as a back-end.. here goes the wall of text about the emulators and their notes.

PS1 Games:

PS1 Games use Iris Manager as a back-end. multiMAN can cause conflicts with Iris and since multiMAN isn't open source, no one can fix it. If you run into problems while using the PS1 Games simply reboot your PS3 to fix it and dont run multiMAN

PS2 Classics (Experimental):

PS2 Classics uses the rap file from PS2 Classics Place Holder/ps2classic_GUI

Steps to install reactpsn + ps2 rap support:
1. create a new user called "aa" on your ps3
2. install ReactPSN 2.26
3. put the exdata folder in a usb device and plug it in the ps3
4. execute ReactPSN on the PS3
5. the "aa" user should be renamed to reactpsn and you will have the rif files installed in your "aa" account exdata
5. done you can now use PS2Classics made with this app

If you don't use the proper rap file, you will get a copyright information error when loading the ps2classic. this could be patched in the fw.

Note to Rogero FW Users:

Rogero FW doesnt 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 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:

STLcardWS, sandungas, AdaLove, UnknownArchive, Squarepusher, Hermes/Estwald, flatz, IngPereira, aldostools, Celestria, zecoxao and everyone that made this possible (or i forgot to mention )










Additional Info by STLcardsWS

RetroArch Supported Cores

FB_alpha
-- Various Arcade (CPS 1/2/3, Neo Geo, Sega System 16/18..)

FCEUmm
-- Nintendo NES / Famicom

Gambatte
-- Game Boy / Color

Genesis_plus_gx
-- SG -1000, Master System, Game Gear, Genesis, Sega CD

Mednafen_ngp
-- Neo Geo Pocket / Color

mednafen_pce_fast
-- Turbo GrafX 16, & CD (PC-Engine) / Super GrafX

Mednafen_vb
-- Nintendo Virtual Boy

mednafen_wswan
-- Bandia WonderSwan / Color

Nestopia
-- Nintendo NES / Famcom w/Disk System

prboom
-- Doom 1 & II Engine

Quicknes
-- Nintendo NES/ Famicom

snews9x_next
-- Super Nintendo / Super Famicom

Stella
-- Atari 2600

tyrquake
-- Quake Engine

Vba_next
-- Game Boy Advance

EXPERIMENTAL LIBRETRO CORES

Stella
-- Experimental Atari 2600
--- Issues ----

.Save / Load States do not work.

---Notes---

Toggle Color/Black and White with R3/L3 on select games.

mame78
-- Experimental: MAME 0.78
--- Issues ---

Save / Load States do not work.
Game Comparability is hit and miss
Frame-Rate issues in some games.

---Notes---

0.78 Romset should be used
Try lower version if exact cant be found.

Some Games will play well. There others that will not.

mednafen_gba
-- Experimental: GBA (use VBA_Next instead)
---Issues---

Very choppy and slow FPS at times.
A lot of issues
Save/Load States not supported

---Notes---

Requires GBA bios.
Use VBA-Next

mednafen_psx
-- Experimental: PSone

Slow FPS
Use other PS1 methods for the PS3.

Other Emulated Systems Supported

PlayStation 1:
-- Uses Iris Manager as a back end (4.46 not supported), Was released as the standaone PS1toPS2 b10 PlayStation Portable

-- PSP Remaster / PSP Minis, Was released as a standalone PSPtoPS3 b22

PlayStation 2:
-- Experimental PS2 Integration: Very early version.

Features

Global Features

  • Create CEX or DEX Packages
  • Create 3.41 - 4.XX Packages (Rogero Users See Read Me above)
  • Custom XMB Title
  • Customize XMB Appearance
  • ICON0.PNG
  • PIC1.PNG
  • PIC0.PNG
  • Add XMB Sound: (SND0AT.AC3)
  • Add Animated Icon: (ICON1.PAM)
  • Custom HIP: (edit text file)
  • Creates a random Title ID with a `RX-prefix` "RX_ _ _ _ _ _" at the start of every rom created.
  • OR change it to a Custom Title-ID of your choice
  • Progress Bar to show the app is working, (large files may seem long but it working).
  • Creates an XMB Auto-Booting package.

Retro Emulators:

  • RetroArch v9.9.0 is used as a back-end.for all emulation.
  • BIOS detection on ROMs. (unfinished / bugs)
  • ROM detection from various archive formats.
  • Included Custom PIC0.PNG for most cores (unfinished)
  • Support all libretro Cores for PS3 RetroArch (Uses Modified Cores)
  • Set Aspect Ratio of game to 16:9 (uncheck) or 4:3 (checked)
  • Add Extra Files or Multiple Files for roms that require it easily.

* Note there are some bugs with BIOS and ROM detections. Which leads to problems with some games not being able to create a package.

PlayStation 1

  • Update to standalone release of PS1toPS3 b10 by doobz
  • Supports PS1 ISO, BIN
  • Optional: Cue, toc File.
  • PS1 Games use Iris Manager as the engine. This supported to version 4.41 and below. at this time.
  • Hold Circle after selecting game on XMB, Enter Iris PS1 Setting menu prior to game launch.

PlayStation 2 (Experimental)

  • Early in development.
  • Supports PS2 ISO, BIN
  • Choose PS2 Playback on DEX or CEX (Experimental)
  • PS2 Classics require ReactPSN and the rap for PS2Classics Placeholder Installed

NOTICE: Make a copy of the PS2 game you are converting if you do not want to lose it!!!!

PlayStation Portable

  • An update to doobz PSProPS3 beta 22
  • Remastered Creation Supported
  • Minis Creation Supported
  • PSP ISO, EBOOT.PBP, PSN PKG (only ISO will be patched), MINI2.DAT or a homebrew PRX.

Update: RetroXMB Cave Story (NXengine) Light & Heavy XMB PKGs

Cave Story (Doukutsu Monogatari)
RetroArch v1.0.0.2 (libretro core: NXEngine)
RetroXMB XMB Direct Boot Applied

Requirements:


Additional Notes:

  • The light package has no guarantee that it will work with future updates of RetroArch (if installed). It should work and update your core as you install your new RetroArch updates in the future, but if there are changes significant changes to RetroArch, that could break features down the road. So that is something to consider if you plan to use the Light Package.
  • Also, there will be a bit more RetroXMB news coming in the next days or so stay tuned for more.
  • RetroXMB Beta 3 App (with new cores)
  • A new Tutorial for creating the smallest RetroXMB packages possible, with a bit of a mod from the official way.

Thanks/Credits:

  • Squarepusher / Maister (RetroArch) & All Libretro Contributors
  • doobz (RetroXMB Creator)
  • Daisuke "Pixel" Amaya (Cave Story Creator)

Retro XMB Creator 1.6.2 - Create LUA + PS3 Homebrew Packages / Updated PSX Launcher

What's new:

  • Added support to create Lua packages
  • Added support to create PS3 homebrew packages
  • Updated the PSX launcher (IRISMAN 3.03)

RetroXMB Setup Instructions

Based on doobz original RetroXMB with a Twist to the concept (Lite) by STLcardsWS (No Cores in the package replaced by standard core location, cut file size of packages drmatically compared to the tradional RetroXMB way)

Instructions

  • [Register or Login to view links]
  • [Register or Login to view links]
  • [Register or Login to view links]
  • Once in RetroXMB Creator Tool hit F3
  • Choose RetroArch Cores Path -- "/dev_hdd0/game/SSNE10000/USRDIR/cores/RetroXMB/1.0.0.2/"
  • RetroArch Title ID choose SSNE10000
  • Create a Package and Install
  • Enjoy!!!

RetroXMB (Beta 3) Re-released by STLcardsWS (Mar/12/14)

Included the following libretro cores from RetroArch v1.0.0.2: (tested and working for RetroXMB)

  • fbalpha
  • mame78
  • fceumm
  • Nestopia
  • QuickNES
  • GenesisPlusGX
  • Mednafen_VB
  • Mednafen_WSwan
  • Mednafen_ngp
  • Mednafen_PCE_Fast
  • gambatte
  • prboom
  • TyrQuake
  • snes9xnext
  • stella
  • vba_next
  • NXengine (Is not support in RetroXMB app (bug) but can auto boot using RetroXMB files (see above for pre-made Cave Story Packages)

Known Issues:

  • Old RetroArch Background Menu is used (minor annoyance on some long sub-menus where text alignment is an issue. This can not be fixed in the app, (as we do not have the source code) but can be manually adjusted by replacing the image from v1.0.0.2. (just keep the same name for the image)
  • Never Change the libretro Cores, or you will damage the package for future use. If this occurs delete and re-install. In order for this to be a problem someone would have to manually search folders on HDD to find the core and then change a core. In most cases this will be an issue to many.

Thanks / Credits:

  • Squarepusher (& Entire RetroArch/Libretro Team)
  • doobz (RetroXMB developer)
  • RetroXMB Contributors (see ReadME)

Update #2: Espionage (PS3)

This is a Homebrew Rom for the classic GameBoy handheld created by Fredrik Brundin, with RetroArch (gambatte) you have the options to play in Black/White or in Color. To achieve this while in-game hit L3 and R3 to access the main In-game Menu of Retro Arch and select "Core Options" where you can then select disable or enable "GB colorization".

RetroXMB autoboot is applied so direct launch from XMB with ease!

Download: [Register or Login to view links]

Espionage v1.0 - Made for the GBJAM (gbjam.net).

You play as a spy as he makes his way into the enemy base to collect as much data as he can; but don't get too greedy, because he needs to get out before the timer runs out and the enemy back up arrives.

How to Play

To run the .gb file you will need a Game Boy emulator

Credits

  • Game by: Fredrik Brundin
  • Additional Art (Title & Game Over screen): Dominic Buchholz

Update #3: GBA Indie Roms for you PS3 (Using RetroArch w/ RetroXMB Auto Boot)

Download: [Register or Login to view links] (Dangerous X_MAS (GBA Homebrew Game).pkg) / [Register or Login to view links] (PowerPig (GBA Homebrew Game).pkg)

Following the release of various GameBoy and Atari 2600 Indie Games packaged into XMB Auto-Boot packages for the PlayStation 3 (CFW), I decided to checkout another retro system where Homebrew games are still being developed often.

The GBA (GameBoy Advance) has many great Homebrew Games, but here are two very nice releases for the GBA, that we now have today for the PS3 in Dangerous X-MAS (developed by the Spoutnick Team) & PowerPig ( developed by genecyst ). These homebrew creations use RetroArch v1.0.0.2 - vba_next.SELF for emulation with RetroXMB XMB auto-boot applied. See the various screens and videos of these games in action below.

Update #4: Aldostools has now updated (linked above) the PSX Engine in RetroXMB Creator to support PS3 v4.65 CEX Firmware.

What's New:

  • (August 27 v1.6.5) - Updated PSX engine with IRISMAN 3.24 (adds support for CFW 4.65)
  • (August 08 v1.6.5) - Updated PSX engine with IRISMAN 3.21

Hint: Use [F1] to visit the Repository of ICON1.PAM and Manuals for Retro XMB Creator created by Redemp on [Register or Login to view links].

Retro XMB Creator v1.7 What's New:

  • Added Support for launching Movies from the XMB (using Showtime.SELF)

I made a workaround to have the movies icons with custom images on the XMB using RetroXMB Creator 1.7:

Supported Extension:

  • mkv
  • avi
  • mp4

I will add more extensions later (they are a lot). I first wanted to get some feedback before continue using my time on this.

It works the same way as the roms launched with RetroArch... IRISMAN or multiMAN are required to be installed with the SHOWTIME.SELF made by deank, otherwise it will execute the standard Showtime made by andoma, which doesn't support the SHOWTIME.TXT to auto-load the specified movie when Showtime is started.

About NTFS Drives (Movies)

This method cannot auto-lauch videos on ntfs (even when Showtime fully supports it). It seems that SHOWTIME.TXT validates if the file exists when Showtime is loaded, but the ntfs device is mounted few seconds later. Thus Showtime goes directly to the main menu, instead of play the movie on the ntfs device.

After some tests I noticed that sometimes the movie launcher only started Showtime without auto-play the movie. However, if I first launched a movie via IRISMAN, the XMB shortcuts for the movies launched them fine.

So, I updated the showtime launcher to also load the sky payloads used by IRISMAN.

Supported Extension: mkv, mp4, avi, mpg, mpeg, mov, m2ts, vob, flv, wmv, asf, divx, xvid, pam, bik, bink, vp6, mth, 3gp, rmvb, ogm, ogv, m2t, mts, ts, tsv, tsa, tts, rm, rv, vp3, vp5, vp8, 264, m1v, m2v, m4b, m4p, m4r, m4v, mp4v, mpe, bdmv, dvb, webm, nsv.

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#33 - Sebastian1987 - 87w ago
Sebastian1987's Avatar
maybe game cube games in the future?

#32 - Playa4Life352 - 87w ago
Playa4Life352's Avatar
CEX is now available: retroarch-ps3-cfw-0.9.9.zip: [Register or Login to view links]

Quote Originally Posted by Erz View Post
Just a quick question, can I play XBOX 360 games with this?

You must be smoking crack....

#31 - s25s - 87w ago
s25s's Avatar
This version is only for DEX ?!!

#30 - ZerotakerZX - 87w ago
ZerotakerZX's Avatar
Cool, but when to expect cex?

#29 - Erz - 87w ago
Erz's Avatar
Just a quick question, can I play XBOX 360 games with this?

#28 - PS3 News - 87w ago
PS3 News's Avatar
Following up on their previous updates, 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 0.9.9 for DEX (and CEX) with the changes outlined below.

Download: [Register or Login to view links] (141 MB) / [Register or Login to view links] (43 MB) / [Register or Login to view links] (46 MB)

From the PS3 NFO file: RETROARCH PS3 - 0.9.9

RetroConsole Level: 2
Author: Themaister, Squarepusher / Twin Aphex
Supports libretro GL: No

HOW TO INSTALL THIS

ON DEBUG (DEX) PS3

Put the PKG file 'retroarch-ps3-v0.9.9-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-v0.9.9-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 data file (ie. a game executable and/or a ROM) that this core supports and load it in the Filebrowser.

To select a different core - go to 'Core' in the Main Menu. Select a core and then press X to switch to the emulator/game 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'

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) (v1.52.4)
  • 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
  • Tyrquake pak
  • SNES9x Next smc|fig|sfc|gd3|gd7|dx2|bsx|swc
  • Genesis Plus GX md|smd|bin|gen|bin|sms|gg|sg|cue
  • NXEngine/Cave Story exe
  • VBA Next gba
  • FCEUmm nes|unif
  • NEStopia nes|fds
  • Gambatte gb|gbc|dmg
  • Final Burn Alpha zip
  • Mednafen PCE pce|cue
  • Mednafen Wonderswan ws|wsc
  • Mednafen NGP ngp
  • Mednafen 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?

  • Make the libxenon port release-worthy.
  • 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.

Web sites

Twitter: twitter.com/libretro
Source: github.com/libretro
Homepage: libretro.org
Opium2K DLC for RetroArch: code.google.com/p/retro-arch/
IRC: #retroarch (freenode)

v0.9.9 Changelog:

  • (iOS) Initial release of RetroArch iOS.
  • (Blackberry) Initial release of RetroArch Blackberry (for BB10/Playbook).
  • [SNES9x Next] No longer disable high resolution for SA-1 games for Xbox 1 / Wii / Gamecube
  • [SNES9x Next] Seiken Densetsu 3/Romancing Saga 3 no longer downsample to low-resolution for high-resolution modes on Xbox 1/Gamecube/Wii
  • [SNES9x Next] Add Core Option - 'SuperFX Overclock'.
  • [SNES9x Next] [Gamecube/Wii] Use sthbrx/stwbrx for READ_WORD/WRITE_WORD macros - speedup.
  • [Gambatte] Fixed serious input reporting bug on libretro side that could drastically slow down gameplay speed - found an edge case in a Japanese Pokemon Blue version that triggered this.
  • [Gambatte] Make colorization optional and not enforced through use of a Core Option.
  • [FCEUmm] Should load UNIF ROM format now.
  • [NEStopia] Fixes Famicom Disk System support.
  • [NEStopia] L/R now inserts coins on Vs. System games
  • [NEStopia] Add Core Option 'Sprite Limit'.
  • [Mednafen] Add several Core Options for Mednafen PSX, Mednafen PCE Fast,
    Mednafen Neo Geo Pocket Color, etc.
  • [Mednafen PSX] Add disk swap mechanisms - exposed through RGUI
  • [PCSX ReARMed] Latest update to r19 fromnotaz (main author)
  • [PCSX ReARMed] Totally rewritten ARM code by notaz in order to support outdated version of Apple's GAS (for iOS support)
  • [PCSX ReARMed] Add disk swap mechanisms - exposed through RGUI
  • [PCSX ReARMed] Add m3u Mednafen-style cuesheet support
  • [PCSX ReARMed] Add core option 'Frameskip' - users with bad performance on Android should try out if setting this higher than 0 fixes their problems.
  • [PCSX ReARMed] Add core options 'NEON enhanced resolution' and 'NEON enhanced resolution speedhack' - this is for systems with ARM NEON CPUs. Note that this will easily triple or even quadruple CPU requirements. If you have an underpowered CPU, you might want to try this out in combination with the 'Frameskip' option (setting it higher than 0) to make things somewhat playable.
  • [Genesis Plus GX] Latest compatibility updates from ekeeke (main author)
  • [Genesis Plus GX] Add Core Options for blargg NTSC, Overscan and Game Gear Extend Screen
  • [Final Burn Alpha] Add several Core Options for going tO Service Mode, Resetting game, etc.
  • (LIBRETRO) Added Tyrquake
  • (LIBRETRO) Added ModelViewer and SceneWalker (for platforms which support libretro GL).
  • (LIBRETRO) NXEngine / Cave Story is now completely playable on consoles (Wii / PlayStation 3 / Xbox 1 / Xbox 360) thanks to many code alterations. Performance is also much improved on the platforms which could already play them, such as Android and PC.
  • (Shaders) New shaders- mdapt, new xBR versions, new Harlequin Gameboy/LCD shaders, etc.
  • Threaded video option. Mainly for Android users but works for OpenGL driver in general.
  • (Android) Add iControlPad support.
  • (Android) Add the following gamepads / etc to autodetection list:
    - Tommo NeoGeoX Arcade Stick
    - Xperia Play (fixes ANR issues after 30 seconds)
    - TTT THT pad
    - JXD S7300B
    - Sega Virtua Stick
    - Ouya pad (untested)
    - Gamestop Wireless
    - Tomee NES USB
    - Thrustmaster T Mini Wireless
  • (Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.
  • (RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.
  • (RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to exit the game and go to an 'external' settings menu.
  • (RGUI) Added a 'Game History' list.
  • (RGUI) Added sophisticated shader stacking - for Cg shaders.
  • (RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed.
  • (Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android, iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting GL ES 2.0 is encouraged for maximum portability to mobile platforms.
  • (Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro core to the frontend.
  • (Libretro) Add SET_SUPPORT_NO_GAME to API.
  • (RGUI) Change menu layout options.
  • (PS3) Optimize PS3 video driver extensively - should result in a big latency reduction.
  • (PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.
  • (Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code.
  • (360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros
  • (360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at 512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to this 10MB EDRAM limitation for render targets.
  • (Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.
  • (Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).
  • (RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.
  • (RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code maintenance at the expense of language customization by end-users. A solution will be looked at later.
  • (Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on 480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are obvious - far faster switching between menu and game and consumes way less RAM which means games like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.
  • (Wii) Add additional VI resolutions.
  • (ZIP support) Switch from builtin zlib to miniz - less codebloat.




Finally, below is a picture of Libretro / RetroArch showing an N64 Emulator (via twitter.com/libretro/status/351013237560586240) who state the following: This is what is currently being worked on for RetroArch 1.0.0. Don't ask for an ETA - but it's going to happen. pic.twitter.com/XAVaETZOjp

More PlayStation 3 News...

#27 - seeman - 96w ago
seeman's Avatar
that's what i was waiting for very very nice!

#26 - PS3 News - 97w ago
PS3 News's Avatar
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

[Register or Login to view code]

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.

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#25 - Ninn1 - 102w ago
Ninn1's Avatar
worked now (i tried several times yesterday and it didn't work)

 

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