PS4 News on Facebook! PS4 News on Twitter! PS4 News on YouTube! PS4 News RSS Feed!

Home PS4 News - Latest PlayStation 4 and PS3 News

May 28, 2013 // 11:15 pm - 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: (141 MB) / (43 MB) / RetroArch 0.9.9 CEX (SingStar EU Spoof - NPEA00374) (46 MB)

From the PS3 NFO file: RETROARCH PS3 - 0.9.9

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



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.


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.


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.


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'


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.


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.


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.


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:


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]
  • 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).


  • 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


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.


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


  • 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

Opium2K DLC for RetroArch:
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 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.

PS3 RetroArch v0.9.9 for DEX Multi-system Game Emulator is Released

PS3 RetroArch v0.9.9 for DEX Multi-system Game Emulator is Released

Follow us on Twitter, Facebook and drop by the PS3 Hacks and PS3 CFW forums for the latest PlayStation 3 scene and PS4 Hacks & JailBreak updates with PlayStation 4 homebrew PS4 Downloads.

#82 - Crezazel - 3d ago
Crezazel's Avatar
So it's now Thursday, why am I not surprised that RetroArch 1.2.3 for the PS3 is still not released?

#81 - PS4 News - September 26, 2015 // 1:43 pm
PS4 News's Avatar
From their Twitter ( PS3 will be ready for the upcoming RetroArch 1.2.3.

Another update ( Will be gearing up for a RetroArch 1.2.3 release around Wednesday. PS3 version will be released. iOS still needs more work done to it.

#80 - Crezazel - September 25, 2015 // 1:48 pm
Crezazel's Avatar
So is RetroArch 1.2 for the PS3 ever going to be released or has it been canceled altogether? Two weeks ago I was told the last bug keeping it from being released was "squashed" and to expect a release in the next couple of days.

Now it seems no one has any info on it or they are not talking about it. Just what is going on?

#79 - B7U3 C50SS - September 17, 2015 // 1:39 pm
B7U3 C50SS's Avatar
don't know. it doesn't look like it's out yet. strange.

#78 - Crezazel - September 17, 2015 // 12:34 pm
Crezazel's Avatar
Anyone know what's going on with RetroArch 1.2 for the PS3?

#77 - PS4 News - September 3, 2015 // 1:55 am
PS4 News's Avatar
Nothing new yet, but apparently there is a PS Vita / PSTV port of RetroArch in development (via as follows:

From TwinAphex: I have expressed interest in doing one, unfortunately I don't have a Vita and it doesn't seem like anybody is going to want to send one over too, so outside of some other outside guy taking up the baton, it doesn't seem like there is going to be much action unless somebody wants to help me out.

From hunterk: Twinaphex just got his hands on a PS-TV (thanks guys!) and is jailbreaking it as I type this, so hopefully there will be some action happening very soon.

It's actually coming along very quickly. He got it jailbroken just fine and now he and xerpi are making excellent progress with the port. I hear the CPU is locked at 444 mHz, but dynarecs work, so lots of cores should be possible. still early days, but looking good so far!

Not sure. It's very preliminary right now, and every little thing is a huge hassle. I would recommend you stop updating your firmware now, though, and wait for an easy, end-user-accessible jailbreak. With PSTVs available for as low as like $20 these days, this could become a very attractive port.. another shot from xerpi

From Radius (via and libretro via New releases coming shortly. PS Vita nightlies coming soon too!

PS Vita nightlies are now available. The nightlies have very few cores now but we'll keep adding them till it's complete, please report any issues, suggestions and any other feedback here.

Known issues:

  • Too early to tell

Relevant changes:

  • Too early to tell

Included Cores:

  • 2048
  • catsfc
  • fceumm
  • gamebatte
  • genesis plus gx
  • mednafen_ngp
  • nxengine
  • snes9xnext

From Ezio_PS: Happy 30th birthday Mario! Playing it last night on the #PSVita #rejuvenate #RetroArch #SuperMario30

#76 - Crezazel - August 24, 2015 // 11:36 am
Crezazel's Avatar
Anyone have any info on when RetroArch 1.2 will be released for the PS3? I read about a month ago they were debugging a crash problem when you quit RetroArch, but I haven't heard anything since. Thanks.

#75 - PS4 News - July 4, 2015 // 10:17 am
PS4 News's Avatar
Following the previous updates, below is a RetroArch 1.2 July 4 Release Kickoff by Squarepusher followed by v1.2.1 details for those interested!

To quote from their blog (

Downloads: RetroArch 1.2 Builds

Release Notes:

  • mac builds should be coming this Sunday
  • cores aren't included anymore, you can use the built-in core updater to fetch cores
  • assets can be updated from within the application on PC and mobile
  • content can be downloaded from within the application, we're testing this with Game&Watch
  • input binding is done completely from within the application
  • per-core/per-game remapping are available from within the application
  • per-core/per-game configuration overrides are now possible
  • sort saves and savestates in folders automatically
  • movie recording can be enabled from within the application
  • content can now be scanned to create collections
  • lots more...

First things first – we are back. It has taken us a very long time to make a new release of RetroArch due to numerous complications, so apologies for missing numerous release dates before (first Christmas, then somewhere in April, etc.). It tells something about the development hell we’ve been through that I’ve just skipped an entire version number (1.1) and gone straight to 1.2.

Let me first get some important stuff out of the way before we continue. For our iOS and Blackberry 10 users: we were not ready today (July 4) to launch on these platforms, you’ll unfortunately have to hold out for one more week before we have something for you. Rest assured that there will be plenty to enjoy a week from now.

With that out of the way...

What is RetroArch being released on today and tomorrow?

  • Android (DONE) (Uploading to Play Store right now)
  • Windows (DONE)
  • Linux (DONE) (Repo packagers, go ahead and update the respective packages)
  • Mac (Maybe July 5 2015)
  • Consoles (Wii / PS3 / PSP ) (July 5 2015)
  • Consoles (Xbox 1 OG) (Maybe July 5 2015)
  • iOS (Next week)
  • Blackberry 10 (Next week)

Other platforms will have to wait, but rest assured the wait is not much longer. *
I could write an entire book about all of the new features in RetroArch, but instead I’m just going to summarize it up in a few bullet points so that you can get the gist of it. In the upcoming weeks you will see plenty of more big announcements coming from us, and we will also provide you with much-needed user documentation on everything you can do with RetroArch now.

– Brand new eye candy menus to choose from! –

RetroArch now lets you select between three menu display modes: RGUI (a very classic, low-resolution menu), GLUI (a more advanced GL-based menu that lends itself well to touch-based devices), and XMB (a horizontal crossbar menu that is the most eyecandy-rich of all three right now).

Thanks to improved touch support, you should now be easily able to control RetroArch’s menu by dragging up or down and clicking on items. And thanks to built-in DPI awareness support, menu elements should now be scaled according to the DPI (Dots Per Inch) reported by your system.*

* NOTE: The XMB menu driver’s touch support right now is kinda iffy. We recommend that you use GLUI on touchscreen-based devices, like mobile (Android/iOS/etc).

– Scan files/directories and add them to game system collections! –

You can now scan files and/or directories, and RetroArch will look for a match inside its database. If it finds a match with a known game on a given system, it will then add this game to a collection based on the system of that game. This way, you can have ordered collections of games without having to browse your filesystem all the time looking for a ROM/game to play.

To use this feature, go to ‘Add Content’ and select either ‘Scan Directory’ or ‘Scan File’. *

* NOTE: Some programs right now might not yet have a database system in place to allow you to scan said content. Some of the current ones that still need to be addressed are MAME and CD-based systems such as the PlayStation. You will see this rectified in an upcoming RetroArch update.

– View database information about each game once added to a collection! –

Once you have a few collections, you will be able to view detailed information about the game, provided by RetroArch’s new database features. You will be able to view the developer of the game, the year it was released at, any kind of special hardware it used on the ROM cart package, the publisher that released the game, etc. *

* NOTE: The amount of information provided per game can vary and is dependent on the database’s completion. We encourage contributors to help us out building up these databases.

– Download programs (‘cores’ online –

RetroArch no longer comes with programs preinstalled, instead you download these now from our buildbot from within the program. Go to Online Updater -> Core Updater and select any of the cores you’d like to have installed. It will then download that core from our buildbot. This way, you are in control of exactly which programs you have installed and RetroArch does not take up any additional space for things you don’t need.*

We add new cores onto our buildbot routinely, so as soon as they will be uploaded you will be able to download them and use them with your current copy of RetroArch without even having to update the main program. Stay posted for more exciting new stuff coming up ahead.

* NOTE: We make no guarantees about server availability or uptime.

– Update everything! –

It isn’t just program cores that you can install this way from our buildbot. You can also update all of the asset files that RetroArch depends on. You will always be able to download the latest shaders, onscreen gamepad overlays, cheat files and whatnot directly from our servers from within the app.

All of this content is updated on a daily basis, so you can be sure there will be plenty of new things to check out on a weekly basis.

– Download Game & Watch games and play them with our exclusive Game & Watch emulator ! –

People in their early to mid-30s might have seen these things in the wild back n their day and will probably be familiar with these old standalone handheld games that predated the Game Boy, but don’t let their age fool you: these games still are very useful time killers and their age if anything gives them even more charm appeal.

Go to ‘Add Content -> Download Content’ to download any of these Game & Watch games. From there, you can play them with our Game & Watch emulator which has been built from scratch by a valued libretro contributor. Some of the standout features include faithful reproduction of the handheld’s screen layout, high-resolution bezels, nice simulation of the sound effects, etc. Give these a try.*

* NOTE: We owe a certain amount of thanks to Madrigal’s simulators for being able to offer these games to you.

– Built-in input mapping –

It is now possible to bind your gamepad from within the program without having to go through the chores of previous versions. Go to Settings -> Input Settings and select ‘Bind All’ to bind each and every button one at a time, or bind the actions individually. If you are using a gamepad which is supported by us, it will be autodetected and autoconfigured to align with our gamepad abstraction, the RetroPad.

– Ability to remap controls –

An often-heard complaint before was the inability to change the controls. We have made this possible now. Once a game is loaded, go to the ‘Quick Menu’ and select ‘Core Input Remapping Options’. From there you can change the controls per core, and you can also save these changes to a config file.

– Ability to enter and load cheats –

It is now possible to input cheats and apply them to the currently running game. This was also an often-heard complaint and omission pointed out by users, so we have provided this as well this time around. *

* NOTE: Some programs might not yet have cheat support integrated. As soon as we include cheat support for these cores, you will be able to download the updated core from within the app (see ‘Download program cores online’.

– Multi-language support! –

This release comes with (preliminary) multi-language support. Go to Settings -> User Settings and choose a language. Right now we provide translations for Dutch, German, Portuguese, and French.*

* NOTE: Some of the language translations might be more incomplete than others. Others (like Japanese/Chinese/Russian) are not available right now, and we seek translators for those as well.

– Over 80+ programs now and counting –

RetroArch and the libretro ecosystem has expanded in scope dramatically since the last release over a year ago. There are now over 80+ programs to choose from among its collection, and you can be sure that number is bound to increase from here on out. *

* NOTE: The amount of program cores available might vary based on the system you are using.

– Built-in image viewer (and media player) ! –

We have thrown in an image viewer inside RetroArch now. It is possible to display JPEG, PNG, TGA and BMP images.*

As if that is not enough, for the Windows release we now have an integrated media player. It is possible to play music and movie files now from within RetroArch. This might seem like an unorthodox way to use RetroArch, but it has certain tricks up its sleeve that other media players do not, such as frame interpolation and a wide array of shaders and audio filters to choose from. ** ***

* NOTE: Expect this feature to be improved in the coming weeks, there are still some power management issues to sort out with high-resolution images.

** NOTE: Expect this feature to be heavily improved later on. We will want to start supporting remote controls and also to provide a fancy overlay for video playback purposes. Also, expect a very nice audio visualizer soon for the playback of music files.

*** NOTE: The integrated media player support is available for any version of RetroArch that comes with built-in ffmpeg support. RetroArch is dependent on ffmpeg for making it possible to playback these files.

– Tons more besides to discover and enjoy –

This quick writeup does not even scratch the surface of everything that has been added to RetroArch over the span of a year. We worked hard on making this release happen and as such did not have the time to write about every single new feature in detail before dropping this release. Over the next few weeks we will have a more increased Youtube channel presence where we will drop videos which will show you all you can do with RetroArch right now. Please look forward to these videos.

Also, don’t hesitate to contact us with your ideas on what could make RetroArch better and how to improve it. We definitely want you to provide us with a lot of feedback on this release so that we can improve the next release in response to user feedback.

From now on, you can expect continuous updates. It took us a long time to set the entire infrastructure up to make all this possible and we also had to rewrite RetroArch entirely at least 5 to 6 times over the past year, but rest assured that this huge media dropout was a one-off event.

If things are not perfect today (and nothing will ever be perfect), be rest assured that from here on out, updates will be quick to arrive. We are not going to have a repeat of this endless delay schedule that has plagued us since last year, and above all we now want continuous user feedback so that we can improve things as we go along. Most importantly, me and others have practically worked themselves to death on this release for over a year and we really want to push this release out now so that people have something in their hands and we can go from there.

Oh yeah, there will be another big blog post after this that will detail some other new projects we’re working on shortly, but for now I have to focus on actually pushing this release out. So let’s see if we can get that done today and we’ll drop all the other major announcements shortly after.

Some other notes (Xbox 360 missing, etc)

* The only exception to this release promise is the Xbox 360 port. I have been routinely screwed and scammed by the ‘underground’ console hacking scene and right now I’m sitting on this paperweight RGH Xbox 360 that is useless for development, so that port is on indefinite hold until somebody can get me either the XDK back that I gave somebody in good confidence that it would go to Ced2901 (but it never did apparently), and I presume the guy I gave it to just hoarded it. or we can get a replacement for it.

I won’t mention names but the guy who took my XDK and never gave it to the person he said he was going to give it to knows who he is. Anyway, if you guys still consider this Xbox 360 version important, let me know but I’m not going to go and take money out of my own coffers again to make that happen. I’m done with the console scene shenanigans.

Some other notes (3DS / PSP version)

We could maybe push out a PSP version of RetroArch 1.2 in the upcoming weeks. I’m hoping to get back with the main contributor (aliaspider) who worked on these ports so that we can be assured that we can at least push out the PSP version in a more or less stable and decent state.

Regarding RetroArch 3DS: it’s still very much a work-in-progress and I don’t think either me or aliaspider would feel comfortable to ship anything right now in terms of official release at this stage, and we need a lot of work done on the cores before we can render some of them playable on the slow 3DS (it’s even slower than the PSP it seems).

Finally, from libretro via Twitter: RetroArch 1.2.1 stable release (Wii, Gamecube, Android, Windows). MacOS X version, iOS, BB10, PS3, coming up soon!

From Squarepusher: (via to quote:

All these platforms are obviously still waiting for a new RetroArch release:

  • PlayStation3
  • Mac OS X
  • Blackberry 10
  • iOS
  • Xbox 1 (OG)

Bear with us here. I’m working round the clock to make sure we finally have the latest version of RetroArch on all platforms again. This past year has been a truckload of work and I will be pleased to see this chapter finally end so that I can move on to the next phase of development. Rest assured that the PlayStation3 version will have some awesome features and that the iOS and BB10 versions will not disappoint.

And after I have these platforms out of the way, I can finally start looking again at the Windows Phone/WinRT port in general...

Thanks for reading this post and stay tuned for more big news this coming month. Things will be moving fast from now on, with plenty of results.

There is currently a showstopping bug where it will crash if you try to 'quit' RetroArch (as in - either quit it in the PS3 XMB or going to 'Quit RetroArch'). Fixing that bug is the only thing preventing it from a release right now. I'm not expecting it to be a major thing but it's just annoying to debug.

Also, the PS3 port is now going to have RGUI, GLUI and (maybe) XMB as menu drivers. No more RMenu, both XMB and GLUI should be way better than it in terms of eye candy and features.

  • RGUI - a very classic, low-resolution menu
  • GLUI - a more advanced GL-based menu
  • XMB - a horizontal crossbar menu that is the most eyecandy-rich of all three right now

RetroArch 1.2.2 released – for Android / Windows / OSX / Wii / Gamecube / PSP by Squarepusher (via

Time for another update. Let’s get right to it.

Download: RetroArch 1.2.2

OSX version:

NOTE: If the OSX version doesn’t work for you, you might have to install the Cg framework first. To do that, download this and install it:

The OSX version is back! We have two versions because we care about backwards compatibility, one for 32-bit Intel Macs (OSX 10.6 Snow Leopard and up), and one for 64-bit Intel Macs (OSX 10.7 and up). Later on we’ll go even an extra mile beyond this by releasing the PowerPC version too, which should be compatible from OSX 10.5 and up. It would be nice to push the OSX requirements down even further in time.

Some caveats right now: the guy who did our buildbot releases (IKarith – TJCarter) – I don’t know what fate befell him and whether or not he is still doing fine (I hope he is), but these builds seem to be no longer being pushed out to our buildbot, the last update was somewhere around the end of June.

So we will have to be looking fast for a solution for this on our buildbot so that we can have 0-day updated cores again for iOS and OSX (the iOS version is not yet released but will be coming up next hopefully).

PSP version:

The PSP version has been usable for a long time but I think we should finally just release it as part of the new stable releases. Of course things are not going to be perfect but I hope just us going the extra mile and releasing this for a pretty much dead platform will mean something in and of itself to the people who use this platform.

PSP is a pretty performance-hamstrung system so it requires plenty of edits and novel workarounds to make cores work fast enough on it. Right now we have cores like Gambatte working fullspeed and the PC Engine port also should be pretty impressive considering this is based on Mednafen PC Engine Fast, which should be far more compatible and accurate than something like Hugo.

A sincere call to arms here for more PSP developers who want to be part of the effort: we have every intention of making as many ports run well on the PSP but the crucial thing here is that all of this costs work. If you are a capable PSP dev and you’d like to help out please let us know.

Wii version:

There were some problems with the last release. FBA CPS1 was missing and FBA CPS2 was not working. Both are rectified now and included again.

Android version:

A major issue that popped up in version 1.2.1 should now be fixed. The new font renderer we introduced back in version 1.2.1 was causing some problems on phones / phablets / tablets with very high DPI (i.e. above 480dpi). This should now be fixed. So apologies if you saw indecipherable glyphs in the previous version, that should hopefully be a thing of the past by now.

Other changes:

Here is a summary of most of the major things changed in this release:

  • OSX version released!
  • PSP version released!
  • (OSX 10.6 32-bit version) All cores that the 32bit version supports are currently included into the ZIP itself because our buildbot does not yet serve up 32bit cores for OSX yet. Apologies for this, we’re trying to come up with a solution.
  • (OSX/iOS in general) The guy who did our buildbot nightlies for OSX/iOS is currently MIA. We will have to come up with a new solution fast for this. Due to this you might experience some outdated cores right now for these platforms.
  • (Android) Fixed XX/XXXHDPI font issues with GLUI (was leading to corrupted fonts)
  • Initial Spanish translation.
  • Add advanced help system.
  • (Android) Add Nvidia Shield Portable hack – back button should bring up menu properly now.
  • Fixed some issues with hotkeys.
  • When ‘Hide In Menu’ is enabled, overlays should reappear now when we select ‘Resume Content’, ‘Load State’, or ‘Save State’
  • (Wii) Fix FBA CPS1/CPS2 cores.
  • (GLUI) Better ticker speed.
  • (GLUI) Labels should use more screen estate when available.

So what's next?

The next version after this will be RetroArch v1.2.3. We still have PlayStation3 to go now, iOS, Blackberry 10, and OG Xbox 1 (2001). Let’s see how fast we can get all this stuff out of the way. In the meantime, have fun with v1.2.2 on the platforms that have all been covered up to this point.

#74 - Deniz Usta - January 23, 2015 // 1:27 pm
Deniz Usta's Avatar
thanks friend

#73 - sil4nt - January 23, 2015 // 12:53 pm
sil4nt's Avatar
Thanx for this!