May 28, 2013 // 11:15 pm
- Following up on their previous
updates, today PlayStation 3 homebrew developers Themaister
(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.
(141 MB) / RetroArch-PS3-CFW-0.9.9.zip
(43 MB) / RetroArch 0.9.9 CEX (SingStar EU Spoof - NPEA00374)
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.
During ingame operation you can do some extra actions:
WHAT IS RETROARCH?
- 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.
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
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.
Opium2K DLC for RetroArch: code.google.com/p/retro-arch/
IRC: #retroarch (freenode)
- (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