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

March 9, 2014 // 11:54 pm - 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 followed by some updates with details below.

Download: retroarch-ps3-v1.0.0.2-dex.zip (209 MB) / retroarch-ps3-v1.0.0.2-cfw.pkg.zip (80.24 MB) / retroarch-ps3-v1.0.0.2-cfw.zip (Mirror) / retroarch-ps3-v1.0.0.2-cfw.pkg (Mirror #2) / retroarch-ps3-v1.0.0.2-cfw.pkg (Mirror #3) / retroarch-ps3-v1.0.0.2-cfw.pkg (Mirror #4) / RetroArch v1.0.0.2 (RetroXMB Edition).pkg / RetroArch 1.0.0.2 - [SSNE-10000].zip (RetroArch 1.0.0.2 for ODE - 75 MB) from sidnei55 / Retroarch.zip (ODE) / Retroarch v1.0.0.1.iso by Method36 / RetroArch PSP Builds / RetroArch for PSP Phat 1.0.0.3 b2 on PS Vita TN-V / RetroArch -Unofficial-POC Atari Jaguar.pkg by doobz / RetroArch-1.2.2-Unofficial-Beta-1.3.pkg / RetroArch-1.2.2-Unofficial-Beta-1.7.pkg by Ezio_PS / RetroArch v1.3

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: RetroArch PSP 1.0.0.3 (BETA) / RetroArchPSP 1.0.0.3 r1 / RetroArch-1.0.0.3-beta-PSP.zip / RetroArch-1.0.0.3-beta2-PSP.zip / RetroArch-1.0.0.3-beta2-PSP-Slim.zip

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: RetroArch -Unofficial-POC Atari Jaguar.pkg / LibRetro GIT

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)


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

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

PlayStation Follow us on Twitter, Facebook and join us at our new site WWW.PSXHAX.COM!



#85 - spellcryer - November 2, 2015 // 12:39 pm
spellcryer's Avatar
So that app supported all ps1 ps2 and psp games right?

#84 - PS4 News - October 5, 2015 // 11:06 pm
PS4 News's Avatar
Not yet, the latest from their Twitter:

I admit delaying releases isn't cool but it's all in the name of improving RA and making the next release that much more impressive.

I don't like disappointing people when missing dates, but you have to understand that we are not a company here. We are a very small band of coders here, doing this in our own spare time, not for money, not for any kind of business scheme, but just out of passion and because we like doing this.

Sometimes I really think people are taking stuff for granted that we do here. It is all very, very hard work, nobody really cares or wants to know just how much work goes into it all, and the most you can get back for is some angry feedback from random guys who just happen to find one or two things that are going wrong in the latest RA release.

I am not an AAA game developer here purposefully shipping broken games to you on release time. I am not having you pay up for DLC in-game. You did not have to pay a dime, and if anybody paid here, it is us that are taking money out of our own wallet day in, day out with tireless work.

Anyway, off the negative sht - yes, the PS3 port will be released soon, no, I'm not going to make anymore dates, it will just be dropped when I feel lke it. Also, there might be some surprises for iOS/Android, we might have a user interface there soon that you guys might like better. Anyway, keep watching, a lot of exciting things are still going to happen, but personally I am getting rather tired of the negativity and it is becoming a real drag on development. Chill out and bear in mind that all good things come to those who wait.

A quick preview of this new menu we have been working on that we think is going to over better with mobile audiences:


Update: Ezio_PS (via libretro.com/forums/showthread.php?t=4204&p=29488&viewfull=1#post29488) has now complied an unofficial RetroArch PS3 beta release (v1.2.2) with details below, as follows:

Download: RetroArch-1.2.2-Unofficial-Beta-1.3.pkg (55.18 MB)

To quote: Here is a compiled version of retroarch 1.2.2, consider it like a beta release so any bugs can happen.

Compatible with any cfw and signed with 3.4x keys

Cores:

removed temporarily mednafen neopop since it's not working
tyrquake core could freeze
all other cores should work fine

Bugs:

Restart doesn't work
Quit RA does what Restart RA should do, if you Quit RA a second time it finally comes back xmb

Settings:

Set 400 dpi override on menu->settings via retroarch config, now it should display correctly the menu on every display resolution

Next Beta Release:

Normal and Stealth version.

New cores:

probably virtualjaguar and msx cores, i hope they'll work
maybe mednafen pce fast too, though it should be slow but it already was on the previous stable release of RA (1.0.0.2)

If someone is interested to help with fixing the bugs like restart/quit, he's welcome. Any feedbacks, suggests and constructive criticisms are well accepted too.

Credits:

All libretro developers team for their incredible, hard and very long work they did and are going to do still today for this wonderful and unique multi-emulator homebrew.

Update #2: RetroArch v1.2.2 Beta v1.4 from Ezio_PS (via libretro.com/forums/showthread.php?t=4204&p=29533&viewfull=1#post29533) to quote:

Thank you so much for the feedback, it's really appreciated. Those new cores aren't working so i'm going to remove them, i'll add new cores only if i get them full working in next beta releases. About RetroXMB it's working fine for me, so just be sure your core setting is pointing to SNES10000/USRDIR/cores (first choice on RetroXMB app).

XMB gui seems to be not yet included in the code for the ps3 version, so i guess we need to wait for it.

Meanwhile here it's a new beta release.

Download: RetroArch-1.2.2-Unofficial-Beta-1.4.pkg (46.06 MB)

Changelog:

  • Removed all the cores not working
  • Added Mednafen PCE Fast (PC Engine) since it's fully working

Update #3: From Ezio_PS (via libretro.com/forums/showthread.php?t=4204&page=3&p=30356&viewfull=1#post30356):

I removed that core in the first beta release (see the first post on this thread) since it's not working, i just get a white screen while launching a rom.

Anyway here it's another beta release with minor fixes.

Download: RetroArch-1.2.2-Unofficial-Beta-1.5.pkg (45.99 MB)

Changelog:

  • Fixed a display issue appearing on the menu (GLUI) when you're using your custom RetroXMB packages
  • The 400 dpi override value has been set directly on the code and not more through the configuration file
  • Now the welcome message is displayed at first boot of the homebrew just like it should be

Installation Note:

Remove the previous beta from XMB and install the latest available version (recommended).

Update #4: From Ezio_PS (via libretro.com/forums/showthread.php?t=4204&page=4&p=30855&viewfull=1#post30855):

Here's another build with new cores and Italian translation.

Download: RetroArch-1.2.2-Unofficial-Beta-1.6.pkg

Changelog:

  • Added Mednafen Lynx core, it needs bios in the rom folder
  • Added Prosystem core, it needs bios in the rom folder
  • Added Vectrex core, it needs bios in the system or custom folder
  • Added Stella core, no bios required
  • Updated Fceumm core, now turbo buttons for player 1 and player 2 work fine
  • Added the Italian translation
  • Fixed the code to allow to translate the second to last entry of the help menu
  • Now the Spanish translation is correctly applied to that entry

Note:

  • Mednafen Lynx core has a different compatibility than Handy Lynx, although both the cores cannot load successfully two roms consecutively otherwise the homebrew will crash
  • Using Prosystem core some games will work fine, others will have noticeable glitch or won't work
  • Vectrex core allow to load fine almost all the roms, but you could get back to the xmb when you try to close a game

#83 - xiiflowx - October 5, 2015 // 6:22 pm
xiiflowx's Avatar
Is it released already?

#82 - Crezazel - October 1, 2015 // 8:01 pm
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 // 6:43 pm
PS4 News's Avatar
From their Twitter (twitter.com/libretro/status/643651009433214976): PS3 will be ready for the upcoming RetroArch 1.2.3.

Another update (twitter.com/libretro/status/648138237207277568): 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 // 6:48 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 // 6:39 pm
B7U3 C50SS's Avatar
don't know. it doesn't look like it's out yet. strange.

#78 - Crezazel - September 17, 2015 // 5:34 pm
Crezazel's Avatar
Anyone know what's going on with RetroArch 1.2 for the PS3?

#77 - PS4 News - September 3, 2015 // 6:55 am
PS4 News's Avatar
Nothing new yet, but apparently there is a PS Vita / PSTV port of RetroArch in development (via libretro.com/forums/showthread.php?t=3620&p=26333&viewfull=1#post26333) 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 libretro.com/forums/showthread.php?t=3989&p=28143&viewfull=1#post28143 and libretro via twitter.com/libretro/status/643475335279980544): 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.

buildbot.libretro.com/nightly/playstation/vita/

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 // 4:36 pm
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.