PS VITA / PS TV RetroArch OPEN BETA v1.4.1 - [ PSP / PS Vita, PSTV ] & other non playstation ports released

Discussion in 'PS Vita News' started by STLcardsWS, Feb 2, 2017.

By STLcardsWS on Feb 2, 2017 at 10:25 PM
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    STLcardsWS

    STLcardsWS Administrator

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    The RetroArch/Libretro Team has released an OPEN BETA for v1.4.1 of the popular multi-system emulator, that spans many platforms. This Open Beta contains a port for the PlayStation Portable (PSP) and also the PS Vita / PlayStation TV Port, which does not contain an N64 emulator yet, but it's being worked on. When the announcement of the came of a N64 emu, it was days prior to the work that unlocked GPU which will allow apps like emulators to use the hardware to aid in emulation versus relying on software rendering which even with software rendering the n64 emu did show alot of promises, but no need to perfect the software but instead go after the GPU. So not only should we seen a N64 emu but others systems as well. But that is not what this update is about but i am sure would be one of the first thing looked and asked about in this update so i wanted to give a bit more on the status of that project. Now there is not a PS3 version in this OPEN BETA .

    I would expect to see an updated PS3 port sooner or later, but no official word or details have been offered to this point, we will keep you posted, but checkout some of the cool additions in the project. 7 zip support is a really neat addition and was much needed for this project, lots of nice additions. Currently do not know what is supported and what is not per platform, so its a bit of test and go. Please report any issues.

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    • RetroArch 1.4.1 Major Changes Detailed!
      It’s been such a long time since we last released a stable (1.3.6), so let’s give some indication of just how much work we’ve poured into the entire ecosystem surrounding RetroArch and libretro since!​

      Scanning:
      RobLoach added scanning GoodNES and GoodN64 sets (i.e., instead of just No-Intro sets) and support for playlists using the ScummVM, NXEngine and Lutro cores. He also added a database of SNES translations, an oft-requested feature, and Super Mario World romhacks, so many of those hacks should show up in scans now. bparker did a significant overhaul of the content-scanning backend to allow for recursive scanning–that is, the ability to scan inside subdirectories without going into each individual subdir manually. This was one of the most frequently requested scanning improvements. bparker also modified the scanning function to peek at the file extensions supported by the scan before comparing against a database, which speeds up the process substantially. In brief and nonscientific testing, scanning a full NES No-Intro set of 2,703 ROMs went from 4 minutes and 22 seconds down to just 53 seconds, representing a 491% speedup, while scanning an SNES No-Intro set of 3,442 ROMs went from 9 minutes and 37 seconds to 1 minute and 35 seconds, for a whopping 607% speedup.


      7zip scanning: bparker also upgraded the 7zip support to a full first-class citizen (that is, right up there with standard zips), which means you can now scan/load/whatever content that has been compressed into a 7zip archive.

      Configurations:
      Radius greatly improved and expanded the config override functionality, adding the ability to save overrides directly from the RetroArch menu, rather than having to create them manually with a text editor. He also added the ability to save per-core and per-game shader presets, which is the main thing users wanted to change from core to core (along with retropad mapping, which is already handled via the per-core/per-game remapping function). With all of this added functionality, we decided to completely remove the conflicting and often broken and unpredictable “per-core configs” option, which had already been deprecated but kept around for legacy/transition support.

      Netplay: Meanwhile, GregorR has done the impressive and unenviable task of dusting off and overhauling RetroArch’s lag-hiding, peer-to-peer netplay implementation, which had been some of the least-touched, least-understood code in the entire codebase. He has already made great strides on the stability of connections, with a big reduction in (if not outright elimination of) out-of-the-blue desyncs, along with graceful recovery of synchronization following temporary losses of connectivity. Switching from UDP to TCP communication has made it so that only the host needs ports forwarded, which should help with playing games with less-technical friends, and the ability to search for hosts on the same LAN makes it easy to do Japanese arcade-style head-to-head matchups. GregorR also added support for 3+ player netplay, so you can throw down on party classics like Super Bomberman 5 with four of your closest friends. Pursuant to our Patreon goals, we’ll be starting on a netplay matchmaking server solution as one of our top priorities to take advantage of these exciting improvements.

      QoL menu improvements for Lakka/RetroArch:
      Kivutar et al have recently pushed out a pair of major Lakka releases, which include the built-in RetroArch improvements, along with a number of Lakka-specific features/improvements. Users now have the ability to hide advanced settings in the XMB menu, which leads to a greatly simplified default menu in Lakka releases, as well as the ability to hide menu tabs such that only playlists are visible, which is ideal for appliance-style “kiosk” settings, where you don’t want children or other users to monkey around with your settings (these options are also available in non-Lakka RetroArch releases). Kivutar also added the ability to scan for and join wireless networks directly from the Lakka interface, as well as individual history tabs for RetroArch’s built-in multimedia cores, which include a video player, image viewer and audio visualizer (these cores have been built-in for a while but many people didn’t know about them; the history tabs should make them more accessible). You can read more about the Lakka releases here and here.


      Fancy new menu graphics features: The XMB menu received some fancy new background shader effects, including an improved ribbon, a nice bokeh effect and a festive and nostalgic snow effect. We also rearranged and consolidated some menus to reduce clutter and hopefully make things easier and more intuitive for new users, and we merged ‘load content’ and ‘load content and detect core’ into a single unified function. We’ve also added secondary, explanatory sub-text to many menu items that should make them less mysterious, and a battery meter that should let mobile users avoid running out of juice unexpectedly.

      Ports

      Sony – PlayStation3/Vita
      • The Sony console ports have gotten some much-needed love, with frangarcj doing some really stellar work with the Vita henkaku port, which supports the fancy XMB menu, shaders, dynamic core loading, (mostly) full-speed PSX emulation via dynarecced PCSX-ReARMed and more, while Ezi0 has made great progress in getting the PS3 port back to usability.
      Nintendo – Wii/WiiU/3DS
      • On Nintendo consoles, netux79 has been keeping up with the Wii port, adding support for USB gamepads and fixing some savestate issues with the snes9x-next core, while Twinaphex tracked down and fixed a black-screen bug that’s plagued the nightly builds since just after the 1.3.6 release. Aliaspider and Twinaphex have made a lot of improvements to the 3DS port, including fixing a persistent screen-tearing issue, and aliaspider has also made great progress with the nascent Wii U port.
      Cores

      On the core front, Twinaphex has greatly improved the error handling on many cores so that they are less prone to bringing the entire program down (i.e., segfault) when they choke. While this is certainly not as sexy or user-facing as many of the other improvements, it will lead to a more stable, user-friendly experience with fewer mysterious crashes that give no information as to their cause.

      Twinaphex also ported Ryphecha’s unbelievably-awesome new Sega Saturn emulator to libretro (listed as “mednafen-saturn” in the online updater). Saturn has long been considered one of the most difficult and esoteric consoles to emulate, and Ryphecha deserves a virtual high-five for doing such a great job with it and generously releasing it under the GPL license. While it is currently only available on x86_64 platforms (i.e., no ARM, no 32-bit x86), its emulation quality and accuracy is already top-notch.

      N64 emulation has had some exciting development, as well, with loganmc10‘s Glupen64-libretro port, which combines a shallow fork of mainline Mupen64plus (i.e., not the heavily modified fork that mupen64plus-libretro is based on) with gonetz’s crowdfunded GLideN64 RDP plugin. This core handles many hard-to-emulate effects as compared with the other HLE plugins and gets good performance on even modest hardware. As such, it has become the default core for N64 in the RPi3 spin of Lakka and also performs quite well in Android (and more stable there than regular mupen64plus-libretro, according to user reports). Meanwhile, Seru-kun added support for 64DD disks to Mupen64Plus-libretro, making it the second N64 emulator (after PJ64) to support the Japan-exclusive add-on.

      Leiradel and meleu did a massive cleanup on the Retro Achievements/cheevos system, whereby all systems that RetroArch supports have at least one core that includes achievement support, and all systems supported by Retro Achievements is represented. Moreover, spurious achievements should no longer be awarded right when the game starts (a common problem, previously) and achievements will no longer be awarded in the event of a failure to actually meet the requirement(s).

    • Sony – PlayStation3/Vita
      • The Sony console ports have gotten some much-needed love, with frangarcj doing some really stellar work with the Vita henkaku port, which supports the fancy XMB menu, shaders, dynamic core loading, (mostly) full-speed PSX emulation via dynarecced PCSX-ReARMed and more, while Ezi0 has made great progress in getting the PS3 port back to usability.

    Download(s):

    Source:
    www.libretro.com
     
    Last edited: Feb 5, 2017
    T.A.U, DeViL303, ed89 and 1 other person like this.

Comments

Discussion in 'PS Vita News' started by STLcardsWS, Feb 2, 2017.

    1. Crezazel
      Crezazel
      It's great to see an update for the PS3 may be coming soon. Would it be possible to include an Amiga Emulator?
      kozarovv likes this.
    2. kozarovv
      kozarovv
      T.A.U likes this.
    3. psykosis
      psykosis
      The ps3 passed over yet again :(
    4. JediKnight007
      JediKnight007
      At least we will eventually get a release...unlike Xbox 1/360 users.
      complexusername likes this.
    5. STLcardsWS
      STLcardsWS
      With RetroArch supporting so many platforms, very hard to have a release ready for all devices at same time.
    6. psykosis
      psykosis
      This magic fairy tale 1.4 for ps3 out yet?
      *crickets*
    7. teco_rodrigues
      teco_rodrigues
      Can somebody please direct me to the correct neogeo bios for the latest version for PS3, have download dozens of files and none have worked, allways black screem. whats the correct mame rom set for ps3? Thanks!
    8. pinky
      pinky
      bios r copywritten, so we won't be able to upload them here. it's against the rules. I don't even have them anyway.
    9. teco_rodrigues
      teco_rodrigues
      even show the link by private ? O at least whitch rom set I must download? Just the info?
    10. pinky
      pinky
      I think @STLcardsWS said bios over a certain age were okay, but to be honest I don't know which bios to use. I don't use emulators at all. plus, retroarch isn't perfect especially on newer systems like the vita. not all cores work correctly or u need to install newer versions of the cores once objects r fixed. basically, u may not be doing anything wrong with the bios ur using.
    11. STLcardsWS
      STLcardsWS
      Usually Neo Geo roms are not as dependent on a correct romset like a CPS-1/2 game.

      Be sure that the archive in zip format and not in 7z format. (7z is not supported on PS3 yet)

      I have had mixed results with certain bios. but usually neogeo games are the easiest of the arcade ones to boot.

      Also where is your bios located? same folder as game?

      But if using MAME2003 core i believe that is a 0.78 synced romset. but you can also run NeoGeo using FBA as well. So be sure to try both emus if having issues. FBA is more polished emu on the PS3 then MAME. So i would try with FBA first over MAME.
      teco_rodrigues likes this.
    12. pinky
      pinky
      I think he's talking about the vita unless I misunderstood. :)
      STLcardsWS likes this.
    13. STLcardsWS
      STLcardsWS
      Even on the Vita. FBA is the better choice most times over MAME if they play the same game.

      FBA is a more polished emu in regards to RetroArch ports
      MAME is a port of a 2003 emu where FBA is on par with the latest verisons of the official project.
      FBARL (on pS3) (by @CaptainCPS-X a good port as well for FBA)

      Edit he mentioned PS3 above
      " correct neogeo bios for the latest version for PS3, "
      Last edited: Apr 23, 2017
      teco_rodrigues and pinky like this.
    14. pinky
      pinky
      I must not have read that. :-p
      STLcardsWS likes this.

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