PS3 RetroArch v1.7.1 - Cheevos (Achievement) Support Added for PS3

Discussion in 'RetroArch' started by STLcardsWS, Feb 22, 2018.

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    STLcardsWS Administrator

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    retroarch_ps3_482.jpg

    • RetroArch 1.7.1 -Released!
      RetroArch 1.7.1 has just been released! Grab it here.
      This latest version has also been uploaded to the Google Play Store.
      If you’d like to show your support, consider donating to us. Check here in order to learn more.​

      General changelog

      • 3DS: Now correctly reports amount of CPU cores.
      • 3DS: Frontend rating is now correctly implemented for both New 3DS/2DS and Old 3DS/2DS.
      • 3DS: Initial networking support, HTTP requests won’t work yet.
      • 3DS: Now reports memory and battery state.
      • AUDIO: Added ‘Audio Resampler Quality’ setting to Audio Settings. Setting this higher will increase sound quality at the expense of sound latency and/or performance. Setting this value lower will improve sound latency/performance at the expense of sound quality. Only has an effect if the Sinc resampler is used, and you have to restart the game for changes to take effect.
      • CHEEVOS: Fix unofficial achievements not being loaded.
      • CHEEVOS: Show savestate menu entries when no achievements are found even if hardcore mode is enabled.
      • CHEEVOS: Support Neo Geo Pocket.
      • COMMON: Bugfix for issue related to ‘Windows mouse pointer visible when running MESS or MAME cores’.
      • COMMON: Fix bug ‘Last item in a Playlist is ignored’.
      • COMMON: New LED API. Driver implemented for Raspberry Pi, proof of concept implemented for core MAME 2003.
      • COMMON: Add quick menu option to watch shader files for changes and recompile them automatically (Linux only for now).
      • D3D8: Direct3D 8 can now work on systems that have Direct3D 8 installed.
      • D3D9: Add menu support for MaterialUI/XMB.
      • D3D10: Initial video driver implementation.
      • D3D11: Initial video driver implementation.
      • D3D11: SPIRV-Cross/slang shader support for D3D11.
      • D3D12: Initial video driver implementation.
      • DINPUT: don’t reinitialize input driver on network events / media insertion / network drive connection
      • INPUT: show friendly names when available under input binds and system information
      • INPUT: show the config name when available under system information
      • GUI: Allow changing menu font color.
      • GUI: Menu visibility options for RGUI and MaterialUI.
      • GUI/MaterialUI: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers.
      • GUI/XMB: Add Monochrome Inverted icon theme.
      • GUI/XMB: Allow changing menu scale to 200%.
      • GUI/XMB: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers. Menu shader effects currently don’t work on D3D8/D3D9 Cg.
      • HAIKU: Restored port.
      • KEYMAPPER: prevent a condition that caused input_menu_toggle to stop working when a RETRO_DEVICE_KEYBOARD type device is enabled
      • GL: ignore hard gpu sync when fast-forwarding
      • IOS10/11: Handle hardware keyboards and iCade controllers
      • LOCALIZATION: Update Italian translation.
      • LOCALIZATION: Update Japanese translation.
      • LOCALIZATION: Update Portuguese-Brazilian translation.
      • LOCALIZATION: Update Spanish translation.
      • NETPLAY: Add menu option to select different MITM (relay) server locations.
      • OSX: Modify HID buttons detection algorithm.
      • QB: Added –datarootdir.
      • QB: Added –bindir and –mandir and deprecated –with-bin_dir and –with-man_dir.
      • QB: Added –docdir.
      • SHADERS: Allow saving of shader presets based on the parent directory (Saving one for */foo/bar/mario.sfc* would result in *shaders/presets/corename/bar.ext*). We decided it’s safer to still isolate the presets to a single core because different cores may treat video output differently.
      • SHADERS: Don’t save the path to the current preset to the main config. This was causing weird behavior, instead it will try to load *currentconfig.ext* and it will save a preset with that name when select *apply shader preset*. The resulting shader will restore properly after restarting and even after core/parent/game specific presets are loaded
      • SOLARIS: Initial port.
      • SWITCH: Initial Nintendo Switch port, based on libtransistor SDK.
      • PS3: Enable Cheevos.
      • PSP: Enable threading support through pthreads.
      • SHADERS: SPIRV-Cross/slang shader support for D3D11.
      • SHIELD ATV: Allow the remote / gamepad takeover hack to work with the 2017 gamepad
      • SUBSYSTEM: Subsystem saves now respect the save directory
      • SUBSYSTEM: You can now load subsystem games from the menu (see https://github.com/libretro/RetroArch/pull/6282 for caveats)
      • VULKAN: Fix swapchain recreation bug on Nvidia GPUs with Windows 10 (resolved in Windows Nvidia driver version 390.77).
      • WINDOWS: Improved Unicode support (for cores/directory creation and 7zip archives).
      • WINDOWS: Show progress meter on taskbar for downloads (Windows 7 and up).
      • WINDOWS: WS_EX_LAYERED drastically decreases performance, so only set it when needed (transparency in windowed mode).
      • WIIU: Overlay support.
      • WIIU: Transparency support in menu + overlays.
      • WIIU: Increased stability during core switching.
      • WIIU: Shader support.
      • WIIU: Menu shader effects added (shaders).
      • WIIU: Add missing time/clock support. (also fixes RTC [Real Time Clock] in Gambatte)
      • XBOX OG: Restored port.

    • Highlights

      New Direct3D 11/12 driver
      : RetroArch 1.7.1 now features very robust and feature-complete Direct3D 11/12 drivers for Windows users! Direct3D 11 should be available to users starting as of Windows 7, whereas in order to use Direct3D 12, you need Windows 10.

      See here the following features:
      • Supports Slang shaders, the same shader format that Vulkan uses
      • Suports the menu; supports MaterialUI and XMB.
      • Supports overlays.
      • All menu shader effects have been ported.
      Do note that right now, it is recommended you use the Direct3D11 driver instead of Direct3D 12. D3D11 is many times faster than D3D12, and while there are still gains to be had, we are not necessarily sure if the D3D12 driver will ever be able to outperform the D3D11 driver.

      The Direct 3D 11/12 video drivers should work with any libretro core that does not require either OpenGL or Vulkan to function.

      Some minor features which are currently not available is features like Max swapchain image control, GPU Hard Sync and/or Black Frame Insertion.


      Emscripten/Web Player back in action and better than ever

      Toad King has graciously not only restored the Web Player, but made it better than ever.

      Now using WebAssembly under the hood, not only is it a lot faster, but it also now has the XMB menu by default and should work properly with builtin gamepad support from your browser.

      You can find the Web Player here. You can also reach the Web Player at any time by going to retroarch.com and clicking on ‘Web Player’ in the topright hand part of the site.

      Xbox port back from the dead
      People always keep insisting that us supporting ancient compilers like Microsoft Visual Studio 2003 is pointless. Well, in this case it allowed for the long-dormant RetroArch Xbox OG version to be resurrected rather effortlessly. And we were able to write a Direct3D 8 video driver as well which works for both PC as well as Xbox OG.

      The Xbox OG port is now more in lock-step with official mainline than ever. It no longer uses some proprietary hokey menu system but it just uses RGUI as the default. I could have included XMB as well, but we still have some work left to do in terms of making sure we can render text with Direct3D8 instead of relying on D3DX, and there were still some texture-related UV issues, so that factored into our decision to only go with RGUI for now.

      Right out of the gate, there are 21 cores available for the Xbox version, far more than in any other time period of its lifecycle.

      Other noteworthy features – it now supports overlays.

      Subsystem support – Game Boy 2-player Link, Super Game Boy support with SNES emulators, etc
      This feature allows cores to specify a subsystem, which may be a different system like in this video, or an add-on (think Super Gameboy / Genesis lock on).

      Previously, cores that supported subsystems (think Super Game Boy / Sufami Turbo with SNES9x emulators) needed to be started from the commandline in order to be able to use Super Game Boy/Sufami Turbo mode.

      The following cores should already have subsystem support:
      • Same Boy (allows for up to 2-Link netplayer)
      • bSNES (Super Game Boy and Sufami support should work through the menu)
      NOTE: You need to set the Filebrowser Directory to your starting point directory if you want to use the subsystem feature. It will not work properly without.

      Universal shader spec gaining steam – Vulkan/D3D11/D3D12/WiiU all using the same shaders now
      There are several video drivers now that all make use of the same universal shader format, Slang:
      • Vulkan
      • Direct3D11
      • Direct3D12
      • WiiU
      What this means is that all these video drivers are able to use the same shader format without having to convert from one format to another. The magic happens courtesy of SPIRV-Cross, itself a Khronos project.
      We hope that in the future, the slang shader spec will be supported by most of RetroArch’s video drivers (such as OpenGL and the other Direct3D drivers). This represents a very important step towards realizing that ultimate goal.

      Veteran RetroArch users will probably remember that we first tied our wagon to Nvidia’s Cg shader format. As that spec gradually fell out of favor and even Nvidia abandoned it wholesale, it was for a time uncertain for us which new format we would have to go with. You had GLSL on mobile and desktop GL, and HLSL for Direct3D. Now, with SPIRV-Cross, we finally have an exit strategy for the increasingly deprecating Cg ecosystem of shaders.

      That being said, we still intend to continue supporting Cg and the shader system, and platforms like PlayStation3 and Xbox 360 wholly depend on it in fact.
      WiiU port vastly improved

      The WiiU port has been significantly improved upon in many ways.
      • Overlay support.
      • Transparency support in menu + overlays.
      • Increased stability during core switching.
      • Shader support (slang).
      • Menu shader effects added (shaders).
      There are shaders out in the wild as add-on packs. Shaders are not compiled at runtime, unlike on PS3.
      Switch port

      OK, so we can’t roll a public release out for this one yet since it still relies on baking in the content through squashfs. However, the Switch homebrew is recently heating up with the release of the Homebrew Launcher, and also competing SDKs like Libnx.
      However, we hope that by the time 1.7.2 comes out, we will have something in a ready-made fashion available to all.
      Configurable audio resampling

      While RetroArch is also well set to deliver a latency experience almost on par with the actual hardware under the best circumstances, it also continues to help people find new solutions to their one core common problem – latency.
      You can set the audio quality in Settings -> Core to a less demanding level- that way.
      What’s coming next for RetroArch

      We will have a separate blog post on this soon, as well as more separate blog articles detailing some of the other progress that has been made on the cores front.

     
    Last edited: Mar 11, 2018
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    Ali888

    Ali888 Member

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    They Completely remove PS3 Download links on official Libretro site.
    To downloading 1.7.1 PS3 Retroarch go here:

    Note 1: this build (Unfortunately) just includes 21 core and so many cores are missing.

    Note 2: you can't download or update cores within the Retroarch PS3 anymore; because as i said, PS3 database on Libretro is completely removed.

    -----------Merged Post --------

    Where is Ezio ???

    What happened to Retroarch ??

    Why nobody cares anymore about This app ?
     
    Last edited by a moderator: Mar 11, 2018
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    antonioks

    antonioks Member

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    Hello Ali888,
    You can find the last nightly official of retroarch, in this new address that the friend libretro available https://xbins.org/libretro/nightly/, as for the friend @Ezio has not talked to him for a while, remembering that all home brews programmers do not live only from home brews, so they need to dedicate themselves to various things in life and in the open hours they schedule the home brews as a leisure because they like what they do.
     
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    STLcardsWS

    STLcardsWS Administrator

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    First off please don't use annoying text to get attention.
    (next time it will just removed, instead of editing the post)

    2nd - if you search a bit you would find several newer builds. There was v.1.7.0 and also recently v1.7.1 .. They are not hard to find here or on the official retroarch website.

    I WOULD NOT SUGGEST USING A PS3 NIGHTLY versions at this time. But rather i would suggest sticking to version releases. Since the version releases are more stable and nightly you never know what condition the port is in at that very moment on a nigthly and for the PS3 i do not think Nightley's are a good route, but a route you could likely see bugs .. V1.7.0 was one the best version since v1.0.0.2 in terms of PS3 Stability. I have not tried v1.7.1 myself yet but i would expect that to along the same lines.
     
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    Underball

    Underball Member

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    Actually, this information is mostly incorrect, as of mid-February 2018. Buildbot (from the official Retroarch site) stopped hosting stable and nightly builds of PS3 on Feb 25th. Now when you go there, it points you to a link for x-bins.org, which has a bunch of really old versions of Retroarch. Nothing newer than 1.3.0 - from 2016. They did start posting nightlies again behind a hidden url, (the link can be found in the General forums for Retroarch on the main Libretro.org site) on 03/09 - but it is missing more than half the cores. (no MAME cores, no PCe cores, fewer cores than PSP)

    As of today there is nowhere to find the stable PS3 releases for 1.7.0 or 1.7.1. Googling for these only brings you to the same link at libretro.org, which points to x-bins.org, which doesn’t have anything newer than 2016.
     
    Last edited: Mar 11, 2018
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    STLcardsWS

    STLcardsWS Administrator

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    Well not sure mostly incorrect... Maybe about the links .. Can't keep up with if DL links are active,You would think they would of made sure it was current if mirroring again.

    Nigthlies i think the warning is valid considered what you just said proves what i was saying. half the cores are missing and you never know what is broken or working in nigthlies. With the PS3 port problematic at times (due to so many platform version and changes IMO). There should be NO nightly versions of the PS3 IMO .. Not stable enough with changes.

    I know i have v1.7.0 i could re-upload.
    Edit: also sent a tweet out to libretro.
     
    Last edited: Mar 11, 2018
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    Underball

    Underball Member

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    Actually, nightlies were the only reason I was able to fix a number of problems in the source for prosystem (atari 7800). Nightlies are essential to a healthy software development lifecycle. Nobody is required to download them, it is entirely optional. If someone has an issue with a nightly, then can always revert to a stable. What you’re suggesting to not allow nightlies is completely counterproductive to proper software development. Maybe instead of yelling at people for asking completely legitimate questions about the availability of these apps, - you should go play a game, put a smile back on your face. You seem tense.
     
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    Zar

    Zar Developer

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    Don't know why the ps3 version is neglected by the libretro team... it's sad. I tried to contribute but they completly ignored me, perhaps because i'm not skilled enough ? anyway, ezio was the only one working on it, perhaps, he gave up ?
     
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    STLcardsWS

    STLcardsWS Administrator

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    MERGED Post from 2 threads

    You missed the point completely ... keep in mind your AVG user's is not making FIXES

    YES obviously development wise nigthlies are good (that was not was being talked about), but for an AVG scener to install Nigthlies NO its not good for most..This was a user asking for a build not someone seeking a development path. Nigthlies they usually come with more issues on the short term, which is not going to be good for most user's just wanting to use the homebrew or even using it for the first time. That is the problem with nightly's

    BTW not tense just i know your attitude well :)

    Usually when people ask questions they don't do it like this (as it was).

    THEY DO NOT DO IT LIKE THIS AN BECOME ANNOYING TO OTHER'S BECAUSE THEY FEEL THEIR QUESTION IS MORE IMPORTANT THEN OTHERS.

    I would say maybe the question was "yelling" not the answer...... Other then to say stop using annoying text Not sure where i was yelling ... ALso user' was annoying in another thread as well doing the same thing (same question) which violates the forum rules.

    All i takes is a little tweet to @Libretro, Guys.. :)


    version 1.7.1
    https://xbins.org/libretro/stable/.1.7.1/playstation/ps3/

    Only 21 cores? i do not think the PS3 version has that many more
    Keep in mind some of the Unofficial releases had TESTING cores and NOT POLISHED (Jaguar is one that comes to mind among other;s) Cores and those are not in the official builds.
    Which cores are missing?

    I just tweeted to Libretro recently
    Here is the OFFICIAL v1.7.1 links: https://xbins.org/libretro/stable/.1.7.1/playstation/ps3/

    BTW post in regular text . Just think if everyone did that would be very annoying..
    (2nd thread you did this one asking the same question)

    Consider this your ONLY warning, which is a violation of one of our rules on the forum. Now we have two threads addressing the same question (merged threads) and that is annoying. (not to mention the big text your using trying to get noticed.)

    Since v1.7.0 one of the RPSCS3 devs was working on it.
    Sad they were not taking your guys input.
     
    Last edited: Mar 11, 2018
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    Zar

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    my bad, i'm glad to read that ;)
     
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    STLcardsWS

    STLcardsWS Administrator

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    Ali888 Member

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    First: thanks a lot for your kindly reply.

    Second: I'm So Sorry for my annoying texts and hope everyone accept my apologies.


    Third: about cores in latest build; i install it and count them and only they are 21 Core. As you said, some cores are just for test and not stable (like Atari Jaguar), but many great working cores are missing from that build; like:
    MAME 2000
    MAME 2003
    PrBoom
    mGBA
    TurboGrafx Cores (16 and others)
     
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    Ali888

    Ali888 Member

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    I don't install yet the STABLE version that you post here...

    is this version includes more cores ?
     
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    STLcardsWS

    STLcardsWS Administrator

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    Prboom is a stable core and should be there
    MAME (which ever one is 0.78 i think 2003) is the most polished MAME core for PS3. Other one i believe is MAME 0.37b5 (not bad, but 2003 is more polished for the PS3 and -played more games).
    mGBA - I do not think this one is a Stable Core (but could be wrong, if it was , its from recent and not past builds)
    Turbografx should be included as well

    So missing
    MAME 2003
    PrBoom
    TurboGrafx 16 /CD / SuperGrax

    Look and see :)

    Edit here was a build i DL on Feb.25 (not sure if was a stable or nigthly)
    Sketch.png

    Prboom is there
    MAME 2000 is there (which i believe 2003 is the better one (that is missing), will have to double check that. Which every one was 0.78 romset)

    Menafen_PCe_fast (turboGrafx 16/cd/supergrafx)
     
    Last edited: Mar 11, 2018
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    Ali888

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    How about other cores from brewology ?

    E-UAE Amiga Emulator
    MAME v0.125
    ScummVM
    VICE ( Emulator for Commodore C64, C128, PLUS4, VIC20)
     
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    STLcardsWS

    STLcardsWS Administrator

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    What about them? Those are not RetroArch emu's.. These are not CORES (rather separate emulation projects) .. Cores are for RetroArch , "Libretro Cores" (emus specially for RetroArch front end). These is these cores for other RA platforms but nothing for the PS3.
     
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    Ali888

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    Another thing with latest Retroarch build is; Mattel-Intellvision core is completely broken and useless. When i trying to load this core, it just close the app and bring me to XMB menu
     
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    STLcardsWS

    STLcardsWS Administrator

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    Doubt it suppose to be there, never seen for working on the PS3. (it could but i never seen it)
    Also sometimes it might be a matter of needing bootroms, bios ect.. not familiar with that system so i cant advise.
     
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    Ali888 Member

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    I thought it's possible to extract their cores and put them to Retroarch. Sorry; my bad :)
     
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    STLcardsWS

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    no
     

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