RetroArch CE (Unofficial - Community Edition)

PS3 RetroArch CE (Unofficial - Community Edition) Beta 4

Random thoughts...I just started testing Beta 3, so some of this might be out of date...

Snes - older Snes9x cores are only neccessary if mainline Snes9x isn't full-speed (maybe some Super FX games?) 2010 and 2005 Plus have bug with rewind - sound drops off, then soft-lock.

Nes - there are some games that FCEUmm will play that NEStopia can't. QuickNES is probably an add-on candiate.

GB/GBC - Gambatte should be able to handle every game, Gearboy is probably an add-on candiate.

GBA - mGBA can play some games VBA Next can't. @Crystal, does mainline VBA compile and run on PS3?

Game Gear - Gearsystem is probably an add-on candiate, Genesis Plus GX should be able to handle GG.

Lynx - previously, some games worked with one core but not the other, probably need both cores.

Atari 2600 - Stella and Stella 2014 are two different cores, you would think the PS3 could handle the 2600 with the mainline core (2014 is most likely for really low-end hardware).

Jaguar - I've mentioned this before, but @STLcardsWS had an ancient (pre-1.0) test core that was full-speed but had a blue tint to the graphics. That probably can't be duplicated now, so this core should probably be retired.

DOS - DOSBox and DOSBox SVN are two different cores, don't know what's the difference.
MAME - 2000 not needed unless some game is too slow with Plus (none come to mind). Plus is based off of 2003, so the latter shouldn't be needed.

VICE - I know little about the C64, I can't comment on which VICE cores are needed.

Dreamcast core? - pretty much any system from PS1/N64/Saturn era onwards is a no-go on PS3.

Missing/problem cores....

SquirrelJME/Mu - working but not yet playable, if that makes sense. Needs work on the libretro side.

Mednafen PCFX/SNES - speed issues

81 - had input problems

fMSX - unfrozen black screen

lutro - never messed with this core, can't comment

Mednafen Supergrafx - last time I checked it was stable, but I can't recall what build that was

Tgbdual - as @Crystal said, this little-endian core is incompatable with big-endian platforms

Stella, tyrquake - AFAIK these were always stable on PS3, not sure why they disappeared

To the best of my knowledge, none of these cores have ever been in a PS3 compile, official or otherwise...

bk
ecwolf
freechaf
gpsp
np2kai
nekop2
picodrive
quasi88
uzem
vitquake2
x1

Side note: anybody know a good shader tutorial? Like what shaders are best for a certain console/game/graphic style?
 
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I noticed a similar possibly related issue testing Sega CD bin/cue game with the genesis plus gx core. Music (the CD tracks) glitches every few seconds and doesn't seem to be streaming perfectly. I didn't notice any game slowdown though I only played for a few minutes. I loaded the bin/cue from my dev_hdd0/ROMS directory.
Try play from USB000 streaming perfecly.
 
Side note: anybody know a good shader tutorial? Like what shaders are best for a certain console/game/graphic style?

Well, there aren't any that I know, because it depends on personal opinions and taste.

Anyway, as I'm a bit used to test só many shaders, I can give some suggestions:

1) CRT shaders are good for every system made for it, I mean, console ones.

2) For Handheld systems I recommend Retro-v2 or pixelate shaders like Quilez.

3) Cartoon 8/16bit games are good with smooth shaders like xbr, 2xsai, advancedAA, etc.

4) 2D-32 bit or games with shades of colors (DKC, MK) are good with crt shaders or advanced one like super-xbr.

5) 3D games are very tricky with shaders. I don't know what to suggest.
 
@STLcardsWS @Crystal i think the keyboard overlays should not be deleted, there are 4:
USRDIR\overlays\keyboards\commodore
USRDIR\overlays\keyboards\modular-keyboard
USRDIR\overlays\keyboards\qwerty
USRDIR\overlays\keyboards\US-101

The commodore keyboard is intended to be used with "vice" cores, and the other 3 keyboards seems to be generic QWERTY (i guess they could fit with other cores that requires keyboard)


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Not related... but i found a vdeo where are reviewed some of the "overlays\gamepads"

And the USRDIR\overlays\misc seems to be intended to be used in touchscreens too
 
I had to run 1.0.0.2 to be sure about the snes9x core presented there. It's the snes9x 1.52.4, which means it's the snes9x 2010. And it runs fullspeed there with the same shaders, but is very slow on this RA 1.9.0 Beta03 using the same core (snes9x 2010).

@Crystal , do you think RA 1.9.0 is bloated compared to 1.0.0.2?
 
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i just compiled source code as it's now.... i dont know how 1.52.4 was
I'd say it's ~2x faster on 1.0.0.2 compared to 1.9.0.

Does the source of snes9x core 1.52.4 (for 1.0.0.2) is available and could be recompiled for RA 1.9.0? Do you think it would make a difference in speed or the problem is caused by RA itself getting bloated over the years?
 
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There is something "hacky" in this retroarch versions that is confusing me since some days ago, is related with the controller button mapping, but actually... are 3 different things that worths to be reported, please pay me some attention @Crystal because this is going to be tricky for me to explain, i hope some of you finds what is happening

First problem i found (not much important) is when i was trying to replace the file USRDIR\autoconfig\SixAxis Controller.cfg
The reason why i was trying to modify that file is because everytime we boot (or connect/disconnect the controller) appears a notification window telling that "SixAxis Controller was detected"... and thats not technically correct
The name SixAxis refers only to the first official PS3 controllers (without vibration motors), i made lot of diffrent tests trying to edit that file, and/or replacing it by other file with a different name (PlayStation 3 Controller.cfg) but my file is completly ignored :crybaby:
To be clear... this is what i would like to do
6bwH3QY.png
 
The second problem looks like a "hacky patch" (not used by official retroarch), it affects the ozone interface (in XMB interface is not visible because there is not a "navigation bar" at bottom)
aVA2HQP.png


As you can see the icon names inside the ozone theme are correct, and the image represented by them is correct too, are 4 small circles that represents the 4 buttons that needs to be pressed with the right thumb finger
Im mentioning this because at some point i was wondering if the problem was related with the icons (someone renamed or swapped the PNG files), but nop, the ozone icons are fine

But... the way how ozone is displaying the button info is wrong (so there is some problem somewhere else), i mean... in the default installation of retroarch PS3, if we press "cross" button in the dualshock retroarch takes it as an "OK"... and circle button as "Back", but what can be seen in the screen is the opposite :rolleyes:
 
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Also, there is an option that seems to be related:
[Setings]->[Input]->[Menu Controls]->[Menu Swap OK and Cancel Butons]

By default that option is [OFF]... if you change it to [ON] the buttons swaps (but the information text in main menu of ozone swaps too, and becomes incorrect again). Try it, is bewitched

I been taking a look at how the buttons are mapped in other controller profiles related with the PS3 and i dont see anything strange in them, this is why i think this is some kind of "hacky patch" that was applyed specifically to the retroarch PS3 port in the source code... and this is why i was not having success when i was trying to replace the .cfg file (because the button mapping is hardcoded ?)

Some of this config files could be interesting
https://github.com/libretro/retroarch-joypad-autoconfig
This one specifically, it seems to have the button mapped exactly like in the USRDIR\autoconfig\SixAxis Controller.cfg included in all the "Retroarch Community Edition" versions published so far
https://github.com/libretro/retroar...aster/hid/Sony_PLAYSTATION(R)3_Controller.cfg





Edit:
I said this looks like a problem because i guess this option should be enabled by default, the description says:
[Setings]->[Input]->[Menu Controls]->[Menu Swap OK and Cancel Butons]
Swap buttons for OK/Cancel. Disabled is the japanese button orientation, enabled is the western orientation.

If at some point someone implements the required functions to get this info from xRegistry.sys (this way we know the user preferences in this mattter) we can change it automatically at the first boot...
But in the meantime, the way how is working the actual retroarch PS3 is placing us in the "western" boat, right ?
In a default installation of the "retroarch community edition" we have the cross button mapped to "OK" and circle to "Back" so yeah... whoever decided that gave a preference to the western button mapping, so the default state of this option should be [ON]
 
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There is something "hacky" in this retroarch versions that is confusing me since some days ago, is related with the controller button mapping, but actually... are 3 different things that worths to be reported, please pay me some attention @Crystal because this is going to be tricky for me to explain, i hope some of you finds what is happening

First problem i found (not much important) is when i was trying to replace the file USRDIR\autoconfig\SixAxis Controller.cfg
The reason why i was trying to modify that file is because everytime we boot (or connect/disconnect the controller) appears a notification window telling that "SisAxix Controller was detected"... and thats not technically correct
The name SisAxix refers only to the first official PS3 controllers (without vibration motors), i made lot of diffrent tests trying to edit that file, and/or replacing it by other file with a different name (PlayStation 3 Controller.cfg) but my file is completly ignored :crybaby:
To be clear... this is what i would like to do

SixAxis Controller is just a file name. The foundamental thing is the drive (software) used by retroarch on PS3 and if you see [Setting]->[Drivers] you can see [Controller] = PS3
Inside SixAxis Controller.cfg there is the default mappings read at start up. The name file is default. In every moment you can create a new mapping for PS3 controller driver: [Setting] -> [Input] -> [Port 1 controls]. In this menu you can ghange mapping and save it. Dont change [Device index] -> [SisAxis Controller] (that is the driver software) otherwise you will lost the control of retroarch and you have to close/reboot).
 
Inside SixAxis Controller.cfg there is the default mappings read at start up
Im not so sure if is doing that, i made a test to verify if is loading the string "input_device" from inside the .cfg and it doesnt

1) Uninstall all previous retroarch versions
2) Install retroarch beta#3
3) Use managunz filemanager to replace "SixAxis Controller.cfg" by "PlayStation 3 Controller.cfg" (my version with 9 strings modifyed)
4) Boot retroarch (this is a fresh boot, the first time retroarch boots)

Note im changing the name of the cfg file... but the notification that appears at bottom left corner in a floating window still tells... "SisAxix Controller was detected"
So is not loading the string "input_device" from inside the .cfg... that text seems to be hardcoded somewhere
6bwH3QY.png
 
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if we press "cross" button in the dualshock retroarch takes it as an "OK"... and circle button as "Back", but what can be seen in the screen is the opposite
i was wondering if the problem was related with the icons (someone renamed or swapped the PNG files)
I noticed this too and wondered exactly the same thing re: if I swap the relevant .png files around would it fix the icon issue and is the accept/cancel option related :confused3:
so the default state of this option should be [ON]
Excellent!
 
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