RetroArch CE (Unofficial - Community Edition)

PS3 RetroArch CE (Unofficial - Community Edition) Beta 4

Btw, if at some point you add a detection to the system language from xRegistry.sys you can use that language to make retroarch boot with it (as default in the first boot, when there is no user config)

If you like the idea add it to the end of your "to do" list because is not a priority

Edit:
I mean... in my oppinion the priority is to catch and fix bugs, and there will be more time later for improvements
Also, im mentioning it because managunz have this feature (so you have some code available to see how to do it)
 
I made a new version of the PIC1.PNG image, i think the previous version was too much "crowded" with bright colors and this one is more "confortable". Lets say... my main goal in this new version is to reduce the "eye-bleeding factor" :)
vIITJxL.png


First thing i did was to darken the background, there is also a blur effect added to remove the focus of attention from the tenths of characters that appears in it (some of them are not much retro, like the guy from the assassin's creeds)

The "Retroarch PS3" text on previous version was overlapping a bit with the frame of the clock so i wanted to reduce it a bit, but that frame of the clock have 60 pixels height by default, and it increases his height in down direction to 82 pixels when there is some text scrolling inside the frame. So the new position and size of the "Retroarch PS3" text is intended to dont overlap that frame of the clock at any time or any of the other XMB icons... lets say now is located in a safe area
Also, the black outline is a lot more precise (in the previous version there was a mistake related with it), and the main color has been changed from 0xFFFFFF to 0xEEEEEE to soften it a bit

The "PSX-Place" logo had a shadow effect added by me that was excesive, this has been removed, also now the layer "merges" with the background a lot better

The "Box" logo had an annoying horizontal "cut" at top (because the original logo had it and was tricky to clean it up)... to fix that cut i erased some borders of it, and created an additional visual effect with an "sphere" in color degrades. Also the brightness of this logo has been reduced too

Te white rectangle is like the background of the ICON0.PNG this is something i added at the end to create some color contrast for the ICON0.PNG is simple but i like the result, additionaly i was trying to add some special visual effects to merge with the ICON0.PNG ...like a couple of red eyes for the alien but i removed them because im not sure if you was going to like it and in the way i was doing it it was not working fine, for something like that i would need to dedicate more time to find the correct alignments, also it requires to do another version of the ICON0.PNG to remove the shadows inside the eyes (and also to make it 100% opaque)

DOWNLOAD ---> https://workupload.com/start/nDpJSJrB5AH
 
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Hi guys.. I'm very excited about all this development. I just want to throw a little something out there too because I have been playing around with RetroArch 1.9.0 for awhile and have found out some things that might help out this new branched out version by this community.

Settings -> User Interface -> Threaded Tasks -> off (Turn it off)

- I found that when this is turned on (because I think it was turned on by default) it causes the 'scan directory' of rom folders to freeze your whole system at around 50% when it's reading. Another thing that it might do better, (although I'm speaking hypothetically here on this note) is that I feel that the system/retroarch performs better as well with this off.

If you guys see that this is causing an issue with it being on with certain cores, maybe it would be a good idea to have this feature disabled by default. Anyway, just throwing it out there for you to test and compare. Personally, I find RetroArch works best with this feature off.

Peace!

My PS3: CECH 2001A on REBUG 4.86.1
 
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Last fixes in my local Retroarch:
System information disappeared with my last clean repository;
Fuse was fixed about embedded roms;
Pipeline menu will show only working (implemented) shaders;

It would be nice if you could include some of the missing cores (gpSP, tyrquake, picodrive, etc.) too.

A feature that I would like to see in the future is the support for additional file systems.
 
The interface of retroarch is supposed to have sounds ? (you know, a sound for "ok", "cancel", etc...), im taking a look at the contents of the "assets" directory and there is a folder named "sounds" with 9 files in .OGG format (1.29MB total size) but it looks retroarch PS3 is not using them ?
The audio library used in iris supports .OGG format as far i know
 
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Every SELF core is compressed and core folder si 270MB.
Assest folder is 221MB.
Database folder is 68MB (some MBs could be removed here).
Overlay is 24MB.
Others arre irrilevant.
RETRAORCH is 600 MB, less or more, before to be packaged.
Omg, i think i found a gold mine, inside: dev_hdd0/game/RETROARCH/USRDIR/assets/src
That "src" folder contains 4309 files in .psd .svg .wav formats, etc... (102 MB total size), i think it can be deleted entirelly
 
What about the scan folder bug, since 1.7.7 version? Is still here?
Btw, i been taking a look at this and works fine https://docs.libretro.com/guides/import-content/
I used the option to "Scan Directory" with a folder named ROMS located in the root of dev_usb_001... the folder contained many invalid files and other valid games, some files inside compressed .zip... and retroarch was scanning even inside the .zip files fine... then it created several playlists with the games that was found
After that some new icons appeared in the main menu (in the column at left in the ozone interface) one for every console found in the scanning

mGBA is this working for anyone, Bios is optional but i could not get it to work
Works perfect here, and with nice performance btw, i was using one of the xbr shaders (that seems to a be a bit demanding), with the video output resized at 1920x1080, and i had 59 fps :encouragement:
 
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Works perfect here, and with nice performance btw, i was using one of the xbr shaders (that seems to a be a bit demanding), with the video output resized at 1920x1080, and i had 59 fps :encouragement:

Will have to try another game(s), that's good to hear :)

Omg, i think i found a gold mine, inside: dev_hdd0/game/RETROARCH/USRDIR/assets/src
That "src" folder contains 4309 files in .psd .svg .wav formats, etc... (102 MB total size), i think it can be deleted entirelly

I think there is also some optional things that can be separated into an addon package to make it lighter.. Just an idea to consider (which i think one for the cores as well (especially with ones that are not full speed / have issue's) ).

Branding folder i do not think has much of any use for the PS3.
I could be wrong but i do not think those images are associated with anything and if that is the case only seen or accessible via a file browser.

edit:
Some overlay's can be removed
 
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I think there is also some optional things that can be separated into an addon package to make it lighter.. Just an idea to consider (which i think one for the cores as well (especially with ones that are not full speed / have issue's) )
After the deletion of the "src" and the "branding" folders i mentioned, plus some more deletions of the .rdb files (from consoles imposible to emulate in the PS3)... the next release is going to be around 450 MB, not bad for a first cleanup done in a rought way

I been looking at the files today and i realized there are many more images that can be deleted, but while thinking in it im not so sure how tricky it could be to "exclude" them at compilation time, not sure but is going to be a long list of files... in total size i have no idea, but maybe 50 MB smaller
 
Branding folder i do not think has much of any use for the PS3.
I could be wrong but i do not think those images are associated with anything and if that is the case only seen or accessible via a file browser.
Yes, i mentioned it here because i was using managunz because it have an "image viewer", and one of the images in the "branding" folder exposed a little bug in managunz
And in the next post i advised @Crystal about the deletion
https://www.psx-place.com/threads/managunz-ps3-backup-manager-by-zar.1198/page-60#post-272634

I dont think retroarch uses them because are too big
edit:
Some overlay's can be removed
Yeah, and they belongs to each interface.. so every interface have a few... and are images intended to be displayed at full screen so are big... and also some are "meh" quality (personally i dont like them)

So i think are a clear candidate to be deleted, but is better to keep one of them as reference, incase the user wants to add his owns, is very handy to have one overlay image included in the default installation to see where are the borders of the "active" area

Also, i think that overlay image should be the most generic posible... with the logo of the console, the console itself, or somethng a bit "abstract" (kind of thing nobody is going to complain because is generic)
 
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I'm sorry but I'm not a magician. There are cores that cannot simply be fixed for PS3, but rewritten from scratch to have good performance and with skills of a professional developer specialized in PS3 development with a lot of time available.
There are core written exclusively for little endian machines (for example TGB Dual and PX68K) or cores that need a good dynarec working on PS3 or write a PS3 core that uses PPU and SPUs heavily. Retroarch is not that.
I bought the latest generation xbox series S, we can say that it's a "bit" more powerfull than a PS3.... some dreamcast games cant be played decently on it..... do you think we can remake (or make) a dreamcast core for PS3?
 
I think i will be able to re-activate Online Updater->Core Updater to external somewere to open a text file with cores list and to download cores (to update them). But i need a free hosting web working with HTTP (https will not work with PS3). Some advice?
 
Omg, i think i found a gold mine, inside: dev_hdd0/game/RETROARCH/USRDIR/assets/src
That "src" folder contains 4309 files in .psd .svg .wav formats, etc... (102 MB total size), i think it can be deleted entirelly
I think i found why this happened, please @Crystal take a look at it, inside the PKG there are 2 "Makefile" that seems to be failing when is created the PKG

USRDIR/assets/Makefile
Is supposed to do 3 removals (the complete "src" directory and 2 files) but is not working
Code:
PREFIX := /usr
INSTALLDIR := $(PREFIX)/share/libretro/assets

all:
	@echo "Nothing to make for retroarch-assets."

install:
	mkdir -p $(DESTDIR)$(INSTALLDIR)
	cp -ar * $(DESTDIR)$(INSTALLDIR)
	rm -rf $(DESTDIR)$(INSTALLDIR)/Makefile \
		$(DESTDIR)$(INSTALLDIR)/configure \
		$(DESTDIR)$(INSTALLDIR)/src

test-install: all
	DESTDIR=/tmp/build $(MAKE) install


USRDIR/shaders_cg/Makefile
This one is not working either
Code:
PREFIX := /usr
INSTALLDIR := $(PREFIX)/share/libretro/shaders/shaders_cg

all:
	@echo "Nothing to make for common-shaders."

install:
	mkdir -p $(DESTDIR)$(INSTALLDIR)
	cp -ar -t $(DESTDIR)$(INSTALLDIR) *
	rm -f $(DESTDIR)$(INSTALLDIR)/Makefile \
		$(DESTDIR)$(INSTALLDIR)/configure

test-install: all
	DESTDIR=/tmp/build $(MAKE) install





Btw, can we use this Makefile's to exclude more files from the PKG ?, not sure how are you going to deal with this small modifications that differs a bit from the official retroarch project, whatever is better for you just tell, i dont really get how is working

This could be very handy because we can create a long list of files to be excluded from the PKG, i have a lot of suggestions, but we need to organize that talks a bit, i think im going to make a list with files candidates to be deleted
 
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