RetroArch CE (Unofficial - Community Edition)

PS3 RetroArch CE (Unofficial - Community Edition) Beta 4


I went to core options but restarted the core not the game, might be where i went wrong.. Thanks will try again soon..

Edit:
did not work and even when leading the next games it was already on 5200. not sure why they are not loading will have to check my roms

Finally got it to work :), Was not writing to cfg file, Crystal mentions that in other thread to check. So i added it manually and still did not work, so just deleted it and RA re-add it and then everything was fine.
 
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I found that both cores SNES9 2005 Plus and SNES9 2010 freeze any game after saving and loading from a save state. But SNES9 2005 works fine.
 
Add this to the list of removals:

USRDIR\assets\wallpapers\emulationstation blured\1280x720
-The folder is 22 MB size
-The images are supposed to represent all the games of the platform, but are a screenshot of a single game (and is blurred)

USRDIR\assets\wallpapers\posterized consoles\1440x900
-The folder is 1.8 MB size
-Are not really 1440x900... some are bigger than the screen (the record is one with 3264x2040 pixels)

USRDIR\assets\xmb\automatic\bg.png
-Is a single PNG image of size 4.69 MB \o/
-Have a resolution of 3840x2160 pixels
-We cant delete this one (because it belongs to a theme)... so we need to replace it... just use a image editor to scale it down

USRDIR\assets\xmb\systematic\bg.png
-Is a single PNG image of size 3.35 MB \o/
-Have a resolution of 3840x2160 pixels
-We cant delete this one (because it belongs to a theme)... so we need to replace it... just use a image editor to scale it down

USRDIR\assets\xmb\retroactive\bg.png
-Is a single PNG image of size 1.24 MB
-Have a resolution of 3840x2160 pixels
-We cant delete this one (because it belongs to a theme)... so we need to replace it... just use a image editor to scale it down
 
Add this to the list of removals:

USRDIR\assets\wallpapers\emulationstation blured\1280x720
-The folder is 22 MB size
-The images are supposed to represent all the games of the platform, but are a screenshot of a single game (and is blurred)

USRDIR\assets\wallpapers\posterized consoles\1440x900
-The folder is 1.8 MB size
-Are not really 1440x900... some are bigger than the screen (the record is one with 3264x2040 pixels)
own

Was just editing the first post, in the light section..
here is a quote from there
For the XMB menu (Dynamic Theme's (?) ) It has uses but could always be one of those expendable things if that was a route taken to super slim.
  • \USRDIR\assets\wallpapers 25MB

So those have a use on the PS3 and are not completely useless. They should work when Dynamic Themes (i think there or may need a manual edit in CFG for wallpaper path from settings,) are turned on and a playlist created.

edit:


Edit 2:
Notice on alot of those blurred ones and console controllers there is systems not emulated on the PS3. So they can be removed and i think those images can be compressed a bit. Especially he blurred ones.
 
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USRDIR\assets\xmb\automatic\bg.png
-Is a single PNG image of size 4.69 MB \o/
-Have a resolution of 3840x2160 pixels
-We cant delete this one (because it belongs to a theme)... so we need to replace it... just use a image editor to scale it down
1.4mb
 

Attachments

  • bg(1).png
    bg(1).png
    1.4 MB · Views: 79
Yes, the wallpapers are usables in PS3, but my point is that only one "set" of them is good enought

bichromatic pads <--- this ones are fine, good compression, the sizes are correct, and it seems to contain images for all platforms, also the design concept is fine because represents the console
emulationstation blured <--- this ones are not well compressed, and are bad in concept because represents a single game (not the console)
posterized consoles <--- this ones have random sizes, and is incomplete, there are some platforms missing
 
Is needed to scale them down to 1920x1080 resolution too

What happens with that images inside XMB themes is that are made for a screen resolution of 2K (3840x2160). But this is double the resolution of what the PS3 can output (1920x1080)
If we scale them down to half the resolution we are going to reduce the bytes to half too

Inside that XMB themes there are other background images of the same sizes, and all them starts with the prefix "bg", as example inside the retroactive theme:
USRDIR\assets\xmb\retroactive\png\bg.png
USRDIR\assets\xmb\retroactive\png\bg_triangles.png
USRDIR\assets\xmb\retroactive\png\bg_waves.png

Btw, as far i understood, the images are "converted" when retroarch is compiled (by a library named imagemagik)
So... i guess is posible to prepare some setting files for them, this way imagemagik is going to do the optimizations we need
 
I made a complete list of the background images used in XMB themes where we can apply the same optimizations
I started looking at this because one of the images is around 5MB (same size than a core) but in total is not so much, this allows to reduce the size of the PKG in 13MB or so
All them are 3840x2160 and can be resized to 1920x1080, additionally they can be squeezed with optipng or some tool like that

USRDIR\assets\xmb\automatic\png\bg.png (3840x2160 pixels, 4.6 MB)
USRDIR\assets\xmb\flatui\png\bg.png (3840x2160 pixels, 37 KB)
USRDIR\assets\xmb\neoactive\png\bg.png (3840x2160 pixels, 528 KB)
USRDIR\assets\xmb\neoactive\png\bg_triangles.png (3840x2160 pixels, 1 MB)
USRDIR\assets\xmb\neoactive\png\bg_waves.png (3840x2160 pixels, 333 KB)
USRDIR\assets\xmb\retroactive\png\bg.png (3840x2160 pixels, 1.2 MB)
USRDIR\assets\xmb\retroactive\png\bg_triangles.png (3840x2160 pixels, 1 MB)
USRDIR\assets\xmb\retroactive\png\bg_waves.png (3840x2160 pixels, 333 KB)
USRDIR\assets\xmb\retrosystem\png\bg_waves.png (3840x2160 pixels, 310 KB)
USRDIR\assets\xmb\systematic\png\bg.png (3840x2160 pixels, 3.3 MB)
 
Settings > Retroachievements > ON = controller not working anymore - only PS button works. When I try to exit RetroArch from there, it completely restarts PS3 (3 bips).
 
Bug: Softpatching is not working

Testing 4 cores which support the softpatching feature: FCEUmm, Nestopia, Snes9x/Snes9x2005 with games and .bps/.ips patches.

Games load but patch in /ROMS with same file name is not applied

https://docs.libretro.com/guides/softpatching/

Settings > Retroachievements > ON = controller not working anymore - only PS button works. When I try to exit RetroArch from there, it completely restarts PS3 (3 bips).

Added both in issue's tab..
 
I have to agree with that, this is the best version of retroarch PS3 ever released :D
Dont get me wrong... if some of you is waiting for a retroarch PS3 version completly stable and ready to be configured and usable with libraries of games customized by you etc... this version is not ready yet but is very usable

We are trying to find the problems (to either remove that feaure or to fix it), and optimize it for PS3
Keep in mind the original retroarch is very focused in nintendo consoles... i dont want to offend anyone but there are some things in it that doesnt makes sense in PS3


Edit:
Just ot mention a couple of details...
The ozone interface contains an icon named "switch.png" with a nintendo switch... this is wrong in concept because the interfaces should be "console agnostic"

Some of the overlay images and the "touch screen" functions are pointless for PS3... some of that overlays images are intended to be displayed on top (or outside) of the game screen... are the same controls used in smartphones with touch screens, etc... where you see an icon of the sticks and buttons and you press in them with your finger (and they moves when you touch them)

There are some "wallpapers" images with a size bigger than 3000x2000 pixels (4MB in a single file)

Some of the icons inside ozone interface named "battery***.png" are intended for portable devices with a battery (portable consoles, notebooks, smartphones, etc...), the PS3 doesnt needs them, are 9 icons for every "theme" and we have 10 or 12 themes, so we are talking about around 90 files just for the battery icons (his total size is small, but are pointless for PS3 anyway)

I'm building a new beta and i removed only src folder from assests.
I need to read a lot of message... after you test nexT beta (#3) could you make a list of files and folder (in a single message) that could be deleted ?
 
Add this to the list of removals:

USRDIR\assets\wallpapers\emulationstation blured\1280x720
-The folder is 22 MB size
-The images are supposed to represent all the games of the platform, but are a screenshot of a single game (and is blurred)

USRDIR\assets\wallpapers\posterized consoles\1440x900
-The folder is 1.8 MB size
-Are not really 1440x900... some are bigger than the screen (the record is one with 3264x2040 pixels)

USRDIR\assets\xmb\automatic\bg.png
-Is a single PNG image of size 4.69 MB \o/
-Have a resolution of 3840x2160 pixels
-We cant delete this one (because it belongs to a theme)... so we need to replace it... just use a image editor to scale it down

USRDIR\assets\xmb\systematic\bg.png
-Is a single PNG image of size 3.35 MB \o/
-Have a resolution of 3840x2160 pixels
-We cant delete this one (because it belongs to a theme)... so we need to replace it... just use a image editor to scale it down

USRDIR\assets\xmb\retroactive\bg.png
-Is a single PNG image of size 1.24 MB
-Have a resolution of 3840x2160 pixels
-We cant delete this one (because it belongs to a theme)... so we need to replace it... just use a image editor to scale it down

Oh... here ^_^
 
We could remove materialUI (/assets/glui) as it's optimised for touch screen devices so not a good fit and also has PS3 issues.

I don't think glui would ever be used over RGUI, Ozone or XMB.
 
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A new beta is out. I worked a lot to emulate a buildbot http repository. Now cores can be update using download cores.
Remove previous installation (or cancel Retroarch.cfg... it must be new).

Tested here. Wow, it's so much better than 1.0.0.2!! I think I'll definitly jump to this, at last!

I was used to use snes2005 or snes2005plus on 1.0.0.2. The current and 2010 are way slower than those. It's noticeable by using the same shaders and comparing.

But, I know a way to speed up shaders and even snes1.60 will run fullspeed with them. I'll work on this and add some other shaders.
 
[off topic question : does somebody knows if it's possible to use retro controllers connected thru usb with retroarch ? - i don't have one, so i can't test it]
 
Tested here. Wow, it's so much better than 1.0.0.2!! I think I'll definitly jump to this, at last!

I was used to use snes2005 or snes2005plus on 1.0.0.2. The current and 2010 are way slower than those. It's noticeable by using the same shaders and comparing.

But, I know a way to speed up shaders and even snes1.60 will run fullspeed with them. I'll work on this and add some other shaders.
Hi @Hyllian, are you able to convert a (simple) glsl sharder to cg shader?
Snow pipeline shader exist in glsl format but not in cg format. If we convert it in cg format then we can add Snow pipeline shader (XBM menu).
pipeline_snow.glsl.frag.h:
Code:
#include "shaders_common.h"

static const char* stock_fragment_xmb_snow = GLSL(
   uniform float time;
   uniform vec2 OutputSize;

   float baseScale = 3.5;  /* [1.0  .. 10.0] */
   float density   = 0.7;  /* [0.01 ..  1.0] */
   float speed     = 0.25; /* [0.1  ..  1.0] */

   float rand(vec2 co)
   {
      return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
   }

   float dist_func(vec2 distv)
   {
      float dist = sqrt((distv.x * distv.x) + (distv.y * distv.y)) * (40.0 / baseScale);
      dist = clamp(dist, 0.0, 1.0);
      return cos(dist * (3.14159265358 * 0.5)) * 0.5;
   }

   float random_dots(vec2 co)
   {
      float part = 1.0 / 20.0;
      vec2 cd = floor(co / part);
      float p = rand(cd);

      if (p > 0.005 * (density * 40.0))
         return 0.0;

      vec2 dpos = (vec2(fract(p * 2.0) , p) + vec2(2.0, 2.0)) * 0.25;

      vec2 cellpos = fract(co / part);
      vec2 distv = (cellpos - dpos);

      return dist_func(distv);
   }

   float snow(vec2 pos, float time, float scale)
   {
      /* add wobble */
      pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0;
      /* add gravity */
      pos += time * scale * vec2(-0.5, 1.0) * 4.0;
      return random_dots(pos / scale) * (scale * 0.5 + 0.5);
   }

   void main(void)
   {
      float tim = time * 0.4 * speed;
      vec2 pos = gl_FragCoord.xy / OutputSize.xx;
      float a = 0.0;
      /**
       * Each of these is a layer of snow
       * Remove some for better performance
       * Changing the scale (3rd value) will mess with the looping
       **/
      a += snow(pos, tim, 1.0);
      a += snow(pos, tim, 0.7);
      a += snow(pos, tim, 0.6);
      a += snow(pos, tim, 0.5);
      a += snow(pos, tim, 0.4);
      a += snow(pos, tim, 0.3);
      a += snow(pos, tim, 0.25);
      a += snow(pos, tim, 0.125);
      a = a * min(pos.y * 4.0, 1.0);
      gl_FragColor = vec4(1.0, 1.0, 1.0, a);
   }

);

pipeline_snow.glsl.vert.h:
Code:
#include "shaders_common.h"

/* Need to duplicate these to work around broken stuff on Android.
 * Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
static const char *stock_vertex_xmb_snow = GLSL(
   attribute vec2 TexCoord;
   attribute vec2 VertexCoord;
   attribute vec4 Color;
   uniform mat4 MVPMatrix;
   varying vec2 tex_coord;

   void main() {
      gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);
      tex_coord = TexCoord;
   }
);
 
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