RetroArch CE (Unofficial - Community Edition)

PS3 RetroArch CE (Unofficial - Community Edition) Beta 4

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I see the old TV bezel look that is kind of neat,

What i kind of dislike is the libretro box and the console's . The image is okay and i like it, but the bubble in its background within it kind of makes it look a bit odd and out of place to me but that is personal opinion not anyone else feels that way.
 
I see the old TV bezel look that is kind of neat,

What i kind of dislike is the libretro box and the console's . The image is okay and i like it, but the bubble in its background within it kind of makes it look a bit odd and out of place to me but that is personal opinion not anyone else feels that way.

Yes, maybe something more minimalistic like this concept but with the TV bezel:
upload_2021-1-16_18-56-23.png


The PSXPLACE logo could be placed in a PIC0.PNG
 
The sphere behind the "box" logo (and the shadow under the box) are a trick to hide the imperfections in his surroundings
As far i remember, the presence of the PIC0.PNG makes dissapear the TITLE text from inside PARAM.SFO
 
The sphere behind the "box" logo (and the shadow under the box) are a trick to hide the imperfections in his surroundings
As far i remember, the presence of the PIC0.PNG makes dissapear the TITLE text from inside PARAM.SFO

In that case the PSXLOGO could be hard-printed in PIC1.PNG like you did originally.

Or you could include the name in stylized font in PIC0.PNG (you have the blue area to place it)
upload_2021-1-16_22-42-8.png
 
I dont understand well, you mean restoring the PSX-PLACE logo in the same way it was displayed in previous versions, but with a small text below it ?
Something like below with the psx-place logo and Community Edition written in maybe a white text font with black outlines below the logo saying Community Edition .Shows what CE means and also signals its an unofficial build. ,,?, . Just a suggestion

LOGO.png
Community Edition

 
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The problem of using a PIC0.PNG is that @Crystal is not going to be able to display the text "RetroArch CE v3.2" anymore (loaded from the TITLE inside the PARAM.SFO)

The order how XMB displays the stuff is the TITLE text first, and a fraction of second later it hides the TITLE text and displays the PIC0.PNG instead, so the TITLE is not much visible. I have not tryed this since many time ago so im not sure about the timings and if is posible to use some design trick in the images to take advantage of this effect

Initially i didnt wanted to use the PIC0.PNG because this way @Crystal can write whatever he wants in the TITLE (as example, the suffix "vX.X" with the version number of the release)
If i create a PIC0.PNG with the text "RetroArch CE" (matching the position of the TITLE text) is not going to have the suffix with the version because adding the version in it implyes to create a new PIC0.PNG for every new release

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I think adding the "community edition" footer under the PSX-PLACE logo doesnt changes much the fact that we are adding the logo :D
In my last experiments i added a small PSX-PLACE logo in the screen bezel thought, it was just an alternative idea to add the logo in a "non-intrusive" way, but im not sure what to do with the logos to be honest, i will wait a bit before continuing working in it
 
The main objective is to show this is an unofficial build. The title by it self will not do that when you have "RetroArch CE" .. CE could mean anything (i like it but its needs explained a bit in some place even if subtle) and i do not think a psx-place logo by itself does not do it either. A noob will not know and that is who would need to know if its official and unofficial the most if they have issue/questions

but i think the bigger objective before to much art discussion is still the focus on the pkg itself.
There needs to be a finalized pkg decided, then other idea's can stem from that but we need the base to build upon.

I think we need to act as if its a single package until its finalized but IMHO there needs to be some add-on pkgs and even a light package/

Here is my personal vision of how it should work out

  • Light / Essential pkg
    • Essential Trimmed down core list (
  • Standard / Stable
    • Includes all Stable Cores
  • Extended / Full Release.
    • Includes all Stable and Experimental Cores

Then with the Light / Standard packages we have options in the app to download the cores if there is a sufficient host and also add-on packages. I think all the packages needs to be "lighten" of the assets that do not pertain to the PS3 port.


but first i think we must just see what the standard version is and then make decisions from there, just my opinion and suggestion :)
 
@Crystal FYI some additional assets that appear are safe to be removed in PS3 port (this was from Beta 3)


dRETROARCH\USRDIR\assets
  • \branding\ (assets not used in ps3 port)
  • nxrgui (assets not used in PS3 port)
  • \pkg\wiiu (assets not used in PS3 port)
  • \switch (assets not used in PS3 Port)
* Note there is various images in /assets/ that can be properly sized and optimized to reduce space as well.

\RETROARCH\USRDIR\overlays\
  • wii (assets not used in PS3 Port)
  • \ipad\ (assets not used in PS3 port)
  • gamepads (assets not used in PS3 port, for touch screens)
 
Added some shaders to my collection. Managed to split crt-hyllian in a multipass way, making it at least twice faster! Then using it I could make some new presets (crt-super-xbr, cboard-bl0-smartblur-crt). Added phosphor mask too.

Here's a link to ps3-shaders updated totday:
https://anonymousfiles.io/4KtMOTFj/

What's new:

- crt-hyllian-multipass (much faster!)
- crt-super-xbr (runs fullspeed even on snes 1.60)
- cboard-bl0-smartblur-crt (included inside special-presets. It's very good with SMW and SM-All Stars!)

 
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bk core...one game showed a splash screen, then a unfrozen black screen. Another just showed a messed-up splash screen.

Anybody get P-UAE to work? I have all bios files, but all I get is a frozen black screen on games that worked previously.
 
bk core...one game showed a splash screen, then a unfrozen black screen. Another just showed a messed-up splash screen.

Anybody get P-UAE to work? I have all bios files, but all I get is a frozen black screen on games that worked previously.

Haven't tested that one.. I will try and take a look this evening
 
HEy @Crystal the shader parameter 'srgb_framebuffer0 = true' doesn't work on PS3. Do you know why?

PS3 just ignores that param.

It's a feature that allows the usage of most complex Retroarch shaders on PC and it's related to the way colors are stored in framebuffers used by multipass shaders. Maybe RSX doesn't support it in OpenGL?
 
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Is there a Dreamcast core in that list? Most are obvious but I don't recognise some of them. Tried Windows version of Retroarch so some cores above I do know what they are.
 
Can somebody tell me the difference between this version and the 1.9.0 CEX one from Brewology?

1.9.0 is not very stable.
Has cores missing and some included not working.
when you scroll some options you get a back screen freeze.


This version aims to fix those issues that has been neglected on the PS3 port.
This is not a final version here but its better then 1.9.0 so far.
 
1.9.0 is not very stable.
Has cores missing and some included not working.
when you scroll some options you get a back screen freeze.


This version aims to fix those issues that has been neglected on the PS3 port.
This is not a final version here but its better then 1.9.0 so far.

Thanks, but doesn't this version have missing cores and included cores not working too? So, this version is not official since the developer isn't the same as 1.9.0's? Could you tell me exactly why this version is better than the 1.9.0 one?

Also, why isn't the PS3's 1.9.0's RetroArch's official link not working for a lot of time (the same thing happened for previous PS3 RetroArch versions)?
 
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Thanks, but doesn't this version have missing cores and included cores not working too? So, this version is not official since the developer isn't the same as 1.9.0's? Could you tell me exactly why this version is better than the 1.9.0 one?

Also, why isn't the PS3's 1.9.0's RetroArch's official link not working for a lot of time (the same thing happened for previous PS3 RetroArch versions)?
This has been answered in the previous post, the other is the official, but have more missing cores, more not-working cores, and more bugs, they have been ignoring the PS3 port since years ago

This fork is intended to solve all that problems
 
Hello guys, i'm studing (finally) RSX, shaders and graphics in general more deeper....
i would make a PSGL porting to PSL1GHT and so i need to improve my knowledge about them.
I made 2 new basic examples:
https://github.com/crystalct/PSL1GHT/tree/develop/samples/graphics/rsx_Basic
https://github.com/crystalct/PSL1GHT/tree/develop/samples/graphics/rsx_Basic_Cube
Nice project, im not sure if it going to be too much challenging though
Have you considered continuing improving the RSXGL library instead ?, it seems it was in a advanced state, and there are some active developers that was taking a look at it ( @Zar @bucanero @bguerville etc...)
https://github.com/gzorin/RSXGL
 
Nice project, im not sure if it going to be too much challenging though
Have you considered continuing improving the RSXGL library instead ?, it seems it was in a advanced state, and there are some active developers that was taking a look at it ( @Zar @bucanero @bguerville etc...)
https://github.com/gzorin/RSXGL

yes, I think that the RSXGL library from gzorin would be a nice starting point. I'm not sure what's the full picture of @Crystal idea, maybe he wants to learn by building a simple GL library from scratch.

btw, you could try pinging shagkur (from the PSL1GHT team) as it seems he knows a lot about the RSX & ps3. He was recently committing changes to the rsx code in psl1ght.
 
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