RetroArch CE (Unofficial - Community Edition)

PS3 RetroArch CE (Unofficial - Community Edition) Beta 4

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.
Yes.... having PSGL sources, it's simpler for me learn about graphics and OpenGL on PS3.
PSGL is a sort of wrapper to GCM libraries on old SDK and there are sewn on them with performances very near to GCM, definitely better than any general purpose graphics library just compiled to work. Another thing very usefull: Retroarch on PS3 calls directly PSGL functions (PS3 OpenGL ES 1.0 and CG shaders managment), so if we had a porting of them on PSL1GHT, keeping the same functions name, we would have ready the retroarch graphic layer for PSL1GHT.
A second step would be the comparison between PSGL and RSXGL.
 
If you finish rsxgl, you won't have to do lot of job to port any project with opengl even the new ones, rsxgl use the name of opengl function.
- https://github.com/gzorin/RSXGL/blob/master/STATUS
- https://github.com/gzorin/RSXGL/blob/master/TODO

If you want to make a version of psl1ght of psgl, i suggest you to also have a file to convert psgl function name to opengl function name, something similar to this : https://github.com/libretro/RetroArch/blob/master/defines/ps3_defines.h . And above all to never use any non-generic function name, like psgl.


The goal is to allow to the retroarch team to build any core with 'common' libraries on ps3 without any trouble or knowledge of psl1ght.
 
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.
I guess it could help a lot, even if he is not going to work in it, but a few conversations with him are going to be very useful to understand which ones are the most challenging features from the todo list
If you want to make a version of psl1ght of psgl, i suggest you to also have a file to convert psgl function name to opengl function name, something similar to this : https://github.com/libretro/RetroArch/blob/master/defines/ps3_defines.h . And above all to never use any non-generic function name, like psgl.
This could be ideal :D
 
I really understand what are and how works Vertex and Fragment a week ago... so let me improve my knowledge on the subject.
RSXGL seems a very complex starting point for me. PSGL is a better choice to start because is lighter and very anchored to the underlying GCM/RSX layer.
 
Now I can move away from the old school 2D mentality to vertex/fragment and textures. Up now i used a piece of ram to make the frame to be displayed, having to differentiate the graphics according to the resolution and possibly applying image resize algorithms.
Using a quad 2d surface at full screen and texures at 1080P, the RSX engine will render all correctly regardless of the resolution used, with native graphics acceleration.
Better late than never ^_^
 
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

I just tried it and it returned to the XMB sometime after and the next time it froze the PS3.
 
This one.
You are the first reporting that kind of problems, it boots fine for everyone else, i cant imagine what you did
Are you sure you downloaded it from the link in the first post of this thread, named beta#3 ?
RetroArch_Psx-Place_Community_Edition_beta03-20210104.pkg
 
You are the first reporting that kind of problems, it boots fine for everyone else, i cant imagine what you did
Are you sure you downloaded it from the link in the first post of this thread, named beta#3 ?
RetroArch_Psx-Place_Community_Edition_beta03-20210104.pkg

Yes. My PS3 also freezes after installing webMAN MOD and even without it, although less.
 
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Installed this and it was great with no bugs. The next day it won't launch anymore, always returns to XMB with no error code.
 
Installed this and it was great with no bugs. The next day it won't launch anymore, always returns to XMB with no error code.

See if deleting the retroarch.cfg file in the /game/RETROARCH/... folder

Sometimes it can get corrupted and needs to be deleted (via FTP or a file manager like multiMAN's mmOS), its rare but can happen (sometimes "experimental" or a bugged core can do it, so its possible a certain core does it. where no other one does, so something to take note when experiencing issues.).

Good starting point when it works and does not on future boots.
 
Thank you SO, SO MUCH for getting mgba and fuse working.

It was frustrating ZX Spectrum emulation on PS3 had been in a broken state for years and that it had been ages since mgba worked. Duke Nukem Advance runs really smoothly.
 
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