PS3 RetroArch Corner (cores for free)

Let me ask: if I want to use snes9x with multipass shaders I'll have to wait next Retroarch release for PS3?

Snes9x updated... you can download it.
When the new structure will be approved we can arrange a PKG with retroarch "next gen".

Hyllian could you take shaders attached in the first message and to make a merge with yours to build a final shaders_cg folder, well made with also presets working?
 
I expect the new 1.9.x updated version will run most of the shaders available on https://github.com/libretro/common-shaders

If not, then I'll add the ones that work to my 1.0.0.2 collection.

If I'm not mistaken, RA 1.0.0.2 for PS3 has trouble to run multipass shaders and presets with "include" clause. You should check if shaders with "include" clause are working now. The NTSC folder has many presets with that clause you can try to run now.

Another clause uncompatible with PS3 was the float_framebuffer=true or srgb_framebuffer=true. One of these two doesn't run on RA 1.0.0.2 for PS3. YOU can test now if the crt preset called crt-hyllian-glow can run. It uses those clauses. I don't know if it's a bug or a limitation of PS3, or just a bug in1.0.0.2 version.
 
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I surely will test a new updated pkg when I get home from travels (only after christmas).

I have some cg shaders working on Retroarch 1.0.0.2 for PS3. I expect the new 1.9.x updated version will run most of the shaders available on https://github.com/libretro/common-shaders

If not, then I'll add the ones that work to my 1.0.0.2 collection.
That one in attach is taken from your last shader collection and added others.... just take a look.
 
That one in attach is taken from your last shader collection and added others.... just take a look.
Ok, I did. If the ones included work, then those issues I mentioned early are fixed. I just can't test right now.

It seems you got rid of the cgp files. They are the presets. Is there a problem for PS3 to read cgp files?

They are essential to set multipass shaders. Without them you have to set shaders one by one (a very slow and painful process). You should make sure PS3 is loading presets. Even 1.0.0.2 can read and load some presets.
 
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Crystal said:
We need to build up a good OpenGL driver for PSL1GHT or expand GCM driver for RSX... but im not good in graphics...
Anyway... after many years now the "other " SDK for PS3 has become a problem.... even to remove all references as it suddenly became dangerous... now that PS3 is an obsolete machine and noboy at his japanese Company doesn't care anymore....

I was petrified by what you did.
 
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Can you (all of us) continue independently?

e.g unofficial ps3 build/fork based on the official source :)
 
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I don't blame @Libretro for that aspect of wanting to stop development on that version and start PSL1ght version.
I think most can understand why they would take such approach,

However i have and do blame them for the handling of the port since v1.0.0.x ..
So many issue could of been avoided with just a small amount of care and testing before a release.
Way to many releases contained headaches that could of been avoided by anyone. Simply dont include broken cores on EVERY RELEASE. some cores would make a debut broken..?

psl1ght verison is good in the long run but seems it will need alot of work will be needed yet, however i have not followed the status much so that is speaking more assumptions then fact in that regard. If anyone has details please share on the progress of the psl1ght port.

I think a fork has to be considered if you want to use the sdk version now (considering the libretro current stance). , or is that time in the future better spent on psl1ght development. That is the question that may need to be answered by anyone contributing at this point.. Which a split decision may be bad .

My suggestion to developer's. would be make a unofficial or forked version cleaned up and working cores, issues resolved and then since there is something stable to use, then maybe turn to ps1light development then. but every dev has a different vision and what they are interested in so ultimately its their decisions and we all must respect that. :)
 
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About fork... yes to fix last state of retroarch and cores, to build up a PKG working with all changes made up to now. We can call it "Last Build" pre PSL1GHT era.
@sandungas could you make a nice PIC1.PNG 1920x1080 with retrogames pics, retroarch logo.... ps3 logo... and psx-place logo?
about Psl1ght there is no one actually working on it, twinaphex asked to me to help to develop it... but the work is huge, especially from the point of view of the graphics driver.
The eradication of everything related to the sony SDK from the retroarch project is due to the guy who manages the mGBA core. He has only now realized that the Retroarch project contained dubious, if not illegal, source code, making a huge scene about it on Twitter.
 
Figured out what is causing the menu crashes. You know when the text is too long to fit on screen and it scrolls left and right? When it gets to the end and starts to scroll back, that's when it freezes. This is with the Ozone menu driver, not sure about the others. This also might be occurring because I have made the font a little bigger. This is only happening with @Crystal's cores.

All the cores works fine, the mGBA core loads but when starting load a game the console just freezes and i have to reset.

The Gearboy core works fine too.


I have the same problem with mGBA, too (only tested one game, though). There was a problem with this core - apparently its dev did not want the RetroArch devs adding speed hacks (or something) to it, that's why the version on the nightlies site has been stuck on like 1.7.3 for years. (Come to think of it, the 81 core has also been stuck on an old version for awhile.) This raises two questions...

1. Why make your project open-source if you don't want people messing with it?
2. Why not fork mGBA? (Nestopia, FCEU, VBA and probably others are forks.)

EBOOT.BIN update could solve some problems...
LINK

Not sure if that will help - AFAIK, the menu data is stored in the core SELF files, the EBOOT (~70 KB) is just a "jumpstart" to the SELFs (4 MB and larger). If the core loads, but the game doesn't, that seems like a problem with the SELF, not the EBOOT; if the SELF wasn't signed correctly it wouldn't even load, it would just crash back to the XMB. Trust me, as someone who until recently was on old firmware I know plenty about resigning RetroArch cores. :) Having the menu being coded in each core is not exactly modular programing; it would be better if it was located in the EBOOT (one block of code vs. 40+ identical blocks), but I guess that's how RetroArch is designed.
 
This story finally have an end, it was always a PITA for them to work on the ps3 version, I think I just figured out why : the sdk. I think they are afraid of having their huge project being shut down because of it... (I think they have a kind of lawyer in the groupe... i'm not sure)


I also think it will be easier to work on psl1ght than cell sdk, it's easier to keep it up to date... it just need nice port of opengl to really start the project on psl1ght

https://github.com/gzorin/RSXGL/blob/master/STATUS
 
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This story finally have an end, it was always a PITA for them to work on the ps3 version, I think I just figured out why : the sdk. I think they are afraid of having their huge project being shut down because of it... (I think they have a kind of lawyer in the groupe... i'm not sure)


I also think it will be easier to work on psl1ght than cell sdk, it's easier to keep it up to date... it just need nice port of opengl to really start the project on psl1ght

https://github.com/gzorin/RSXGL/blob/master/STATUS

I read all post https://www.psx-place.com/threads/retroarch-psl1ght-port-project.9636/
and it seems RSXGL is not a complete port to be used.....
 
It's just an attempt...

upload_2020-12-21_9-42-50.png
 
That is for PIC1.PNG... when you select an icon from XBM and dont click suddently.. after a second appear it....

I done it right now without ps3 to test inside XBM....
 
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