PS3 RetroArch Corner (cores for free)

fyi, PSGL is a lib to 'convert' to GL to GCM.

I think it's operational, it's the official sdk, it must be operational. It's also documented and some samples use it.

From the doc :
'The implementation does not support this frame buffer configuration.'

Anyway my advice is to compare with these samples :
C:\cell\samples\sdk\graphics\psgl\
 
Last edited:
hello @Crystal , I don't have much experience with the graphic side of the PS3 (I've only been using tiny3d, and just for 2D)

I've no idea about that PSGL library, perhaps it's not fully implemented?
 
hello @Crystal , I don't have much experience with the graphic side of the PS3 (I've only been using tiny3d, and just for 2D)

I've no idea about that PSGL library, perhaps it's not fully implemented?

OpenGL on PS3 is OpenGL ES 1.1 (or 1.2) .. more or less.... i'm studing examples to understand it.
 
As far i know, psgl is a OpenGL ES 1.0 implementation

Enviado de meu Mi 8 Lite usando o Tapatalk
 
"LOL.... at end it was easy .... in gl2_create_fbo_texture just change GL_RGBA with GL_ARGB_SCE when glTexImage2D is called"

8692ff54-9c1e-495c-b3f3-2a0e999b0cbf-888af1ad-9072-4a68-8915-4e015bf57555-v1.png
 
"LOL.... at end it was easy .... in gl2_create_fbo_texture just change GL_RGBA with GL_ARGB_SCE when glTexImage2D is called"

8692ff54-9c1e-495c-b3f3-2a0e999b0cbf-888af1ad-9072-4a68-8915-4e015bf57555-v1.png
Só, that's it?

It'll work as intended? If yes I don't have words to express my gratitude! Thank you!!

I can't believe we waited 5 years or more for this line changing!!
 
Last edited:
At least you should offer to me a beer. ^_^
I offer a barrel full of beer! :P

I can't try right now the changes. When I come back from my christmas vacation travels, I'll try the 1.9.0 on PS3. I'm looking forward for the new RA version for PS3 running multipass shaders!
 
Forget TGB Dual, it was developed thinking only to little endian machines. It need tons of source rewrites to make it Endian Safe.
Gambatte works well, right?

Yep, mGBA also plays GB/GBC, I believe. GearBoy crashes back to XMB (4 games tested).

Thanks for updating retroarch Crystal!

I noticed the directory structure doesn't follow retroarch/PS3 standards (everything has been moved to the 'cores' directory instead of the apps SSNE10000 'USRDIR') and directories are hard coded (change defaults inside retroarch's GUI and the original folders inside 'cores' are recreated at the next boot.)

I couldn't figure out where these defaults were setup in the source code.

Loading and saving input remaps are broken on 1.9 cores (not the ones from this thread).
 
Yep, mGBA also plays GB/GBC, I believe. GearBoy crashes back to XMB (4 games tested).

Recompiled Gearboy with better CXXFLAGS. Tested 2 games OK (Pokemon - Yellow Version (UE) and Legend of Zelda, The - Link's Awakening)

Pokemon - Yellow Version (without multipass shaders)
upload_2020-12-12_22-57-38.png


With multipass super-xbr-3p-smoother preset (just with first pass scale 2X and second pass scale 1X)
upload_2020-12-12_23-2-8.png
 
Last edited:
Hi, your mGBA core is broken in my ps3 slim. Cannonball multipass is broken too.

I offer a barrel full of beer too! :P
 
Last edited:
Hi, your mGBA core is broken in my ps3 slim. Cannonball multipass is broken too.

I offer a barrel full of beer too! :P
What firmware are you using on your PS3? In which version of retroarch did you put those cores?
Could you setup a RPCS3 emulator with the same firmware of your ps3 and install Retroarch?
To see and copy & pase log is easy on RPCS3...
upload_2020-12-13_20-32-17.png


Easier to investigate problems....
 
Back
Top