Closed! for the good people :)

yes is there a way to get Goosestation in retroarch ???

i mean in online updater ?

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No, Duckstation is no longer open source. It is “source available.” As such, we cannot distribute it.

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thanks :slightly_smiling_face:

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Sucks that it is no Longer Open Source but seems Steznek really Hates Open Source and has taken other Versions of Duckstation down for Linux

You have to Build It Yourself. Don’t ask me as I have not done it yet.

OR

Hope someone shares it with you

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It seems there is this project which allows to build it.

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Sadly it looks like just for Linux and Android

https://www.reddit.com/r/emulation/comments/1sskuuz/goosestation_libretro_core_update_android_windows/

for Windows you have to use Docker

What is Docker?

Never Used It

It’s a gcc “virtual environment” which allows you to compile programs for e.g. arm64 using Linux x86_64.

Docker gives an error when compiling on Windows. I spent 2 days of the weekend on various experiments and meetings with ChatGPT, in the end I was able to compile a core dll for Windows via VirtualBox and Ubuntu Server 26.04 installed (Ubuntu 24.04 was missing certain libraries that appeared in later releases)

If you want to build it for Windows, install Docker.

Then run

git clone https://codeberg.org/hueponik/goosestation-builder.git
docker build -t goosestation-builder .
docker run --rm -v "$PWD/dist:/work/dist" -v "$PWD/.cache:/work/.cache" goosestation-builder windows
cd dist/windows

If needed, goosestation_libretro.dll and information about it.

It is built from this commit 5e7be496a2d0480aaabbe9746a1a4576b469d301.

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As @DemitryCzarevich mentioned, building this with Docker returns an error in the run step. It seems the dev truly hates Windows.

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The author of the script initially indicated that he was developing it for Linux, later parts for Windows and Android were added, and if the Linux part was tested more thoroughly by the author, then Android was tested less, and Windows was generally “experimental”.

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and that is I am disappointed that Windows Version gets Ignored

Why don’t help Window Users?

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I tested this core in several games, and here are the results:

  1. The biggest drawback for Windows (and for me personally) is that Vulkan doesn’t work at all. When I set the renderer to “Vulkan” in the core options, none of the games launched, and Retroarch itself closed after a short while.
  2. When selecting the “OpenGL” renderer in the core options, some 3D games exhibit severe artifacts (flickering models, flickering backgrounds, and sometimes only half the screen renders). In locations with lighting (using lanterns, spotlights), at the light/dark boundaries, there are jagged transitions from dark to light with sharply defined transition stripes; usually, on Vulkan, this is a smoother gradient transition.
  3. When selecting the “Software” renderer in the core options, we lose all 3D graphics enhancements — Resolution Scale, PGXP, Texture Filtering, Dithering, etc. The image becomes as authentic as possible — exactly how I remember it on my PSOne: pixelated textures, sharp text edges, jagged and angular 3D models, and weak gradients (though not as jagged as in OpenGL). But on the other hand, it completely lacks the negative artifacts found in “OpenGL,” and it only consumes 600+ MB of memory. In the future, I want to test it on my old potato-computer with very weak hardware, which barely runs the PCSX-ReARMed core at Resolution Scale x1 and an average FPS of 45 frames, just to compare the difference in performance.
  4. Only one type of controller DualShock (Analog) is supported, with no option to remap buttons.
  5. RetroArch cheats do not work, and there is no built-in cheat menu within the emulator itself.

On the plus side:

  1. A rich set of graphics settings (when selecting the “OpenGL” renderer in the core options) and enhancements; as far as I can tell, all the settings here are the same as in the standalone DuckStation.
  2. Visually, FMVs look smoother (text overlays, high-contrast areas in videos) than on the Beetle PSX HW, PCSX-ReARMed, or even the outdated SwanStation.
  3. In fully 2D games running on OpenGL, everything looks much better than in 3D games — texture filtering works well, and the gameplay is visually pleasing.

For me, the bottom line is that this is just another PSX core; at this stage, I won’t make it my primary one, as it’s still not suitable for regular gameplay, but it can be tried as an alternative in certain situations.

The following games were used for testing:

  • Metal Gear Solid (lighting gradients, half of the image disappearing in 3D-cutscenes, some special effects not displayed or displayed incorrectly)
  • Syphon Filter (flickering models, flickering backgrounds and lighting; FMV plays normally)
  • Dino Crisis (lighting gradients); overall, the 3D game that looks the most normal.
  • Resident Evil 3: Nemesis; similar to Dino Crisis, the main issues are with lighting gradients.
  • Earthworm Jim 2, In The Hunt, Castlevania: Symphony of the Night - 2D games that generally look fine
  • Oddworld: Abe’s Oddysee - A 2D game with a lot of issues - sprites trailing behind the character, jerky character movement, and flickering textures on different planes of the scene.
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I tried the above commit and in my case, Vulkan also did not work. I tried Tekken 3 and 3d models were displayed as intented at default settings in OpenGL.

However I can not apply any shaders in software mode, as I get a black screen, though sound and controls work fine. Even if I manually create the slangp file in the core config folder, I get same result. With OpenGL, shaders load fine.

I am not sure if this is due to Retroarch or Goosestation. As it stands, unless the original author is involved, core will have many issues

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Sadly that is Extremely UnLikely

So probably never work 100%

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Note that I’ve only tested with the software renderer as I’ve never really been interested in upscaling and so on the PSX. and only a handful of games, but the core seems extremely solid so far.

The smoke effect after an explosion in X-Com on PSX doesn’t display correctly with beetle PSX (the latest mednafen standalone has the same problem so it’s not specific to the beetle core itself). But it renders correctly in Goosestation.

Also note: this is another core that simply doesn’t work with WIn7/Win8 unfortunately (the core itself doesn’t load). This was captured in Win10 with VMware (yeah, I know, not ideal but RA ran surprisingly well still).

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That’s great. I would love to try it but I get that compilation error with Docker. How did you compile the Windows core?

You’ll need the info file that you can find here. Just click on ‘raw’ then save the page (remove the .txt extension if there’s one) or just copy-paste the text to an empty file and rename it goosestation_libretro.info.

If you’re having trouble building it yourself, well, couple replies above in this very thread (rename the file to goosestation_libretro, obviously).

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