List of cores outside the downloader?

An interesting point from @GemaH, for most of my 32-bit console cores (PSX, PSP, PS2, Dreamcast), I use a configuration override file with a single line: rewind_enable = “false”, which essentially disables rewind. Now the PCEE2 core has the same file, and the setting under Settings -> Cores -> Bypass Core Info Save States Features is enabled again, so performance no longer drops.
Great and helpful tip, @GemaH!

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I’d like to tell you about another test I really liked.
You’re probably familiar with the game “Front Mission 4” (I personally love the Front Mission series; these are games you can replay over and over again, practicing tactics and strategy while experimenting with different combinations of Wanzers and their parts). According to the PCSX2 Wiki, this game has two issues: Shadow Artifacts (Cutscene characters and Wanzers have weird block-like shadows.) and Upscaling Artifacts (Dialog Boxes may generate extra horizontal lines, making text hard to read.),

and while the first issue was resolved by adding a forced “Preload Frame Data” setting to the general patch database GameIndex.yaml (located in the “resources” folder), the second is fixed exclusively in the graphics settings via texture offset in the game’s properties within the standalone PCSX2 emulator.

However, the LRPS2 core does not have such texture offset settings (though, interestingly, when selecting the “paraLLEl-GS” renderer in it, no artifacts are observed in dialog boxes), and there is simply no way to implement this fix. One area where the PCEE2 core already stands out from LRPS2 is that the PCEE2 core allows you to transfer pre-made game settings files from standalone PCSX2 to the corresponding folder within RetroArch at the path \system\pcsx2\gamesettings\; in my case, this was the file SLUS-20888_7ACF7E03.ini, which contains the following texture offset settings:

UserHacks_TCOffsetX = 500
UserHacks_TCOffsetY = 500

And lo and behold, now PCEE2 displays a perfectly correct image!

I really liked this feature that lets you transfer additional settings.

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Yeah, my mistake - I initially wrote about the 32-bit PSX and PSP consoles, then remembered that I’d added a similar configuration file for the PS2 and Dreamcast, so I included them too, forgetting that they’re already 128-bit.

That’s awesome.

Btw, Parallel GS is a unique renderer that only exist in LRPS2 and not even the standalone. It’s a great plugin and great concept, basically it’s like using the software plugin (which is more accurate than any hardware renderer) but instead of the CPU, it uses the GPU for better performance, like the Parallel plugin on N64 emulators.

So in many cases, the Parallel GS plugin will have many issues fixed by default. But may also have it’s own unique issues because it’s still new.

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Small tip if -like me, you’re planning on using both LRPS2 and PCEE2; you may want to use different system folders for both cores.

By default, both cores uses ra_folder/system/pcsx2/. So to avoid any potential conflict (given that the PCEE2 core seem to need extra things from a standalone PCSX2 ‘resources’ folder than what LRPS2 need) you can do this:

  • Create (if there isn’t one already) a cfg file in the PCEE2 folder called ‘PCEE2.cfg’
  • Create a new folder in the system directory. Call it something like PCEE2sys.
  • Copy the old ‘pcsx2’ folder that works with PCEE2 into 'system\PCEE2sys
  • Add this line to the PCEE2.cfg file:

system_directory = “C:\username\RA\system\pcee2sys”

basically add the absolute path after system_directory = (The easiest way to do this is to navigate to the PCEE2sys folder you’ve created and click on the address bar then copy the entire path then paste that for the added line in the cfg (don’t forget the " ")

Just tested and this works. Now, this might be overkill and too overly cautious and not necessary. But to avoid any possible risk of conflicts between the cores given that they share the same system\pcsx2 folder otherwise… well, that’s what you can do (and yes, be aware that doing it this way, things like saves won’t be shared between the cores).

Also tested SuperSNES9x. Works beautifully. Probably the best way to play SGB content now imo.

If the core doesn’t see the SGB1 bios that’s because it expects the filename to be SGB.sfc instead of SGB1.sfc so just copy SGB1.sfc then rename the copy.

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Fixed the old redream core, from

loading properly now, at least .cdi and .gdi files, any interest? Isn’t it still GPL as it was when source was available? To be honest it looks a bit unstable, sometimes crashing here and there.

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Added chd support to it too heh

Maybe this core is useful for some low power Linux handhelds i guess

Running from chd

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Added a bunch of options that work on the fly, changing resolution to half and sh4 speed half, and some frame skip can boost performance to like 600%. Also up to 4x resolution possible on the fly

Changes:

  • Fixed broken compilation
  • Fixed bios not being detected at start thus crashing(should be named boot.bin and flash.bin at “system/”)
  • Added chd support
  • Added options for Resolution, SH4 speed, Region, Frameskip, Cable etc

Looks good. How is the compatibility/accuracy compared to the stsndalone?

I would say around 75-80% of chd i tried run well. Some don’t like Sega Rally 2, homebrew discs, and you have to change Region to load properly if Europe/USA etc. Some rare crashes if already playing and loading a new chd. Some rare, mostly minor, graphics glitches in some occasions.

is there any link for a precompiled dll on the Github page or do I have to build it? Because download links and build instructions redirect to the redream site

I build it on linux, perhaps someone with Windows can clone and build it

Linux pre-build is here, core (.so) goes to retroarch/cores/ and .info goes to retroarch/info/

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