New PCSX2 Core

I would assume that, like other experimental cores, there won’t be any “official” release channels until the core is considered ready for release, but I could be wrong.

That being said, I haven’t seen any updates to this branch since I built the core, but can keep an eye on things and provide newer builds as they come up (as I have the time).

4 Likes

well… PCSX2 is now one emulator without plugins (thanks god). So it is like dolphin. You need to rewrite the emulator as a core for libretro.

If nobody will not take care it will be like dolphin…

If you think about it, PCSX2 and Dolphin are the only major cores that aren’t comparable to the standalones. Every other core is just as good or very close.

1 Like

They are the more recent and complex emulators, so it makes sense. If you go even more recent and complex, like Xemu and RPCS3, there aren’t cores at all. Some day we will look back at this time with surprise that we didn’t have perfectly working cores… think of the Saturn emus… there was a time we thought it would never be emulated. Just have to sit back and wait.

1 Like

Hey, can you say how I can compile it for Windows64? If I use cmake and ninja(msys) - I got tons error

First big thing to check is to ensure that you have Qt6 installed on the computer you’re building from. I’m not sure if it’s necessarily required for the actual libretro core, but the rest of the repo can’t build without it.

Also you’ll want to make sure you’re setting the -DLIBRETRO = TRUE flag in the command, or it’s going to just ignore the libretro folder entirely. Those were the two major stumbling blocks I ran into when I was building the core. Outside of that, you can private message me the actual errors you run into, and I can see if I can walk you through it. Keep in mind though that I taught myself how to build this myself in only about 5 hours, so I can probably really only help if you run into issues similar to the ones I ran into.

Alternatively, the GitHub release linked above has had no changes to the code at all, so you should just be able to use that built version if you can’t get the build process to work on your own.

1 Like

Are widescreen hacks working? ps Render Vulkan/Ogl work but in DX11/12 have black screen/

and one important thing. Great work and vulkan make performance much better. Thx.

https://twitter.com/libretro/status/1719855987937411346?ref_src=twsrc^google|twcamp^serp|twgr^tweet

Can’t wait!

:crossed_fingers:PCSX2 savestates, PCSX2 savestates, PCSX2 savestates…

…am prob not the only one hoping for this!

Purely out of curiosity, can anyone explain why this is ?

All I can think is maybe the PS2 console used to emulate the PS1, so you’re kind of asking the emulator to emulate an emulator, if that makes sense?!

In any case, I guess the core / emu would also need to be made to support the PS1 memory card files anyway, so additional, unnecessary hassle involved when there are already dedicated PS1 cores; IIRC, you needed to use a PS1 memory card on the PS2 console to play PS1 games, you couldn’t just directly save/load to/from a PS2 memory card…

PS2s didn’t emulate PS1, they actually had PS1 hardware inside (similar to Super Game Boy, etc.), so that additional hardware would need to be emulated, as well, which is a huge amount of work (similar to Super Game Boy lol)

3 Likes

Ah, right, gotcha; to be honest, the ‘emulator emulating an emulator’ thing was a possible suggestion a dev friend of mine gave me when I was trying to get to the bottom of this waaaaaay back, but he wasn’t sure himself with this scenario!

Awesome… looking forward to another new RetroArch.

1 Like

Of course you are not the only one. It’s just that long time RA users tend to be less optimistic and a bit more skeptical about such announcements and promises. If this time something comes out of it then awesome. Until then, i’ll keep my expectations medium to low.

1 Like

And this right here is why we don’t tell anyone what we’re working on anymore. So, when people say they want more info and news, I hope you’ll step up and say “no, we would rather hear nothing in case something doesn’t meet my expectations.”

2 Likes

None of us has the right to ‘expect’ any improvement of something which is already awesome in it’s current guise, when we’re all getting it for free; we can ‘hope’ tho.

So here’s hopin’ y’all keep up the amazing work! Appreciate it!

1 Like

But people are also saying positive things, already, about such an announcement. Just soak that in and ignore the Debbie Downers. I know that can be hard, but there will be plenty of people excited about this announcement. :grinning: :+1:

1 Like

I want to add another source of information besides what was already said, why its not recommended to play PS1 games on a PS2. The original PS2 hardware could not play all PS1 games anyway and had trouble with some. So even if you perfectly emulate the PS2 and its backwards compatibility software, add the support for the PS1 chip emulated in the already complicated PS2 emulator, then the universe will collapse into a black hole.

Okay, maybe not that dramatic, but here is the article if you want read more about it (good ol’ Wikipedia): https://en.wikipedia.org/wiki/List_of_PlayStation_games_incompatible_with_PlayStation_2

And while I did some research, I found this very interesting article from the engineer himself. I did not read it yet, its a bit long, but looks very interesting: https://freelansations.medium.com/the-story-of-the-ps2s-backwards-compatibility-from-the-engineer-who-built-it-ec39cf5a0353

3 Likes

I have an official PS2 controller query for this official PS2 core thread.

I’ve been ‘tweaking my controller remaps’ recently (not a euphemism), started by deleting my autoconfig folder and recreating it using the ‘Update Controller Profiles’ option from the RA menus.

When I plugged in my official DualShock 2 controllers, they were recognised as some pretty random controller type out of the many available in the new dinput folder that’d been downloaded (I think it was the ‘SPEED-LINK Competition Pro .cfg’). Not too much of a problem as I just renamed and edited this .cfg file to suit my needs, however I was surprised to find I even needed to do this; should they not be recognised as official DualShock 2 controllers right off the bat? I would have anticipated the DS2 to be a pretty common dinput controller type; granted, I’ve still got them plugged in via some el cheapo USB adapters like these, however I’m even more confused by the fact that the vid/pid values on my existing .cfg files were different to those of the speed-link one, even though I’ve never changed the USB adapters, so not sure what’s going on there.

It’s all working well now, I’m happy to share my ‘hacked’ .cfg file if it’s of any use and I understand that rumble functions won’t work with these controllers without some wrapper middleware like XOutput; but some of the inputs did take me quite a bit of time and effort to work out and remap (I’m looking at you, analogue sticks…) so if anyone can enlighten me, I’d be keen to understand why such a well-known, offical Sony controller still wouldn’t just be recognised as such for me immediately once plugged in.

those old console controllers don’t have any vid/pid of their own. RetroArch only sees the adapter.