RetroArch iOS release (v1.0.0.1)

Here’s whats in my cue file:

FILE “Medievil-PSX-PAL-FR.bin” BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00 TRACK 02 AUDIO PREGAP 00:02:00 INDEX 01 50:09:61

I also tried another game, still crashing:

Starting PCSX-ReARMed 0 Running PCSX Version 1.9 (May 29 2013). psxMap: warning: wanted to map @80000000, got 0x7fc6000 psxMap: warning: wanted to map @78000000, got 0x7fc6000 warning: RAM is not directly mapped, performance will suffer psxMap: warning: wanted to map @08000000, got 0x8210000 Mapped (RAM/scrp/ROM/LUTs/TC): 08000000/1f800000/1fc00000/10000000/06d37000 found BIOS file: scph1001.bin RGB565 supported, using it plugin: plugins/builtin_gpu plugin: plugins/builtin_spu plugin: plugins/builtin_pad plugin: plugins/builtin_pad Plugins loaded. Loaded CD Image: /var/mobile/Documents/PS1/Tomb Raider-PSX-PAL-FR.BIN[+cue]. Track 01 (DATA) - Start 00:02:00, Length 27:49:27 Track 02 (AUDIO) - Start 27:51:27, Length 03:16:43 Track 03 (AUDIO) - Start 31:07:70, Length 01:03:73 Track 04 (AUDIO) - Start 32:11:68, Length 02:03:39 Track 05 (AUDIO) - Start 34:15:32, Length 02:00:11 Track 06 (AUDIO) - Start 36:15:43, Length 01:16:74 Track 07 (AUDIO) - Start 37:32:42, Length 00:55:66 Track 08 (AUDIO) - Start 38:28:33, Length 01:08:19 Track 09 (AUDIO) - Start 39:36:52, Length 00:40:06 Track 10 (AUDIO) - Start 40:16:58, Length 01:19:21 Track 11 (AUDIO) - Start 41:36:04, Length 00:08:37 Track 12 (AUDIO) - Start 41:44:41, Length 00:14:74 Track 13 (AUDIO) - Start 41:59:40, Length 00:07:03 Track 14 (AUDIO) - Start 42:06:43, Length 00:12:05 Track 15 (AUDIO) - Start 42:18:48, Length 00:11:03 Track 16 (AUDIO) - Start 42:29:51, Length 00:38:63 Track 17 (AUDIO) - Start 43:08:39, Length 00:42:64 Track 18 (AUDIO) - Start 43:51:28, Length 00:25:24 Track 19 (AUDIO) - Start 44:16:52, Length 01:28:45 Track 20 (AUDIO) - Start 45:45:22, Length 00:54:17 Track 21 (AUDIO) - Start 46:39:39, Length 00:41:17 Track 22 (AUDIO) - Start 47:20:56, Length 01:03:38 Track 23 (AUDIO) - Start 48:24:19, Length 00:57:38 Track 24 (AUDIO) - Start 49:21:57, Length 00:15:28 Track 25 (AUDIO) - Start 49:37:10, Length 00:36:19 Track 26 (AUDIO) - Start 50:13:29, Length 00:07:01 Track 27 (AUDIO) - Start 50:20:30, Length 00:07:00 Track 28 (AUDIO) - Start 50:27:30, Length 00:07:01 Track 29 (AUDIO) - Start 50:34:31, Length 00:07:01 Track 30 (AUDIO) - Start 50:41:32, Length 00:07:48 Track 31 (AUDIO) - Start 50:49:05, Length 00:07:01 Track 32 (AUDIO) - Start 50:56:06, Length 00:09:25 Track 33 (AUDIO) - Start 51:05:31, Length 00:08:74 Track 34 (AUDIO) - Start 51:14:30, Length 00:07:16 Track 35 (AUDIO) - Start 51:21:46, Length 00:07:50 Track 36 (AUDIO) - Start 51:29:21, Length 00:16:22 Track 37 (AUDIO) - Start 51:45:43, Length 00:07:00 Track 38 (AUDIO) - Start 51:52:43, Length 00:07:01 Track 39 (AUDIO) - Start 51:59:44, Length 00:16:19 Track 40 (AUDIO) - Start 52:15:63, Length 00:10:41 Track 41 (AUDIO) - Start 52:26:29, Length 00:07:00 Track 42 (AUDIO) - Start 52:33:29, Length 00:07:00 Track 43 (AUDIO) - Start 52:40:29, Length 00:09:12 Track 44 (AUDIO) - Start 52:49:41, Length 00:07:30 Track 45 (AUDIO) - Start 52:56:71, Length 00:09:52 Track 46 (AUDIO) - Start 53:06:48, Length 00:07:01 Track 47 (AUDIO) - Start 53:13:49, Length 00:07:00 Track 48 (AUDIO) - Start 53:20:49, Length 00:07:01 Track 49 (AUDIO) - Start 53:27:50, Length 00:16:05 Track 50 (AUDIO) - Start 53:43:55, Length 00:07:01 Track 51 (AUDIO) - Start 53:50:56, Length 00:07:00 Track 52 (AUDIO) - Start 53:57:56, Length 00:07:00 Track 53 (AUDIO) - Start 54:04:56, Length 00:09:53 Track 54 (AUDIO) - Start 54:14:34, Length 00:07:01 Track 55 (AUDIO) - Start 54:21:35, Length 00:18:14 Track 56 (AUDIO) - Start 54:39:49, Length 00:07:01 Track 57 (AUDIO) - Start 54:46:50, Length 03:17:00 CD-ROM Label: TOMBRAIDER
CD-ROM ID: sles00485

But this can’t be a problem from my ripped games, because they work perfectly on my iPhone 4S running on iOS 6

They run fine on RetroArch iOS (with PCSX ReARMed) on an iPhone 4s with iOS 6?

But the iPad 2 on iOS 5 gives the problems? Is that what I"m understanding correctly? What jailbroken version of iOS 5 is this? Perhaps that is one way to narrow this down.

My iPad 2 and Mini are both on iOS v6.1.2 (evasi0n) and PCSX ReARMed works fine at least.

That’s it. If I remember correctly, I jailbroken my iPad with Absinthe.

Perhaps this jailbreak doesn’t allow for dynarecs just like non-jailbroken iOS 5? I hope that is not the case but you might never know. I do know that 6.1.2 evasi0n allows for it.

Notaz is going to put in some dynarec ‘checks’ at the beginning of PCSX ReARMed so that we can test whether or not a dynarec can be used on your iOS device.

One thing you can also try -

found BIOS file: scph1001.bin

make sure the BIOS files have proper permissions as well.

If all of this still doesn’t work, then I am out of ideas so far - only thing that seems likely then is that the ‘jailbreak’ you’re using is not a ‘real’ jailbreak in the sense that code recompilation at runtime is still not allowed (whereas iOS 6.1.2 evasi0n does allow this).

hi this is the crash log i get on my ipad 4 iso6 when trying to play a ps1 game

Incident Identifier: 969860A3-0B42-4C06-826B-13A8A05039F1 CrashReporter Key: 1b94020edbd4d2d77e4260e3e8d75536e1442bbb Hardware Model: iPad3,4 Process: RetroArch [475] Path: /Applications/RetroArch.app/RetroArch Identifier: RetroArch Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1]

Date/Time: 2013-06-04 15:57:18.019 +0100 OS Version: iOS 6.0 (10A407) Report Version: 104

Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x00000000 Crashed Thread: 0

Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 libsystem_c.dylib 0x358c4b54 0x358be000 + 27476 1 libsystem_c.dylib 0x358c5aea 0x358be000 + 31466 2 RetroArch 0x00003572 0x1000 + 9586 3 RetroArch 0x000065b0 0x1000 + 21936 4 UIKit 0x394082d0 0x39343000 + 807632 5 UIKit 0x3948ac94 0x39343000 + 1342612 6 Foundation 0x368eae62 0x36843000 + 687714 7 CoreFoundation 0x30674854 0x305dd000 + 620628 8 CoreFoundation 0x306744fe 0x305dd000 + 619774 9 CoreFoundation 0x30673172 0x305dd000 + 614770 10 CoreFoundation 0x305e6238 0x305dd000 + 37432 11 CoreFoundation 0x305e60c4 0x305dd000 + 37060 12 GraphicsServices 0x33a07336 0x33a02000 + 21302 13 UIKit 0x3939a284 0x39343000 + 356996 14 RetroArch 0x00002c96 0x1000 + 7318 15 RetroArch 0x000028d4 0x1000 + 6356

Thread 1 name: Dispatch queue: com.apple.libdispatch-manager Thread 1: 0 libsystem_kernel.dylib 0x346205d0 0x3461f000 + 5584 1 libdispatch.dylib 0x361f9d22 0x361f3000 + 27938 2 libdispatch.dylib 0x361f5374 0x361f3000 + 9076

Thread 2 name: WebThread Thread 2: 0 libsystem_kernel.dylib 0x3461fe30 0x3461f000 + 3632 1 libsystem_kernel.dylib 0x3461ffd0 0x3461f000 + 4048 2 CoreFoundation 0x306742b6 0x305dd000 + 619190 3 CoreFoundation 0x3067302c 0x305dd000 + 614444 4 CoreFoundation 0x305e6238 0x305dd000 + 37432 5 CoreFoundation 0x305e60c4 0x305dd000 + 37060 6 WebCore 0x32f27a80 0x32f1d000 + 43648 7 libsystem_c.dylib 0x358cf0de 0x358be000 + 69854 8 libsystem_c.dylib 0x358cefa4 0x358be000 + 69540

Thread 3: 0 libsystem_kernel.dylib 0x34630d98 0x3461f000 + 73112 1 libsystem_c.dylib 0x358c4ad6 0x358be000 + 27350 2 libsystem_c.dylib 0x358c47f2 0x358be000 + 26610 3 libsystem_c.dylib 0x358c4680 0x358be000 + 26240

Thread 4: 0 libsystem_kernel.dylib 0x34630d98 0x3461f000 + 73112 1 libsystem_c.dylib 0x358c4ad6 0x358be000 + 27350 2 libsystem_c.dylib 0x358c47f2 0x358be000 + 26610 3 libsystem_c.dylib 0x358c4680 0x358be000 + 26240

Thread 0 crashed with ARM Thread State (32-bit): r0: 0x00000000 r1: 0x00000000 r2: 0x00000000 r3: 0x01010101 r4: 0x00000000 r5: 0x0014f140 r6: 0x001425b0 r7: 0x2fdfedd0 r8: 0x0065d1f0 r9: 0xffffffff r10: 0x00000000 r11: 0x32e8c6a2 ip: 0x00000004 sp: 0x2fdfedd0 lr: 0x358c5aef pc: 0x358c4b54 cpsr: 0x60000010

Binary Images: 0x1000 - 0x3cfff +RetroArch armv7s <45e68329b62e378f89d3206fa9daa43f> /Applications/RetroArch.app/RetroArch 0xb6000 - 0xb6fff +MobileSubstrate.dylib armv6 <a059eb894e623ec09d63294c525ff7a2> /Library/MobileSubstrate/MobileSubstrate.dylib 0xd5000 - 0xd5fff +SubstrateLoader.dylib armv7s <0193fa2fed853ff5b5aa6819649f0b86> /Library/Frameworks/CydiaSubstrate.framework/Libraries/SubstrateLoader.dylib 0xd8000 - 0xd9fff SubstrateLoader.dylib armv6 <eec9b813adfd3bdf86702ae8bbf0f404> /usr/lib/system/SubstrateLoader.dylib 0x200000 - 0x201fff +FabiusCrack.dylib armv6 <f1c05e6859803dd9a55d8aab736d646a> /Library/MobileSubstrate/DynamicLibraries/FabiusCrack.dylib 0x204000 - 0x208fff libsubstrate.dylib armv6 <06f99dfff52d306bb188441a8cd33f0b> /usr/lib/libsubstrate.dylib 0x20c000 - 0x20dfff +IAPFreeService.dylib armv7s <cc7bcf5e03bc32eb9caef25dc58e01b5> /Library/MobileSubstrate/DynamicLibraries/IAPFreeService.dylib 0x211000 - 0x217fff Utility.dylib armv7s <d020bbfe264e36eca1d58c49fe54c73f> /usr/lib/CrazyDoraemon/Utility.dylib 0x220000 - 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sorry if it means nothing

I haven’t checked to make sure that the BIOS has the proper permissions, will do when I go home for lunch.

As for gdb - is this separate software or a separate app that has to be downloaded? I’d be more than happy to do it, I’m just not familiar with what it is or how to use it.

As for other interfering tweaks, I used mobilesubstrate in SBSettings to disable all of my other tweaks; still to no avail.

That jailbreak had emulator problems that were later fixed. You need to run the updated tool to fix your jailbreak for emulators. This is a common issue for that jailbreak. The dynamic recompile will not work or something funky (forgot to patch a few small things) was later fixed in an update just for emulators.

This should put an end to this issue.

Can we use pastebin or something to paste err logs to keep the forms more manageable (reading on an iPhone)

I would happily use this if my ipad 4 was still jailbroken. For some reason a while back, my jb’ed ipad 4 just rebooted on its own and got stuck on a boot loop (well not exactly boot loop. It would just hang at the apple logo). Only way to get it working again was to restore with the latest official firmware.

I guess the only way to try this is to have a developer account and compile sources right? Or wait for a new jb

dankordab: IOS 6.0 - this is not evasi0n’s jailbreak?

Without it being jailbroken and without the jailbreak supporting dynamic recompilation of code at runtime, PCSX ReARMed won’t run.

I done the jailbreak with evasi0n’s software when it first came out

RetroArch works perfectly for me on the iPad 4. I have played a tonne of FF7 and Crash Bandicoot already.

My two suggestions would be to able to navigate the UI with a gamepad (look at the Snes9x EX emulator on cydia) and also be able to browse the entire iOS filesystem, not just the documents directory. Many emulators look for roms in the var/mobile/media/roms directory and its a pain to keep roms in two separate directories. It would also be good if RetroArch could remember the last directory you were using to save having to navigate to it every time.

If anything specific needs testing I would be glad to help. I have a bunch of iOS devices I can test this on.

Being able to navigate the UI with a gamepad is not possible - and the ‘SNES9x Ex’ fork people think is so great (but I sure don’t) does not use native Cocoa but some homemade widget stuff which we are not going to adopt anytime soon.

One way I think we can sidestep all these issues would be to just have an option to ‘boot straight’ into RGUI mode instead of going though the Cocoa interface first - that could be a ‘toggleable’ option somewhere in Settings. This is how the Blackberry Playbook port works - it boots straight into RGUI with a controller overlay because Playbook lacked any kind of widget/GUI system. Some similar option could be provided for iOS - and RGUI being fully gamepad-driven, this would fulfill our needs while we can still retain non-jailbreak compatibility.

Keeping the app both consistent across jailbreak and non-jailbreak is important to us - hence the insistence on the Documents folder.

There is a ‘work-around’ for this if you may but it would involve manually loading ROMs/ISO images from RGUI instead -which is perfectly possible to do and you could browse the entire filesystem from there. We are just not going to expose it through the Cocoa interface since that would break compatibility with non-jailbreak.

Those are some very good reasons. Now the use of the documents folder and limited file navigation makes a lot of sense. :slight_smile:

Im pretty new to RetroArch but is there any way to enable frame skipping in any of the emulators? The DS core seems to run a tad below full speed with most games. I saw some posts elsewhere saying its unfinished so im guessing JIT is not implemented yet.

I would like to thank everybody who contributed to the iOS port of RetroArch, its performing extremely well with what I have tested so far. :slight_smile:

The DS core is actually using a JIT core (ARM-to-ARM JIT) - but still - the GPU part will need heavy optimizing (Meancoot is working on that in a branch) and really it will be a tall order for DS emulation to run at fullspeed on ARM devices period - it takes at least a Core i5/laptop desktop PC to run most games at fullspeed with the Desmume x86 JIT - so an iPad 4 might simply not be enough right now and we need to wait for more powerful hardware to come out (and to be jailbreakable of course since the only way to get halfway decent performance is through a dynarec/JIT).

Anyway, the Desmume core should be regarded as ‘WIP’ - it being bundled with RetroArch iOS is simply a big beta test - idea being that you report back as many problems as possible.

Regarding frameskipping - we have long imposed a strict ‘no frameskipping’ dogma in RetroArch - that served us well up until the time that we had to do an Android port. Android being unable to really deliver on tight audio/video syncing at frameskip 0 is forcing our hand and as a ‘beta test’ I have added frameskipping to the PCSX ReARMed core as a ‘core option’. You can expect me to implement frameskipping in a similar manner for the other cores later on. I view this as being a necessary evil really for the platforms where we cannot rely on audio/video sync always working more or less tolerably - Android is definitely such a platform.

Do note though that on iOS you should definitely not use anything other than Frameskip 0 except for - say - that DS emu (when I get around to adding frameskipping for that) because - unlike Android - iOS has no issues at all with maintaining good audio/video sync and therefore can run flawlessly at frameskip 0. It’s the only way to play these games in my book - frameskipping is simply too much of a step back and it kills my enjoyment of the game.

Therefore, you should consider yourself lucky that you don’t have to worry about this issue much at all on iOS except for Desmume (NDS) I guess - iOS is the right mobile OS for RetroArch. Sadly, on cheap commodity ARM hardware, we only have Android (which sucks) and a dozen other would-be ‘competitors’ (Sailfish/Ubuntu One/Taizen/Firefox OS) which don’t really give us any great ability to write native apps, are too heavily sandboxed or will simply not get any massmarket traction. It’s a barren landscape out there.

BTW - can you verify what meancoot was saying about VBA Next running all games at fullspeed on an iPad 4? Would be nice to get a confirmation on that. I’m still impressed that the A6 is already a significant leap over the PS3 CPU in that respect (not that it takes much though since the Cell/Xenon CPU sucked for single threading even back in 2005).

Im surprised the DS emulation requires so much power. I can emulate every PSP game I have tested full speed using the PPSSPP emulator. But I know there is a lot more to emulation than just the originals consoles specs.

I also kind of agree with you on frame skipping. But setting it to a low value like 1 or 2 is usually worth the performance gain and doesn’t have too much of an impact on the enjoyment.

Also I can confirm that VBA Next is running GBA games at full speed. I tested pokemon emerald and megaman batte network. Fast forward works too but it doesn’t speed up the games by very much. If I had to guess I would say the games speed up by about 15-20%

In emulation it’s not about the speed of the CPU or the system so much but rather the amount of syncing required. This is why cycle-accurate SNES emulation has such high system requirements for one (along with… errr - I’ll shut up :P).

DS having two CPUs and two screens to cope with plus touchscreen already makes for a more complex use case to emulate than - say - a more bog-standard design involving a 333MHz (max) MIPS CPU and a fixed-function GPU. Plus PPSSPP uses a HLE GPU plugin for rendering while in Desmume we use software rendering for video.

Fast forwarding only speeding up by about 15-20% sounds about right for VBA Next on an iPad 4 (remember it uses a CPU interpreter - far more CPU-intensive than a dynarec although having the advantage that it will also be playable on a non-jailbroken iOS device). To be honest you should consider yourself lucky it runs games like FF6 or FF5 fullspeed at all on an iPad 4 - the PS3 and 360 can’t manage that and hover around the 50-55fps mark.

Its crazy to think that something as small as an iPad has more CPU power than a PS3. But it has been a looong time since the current gen consoles were released.

Also just remembered a tiny bug with RetroArch on iOS. The screen does not stay awake while playing games.