RetroArch PS3 beta releases (v1.2.2)

You were right, Ezio. The changes I submitted did not fix the issue in the PS3 port.

They do work properly in the Windows port though, and the changes I submitted made the newer hack version games work, that didnt’ work previously. So it appears that the source code change to incorporate the Prosystem.DAT entries into the database.c file works.

It’s just broken in the PS3 compiled Self for some reason. I don’t have a compile environment set up for this, so I can’t test.

When you compile this, do you see any errors in the log for the prosystem core when compiling for PS3? Or is there something in the API that is being skipped or ignored by the PS3 compile environment? Maybe a library update is needed?

This is log i get while compiling prosystem core for ps3 http://pastebin.com/VaztgkAT. I can only see some warnings for unused variables, i never compiled this core for linux or windows so i cannot compare it.

doesn’t look like anything specific in there causing the problem. Not sure why the PS3 port isn’t calling the Database object when it launches a cart.

It defintely works right in the Windows and Android ports.

A couple of things I noticed @Ezio_PS

— Shader’s are missing - (The updater has the feature to download, just does not work on the ps3). I used the shaders from the last official build (v1.0.0.2) and it worked fine. Once you run the app for the first time on the PS3 you can see the folder (empty contents) generate (I can’t recall the exact location off hand)…

– prboom.wad is missing usually comes with the releases. (in past version was located in the “rom” folder within the SSNE10000 directory). That folder is no longer generated by RetroArch so i would suspect it’s a new location. Not really sure, just something i noticed… (prboom.wad may work if user put with rom like other bios type files but not sure for doom been awhile for me)

How did the virtualjaguar core perform? was it able to compile? I have seen two builds of the core for the PS3 one that Rtype gave me and also one that doobz gave me. One ran at a decent speed but had a blue tint on all games (no sound) (3d games did not work at all). Then the other had color but was much slower . Just curious to see how your luck was with it…

Thanks for these compiles, its been great while we wait for the official release.

Thank you to let me know what it’s still missing on the ps3 build, i guess i’m going to add shaders, overlays and rom folder with prboom.wad and the cave story rom in the next beta release.

About virtualjaguar core, i’ve been able to get a working compile but i got a very bad sound and only 12-13 fps while playing Tempest; probably you’re quite interested about it so i could include this core too although it has a low performance on ps3 for the moment.

[QUOTE=Ezio_PS;31307]Thank you to let me know what it’s still missing on the ps3 build, i guess i’m going to add shaders, overlays and rom folder with prboom.wad and the cave story rom in the next beta release.

About virtualjaguar core, i’ve been able to get a working compile but i got a very bad sound and only 12-13 fps while playing Tempest; probably you’re quite interested about it so i could include this core too although it has a low performance on ps3 for the moment.[/QUOTE]

not sure if roms folder is the default location now in v1.2.2., worth a try but I am not sure. As in v1.0.0.2 that folder would self-generate and now that folder does not (when the other folders generate on first boot).

Yea tempest i never worked to well, anything 3dish did not work well. I think a few games were playable but its been so long.

Quake is missing, but i think you mentioned that one had issues at the moment. If Cave Story is added nxengine core is needed (which i am sure you know :slight_smile: ). NeoPop but that one has had issues… Other then those i think you have everything.

Hi!

Cheat’s dont seem to work. When i open a .CHT file, it doesn’t detect the cheats. Can you look into it? Running the newest beta :).

[QUOTE=STLcardsWS;31322]not sure if roms folder is the default location now in v1.2.2., worth a try but I am not sure. As in v1.0.0.2 that folder would self-generate and now that folder does not (when the other folders generate on first boot).

Yea tempest i never worked to well, anything 3dish did not work well. I think a few games were playable but its been so long.

Quake is missing, but i think you mentioned that one had issues at the moment. If Cave Story is added nxengine core is needed (which i am sure you know :slight_smile: ). NeoPop but that one has had issues… Other then those i think you have everything.[/QUOTE]

Are you sure that retroarch v1.0.0.2 self-generates the rom folder? I tried to compile that old version and i didn’t notice it, also looking into the code i can’t find it, anyway it’s quite easy to implement that folder, though i’d prefer not to include it letting so the choice of it to the final user. Do you agree? :slight_smile:

Quake and Neopop have some known issues, it’s not so easy to figure out them, however i’m always looking for a solution, but still no result. :frowning:

About Cave Story, the nxengine core is already included in the betas and it works great, it’s only missing the rom that i’ll include in the next build.

[QUOTE=mrkoelie;31388]Hi!

Cheat’s dont seem to work. When i open a .CHT file, it doesn’t detect the cheats. Can you look into it? Running the newest beta :).[/QUOTE]

I just tested the cheats in these latest 4 days, but still nothing, the cheat list isn’t shown up once you load the cheat file, i only added the cheats path to the executable, but i’m not sure if i go adding it to the next build since the cheats aren’t working. Still no luck with them :frowning:

I should not of said self generate for that folder. (it may). but its a folder that was in the release. As these were the location for the prboom.wad and the cavestory (game) files… I was thinking it self generated like the other folders but it may not. but download an official link or mirror of v1.0.0.2 and you will see the roms folder with those files.

Ah okay, i downloaded the official 1.0.0.2 version and checked those files and the roms folder, so i decide including them to the beta releases too. You’ll find them and some new cores in this new beta release.

Beta 1.7 https://www.sendspace.com/file/xjrzyb

Changelog

Added VirtualJaguar core, no bios required Added Mednafen PCFX core, it needs bios in the system/custom folder Update Prosystem core to latest available source code Update Stella core to latest available source code (from 3.4.1 to 3.9.3 version) Update Italian translation Added shaders Added overlays (borders included) Added rom folder Added prboom.wad Added cave story game files

Note

Virtual Jaguar core has poor performance, 12-16 fps and very bad audio. Mednafen PCFX could have a laggy sound, but it’s above 25 fps at least. Cave story game files and prboom.wad are placed into dev_hdd0/games/SNES1000/USRDIR/cores/roms

Any chance you can add Colecovision, Intellivision and Magnavox Odyssey 2 cores in a future release?

When i try to build bluemsx core for ps3 i get an error: L0039: reference to undefined symbol, so at the moment it cannot be built but it could be fixed in near future. About o2em core it compiles for ps3, i need only get a bit of free time to test whether it works or not, while for intellivision you should try the mame core, it should be able to emulate intellivision, not sure though.

[QUOTE=Ezio_PS;31697]When i try to build bluemsx core for ps3 i get an error: L0039: reference to undefined symbol, so at the moment it cannot be built but it could be fixed in near future. About o2em core it compiles for ps3, i need only get a bit of free time to test whether it works or not, while for intellivision you should try the mame core, it should be able to emulate intellivision, not sure though.[/QUOTE]

I tried the Mame core with Intellivision Roms and it doesn’t work. Atari 5200 a possibility?

So even in this latest version, Prosystem is still partially broken. It still does not read the cartridge digest settings when detecting a cart and apply the proper emulation adjustments. Games that require special settings for their cart type, flags, pokey, and region to run, are still broken.

These settings do work, however in the Windows and Android ports, confirmed and those games run correctly. So there is a problem with the PS3 compiled version of emulator, not the prosystem core source itself.

One thing I did notice from your error log earlier isthat one of those variable errors comes right before a call for cartridge digest, so it’s possible that could be part of the problem, but I don’t know enough about C programming to know if that’s definitely it. Either way, something is wrong with PS3 compile of prosystem that it does not read or apply cartridge digest settings.

I would need help with rebinding stuff with this retroarch port. While it is quite great; runs FBA content great and I can access core extra features, I am having problems with making rebinds. Retroarch beta 1.7 will not save rebind files for street fighter alpha 3 and when I tried to fiddle with configs and so on more the buttons just got mapped wildly everywhere with no hope of rectifying it. I have to try manually editing configs I guess but that is wildly confusing since I have to figure out how button numbering works within retroarch PS3 and whatnot. Especially since my binds are meant for third party controllers (arcade sticks)

Edit: Figured out pretty much all of my problems by myself; combination of no default remap folder, FBA core’s arcade setting not being a thing of any kind, and other slight problems and an edit. Nothing from my part except maybe few of these kinks being straightened out but.

So if you are having anything like me just checklist: With Final Burn alpha; do NOT touch the gamepad/arcade input setting in core settings. Set yourself a remap folder on the PS3. Save a remap with Just heavy punch/kick rebound to other R and R2. Save a game or core remap file. Take FBA.self.conf file out of your PS3, edit it out on PC to enable auto rebinds (loads rebind file if one exists which you want)

Rest of the world is your oyster. Thanks again for these builds; all I would personally hope would be a nicer UI but beggars cannot be choosers.

Which cores does it have as of now? I’m planning on installing a CFW on my PS3 now that CFW 4.76 can be installed over OFW 4.76 (No need for the $100 eFlasher anymore yuhuu)

I may assume snes and gba are included, as they’re two of themost popular. But does it include Mupen64?

[QUOTE=ddnava96;33337]Which cores does it have as of now? I’m planning on installing a CFW on my PS3 now that CFW 4.76 can be installed over OFW 4.76 (No need for the $100 eFlasher anymore yuhuu)

I may assume snes and gba are included, as they’re two of themost popular. But does it include Mupen64?[/QUOTE]

Sources?

I looked into the major scene sites and none cited this “news”. Beware of fakes, it can turn your PS3 into a brick!

[QUOTE=Hyllian;33340]Sources?

I looked into the major scene sites and none cited this “news”. Beware of fakes, it can turn your PS3 into a brick![/QUOTE]

Yeah, I already know that. It was a little late and I was a little sleepy, so I just decided “I’ll do some research tomorrow. I need to sleep right now”. I’ll try and get an E3 Flasher (Notice I didn’t even typed it correctly in my previous post) to downgrade my PS3

Either way, I’m still interested in knowing the cores that are included in this release

UMM NO , what you seen is nothing sort of a fake.

mupen64plus won’t be in it, as it requires OpenGL.