Retroarch psp

I’m looking forward to the release of RA on the PSP as well. The psp is such a great handheld, especially after installing custom firmware on it. My main question though, is how will the emulation cores in RA PSP compare to the current best known offerings already available on the psp? Honestly, I don’t feel that snes emulation really worked all that great on the psp, overall performance is less than ideal and I felt it wasn’t really worth it. GBA emulation on the psp is very doable, I’ve tested a multitude of gba emulators and the best currently is tempgba4psp. It’s performance overall is hands down the best compared to other offerings, however it’s missing some features (like fullscreen scaling) that others offer. Then there are the arcade emulators (cps1psp, cps2psp, mvspsp, ncdzpsp) from NJ for capcom play system 1&2, neogeo mvs (with aes support/functionality), and neogeo cdz. Currently they are sitting at 2.3.5 and are all really good emulators. I’ve also used other emulators such as gameboy, neogeo pocket, PC engine which all ran great since they dont require too much for emulation. Though when it comes to NJ’s arcade emulators and the 3 main gba emulators ppl use, while they’re good and are able to play many games perfectly fine, they’re still far from perfect. The GBA emulators require frame skip to be set at max for the games to be playable. Lower the frame skip level or even worst, turn it off, and performance becomes utter crap. Same goes for the arcade emulators (mainly tested and used both mvspsp and ncdzpsp), while performance is generally really good, you’re still experiencing a lot of screen tearing, and slow downs from time to time. The screen tearing is what bothers me the most. Enabling vsync doesn’t really do anything, and I’ve found that enabling framskip actually lowers overall performance compared to when it’s left off. The only option that really has an effect on gameplay performance are the audio options, and it’s best to leave them at default or even lower it if you want get even better performance…

So how will RA psp compare to these emulators currently being used? Will RA on the psp finally allow perfect or near perfect emulation on the psp without the use of frame skip? Will emulation through the RA cores also provide a more stable emulation, with less or even no screen tearing? I think these are the biggest two things when it comes to emulation on the psp. Also, will RA PSP also offer the same or even more features that the individual emulators offer (such as adhoc multiplayer in NJ’s emulators, fullscreen support, etc)? What kind of benefit can we expect when using RA on the psp over current emulators, and will RA on the psp provide an alternative option (through cores) for all the current, popular emulators mainly used on the psp today; or will it only have some?

Some cores will be full speed, some wont. There is only so much you can do with that CPU. RetroArch’s netplay implementation is quite resource heavy, so no I don’t think netplay wii be a thing

True, dual cores at 333mhz isn’t anything to brag about…though, the psp did receive many great games that really pushed the system to it’s fullest. Such an amazing little hanheld. I have the psp go, and im looking forward to the release of RA on the system. Psp go paired with a ps3 controller is even better (control wise) and I caint wait to try it out on RA. It’s great that the psp is still getting attention these days, any improvements to existing emulators or alternate offerings with better performance is more than welcomed. Though I have a few last questions in regards to RA on the psp:

1- Will RA PSP support psps on both original and custom firmwares (like some homebrew do)? If not, and only custom firmwares will be supported, which version of custom firmware is recommended?

2- Will I be able to play ps1 games through RA on the psp?

3- Will I be able to play psp games through RA on the psp?

Anyways, looking forward to seeing improvements in the GBA and Neogeo core offerings in RA for the psp! Hopefully RA on the psp will support Neogeo MVS and AES as well as Neogeo CD; and the most important thing I would like to see is the memory card functionality that comes with neogeo aes and cd. Otherwise, despite if it has overal improvements in performance and stability, I wouldnt say its a better offering than mvspsp or ncdzpsp. That’s one thing sorely missing from the current FBA build in RA, no support for memory card functionality for Neogeo mvs/aes games; would really love to see a Neogeo CD core released for RA as well someday. Perhaps Raine Arcade Emulator would be worth looking into?

Absolutely not to #2 and #3

So far the only cores that I’ve got to work correctly are

  • FCEumm
  • Gambatte
  • NXengine
  • TempGBA

No sure if aliaspider has something else working… I would think picodrive should work but I’m not sure.

Does standalone FBA have memory card funcionality?

I kinda had figured the answer would be no for questions 2 and 3, just wanted to make sure though. Lol

Yes, Standalone FBA does indeed have memory card functionality for systems (that it’s emulating) that use it. Though, Ive only gotten this to work with the current build of FBA that GGPO (http://ggpo.net/) provides. With even the most recent build from barryharris’s site (http://www.barryharris.me.uk/fba.php), the memory card function doesn’t seem to want to work at all when I test it with neogeo games. It also gives me trouble when I try to play neogeo games in console (AES) mode, it doesn’t work as well, and i’m stuck playing in arcade (mvs) mode. The FBA build that GGPO provides doesn’t have these issues, creating and inserting memory cards worked just fine, and I had no issues switching between MVS and AES modes. The memory card also worked for both modes as well; functioned just like other specific neogeo emulators (neoragex, neo.emu, mvspsp).

I have tested an hatari build for psp , but i only get 20 fps max . ( i had 42 with a RPie) . so this one can’t be for the psp. UAE cpu is to heavy for psp .

I have tested an hatari build for psp , but i only get 20 fps max . ( i had 42 with a RPie) . so this one can’t be for the psp. UAE cpu is to heavy for psp .[/quote]

Sounds about right, PSP is on average twice as slow as a Raspberry Pi.

It could be made much faster with some PSP-specific hacks, but aliaspider so far did all those speed improvements so he’d have to take an interest in the port first.

The FBA memory card thing could work as a workaround for the FBA savestate load issue. Adding the GGPO could be a big plus too, is the way to go for online gaming, haven’t touched that in RA yet.

RetroArch’s rollback based netplay is quite similar to GGPO. The GGPO FBO client works with a custom FBA version and an adobe AIR interface. I don’t think that can be integrated.

I’ve just recently read a little bit about RetroArch’s net play functions and how it’s very similar or on par with ggpos in terms of latency, though I was wondering, what RA platforms (besides PC) will be able to use the net play functions? Is this something even android and iOS users will see? or what about even the psp ver of RA? Also, what cores will support the net play functions? Is it something we will only see in MAME or FBA cores, or will it make it’s way to many other cores?

Platforms, most of them. The limiting factor is an IME to input IP addresses. For core support, if a core supports savestates (libretro savestates) it will work. Otherwise it won’t.

Nothing in libretro is tailored for a specific core. It’s up to the core to support libretro features not the other way around

If someone could upload a working dev build of the PSP port somewhere I’d be eternally grateful. I’ve tried with both PSPSDK and Devkitpro PSP which have worked fine in the past to build eboots from source code but doing so with Retroarch only generates obviously broken 7kb garbage data.

No idea what I’m doing wrong.

use the libretro-super psp script to build the libretro cores, copy the resulting .a files to Retroarch/dist/ directory, run the psp1 script there. the output will be the pkg folder inside Retroarch/psp1/.

I have followed these directions, and have gotten the cores compiled into all of the .a files. However, when I try to compile RetroArch itself, I receive the following error:

psp-gcc -I/include -I. -I/usr/psp/sdk/include -O2 -g -G0 -std=gnu99 -ffast-math -DHAVE_KERNEL_PRX -DPSP -D_MIPS_ARCH_ALLEGREX1 -DHAVE_LIBRETRO_MANAGEMENT -DHAVE_ZLIB -DWANT_MINIZ -DHAVE_GRIFFIN=1 -DRARCH_INTERNAL -DRARCH_CONSOLE -DHAVE_MENU -DHAVE_RGUI -DWANT_RPNG -DSINC_LOWEST_QUALITY -DHAVE_CC_RESAMPLER -DHAVE_BUILTIN_AUTOCONFIG -DHAVE_THREADS -D_PSP_FW_VERSION=150   -c -o griffin/griffin.o griffin/griffin.c
In file included from griffin/griffin.c:485:0:
griffin/../gfx/filter.c: In function ‘append_softfilter_plugs’:
griffin/../gfx/filter.c:391:7: warning: implicit declaration of function ‘dylib_load’ [-Wimplicit-function-declaration]
griffin/../gfx/filter.c:391:21: warning: initialization makes pointer from integer without a cast [enabled by default]
griffin/../gfx/filter.c:395:7: warning: implicit declaration of function ‘dylib_proc’ [-Wimplicit-function-declaration]
griffin/../gfx/filter.c:398:10: warning: implicit declaration of function ‘dylib_close’ [-Wimplicit-function-declaration]
In file included from griffin/griffin.c:485:0:
griffin/../gfx/filter.c:425:35: error: ‘struct rarch_soft_plug’ has no member named ‘lib’
<builtin>: recipe for target 'griffin/griffin.o' failed
make: *** [griffin/griffin.o] Error 1

I am running Arch Linux, and have the PSP SDk installed (obviously), as well as zlib and the SDL libraries for the PSP. Is there a different library that griffin.c is requiring? I confess, while I am a deft hand at the shell, C, GCC, and makefiles are just over my head sometimes. Thank you for any help, and thank you for porting RetroArch to This Old PSP, aliaspider!

I just discovered that retroarch is on PSP. This is awesome. Been fiddling with it for the better part of 2 days.

I have a question/request though. Picodrive has a psp port, and it’s been ported to libarch. Can we get a psp libarch version of picodrive included?

I am still having problems switching back to the RGUI using the note key,

It is switching but return back the moment I am releasing the key,

so I have to jump backward and forward a few times to complete an action…

I am using psp 3000 with version 6.60

Any suggestions ?

Anyone ?

Is it possible to remove the FPS counter from the upper left corner since it can be done through the RA settings…

Thanks…

not yet, this is still a dev build… I asked aliaspider but maybe he forgot, I’ll try to remind him.

Thanks!

Retro

I wonder if a FBA port will be possible. It was the core i most used on PS3.