[update 15-Nov-2014] RetroArch PSP 1.0.0.3 beta2

thanks for catching those two, ill take a look :slight_smile:

I am using PSP 3000 with 6.60 Pro B10

After I load a core, ā€˜FCEUMM’ and a rom and access the menu it seems a bit messed up, for example next to ā€˜Load state’ there is ā€˜ā€¦ā€™ instead of an integer for the slot number. Also choosing ā€˜Quit retroarch’ actually restarts it. The core options are also not available (I believe i saw some in the previous version, correct me if i’m wrong). They seem to work fine before loading content except for the restart option.

Gambatte - menu ok and core options present, quitting restarts as in fceumm. Tempgba, mednafen pce - menu ok and core options not present, quitting restarts as in fceumm.

edit: It seems core options are only present after loading a rom.

Thanks for update. I have got working every core with new info on first post. Here you can see some simple demonstration or short samples of possibilities in RetroArch on real PSP hadrware (this is not emulator or RemoteJoyLite):

[media:yviludc1]http://www.youtube.com/watch?v=JormSXKr7Q0[/media:yviludc1]

wishlist: will be awesome, if RetroArch will have the full 720x480 resolution display in external video (component) cable mode like daedalusx64.

that one is definitely on my to-do list (both 480p/i and 240p output over component/composant cables), but don’t expect this any time soon.

fixing the menu system is very important since it is very annoying to restart whenever you want to switch games… =(

I’m running PSP (TN-V10) on my PS Vita and when I load RetroArch, I’m getting a black screen.

Same on my Vita. It’s might the famous ā€œMedia Engine is missingā€ issue in eCFW. Well i guess RetroArch can be patched to run on eCFW somehow, but with low fps speed and with worst experience, than on PSP 2000 with extra RAM and stuff. Also if PSP version of RetroArch will not get the N64/PS1/PPSSPP/etc cores, then this is not really needed to have on Vita. I mean there is already we can run PCE/NES/GB/GBC/GBA/etc emulators, that may run well on vita: http://wololo.net/emulators-for-the-psp … load-list/

RetroArch still very handy for real PSP specific hardware and will be more awesome with more cores in future, i think (even if they lag in 3d-era platforms, maybe 2d games will work fine without sound like cool puzzle games on ps1/n64). It’s not 100% information, i’m just logically guessing, correct me, if i’m wrong.

Thanks for bringing RA to the PSP.

Is there a roadmap for inclusion of further cores?

Personally I would love to see the inclusion of the fba/mame and medafen VB cores.

I tested medafen PC engine fast with Splatterhouse J-U and the hack Chrome version all three had big problems with the display being messed up top and bottom more so when the player entered the flooded stages.

Hope things progress and RA comes to Vita and PSTV.

I don’t think mame is a suitable target for PSP, even 078 is huge in RAM requirements. Have to tried those games in standalone mednafen or retroarch PC? it would be nice to know if the problems are there in standalone mednafen.

I kinda expected it not to run on vita since I didn’t test it there. I don’t own one, so this problem can’t be solved yet unless someone with some programming knowledge ( and a vita ) can help me debug it. and retroarch-psp doesn’t use the media engine, so the problem is somewhere else.

I did some modifications for pce-fast to use some gpu acceleration on the psp and didn’t extensively test them yet, so my guess is that these are bugs in my code, those games most likely work fine with standalone mednafen.

Wow, this is excellent, just tested the gambatte and the tempGBA cores and they are excellent.

Gambatte probably is the most compatible GBC emulator on the PSP since the other ones can’t play Shantae properly. :wink: How easy is it to update the cores from upstream? For example, Gambatte had a commit in July that fixed the voice not playing in: Keitai Denjuu Telefang - Power Version (J) [C][!] http://sourceforge.net/p/gambatte/bugs/12/

Not that I would/could play that game, it’s just a little difficult to find problematic GBC games =D =D

TempGBA core looks equivalent to tempGBA4PSP from a little testing. (I test Golden Sun battle, the animations/effect there drop it under 60 and the sound crackles)

I couldn’t test prboom because it gets stuck in a black screen immediately (I have prboom.wad and doom.wad inside /system)

Hello there, was a long-time lurker on these forums but felt the need to register for the first time, mainly to make a little suggestion for future versions of this port.

Could you perhaps reassign the ā€œMenuā€ function to, let’s say, the Home/PS button? The problem with using the Note button is that this leaves users of the PSP E1000 (such as myself) in a bit of a muddle - this budget model removed - amongst other things - the Note and Screen buttons from the bottom panel. As it is, I have to use Home to force quit out of the emulator and reload it everytime I wish to switch to another game.

Thanks!

Wow that E1000 is a real dog, missing buttons…

From what I know, hooking the Home button requires a kernel module to be loaded or something. And that’s problematic for Vita users that run apps through homebrew loaders. Maybe Left shoulder button + Select as secondary menu button?

As a PSP GO with DualShock 3 television user a remap to bring up the menu would be welcome.

Saves me getting up from the couch :wink:

Also a PSPGo user, using 660 PRO-C (1?, I don’t remember, I just know it’s not C2 because I want to play my PSN PS1 Classics)

The only core I’ve used is mednafen PCE Fast. Hu-Card games run at 59.5 or thereabouts FPS, but have problems with graphics priorities. For example, the title screen of Cadash should have the word CADASH filled with flames, but instead the word is hidden behind a rectangle of flames, like the mask isn’t being applied. Also, I haven’t gotten any CDROM game to work. I have the syscard3.pce file in cores\system, and once I launch a game I can pull up the saveram menu to format memory, but the games themselves never start. I get half a screen of red pixels and can’t go on from there. I have tried with Brandish (J), Prince of Persia (US) and Shadow of the Beast (US). Attaching the PSP to my desktop machine and running RA 1.0.0.2 for 64 bit windows 7 against the disc images stored on my PSP’s memory card works fine.

Anyway, this is the most promising homebrew PCEngine emulator I’ve seen on the PSP, and I’d really like to see it work correctly. If there’s anything I can help with (other than coding; I’m not a coder at all) I’d love to do so.

Has anyone gotten prboom to work?

Also, any progress? :slight_smile:

See the first post and video bottom of page one 9 minutes 25.

Well prboom.wad is in the same folder but still I get black screen…

updated the pce-fast core with a new hardware accelerated renderer, most CD-rom games should now be playable. please let me know if you encounter any rendering glitches, since I wrote the renderer from scratch, so I am pretty sure there is at least one game where it will fail hard :D.

screen positioning might be a bit off for some games with exotic resolutions, proper screen alignment will be added in later versions.