RetroArch CE (Unofficial - Community Edition)

PS3 RetroArch CE (Unofficial - Community Edition) Beta 4

Im not sure if you fixed it in your setup just by using only the file "SixAxis Controller.cfg" or you have some more settings modifyed, i guess your file needs to be checked in a fresh retroarch install for confirmation
My retroarch was fresh in my recently formated ps3, and also on my recently installation of RPCS3 + Retroarch. The only addition after configuring the buttons was that I enabled the western orientation as I said earlier (Cross confirms and Circle cancels). And after all of that I discover that the labels for L2/R2 were not detected because their tokens were wrong, in Retroarch they are not axis, they are regular buttons, after changing it, L2/R2 labels were recognized.

One of the things we was changing in the "RetroarchCE edition" was the ICON0.PNG (with a new design of the "space invader" guy)... and i wanted to replace all the other apparences of it
Nothing personal against the official retroarch logo, i hope nobody involved in the project gets angry... is just i like the original pixelated "invader" by TAITO a lot :D
I been reviewing that images yesterday, are around 20 or 25 icons... i will upload them later

About the icons, hmmm I think they designed their logo to be responsive and have a good visibility in different resolutions of screens and scales. Remember, creating an Icon isn't just an illustration. It needs to be recognized by the user even if it's reduced. That's why icons must not be complex, take a look at the Google Material icons , it's a good example of design thinking in every situation. Look at their design principles for some tips.

I love pixels but as the image is fragmented if you reduce/scale down too much, the pixels will merge together and they may look blurry and not well recognized, or even won't fit the concept of the Retroarch default ozone theme.

And one more thing, they may be angry if they follow strictly the branding of their product. I don't see why being angry about the ICON0.PNG but the default icons? Hmmm. Should I suggest a thing related to it? Maybe create PSX-Place Theme with it's icons, etc inside the project.

It's just tips from a fellow ux designer. Anyway, I'm curious, take your shot and share when you want, maybe create another thread about it. And we can leave the report of bugs to this thread, LOL. I hope Crystal can catch all of the reports from this thread.
 
Let me make a recap of the images i was working with...
In the first unestable releases of retroarchCE (and maybe #beta1 and #beta2 too, i dont remember) @Crystal was using other images for ICON0.PNG and PIC1.PNG. This images are used by PS3 XMB to "preload" the content before we boot it
At some point i started making a ICON0.PNG respecting the design of the original "space invader" that is pretty much a grid of 11x8 pixels but using a design concept named "voxels". In short we convert every 2D pixel into a 3D cube
I calculated the dimensions very accuratelly to optimize the space available in the ICON0.PNG of the PS3 XMB and added the 3D effects using lights/shadows in photoshop
I made it for myself mostly, but eventually i shown it here, @Crystal liked it and was added to the retroarchCE #beta3
The problem is that version was made in black... and we decided to change it to white... and i started experimenting adding more effects to it... and i also was making experiments with the PIC1.PNG etc...
It was a work in progress that was freezed at the same time @Crystal become more inactive... and now im reviwing the last versions of that files and i want to show you what i have
GJjIwefek67Q.jpg

If @Crystal accepts them fine... if doesnt i will be using them anyway, if some of you like this versions of the images i suggest you to keep them at safe because by now i cant dedicate much time to them, and eventually could be modifyed, im just organizing my files and thats what i have

Im uploading 3 sets of images, and everyone needs its own comment
Retroarch ICON0 & PIC1.7z
Are the ones mentioned above, the last thing i was doing was the "trailing" blurry line at the right of the ICON0.PNG that represents a movement also is doing a "underline" effect under the TITLE of the app (loaded from the SFO, displayed on top of that trailing). I was also playing around with the eyes of the invader creating layered effects to make it "wink" :D (i have around 5 different "wink" effects, im just uploading the best of them imo). And the laser beam shooted by the invader was a bit like the start point while i was wondering if creating some kind of "scene" using the bottom of the XMB to add more "voxel" stuff. I know the original laser beam is not like that (is like a thunder), but there is no room for the thunder, as far i remember needs 5 "voxels" in down direction and that doesnt looks good because is going to be hidden by the next ICON0.PNG (from other app) located at its bottom
The last thing i was doing with the PIC1.PNG was the "plastic" frame all around, the scanlines of the CRT effect.. and waiting for the final decission about what to do with the logos

Retroarch theme icons.7z
This ones are the image replacements i was talking about in my previous post... what happened with this is i realized there was some icons in the ozone theme with the "invader" guy. Im modifying it in the ICON0.PNG so i wanted to modify this ones too to match the new design of the invader guy
I rushed a lot while doing this images because my main goal was to identify how many icons had the logo with the invader guy and was candidates to be modifyed, and while doing that i realized retroarch have thousands of images (it was a nighmare to find them).I always use the ozone interface so i only made a few for ozone, and yesterday i made the others for the XMB interface themes
If some of you finds more icons where the invader logo could be a candidate to be replaced tell me, i know there are a couple of keys with it from a couple of overlay keyboards (commodore and querty generic) and some from RLGUI but im not completly sure if are used in the PS3 port

Retroarch optimized backgrounds.7z
This ones was made for @Crystal to review them, it was one of the things that was worthy to modify to reduce the actual 500mb of #beta3. By replacing this images by the ones im providing the PKG is reduced in 10mb or so... is not much but in the first post of the thread there is a list of things like this that allows to reduce the PKG down to 350mb or so
Im including the originals for you to compare them, take a look at the sizes in pixels and bytes. I was checking all the images included in retroarch and this ones are the most overkill


DOWNLOAD --> https://ufile.io/gco5sqxn
 
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I should go ahead and inform you all that 3 out of 4 of the SNES9x cores are broken. The current core can't handle graphically demanding games causing frame drops (Star Fox is a huge culprit) as well as fast forward no longer works for some reason, the 2010 & 2005+ cores cause horrendous sound issues when saving and loading states and crashes the games too. The base core works for every game so far I have thrown at it as well as saving & loading states and fast forward. I believe this has been an issue in the base version of Retroarch PS3 for a while and I noticed all this playing various games and they all have these issues. It's not the games themselves that's for sure and this headache has caused me to have to start over a Super Metroid hack thinking it's the game when it was the cores themselves. :( I hope you all can look into this when you can.
 
I should go ahead and inform you all that 3 out of 4 of the SNES9x cores are broken. The current core can't handle graphically demanding games causing frame drops (Star Fox is a huge culprit) as well as fast forward no longer works for some reason, the 2010 & 2005+ cores cause horrendous sound issues when saving and loading states and crashes the games too. The base core works for every game so far I have thrown at it as well as saving & loading states and fast forward. I believe this has been an issue in the base version of Retroarch PS3 for a while and I noticed all this playing various games and they all have these issues. It's not the games themselves that's for sure and this headache has caused me to have to start over a Super Metroid hack thinking it's the game when it was the cores themselves. :( I hope you all can look into this when you can.
According to you the non-working Snes9x cores are:
  • SNES9X (Current)
  • SNES9X 2010
  • SNES9X 2005 Plus
and the working Snes9X is SNES9X 2005?

I'm asking because I couldn't test it yet. I'm reorganizing some other things in my PS3 setup.
 
According to you the non-working Snes9x cores are:
  • SNES9X (Current)
  • SNES9X 2010
  • SNES9X 2005 Plus
and the working Snes9X is SNES9X 2005?

I'm asking because I couldn't test it yet. I'm reorganizing some other things in my PS3 setup.

From the time I've played, yes. SNES9X 2005 is the base core and all of the others are buggy to a degree.
 
I should go ahead and inform you all that 3 out of 4 of the SNES9x cores are broken. The current core can't handle graphically demanding games causing frame drops (Star Fox is a huge culprit) as well as fast forward no longer works for some reason, the 2010 & 2005+ cores cause horrendous sound issues when saving and loading states and crashes the games too. The base core works for every game so far I have thrown at it as well as saving & loading states and fast forward. I believe this has been an issue in the base version of Retroarch PS3 for a while and I noticed all this playing various games and they all have these issues. It's not the games themselves that's for sure and this headache has caused me to have to start over a Super Metroid hack thinking it's the game when it was the cores themselves. :( I hope you all can look into this when you can.

Those issues have been around for awhile. You could try using the Overclock Super FX Chip core option to get better speed.
 
Those issues have been around for awhile. You could try using the Overclock Super FX Chip core option to get better speed.

I did that and it helped a lot for those cores. I'll just use the base core for the fast-forward as most games I'm playing in the current one don't really need it now. Fast-forward still doesn't work in the current core sadly but that's ok.
 
Thanks for all the work put into this! Works better than the old PS3 version of Retroarch, I even got NeoGeo CD games loading. However, I'm having a problem with TurboGrafx CD/ PCE CD games. I can load "Ys. Books I & II" and play it through one of the Beetle cores, but every other ROM I've tried hangs the PS3 up on a black screen after pressing RUN on the PCE boot screen. I've tested my ROM images with Retroarch on Windows 7 with the same USB drive and everything works fine. The only thing I can think of is that my ROMs are compressed with different versions of CHD and that the Community Edition doesn't support the same CHD formats as the latest Retroarch for Windows. Any ideas?
 
Thanks for all the work put into this! Works better than the old PS3 version of Retroarch, I even got NeoGeo CD games loading. However, I'm having a problem with TurboGrafx CD/ PCE CD games. I can load "Ys. Books I & II" and play it through one of the Beetle cores, but every other ROM I've tried hangs the PS3 up on a black screen after pressing RUN on the PCE boot screen. I've tested my ROM images with Retroarch on Windows 7 with the same USB drive and everything works fine. The only thing I can think of is that my ROMs are compressed with different versions of CHD and that the Community Edition doesn't support the same CHD formats as the latest Retroarch for Windows. Any ideas?
As far as I knew, no emulator or core for ps3 could play CHD, I think that has not changed.
 
Thanks for all the work put into this! Works better than the old PS3 version of Retroarch, I even got NeoGeo CD games loading. However, I'm having a problem with TurboGrafx CD/ PCE CD games. I can load "Ys. Books I & II" and play it through one of the Beetle cores, but every other ROM I've tried hangs the PS3 up on a black screen after pressing RUN on the PCE boot screen. I've tested my ROM images with Retroarch on Windows 7 with the same USB drive and everything works fine. The only thing I can think of is that my ROMs are compressed with different versions of CHD and that the Community Edition doesn't support the same CHD formats as the latest Retroarch for Windows. Any ideas?

Maybe the PCE core doesn't support CHDs? I know that Genesis Plus GX does for Sega Mega CD.
 
Thanks for the tip. I made a script to extract CD images from all the CHDs, then combined them into single BINs with CDMage. Everything works fine on PS3 now. :)
 
@aldostools @Crystal
Has anyone by chance ran into any stability / freezing conflicts with retroarch CE beta 3 and webman 1.47.36 and/or evilnat 4.88 CFW? I've been working on narrowing down a freezing issue that popped up on my slim over the last month. I came across a post on a modded ps3 fb group where a guy was having a similar issue on a G model. I was in the process of setting back up my slim so decided i'd put Retroarch CE on next just to confirm, and sure enough the freezing started again as well as webman becoming unusable and freezing. I removed Retroarch and I can now load games fine in webman again. I'm not sure exactly where the conflict lies, but there is something to this I feel like.

Link to post from the guy that also had the issue: https://www.facebook.com/groups/1360210064117291/posts/2231288847009404
 
@aldostools @Crystal
Has anyone by chance ran into any stability / freezing conflicts with retroarch CE beta 3 and webman 1.47.36 and/or evilnat 4.88 CFW? I've been working on narrowing down a freezing issue that popped up on my slim over the last month. I came across a post on a modded ps3 fb group where a guy was having a similar issue on a G model. I was in the process of setting back up my slim so decided i'd put Retroarch CE on next just to confirm, and sure enough the freezing started again as well as webman becoming unusable and freezing. I removed Retroarch and I can now load games fine in webman again. I'm not sure exactly where the conflict lies, but there is something to this I feel like.

Link to post from the guy that also had the issue: https://www.facebook.com/groups/1360210064117291/posts/2231288847009404

I suggest to reduce the number of variables that could be causing your issue.
e.g. use evilnat 4.88.2 + retroarch CE alone.

Also avoid the use of mods like multi gameboot mod or other VSH plugins.
A clean CFW install may help if you have installed mods like PS3 Pro mod or Ultimate Toolbox.
 
I suggest to reduce the number of variables that could be causing your issue.
e.g. use evilnat 4.88.2 + retroarch CE alone.

Also avoid the use of mods like multi gameboot mod or other VSH plugins.
A clean CFW install may help if you have installed mods like PS3 Pro mod or Ultimate Toolbox.
Yea it's corrupted my HD unfortunately so i'm back to square one again on this slim. I can say that this round, the only things that were installed, were multiman, irisman, and webman mod before I installed Retroarch CE beta 3. Once I installed that, it started freezing again. I tried to go back to rebug 4.86 to see if that would help but it forced me to re-format this time after attempting the file system fix it prompted me to do.

Unfortunately I think i'm gonna have to hang back on older CFW for now as much as I like Evilnat 4.88 and it's features. I'm hearing a lot of other people on reddit and FB stating they're having issues with various homebrew on 4.88 CFW. Stating that a lot of it isn't updated for support on 4.88 CFW.
 
@aldostools , @sandungas and @Crystal I fixed the swapped buttons! I found the error.

The original code of SixAxis Controller.cfg is:
Code:
input_driver = "ps3"
input_device = "SixAxis Controller"
input_b_btn = "0"
input_y_btn = "1"
input_select_btn = "2"
input_start_btn = "3"
input_up_btn = "4"
input_down_btn = "5"
input_left_btn = "6"
input_right_btn = "7"
input_a_btn = "8"
input_x_btn = "9"
input_l_btn = "10"
input_r_btn = "11"
input_l2_btn = "12"
input_r2_btn = "13"
input_l3_btn = "14"
input_r3_btn = "15"
input_l_x_plus_axis = "+0"
input_l_x_minus_axis = "-0"
input_l_y_plus_axis = "+1"
input_l_y_minus_axis = "-1"
input_r_x_plus_axis = "+2"
input_r_x_minus_axis = "-2"
input_r_y_plus_axis = "+3"
input_r_y_minus_axis = "-3"

input_b_btn_label = "Cross"
input_y_btn_label = "Square"
input_select_btn_label = "Select"
input_start_btn_label = "Start"
input_up_btn_label = "D-Pad Up"
input_down_btn_label = "D-Pad Down"
input_left_btn_label = "D-Pad Left"
input_right_btn_label = "D-Pad Right"
input_a_btn_label = "Circle"
input_x_btn_label = "Triangle"
input_l_btn_label = "L1"
input_r_btn_label = "R1"
input_l2_axis_label = "L2"
input_r2_axis_label = "R2"
input_l3_btn_label = "L3"
input_r3_btn_label = "R3"
input_l_x_plus_axis_label = "Left Analog Right"
input_l_x_minus_axis_label = "Left Analog Left"
input_l_y_plus_axis_label = "Left Analog Down"
input_l_y_minus_axis_label = "Left Analog Up"
input_r_x_plus_axis_label = "Right Analog Right"
input_r_x_minus_axis_label = "Right Analog Left"
input_r_y_plus_axis_label = "Right Analog Down"
input_r_y_minus_axis_label = "Right Analog Up"
input_menu_toggle_btn_label = "PS"

*The fixed SixAxis Controller.cfg is:
Code:
input_driver = "ps3"
input_device = "SixAxis Controller"
input_b_btn = "8"
input_y_btn = "1"
input_select_btn = "2"
input_start_btn = "3"
input_up_btn = "4"
input_down_btn = "5"
input_left_btn = "6"
input_right_btn = "7"
input_a_btn = "0"
input_x_btn = "9"
input_l_btn = "10"
input_r_btn = "11"
input_l2_btn = "12"
input_r2_btn = "13"
input_l3_btn = "14"
input_r3_btn = "15"
input_l_x_plus_axis = "+0"
input_l_x_minus_axis = "-0"
input_l_y_plus_axis = "+1"
input_l_y_minus_axis = "-1"
input_r_x_plus_axis = "+2"
input_r_x_minus_axis = "-2"
input_r_y_plus_axis = "+3"
input_r_y_minus_axis = "-3"
input_b_btn_label = "Cross"
input_y_btn_label = "Square"
input_select_btn_label = "Select"
input_start_btn_label = "Start"
input_up_btn_label = "D-Pad Up"
input_down_btn_label = "D-Pad Down"
input_left_btn_label = "D-Pad Left"
input_right_btn_label = "D-Pad Right"
input_a_btn_label = "Circle"
input_x_btn_label = "Triangle"
input_l_btn_label = "L1"
input_r_btn_label = "R1"
input_l2_btn_label = "L2"
input_r2_btn_label = "R2"
input_l3_btn_label = "L3"
input_r3_btn_label = "R3"
input_l_x_plus_axis_label = "Left Analog Right"
input_l_x_minus_axis_label = "Left Analog Left"
input_l_y_plus_axis_label = "Left Analog Down"
input_l_y_minus_axis_label = "Left Analog Up"
input_r_x_plus_axis_label = "Right Analog Right"
input_r_x_minus_axis_label = "Right Analog Left"
input_r_y_plus_axis_label = "Right Analog Down"
input_r_y_minus_axis_label = "Right Analog Up"
input_menu_toggle_btn_label = "PS"

Fixing the swapped buttons
The problem were these lines:
input_b_btn = "0"
input_y_btn = "1"
input_a_btn = "8"
input_x_btn = "9"


They should be:
input_b_btn = "8"
input_y_btn = "1"
input_a_btn = "0"
input_x_btn = "9"


Fixing the wrong button labels
The default lines below:
input_l2_axis_label = "L2"
input_r2_axis_label = "R2"


They should be:
input_l2_btn_label = "L2"
input_r2_btn_label = "R2"


If not the L2/R2 label won't be recognized and won't appear. They will appear as buttons 12 and 13 in the Retroarch UI.


To discover that I started to remap all buttons of Port 1 Controls manually (Settings > Input > Port 1 Controls).
At every button that I pressed it assigned a number (before they were all called as Auto:NameOfPS3button).
And then I compared the default values of the SixAxis Controller.cfg with the new ones from the same Port 1 Controls screen that I was configuring my buttons.
So If the default controls in the CFG were right, all the buttons that I pressed and were shown in the screen would still have the same values. They would match... but they didn't.

After it was set, when I pressed CIRCLE the button would CONFIRM just like the Japanese systems. And CROSS would CANCEL.
If you check the CFG label and compare with the ICONS, it wall makes sense.

Now, go to Settings > Input > Menu Controls and look for that option:
Menu Swap OK and Cancel Buttons. <OFF>
Swap buttons for OK/Cancel. Disabled is the Japanese button orientation, enabled is the western orientation.

OFF is the default in PS3 build. If you change to ON, the western orientation will be enabled and the CROSS will CONFIRM and CIRCLE will CANCEL.

Now it's time to in the next release use the fixed CFG version as the default one. And I suggest to leave the SWAP OK AND CANCEL BUTTONS <ON> so it would be in the western mode.

So the problem were not the images of the button files, it was the autoconfig CFG that had the wrong button numbers assigned. We were all wrong, LOL.

PS: Curious fact, the autoconfig PS3 Controller (hid) file from PC version uses the same button numbers as the Fixed one from the PS3 Console version.

EDIT: Updated the post with a fix for another bug, related to button labels, that I found in the SixAxis Controller.cfg.

Damm I thought I was 100% right about my swap buttons fix, but I wasn't. The label fix still needs to be applied like this:

Fixing the wrong button labels
The default lines below:
input_l2_axis_label = "L2"
input_r2_axis_label = "R2"

They should be:
input_l2_btn_label = "L2"
input_r2_btn_label = "R2"


If not the L2/R2 label won't be recognized and won't appear. They will appear as buttons 12 and 13 in the Retroarch UI.

So, what went wrong then? How I discovered? I tried to bind some keyboard keys in DOSBox and the B/A buttons (CROSS/CIRCLE) from the icon, inside the core input port 1 settings, never corresponded to what I pressed, the icons were corresponding the text, but the game not.
So at first I thought I messed up somewhere or I thought the dosbox was bugged... But then I tried to check a game that I was familiar with to check what was going on, it was Streets of Rage 1 from Sega Mega Drive / Genesis. The Icon and the text label were right but again the B/A buttons from Retroarch (CROSS/CIRCLE) (and B/C in Sega Mega Drive) were swapped.
So I tried to install the old Retroarch 1.76 that I knew it was right, and it was. So I checked the buttons with Retroarch CE and fixed with default Retroarch button mapping. I also had to go back to disable "Menu Swap Ok and Cancel Buttons".

So the problem is the OZONE theme, the icons from the bottom bar / footnote where it says which button is OK and Cancel are swapped. But you can't simply go into the theme folder and swap the images. Because the problem is only in this place, it's calling the wrong images, wrong filenames. It's like B button is calling "Abutton.png" (input_BTN-R.png) for example, instead of "Bbutton.png" (input_BTN-D.png).
If you just swap the images every other place where you setup your buttons will be swapped.

Sorry about my mistake. I hope @Crystal comes back to fix.
 
please help update Fceumm for ps3 Retroacrh community beta 3

Crystalc got lost somewhere and I don't know who else can do it :-(
 
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I'm finding the community edition works great but I've found one strange issue which I can't seem to fix.

Prior to installing the community edition I had the 'official' version installed and used it in conjunction with webman. Now with the community edition when I launch a ROM via webman>ROMS from the XMB I seem to be getting a different config than if I launch Retroarch directly from the XMB.

I deleted the original install so not sure why this is. It's almost like a different config is being loaded depending on how I launch Retroarch.

Any help much appreciated.


Sent from my iPhone using Tapatalk
 
I'm finding the community edition works great but I've found one strange issue which I can't seem to fix.

Prior to installing the community edition I had the 'official' version installed and used it in conjunction with webman. Now with the community edition when I launch a ROM via webman>ROMS from the XMB I seem to be getting a different config than if I launch Retroarch directly from the XMB.

I deleted the original install so not sure why this is. It's almost like a different config is being loaded depending on how I launch Retroarch.

Any help much appreciated.


Sent from my iPhone using Tapatalk

Hey apt. I think you did it right, two Retroarch installations could conflict with webman launching roms through the XMB.

This is how it works:
  1. Retroarch CE installs in dev_hdd0/game/RETROARCH
  2. old/official Retroarch installs in /dev_hdd0/game/SSNE10000
If you are using Retroarch CE it may load the CFG from it's folder structure.

Both webMAN MOD and ROM/PKG Launcher must be updated to use Retroarch CE.
Download both packages @ https://github.com/aldostools/webMAN-MOD/releases

I don't use ROMs through XMB with webman, so I can't help you any further. Maybe aldostools (webMAN MOD developer) can help.
Try asking for help here too: https://www.psx-place.com/forums/webman-mod.126/
 
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Hey apt. I think you did it right, two Retroarch installations could conflict with webman launching roms through the XMB.

This is how it works:
  1. Retroarch CE installs in dev_hdd0/game/RETROARCH
  2. old/official Retroarch installs in /dev_hdd0/game/SSNE10000
If you are using Retroarch CE it may load the CFG from it's folder structure.

Both webMAN MOD and ROM/PKG Launcher must be updated to use Retroarch CE.
Download both packages @ https://github.com/aldostools/webMAN-MOD/releases

I don't use ROMs through XMB with webman, so I can't help you any further. Maybe aldostools (webMAN MOD developer) can help.
Try asking for help here too: https://www.psx-place.com/forums/webman-mod.126/

Thanks for your reply. I totally removed the SSNE10000 install but maybe the config files for this are still lingering on my system and that's what's been used when launching ROMS via webman games and the config from RETROARCH is being used when launching directly from Retroarch from the XMB.

Could the configs be in the user folder? Not sure where to look if so. When I looked at the directory setting for each config they were different but I made them both the same (ie pointing to the corresponding folders under RETROARCH/usrdir/…) but they are different as it's not keeping settings such as theme, playlists or history.

I have the latest version of webman and ROM/PKG Launcher installed btw.


Sent from my iPhone using Tapatalk
 
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