PS3 Will Retroarch-CE ever receive any updates?

Metroid_Hybrid

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First off, I want to thank PSX-place for providing all of the resources involved in softmodding my PS3..

With that out of the way. I'm asking about Retroarch because, as it stands, I can't activate "hardcore mode" for Retro Achievements because of it apparently being "out of date." So even if the actual emulator cores never get improved (which would be nice too), could the security function(s) of Retroarch-CE be updated to comply with Retro Achievements? Or is the "Community Edition" just permanently locked into it's "final" version ever?
 
Crystal the Dev who working on the Retroarch CE edition has been missing in action for about a year now so I wouldn't hold my breath on any updates any time soon. Not sure if anyone else is able to pick up the mantle on this one either.
 
Hopefully the dev comes back soon. I like what we have now, it's pretty well done all things considered lol
 
I wonder if we could somehow use the PS2 RetroArch version, which is still being worked on as far as I know, and use it as a base for something to PS3. It was done back in the HAN days era, maybe the idea could be worked on and improved. I have no idea if RA PS2 version supports retroachievements tho.

POCs :
https://www.psx-place.com/resources/retroarch-emulator-for-ps3-han.813/ <-- this one is the most interesting, as it combines several emulators into a single PS2 ISO.
https://www.psx-place.com/resources/sega-mega-drive-emulator-for-ps3-han.806/
https://www.psx-place.com/resources/fceultra-ps2-premade-iso.740/
https://www.psx-place.com/resources/retroarch-ps2-2048.754/

Edit : I just gave a look at PS2 RA archive and damn, already 57 cores. Impressive.
 
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I wonder if we could somehow use the PS2 RetroArch version, which is still being worked on as far as I know, and use it as a base for something to PS3. It was done back in the HAN days era, maybe the idea could be worked on and improved. I have no idea if RA PS2 version supports retroachievements tho.

POCs :

I have a PS2 and didn't even know this was possible. Thanks!
 
I wonder if we could somehow use the PS2 RetroArch version, which is still being worked on as far as I know, and use it as a base for something to PS3. It was done back in the HAN days era, maybe the idea could be worked on and improved. I have no idea if RA PS2 version supports retroachievements tho.

I highly doubt it, considering that it apparently hasn't been updated since 2019...

The RA security requirements were updated earlier this year..
 
How do you know that date ?

The information tab(s) in your initial quartet of links...

1) Apr 12, 2019
2) Apr 11, 2019
3) Jan 6, 2019
4) Jan 26, 2019

Of course, that could just mean that this site's archive of those programs are just that out-of-date..
And the "RA" that I was referring to in my previous post was Retro Achievements, btw..
 
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I just tried to make a PS3 PKG with PS2 cores. I could load cores but evertime I select a rom game, I'm unfortunately kicked back to PS3 XMB. :confusion:
 
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PS2 RA seems up-to-date with latest RA version : https://buildbot.libretro.com/stable/1.22.1/playstation/ps2/RetroArch_elf.7z

Rather than trying to create a brand new program, is there a way to make those updated cores compatible with the existing Retroarch-CE? As in, where I could just replace the old cores with the new? It would do nothing about the Retro Achievements issue, but it would be nice to perfect the emulators available..
 
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Rather than trying to create a brand new program, is there a way to make those updated cores compatible with the existing Retroarch-CE? As in, where I could just replace the old cores with the new? It would do nothing about the Retro Achievements issue, but it would be nice to perfect the emulators available..

You just can't do that . PS2 RA cores are just ELF files (PS2 executable files) while RA PS3 cores are another type of executable files, you can't mix these types of files and expecting them to work.
 
the cores are SELF files. I was able to build a few cores (probably won't build anymore), and I crafted the eboot after the gambatte core. I don't know how to do a no core build outside of linux and windows, not even sure if it's even possible. I don't know how well these worked. I've only tested them in rpcs3, and I'm no coder, so if there are issues, I doubt I can fix them. the cores are gambatte, 2048, snes9x2010, and genesis gx plus: https://www.mediafire.com/file/ljzt0dqw0rwejn8/retroarch_psl1ght.pkg/file
 
the cores are SELF files. I was able to build a few cores (probably won't build anymore), and I crafted the eboot after the gambatte core. I don't know how to do a no core build outside of linux and windows, not even sure if it's even possible. I don't know how well these worked. I've only tested them in rpcs3, and I'm no coder, so if there are issues, I doubt I can fix them. the cores are gambatte, 2048, snes9x2010, and genesis gx plus: https://www.mediafire.com/file/ljzt0dqw0rwejn8/retroarch_psl1ght.pkg/file

Thanks, gonna try them later.
 
here's it working on rpcs3 btw. I just recently beat dkc1 on nso with 101%, so it seemed fitting. lol
image.png


image2.png


I decided to make another core (not all cores will compile due to coding issues that the ps3 sdk doesn't understand): https://www.mediafire.com/file/d08fdfmtz7vsrvj/FCEUMM.SELF/file

I loaded up one of my favorite games, so it seems to work, at least in rpcs3:
image.png
 
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I have successfully compiled PlayStation 3-compatible .self files for the Genesis Plus GX (Expanded ROM Size) core. My goal was to create builds similar to those developed by
crystalct, tailored for the PS3's unique environment.
This core uses a specialized fork designed to support ROMs larger than the standard 10MB limit, which is essential for titles like Paprium. I have produced three variants with the MAXROMSIZE set to 12MB, 16MB, and 32MB.
Current Testing & Results:
  • 32MB Version: The system crashes upon loading a ROM. This is likely due to the PS3's hardware limitations regarding memory allocation for a single large ROM area.
  • 12MB & 16MB Versions: These are stable and boot into the core, but I have not yet been able to get Paprium (or the "troll" game) to successfully initialize.
I am seeking assistance from developers experienced with the PS3 SDK to help optimize these builds or address the memory constraints.
You can find the links to all three .self files and the core .info files here: https://drive.google.com/drive/folders/12oE_-YIop7-Wa8du6AIKrRxTTbH3DLUK?usp=sharing
 
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