Tutorial  Updated

How to install Retrix (Retroarch/Libretro port) for Xbox One

Prerequisite - Requires Dev mode to be activated so you can sideloadd apps. If you don't already have it you can find more information here. https://www.windowscentral.com/how-activate-dev-mode-your-xbox-one-console


libretro_logo.jpg



Retrix(LibretroRT) is a massive project aimed at porting all libretro cores to UWP. It currently supports Nes,Snes,Sega Master System,Sega Game gear, Sega CD, sg 1000, Playstation, Gameboy, Gameboy advance, and many more to be ported soon. This guide will cover installing Retrix for your xbox one console.


[1.] Download ProjectPgeasus (If you already have ProjectPegasus this step doesn't apply)
https://github.com/wiired24/ProjectPegasus/raw/master/ProjectPegasusSetup.exe





[2.] Once Installed just open it up and select RetriX. Now just wait for it to download. All you have to do now is Sideload Retrix on to your Xbox One (If you don't know how, follow the full guide here https://github.com/wiired24/ProjectPegasus/blob/master/binaries/Installing APPX Packages.pdf )

[3.] Enjoy! :yayone:

TEcaQY6.png


Retrix brings with it support for local 2 player something we have not had until now. It also opens the floodgates to every single emulator that is currently inside the scope of the libretro project. You can see a full list here https://github.com/libretro

I had been sitting on releasing Retrix for quite a bit now but it has finally reached a point where it is stable enough for release. Credit goes to Albertofustonini for creating and maintaining the Retrix Project. Credit also goes to @kingtut for advocating for a Libretro/Retroarch port for Xbox One. You can follow current development on the official github page https://github.com/Aftnet/LibretroRT

 
Last edited by wiired24,

Absestos

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I've been silent for a while, so time for a status update.

While not much has changed in RetriX itself, there has been significant progress in the relationship with the Libretro maintainers:
  • The modifications I had to make to *five* cores to get them to run in UWP have been accepted and I could revert to upstream for those
  • The Libretro maintainers asked me to help with building Libretro cores for Visual Studio 2017/UWP and including that as a platform for their automated builds
    This is huge, since if successful it would be the Libretro maintainers making sure cores stay compatible with UWP instead of me
Now, don't get your hopes up too much yet for point two: this is by no means a done deal and as of right now I can't get those builds to work.

In addition to that I tried to get PCSX-Rearmed to work again, made more progress but ultimately still failed. I also realized it may not be the solution to Xbox performance: Retroarch itself only uses that core for mobile ARM based platforms, PCs (and the Xbox One is a PC) use BeetlePSX.

Finally, I am working on less technical but no less important aspects of the project:
  • A wiki with instructions on how to install and use RetriX - it's linked from the official page too
  • A Patreon page to replace the gofundme one: while I am grateful to every one of you for your support so far, I need more ad more stable funding to support the project properly (I've had to return the Xbox I borrowed too)
  • Filmed footage of RetriX working on tablet and phone, with Xbox One gamepad integration. Need to cut it and create a new intro video for RetriX
The above is, as I said previously, a stepping stone to getting RetriX greater awareness, going beyond the Xbox community alone.

To answer the questions about how I choose which cores to add: it's a mix between
  • Ease of porting to UWP: some cores are much easier than others, because of the way they have been coded, not just depending on how recent the console they emulate is
  • Relevance of the platform itself: number/quality/historical significance of the game catalog
  • Resource requirements, need for 3D acceleration
  • And lastly, which games I personally want to play :P
As for issues with emulation quality itself: you should bring them up to Libretro core maintainers, not me - I only modify cores enough to make them work in UWP and to get those modifications accepted by maintainers.
Ideally I don't touch that code at all afterwards.
 
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ploggy

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I've been silent for a while, so time for a status update.

While not much has changed in RetriX itself, there has been significant progress in the relationship with the Libretro maintainers:
  • The modifications I had to make to *five* cores to get them to run in UWP have been accepted and I could revert to upstream for those
  • The Libretro maintainers asked me to help with building Libretro cores for Visual Studio 2017/UWP and including that as a platform for their automated builds
    This is huge, since if successful it would be the Libretro maintainers making sure cores stay compatible with UWP instead of me
Now, don't get your hopes up too much yet for point two: this is by no means a done deal and as of right now I can't get those builds to work.

In addition to that I tried to get PCSX-Rearmed to work again, made more progress but ultimately still failed. I also realized it may not be the solution to Xbox performance: Retroarch itself only uses that core for mobile ARM based platforms, PCs (and the Xbox One is a PC) use BeetlePSX.

Finally, I am working on less technical but no less important aspects of the project:
  • A wiki with instructions on how to install and use RetriX - it's linked from the official page too
  • A Patreon page to replace the gofundme one: while I am grateful to every one of you for your support so far, I need more ad more stable funding to support the project properly (I've had to return the Xbox I borrowed too)
  • Filmed footage of RetriX working on tablet and phone, with Xbox One gamepad integration. Need to cut it and create a new intro video for RetriX
The above is, as I said previously, a stepping stone to getting RetriX greater awareness, going beyond the Xbox community alone.

To answer the questions about how I choose which cores to add: it's a mix between
  • Ease of porting to UWP: some cores are much easier than others, because of the way they have been coded, not just depending on how recent the console they emulate is
  • Relevance of the platform itself: number/quality/historical significance of the game catalog
  • Resource requirements, need for 3D acceleration
  • And lastly, which games I personally want to play :P
As for issues with emulation quality itself: you should bring them up to Libretro core maintainers, not me - I only modify cores enough to make them work in UWP and to get those modifications accepted by maintainers.
Ideally I don't touch that code at all afterwards.

Automated builds does sound really good. That's one of the benefits we have with the WiiU port. :)
I'm not going to lie I'm gutted you cant get the PCSX Core to work, basically we have to wait/hope that a Dynarec get's written for the Mednafen-Beetle-PSX Core :( What was the stumbling block with porting PCSX-Rearmed?
Was it because it was focused toward arm? There is a non-arm based PCSX core in Retroarch: https://github.com/libretro/pcsx1-libretro and it has a PC Dynarec! (and the Xbox One is a PC) ;)

There was no mention of the FBA Core in your update? Has that taken a back seat?

As always thanks for keeping us updated on current events :)
 

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I've been silent for a while, so time for a status update.

While not much has changed in RetriX itself, there has been significant progress in the relationship with the Libretro maintainers:
  • The modifications I had to make to *five* cores to get them to run in UWP have been accepted and I could revert to upstream for those
  • The Libretro maintainers asked me to help with building Libretro cores for Visual Studio 2017/UWP and including that as a platform for their automated builds
    This is huge, since if successful it would be the Libretro maintainers making sure cores stay compatible with UWP instead of me
Now, don't get your hopes up too much yet for point two: this is by no means a done deal and as of right now I can't get those builds to work.

In addition to that I tried to get PCSX-Rearmed to work again, made more progress but ultimately still failed. I also realized it may not be the solution to Xbox performance: Retroarch itself only uses that core for mobile ARM based platforms, PCs (and the Xbox One is a PC) use BeetlePSX.

Finally, I am working on less technical but no less important aspects of the project:
  • A wiki with instructions on how to install and use RetriX - it's linked from the official page too
  • A Patreon page to replace the gofundme one: while I am grateful to every one of you for your support so far, I need more ad more stable funding to support the project properly (I've had to return the Xbox I borrowed too)
  • Filmed footage of RetriX working on tablet and phone, with Xbox One gamepad integration. Need to cut it and create a new intro video for RetriX
The above is, as I said previously, a stepping stone to getting RetriX greater awareness, going beyond the Xbox community alone.

To answer the questions about how I choose which cores to add: it's a mix between
  • Ease of porting to UWP: some cores are much easier than others, because of the way they have been coded, not just depending on how recent the console they emulate is
  • Relevance of the platform itself: number/quality/historical significance of the game catalog
  • Resource requirements, need for 3D acceleration
  • And lastly, which games I personally want to play :P
As for issues with emulation quality itself: you should bring them up to Libretro core maintainers, not me - I only modify cores enough to make them work in UWP and to get those modifications accepted by maintainers.
Ideally I don't touch that code at all afterwards.


Thanks for the update @Absestos. I'm glad to see the relationship improving between yourself and the libretro guys. Automated builds would be great. I'm sure a Patreon page will help you alot in securing more funds and gaining more attention for RetriX. I would like to reiterate what @ploggy already said a few moments ago. If libretro already has a PCSX Core optimized for PC that has Dynamic Recompilation (Dynarec) why not give that a try and see if you can get a working build?
https://github.com/libretro/pcsx1-libretro
I can tell you first hand that would make myself and many others very ... very happy :)
 
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@ploggy @wiired24

UPDATE

Outreach begins now - I have started a new thread on /r/windowsphone about RetriX. If you want to help out, please upvote and comment. Thank you in advance.

Had a look at the repo for PCSX1and it looks like the last commits were made a couple of years ago.
From the looks of it, Libretro doesn't seem to be maintaining the core...

As for FBA, I had a crack at it a few days ago and it's going to be fairly difficult: the code and build process is very "Unixy", for lack of a better word.
Still interested in adding it, but it will be in the medium as opposed to short term.
 
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@ploggy @wiired24

UPDATE

Outreach begins now - I have started a new thread on /r/windowsphone about RetriX. If you want to help out, please upvote and comment. Thank you in advance.

Had a look at the repo for PCSX1and it looks like the last commits were made a couple of years ago.
From the looks of it, Libretro doesn't seem to be maintaining the core...

As for FBA, I had a crack at it a few days ago and it's going to be fairly difficult: the code and build process is very "Unixy", for lack of a better word.
Still interested in adding it, but it will be in the medium as opposed to short term.

As far as building FBA, I could help if you want. I'm pretty good with Unix specific stuff. I've used Linux/BSD for years
 

ploggy

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@ploggy @wiired24

UPDATE

Outreach begins now - I have started a new thread on /r/windowsphone about RetriX. If you want to help out, please upvote and comment. Thank you in advance.

Had a look at the repo for PCSX1and it looks like the last commits were made a couple of years ago.
From the looks of it, Libretro doesn't seem to be maintaining the core...

As for FBA, I had a crack at it a few days ago and it's going to be fairly difficult: the code and build process is very "Unixy", for lack of a better word.
Still interested in adding it, but it will be in the medium as opposed to short term.


I know its not supported. They switched over to Beetle PSX as their PS1 Core of choice. I thought it could be used as a Core just for the Xbox One since it has speed issues with Beetle.
 
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