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

 
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kingtut

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@kingtut we will not register to ID@Xbox we just use someone who work with Xbox SDK in ID@Xbox (better said somebody registered in ID@Xbox help us).
we will not publish RETRIX in MS store. Distribution (from cloud mediafire.com) stay as it (only for dev consoles). Then MS dont stop emulator.
hmm, do you know anyone from id@xbox? and do you know what could they do to help us in this case?
 

wiired24

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unless im wrong the speed would get better if you release retail build and not debug unless thats what your doing

@dominater01 i have tested RetriX with the latest release build and for both Crash Team Racing and Marvel vs Capcom it ran a tad slow. So that isn't not the issue

@jirkawaggon ID@xbox wouldn't work. For that you MUST be a registered developer with Microsoft for the program. Requires Approval and it's not easy

@Absestos I'll see what I can do to try and get RetriX featured on the front page. I did share on Reddit r/xboxone community and roughly around 3.6 thousand people viewed it and it has over 100+ upvotes. It was very well recieved.

As far as other emulators go if you can get Sega Saturn and or Dreamcast I'm happy. PS2 and gamecube is honestly a pipe-dream at least for the short term
 
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ploggy

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@dominater01 i have tested RetriX with the latest release build and for both Crash Team Racing and Marvel vs Capcom it ran a tad slow. So that isn't not the issue
I think he meant you can compile as Debug or as Retail?
Currently Retrix is compiled for Arm/x86 and x64 yes? Is it possible to compile just for x64 to test?
 

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I dont think XDA would be of much help, since its a mobile community.

And btw, currently im thinking on getting an xbox one S, and cant test nothing right now, what cores are supported right now? or what systems are emulated? and does save state or internal saves work? O:

Currently NES,SNES,SEGA MS, SEGA MD, PSOne,GB,GBA,SEGA CD, SG 1000
Saves states do work
 

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@wiired24 yes, I know that creator in ID@xbox must be registered in MS, but in my IDEA we use somebody who is already registered in ID@Xbox (and work on his game). He only improve RETRIX and he will still work on his game (in id@xbox).
 

wiired24

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@wiired24 yes, I know that creator in ID@xbox must be registered in MS, but in my IDEA we use somebody who is already registered in ID@Xbox (and work on his game). He only improve RETRIX and he will still work on his game (in id@xbox).

Well, I appriciate the thought but I just don't see that idea as being practical tbh.
 

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@dominater01 i have tested RetriX with the latest release build and for both Crash Team Racing and Marvel vs Capcom it ran a tad slow. So that isn't not the issue

@jirkawaggon ID@xbox wouldn't work. For that you MUST be a registered developer with Microsoft for the program. Requires Approval and it's not easy

@Absestos I'll see what I can do to try and get RetriX featured on the front page. I did share on Reddit r/xboxone community and roughly around 3.6 thousand people viewed it and it has over 100+ upvotes. It was very well recieved.

As far as other emulators go if you can get Sega Saturn and or Dreamcast I'm happy. PS2 and gamecube is honestly a pipe-dream at least for the short term

same here, saturn and dreamcast deserves it
 

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Whoever has retrix installed on Xbox one and visual studio try to use the the debug feature to see why it's crashing I would but my computer sucks
 

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I have to say I agree with @wiired24, I don't see using someone else's ID@xbox membership would be practical (and they may be going against the ToS by doing so).

Added link to download page to gofundme, big thanks to those who donated an additional 20 EUR.

Started investigating feasibility of hardware rendering support with Playstation core: managed to almost get it to compile using Angle, a Google/Microsoft developed library that translates OpenGL ES to DirectX.
All cores that want hardware acceleration need to be compiled against that library, since UWP only supports DirectX.
In short, early investigation looks promising, but don't get too excited yet. Big unknown is what happens to vertex/pixel shaders included in cores themselves.

Next step is to rewrite RetriX's renderer to also use Angle, since it needs to interoperate with the cores, which is what I'm currently attempting to do. At first it will still only support cores via software rendering, but even that should give some efficiency gains and open up the ability to use scaling shaders
 

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I have to say I agree with @wiired24, I don't see using someone else's ID@xbox membership would be practical (and they may be going against the ToS by doing so).

Added link to download page to gofundme, big thanks to those who donated an additional 20 EUR.

Started investigating feasibility of hardware rendering support with Playstation core: managed to almost get it to compile using Angle, a Google/Microsoft developed library that translates OpenGL ES to DirectX.
All cores that want hardware acceleration need to be compiled against that library, since UWP only supports DirectX.
In short, early investigation looks promising, but don't get too excited yet. Big unknown is what happens to vertex/pixel shaders included in cores themselves.

Next step is to rewrite RetriX's renderer to also use Angle, since it needs to interoperate with the cores, which is what I'm currently attempting to do. At first it will still only support cores via software rendering, but even that should give some efficiency gains and open up the ability to use scaling shaders

This sounds very promising! Would definitley open the door for alot of possibilities down the road for other systems to work with RetriX as well. Perhaps that would improve performance of the PS1 Emulator? Keep up the good work :)
 
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ploggy

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@dominater01 i have tested RetriX with the latest release build and for both Crash Team Racing and Marvel vs Capcom it ran a tad slow. So that isn't not the issue

@jirkawaggon ID@xbox wouldn't work. For that you MUST be a registered developer with Microsoft for the program. Requires Approval and it's not easy

@Absestos I'll see what I can do to try and get RetriX featured on the front page. I did share on Reddit r/xboxone community and roughly around 3.6 thousand people viewed it and it has over 100+ upvotes. It was very well recieved.

As far as other emulators go if you can get Sega Saturn and or Dreamcast I'm happy. PS2 and gamecube is honestly a pipe-dream at least for the short term

Maybe a pipe dream but the Dolphin Core was added to Retroarch recently. :)
 
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wiired24

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Maybe a pipe dream but the Dolphin Core was added to Retroarch recently. :)

Well just because it is supported upstream now doesn't necessarily mean anything yet. I'm not saying it's impossible for Dolphin to be added to RetriX in the future I just don't think anyone should expect it anytime soon
 

ploggy

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Well just because it is supported upstream now doesn't necessarily mean anything yet. I'm not saying it's impossible for Dolphin to be added to RetriX in the future I just don't think anyone should expect it anytime soon
Yea, I think its a while off too. But it's nice to dream lol I've been messing with the Winpse10 emu recently and have to say it isn't terrible, don't get me wrong it's crap that they charge for an obvious open source port but it shows PS1 can reach fullspeed Emulation. The only real issue was the terrible sound and the lack of frame limiting. ;)
 
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Yea, I think its a while off too. But it's nice to dream lol I've been messing with the Winpse10 emu recently and have to say it isn't terrible, don't get me wrong it's crap that they charge for an obvious open source port but it shows PS1 can reach fullspeed Emulation. The only real issue was the terrible sound and the lack of frame limiting. ;)

Saves states are buggy and hardly work at all. If they do work the audio will usually stop playing in game. The sound is also terrible. It's okay for playing fighting games and platformers but for RPG's and other games that you might invest alot of time into it's a deal-breaker. It's only made worse by the fact that you pay for it and it's not even fully functional. And yeah that's something I pointed out a couple days ago. It does prove Xbox One is capable of full speed PS1 Emulation for sure.
 
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HEMI345

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In regard the PSOne emulator, could you guys find how the PS3 Multiman app runs the ps1 games perfectly? I have been always thought that the ps1 emulator so easy to deal with, since it's run great in deferent systems. I wish you guys all the luck with this emulator. Many thanks.
 
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wiired24

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In regard the PSOne emulator, could you guys find how the PS3 Multiman app runs the ps1 games perfectly? I have been always thought that the ps1 emulator so easy to deal with, since it's run great in deferent systems. I wish you guys all the luck with this emulator. Many thanks.

The problem is not with PsOne rather it's in dealing with the limitations and constraints of a UWP Sandbox
 
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kingtut

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Its not the emulator itself that is a problem, because the ps1 emulator runs well on windows 10 pc, it is only slow when used on xbox one. This is due the fact that uwp apps (apps working on xbox one as well as windows phone) have limitations. That being said, it is not impossible to run ps1 emulator on xbox one, it just requires optimization like @albestos is currently doing.

I do have a question though, how does hardware rendering differ from software rendering? like how does it helps us in this case? I know that converting from opengl to directx should make the emulator more natively on xbox one if I understand correctly
 
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