1. SeongGino

    OP SeongGino The Average One
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    Welcome to the (semi)official RetroArch/Libretro cores thread for PS Vita
    ("I THINK I got the right subforum this time" Edition!)


    Small disclaimer: Make sure you are on Firmware 3.60 OR Firmware 3.65 with the latest HENkaku (Ensō) exploit!
    For those new to Libretro and RetroArch, you can read about what the Libretro API is here, as well as a general explanation of RetroArch as a whole here! Relevant documentation is provided here. Feel free to ask more in the thread!
    If any bugs are present in any of the Libretro cores or exist within the RetroArch UI itself on the PS Vita, and are not acknowledged in the main post, please report them here. The goal of the article is to provide as much information on what works and doesn't work currently alike on the PS Vita port of RetroArch and the Libretro cores.


    Latest Stable Builds: RetroArch v1.8.7 (Click me to download!)
    Download both RetroArch.vpk and RetroArch_data.zip. Once downloaded, transfer the .vpk to your Vita's storage device (ux0 or etc.), extract the retroarch folder in RetroArch_data.7z to ux0:data, and install as usual via VitaShell. Configuration and data files are maintained in ux0:data/retroarch, while cores are in ux0:app/RETROVITA.

    RetroArch is currently signed as a "safe homebrew"; this means protected/system folders such as "pspemu" will NOT be accessible through RetroArch by default! It is highly recommend to create a folder for ROMS in ux0:data/retroarch (Or another mountpoint, e.g. uma0:)

    Latest Nightly Builds: http://buildbot.libretro.com/nightly/playstation/vita/ (Reminder that stability varies compared to the numbered releases!)


    Changelog:
    • 05/17/2020: 1.8.7 release build for PlayStation Vita (and other platforms) has been released! More information regarding the update can be found here.
    • VITA - New cores 'Frodo' 'Lutro', 'Neko Project II', 'px68k' added.
    • Improvements to Cheevos initialization when disabled, and other additions.


    Currently Available cores (package name/emulator name/emulated console):


    Current Performance: Thanks for the suggestion, Chesskid1!
    Reminder, these are estimations and are not to judge overall performance of each core or RetroArch as a whole. Notable exceptions to each rule will be noted.

    Consoles
    Atari 2600 (Stella): Fullspeed.
    Atari 7800 (ProSystem): Fullspeed.

    Genesis/Mega Drive/Master System/Game Gear/CD (Genesis Plus GX): Fullspeed, consistent in both cartridge and Sega CD games. Sega 8-bits platforms run fine as well.
    Genesis/Mega Drive/CD/32x (PicoDrive): Fullspeed, consistent in both cartridge and Sega CD games; less overhead than Genesis Plus GX. However, 32X games may run poorly (~40fps).

    NES (FCEUmm): Fullspeed, consistent (This IS the NES, after all... (^^;; )
    NES (Nestopia): Fullspeed, consistent (This IS the NES, after all... (^^;; )
    Neo-Geo CD (NeoCD): Fullspeed in system menus, but inconsistent framerates in-game; expect ~50fps.
    PC Engine (MednaFen): Fullspeed, consistent in HuCard and Super CD-ROM2 games.
    PlayStation (PCSX Re-ARMed): HEAVILY dependent on game, expect anywhere from 60fps in 2D-based games to 30fps in some 3D-based titles.
    SNES (Snes9x 2005): ~55fps - 60fps on standard games, ~50fps on SuperFX-powered games.
    SNES (Snes9x 2005+): ~50fps - 60fps on standard games. Frame drops compared to Regular '05 Snes9x are noticeable, however, on select games.

    SNES (Snes9x 2010): ~40fps on standard games; recommend using Snes9x 2005 instead.
    Sega Saturn (Yabause): Basically nonfunctional, Proof-of-Concept only.
    Vectrex: ~50fps, however this is fullspeed for Vectrex.

    Computer Systems
    MS-DOS (DOSBox): Functional, fairly slow, however; mapping instructions here.
    ZX81 (81): ?

    PC-9801 (NP2K): Functional, but fairly slow.
    ZX Spectrum (Fuse): Full speed.

    Handhelds

    Atari Lynx (Handy): ~60fps
    Game Boy (Gambatte/TGBDual): ~60fps
    Game Boy Advance (gpSP): Generally fullspeed...
    when it works. Many games won't boot (Monkey Ball Jr., Payback), exhibit compatibility issues (Dragon Ball Z games, Golden Sun 2), or will display inaccuracies (Golden Sun games)
    Game Boy Advance (VBA Next): ~40-50fps. 2D games will perform better, but anything more demanding (Golden Sun, 3D games) will be slow.

    Neo-Geo Pocket (Color) (MednaFen): Fullspeed
    Virtual Boy (MednaFen): ~25fps-30fps
    WonderSwan (Mednafen): Fullspeed on WonderSwan and Color games alike

    Arcade Systems

    Final Burn Alpha: Varies by ROMset, generally better performance than MAME however.
    CPS1 (Final Burn Alpha): 60fps, consistent.
    CPS2 (Final Burn Alpha): 60fps, consistent.
    Neo-Geo (Final Burn Alpha): 60fps, consistent.

    FB Neo: Varies by ROMset, generally same performance when playing CPS1/2/NG, but others will be slow.
    MAME 2000 (0.37b5): Varies by ROMset, generally full speed in most cases; may exhibit different performance from FBA.
    MAME 2003 (0.78): Varies by ROMset, generally half-speed, if not slower; recommend using Final Burn Alpha or MAME 2000 (0.37b5) instead.

    Engine Ports

    2048: Working.
    Cave Story (NXEngine): Fullspeed.
    DOOM (PrBoom): Fullspeed.
    However, using "Linear" filtering on anything but fog will drop framerates to half-speed.
    Quake (TyrQuake): 40fps-50fps with defaults, adjustable in settings.



    Current Bugs:

    Global
    Rewind/Fast Forward currently cause sporadic performance hitches on Genesis Plus GX (Requires further investigation).

    Core Specific
    vecx_libretro: Sound pitch is an octave lower than original hardware?
    fuse_libretro: Cannot load more than one ROM in a single session (Application Crash). To change/reset a game, a complete reload of the core is necessary (As "Reset" restarts the virtual ZX Spectrum; NOT re-loading the game).

    Fixed Issues/Bugs

    Please note that these bugs are currently a non-issue or fixed as of the latest Stable/Nightly builds. These remain purely for historical purposes and are not indicative of current state of RetroArch/Libretro cores.



    Bios Files Required (Place in ux0:data/retroarch/system):
    Deprecated; individual core prerequisites can be found on the official documentation (under "For Users -> Core Library -> Console Manufacturer -> Console Name (Core Name)")


    Final Burn Alpha/MAME disclaimer: Final Burn Alpha uses a unique ROMset based off of MAME 0.140. MAKE SURE you are using sets marked as compatible with Final Burn Alpha v0.2.97.35 for that core. ONLY USE MAME sets with MAME itself, NOT Final Burn Alpha!



    Thread is WIP. If you have any concerns, leave a post or message me.
    Credit where credit's due to all the users who have assisted with RetroArch/Libretro, the Vita ports, and everyone who provides unofficial fixes, advice, and assets for use with Vita RetroArch/Libretro. Thank you!
     
    Last edited by SeongGino, May 18, 2020 - Reason: Update.
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  2. snk4ever

    snk4ever Advanced Member
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    Very useful post, thank you !

    For core specific bugs, I couldn't get prboom to run on 04/08 build. Using the same WAD that works with the Vita port of Doom, I am taken back to the RGUI when selecting it.
     
    Last edited by snk4ever, Aug 5, 2016
  3. jimmyleen

    jimmyleen GBAtemp Maniac
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    We need this to be pinned! Hurry!
     
  4. z3ro

    z3ro Advanced Member
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    Whoo! I'm so very glad to see this. One more day until I can join the HENkaku elite. :D
     
  5. sj33

    sj33 GBAtemp Psycho!
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  6. bache

    bache GBAtemp Advanced Fan
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    laharl22 GBAtemp Advanced Maniac
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    Dynarec are enabled on latest nigthtly?
     
  8. wolven9

    wolven9 GBAtemp Advanced Fan
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    genesis_plus_gx_libretro has an issue with Sega CD where the audio screws up if you suspend the app
     
  9. wintermute808

    wintermute808 Member
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    Worth noting that with this nightly (08/05) FCEUmm (SVN) is able to load zipped files without crashing.
     
    Last edited by wintermute808, Aug 5, 2016
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  10. SeongGino

    OP SeongGino The Average One
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    To be fair, the original owner had a point, and I will acknowledge that the thread in question is a tad redundant.
    However, I made this for the discrete purpose of actually listing bugs and fixes and Q/A in one neat location, rather than being a simple discussion thread.

    Okay, it's still a discussion thread too, but y'know. (^^;;
     
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  11. wolven9

    wolven9 GBAtemp Advanced Fan
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    Yeah I prefer this thread, it solved all my problems in the OP
     
  12. SeongGino

    OP SeongGino The Average One
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    Thanks to user Chesskid1 (And further inspired by original 3DS RetroArch thread) for the reminder, Core Performance Estimations have been added to the OP.

    If you could help test on individual game performance/exception ROMs for each core, it would be greatly appreciated.
    (Gonna need a special thanks soon...)

    (Haaah, double posting)
    Will investigate this further. Seems like a legitimate issue, however and will note until further explanation is found.

    I can semi-confirm this:
    PrBoom requires the latest prboom.wad file inside of ux0:/data/retroarch/cores/system.
    However, I tested, and while it does seem to LOAD Doom.wad (Black screen for more than five seconds), the application crashes soon after.

    Myth now Confirmed, now listing under core bugs.
     
    Last edited by SeongGino, Aug 5, 2016
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  13. wolven9

    wolven9 GBAtemp Advanced Fan
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    Neo-Geo works great but has bad slowdown in Metal Slug (I think this is a retroarch issue in general though)
     
  14. wintermute808

    wintermute808 Member
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    The slowdown across all iterations of FBA have always occurred with the Metal Slug series because the original MVS and AES hardware experienced slowdowns on those titles as well. At the time of Metal Slug titles releasing on the original SNK hardware, the boards at the time were pushed to their limits on metal slug titles and these slow downs would occur on the arcade machines when many sprite animations would occur on screen (explosions, super fast movements, etc...)

    Retroarch FBA cores showing the slowdown on metal slug is actually indicative of how faithfully they emulate the hardware.
     
    Last edited by wintermute808, Aug 5, 2016
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  15. SeongGino

    OP SeongGino The Average One
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    Can confirm this.
    Metal Slug (Especially 2, for... some reason.) titles always had slowdown issues, so this is indicative of rather faithful emulation on the Vita without adding slowdown of it's own.
    If you want to see in real time how the game is performing, I recommend going to RetroArch -> Settings -> Video -> Display FPS and setting it to on to see if the slowdown is the GAME or the EMULATOR.

    On a side note: Play Metal Slug X. That's why it exists, because vanilla MS2 had such bad slowdown and a few game bugs. (^^; I'm not paid by SNK to say this... I'm just a fan~
     
    Last edited by SeongGino, Aug 5, 2016
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  16. SeongGino

    OP SeongGino The Average One
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    I have since confirmed Doukutsu Monogatari (Cave Story) currently has character info and inventory mishaps, and is now tagged tentatively under "unplayable." Requires further investigation.
    Polar Star doesn't crash the game, but Health Expansions do?

    Update:
    Tested DOSBox core, unusable at the moment, so now tagged under "Unplayable" tentatively.
     
    Last edited by SeongGino, Aug 5, 2016
  17. romain337

    romain337 GBAtemp Regular
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    You talk about this version of metal slug http://blog.system11.org/?p=1442 ?
    Maybe a modified ROM can be found somewhere
     
    Last edited by romain337, Aug 5, 2016
  18. SeongGino

    OP SeongGino The Average One
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    We are talking about Vanilla MS2, not any patched version. Besides, I'm not sure FBA will allow patched ROMs to run without it being logged in the database first, as MAME-based emulators are picky about CRC32 mismatches and such.

    On a side note, thread's been updated. Lots of clones of existing cores has been released so far, and the OP describes what is cloned. Our first new core, however, PocketSNES, has been released (Along with it's clone).
     
  19. wolven9

    wolven9 GBAtemp Advanced Fan
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    Repeated use of fast forward (and posibly rewind) can mess up genesis_plus_gx_libretro and create continual stutter. Deleting the retroarch.cfg fixes the problem. Even using fast forward on other cores before hand seems to have the same effect when you boot up Genesis plus gx. Also current nightly of Neo Geo is missing the core controls in the quick menu???
     
  20. SeongGino

    OP SeongGino The Average One
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    Can confirm this is the case on both fb_alpha and fbalpha2012 revisions. And while the controls on Neo-Geo isn't a problem (At least compared to CPS1/2 where the control setup/variations are more jarring), this is still something to note.
    I'll give it until the next nightly before I report this as a bug since it's so minor.

    Also, if I recall on 3DS, I think Rewind/Fast Forward are currently bugged on the portable Libretro ports. Will add this to the thread (Most likely why it's not mapped by default).
     
    Last edited by SeongGino, Aug 5, 2016
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