RetroArch PSP – Beta release


Not much to say, but I'm a guy who's interested in modding/hacking portable consoles/devices.

16 Responses

  1. marios92 says:

    can’t download from their forum, someone can upload the link not anonfiles please?

  2. link2sai says:

    Does this work on TN-V

  3. 11770 says:

    speaking of tnv does that exploit have psp sized memory available or does it use however much the vita actually has? if it uses vita memory it should run faster on there right?

    • akian_aray says:

      It’s limited strictly to PSP resources, not even sure that it support more memory than on PSP-1000

  4. thexMen says:

    hi, I’m noob and I have version 3.30, as I can run those emulators Video

  5. Walala says:

    If i remember correctly, Sony limits the PSVita’s PSP emulator to the 32MB version (1000). I think it used to have the 64MB PSP emulator but it was lowered to curve PSP hacks on Vita or something on a later Vita FW.

  6. Jamal53249 says:

    Safe to assume that cores like mupen, desmume and the like are really unlikely cause of the “weak CPU”?

  7. Smoker1 says:

    Cant wait till the Doom Emu can hopefully run the Brutal Doom expansion. Not to mention a possibly better VirtualBoy and MAME that can run Mortal Kombat (Not to mention ability to change the Inputs.

    • xPreatorianx says:

      Not possible unless they use GZDoom, Skulltag, etc. PRboom does not have any of the advanced features nor is supported in anyway, shape, or form with the vast majority of total conversion mods such as Brutal Doom. Why? Because it doesn’t have most of the advanced features that are required for Brutal Doom. The only thing it really has going for it is OpenGL. As Prboom is a source port made for the purpose of being stable only on things such as the PSP while still remaining true to the original game. So it doesn’t have any advanced features that would allow advanced mods.

      So ya…the only way I would see this happening, is on a native vita hack. As the vita side would definitely allow enough memory, etc to port one of those Doom source ports to allow something like Brutal Doom to work.

      But it would definitely require ALOT of work. As I don’t believe any of those types of Doom source ports or any source ports are for the ARM architecture.(I checked and they aren’t) So it’s not something a small team could accomplish.

      EDIT: Actually there is an ARM based source port for Doom. But it’s called ZDoomZ and is a Source port for ARM PalmOS devices. Despite the name, it is not based on ZDoom but rather Linux Doom 1.10. (Source : So someone would probably have to base the work off that. But if they wanted something compatible with Brutal Doom and alot of the good total conversions they would need to port GZDoom or Skulltag in order to run it. So ya… it’s not exactly an easy thing to do.

  1. November 23, 2014

    […] Last time we spoke of RetroArch was when the first beta of version had been released. Although we are a little late on this, we’d like to announce an update that fixes some of the issues that were faced in the previous version. If you don’t know what retroarch is, then I’m sorry to say but you’ve been living under a rock. RetroArch is an open source, multi-platform frontend designed to be a fast, lightweight, and portable multi-system emulator. It has been making its way onto PSP very recently, while supporting a plethora of other devices such as Windows, OS X, Linux, Android, iOS, BlackBerry 10, Raspberry Pi, OpenPandora, PlayStation 3, Xbox, Xbox 360, GameCube, and Nintendo Wii. […]