RetroArch PSP – Beta release 1.0.0.3
The last time we spoke of Retroarch was back in August the 15th. This was when we spoke about the next major update, but however the wait is finally over! A beta version of RetroArch 1.0.0.3 for PSP has been released! The developers has asked the users to test the emulator, and report any bugs encountered to their forums. Please do note that this is just a beta release and not the final product. Use this at your own risk; neither us nor the libretro team will be responsible for any damage done to your PSP.
The emulator currently contains the following cores:
– gambatte
– tempGBA
– fceumm
– fmsx
– beetle-pce-fast
– nxengine
– prboom

The developers have also stated that more cores may be added in the future, but only if they’re proven to be fast and stable enough to run on the PSP. They’ve also stated that the bios files go into the cores/system directory. Users with a PSP slim or Go, are told to disable ISO cache, and enable high memory layout to allow access to the extra 32MB ram. (This can be done in the recovery menu) The retroarch main menu can be brought up while ingame with the “note” button.
Some users have already reported that most cores are working well, and that it is also compatible with ps3 saves. Many thanks to the Libretro team, for this amazing port!
Don’t forget to leave your reports at their forums. Happy Testing!
can’t download from their forum, someone can upload the link not anonfiles please?
uhhh.. anonfiles.. sometimes my downloads stuck at 99.99% from there, i wonder why?
http://www.mediafire.com/?fw0vksjbssmcfx9 Psp-RetroArch.zip
Does this work on TN-V
Sorry but I don’ t think so. It uses the extra memory on the PSP Slim/Go.
Black screen on boot on TN-V
But the release post mentions
“some cores require more than 32MB ram and will not work on psp-1000.”
So the emu should be able to load with 32MB ram, but some cores wont work.
Eh, I dunno I don’t own a vita 😛
You can make a report on their forum to let them know about the issue.
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?
It’s limited strictly to PSP resources, not even sure that it support more memory than on PSP-1000
hi, I’m noob and I have version 3.30, as I can run those emulators Video
http://wololo.net/2014/10/25/incoming-vhbl-port-for-firmware-3-30/
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.
Safe to assume that cores like mupen, desmume and the like are really unlikely cause of the “weak CPU”?
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.
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 : http://doom.wikia.com/wiki/ZDoomZ) 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.