Beetle PSX libretro
Beetle PSX is a port/fork of Mednafen's PSX module to the libretro API. It can be compiled in C++98 mode, excluding the Vulkan renderer, which is written in C++11 for the time being. Beetle PSX currently runs on Linux, OSX and Windows.
Notable additions in this fork are:
- PBP and CHD file format support, developed by Zapeth;
- Software renderer internal resolution upscaling, implemented by simias;
- An OpenGL 3.2 renderer, developed by simias;
- A Vulkan renderer, developed by TinyTiger;
- PGXP perspectve correct texturing and subpixel precision, developed by iCatButler;
To run this core, the "system directory" must be defined if running in RetroArch. The PSX BIOS must be placed there and must be named scph5500.bin, scph5501.bin and/or scph5502.bin for Japanese, NA and/or EU regions respectively. The file names are case sensitive, they can be lowercase, uppercase, uppercase with hifen (SCPH-XXXX) and the extension must be a lowercase .bin.
Memory cards will be saved to "save directory", memory card #1 is saved using libretro's standard interface. The rest of memory cards are saved using Mednafen's standard mechanism. You might have to rename your old memory cards to gamename.srm. Alternatively you may just rename it from gamename.gamenamehash.0.mcr to gamename.gamenamehash.1.mcr and load them off the corresponding slot.
This core also supports save states. Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will OVEWRITE the memory card, potentially resulting in lost saved games.
Beetle PSX differs from other PS1 emulators in that it needs a cue sheet (.cue) which points to one or more image files (.iso/.bin) instead of loading the image files directly. If you have e.g. foo.iso, you should create a foo.cue, and fill this in:
FILE "foo.iso" BINARY TRACK 01 MODE1/2352 INDEX 01 00:00:00
After that, you can load the foo.cue file as content for the core. Note that this is a dirty hack and will not work on all games. Ideally, make sure to use rips that have cue sheets.
If foo is a multiple-disc game, you should have .cue files for each one, e.g. foo (Disc 1).cue, foo (Disc 2).cue, foo (Disc 3).cue. To take advantage of Beetle's Disc Control feature for disc swapping, an index file should be made.
Open a text file and enter your game's .cue files on it, like this:
foo (Disc 1).cue foo (Disc 2).cue foo (Disc 3).cue
Save as foo.m3u and use this file in place of each disc's individual cue sheet.
Some games also need sub-channel data patch files (.sbi) in order to work properly. For example, in the PAL version of Ape Escape, input will not work if the associated .sbi file is missing.
Alternatively to using cue sheets with .bin/.iso files, you can convert your games to .pbp (Playstation Portable update file) or .chd (MAME Compressed Hunks of Data) to reduce file sizes and neaten up your game folder.
If converting a multiple-disc game, all discs should be added to the same .pbp file, rather than making a .m3u file for them.
Most conversion tools will want a single .bin/.iso file for each disc. If your game uses multiple .bin files (tracks) per disc, you will have to mount the cue sheet to a virtual drive and re-burn the images onto a single track before conversion.
Note that RetroArch does not currently have .pbp database due to variability in users' conversion methods. All .pbp content will have to be added to playlists manually.
To convert content to CHD format, use the chdman tool found inside the latest MAME distribution and point it to a .cue file, like so:
chdman createcd --input foo.cue --output foo.chd
Note that the tool currrently does not integrate .sbi files into the .chd, so these must be placed alongside the resulting .chd file in order to properly play games with LibCrypt protection.
For multi-disc content, make an .m3u file that lists all the .chd files instead of .cue files. Like the PBP files, content must be added to playlists manually.
Ryphecha and the Mednafen team developed the PSX module based on a hardware revision which used a particular BIOS version. Using a BIOS version not listed below might result unforeseen bugs and is therefore discouraged:
|scph5500.bin||BIOS image, Version 3.0 09/09/96 J.|
Required for Japan-region games.
|scph5501.bin||BIOS image, Version 3.0 11/18/96 A.|
Required for North America/US-region games.
The same as the SCPH-5503 and SCPH-7003 BIOS images.
|scph5502.bin||BIOS image, Version 3.0 01/06/97 E.|
Required for Europe-region games.
The same as the SCPH-5552 BIOS image.
|Renderer (restart)||'software' 'vulkan' and 'opengl'. The last two options will enable and/or speedup enhancements like upscaling and texture filtering. To use 'vulkan', the frontend must be using a Vulkan video driver first, or else it will default the 'opengl' renderer.|
|Software framebuffer||If off, the software renderer will skip some steps. Potential speedup. Causes bad graphics when doing framebuffer readbacks.|
|Adaptive smoothing||When upscaling, smooths out 2D elements while keeping 3D elements sharp. Vulkan renderer only at the moment.|
|Internal GPU resolution||Graphics upscaling.|
|Texture filtering||Per-texture filtering using e.g. xBR, SABR, bilinear, etc. OpenGL only.|
|Internal color depth||PSX had 16bpp depth, beetle-psx can go up to 32bpp. OpenGL only. Vulkan always uses 32bpp.|
|Wireframe mode||For debug use. Shows only the outlines of polygons. OpenGL only.|
|Display full VRAM||Everything in VRAM is drawn on screen.|
|PGXP operation mode||When not off, floating point coordinates will be used for vertex positions, to avoid the PSX polygon jitter. 'memory + cpu' mode can further reduce jitter at the cost of performance and geometry glitches.|
|PGXP vertex cache||Maintains a cache for vertices. May result in better performance but can result in graphics glitches in most games.|
|PGXP perspective correct texturing||Original PSX did affine texture mapping, resulting in e.g. crooked lines across walls. This fixes it.|
|Dithering pattern||If off, disables the dithering pattern the PSX applies to combat color banding. OpenGL only. Vulkan always disables the pattern.|
|Scale dithering pattern with internal resolution||Self-explanatory. OpenGL only.|
|Initial Scanline||Sets the first scanline to be drawn on screen.|
|Initial Scanline PAL||Sets the first scanline to be drawn on screen for PAL systems.|
|Last Scanline||Sets the last scanline to be drawn on screen.|
|Last Scanline PAL||Sets the last scanline to be drawn on screen for PAL systems.|
|Frame duping (speedup)||Redraws/reuses the last frame if there was no new data.|
|Widescreen mode hack||If on, renders in 16:9. Works best on 3D games.|
|Offset cropped image||Self-explanatory.|
|Display internal FPS||Shows the frame rate at which the emulated PSX is drawing at.|
|Analog self-calibration||Monitors the max values reached by the input, using it as a calibration heuristic which then scales the analog coordinates sent to the emulator accordingly.
For best results, rotate the sticks at max amplitude for the algorithm to get a good estimate of the scaling factor, otherwise it will adjust while playing content.
|DualShock Analog button toggle||Toggles the Analog button from DualShock controllers, if disabled analogs are always on, if enabled you can toggle their state by pressing and holding START+SELECT+L1+L2+R1+R2.|
|Port 1: Multitap Enable||Enables/Disables multitap functionality on port 1.|
|Port 2: Multitap Enable||Enables/Disables multitap functionality on port 2.|
|CPU Overclock||Gets rid of memory access latency and makes all GTE instructions have 1 cycle latency.|
|CD Image Cache||Loads the complete image in memory at startup.|
|Skip BIOS||Self-explanatory. Some games have issues when enabled.|
|Memcard 0 method||Picks the format (libretro or mednafen) used for storing memcard 0 save data.|
|Enable memory card 1||Specifically enables memcard slot 1. Needed for game "Codename Tenka".|
|Shared memory cards (restart)||Stores everything in the same savefile. 'Memcard 0 method' needs to be set to 'libretro'.|