# 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; ## Running 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. 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. ## Loading content 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. ## Compressed content 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. ### PBP 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. ### CHD 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. ## Suggested Firmware/BIOS 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:
Filename: | Purpose: | Hash: |
---|---|---|
scph5500.bin | SCPH-5500/v3.0J BIOS image. Required for Japan-region games. | MD5: 8dd7d5296a650fac7319bce665a6a53c SHA256: 9c0421858e217805f4abe18698afea8d5aa36ff0727eb8484944e00eb5e7eadb |
scph5501.bin | SCPH-5501/v3.0A BIOS image. Required for North America/US-region games. Reportedly the same as the SCPH-7003 BIOS image. | MD5: 490f666e1afb15b7362b406ed1cea246 SHA256: 11052b6499e466bbf0a709b1f9cb6834a9418e66680387912451e971cf8a1fef |
scph5502.bin | SCPH-5502/v3.0E BIOS image. Required for Europe-region games. | MD5: 32736f17079d0b2b7024407c39bd3050 SHA256: 1faaa18fa820a0225e488d9f086296b8e6c46df739666093987ff7d8fd352c09 |