deps/zlib | ||
jni | ||
libretro-common | ||
mednafen | ||
msvc | ||
beetle_saturn_griffin_c.c | ||
beetle_saturn_griffin.cpp | ||
decompstub.cpp | ||
generator.py | ||
insts.td | ||
insts.td.cache | ||
libretro_cbs.c | ||
libretro_cbs.h | ||
libretro.cpp | ||
libretro.h | ||
link.T | ||
Makefile.common | ||
README.md | ||
scrc32.c | ||
scrc32.h |
Beetle PSX libretro
This is fork of Mednafen PSX. It has been ported to the libretro API. It currently runs on Linux, OSX and possibly Windows.
Running
To run this core, the "system directory" must be defined if running in RetroArch. The PSX BIOS must be placed there, $sysdir/SCPH550{0,1,2} for Japanese, NA and EU regions respectively.
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 starndard 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.
Core now supports save states. Keep in mind states might result on loss your memorycards if you are careless.
Loading ISOs
Beetle differs from other PS1 emulators in that it needs a cue-sheets that points to an image file, usually an .iso/.bin file. 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 a ROM. 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-disk 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 Disk Control feature for disk 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 disk's individual cue sheet.
Condensing Games
Alternatively to using cue sheets with .bin/.iso files, you can convert your games to .pbp (Playstation Portable update file) to reduce file sizes and neaten up your game folder. If converting a multiple-disk game, all disks should be added to the same .bpb file, rather than making a .m3u file for them.
Most conversion tools will want a single .bin/.iso file for each disk. If your game uses multiple .bin files (tracks) per disk, 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 games will have to be added to playlists manually.
Suggested Firmware
- scph5500.bin (8dd7d5296a650fac7319bce665a6a53c)
- scph5501.bin (490f666e1afb15b7362b406ed1cea246)
- scph5502.bin (32736f17079d0b2b7024407c39bd3050)
Options
- CD Image Cache - Loads the complete image in memory at startup
- PSX Dithering - Enables Dithering
- PSX Initial Scanline - Sets the first scanline to be drawn on screen
- PSX Initial Scanline PAL - Sets the first scanline to be drawn on screen for PAL systems
- PSX Last Scanline - Sets the last scanline to be drawn on screen
- PSX Last Scanline PAL - Sets the last scanline to be drawn on screen for PAL systems
- Dualshock analog toggle - Enables/Disables the analog button from Dualshock controllers, if disabled analogs are always on, if enabled you can toggle it's state with START+SELECT+L1+L2+R1+R2
- Port 1 PSX Enable Multitap - Enables/Disables multitap functionality on port 1
- Port 2 PSX Enable Multitap - Enables/Disables multitap functionality on port 2