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I needed a break from para.QL2By57PI/0.jpg' alt='How To Install Mupen64plus Android Tv' title='How To Install Mupen64plus Android Tv' />Its name may not roll off the tongue as smoothly as other N64 emulators out there and trust me, there are a lot, but Mupen64Plus FZ is the slickest and smoothest.LLEl RDP, and I wanted to give PSX a shot to have an excuse to write a higher level Vulkan renderer backend.The renderer backends in Beetle PSX are quite well abstracted away, so plugging in my own renderer was a trivial task.The original Play.Station is certainly a massively simpler architecture than N6.After one evening of studying the Rustation renderer by simias and PSX GPU docs, I had a decent idea of how it worked.PNdp.png' alt='How To Install Mupen64plus Android Tv' title='How To Install Mupen64plus Android Tv' />Many hardware features of the N6.Perspective correctness no W from GTETexture filtering.Sub pixel precision on vertices wobbly polygons, weeMipmapping.No programmable texture cache.Depth buffering. Complex combiners.My goal was to create a very accurate HW renderer which supports internal upscaling.Making anything at native res for PSX is a waste of time as software renderers are basically perfected at this point in Mednafen and more than fast enough due to the simplicity.Another goal was to improve my experience with 2.D heavy games like the Square RPGs which heavily mix 2.D elements with 3.D. I always had issues with upscaling plugins back in the day as I always had to accept blocky and ugly 2.D in order to get crisp 3.D. Simply sampling all textures with bilinear is one approach, but it falls completely flat on PSX.Content was not designed with this in mind at all, and youll quickly find that tons of artifacts are created when the bilinear filtering tries to filter outside its designated blocks in VRAM.The final goal is to do all of this without ugly hacks, game specific workarounds or otherwise shitty code.It was excusable in a time where graphics APIs could not cleanly express what emulation authors wanted to express, but now we can.Development of this renderer was a fairly smooth ride, mostly done in spare time over 2 months.Credits. This renderer would not exist without the excellent Mednafen emulator and Rustation GL renderer.Tested hardwaredriversn.Vidia LinuxWindows 3.AMDGPU PRO 1. 6. Linux works fullyMesa Intel Ivy Bridge half way working, Broadwell, fully working, youll want to build from Git to get some important bug fixes which were uncovered by this renderer DMesa Radeon RADV fully working, youll want to build from Git to get support for input attachments But, but, I dont have a Vulkan capable GPUWell, read on anyways, some of this work will benefit the GL renderer as well.But, but, youre stupid, you should do this in GL 1.No Fine, but clearly this is just for shits and giggles.Doing it for the lulz is always a valid reason.Source. 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The PSX can sample textures at 4 bit palettes, 8 bit palettes or straight ABGR1.Texture coordinates are confined to a texture window, which is basically an elaborate way to implement texture repeats.Textures are sampled directly from VRAM, but there is a small texture cache.For purposes of emulation, this cache is ignored except for one particular case which well get to.An annoying feature is that the color 0x.PSX is always transparent, so all fragment shaders which sample textures might have to discard, another reason to be careful with bilinear.Shading options. PSX just has 3 shading options, which makes our life very simple Interpolate color from vertices.Interpolate UV and sample nearest neighbor.Sample texture multiplied by interpolated color gouraud shadingIt is practical to not use uber shading approaches here.Semi transparency.PSX has a weird way of dealing with transparency.There is no real alpha channel to speak of, we only have one bit, so what PSX does is set a constant transparency formula, A B, 0.A 0. 5. B, B A, or 0.A B. If the high bit of a texture color is set, transparency is enabled, if not, the fragment is considered opaque.Semi transparent color only primitives are simply always transparent.Mask bit. Possibly the most difficult feature of the PSX GPU is the mask bit.The alpha bit in VRAM is considered a read only bit if mask bit testing is enabled and the read only bit is set.This affects rendering primitives as well as copies from CPU and VRAM to VRAM blits.Especially mask bit emulation semi transparency creates a really difficult blending scenario which I havent found a way to do correctly with fixed function but that wont stop us in Vulkan.Correctly emulating mask bit lets us render Silent Hill correctly.The trees have transparent quads around them without it.Intersecting VRAM blits.It is possible, and apparently, well defined on PSX to blit from one part of VRAM to another part where the rects intersect.Reading the MednafenBeetle software implementation, we need to kind of emulate the texture cache.Fortunately, this was very doable with compute shaders, although not very efficient.Implementation details.Feature Adaptive smoothing.As mentioned, I prefer smooth 2.D with crisp looking 3.D. I devised a scheme to do this in post.The basic idea is to look at our 4x or 8x scaled image, we then mip map that down to 1x with a box filter.While mip mapping, we analyze the variance within the 44 or 88 block and stick that in alpha.The assumption here is that if we have nearest neighbor scaled 2.D elements, they typically have a 1 1 pixel correspondency in native resolution, and hence, the variance within the block will be 0.With 3. D elements, there will be some kind of variance, either by values which were shaded slightly differently, or more dramatically, a geometry edge.We now compute an R8UNORM bias mask texture at 1x scale, which is 0.D elements, and 1.D. To avoid sharp transitions in LOD, the bias mask is then blurred slightly with a 33 gaussian kernel might be a better non linear filter here for all I know.On final scanout we simply sample the bias mask, multiply that by log.Lod with trilinear sampling, and magically 2.D elements look smooth without compromising the 3.D sharpness. Sure, its not perfect, but Im quite happy with the result.Consider this scene from FF IX.While some will prefer this look its toggleable, Im not a big fan of blocky nearest neighbor backgrounds together with high res models.With adaptive smoothing, we can smooth out the background and speech bubble back to native resolution where they belong.You may notice that the shadow under Vivi is sharp, because the shadow which modulates the background is not 1 1.This is the downside of doing it in post certainly, but its hard to notice unless youre really looking.The bias mask texture looks like this after the blur Potential further ideas here would be to use the bias mask as a lerp between x.BR style upscalers if we wanted to actually make the GPU not fall asleep.There is nothing inherently Vulkan specific about this method, so it will possibly arrive in the GL backend at some point as well.It can probably be used with N6.Obviously, for 2.FMVs, the output is always in native resolution.GPU dump player. Just like the N6.RDP, having an offline dump player for debugging, playback and analysis is invaluable, so the first thing I did was to create a basic dump format which captures PSX GPU commands and plays them back.This is also nice for benchmarking as any half capable GPU will be bottlenecked on CPU.PGXP support. Supporting PGXP for sub pixel precision and perspective correctness was trivial as all the work happens outside the renderer abstraction to begin with.I just had to pass down W to the vertex shader.Mask bit emulation.Mask bit emulation without transparency is quite trivial.When rendering, we just use fixed function blending, src INVDSTALPHA, dst DSTALPHA.With semi transparency things get weird.To solve this, I made use of Vulkans subpass self dependency feature which allows us to read the pixel of the framebuffer which enables programmable blending.Using Retro. Arch Emulation General Wiki.Work in progress guide.Please expand upon it.Basic Usage RGUIEdit.Download Retro. Arch,RGUI, Retro.Archs interface start up retroarch.To launch a game, select the emulator core youd like to use under Core, and select a ROM under Load Game.For more convenient ROM selection, setup your browser directory under Path Options.Installing Retro.Arch on Linux. Edit.Debian based. Edit.The first step is to add the PPA for libretrostable in a terminal.The next step is to type the following into the terminal.Replace lt corename with the name of the package the core is available in.You can see all of the cores available to you either in your package manager e.Synaptic, Software Center or by visiting 1.To install all or at least most of the cores in one go, run.Initial setup UbuntuEdit.This section applies to most distros of Linux, but the paths referenced may be Ubuntu specific.Before you can use the cores youve downloaded in Retroarch, you need to set the path to the libraries in retroarch.Retroarch. Run Retroarch at least once to create a skeleton retroarch.By default, retroarch.HOME. configretroarch, where HOME is your home directory.If retroarch. cfg is not found at that location, run Retroarch and choose the Save Config option Retroarch will save a new configuration file and display its path on screen.Alternatively, you can use the find command.Next you need to locate the directory in which the libretro cores are stored.They should have been saved in the directory usrliblibretro. Baixar Hack Para Cf Aluminum on this page. You can check this by entering the command.You should see a list of all the cores you downloaded.If the directory does not exist, you can find where the cores were saved with the find command.Use ls to check each one until you find the downloaded cores.Once youve located the libretro cores, its time to open retroarch.Look for the option libretrodirectory, which may be located near the bottom of the file.Insert the path to the libretro cores between the quotation marks on the right hand side.Assuming the cores are located in usrliblibretro, the line in the configuration file should look like.You can also set the libretro path using the RGUI.In Retroarch, go to Settings Path Options Core Directory and navigate to the appropriate folder.If you set everything up correctly, you should see the cores when you select the Core option in the RGUI.Other Distros. Edit.You will have to compile from source.For Arch Linux, there are AUR packages and packages in the community repository that simplify this process though it isnt incredibly difficult otherwise.The most important part is making sure you have all the dependencies.Dependencies refer to your distros wiki or package manager for exact package names.Open. GL headers should be on most distros by default, if not try installing libglmesa development package.For XML shaders and cheat support.TTF font rendering.FFmpeg recording.Cg shaders. Using Retro.Arch. Edit. Retro.Arch has a robust CLI for those who prefer the command line, there are also many pages which should have been installed by default for retro arch, retroarch joyconfig and others.If you use the CLI be sure to configure your retroarch.This config is well commented so each option can be fully understood.Use retroarch joyconfig command for simplified input setup.Retro. 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Using recent builds of the bsnes libretro cores, you can load Game Boy games in a fully emulated Super Game Boy.As this feature is not currently implemented in RGUI, you must do so using a command line.First you need to set the core to a bsnes core any of the 3 profiles will work using RGUI or editing your config file, then start Retro.Arch with the following command to load GB games in SGB mode using bsnes.Super Game Boy SNES cartridge ROM gameboy path to Game Boy cartridge ROM.Put the actual paths to the ROMs in double quotes.For example. retroarch C GamesSNESSuper Game Boy 2 Japan.C GamesGame BoyKirbys Dream Land USA, Europe.You will need sgb.System folder, this can be found on the Emulator Files page in the SNES file pack if you do not have it.You can also use the Retro.Arch Phoenix launcher to launcher to load them, but YMMV since it is not being updated anymore.Dual Analog Controllers.Edit. PS1 games often used a set of default remappings if they didnt support it directly.Some games used both analogs as the D pad, Retro.Arch doesnt support that though.Dual analogs only work in games that fully supported them, such as Ape Escape.To use dual analog for such games, go to Input Options, and change Device Type to Joy.Pad w Analog. For full rumble and analog support in mednafen, you may need to set psxenabledualanalogtype to dualshock in.Transfer PS1 Memory Card Files.Edit. Mednafen creates memory card files for each individual game, in contrast to PCSX Re.PSXe where all game saves are stored into 2 memory card files.To transfer memory card files from PCSX Re.PSXe to Retro. Arch.Go to system folder.Copy the names of the.Rename the files you want to transfer with the names of the Retro.Arch memcard files.Place the new ones in the system folder.PS1 Disk Changing.Edit. Option 1 To changes disks in game, go to Disk Options Disk Image Append.Some games like Metal Gear Solid require the disk tray to be opened before changing disks.To do this, change Disk Index to No Disk first.Option 2 if the first option failed Use i File or i Fun.Box or any applications possible to access root file.Go to varmobileApplications Retro.Arch icon folder Documents.Rename disc. 1. Just press the configured Y button.Retro. Arch wont display any OSD message to confirm the change.Gambatte GB custom palettes Edit.It is possible to use the custom palettes created with the standalone Qt GUI version of Gambatte.First set the gbcolorization core option as custom.Then create a palettes subdirectory in the Gambatte core home directory and copy the custom palettes there.The custom palettes will be searched in this order.Your Rom Filename.YOURROMINTERNALNAME.You can download the set of standard SGB and GBC palettes here look for goomba.Cheat support Edit.Since v. 1. 2 cheat support is now available in all the cores.It is also possible to use cheats with the mednafen psx core by swapping a cheat disk Code.BreakerGame. Sharketc.Audio DSP Plugins.Edit. Retro. 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