Sony - PlayStation (PCSX ReARMed)Link

BackgroundLink

PCSX ReARMed is a fork of PCSX Reloaded. It differs from the latter in that it has special optimizations for systems that have an ARM architecture-based CPU.

The PCSX ReARMed core has been authored by

  • PCSX Team
  • notaz
  • Exophase

The PCSX ReARMed core is licensed under

A summary of the licenses behind RetroArch and its cores have found here.

BIOSLink

Required or optional firmware files go in the frontend's system directory.

Attention

In case the PCSX ReARMed core can find no BIOS files named like this in RetroArch's system directory, it will default to a High-Level Emulation BIOS. This decreases the level of compatibility of the emulator, so it is recommended that you always supply valid BIOS images inside the system directory.

Filename Description md5sum
scph5500.bin PS1 JP BIOS - Optional 8dd7d5296a650fac7319bce665a6a53c
scph5501.bin PS1 US BIOS - Optional 490f666e1afb15b7362b406ed1cea246
scph5502.bin PS1 EU BIOS - Optional 32736f17079d0b2b7024407c39bd3050

ExtensionsLink

Content that can be loaded by the PCSX ReARMed core have the following file extensions:

  • .bin
  • .cue
  • .img
  • .mdf
  • .pbp
  • .toc
  • .cbn
  • .m3u

RetroArch database(s) that are associated with the PCSX ReARMed core:

FeaturesLink

Frontend-level settings or features that the PCSX ReARMed core respects.

Feature Supported
Restart
Saves
States
Rewind
Netplay
Core Options
RetroAchievements
RetroArch Cheats
Native Cheats
Controls
Remapping
Multi-Mouse
Rumble
Sensors
Camera
Location
Subsystem
Softpatching
Disk Control
Username
Language
Crop Overscan
LEDs

DirectoriesLink

The PCSX ReARMed core's library name is 'PCSX-ReARMed'

The PCSX ReARMed core saves/loads to/from these directories.

Frontend's Save directory

File Description
*.srm Memory card slot 0

Frontend's State directory

File Description
*.state# State

Geometry and timingLink

  • The PCSX ReARMed core's core provided FPS is 60 for NTSC games. 50 for PAL games.
  • The PCSX ReARMed core's core provided sample rate is 44100 Hz
  • The PCSX ReARMed core's base width is 320
  • The PCSX ReARMed core's base height is 240
  • The PCSX ReARMed core's max width is 1024
  • The PCSX ReARMed core's max height is 512
  • The PCSX ReARMed core's core provided aspect ratio is 4/3

Loading contentLink

PCSX ReARMed needs a cue-sheet that points to an image file. A cue sheet, or cue file, is a metadata file which describes how the tracks of a CD or DVD are laid out.

If you have e.g. foo.bin, you should create a text file and save it as foo.cue. Most PS1 games are single-track, so the cue file contents should look like this:

foobin.cue

1
2
3
 FILE "foo.bin" BINARY
  TRACK 01 MODE1/2352
   INDEX 01 00:00:00

After that, you can load the foo.cue file in RetroArch with the PCSX ReARMed core.

Attention

Certain PS1 games are multi-track, so their .cue files might be more complicated.

Playing PAL copy protected gamesLink

PAL copy protected games need a SBI Subchannel file next to the bin/cue files in order to get past the copy protection.

  • Ape Escape (Europe).bin
  • Ape Escape (Europe).cue
  • Ape Escape (Europe).sbi

Multiple-disk gamesLink

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 PCSX ReARMed's Disk Control feature for disk swapping, an index file (a m3u file) should be made.

Create a text file and save it as foo.m3u. Then enter your game's .cue files on it. The m3u file contents should look something like this:

foo.m3u

1
2
3
foo (Disc 1).cue
foo (Disc 2).cue
foo (Disc 3).cue

After that, you can load the foo.m3u file in RetroArch with the PCSX ReARMed core.

Here's a m3u example done with Valkryie Profile

Attention

Adding multi-track games to a RetroArch playlist is recommended. (Manually add an entry a playlist that points to foo.m3u)

Swapping disksLink

Swapping disks follows this procedure

  1. Open tray (Disk Cycle Tray Status)

  2. Change the Disk Index to the disk you want to swap to.

  3. Close tray (Disk Cycle Tray Status)

  4. Return to the game and wait a few seconds to let it take effect

PBPLink

Alternatively to using cue sheets with .bin/.iso files, you can convert your games to .pbp (Playstation Portable update file).

A recommended .pbp convert tool is PSX2PSP.

If converting a multiple-disk game, all disks should be added to the same .pbp file, rather than making a .m3u file for them.

Most conversion tools will want a single .bin 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.

Attention

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.

SavesLink

For game savedata storage, the PSX console used memory cards. The PSX console had two slots for memory cards.

The PCSX ReARMed core only has support for the first memory card slot.

In this doc, the first memory card slot will be referred to as 'Memcard slot 0'.

For memory card functionality and usage, the PCSX ReARMed core will the Libretro savedata format.

Libretro savedata format
gamename.srm

By default, the filename of the Memcard savedata will match the loaded cue or m3u or pbp filename, like this:

  • Loaded content: Breath of Fire III (USA).cue

  • Memcard slot 0: Breath of Fire III (USA).srm

or

  • Loaded content: Final Fantasy VII (USA).m3u

  • Memcard slot 0: Final Fantasy VII (USA).srm

or

  • Loaded content: Wild Arms 2 (USA).pbp

  • Memcard slot 0: `Wild Arms 2 (USA).srm

Attention

To import your old memory cards from other emulators, you need to rename them to the Libretro savedata format.

Warning

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. You can set the 'Don't overwrite SaveRAM on loading savestate' option in RetroArch's Saving settings to On to prevent this.

Core optionsLink

The PCSX ReARMed core has the following option(s) that can be tweaked from the core options menu. The default setting is bolded.

Settings with (Restart) means that core has to be closed for the new setting to be applied on next launch.

  • Frameskip [pcsx_rearmed_frameskip] (0|1|2|3)

    Choose how much frames should be skipped to improve performance at the expense of visual smoothness.

  • Region [pcsx_rearmed_region] (auto|NTSC|PAL)

    Choose what region the system is from.

  • Pad 1 Type [pcsx_rearmed_pad1type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 1.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Pad 2 Type [pcsx_rearmed_pad2type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 2.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Pad 3 Type [pcsx_rearmed_pad3type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 3.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Pad 4 Type [pcsx_rearmed_pad4type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 4.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Pad 5 Type [pcsx_rearmed_pad5type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 5.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Pad 6 Type [pcsx_rearmed_pad6type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 6.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Pad 7 Type [pcsx_rearmed_pad7type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 7.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Pad 8 Type [pcsx_rearmed_pad8type] (default|none|standard|analog|negcon)

    Choose the Pad Type for User 8.

    With the none setting, input is disabled.

    With the standard setting, a standard PlayStation Controller is emulated.

    With the analog setting, a Dual Analog Controller is emulated.

    With the negcon setting, a neGcon Controller is emulated.

  • Multitap 1 [pcsx_rearmed_multitap1] (auto|disabled|enabled)

    Enables/Disables multitap functionality on port 1, allowing 3-8 player support in games that permit it.

  • Multitap 2 [pcsx_rearmed_multitap2] (auto|disabled|enabled)

    Enables/Disables multitap functionality on port 2, allowing 3-8 player support in games that permit it.

  • Enable Vibration [pcsx_rearmed_vibration] (enabled|disabled)

    Enables Rumble. Look at the Rumble section for more information.

  • Enable Dithering [pcsx_rearmed_dithering] (enabled|disabled)

    If Off, disables the dithering pattern the PSX applies to combat color banding.

Enable Dithering - On

Enable Dithering - Off

  • Frame duping [pcsx_rearmed_duping_enable] (enabled|disabled)

    A speedup, redraws/reuses the last frame if there was no new data.

  • Show Bios Bootlogo(Breaks some games) [pcsx_rearmed_show_bios_bootlogo] (disabled|enabled)

    Show the BIOS bootlogo.

Skip BIOS - Off

  • Sound: Reverb [pcsx_rearmed_spu_reverb] (enabled|disabled)

    Enable sound reverb.

  • Sound: Interpolation [pcsx_rearmed_spu_interpolation] (simple|gaussian|cubic|off)

    Modify sound interpolation.

  • Parasite Eve 2/Vandal Hearts 1/2 Fix [pcsx_rearmed_pe2_fix] (disabled|enabled)

    Enable this to fit Parasite Eve 2 and Vandal Hearts 1/2

  • InuYasha Sengoku Battle Fix [pcsx_rearmed_inuyasha_fix] (disabled|enabled)

    Enable this to fix InuYasha.

RumbleLink

Rumble only works in the PCSX ReARMed core when

  • The content being ran has rumble support.
  • The frontend being used has rumble support.
  • The joypad device being used has rumble support.
  • The 'Enable Vibration' core option is set to On
  • The corresponding user's Pad Type is set to analog

MultitapLink

Activating multitap support in compatible games can be configured by the 'Multitap 1' and 'Multitap 2' core options.

JoypadLink

RetroPad Inputs User 1 - 8 input descriptors standard analog
Cross Cross Cross
Square Square Square
Select Select Select
Start Start Start
D-Pad Up D-Pad Up D-Pad Up
D-Pad Down D-Pad Down D-Pad Down
D-Pad Left D-Pad Left D-Pad Left
D-Pad Right D-Pad Right D-Pad Right
Circle Circle Circle
Triangle Triangle Triangle
L1 L1 L1
R1 R1 R1
L2 L2 L2
R2 R2 R2
L3 L3
R3 R3
X Left Analog X Left Analog X
Y Left Analog Y Left Analog Y
X Right Analog X Right Analog X
Y Right Analog Y Right Analog Y

CompatibilityLink

Game Issue
Jumping Flash 2 Graphics glitches. Geometry issues.
Tobal 2 Graphics glitch. Garbled Dream Factory intro sequence.

PSXLink