PlayStation (PCSX ReARMed)Link
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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. It also has a dedicated graphics plugin, 'Exophase NEON GPU'. It is a surprisingly accurate graphics rasterizer that also has the ability of rendering internally in high resolution at playable framerates on ARM hardware.
Why use this core?Link
How to get and install the PCSX ReARMed core:Link
- Start up RetroArch. Inside the main menu, go to 'Online Updater'.
- Just to make sure we have the latest info files, select 'Update Core Info FIles'. Wait until this is done. Then, select 'Core Updater'.
- Browse through the list and select 'PlayStation (PCSX ReARMed)'.
After this has finished downloading, the core should now be ready for use!
How to start (after installation):Link
- Go back to RetroArch's main menu screen. Select 'Load Content'.
Browse to the folder that contains the content you want to run.
Select the content that you want to run.
- If you are asked which core to select, choose 'PlayStation (PCSX ReARMed)'.
The content should now start running!
- PCSX Team
A summary of the licenses behind RetroArch and its cores have found here.
The PCSX ReARMed core is licensed under
Content that can be loaded by the PCSX ReARMed core have the following file extensions:
RetroArch database(s) that are associated with the PCSX ReARMed core:
Required or optional firmware files go in RetroArch's system directory.
|scph5500.bin||PS1 JP BIOS - Optional||8dd7d5296a650fac7319bce665a6a53c|
|scph5501.bin||PS1 US BIOS - Optional||490f666e1afb15b7362b406ed1cea246|
|scph5502.bin||PS1 EU BIOS - Optional||32736f17079d0b2b7024407c39bd3050|
In case the PCSX ReARMed 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.
RetroArch-level settings or features that the PCSX ReARMed core respects.
The PCSX ReARMed core's directory name is 'PCSX-ReARMed'
The PCSX ReARMed core saves/loads to/from these directories.
RetroArch's Save directory
- 'content-name'.srm (Memory card slot 0)
RetroArch's State directory
- 'content-name'.state# (State)
Geometry and timingLink
- The PCSX ReARMed core's internal FPS is 60 for everything expect for PAL games. PAL games are 50 fps.
- The PCSX ReARMed core's internal sample rate is 44100 Hz
- The PCSX ReARMed core's core provided aspect ratio is 4/3
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:
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.
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
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:
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 another m3u example done with Valkryie Profile
Adding multi-track games to a RetroArch playlist is recommended. (Manually add an entry a playlist that points to
Alternatively to using cue sheets with .bin files, you can convert your games to .pbp (Playstation Portable update file) to reduce file sizes and neaten up your game folder. 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.
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.
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|
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
Loaded content: Final Fantasy VII (USA).m3u
Memcard slot 0: Final Fantasy VII (USA).srm
Loaded content: Wild Arms 2 (USA).pbp
Memcard slot 0: `Wild Arms 2 (USA).srm
To import your old memory cards from other emulators, you need to rename them to the Libretro savedata format.
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.
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 (0/1/2/3)
- Region (Auto/NTSC/PAL)
- Pad 1 Type (default/none/standard/analog/negcon)
- Pad 2 Type (default/none/standard/analog/negcon)
- Pad 3 Type (default/none/standard/analog/negcon)
- Pad 4 Type (default/none/standard/analog/negcon)
- Pad 5 Type (default/none/standard/analog/negcon)
- Pad 6 Type (default/none/standard/analog/negcon)
- Pad 7 Type (default/none/standard/analog/negcon)
- Pad 8 Type (default/none/standard/analog/negcon)
- Multitap 1 (auto/Off/On)
- Multitap 2 (auto/Off/On)
- Enable Vibration (Off/On)
- Enable Dithering (Off/On)
Enable Dithering - On
Enable Dithering - Off
- Frame duping (Off/On)
- Show Bios Bootlogo(Breaks some games) (Off/On)
- Sound: Reverb (Off/On)
- Sound: Interpolation (simple/gaussian/cubic/off)
- Parasite Eve 2/Vandal Hearts 1/2 Fix (Off/On)
- InuYasha Sengoku Battle Fix (Off/On)
The PCSX ReARMed core supports the following device type(s) in the controls menu, bolded device types are the default for the specified user(s):
User 1 - 8 device typesLink
- None - Input disabled.
- RetroPad - Joypad
- RetroPad w/Analog - Joypad - There's no reason to switch to this.
Rumble only works in the PCSX ReARMed core when
- The content being ran has rumble support.
- The joypad input driver being used has rumble support. (e.g. Xinput)
- The joypad device being used has rumble support.
- The 'Enable Vibration' core option is set to On
Activating multitap support in compatible games can be configured by the 'Multitap 1' and 'Multitap 2' core options.
Joypad and analog device type tableLink
|User 1 - 8 input descriptors||standard||analog||negcon|
|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||-|
|Left Analog X||X||Left Analog X||-|
|Left Analog Y||Y||Left Analog Y||-|
|Right Analog X||X||Right Analog X||-|
|Right Analog Y||Y||Right Analog Y||-|
|Jumping Flash 2||Graphics glitches. Geometry issues.|
|Tobal 2||Graphics glitch. Garbled Dream Factory intro sequence.|