Valid as of 1.27.0-UNSTABLE
Beetle PSX HW – Experimental texture replacement now available! So this has been a project that has been cooking in the oven for about a year in the form of a bounty. The goal is to come up with a way to not only dump all the textures of a PlayStation1 game, but also to replace them with user-supplied textures. Start Beetle PSX HW, make sure that you are using the Vulkan renderer (it won’t work with either the software renderer or GL renderer), and then make sure the ‘Replace Textures’ option is enabled. If it works properly, you’ll start seeing low-resolution textures replaced by higher-resolution ones.
Table of Contents:- Introduction
- Firmware/BIOS
- Analog Sticks Range Issues
- Multitap Usage
- Default Input Mappings
- Digital Gamepad on Virtual Port 1
- Settings Reference
Introduction
WARNING: Save states(and by extension, state rewinding and netplay) and saved games on emulated memory cards do not mix well unless you areextremely careful. For any given game, either use save states or the game's own save system, but not both, lest you may destroy your saved games.
Beetle Psx Roms
A dual-core Phenom II or Athlon II at 3GHz or higher, or rough equivalent(in terms of single-core IPC), is recommended forrunning Mednafen's PlayStation 1 emulation on(note that this recommendation does not apply to any unofficial ports or forks, which may have higherCPU requirements). For better performance, the binary should be compiled for a 64-bit target(for example, x86_64) rather than 32-bit, if available.
Enabling CD image preloading into memory via the cd.image_memcache setting is recommended, toavoid short emulator pauses and audio pops due to waiting for disk accesses to complete when the emulated CD is accessed.
Beetle Psx
PSF1 playback is supported. Manycam virtual cam. However, many PSF1 rips won't work properly as they are broken in various ways:
- Contain malformed PS-EXE headers.
- Perform unaligned halfword and word memory accesses.
- Erroneously use load instruction target register as a source register in load delay slots.
- Set volume too high, leading to obnoxious clipping in the emulated SPU.
Firmware/BIOS
Place the correct BIOS image files in the correct location. Do not rename other revisions/regions of the BIOS to match the expected filenames, or you'll likelycause emulation glitches(and cause confusion if you ever distribute or otherwise refer to these misnamed files).
The filenames listed below are per default psx.bios_* settings.
An 'axis_scale' setting(named like 'psx.input.port1.dualshock.axis_scale') is provided for each possibleemulated DualShock and Dual Analog controller on each port. To work around this range issue with DualShock emulation, an 'axis_scale' setting of '1.33' isrecommended as a starting point. Smaller values(such as '1.20') may be sufficient and provide for more precise control, so try experimenting to find the ideal for your combination of gamepad and games.
Multitap Usage
By default, no multitap is enabled. Be aware that if you enable multitap on PSX port 1, game view mapping will beinconsistent between games that support multitap and those that do not.
Enabling multitap on either PSX port may cause slight game slowdown. Some 1-and-2-player-only games half-support themultitap, but are apparently not coded with the multitap in mind, and may suffer from graphical glitches like screen tearing if multitapis enabled when running them.
(Virtual) Port Index to Game View Mappings for Multitap only on PSX Port 1 | |||
---|---|---|---|
Port Index: | Multitap-Compatible-Game: | Multitap-Incompatible-Game: | Physical Port Name: |
1 | 1 | 1 | 1A |
2 | 2 | - | 1B |
3 | 3 | - | 1C |
4 | 4 | - | 1D |
5 | 5 | 2 | 2 |
6 | - | - | - |
7 | - | - | - |
8 | - | - | - |
(Virtual) Port Index to Game View Mappings for Multitap only on PSX Port 2 | |||
---|---|---|---|
Port Index: | Multitap-Compatible-Game: | Multitap-Incompatible-Game: | Physical Port Name: |
1 | 1 | 1 | 1 |
2 | 2 | 2 | 2A |
3 | 3 | - | 2B |
4 | 4 | - | 2C |
5 | 5 | - | 2D |
6 | - | - | - |
7 | - | - | - |
8 | - | - | - |
(Virtual) Port Index to Game View Mappings for Multitap on both PSX Ports | |||
---|---|---|---|
Port Index: | Multitap-Compatible-Game: | Multitap-Incompatible-Game: | Physical Port Name: |
1 | 1 | 1 | 1A |
2 | 2 | - | 1B |
3 | 3 | - | 1C |
4 | 4 | - | 1D |
5 | 5 | 2 | 2A |
6 | 6 | - | 2B |
7 | 7 | - | 2C |
8 | 8 | - | 2D |
Default Input Mappings
Digital Gamepad on Virtual Port 1
W | Up |
S | Down |
A | Left |
D | Right |
Tab | SELECT |
Enter | START |
Keypad 8 | △ |
Keypad 2 | x |
Keypad 4 | □ |
Keypad 6 | ○ |
Keypad 1 | L1 |
Keypad 7 | L2 |
Keypad 3 | R1 |
Keypad 9 | R2 |
Settings Reference
Retroarch Beetle Psx
Caution: Any settings that change emulation behavior as seen from the emulated game are shown with the setting name bolded in the table. One should be conscious of these settings if one has changed them from the default values when using network play or movies, as they can cause desychronizations if not set the same among hosts(or between the recording emulator and the playing emulator).
1
Sanity checks are only performed on discs detected(via heuristics) to be PS1 discs. The checks primarily consist of ensuring that Q subchannel data is as expected for a typical commercially-released PS1 disc.
1
Disabling aspect ratio correction with this setting should be considered a hack.
If disabling it to allow for sharper pixels by also separately disabling interpolation(though using Mednafen's 'autoipsharper' OpenGL shader is usually a better option), remember to use scale factors that are multiples of 2, or else games that use high-resolution and interlaced modes will have distorted pixels.
Disabling aspect ratio correction with this setting will allow for the QuickTime movie recording feature to produce much smaller files using much less CPU time.
If disabling it to allow for sharper pixels by also separately disabling interpolation(though using Mednafen's 'autoipsharper' OpenGL shader is usually a better option), remember to use scale factors that are multiples of 2, or else games that use high-resolution and interlaced modes will have distorted pixels.
Disabling aspect ratio correction with this setting will allow for the QuickTime movie recording feature to produce much smaller files using much less CPU time.
1
1
When enabled, instead of the configured Analog mode toggle button for the emulated DualShock, use a combination of buttons held down for one emulated second to toggle it instead. The specific combination is controlled via the 'psx.input.analog_mode_ct.compare' setting, which by default is Select, Start, and all four shoulder buttons.
0x0001=SELECT
0x0002=L3
0x0004=R3
0x0008=START
0x0010=D-Pad UP
0x0020=D-Pad Right
0x0040=D-Pad Down
0x0080=D-Pad Left
0x0100=L2
0x0200=R2
0x0400=L1
0x0800=R1
0x1000=△
0x2000=○
0x4000=x
0x8000=□
0x0002=L3
0x0004=R3
0x0008=START
0x0010=D-Pad UP
0x0020=D-Pad Right
0x0040=D-Pad Down
0x0080=D-Pad Left
0x0100=L2
0x0200=R2
0x0400=L1
0x0800=R1
0x1000=△
0x2000=○
0x4000=x
0x8000=□
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
- none - none
- gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080. - dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary. - dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. - analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. - mouse - Mouse
- negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101. - guncon - GunCon
Namco's light gun; NPC-103. - justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the 'GunCon', you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. - dancepad - Dance Pad
Dingo Dingo Rodeo!
A value of 0x1000000 disables crosshair drawing.
1
1
Makes 3 more virtual ports available.
NOTE: Enabling multitap in games that don't fully support it may cause deleterious effects.
NOTE: Enabling multitap in games that don't fully support it may cause deleterious effects.
1
Makes 3 more virtual ports available.
NOTE: Enabling multitap in games that don't fully support it may cause deleterious effects.
NOTE: Enabling multitap in games that don't fully support it may cause deleterious effects.
1
na
eu
Used if region autodetection fails or is disabled.
- jp - Japan
- na - North America
- eu - Europe
0 is lowest quality and CPU usage, 10 is highest quality and CPU usage. The resampler that this setting refers to is used for converting from 44.1KHz to the sampling rate of the host audio device Mednafen is using. Changing Mednafen's output rate, via the 'sound.rate' setting, to '44100' may bypass the resampler, which can decrease CPU usage by Mednafen, and can increase or decrease audio quality, depending on various operating system and hardware factors.
Beetle Psx Hw
Beetle Psx Linux
1
1
Opacity is specified in %; IE a value of '100' will give entirely black scanlines.
Negative values are the same as positive values for non-interlaced video, but for interlaced video will cause the scanlines to be overlaid over the previous(if the video.deinterlacer setting is set to 'weave', the default) field's lines.
Negative values are the same as positive values for non-interlaced video, but for interlaced video will cause the scanlines to be overlaid over the previous(if the video.deinterlacer setting is set to 'weave', the default) field's lines.
autoip
autoipsharper
scale2x
sabr
ipsharper
ipxnoty
ipynotx
ipxnotysharper
ipynotxsharper
goat
Obviously, this will only work with the OpenGL 'video.driver' setting, and only on cards and OpenGL implementations that support shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. When a shader is enabled, the '.videoip' setting is ignored.
- none - None/Disabled
- autoip - Auto Interpolation
Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. - autoipsharper - Sharper Auto Interpolation
Same as 'autoip', but when interpolation is done, it is done in a manner that will reduce blurriness if possible. - scale2x - Scale2x
- sabr - SABR v3.0
GPU-intensive. - ipsharper - Sharper bilinear interpolation.
- ipxnoty - Linear interpolation on X axis only.
- ipynotx - Linear interpolation on Y axis only.
- ipxnotysharper - Sharper version of 'ipxnoty'.
- ipynotxsharper - Sharper version of 'ipynotx'.
- goat - Simple approximation of a color TV CRT look.
Intended for fullscreen modes with a vertical resolution of around 1000 to 1500 pixels. Doesn't simulate halation and electron beam energy distribution nuances.
1
When disabled, the default, the 'video.deinterlacer' setting is effectively ignored with respect to what appears on the screen, unless it's set to 'blend' or 'blend_rg'. When enabled, it may be prudent to disable the scanlines effect controlled by the *.goat.slen setting, or else the scanline effect may look objectionable.
borg
slenderman
- goatron - Goatron
Brightest. - borg - Borg
Darkest. - slenderman - Slenderman
Spookiest?
1
hq2x
hq3x
hq4x
scale2x
scale3x
scale4x
2xsai
super2xsai
supereagle
nn2x
nn3x
nn4x
nny2x
nny3x
nny4x
The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to '2', and try to use a 3x scaling filter like hq3x, the image is not going to look that great. Nekobot. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).
- none - None/Disabled
- hq2x - hq2x
- hq3x - hq3x
- hq4x - hq4x
- scale2x - scale2x
- scale3x - scale3x
- scale4x - scale4x
- 2xsai - 2xSaI
- super2xsai - Super 2xSaI
- supereagle - Super Eagle
- nn2x - Nearest-neighbor 2x
- nn3x - Nearest-neighbor 3x
- nn4x - Nearest-neighbor 4x
- nny2x - Nearest-neighbor 2x, y axis only
- nny3x - Nearest-neighbor 3x, y axis only
- nny4x - Nearest-neighbor 4x, y axis only
full
aspect
aspect_int
aspect_mult2
- 0 - Disabled
- full - Full
Full-screen stretch, disregarding aspect ratio. - aspect - Aspect Preserve
Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs yscalefs) can be maintained. - aspect_int - Aspect Preserve + Integer Scale
Full-screen stretch, same as 'aspect' except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. - aspect_mult2 - Aspect Preserve + Integer Multiple-of-2 Scale
Full-screen stretch, same as 'aspect_int', but rounds down to the nearest multiple of 2.
1
1
1
x
y
- 0 - Disabled
- 1 - Bilinear
- x - Linear (X)
Interpolation only on the X axis. - y - Linear (Y)
Interpolation only on the Y axis.
A value of '0' will cause the current desktop horizontal resolution to be used.
For this setting to have any effect, the '.stretch' setting must be set to '0'.
A value of '0' will cause the current desktop vertical resolution to be used.
For this setting to have any effect, the '.stretch' setting must be set to '0'.