F-Droid changes

We changed the signature used to sign our nightly builds to match the signature used on the Google Play version so you may need to uninstall and reinstall in order to get updated.
In most cases it should be possible to backup the configuration, it should be located in /storage/emulated/0/Android/data/com.retroarch/files/retroarch.cfg, reinstall, run RetroArch once and copy it over to the same location.

It’s an inconvenience but it had to be done at some point.

RetroArch 1.3 released

RetroArch 1.3 was just released for iOS, OSX, Windows, Linux, Android, Wii, Gamecube, PS3, PSP, PlayStation Vita and 3DS.

You can get them from this page:

http://buildbot.libretro.com/stable/1.3.0/

Once again the changelist is huge but we will run down some of the more important things we should mention:

Continue reading “RetroArch 1.3 released”

Getting Started with RetroArch

In the past month I have seen a few guides about configuring RetroArch, while good some fail to explain some concepts, so I thought why not, I’ll make a series of blog posts about configuring RetroArch, starting from the basics.

Terms

  • Core — a core is a program that runs in RetroArch (or another libretro frontend)
  • Frontend — a frontend in this context is a program that can run libretro cores (RetroArch, Minir, Kodi’s Retroplayer are examples of this)
  • Content — content is a game/program that is run by a core, some cores also require no content
  • Retropad — retropad is RetroArch’s input abstraction controller, it’s the interface between the physical controller and the core inputs
  • Save Files — save files are saves that are made from within a game, usually cross platform and should work across emulators in most cases
  • Save States — save states are snapshots of the content menory at a particular moment, these are not always cross platform and most certainly won’t work on a different emulator that the one used to create them
  • System Files — additional files that might or not be part of the romset that might be needed to get some content to work (usually referred to by the BIOS term)
  • Autoconf Profile — a configuration file that has button definitions for a particular gamepad

Continue reading “Getting Started with RetroArch”

New nightlies

We’ve been trying to get out nightlies for as many platforms.
Recently we added OSX (64 bit) and iOS nightlies, as well as 3DS and PS Vita.

This week we’ve added cydia and f-droid repositories to out buildbot. These builds are on the bleeding edge, usually a few minutes behind the latest commit.
The URL for the cydia repository is: http://buildbot.libretro.com/repo/cydia
And the URL for the f-droid repository is: http://buildbot.libretro.com/repo/fdroid/repo

Continue reading “New nightlies”

About donations

RetroArch is and will always be free software. Unfortunately sometimes we need to pay for hosting providers or developer hardware.

A few months back, the company that was providing our (then free) hosting service was bought by another company which in turn meant we could no longer have the VPS we were using to build the nightlies nor the VPS that was used to host the actual downloads, so we had to scramble yet again, to get back on our feet.

At the moment we are still building on donated hardware but we have moved our web sites to DigitalOcean (which is not free), so after a lot of debate we’ve decided to start accepting donations.
Donations will be handled by Paypal and will help us with:

– Hosting fees
– Developer hardware

We will review donations on a monthly basis, if all of sudden we have more than we need, we may close donations temporarily until we need them again.

Just to be clear, we expect donations to be with no strings attached, donating doesn’t mean we’ll scramble to implement features on request or port RetroArch to a specific platform or port any particular piece of software to RetroArch. We’ll be providing the same software on the same manner as we are now.

We plan to add the donation buttons next week.

RetroArch 1.2.2 released – for Android/Windows/OSX/Wii/Gamecube/PSP

Time for another update. Let’s get right to it.

Download it here!

OSX version

NOTE: If the OSX version doesn’t work for you, you might have to install the Cg framework first. To do that, download this and install it:

http://developer.download.nvidia.com/cg/Cg_3.1/Cg-3.1_April2012.dmg

The OSX version is back! We have two versions because we care about backwards compatibility, one for 32-bit Intel Macs (OSX 10.6 Snow Leopard and up), and one for 64-bit Intel Macs (OSX 10.7 and up). Later on we’ll go even an extra mile beyond this by releasing the PowerPC version too, which should be compatible from OSX 10.5 and up. It would be nice to push the OSX requirements down even further in time.

Some caveats right now: the guy who did our buildbot releases (IKarith – TJCarter) – I don’t know what fate befell him and whether or not he is still doing fine (I hope he is), but these builds seem to be no longer being pushed out to our buildbot, the last update was somewhere around the end of June. So we will have to be looking fast for a solution for this on our buildbot so that we can have 0-day updated cores again for iOS and OSX (the iOS version is not yet released but will be coming up next hopefully).

Continue reading “RetroArch 1.2.2 released – for Android/Windows/OSX/Wii/Gamecube/PSP”

RetroArch 1.2.1 released – for Android/Windows/Wii/Gamecube

So, the latest release of RetroArch, version 1.2.1, has just been released. Allow me to fill you in on everything that has changed.

Download your respective version here!

Rushed 1.2 release

First of all, we admit that the 1.2 release was rushed and we regret that we were in such a rush to get something out there that we might have lost the forest for thre trees at some point. Bear with us here, it has been over a year since we had started a very big initiative to rewrite the entire codebase from scratch so that it could be future proof from now on, and there is only so much that can be tested in a controlled environment. Once it gets out in the wild, a lot more potential usecases can be tested and therefore, issues can pop to the surface that you didn’t anticipate before.

Now, not to make apologies for anything, we have been working our ass off this past week dealing with the feedback and improving things. So, let’s start with that.

Continue reading “RetroArch 1.2.1 released – for Android/Windows/Wii/Gamecube”

RetroArch 1.2 – July 4 release kickoff

Download here!

http://buildbot.libretro.com/stable/1.2/

First things first – we are back. It has taken us a very long time to make a new release of RetroArch due to numerous complications, so apologies for missing numerous release dates before (first Christmas, then somewhere in April, etc.). It tells something about the development hell we’ve been through that I’ve just skipped an entire version number (1.1) and gone straight to 1.2.

Let me first get some important stuff out of the way before we continue. For our iOS and Blackberry 10 users: we were not ready today (July 4) to launch on these platforms, you’ll unfortunately have to hold out for one more week before we have something for you. Rest assured that there will be plenty to enjoy a week from now.

With that out of the way…

Continue reading “RetroArch 1.2 – July 4 release kickoff”

“In the run-up to RetroArch 1.1 – what’s new pt. 5

We’ve been away for half a year so there is a lot to talk about in this new upcoming release. Rest assured I’m working hard as hell to meet the Christmas sweet spot.  It will take a couple of blog posts to go through it all. So let’s start with the first one. I’m putting these articles out now because I really don’t fancy having to write all this stuff later on in the holidays when I drop this stuff.

In this blog post, let’s talk some more about new cores

Continue reading ““In the run-up to RetroArch 1.1 – what’s new pt. 5”

In the run-up to RetroArch 1.1 – what’s ‘new’ pt. 4 (PowerPC Mac)

We’ve been away for half a year so there is a lot to talk about in this new upcoming release. Rest assured I’m working hard as hell to meet the Christmas sweet spot.  It will take a couple of blog posts to go through it all. So let’s start with the first one. I’m putting these articles out now because I really don’t fancy having to write all this stuff later on in the holidays when I drop this stuff.

In this blog post, let’s talk about something else than cores that’s going to be new in v1.1

Continue reading “In the run-up to RetroArch 1.1 – what’s ‘new’ pt. 4 (PowerPC Mac)”