Dark Souls Remastered – InfiniDetail mod

This was a fun research sideproject. It did not take any development resources away.

Download this on NexusMods here.

This mod does the following:

  • Reduce/eliminate texture LOD (Level of Detail)
  • Increase draw distances, less pop-in of mappieces and objects
  • Untie special effects/particle effects from mappieces/collisions.

This mod takes a conservative and disciplined approach. It does not seek to alter
the game’s look, it does not add additional lighting, it does not remove spot lights or
remove baked shadows. In other words, it tries to look authentic to the original game,
and yet a still noticeable visual upgrade.

REQUIREMENTS

  • A copy of Dark Souls Remastered (PC version)

HOW TO INSTALL

  1. Extract the contents of the zip archive to the Dark Souls Remastered directory (usually C:\Program Files (x86)\Steam\steamapps\common\DARK SOULS REMASTERED).
  2. Start Dark Souls Remastered from Steam, or run DarkSoulsRemastered.exe from the install dir.
  3. This will start Dark Souls Remastered with the InfiniDetail mod

MEDIA

See some before/after screenshots here.

Screenshot #1
Screenshot #2
Screenshot #3
Screenshot #4

Full screenshot gallery here.

TODO
* Make more enemies visible all of the time
* Replace more low LOD fake mappieces with full LOD mappieces
* Fix up more rendering oversights from the original game

TOOLS USED
* DSMapStudio

CREDITS
* Fromsoftserve, for his inspirational videos and modding tips.
* DSMapStudio authors for the amazing tool. This mod would not have been possible without it.

FAQ
* Can it be used with DSR Graphics Overhaul mod?
No. DSR Graphics Overhaul by fromsoftserv is a far more ambitious mod that seeks to overhaul the game’s look and modernize it by removing baked shadows and replacing it with dynamic shadows, and also other artistic changes / edits. This mod has a more narrowly defined scope by comparison in that it wants to remain somewhat authentic and at the same time also remove some of the obvious visual rough edges from the original game that probably should have been addressed by the remastered version in the first place.
* How does it affect performance?
This mod can likely be optimized further, consider this a first pass. However, a performance test was done on Steam Deck. It ran at a smooth locked 60fps at the Steam Deck’s native resolution.

WHAT’S NEXT
InfiniDetail mods for Dark Souls 3 and Sekiro were developed alongside this mod, and will appear in the near immediate future.

Dark Souls 2: Scholar of the First Sin – InfiniDetail mod

(InfiniDetail) Mappieces rendered which were not visible before

This was a fun research sideproject. It did not take any development resources away.

Download this on NexusMods here.

This mod does the following:

  • Reduce/eliminate texture LOD (Level of Detail)
  • Increase draw distances, less pop-in of mappieces and objects

  • Draw some mappieces that were inside the level files but never rendered ingame

This mod takes a conservative and disciplined approach. It does not seek to alter
the game’s look, it does not add additional lighting, it does not remove spot lights or
remove baked shadows. In other words, it tries to look authentic to the original game,
and yet a still noticeable visual upgrade.

NOTE: Mappieces that have shadow source/target disabled have not been altered.
There will be a second version of the mod in the future that will enable shadow
source for certain mappieces. Enabling it for all mappieces at once did not turn
out to be a good idea, so it has to be done judiciously.
Altered objects meanwhile do have shadow sources enabled

REQUIREMENTS

This mod will not work with vanilla Dark Souls II.

HOW TO INSTALL

Easy mode

  1. Extract the contents of the zip archive to the Dark Souls II: Scholar Of The First Sin directory (usually C:\Program Files (x86)\Steam\steamapps\common\Dark Souls II Scholar of the First Sin\Game).
  2. Start Dark Souls II: Scholar Of The First Sin from Steam, or run DarkSoulsII.exe from the DS2 install dir.
    This will start the InfiniDetail mod with ModEngine (supplied in the zip archive)

Hard mode

There is a way to run this mod without ModEngine too.

  1. Extract the contents of the zip archive to a temporary directory.
  2. Download UXM (https://www.nexusmods.com/sekiro/mods/26)
    Run UXM, point it to the DS2 SOTF exe (usually C:\Program Files (x86)\Steam\steamapps\common\Dark Souls II Scholar of the First Sin\Game\DarkSoulsII.exe). Click on ‘Unpack’ and wait until it’s done. Close UXM.
  3. Take the contents of the ‘InfiniDetail’ directory (see Step 1), and copy them over to the DS2 SOTF directory (usually C:\Program Files (x86)\Steam\steamapps\common\Dark Souls II Scholar of the First Sin\Game).
  4. Run UXM, point it to the DS2 SOTF exe (usually C:\Program Files (x86)\Steam\steamapps\common\Dark Souls II Scholar of the First Sin\Game\DarkSoulsII.exe). Click on ‘Patch’ and wait until it’s done. Close UXM.
  5. You can now start Dark Souls II: Scholar of The First Sin with the mod applied.

TODO

  • Stop enemies from animating at half rate from a far distance
  • Improve the quality of light shafts
  • Improve cascade shadow render distance (max shadowmap resolution in the game seems to be 4096×4096, would need to be able to go beyond this)

TOOLS USED

  • ACB Editor
  • DSMapStudio

MEDIA

See some before/after screenshots here.

Screenshot #1
Screenshot #2
Screenshot #3
Screenshot #4
Screenshot #5
Screenshot #6
Screenshot #7
Screenshot #8
Screenshot #9
Screenshot #10
Screenshot #11

FAQ

  • Can it be used with DS2 Lighting Engine mod?
    Yes, it works fine. First install the DS2 Lighting Engine mod, then walk through this mod’s installation instructions (How To Install).

WHAT’S NEXT

InfiniDetail mods for Dark Souls Remastered, Dark Souls 3 and Sekiro were developed alongside this mod, and will appear in the near immediate future.

(InfiniDetail) Extended draw distance
(InfiniDetail) Extended draw distance

RetroArch 1.16.0 release


RetroArch 1.16.0 has just been released.

Grab it here.

If you’d like to learn more about upcoming releases, please consult our roadmap here.

Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

Changelog

There are more changes than mentioned here, but for the sake of brevity, here is the changes since 1.15.0.

1.16.0

  • 3DS: Update __system_initArgv
  • 3DS: Update SquirrelJME 3DS Core information along with icons.
  • ANDROID: Rewrite input handling to better support AINPUT_SOURCE_STYLUS
  • ANDROID: Prevent the android quick tap mouse click emulation while pressing a button on the on-screen overlay
  • AUDIO: Fast-Forward Audio Resampling
  • AUDIO: Reinit audio on audio sync toggle
  • AUDIO: Count audio samples in stats when rate control is disabled
  • AUDIO/PULSEAUDIO: Support device list for PulseAudio
  • AUDIO/WASAPI: WASAPI Frame Delay fix + cleanups
  • AUDIO/WASAPI/MIDI: Frame Delay correction
  • ARCHIVE/ZIP: Improve ZIP decompression This reduces the amount of memory Retroarch needs to extract a ROM file. It will only need the size of the ROM plus 128KiB to extract the file from the ZIP. Previously it needed as much as twice that amount if the compression ratio was not great. This is useful on memory constrained platforms and has no impact on platforms with plenty of memory. Handles all cases correctly (with and without MMAP, for cores that require fullpath or not, small and big ZIP files).
  • APPLE: Add default keyboard overlay directory to platform_darwin
  • APPLE: Update to MoltenVK 1.2.4
  • APPLE: Don’t include MoltenVK library in Load Core menu list
  • APPLE: Enable AltServer JIT for builds installed by Xcode
  • APPLE: The default pthread stack size on Apple is too small for detect_ps2_game, so increase it
  • CHEEVOS: Upgrade to rcheevos 10.7
  • CHEEVOS: Don’t initialize rcheevos memory unless used
  • CHEEVOS: Add progress tracker widget
  • CHEEVOS: Eliminate leaderboard tracker stutter
  • CHEEVOS: Expand leaderboard visibility settings
  • CHEEVOS: Collapse trackers with same value definition
  • CHEEVOS: prevent frame step when hitting rewind button while paused in hardcore
  • CHEEVOS: disallow video_swap_interval and black_frame_insertion in hardcore
  • CRT/SWITCHRES: Don’t always force core aspect ratio
  • CRT/SWITCHRES: Fix aspect ratio for tate games on a horizontal screen
  • CRT/SWITCHRES: Add PAL threshold option for automatic refresh rate switch
  • CRT/SWITCHRES/KMS: Add KMS modeswitch
  • COMMAND: Make cmd interface more useful for replay information
  • CONFIG: Allow all systems to check for backslashes (Windows) as last slash in path. Improves portable core logic
  • D3D11: Fix memory corruption in d3d11_gfx_init
  • D3D12: Enable blending when drawing the menu
  • D3D12: Move fence signaling out of d3d12_gfx_sync
  • D3D12/LIBRETRO: Add D3D12 HW_render support
  • DOWNLOADS/THUMBNAILS: Prevent directory creation on bogus thumbnail downloads
  • EMSCRIPTEN: Fix Emscripten sleep function/macro
  • EMSCRIPTEN/RWEBAUDIO: Fix RWebAudioInit race condition
  • EMSCRIPTEN/OPENAL: Make openal default audio driver
  • FFMPEG: Fix RetroArch fails to restart streaming when video re-inits and instead starts recording
  • FRAMESKIP: Use refresh rate instead of core fps for frameskip timing
  • INPUT: Combo hold + ‘enable_hotkey’ correction. Fixed issue with having menu toggle hold combo in different button than ‘enable_hotkey’, which caused ‘enable_hotkey’ to also act as menu toggle if held long enough, and simplified and unified duplicate code in start+select holds to a single function.
  • INPUT: input_keyboard_event: Don’t check hotkey binds when device is RETRO_DEVICE_POINTER
  • INPUT: Add input_keymaps_translate_rk_to_ascii() for correct character input to input_keyboard_event
  • INPUT: input_overlay_poll: Delay clearing INPUT_OVERLAY_BLOCKED flag until there is no overlay input (Avoids stray input after osk_toggle)
  • INPUT: Send keyboard events for modifiers before other keys (for correct modifier+key input if hitboxes overlap)
  • INPUT: Remember currently set keyboard mapping bits during same config read, because otherwise customized keybinds can get cleared out of the bits on the next iteration, causing keyboard events to get passed to the core when they should get blocked.
  • INPUT/AUTOCONFIG: Reinit after updating autoconf profiles
  • INPUT/LINUX/UDEV: Log mouse devices in info level
  • INPUT/LINUX/UDEV: First working version of udev driver with touchscreen support and gestures.
  • INPUT/WAYLAND: Add wayland to input driver list
  • INPUT/MENU: move port X binds into retropad binds submenu and add appropriate help text and sublabels to discourage people from messing around in there unnecessarily
  • INPUT/MENU: Add menu icons to ‘RetroPad Binds’
  • INPUT/MENU/OSK: Allow more keyboard actions with menu osk
  • INPUT/REMAP: Remap label fix when no autoconf profile active
  • INPUT/REMAP: Add ‘Save As’ option for remaps and overrides
  • INPUT/OVERLAY: Add overlay parameter to control x/y separation in auto-scale mode
  • INPUT/OVERLAY: Revive/rewrite Keyboard Overlay and OSK Toggle. Add keyboard overlay preset, keyboard submenu, and osk_toggle hotkey. Use overlay caching for osk_toggle.
  • INPUT/OVERLAY: Overlay Caching. Adds overlay_cache_ptr to keep a disabled overlay in memory when it’s expected to be shown again. Most input_overlay_deinit calls are replaced with input_overlay_unload, which caches the overlay unless initing/deiniting core or disabling overlays. Loading a cached overlay is done as a swap, intended for osk_toggle.
  • INPUT/OVERLAY: Add input_overlay_check_mouse_cursor() to preserve show/hide mouse behavior
  • INPUT/OVERLAY: Don’t apply input_overlay_show_mouse_cursor in windowed mode (controlled by mouse grab only)
  • INPUT/REMAPPING: Stop always reseting to defaults on remap delete
  • INPUT/SDL: Fix rumble on PS4/PS5 controllers connected via bluetooth
  • IOS: JIT support in iOS
  • IOS: Use AltKit to try to enable JIT on iOS
  • IOS: Fix thumbnails in history on iOS
  • IOS: Enable option to rumble iOS device instead of controller
  • IOS: Fix including audio/video filters on iOS
  • IOS: Haptic feedback for overlay on iOS
  • IOS: On iOS, stop/start audio on interruptions
  • IOS: Add accelerometer and gyroscope sensors to iOS
  • IOS: iOS needs to targets 13 due to some keyboard emulation, but tvOS does not
  • IOS/TVOS: Rework JIT availability checks
  • IOS/TVOS: When updating playlist with detected core path, used resolved core path
  • IOS/TVOS: Implement memory queries on iOS/tvOS
  • IOS/TVOS: Netplay discovery through bonjour/mdns
  • IOS/TVOS: Improve some log formatting on iOS/tvOS
  • IOS/TVOS: Preliminary MetricKit support on iOS/tvOS
  • TVOS: Fix analog stick handling after adding Siri remote tap support
  • TVOS: Also handle tap events on tvOS
  • TVOS: Back up retroarch.cfg to NSUserDefaults on tvOS.
  • TVOS: tvOS has its own beautiful screensavers and I would like them
  • TVOS: tvOS Siri remote handling
  • TVOS: Fix accidental left/right keypresses on tvOS
  • TVOS/CONFIG: Avoid a crash if there is no backed up config file on tvOS It’s not really usable as a game controller, but it is good for going through the menu as a simple LRUD. This also adds better support for names of mFI controllers, as well as being able to do the expected tvOS behavior of “backing out” of the app.
  • TVOS: AltKit support for tvOS
  • INTL: Fix language detection in Canada to English
  • LANGEXTRA: Enable language autodetect for all builds with LANGEXTRA
  • LIBRETRO: Add new context hardware render enums – enables autodetection of DX12 for PS2 core
  • LIBRETRO: Add API to check JIT availability on iOS
  • LIBRETRO: Allow RETRO_ENVIRONMENT_SET_MEMORY_MAPS also after core startup. Change the comment in libretro.h about the removed limit and handle the environment call during core runtime in RetroArch.
  • LIBRETRO/MICROPHONE: Add new API for microphone support.
  • LIBRETRO: Add new API for querying the device’s power state.
  • LIBRETRO/VFS: Rewrite retro_vfs_file_remove_impl
  • LINUX: Input driver fix 8+ joypads. It was reported that controllers beyond 8 worked only partially (analogs yes, but not buttons), and the found fix was also confirmed.
  • MIDI: Show MIDI output first
  • MENU: Reorganize ‘Saving’ menu
  • MENU: Start directory browsing from current value
  • MENU: Fix menu toggle combo hold with same ‘enable_hotkey’
  • MENU: Add menu scroll home+end actions
  • MENU: Move ‘systemfiles_in_content_dir’ from Saving to Core
  • MENU: Menu navigation acceleration adjustments
  • MENU: Audio synchronization menu cleanup
  • MENU: Menu value label cleanup
  • MENU: Show playlist history/favorites icons by default
  • MENU: Remove advanced option flag from video rotation + orientation
  • MENU: Combine audio resampler menu with audio output menu
  • MENU: Microphone menu cleanup
  • MENU: Add missing menu visibility option for content dir override
  • MENU: Fix menu refresh in action_ok_network
  • MENU: Video settings menu cleanup
  • MENU: Try to declutter Quick Menu
  • MENU: Change network port menu options to ‘allow_input’ mode
  • MENU: Preselect current core in “Set Core Assocation” menu for more carefree usage
  • MENU: Focus back to “Set Core Association” item after returning from the menu instead of first item
  • MENU: Replaced hack fix for focusing the first item after returning from core suggestion “Run” menu after association reset
  • MENU: Fixed setting core association in history/favorites after resetting it and running without setting
  • MENU: Relocate playlist manager core association options to prevent accidental resets with Start
  • MENU: Fraction setting wraparound rounding correction
  • MENU: Add more missing sublabels
  • MENU: ‘Updater Settings’ relocation
  • MENU: Search box usability improvements
  • MENU/RGUI: Implement ‘Remember Selection’ option
  • MENU/RGUI: Fix savestate thumbnail fullscreen cancel action
  • MENU/RGUI: Fix and add toggle for playlist thumbnails
  • MENU/OZONE: Update Dracula theme
  • MENU/OZONE: Return to sidebar from playlist manage quick access
  • MENU/OZONE: Sidebar multiline scrolling
  • MENU/OZONE: Avoid crash if ozone sidebar_index_size is 0
  • MENU/OZONE: Prevent metadata and footer overlap
  • MENU/OZONE: Sublabel width tweak
  • MENU/OZONE: Mouse hover selection fix
  • MENU/XMB: Message/help box adjustments
  • MENU/XMB: XMB menu playlist index bugfix
  • MENU/XMB: Playlist label limit fixes
  • MENU/XMB: Prevent playlist label truncating long items even when right thumbnail is not enabled/visible
  • MENU/XMB: Prevent playlist label length resetting to full width on every item change while thumbnail is pending
  • MENU/XMB: Stop showing playlist entry index outside of playlists
  • MENU/XMB: Fix menu focus issue when returning from “Set Core Association” if playlist index is greater than the previous menu
  • MENU/EXPLORE: Prevent flashing when browsing fullscreen thumbnails
  • MENU/EXPLORE: Match label ticker length behavior with playlists
  • MENU/SOUNDS: Fix certain audio drivers from hanging when menu pause is enabled with menu sounds
  • MENU/SOUNDS: Fix menu sounds stopping after fullscreen toggle / video reinit
  • MENU/QT/WIMP: Cleanup Desktop Menu welcome text
  • MENU/OVERLAYS: Reorder overlay menu
  • MICROPHONE: Add support for microphones.
  • MICROPHONE/ALSA: Add alsa and alsathread microphone drivers.
  • MICROPHONE/SDL: Add sdl2 microphone driver.
  • MICROPHONE/WASAPI: Add wasapi microphone driver.
  • MOBILE: On mobile in portrait mode, don’t override custom viewport
  • NETWORKING: Enhance netpacket interface
  • NETWORKING/NETPLAY: Enable core host to refuse connecting new players to limit the number of connected players
  • NETWORKING/NETPLAY: Enable a core to flush outgoing packets and read incoming packets without waiting for the next frame (can be used for lower latency or blocking reads)
  • OPENDINGUX/RG350: Enable networking for RG350
  • OPENGL/WAYLAND: Add frame callback after egl_swap_buffers to improve latency when max_swapchain <= 2
  • OSD/STATISTICS: Show current video + audio drivers in statistics
  • OSD/STATISTICS: Ensure statistics text is aligned left
  • OSX/MACOS: Fix steam OSX core path
  • OSX/MACOS: Add HAVE_STDIN_CMD support
  • OSX/MACOS: fix mouse grab in windowed mode
  • OSX/MACOS/IOS/TVOS: Enable SSL in macos/ios/tvos builds
  • PLAYLIST: Change default playlist last played time format
  • PS3/PSL1GHT: Add overlay support
  • RUNLOOP: Don’t count frames while paused
  • SERENITYOS: Add SerenityOS to the list of supported operating systems
  • SCANNER: Improve scanner console output
  • SCANNER: More scanner console output coloring
  • SCANNER: Improve CLI scan console output
  • SCANNER: Add content import/scan via CLI
  • SCANNER/PS1: Serial extraction is now considered a failure if PSX.EXE is found, allowing CRC fallback and actually fixing the game scanning
  • VIDEO: Correct rotated core provided aspect ratio
  • VIDEO: Minor adjustments to refresh rate switch behavior
  • VIDEO: Fix windowed viewport with libretro rotation
  • VIDEO/SDL2: Use “nearest” scaling in menus
  • TASKS: Fix corrupt task progress percentage
  • XVIDEO/MENU: Add menu support to xvideo gfx driver, making it usable
  • UWP: Fix modifier keys ( shift, ctrl, alt ) as well as F10 not being detected on the UWP platform
  • VULKAN: Ignore Fast-Forward Frameskip option
  • VULKAN/KHR_DISPLAY: Support screen refresh rate with Vulkan KHR_Display context
  • WIN32: Increase maximum window limit
  • WIN32/WINDOWSXP/MSVC2010: Fix invisible menu display
  • WAYLAND: Remove splash screen
  • WAYLAND: Check for pointer before locking it
  • WAYLAND: Add mouse grab/lock functionality
  • WAYLAND: Get system wayland-protocols path via pkg-config

Server incident resolved

The cause of the intrusion has been found and isolated. We have no indications that other systems including core distribution was accessed, so there is no immediate cause for concern there. Sites should be operational right now and everything should work fine right now.

PSA: If people downloaded RetroArch on Windows earlier today they should check their history for mediafire. Trusted downloads from Libretro always originate from http://buildbot.libretro.com and/or http://bot.libretro.com. We will never upload files to any third party file sharing site.

More to share on this later on.

DirkSimple core added on Steam + RetroArch update

DirkSimple core added to Steam


We added a new core, DirkSimple. This brings the total number of available cores on Steam to 60 now.

DirkSimple is a core written from scratch by icculus, one of the original creators/maintainers of popular open source projects like SDL. It can play some of the 1980s LaserDisc arcade games.

See our Steam article here.

RetroArch 1.15.0 updated

A maintenance update/fix has been pushed for 1.15.0. This replaces the current 1.15.0 version.

New changes:

  • INPUT/AUTOCONFIG: Check for ‘enable_hotkey’ also from autoconf binds
  • LIBRETRO-COMMON/VFS/FILESTREAM: Fixes filestream_vscanf regression
  • MENU/XMB: Horizontal icon animation fix
  • OSD/STATISTICS: Notification font + statistics adjustments
  • OSD/STATISTICS: Finetuned statistics layout to be more compact and aligned
  • OSD/STATISTICS: Group Run-Ahead and Frame Delay as “Latency”
  • OSD/STATISTICS: Try to scale font as small as possible/readable if stats won’t fit
  • OSD/STATISTICS/FONT: Allow reseting notification font with RetroPad Y to “null”, which uses the fallback pixel font
  • OSD/STATISTICS/FONT: Show “Default” instead of empty with default font
  • OSD/STATISTICS/FONT: Start browsing font from assets instead of root
  • WIN32: Ignore window limiting with fixed position. The other resizing part already took this into account, but WM_GETMINMAXINFO did not.

Development Plan – March 13, 2023

A new concept we’re going to try, we’ll see if it lasts. Expect irregular blog posts like this, whenever something is on our mind that we want to share. It’s basically like a development diary where we discuss future plans for upcoming versions and what we have been thinking about doing.

Raising the lowest common denominator

RetroArch pushes the concept of backwards compatibility to an absolute extreme. It’s one of our definite pet peeves and something we’re quite proud of. The degree to which we push this is quite irregular in the modern day software industry but we believe it differentiates us from the rest of the pack, and in a good way.

That being the case, recently we believe that in order to improve the out of the box enduser experience, it is perhaps necessary to start making some general baseline assumptions on what endusers realistically are using in terms of hardware. Let’s explain what is behind this idea.

The Steam Mac version was a good opportunity for us to establish some minimum baseline system requirements to make sure that RetroArch on Mac would run well out of the box.

We provide two macOS versions right now (because we are as ever all about being backwards compatible):

  • Main version is the High Sierra build (10.13 and later). We also call this the Metal/GL universal build. This build has OpenGL, Metal and Vulkan/MoltenVK drivers, it has slang shader spec support, and is generally considered the most full-featured build.
  • Second version is the Lion (10.7 and later) version. This is a more pared-back, stripped-down version. It provides OpenGL (3.2 core context) support (because Lion was the first macOS version to support OpenGL 3.2 and higher). It does not provide Vulkan or Metal driver support because of the minimum OS requirement.
  • Well, technically, there is a third version. This is a PowerPC version targeting macOS/OSX 10.5. It has OpenGL (up to 2.x) support. This build is not provided by our buildbot right now as our buildbot infrastructure lacks the development tools to build it. It might be introduced at a later undisclosed date.

Steam on macOS requires you to have at least macOS El Capitan (10.11) installed or later. It does not support anything lower. This meant that we could go with our Metal/GL universal build that targets macOS High Sierra (10.13). In doing so, we could reasonably assume that the Macs capable of running this OS should have at least a GPU with support for the Metal 2 graphics API. This allows us to just set the default video driver to Vulkan, which should guarantee a high level of performance and also compatibility with cores that provide a Vulkan hardware context.

The current Vulkan MoltenVK implementation in RetroArch Mac is actually quite a bit faster than the native Metal video driver right now. Perhaps it hits more optimal codepaths in the MoltenVK implementation because the Vulkan video driver is more well optimized than the Metal one. This is all of course speculation. Other nice things that came out of the Vulkan driver being supported on Mac is that we provide HDR support now on Mac for the Vulkan driver.

Anyway, onto the point. Currently, there are 5 different Windows versions.

  • Main version – compiled with MSYS2/Mingw. We consider this the Windows 11/10/8/7 version. This is the most full-featured build. It has Vulkan/OpenGL/D3D11/D3D12/D3D10/D3D9 video driver support, it has slang shader support, it has a builtin ffmpeg core, and it has the Qt5-based desktop UI builtin.
  • 2nd version – the UWP version, compiled with either Visual Studio 2017, 2019 or 2022. The UWP (Universal Windows App) build is more feature limited than the regular Windows build, but it does have Direct3D 11/12 support and slang support. It does not have Vulkan video driver support. OpenGL support is dependent on ANGLE and is spotty, it is used by cores as a last resort when a Direct3D 11 renderer is not available instead. The UWP app can be used on Windows 8/10/11, and Xbox One/Series consoles.
  • 3th version – Windows Vista/XP build, compiled with Visual Studio 2010. Features are more limited than the main version. Other limiting factors: because Visual Studio 2010 has partial/incomplete C++11 language support (called C++0x at the time), this version does not have the Vulkan video driver or slang support (the latter relies on SPIRV-Cross/GLSLang, both C++11 code). The Windows Vista/XP build does have Direct3D 9 and OpenGL (2.x) support.
  • 4th version – Windows 2000 / ME / 98SE build, compiled with Visual Studio 2005. This version is even more stripped back than the Windows Vista/XP build, but sacrifices are necessary so that we can target these obsolete/ancient OSes. Other limiting factors in terms of featureset is of course the complete lack of C++11/C++0x language support in Visual Studio 2005.
  • 5th version – Windows 98 / 95 build, compiled with Visual Studio 2003. This is the most pared back version of them all. We currently haven’t provided any builds of this version since 2020 since our current buildbot infrastructure lacks a Visual Studio 2003 compiler. Maybe it will come back one day.

Right now, all these versions (except for the UWP version, which has ‘d3d11’ as the default) fallback by default to the ‘gl’ video driver. ‘gl’ is the first OpenGL-based video driver that was written for SSNES/RetroArch. It targets OpenGL 2.x on the desktop and OpenGLES 2 for mobile, and it can use the (now considered deprecated) ‘glsl’ shader spec.

There are several problems with defaulting to ‘gl’ by default:

  • There are now more modern OpenGL drivers in RetroArch, such as ‘glcore’, which targets OpenGL 3.2 Core and higher.
  • Spotty OpenGL driver support for some video cards/GPUs. OpenGL support on Windows for vendors is often an afterthought. The most egregious example is probably Intel for some of their iGPUs, where the only OpenGL version supported is ancient OpenGL 1.1 (literally late ’90s). This means that you have to resort to ‘gl1’ and lose a ton of features that you’d have access to with ‘gl’ or ‘glcore’.
  • Direct3D support can generally be assumed to be better for most video cards/GPUs compared to OpenGL. Especially the case for AMD and Intel.

Defaulting to ‘gl1’ by default would be most ‘compatible’ but it’d really severely limit the out of the box featureset that the general user can use, so this is simply not a good option.

We therefore had the following idea: we can assume that the ‘main version’ is going to run on at least Windows 7 and later, because MSYS2/Mingw-w64 versions as of now only targets Windows 7 as a minimum OS. Therefore, we can raise the lowest common denominator a bit. We can reasonably assume that a system running Windows 7 has at least a DirectX11-class GPU. Therefore, the ‘main’ Windows version from now on will start defaulting from ‘gl’ to ‘d3d11’. This has various benefits:

  • HDR support out of the box
  • Better compatibility with most GPUs
  • Slang shader support, the cross-GPU shader spec that we want everyone to use (instead of deprecated glsl spec)

Do note, that compatibility with cores that rely on OpenGL will not be an issue, because RetroArch has the ‘auto switch video driver per core’ enabled by default. So you won’t lose anything in the process when you need to start up a core that requires OpenGL.

We believe that in making this change, the default out of the box experience for a new user starting RetroArch for the first time will be much better. The few users that will encounter difficulties because their GPU does not meet the DirectX 11 requirements could force the video driver to ‘d3d10’ manually by simply editing retroarch.cfg, but we don’t expect there to be many. We figure that the people who would have problems with ‘d3d11’ would have the same issues with ‘gl’ regardless.

It’s always good of course to cast a very wide net when it comes to hardware backwards compatibility, but considering DirectX 11 was released in 2009/2010, we can consider that people running a main build targeting at least Windows 7 should at least have a GPU that can support a 13-year old graphics API.

The next step in defaulting to some more practical default settings for modernday hardware is probably going to be defaulting to XAudio 2.8 / 2.9 for the main Windows build. Right now we use XAudio 2.7. The benefit of XAudio 2.7 is that it is the most backwards compatible way of implementing XAudio2. However, it requires you to install the old deprecated DirectX 9 SDK, which doesnt come installed by default on modern Windows versions. Windows 8 started providing XAudio 2.8 DLLs by default, and Windows 10 started providing XAudio 2.9 DLLs by default. So what we are going to do probably at startup is determine if we are running Windows 8 or higher, and if so, try to use XAudio 2.9 first. If it doesn’t succeed, try XAudio 2.8. We will have to create at least a second new Xaudio driver for this, so that we retain backwards compatibility for Windows 7 and older OSes. They will have to resort to XAudio 2.7 still.

Do note that all Windows versions prior to Windows 7 will continue to work as expected. We are mainly talking here about the main MSYS2/Mingw-w64 build, which has Windows 7 as a minimum OS.

Also, don’t be concerned, you will still be able to use the OpenGL and Vulkan drivers, or even Direct3D 10 or 12. We are only talking here about the ‘video driver’ which is going to be used at first startup.

RetroArch 1.15.0 release


RetroArch 1.15.0 has just been released.

Grab it here.

If you’d like to learn more about upcoming releases, please consult our roadmap here.

Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

NOTE: Our upcoming Libretro Core Progress Report (January 2023 – March 2023) article will arrive later.

RetroArch is now available for Mac on Steam!


Thanks in large part to the hard work of warmenhoven, RetroArch for Mac is now on Steam! Get it here.

Minimum system requirements:

  • Your Mac should be running macOS 10.13 (High Sierra) or later. It is technically possible to try to run it on a version as low as macOS 10.11 (El Capitan), but in order to use it with all features reliably working we’d recommend 10.13 or later.
  • Your GPU should at least support the Apple Metal 2 graphics API. This is because Vulkan is the default video driver, which in turn relies on MoltenVK. MoltenVK is a Vulkan to Metal abstraction layer which converts Vulkan API calls to Metal. Therefore, a GPU that supports the Metal graphics API is essential for an optimal out of the box experience. Thankfully, most Macs produced in the past 10 years should be able to meet this requirement. If you want to know if your Mac meets the minimum Metal requirements, refer to this page here. TLDR – you should be good to go with a Mac that came out mid 2012 or later.

We’re very proud that RetroArch is now available on Steam on all three major OS platforms: Windows, Mac and Linux. Not only that, all but one of the cores (58 as of this writing) are fully compatible for Mac.

We went the extra mile and made sure to support both the old and new generation of Macs. Therefore, we support both CPU architectures: Intel x64 based systems and the newer Apple Silicon/ARM architecture. So on newer Apple Silicon Macs you’re getting a native version of RetroArch and any core DLC. No Rosetta2 translation layer overhead in this case.

General improvements to the Mac version

The Mac version is in a much better state now compared to the last stable. Here is what has been worked on since 1.14.0:

  • We now support Apple’s native Gamepad protocol MFi. You can hook up and attach DualShock4 or DualSense controllers and it will seamlessly work.
  • The ‘10.13 and later’ version of RetroArch Mac now supports both OpenGL and Metal. It is no longer necessary to have separate versions if you want to use some core which only provides an OpenGL renderer and no Metal/Vulkan renderer.
  • There is now a Vulkan video driver. And Libretro cores that use Vulkan as a hardware context are also supported, such as SwanStation, Beetle PSX, Mupen64Plus Next (ParaLLEl RDP), and more!
  • The Vulkan driver is HDR capable, and you can setup the colors to your liking from within the Video HDR menu.
  • We also provide the ‘glcore’ video driver now. This targets OpenGL 3.2 core context. macOS versions since 10.7 should provide support for this. Previously we would only provide the ‘gl2’ video driver which is OpenGL 2.x. Main benefits of the ‘glcore’ video driver in comparison to ‘gl2’ is that the glcore video driver supports slang shaders while ‘gl2’ doesn’t and is stuck with the older, deprecated GLSL shader spec. Moving forward we recommend people to move to slang shaders. It is compatible across video drivers unlike the GLSL shader spec.
  • Various serious bugs/crashes have been fixed that affected the Mac version previously.

We have made the decision to default the Metal Universal build to the Vulkan video driver. It is currently running faster than the native Metal video driver, has HDR support, and it allows several Vulkan-accelerated cores to run on macOS. What this means is that your macOS should be at least El Capitan (macOS 10.11) or later, and preferably High Sierra (macOS 10.13 or later). Of course, if you don’t meet the minimum OS requirements, there is always the non-universal build, which should only require macOS/OSX 10.7 as a minimum OS.

Other big improvements for Apple users

Lots of Quality of Life changes have been made across the board which benefits all Apple devices – tvOS, iOS, macOS, you name it.

  • Mupen64Plus Next is available again for iOS, tvOS and macOS. GLideN64 (an OpenGL 3.x based renderer) should work on the Apple platforms. And in addition to this, ParaLLEl RDP/RSP should also work now on the Mac, thanks to the new Vulkan support! We have tested Super Mario 64 running on a Macbook Pro 2019 (Intel) and had no problems running it at fullspeed at 4x internal resolution. Same with a Macbook Pro 2020 (M1). And on a Macbook Pro M2 2023, 8x should be no problem at all.
  • SwanStation is available macOS. We can confirm that the Vulkan renderer has been tested on macOS and is known to be working.
  • Flycast is available for macOS. We can confirm that the Vulkan renderer has been tested on macOS and is known to be working.
  • PPSSPP is available for iOS, tvOS and macOS. We can confirm that the Vulkan renderer has been tested on macOS and is known to be working.

Shader stacking

There are two big new additions to the shader system that are transformative.

You can now:

  • Append shader presets
  • Prepend shader presets

Basically, you can stack shader presets now on top of each other. In other words, you can mix various shader presets, and then save it as a new preset. This gives the user a level of customization that was simply not possible before. You could for instance combine a CRT shader with a VHS shader and create all sorts of interesting effects.

How well these shader combinations run on your system is entirely dependent on the capabilities of your GPU.

There are also other interesting additions that shader developers in particular might want to know about. Learn more about that here.

New alternative to runahead – preemptive frames

Runahead is a method that was first introduced in RetroArch before it got adopted by other emulators. It has the potential to drastically reduce latency, even being able to go below the native latency that a console and a CRT would be capable of. However, like any system, it also has its own drawbacks and deficiencies. Biggest one being steep performance requirements and (so far) no hardware context support (so cores that currently rely on OpenGL/Direct3D11/Vulkan are a no-go).

RetroArch 1.15.0 now debuts a new alternative system to runahead – preemptive frames. It works by rerunning core logic to “rewrite history” before the current frame. Frames are only rerun when the controller state changes.

A quick example of the performance difference between runahead and preemptive frames (tested on a Core i9 13900K):

Core FPS (with Runahead) FPS (with Preemptive frames)
Snes9x 2010 Donkey Kong Country 2 ~1963fps – 3 frames ~2400fps – 3 frames

Your mileage may vary on your own system. Of course, runahead still exists as well, and you can decide for yourself which system is best for you with any random game/core.

Other changes

There are other big changes that we unfortunately lack the time to properly describe in full detail. So in conclusion, read the changelog below for full details on everything that has been changed/added/fixed.

Changelog

1.15.0

  • AI SERVICE: Fix NVDA switching to Powershell on speak
  • ANDROID: In Android builds, add input_android_physical_keyboard configuration option and its corresponding menu entry to force a device to act as a physical keyboard. When running on Android, RetroArch considers most devices that emit dpad events as gamepads, even if they also emit other keyboard events; this is usually the right thing to do, but it has the side effect of not letting some actual keyboards (e.g.: Logitech K480) act as such inside RetroArch. This configuration option allows users to manually select a specific input device to act as a physical keyboard instead of a gamepad, which is handy when emulating computers as opposed to consoles.
  • APPLE: Add App Category to a few places it should have been
  • APPLE/MFI: Prevent crash when controller player index is unset (-1)
  • AUTOMATIC FRAME DELAY: Helped delay to decrease easier when it should and helped delay to stay put when it should when triggering pause & menu with or without pause & fast-forward & slow-motion & geometry change
  • AUTOMATIC FRAME DELAY: Recalibrate delay on video reinit (fullscreen toggle and such)
  • AUTOMATIC FRAME DELAY: Show (x effective) only in menu item and not in dropdown list items when auto is enabled
  • CHEEVOS: Allow repositioning of RetroAchievement notifications
  • CHEEVOS/MENU: Add Achievements Visibility submenu option
  • CHEEVOS/MENU: Startup Summary split off from Verbose Mode, added option to hide for games with zero core cheevos
  • CHEEVOS/MENU: ‘Unlocks/Mastery’ split into two options
  • CHEEVOS/MENU: ‘Account/Login Messages’ split off from ‘Verbose’, gated all login success/error messages
  • CONFIG/INPUT: Unload restores current global config
  • CONFIG/INPUT/OVERRIDES: Removing a file does not unload current override
  • CONFIG/INPUT/OVERRIDES: Saving an empty override removes the file if it exists, and won’t save when it does not
  • CONFIG/INPUT/OVERRIDES: Prevent the use of RUNLOOP_FLAG_OVERRIDES_ACTIVE with appendconfig
  • CORE OPTION: Core option setting type checks. Added checks for getting and setting core option type, since otherwise there will be a crash on close content after browsing to core option categories. Also fixed the no-show switch icon for lone wolf “Lock Installed Core”.
  • CLI: Update selected save slot when start with cli –entryslot
  • CLI: Decouple config CLI append and config overrides
  • CLI/MENU/XMB: Stop showing bogus previous icon on CLI launch
  • D3D9: Fixed display driver scissoring implementation – can now accept 0 width/height
  • D3D10: Fixed display driver scissoring implementation – can now accept 0 width/height
  • D3D11: Fixed display driver scissoring implementation – can now accept 0 width/height
  • D3D11: Fixed build when HAVE_DXGI_HDR is not defined
  • D3D11: Moved waitable swapchain waiting to happen always even when resizing swapchain
  • D3D12: Fixed display driver scissoring implementation – can now accept 0 width/height
  • D3D12: Fixed window scaling issue, which was caused by swapchain resize function not using the same flags (waitable swapchain) as swapchain creation
  • D3D12: Fixed swapchain scissoring issue (visual + crash) after manually resizing window to smaller size
  • D3D12: Fixed eventual crashing issue on video reinit when swapchain is being freed
  • D3D12: Moved waitable swapchain waiting to happen always even when resizing swapchain
  • EMSCRIPTEN: Add HAVE_PATCH support for Emscripten
  • EMSCRIPTEN: Add BSV/Replay support for Emscripten
  • EMSCRIPTEN: Add command and stdin_cmd features to emscripten RA. update libretro.js to show how commands could be sent over emscripten stdin.
  • FRAME DELAY/MENU: Show Frame Delay without VSync
  • GENERAL: Start unpause restriction. Limit the feature using retropad start button to unpause RA to the setting it was made for; “pause on controller disconnect”.
  • GENERAL: Savestate thumbnail aspect ratio fallback. Thanks to at least one certain core that announces aspect ratio as 0, we have to add the same fallback in savestate thumbnails that is happening elsewhere in normal video driver use anyway.
  • GENERAL: Add support for system subdirs per core/database. Added the trivial and graceful automatic ability to send a different system directory to cores if it exists, for keeping the system dir more sane. First by using the core/library name just like in configs and saves, and then by playlist name, like in thumbnails, and of course default to the current global system dir.
  • GENERAL: Ignore system subdir replacement if subdir has subdirs.
  • GENERAL: Restore cached video driver always on quit
  • IOS: Include ‘Update Core Info Files’
  • IOS: Fix #14778 – In addition to sending logs to asl_client, add them to the logfile.
  • IOS/VULKAN/MOLTENVK: Vulkan video driver on iOS
  • LATENCY/PREEMPTIVE FRAMES: Add Preemptive Frames to Latency Settings. RunAhead alternative that reruns core logic to “rewrite history” before the current frame. Frames are only rerun when the controller state changes, so it’s faster overall.
  • LATENCY/PREEMPTIVE FRAMES: Call retro_run before retro_serialize (#14893). Fixes preemptive frames not starting up with a few cores
  • LOCALIZATION: Updates
  • LOCALIZATION: Enable localization of video rotation, orientation, and aspect ratio option values.
  • LOCALIZATION: Mixer stream localization also added
  • LOCALIZATION/MENU/HELP: Context dependent help text for audio and video drivers. Language corrections
  • LOCALIZATION/MENU/LANGUAGE: Language submenu now shows the progress of translated strings for each language.
  • LOCALIZATION: Help texts now localizable through Crowdin.
  • LIBRETRO: Enable RETRO_ENVIRONMENT_SET_SUPPORT_NO_GAME for libretro-video-processor
  • LIBRETRO/HW: Add GET_HW_CONTEXT_NEGOTIATION_INTERFACE_SUPPORT. Works around issues in v1 interface where it was not possible to query what frontend would do when faces with newer interface versions. This env-call gives stronger guarantees how things have to work.
  • INPUT: Allowing keyboard hotkeys to work without hotkey modifier if modifier is only mapped to RetroPad
  • INPUT: Allowing keyboard hotkey keys for typing if hotkey modifier is set to keyboard but not pressed
  • INPUT: Allowing keyboard RetroPad keys for typing if emulated device type is “None”
  • INPUT/BLUETOOTH: Fix a crash in for BT HID devices. (#14922) pad_connection_destroy() frees slots, no need to free it again.
  • INPUT/BSV/REPLAY: Don’t start video recording when BSV recording starts
  • INPUT/BSV/REPLAY: Don’t double-record inputs in BSV recording
  • INPUT/BSV/REPLAY: Don’t autoload states if a BSV file is being played back or recorded
  • INPUT/BSV/REPLAY: Moved BSV initialization before autoload code
  • INPUT/BSV/REPLAY: Don’t trigger autoload code if there is bsv movie state
  • INPUT/BSV/REPLAY: Allow for both -e and -R to start a BSV file recording at a state
  • INPUT/BSV/REPLAY: Add keyboard recording support to BSV
  • INPUT/BSV/REPLAY: Fix BSV playback from a starting state for DOSbox
  • INPUT/BSV/REPLAY: Associate states with replays. Now states can be saved and loaded during replay recording and playback in a way that keeps the integrity of the recording. Recordings also have a (moderately) unique identifier associated with them.
  • INPUT/BSV/REPLAY: Add checkpointing feature for replay recordings. If cores are not deterministic, or if they only have bounded determinism, we can obtain less drift if replay files also contain periodic checkpoint states. These are configured by the new retroarch setting replay_checkpoint_interval (measured in seconds). States are inserted into the replay file in between frames. This also fixes the settings display for the replay autoincrement max keep setting.
  • INPUT/FRAMEADVANCE: Use non-rendering pause mode when frameadvance is triggered
  • INPUT/HOTKEYS/OVERLAYS: Do not block input overlay hotkeys
  • INPUT/HOTKEYS: Hotkey blocking correction. Turned out the previous hotkey blocking changes worked properly only with winraw driver and not the rest (at least with Windows), because input_keyboard_event() could be called at the wrong moment, and thus storing keyboard menu press there broke the separation of controller Guide menu button and keyboard menu key. Also allowed the blocking to work in both directions so that controller hotkeys won’t get blocked if only keyboard has “enable_hotkey” bind.
  • INPUT/LINUX/UDEV: Fix udev guns input when id_mouse is not id_joystick
  • MENU: Rename ‘Standalone Cores’ to ‘Contentless Cores’
  • MENU: Music files should also obey builtin_mediaplayer_enable (#14967) Disabling the built in media player should be possible for music files as well. Without this, sound files can not be opened from file browser with cores that support them.
  • MENU: Relocated items to a more logical order
  • MENU: Corrected some title capitalizations (when/before/after are not low case, but for/the/a are)
  • MENU/AUDIO: Add dropdown menu for audio device
  • MENU/HELP: Help for turbo modes (#14919). Help text added for each of the selectable turbo modes.
  • MENU/INPUT: Add unified back action to all menu drivers. Usability boost for all menu drivers resulting in similar behavior as with Ozone currently, which is pressing back/cancel enough the selection jumps first to Main Menu and when pressed again jumps to the first item, so that when a core is running, Quick Menu is very quickly accessible from anywhere. And when core is not running, the first item would be Load Core.
  • MENU/INPUT: Override bind save + menu manager overhaul
  • MENU/INPUT: Allowed and fixed input bind saving to overrides
  • MENU/INPUT: Overhauled override menu
  • MENU/INPUT: Pressing Start on the top active file entry reloads current overrides as startup would
  • MENU/SUBLABELS: All under “Configuration File” + moved “Reset to Defaults” to bottom
  • MENU/SUBLABELS: Quick Menu > Controls > Port x Controls
  • MENU/SUBLABELS: Port x Controls > Device Type
  • MENU/RGUI: Fix disabled menu item color. The effect was not working properly, since transparency meant using the core output color as background.
  • MENU/XMB: Fixed playlist manager icons to take Explore Views into account properly
  • MENU/XMB: Changed XMB Explore View title to match Ozone
  • MENU/XMB: Added “Switch Icons” option
  • MENU/XMB: Fix MENU_ACTION_CANCEL when search is active. Nasty issue discovered in XMB which broke search term cancelation.
  • MENU/XMB: Layout corrections:
  • MENU/XMB: More room for longer item labels and values
  • MENU/XMB: “Core Downloader” has extra space for item and “installed” indicator
  • MENU/XMB: Fixed “Menu Scale Factor” to not require restarting to get the actual end result
  • MENU/XMB: Adjusted scale factor to behave better with both layouts
  • MENU/XMB: Fixed savestate thumbnails and adjusted vertical fade factor in “Handheld” layout
  • MENU/XMB: Changed thumbnail shadow to outline and tightened fullscreen thumbnail margins
  • MENU/XMB: Adjusted global shadow opacity
  • MENU/XMB: Remove “Framebuffer opacity” from XMB as it does not use it. Also, rename the corresponding menu title, since “framebuffer” is not that intuitive.
  • MENU/OZONE: Fixed playlist manager icons to take Explore Views into account properly
  • MENU/OZONE: Refresh thumbnail on close content hotkey
  • MENU/OZONE: Ozone footer enhancements (#14926). Add Help button (Select) and Reset to Default (Start) to footer where applicable.
  • MENU/OZONE: Ozone footer enhancements (#14934). Display Help footer only if there is actual info to be displayed, either actual help, or sublabel if it is not visible otherwise.
  • MENU/OZONE: Ozone footer enhancement: Scan button (#14949). Display Scan button in footer when it is applicable.
  • MENU/OZONE: Add Clear button to Ozone footer (#14947). Add indication of Clear button when it is applicable (currently: keybinds).
  • MENU/MATERIALUI: Added missing Favorites+History icons in playlist manager
  • MENU/MATERIALUI: Added “Switch Icons” option
  • MENU/CHEATS: Added missing icons in cheats (Delete + Copy After/Before)
  • MENU/CHEATS: Fixed label capitalization in cheats (Add New After/Before This)
  • MENU/SOUNDS: Add scrolling sounds for RGUI, XMB, MaterialUI and Ozone.
  • MENU/SOUNDS: Better scrolling sound implementation, add new ‘notice back’ sound
  • MENU/SOUNDS: Scroll sound fixes. Correctly get list size in xmb.c for playing scrolling sound when switching categories, play the scrolling sound when pressing cancel in ozone, play the sound when scrolling with ZL and ZR, play the correct sound when scrolling with L- MIYOO: L3/R3 support for Dingux Gamepad controller device.
  • MENU/WIDGETS: Show square sized widget on volume mute. Volume widget is currently fixed size always, and thus showing a lot of empty space when muting, therefore shorten the box to icon size only when muting.
  • NETWORKING: Call ssl_socket_close for SSL sockets
  • NETWORKING/CHEEVOS: net_http – Temporary fix for cheevos crash. Don’t use new timeout/poll code for cheevos HTTP requests.
  • NETWORKING/MENU: Network information cleanup:
  • NETWORKING/MENU: Remove extra space from : delimiter
  • NETWORKING/MENU: Trim useless/duplicate garbage from the end of ipv6 address. Windows shows %[adapter number], Linux shows %[adapter name], which already shows before the address
  • NETWORKING/STDIN: Add LOAD_STATE_SLOT N command to stdin/network protocol
  • OSD/STATISTICS: Add Run-Ahead data to on-screen statistics
  • OSX/MACOS: Steam platform support
  • OSX/MACOS: Set LSApplicationCategoryType to games
  • OSX/MACOS: Include OpenGL video driver on Metal macOS builds (10.13 and higher)
  • OSX/MACOS: Fix a few mac windowed mode settings –
  • OSX/MACOS: Use “Remember window position and size” setting (fixes #14806)
  • OSX/MACOS: Implement window opacity
  • OSX/MACOS: Enable “Show window decorations” toggle
  • OSX/MACOS: Hide “Disable composition” option (osx does not support disabling composition)
  • OSX/MACOS: Make sure to use the file system path name, not the URL name
  • OSX/MACOS/IOHIDMANAGER: Various memory access fixes to prevent crashes (#14459) (#15000). Prevent double free and null dereference when the controller is quickly reconnected. Handle error when controller device query returns null instead of crashing.
  • OSX/MACOS/METAL BUILD: Fix input events (keyboard/mouse) sometimes going lost when switching between fullscreen and windowed mode. Fixes lots of longstanding issues
  • OSX/MACOS/OPENGL: Fix for fullscreen OpenGL driver in Metal macOS build
  • OSX/MACOS/VULKAN/MOLTENVK: Default to Vulkan driver when available (for 10.13 Metal Universal build)
  • OSX/MACOS/VULKAN/MOLTENVK: Updated Vulkan on Metal for OSX via MoltenVK
  • OSX/MACOS/VULKAN/MOLTENVK/HDR: Fix non-HDR colors
  • OSX/MACOS/SLANG: The change to apply shaders would be executed and then a command to apply shaders would immeidately be enqueued, to run asynchronously after the current event handler, which then did exactly the same. Fixes issue #14789 – Turning on shaders on Metal build 1.14.0 stable for Mac OS will slow emulation drastically thing, creating a busy loop.
  • PS2: Avoid loading extra drivers when not needed. Fixed a bug where it wasn’t using the variable extra_drivers, for loading the specific IRX needed drivers. This is increasing compatibility with some specific PS2 models that sometimes fail when loading cores.
  • PS3/PSL1GHT: Add improvements to the RSX driver (#14965)
  • PS3/PSL1GHT: Add modern_alpha_blend and modern_opaque rsx shaders
  • PS3/PSL1GHT: Add perf improvements to the rsx driver
  • PS3/PSL1GHT: Add RSX video driver
  • PS3/PSL1GHT/MENU/XMB: Do XMB menu scaling for psl1ght
  • PS3/PSL1GHT: Update Makefile to use latest shaders and more UI menu options
  • PS3/PSL1GHT: Default folders normalization
  • PS3/PSL1GHT: Fix video rotation
  • PS3/PSL1GHT: Fix HTTP download
  • QB/CONFIGURE: Add new flags – HAVE_UPDATE_CORE_INFO, ASSETS_DIR, FILTERS_DIR
  • RECORDING: Add recordings to video history playlist
  • REWIND: Don’t take rewind steps while menu pause active
  • RUNLOOP: Currently when core is paused, video output will be stopped completely too, making it impossible to animate widgets while paused, therefore:
  • RUNLOOP: Added a new runloop state for pause which renders last cached frame
  • RUNLOOP: Allowed rewinding while paused so that it acts like backwards frameadvance. Also moved rewind step taking before menu iteration so that steps won’t be lost while in menu when menu_pause is disabled
  • RUNLOOP: State load and reset while paused will forget pause for x frames in order to show proper output
  • RUNLOOP: Allowed reading pause hotkey while menu is active
  • RUNLOOP: Allowed reading screenshot hotkey while menu is active
  • RUNLOOP: Joined 2 fullscreen hotkey checks to one (Any ideas why they were separated for paused and non-paused states, since one works fine for both..?)
  • RUNLOOP: Implement GET_HW_CONTEXT_NEGOTIATION_INTERFACE_SUPPORT. Fairly trivial. Just report the latest version.
  • SAVESTATES: State slot hotkey adjustments –
  • SAVESTATES: Allow selecting -1 Auto slot with hotkeys
  • SAVESTATES: Allow wrap-around from -1 to 999 and backwards
  • SAVESTATES: Show failure message when trying to load a state that does not exist instead of plain “Loading state”
  • SAVESTATES: Shorten the duration of slot change notification
  • SAVESTATES: Change the widget type to the same type as shader toggle for better back and forth action. Closes [Widgets] Save state slot switcher
  • SHADERS: Append Preset feature
  • SHADERS: Prepend Preset feature
  • SHADERS: Shader Preset – Wildcard Replacement in Paths on Load. When a simple preset loads, text wildcards which are found in paths inside the presets will be replaced with values coming from the current RetroArch context. The replacement will be executed on both texture paths and reference paths.
  • SHADERS/SLANG/SPIRVCROSS: Update to latest SPIRV-Cross, fixing Metal shader compilation issues along the way
  • STATICALLY LINKED/SALAMANDER: Fix salamander config save on fork for static platforms
  • TVOS/VULKAN/MOLTENVK: Vulkan on tvOS
  • VIDEO: Allow manual video swap interval forcing. The addition of auto swap interval effectively prevented manual forcing, which is beneficial when the rate is not reported properly. Therefore use the interval in the calculation only when using automatic interval.
  • VULKAN: Fix crash when using multiple physical devices and HW core (#14889)
  • VULKAN: Detect if wrong PhysicalDevice is returned.
  • VULKAN: Actually query physical device before creating core device.
  • VULKAN: Define and implement v2 of context negotiation interface
  • VULKAN: Add v2 of context negotiation interface.
  • VULKAN: Add vkEnumerateInstanceVersion symbol.
  • VULKAN: Implement v2 context negotiation
  • VULKAN: Use compute shaders to upload RGB565
  • VULKAN: Fix regression with RGB565 and OriginalHistory.
  • VULKAN/WAYLAND: Don’t clamp the number of requested images. Due to an unfortunate “feature”, MESA always reports 4 as the Vulkan surface’s minImageCount in Wayland. However, values of 2 and 3 work perfectly well, even if they are out of spec, providing way better latencies when using the Vulkan backend on Wayland. So this removes the artificial clamping that was being done to desired_swapchain_images, because it’s not really necessary and was causing very noticeable input lag on Wayland+Vulkan.
  • VULKAN/MENU/RGUI: Fix RGUI on Vulkan on platforms that don’t have _pack16 VkFormats
  • VULKAN/MACOS/OSX: avoid using _PACK16 pixel formats on platforms without them
  • WAYLAND: On scaled desktops the wayland backend deciding to resize based on values multiplied by the scale factor twice. Resulting in continuous attempts to rebuild the swapchain when in fullscreen.
  • WAYLAND: Wait for splash screen configuration. Before, configuration (resize) events for the initial wayland window could happen before or after set_video_mode which could result in a small or corrupted window. Now we make sure that the initial window has processed it’s resize events before window size is set by set_video_mode.
  • WAYLAND: Changes the initial window to show a RetroArch logo copied from the icon of the X11 backend.
  • WAYLAND: Build pointer-constraints and relative-pointer protocols.
  • WAYLAND/GL: GL is sometimes not rescaling property (Super + Left).
  • WIN32/INPUT: Add support for mouse button swap
  • WIN32: Fix keyboard event characters. Added sending key chars to all input drivers (currently they only send scan codes), and also missing mods for raw.
  • WIN32: Fix restart if path has spaces. CreateProcess does not like to have anything executable path related in the second parameter lpCommandLine if the path has spaces. Thus strip everything from args except the actual parameters.

RetroArch 1.14.0 release


RetroArch 1.14.0 has just been released.

Grab it here.

If you’d like to learn more about upcoming releases, please consult our roadmap here.

Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

NOTE: Check our Libretro Core Progress Report (May to December 2022) article here.

Changelog

1.14.0

  • AUDIO/COREAUDIO/APPLE: Allow coreaudio3 driver to work with audio devices that have 2 or more output channels
  • CHEEVOS: Fix construction of Cheevos badge path
  • CLI: Fixed not getting any output when running –version or –features without –verbose
  • CLI: Fixed crash when running empty – parameter (it proceeded to content loading)
  • CLI: Reformatted –features to require less rows and to be more consistent
  • CLI: Added -V shorthand for –version
  • CLI: Tab removal + whitespace nits
  • CONFIG/MIDI: Prevent MIDI startup error with old configurations
  • D3D11: Fix when using shaders with TATE mode arcades etc
  • D3D12: Fix when using shaders with TATE mode arcades etc
  • D3D12: Added support for break on errors (development aid – define DEVICE_DEBUG to use)
  • D3D12: Added support for DRED (device remove extended data) (development aid – define DEVICE_DEBUG to use)
  • D3D12: Made D3D12 viewport and scissors to behave more like Vulkan drivers (or be more correct)
  • D3D12: Fixed some shaders not appearing with the d3d12 driver – this reintroduces a validation error though but it seems to work as in not crash and is the old RA behaviour. Guess we need a different way of fixing the validation issue.
  • D3D12: Fixed validation error on start up due to buffers not being setup correctly for one frame
  • DATABASE/EXPLORE/VIEW: Bugfix – RGUI did not clear thumbnail on non-playlist items such as Save and Delete menu_explore_get_entry_playlist_index() returns -1 on invalid entries, but the variable where it was stored was unsigned
  • DATABASE/EXPLORE/VIEW: Bugfix – XMB+Ozone cleared thumbnail in Quick Menu when navigating away from Run
  • DRM/ODROID GO2: Implement get_video_size for DRM GL context driver
  • FASTFORWARD: Restore framelimit on fastforward toggle. Fast-forward was broken after toggling vrr_runloop off, since it will force frame limit to 1.0 (even on every frame) and never restores it. So let’s make sure the wanted ratio is applied when toggling FF (Fastforward).
  • FFMPEG CORE: Fix runtime error in FFmpeg core when build with FFmpeg n5.1.2 and OpenGL ES
  • GFX/VIDEO FILTERS: (picoscale_256x_320x240) Added snn function to upscale Fuse (ZX Spectrum) core borderless output to 320×240. ZX Spectrum resolution of 256×192 was previously unsupported.
  • HOTKEYS: Further reorder internal hotkey items for consistency and removed SEND_DEBUG_INFO, OVERLAY_NEXT and OSK from visible hotkey bind list. “Send Debug Info” stuff is removed as much as possible without breakage due to translation files.
  • INPUT/AUTOCONFIG: Disable ‘pause on controller disconnect’ by default – was enabled by default on 1.13.0
  • INPUT/MENU: Device Index menu refactor
  • INPUT/OVERLAY: Fix analog drift blocking touch input (could occur on overlay_next if physical inputs shown on overlay)
  • INPUT/OVERLAY: Fix overlay_next buttons lighting up in unison
  • INPUT/OVERLAY: Skip meta keys in input_overlay_add_inputs (not supported by input_state_internal)
  • INPUT/WINDOWS/WINRAW: Fix mouse position when using input overlay with mouse cursor
  • INPUT/WINDOWS/WINRAW: Fixed mouse position to use the same method required for menu items and pointer when simulating input overlays with mouse, since it won’t work with multi mouse method
  • INPUT/WINDOWS/WINRAW: Fixed passing mouse position to core also when using aforementioned method
  • LEAPFROG: Add Leapfrog (LFx000) Target
  • LOCALIZATION: Updates
  • LOCALIZATION/INPUT/IME/MENU/ONSCREEN KEYBOARD: Extended IME and Korean OSK
  • MENU: Cleanup of help texts
  • MENU: Allow toggling info off with the same button
  • MENU: Allow menu wallpaper/background reset. Let’s also remove the current wallpaper from the screen when pressing Start.
  • MENU: Null driver shows with different color (Added for all menus the ability to show “disabled” items with a muted color)
  • MENU/DRIVERS: Menu driver first, Audio Resampler removed because it is enough to exist under audio settings
  • MENU/INPUT: Moved “Confirm Quit” to Input menu
  • MENU/INPUT/HOTKEYS: Input hotkey menu completely overhauled to keep related entries together, and also adjusted some labels and sublabels
  • MENU/OVERLAY: Fix overlays behind menu without core running. “Show Overlay Behind Menu” is currently broken with Ozone and XMB (with any other color theme than Plain) when running without a core.
  • MENU/MATERIALUI: Fix home screen on first startup – no more stray entries
  • MENU/OZONE: Allowed drawing sidebar and thumbnail bar background color also when core is running
  • MENU/OZONE: Stopped using different padding and position for savestate thumbnails vs imageviewer
  • MENU/OZONE: Removed gradient background effect when core is running, because some themes already have gradient background, which creates ugly rough steps
  • MENU/OZONE: Fixed “Gray Light” theme from using the same background as “Gray Dark”, which makes selection cursor near impossible to see
  • MENU/OZONE: Some whitespace corrections
  • MENU/UX: Extend OFF menu value colors
  • MENU/UX: Menu icon improvements – Menu Visibility icons (Quick Menu + Settings)
  • MENU/UX: Menu icon improvements – Playlist Manager icons
  • MENU/UX: Menu icon improvements – Explore icon as database icon
  • MENU/UX: Menu icon improvements – View and filter icons as cursor icon (folder icon in GLUI)
  • MENU/UX: Menu icon improvements – View save + delete icons
  • MENU/UX: Menu icon improvements – Moved Explore + Views below Standalone Cores
  • MENU/UX/OZONE: Removed icons from menus where others items don’t have icons, and added icons to menus where the rest have icons
  • MENU/UX/OZONE: Changed the way “no icon” is handled from kludgy way of not drawing SUBSETTING icon
  • MENU/UX/XMB: Changed playlist entry index positioning to bottom right when thumbnails are in vertical mode, because big lists will overlap with arrow and current “breadcrumb” icons when the position is next to current selection
  • MENU/UX/XMB: Added a rather nasty hack to prevent showing wrong icons under Explore as “breadcrumb” icon
  • MENU/UX/XMB: Optimized certain icon drawing loops (Main horizontal icons were looped even when not visible, and all previous “breadcrumb” icons were looped when only one certain was needed)
  • MENU/UX/MATERIALUI: Fixed showing icons where there should not be any (Waitable Swapchains, Show Recording + Streaming)
  • OSX/MACOS: Fixed Cocoa keyboard not allowing to map Analog stick
  • PS2: Use the recently created ps2_drivers which makes easier the loading and init of all the drivers: Memory Card, USB, HDD, Audio, Controllers
  • PS2: Adds exFat support for USB, and probably solves some unexpected issues when using an HDD driver for booting cores/games.
  • SDL GFX: Fix no menu on start/blank screen issue.
  • SRAM: Don’t init SRAM saving without content (gets rid of the redundant logging)

State of Libretro Core Updates/Progress Report – May/December 2022

We will cover all core updates here from May 2022 to December 2022. It has been a long time since our last core update report, so bear with us as we go through this long laundry list.

There might be more cores that have seen updates which have gone underreported during this time period. We will make an effort to update it as we go along in case we notice any omissions.

MojoZork

  • New core, available for Linux, Windows, macOS and Android first

Nestopia

  • Allow loading external XML database with baked in database as fallback
  • Update and streamline Core Options

NXEngine

  • Fixes music no longer working on Windows with recent versions of GCC – and fixes crashes
  • Correct aspect ratio

mGBA

  • Update core to 0.10.0

FBNeo

  • Update to the latest version

melonDS

  • Fix frontend language not changing DS language properly
  • Add input bitmask support
  • Core options changes + update to v2
  • Change screen gap option back to 0-192
  • Screen gap reduce from max 192 to 126
  • Adds Libretro Cheat Code Support so users could add emulator cheat code on top of RetroArch cheat code

Virtual Jaguar

  • Jaguar games can change resolutions during gameplay.

    Previously, the emulator only ran at the default 320 x 240 resolution.
    This PR fixes this, allowing other resolutions to display properly.

    This should fix issues in (at least) the following games, based on my testing :
    * Atari Karts
    * Club Drive
    * Evolution Dino Dudes
    * Flashback
    * I-War
    * Pinball Fantasies
    * Trevor McFur in the Crescent Galaxy

Caprice32

  • RMP: Knight Lore, 1942, 1943, 3D Grand Prix, Abu Simbel Profanation, Barbarian, Boloncio, Boulder Dash, Bruce Lee, Ghostbusters, Harrier Attack, Match Day II, Myth, Oh Mummy (RMP WIP)
  • CORE: Keyboard Transparency Option added
  • DC/DB: Compute hash from M3U too
  • DC: Implemented replace CMD, now you can load DSK/CDT from UI
  • CORE: Fix RPI 1-B (old model)
  • RMP: Target Renegade
  • CORE: joystick fixes
  • CORE: evercade support
  • DB: added new tests, sync clean-cpc-db v1.1
  • DB: sync clean-cpc-db v1.0
  • DB: documented correctly RMP files
  • AUTORUN: added better code inspired by Fredouille – caprice-forever
  • DB: new games from retroachievements
  • UI: added DB icon DSK to status bar
  • DB: you could add direct tokens using $ (for joystick keybinds or cleans)
  • DB: added DB v1 using clean-cpc-db info
  • CORE: added model 664 to allow DSK and BASIC 1.0
  • CORE: detect some configurations from filename
  • VIDEO: minor fixes (requires more work)

2048

  • Keep big font size on tiles. Keep the font as big as it was for 1 digit all the time.

Dolphin

  • Change some logging levels to debug to avoid huge spam in logs
  • Add left stick options for IR mode
  • Disable Android build
  • Expose “Prefetch Custom Textures” core option
  • Expose the “Speed Up Disc Transfer Rate” option
  • Add anti-aliasing option
  • Expose “Immediate xfb” setting”
  • Show proper labels when GC controller is used on ports 1-4 in Wii mode
  • Fix Kirby’s Air Ride – BlendingState: Set source and destination alpha factors in logic op workaround

PCSX ReARMed

  • [LLE] Fixes Black screen when starting a game with Shadow Tower – cdrom: adjust a timing hack
  • gpulib: allow commands to span list entries. Fixes bad input delays/no input registered in certain games.
  • cdrom: forget old sector on cd change – fixes Syphon Filter 2 does not change disk
  • dma: add optional slow linked list walking – fixes issues in Crash Bash (PAL), Spot Goes To Hollywood, Final Fantasy Chronicles (FF4)
  • cdrom: make the timing hack conditional – fixes incorrect behavior in Crash Bandicoot
  • cdriso: unbreak cdda for chd – fixes sound is broken in several games
  • cdrom: don’t report read too early – fixes no (more) background music in Gran Turismo
  • lightrec: Disable threaded compiler by default
  • spu: fix a wrong assumption – fixes issue in Need for Speed III – Hot Pursuit
  • cdriso: fix up chd for separated subq reads
  • cdriso: disable the async code. It will race with the new ISOgetBufferSub()
  • cdrom: change GetlocP handling – fixes Captain Commando graphical glitches
  • cdrom: handle fifo overreads – fixes Dance Dance Revolution 3rd Mix stuck on “NOW LOADING”
  • lightrec: Update to the latest Lightrec. Fixes bugs affecting Jackie Chan Stuntmaster, Vib-Ribbon, GTA2, and maybe other games.
  • cdrom: add a timing hack – fixes T’ai Fu: Wrath of the Tiger gets stuck on initial loading screen
  • cdrom: report read errors correctly
  • psxbios: use noninvasive print for -psxout
  • adjust multitap code to interact with standalone better
  • gpulib: update gpuinfo
  • lightrec: fix pcsx interpreter -> lightrec switch too
  • lightrec: allow to switch to pcsx’s interpreter anytime
  • libretro: adjust options after recent changes
  • psxinterpreter: use cycle_multiplier also, not just ari64 dynarec
  • remove all the hack options. They just confuse users. For Parasite Eve 2 and others, adjust “PSX CPU clock” instead if needed.
  • cdrom: update status immediately after seek. Philosoma wants it
  • cdrom: ignore repeated read cmds. Fixes crackling sound in Intro fmv of Suikoden II and similar sound issues, with other games
  • cdrom: change GetlocL behavior – fixes Beat Mania (Japan) Notes don’t drop down
  • cdrom: treat seek the same as other commands
  • cdrom: allow to interrupt initial scan sequence
  • cdrom: actually reject commands when not ready. Before it would still execute them and just do an error response
  • maybe fix x86 32bit detection for libretro’s infra
  • Enable gpu_neon on 32bit x86
  • gpu_neon: rm wrong cost qualifier
  • cdrom: adjust timing
  • don’t cast between long and pointers for win64. long is 32 bit there
  • enable gpu_neon on win64 too
  • misc: patch some issues indicated by clang
  • gpu_neon: brand new x86 SSE2+ implementation
  • gpu_neon: adjust some comments and things
  • cdrom: delay the missed irq more
  • some big endian fixes
  • spu: fix wrong volume shift
  • psxinterpreter: reduce the use of globals. They induce penalties with -fPIC
  • cdrom: partially emulate the fifo
  • dma: try more accurate timings. Seems to help Legend of Mana
  • cdrom: get rid of pTransfer. It could easily crash the emu (misbehaving game or even malicious ISO)
  • cdrom: don’t reschedule irqs. Trigger shortly after ACK instead
  • cdrom: clean up command handling
  • cdrom: try to eliminate playback timing drifting
  • psxcounters: try to eliminate another source of audio drift
  • spu: cleanup some irq hacks. Note that bIgnoreLoop is still needed or
    “Misadventures Of Tron Bonne” may hang after cutscenes. Before this commit the game will sometimes cut off dialogues.
  • spu: sync on xa playback start. This avoids nasty underflows at the start of the stream
  • spu: support master volume
  • spu: rename dwChannelOn to something more suitable
  • spu: remove some strange rounding. Seems wrong. Also deal with now possible div by 0 in scan_for_irq().
  • cdrom: remove another hack. The hack just makes Worms Pinball unstable, and Crusaders of Might
    and Magic no longer seems to need it.
  • cdrom: get rid of cdrPlayInterrupt. Unify with cdrReadInterrupt and name it cdrPlaySeekReadInterrupt, although these are not actually interrupts, more like events, but keep this weird PCSX’s naming convention
  • cdrom: should use the last Setloc loc and SeekL – should fix Ps1 audio slowdown, stutter and slowdown eg tomba 2
  • spu: get rid of iXAPitch. Ut makes no sense after SPU was fully synced to the core, and now it
    just pulls unwanted windows.h dependency on win32.
  • gpu_neon: fix another abi violation. Before the flush_render_block_buffer call the stack is misaligned, so push an odd num of regs to realign
  • gpu_neon: fix wrong block counting
  • drc: fix a silly mistake of overwriting a reg
  • drc: Rework SMC checks again. The way it was done before wasn’t good enough for
    Mega Man Legends 2 at least
  • drc: fix wrong masking in set_jump_target
  • cspace: add forgotten length decrement
  • Switch apple platforms to neon gpu too
  • Android – Enable neon gpu for arm64 Android too
  • switch most arm64 platforms to neon gpu
  • cspace: generic implementation with vector extensions
  • gpu_neon: integration for arm64
  • gpu_neon: new intrinsics-only implementation. ~80-95% performance of the asm version on cortex-a72,
    but maybe less of a portability nightmare (+arm64 support)
  • gpu_neon: place asm func prototypes into a separate header for the upcoming intrinsics implementation
  • gpu_neon: don’t include vector_ops.h in the main header. That stuff is only used in the C-only prototype
  • gpu_neon: fix some more abi violations
  • drc: patch up some potential issues on the switch
  • gpu_neon: try to make the compiler save some callee-save regs which the asm isn’t doing properly
  • dfxvideo: patch up some unsafe macros. (old?)-ARM version of GETLE32() was causing wrong shifting due to implicit signed int promotion.
  • mman: align and clear for 3ds also callers expect cleared mem
  • drc: some more libnx support
  • libnx: make mmap act more like on Linux
  • lightrec: Fix unmap size of BIOS.
    The BIOS was mapped as 2 MiB, since we want to use a huge page if
    possible. Therefore it should also be unmapped as 2 MiB, otherwise the
    upper 1.5 MiB will still be mapped after de-init, which will make it
    impossible to map the BIOS once again.
  • psxmem: Use Lightrec memory map even for interpreter. The CPU emulation method (interpreter or dynarec) can be switched at runtime. Therefore we must use Lightrec’s memory map even when the
    interpreter is used.
  • frontend: Remove duplicated code. The same function bgr888_to_rgb565() was present twice, protected by different macros.
  • Fix PCSX core and dfxvideo for big-endian systems
  • Rumble should only work with ‘dualshock’ device type
  • cdriso: hack .chd track handling to match .cue
  • cdrom: don’t read and play simultaneously. Fixes Sled Storm – Music playing way too fast
  • cdrom: Fix PBP support on big-endian platforms

    The data contained in the PBP is in little-endian format. Therefore,
    everything in the PBP’s header must be read with the byte-swap macros,
    for PBP support to work on big-endian systems.

  • dfxvideo: Restore support for big-endian arch

    The hardware registers, emulated RAM or emulated VRAM are all in
    little-endian format. Therefore, each access must be done with one of
    the byte-swap macros, for the plugin to work on big-endian systems.

  • frontend: Fix colorspace conversion routines on big-endian

    The bgr555_to_rgb565() and bgr888_to_rgb565() functions were only
    working correctly on little-endian systems.

  • misc: Use GCC builtins for byte-swap operations

    Instead of using custom code to byte-swap values, use the built-in
    function provided by GCC.

  • gpulib: Add proper support for big-endian

    Update the gpulib code to work properly on big-endian architectures.

  • Get rid of bit fields in union
    Long story short, bit fields aren’t endian-safe.
    More info: http://mjfrazer.org/mjfrazer/bitfields/
    Simplify that by just using a few macros to access the needed bits.
  • Make sure hardware registers are manipulated as little-endian

    The hardware registers should be represented in little-endian format.
    Therefore, on big-endian systems the values need to be byte-swapped.

  • Fix PCSX on big-endian systems

    The __BIGENDIAN__ macro was never defined anywhere, and the
    __BIG_ENDIAN__ macro isn’t set anymore by recent versions of GCC.

    Replace them by checking __BYTE_ORDER__ against __ORDER_BIG_ENDIAN__.

  • lightrec: Enable code buffer support

    Map a 8 MiB code buffer at (base + 0x80.0000), right after the emulated
    RAM. In this code buffer, Lightrec will write the recompiled code for
    the host machine.

    In general, the code buffer support is very useful when the host
    platform has only a small RW+X memory area available for JIT purposes,
    like it’s the case on the WiiU.

    On Linux, this isn’t a concern, but having a code buffer does still
    bring a benefit: if both the start address and the end address of the
    code buffer’s address fit in 32 bits, then Lightrec’s code LUT can be
    shrunk in half (2.5 MiB instead of 5 MiB), as it only needs to store
    32-bit pointers.

  • psxcounters: try to support a dynarec with a very long timeslice

    The dynarec instead should probably not run for thousands of cycles
    doing no interrupt checks, but maybe this hack will be enough. Fixes Resident Evil: DC (DS Ver.) – Memory card is not inserted

  • drc: update some logging and patches
  • psxmem: Add support for Lightrec’s custom mem init sequence

    Adapt the current psxmem.c code to support Lightrec’s custom memory
    init functions.

  • lightrec: Add new memory init functions
    Lightrec can greatly benefit from having the RAM/BIOS/scratchpad and RAM
    mirrors mapped to specific addresses. For the same value of (offset):
    – If the RAM is mapped to (offset), the BIOS is mapped to
    (offset + 0x1fc00000) and the scratchpad to (offset + 0x1f800000), the
    generated code will be better;
    – If the RAM is also mirrored to (offset + 0x200000), (offset + 0x400000)
    and (offset + 0x600000), the generated code will be even better;
    – If the offset is 0x0, the generated code will be even better.

    Additionally, the new memory init code will attempt to use huge pages
    when possible, in order to greatly reduce the overhead of the MMU.

  • Add support for mapping emulated RAM to address 0x0

    This requires a few changes, since a pointer whose value is 0x0 will be
    detected as a NULL pointer. The read/write LUTs are now initialized with
    0xff, and all pointers are now checked against a new INVALID_PTR macro.

    Mapping the emulated RAM to the address 0x0 will allow Lightrec to
    generate much better code.

  • Update core options to v2 format

Mupen64Plus Next

  • Use Fiber backend on Win32.

    Works around driver crashes on AMD Windows since driver seems to rely on unwinds to work properly.
    libco cannot support this without using a more robust backend.

  • Update ParaLLEl RSP
  • Update ParaLLEl RDP
  • ParaLLEl RDP: Workaround Nvidia driver bug on 525.x series with PRIME.
  • Update HLE RSP
  • Update GlideN64
  • update Makefile to enable GLES3 support for rpi4
  • Add workaround for IOS/emscripten NPOT Textures mitigation.
  • Add iOS AArch64 core

Tyrquake

  • Added 384×216 resolution

    Added 384×216 resolution, so we can have a fullscreen, pixel-perfect experience at both 1920×1080 (Full HD) and 3840×2160 (4K).

    Note: for this to work, the aspect ratio “Full” must be set in Settings -> Video -> Scaling.

Beetle Lynx

  • Translation updates

Beetle PSX

  • Fix eventcycles, add SPU Samples, allows much better performance . EventCycles should work up to 2048 now, now that it is used by MDEC and Timer. SPU samples option was added, audio glitches will occur in some games unless samples is 1
  • Core option category adjustments
  • Fix 32-bit android buildbot HW builds
  • GLES 3.0 Support on HW Renderer
  • Fix LED interface crash if not implemented.

Beetle NGP

  • Update to 1.29.0
  • Set default samplerate to 44KHz and get rid of all other options –
    it is undesirable to run this core at anything above 48KHz if we
    want consistent audio frame pacing
  • Get rid of color depth core option – there is no reason to go above 16bit and/or 15bit for NGPC

Beetle PCE

  • Add libretro LED interface
  • Update to 1.29.0

Beetle PCE Fast

  • Update to 1.31.0 –
    * PCE-Fast: Update channel 1 frequency cache upon LFO frequency register writes(the way the channel 1 frequency and LFO frequency are combined
    is still inaccurate, however, causing frequency update timing granularity to be too high).

Beetle Saturn

  • CHD: fix block address calculations
    In CHDs tracks are padded to a 4-frame boundary, causing physical and CHD
    block addresses to differ after track 1. Adjusting sector reading to
    account for this offset fixes support of multi-data-track CHDs like Last
    Bronx.
  • Android: CHD support enabled
  • Fix crash when multitap is enabled
  • Backport 1.31.0 changes related to VDP2 –
    SS: When VDP2 per-dot RBG0 coefficient reading is enabled, and a per-dot coefficient read is attempted from a memory region not configured for that purpose
    via RDBS, force the coefficient data to 0, instead of using the per-line coefficient data. Fixes graphical glitches in “Radiant Silvergun” when starting
    a new game after interrupting the attract mode during the AKA-O battle.
    SS: Forcibly disable NBG1-3 only if both RBG0 and RBG1 are enabled via BGON, instead of only checking if RBG1 is enabled; fixes missing/glitchy graphics in “Houkago Ren’ai Club: Koi no Etude”.
  • Backport 1.31.0 database changes, plus take out gettext_noop –
    SS: Added “Real Bout Garou Densetsu” to the internal database of games to enable full cache emulation with, to fix startup hang after skipping the BIOS bootup animation, a regression introduced in 1.26.0-UNSTABLE.

Beetle VB

  • Update to 1.31.0 –
    * VB: Don’t flip framebuffers at the first start of drawing to the
    framebuffer after power-on, and (always) flip framebuffers when XPRST
    is triggered, per tip from blitter

ProSystem

  • Abstract MARIA’s memory reads into a single function.
    This is needed because SOUPER cartridges can trap MARIA’s reads and
    handle them specially.
  • Add support for the SOUPER cartridge type, used by “Rikki & Vikki”
  • Import the BupBoop library, needed for “Rikki & Vikki”.
    This library is needed to emulate the sound hardware that “Rikki &
    Vikki” uses. It’s an entirely separate chip included in the cartridge
    that produces 16-bit stereo audio.
    Note that BupBoop supplies a library called WinTone that provides
    DirectSound bindings, but we don’t use it both because we already use
    DirectSound and because using WinTone would complicate `libretro`
    portability.
  • Add support for the BupChip, used by “Rikki & Vikki”.
    Note that this commit itself doesn’t actually allow the BupChip to be
    used for anything, because the only way to supply music for the BupChip
    to play is through the CDF format.
  • Add support for the BupSystem CDF file format.
    This format allows song files to be supplied to the emulated BupChip for
    playback. It matches the format used by BupSystem:
    http://tailchao.com/BupSystem/index.php
    “Rikki & Vikki” is supplied as a CDF file, along with an unheadered
    `.bin` image and several music files.
  • Specify that “Rikki & Vikki” uses the new SOUPER cartridge type in the database.
  • Add complete support for “Rikki & Vikki”
  • Stop checking size when loading save states.
    The size variable is always zero, because `libretro` saves don’t store
    their size explicitly.
    This fixes save states for RAM supercarts.
  • Bump the savestate size up for SOUPER carts.
    This makes save states work on “Rikki & Vikki”.
  • Bump BupBoop music and patch stack depths to 16.
    The author of BupBoop (and “Rikki & Vikki”) let me know that this change
    is necessary for the game music to play properly.
  • When reading BupChip file paths in CDFs, replace Windows path separators with Unix ones on non-Windows systems.
    This fixes the Steam version of “Rikki & Vikki” on Unix systems like the
    Steam Deck.
  • Fix savestates and music for “Rikki & Vikki”

81

  • Change Border Option – Changed the hide border option to add a new border size.
    Previously the full border was displayed or nothing was displayed.
    Now you have three possible options – normal, small, none
  • Fix disabled Chrome – Does not allow disabling Chroma 81. The disable option for the “Emulate Chroma 81” option now works

FCEUmm

  • Add Firebrandx palettes
  • palette.c: Remove unused NTSC palette generator
  • m235: Update support for 150-in-1 and 260-in-1 with Contra carts
  • Add mapper 441
  • Add mapper 463
  • Add mapper 466
  • Add mapper 464
  • Add mapper 459
  • Add mapper 465
  • Add mapper 461
  • Add mapper 460
  • Mapper 429: Allow more than 32 KiB CHR
  • Add mapper 449
  • Add mapper 455
  • Mapper 351: Correct CHR mask, add FDS-like mirroring control
  • Add mappers 441,449,455,459,460,461,463,464,465,466. Increase maximum CHR size on mapper 429.
  • Mapper 449: Add DIP switch/solder pad functionality
  • Mapper 460: Add alternative DIP switch/solder pad functionality
  • Mapper 351: Add NROM-64 mode
  • Mapper 452: Add support for 350-in-1.
  • Mapper 268: Rewrite and add submapper variants.
  • Mapper 268: Add GenMMC3Close() to Mapper268_close().
  • Mapper 268: Correct GNROM mask for submapper 4, correctly apply CHR mask bits in register 2.
  • Mapper 432: Add 1 MiB variant
  • Add mapper 52 submapper 13 (CHR-ROM+CHR-RAM)
  • Mapper 268: correct comment style
  • Mapper 40: Add multicart variant
  • Add sequential targets light gun support
    Support for Sequential targets Light Guns has been added. “Gun Aux A” serves as light sensor logic input.
  • Update zapper.c
    After testing trigger logic invertion option in VS roms, realized that ZD[w].bogo has to be inverted to work properly
  • Mapper 40: Add a multicart variant.
  • Mapper 52: Add a mixed CHR-ROM+CHR-RAM variant (submapper 13).
  • Mapper 268: Rewrite for clarity and add more wiring variants, indicated by submappers. Support mixed CHR-ROM+CHR-RAM boards.
  • Mapper 351: Add a rarely-used NROM-64 Mode (NROM with 8 KiB PRG bank size).
  • Mappers 432/449/452/460: Minor updates.
  • Mapper 268: Write to WRAM before corrupting V when index==2.
  • Remove CopyFami stuff
    unused in this implementation, not any other emulator uses it. Considering
    it’s even UNIF based, probably has no use anymore.
  • FDS: Permanently use new disk handling functions
    FDS was already using the new disk handling code. This PR just removes
    the old and now unused one.

Mesen

  • Made compiling with LTO function (Link-Time Optimization) like in other cores
  • UNIF: Add BTL-831128C board (Mapper 528)
  • UNIF: Add BTL-900218 board (Mapper 524)
  • UNIF: Add BMC-TH2131-1 board (Mapper 308)
  • UNIF: Add BMC-TJ-03 board (Mapper 341)
  • Mapper 200: Fixed mirroring
  • UNIF: Add BMC-SA005-A board (Mapper 338)
  • UNIF: Add BMC-L6IN1 board (Mapper 345)
  • UNIF: Add BMC-K-3036 board (Mapper 340)
  • UNIF: Add BMC-K-3033 board (Mapper 322)
  • UNIF: Add BMC-K-3006 board (Mapper 339)
  • Mapper 283: Handle both GS-2013/GS-2004 roms in the same mapper
  • UNIF: Add BMC-GN-26 board (Mapper 344)
  • UNIF: Add BMC-CTC-09 board (Mapper 335)
  • UNIF: Add BMC-830134C board (Mapper 315)
  • UNIF: Add BMC-10-24-C-A1 board (Mapper 327)
  • UNIF: Added support for BMC-S-2009 board (Mapper 434)
  • UNIF: Assign some boards to existing ines mappers, Set UNL-8237 as 215.1, Replace Mapper 27 with UNIF CC-21
  • Mapper 319 (Eh8813): Fixed latch write registers
  • JY Company: Fixed PRG outer banking
  • Mapper 15: Fix CHR write protect for some subor/waixing boards
  • Implemented input bitmasks

LRMAME

  • Update to version 0.250
  • Add partial rewind support
  • Add partial runahead support
  • Auto save/load should work now
  • Savestate support should work even for some games that don’t support savestates on mainline MAME
  • Fix the invalid joystick map message that appeared when using Q-Bert
  • Adds Street Fighter Alpha/Zero – CPS Changer to the profile button list
  • Set frame timing based off m_frame_period. Upstream derives frame timing from the m_frame_period value in screen.h and not m_refresh as is done in the libretro port. Also adding a check to see if this value has been updated frame to frame to allow the frontend to update timings.
  • Clean up lightgun offscreen logic
  • Fix mouse buttons, add players 7–8, add multimouse/lightgun
  • Add input descriptors for up to 6 players

LRMAME 2003

  • Set audio buffer status callback
  • Hiscore: It is only copied to memory after successful reading, preventing the use of defined data. For example:
    invadpt2, generate a 0-byte invadpt2.hi, run the emulator at this time, the position of hiscore will display garbled characters
  • System 16: Wrestle war ring rotation and titlescreen graphics
  • Expand CPU clock scale: add 200%, 250%, 300%.
  • BIOS fallback support

LRMAME 2003 Plus

See changelog here.

LRMAME 2010

  • Input system restructure

TGB Dual

  • Implement persistent ROM buffer support
  • Makefile fix to enable build for “unix-armv7-hardfloat-neon”

Gambatte

  • Set OSX target back to ‘default’ – some libc++ conflicts – rely instead for 10.7 backwards compatibility on us not using anything unusual in libc++ that could cause issues at runtime, like strlcpy_chk_ or sincos
  • Update palettes
  • Updated 5 palettes + 1 palette name.

    The Game Boy palettes that have been received an update are: Super Saiyan God, Super Saiyan Blue, Super Saiyan, Super Saiyan 3, and AKB48 Pink. Plus, Pepsi Blue from here on out is called Pepsi-Cola Blue, to avoid name confusion with the actual Pepsi Blue soft drink.

  • Backport ‘ Added support for Sonic 3D Blast 5’ – from bardeci
  • Palette – TWB64 104 – SideM Green Tweaked. The SideM Green Game Boy palette now represents that to the official SideM color as seen on THE IDOLM@STER’s official website. It turns out the SideM Green palette was in the incorrect shade all this time until now.
  • TWB64 090 and TWB64 140 Updated! Once again, I had to do some deep digging into color research, but just in the Super Dragon Ball Heroes webpages, but regarding Super Saiyan Blue Evolved, the sprite assets from Dragon Ball Z: Dokkan Battle.

NeoCD

  • Preliminary support for direct CD-ROM access
  • Enabled LTO for some platforms (experimental)
  • Reduce latency by adjusting emulated frame slice boundary.
  • Add B+C input macro

Picodrive

  • core, fix cpu sync regression
  • pico, fix psg sound and fast forward
  • 32x, minor poll detection fix
  • mcd, minor optimization for poll detection
  • core, improve mcd+32x cpu synchronization
  • 32x, make 68k poll detection less agressive
  • sh2 drc (for 32X), fix bug in jump patching for arm64
  • core, TH input latency only if output was low
  • core, add TH pad pin latency (load state regression)
  • core, add TH pad pin latency (regression after 5 min)
  • core, add TH pad pin latency after switching to input
  • sms, fix center tms text mode (mode 1)
  • sms, add fast renderer, remove 1st column (8 px) if blanked
  • sms, add xor 4x8k mapper
  • mcd, fix gfx (32×32 stamp)
  • core+platforms, harmonise supported extensions
  • sound, fix ym2413 fm sound load/save
  • z80, fix drz80 save (regression)
  • core vdp, fix out-of-bounds vram access for save/load
  • sms, fix mappers (save/load for sega, korea, 8kbram)
  • z80, improve cz80+drz80 compatibility
  • z80: fix AF pop+push in DrZ80 (F bits 3+5 stack value unchanged)

ECWolf

  • Automap fixes + add “Show Status” button
    There was an incorrect bool preventing 2 options to work properly (automap/overlay rotation and cycle automap/overlay).
    Also changed the inputs while the automap is opened, so the player can still move with overlay or if the normal automap is opened but the pause option is OFF.
    Changed 2 default values, show walls on normal automap and pause while normal automap is open are ON by default now.
    Also added “Show Status” on the unused retropad-Y button, very useful when playing with the screen size set to “Without statusbar”.
  • Several memory usage improvements. Mainly meant for RS90 but improving other targets as well
  • Decrease internal resolution to 240×160 on RS90
  • Disable adlib on rs90
  • Synthesize speaker on the fly. It’s faster and uses less memory
  • Add proxying semantics in order to avoid loading the same lump for different sounds
  • Limit size of loaded audio samples

PX68K

  • Crashes fixed at startup
  • Fix SIGSEGV (Address boundary error) with Etoile Princess

VBA-M

  • Update to core options v2 interface
  • HLE: Fix sign-compare warnings
  • Fix missing-field-initializer warnings
  • Silence implicit-fallthrough warnings

    Used [[fallthrough]]; to mark affected areas. Such keyword should be
    available since C++11

  • Wrap functions unused by LIBRETRO
  • Simplify save state handling
    – size and version parameters are unused in the libretro implementation,
    so remove them
  • Cleanup more libretro-specific branches

Mu

  • Add build for Mac OS ARM.
  • Update valid extensions to everything in the core info; Disallow libretro from looking into ZIP files, we will be handling it ourself so that we can load all PRCs and PDBs.
  • Include miniz library; Make all CMake builds PIC.
  • RetroArch CMake corrections; Implement loading from ZIP files which contain PRCs and PDBs.

NOTE: To load multiple files at once, place PRCs and PDBs into a ZIP file and then
load that ZIP file. PDBs will be installed first followed by PRC files.

Desmume

  • Update core options v2 interface
  • Hide CPU mode option when HAVE_JIT is 0 & OpenGL exclusive options when using soft3D

Genesis Plus GX

  • Update to the latest version
  • Enchanced per-tile vertical scroll implementation
  • Genesis Plus GX Wide

    • Update to the latest version
    • Enchanced per-tile vertical scroll implementation

    NOTE: Enhanced per-tile vertical scroll – This emulation hack allows allows each cell to be vscrolled individually, instead of being limited to 2-cell (16px). The offset of the new, intermediary cell is calculated as an average of the offset of the current 2-cell and the offset of the next 2-cell.

    See this thread here for before/after comparisons.

    Citra

    • Fix pointer being hidden on single screen mode
    • Expose CPU clock scaling option
    • First minimal implementation of Libretro VFS
    • Avoid caching framebuffer in core. Frontend should be able to change it at any time.
    • Android port/build

    SameBoy

    • Update core with latest changes (August 2022)

    Boom3

    • Makefile fix to enable build for unix-* platforms

    SameCDi

    • Save NVRAM on per directory basis

      CDI NVRAM is extremely small, so saving to it becomes an issue when you have many games. This separates NVRAM into game specific dirs

    • Add Redump BIN/CUE format

      Hack to support CDI/2352 format, per hack listed [here](https://github.com/mamedev/mame/pull/8529/files)

    • CHD support

    Atari800

    • OSX 10.7 backwards compatibility
    • Fix PSVita build

    gpSP

    • Fix Pokemon Fire Red germany not booting/ White Screen
      Wrong Gamepak Code causing Pokemon Fire Red not to boot due to wrong flash size (64k instead of 128k)

    RACE

    • OSX 10.7 backwards compatibility

    Opera

    • Lightgun – allow offscreen reloading on all 4 sides of the screen –
      Currently, many 3DO games only allow lightgun users to shoot off parts of the top of the screen in order to reload. This code change allows lightgun users to fire off any part of any side of the screen to reload in games that have a functioning reload/holster input. It is tested as working with all 3DO lightgun games except for Mad Dog McCree and Space Pirates, which still exhibit the issues outlined in #176, and it is also tested as working with the arcade game Shootout at Old Tucson (which didn’t appear to have functioning offscreen reload before this).

    RetroArch 1.13.0 release


    RetroArch 1.13.0 has just been released.

    Grab it here.

    If you’d like to learn more about upcoming releases, please consult our roadmap here.

    Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

    NOTE: Since it has been a very long time since the last core progress update report, there will be a Core Progress report very soon listing all the changes over the past 6 months that have been made to all the cores in our repertoire. A ton of stuff has happened, lots of things have been improved, and it’d be criminally negligient not to talk about it at all. So stay tuned for that blog post.

    Android

    The feature ‘Vibrate On Key Press’ has been enabled by default now on Android. You will get haptic feedback when pressing any of the overlay gamepad elements onscreen, improving the user experience.

    In addition, several big improvements are being made under the hood to improve and refine overlay touchscreen controls. Read more about that later in this article (see ‘Overlay / onscreen gamepad controls improvements’).

    Threaded Video is also disabled now by default on new installs/configs. We have left this setting on since 2013 when frame time spikes were dreadful on Android due to SoCs being underpowered and tons of processes running in the background. Fastforward nearly 10 years later and we feel times have changed since and it’s a little safer to disable it now. Threaded video can theoretically be faster than non-threaded video but also leads to more judder and less precise frame times. Non-threaded video therefore (if frame time deviation is below 5% margins) should lead to smoother frame times. It’s still possible for the user to enable Threaded video if they desire, so nothing has been lost in the process.

    Note – another benefit of non-threaded video being the default is that it fixes some issues that were experienced upon focus loss of an app and re-entering RetroArch.

    iOS 13+ port

    Thanks to the new Swift backend targeting iOS 13 and up, it has become easier to add several new QoL features, such as iPad trackpad support for iOS 13.4 and above.

    macOS

    Users upgrading to the recent macOS Ventura would have discovered that RetroArch had issues going into fullscreen. This has been fixed in this newer version.

    Some keyboard keys have also been hooked up that were not added to the key symbol map before, such as Z/X, and the left meta key.

    Overlay / onscreen gamepad controls improvements

    Android/iOS users are going to benefit a lot in this release and upcoming versions from various improvements being made to neil4 to overhaul and improve touch controls.

    Several gamepad overlays have already been updated to take advantage of these new features. These are as follows:

    • gamepads/neoretropad
    • gamepads/neoretropad-clear

    There are also new ‘lite’ overlays that take advantage of all the new features described below. In particular, the lite overlays rely heavily on ‘exclusive’ hitboxes.

    Let’s go into what has been added so far to this release:

    Add eightway area types

    • New descriptors: ‘dpad_area’ and ‘abxy_area’
    • Each has a diagonal sensitivity setting, 100% being 8-way symmetry
    • Buttons can be redefined in the cfg file

    E.g. This would create a d-pad area, then redefine it to use analog directions:

    overlay0_desc0 = “dpad_area,0.85,0.57,rect,0.166228,0.295516”
    overlay0_desc0_up = “r_y_minus”
    overlay0_desc0_down = “r_y_plus”
    overlay0_desc0_left = “r_x_minus”
    overlay0_desc0_right = “r_x_plus”

    Note: If ‘Hide Overlay in Menu’ is enabled and the menu is up, the overlay preset will be read (loaded & unloaded without being shown) to know which overlay types are in the preset, i.e. whether to show eightway settings or not.

    Add ‘reach’ and ‘exclusive’ for hitboxes

    These allow stretching (or shrinking) hitboxes and handling their overlap. Does not affect image, analog range, or analog/eightway center.

    Hitbox Reach

    reach_up, reach_down, reach_left, reach_right:

    • Stretches hitbox in one direction:

    reach_x, reach_y

    • Stretches hitbox symmetrically

    E.g. In the overlay cfg, this creates a D-Pad area and extends its hitbox left & right 50%, up 15%, and down 30%:

    overlay0_desc0 = “dpad_area,0.15,0.57,rect,0.166228,0.295516”
    overlay0_desc0_reach_x = 1.5
    overlay0_desc0_reach_up = 1.15
    overlay0_desc0_reach_down = 1.3

    Exclusive Hitboxes

    exclusive:

    If true, blocks input from overlapped hitboxes

    range_mod_exclusive:

    Similar, but only applies when this hitbox is extended by range_mod
    After range_mod takes effect, has priority over ‘exclusive’
    E.g.

    overlay0_desc0_exclusive = true
    overlay0_desc1_range_mod_exclusive = true

    Expected use cases:

    • A ‘range_mod_exclusive’ hitbox placed close enough to other hitboxes that its range_mod value would otherwise cause unwanted overlap.
    • A smaller ‘exclusive’ hitbox placed inside (or partially inside) a larger one; the smaller hitbox would “carve out” space for itself.
    • A combination of the two: A smaller ‘exclusive’ hitbox carves out space for itself, but the larger hitbox has ‘range_mod_exclusive’. Whichever is hit first effectively has priority.

    Ignore hitboxes with zero area

    I.e. Set ‘reach_x’ or ‘reach_y’ to zero to ensure no hitbox math is done.

    This simplifies designating animation-only descriptors (e.g. for eightway areas) or obsolete descriptors.

    Content scanning

    PS1 and PS2 content scanning has been improved significantly in RetroArch. All PS2 discs should now be able to be scanned. Previously, only CD-based PS2 games could be scanned and not DVD-based ones.

    PS1 content scanning has also been improved. More content should be able to be recognized now that the system is also able to scan PSX.EXE files on a disc. For instance, it was not possible to scan ‘Street Fighter: Real Battle on Film’ before because of this. Also, all LSP- titles were previously ignored, which has also been fixed.

    Menu QoL improvements

    Various improvements made to the menu system in terms of usability and UX thanks to sonninos.

  • Quick Menu entries were pretty random in regards of doing scrolling with left & right, so it’s been cleaned up a bit, and we made sure all submenus behave in unison.
  • Ozone – Show metadata helper in footer only with second thumbnail. Removed metadata toggle helper from footer when second thumbnail is not enabled – which is the default – because the button won’t do anything without second thumbnail enabled.
  • We made the background image selector usage more comfortable by starting from assets directory or current selection instead of drive letter root, and showing image previews while browsing.
  • File selector globally removes file from selection path, uses path instead and sets file as selection
  • File selector title corrected to have : separator
  • It’s possible to control the menu now with the right analog stick, or both at the same time if you want to do so.
  • Cursor memory for most menu screens
  • (Applicable to Ozone) Footer improvements – show metadata helper in footer only with second thumbnail, add “Cycle thumbnails” helper when suitable, show “Search” helper only when search function is enabled, fix “Thumbnails available” helper for save states, tighten padding between icon and title, and widen between helpers
  • For a more exhaustive list of all changes made to the menu, consult the Changelog.

    Vulkan fix for HDR mode

    After RetroArch 1.11.1, an unexpected side effect caused many shaders (e.g. crt-easymode-halation or newpixie.crt) to render an oversaturated and dark image when using Vulkan and HDR on Windows 10/11. To fix this now with the Vulkan driver, we only skip the tonemapper if HDR10 is explicitly enabled by the last shader pass. Otherwise, we are simply just inheriting the bit-depth of the swapchain.

    Changelog

    1.13.0

    • 3DS: Remove debug button combo to shutdown RA
    • 3DS: Remove MaterialUI as per MrHuu recommendation
    • ANDROID: Enable ‘Vibrate On Key Press’ haptics by default
    • ANDROID: Turn ‘Threaded Video’ off by default
    • CHEEVOS: Upgrade to rcheevos 10.5
    • COMPILATION: Fixed compiling with –disable-menu
    • CONFIG: Don’t show override notification with appendconfig alone
    • DATABASE/PLAYLISTS: Playlist + database changes – Cleanup ‘entry_slot’, fallback label + logging
    • FRONTEND: Fix default remaps folder for various cores: remap should … …be nested in config folder
    • HOTKEYS: Fix shader toggle and add hotkey + sublabel
    • HOTKEYS: Cleanups and corrections – Keep hotkey pause and menu pause separate in order to not trigger unwanted pause when toggling menu regardless if menu will pause or not
    • HOTKEYS: Cleanups and corrections – Allow unpausing with Start (makes resuming more convenient after controller disconnect if menu does not pause)
    • IOS13+: Pointer movement accuracy. iPad Trackpad Pointer Movement Accuracy through absolute location (for iOS 13.4 and above)
    • IOS13+: Adds iPad Trackpad Support to iOS13 Project (for iOS 13.4 and above)
    • INPUT: Fixed the way devices were previously indexed. Input devices were only being indexed in order and would stop at the first time an input has no device connected to it. The problem is when a device gets disconnected, that input will have no devices connected to it, but the next input may still have a device connected. So, that makes changing the port of the currently connected devices impossible.
    • INPUT/AUTOCONFIG: Add option for pause on controller disconnect
    • INPUT/AUTOCONFIG: Driver independent disconnection notification. Should show disconnect notification now properly on Windows with XInput and/or DirectInput pads
    • INPUT/HID: Added usb hid controllers for the famous ZeroDelay encoder and also for “Kade: Kick Ass Dynamic Encoder” to be able to use some custom arcade sticks.
    • INPUT/OVERLAY: Add eightway area types.
    • INPUT/OVERLAY: Fix overlay next_index for unnamed targets
    • INPUT/OVERLAY: Ignore hitboxes with zero area. I.e. Set ‘reach_x’ or ‘reach_y’ to zero to ensure no hitbox math is done. This simplifies designating animation-only descriptors (e.g. for eightway areas) or obsolete descriptors.
    • INPUT/OVERLAY: Add ‘reach’ and ‘exclusive’ for hitboxes. Allows stretching hitboxes and handling their overlap.
    • INPUT/MENU: Addition to analog stick menu navigation
    • INPUT/MENU: Enable menu navigation also with right analog stick
    • INPUT/MENU: Add option for swapping menu scrolling buttons
    • LOCALIZATION: Updates
    • LOCALIZATION: Add Hungarian language option
    • MENU: Thumbnail fullscreen toggle behavior correction
    • MENU: Consistent left-right scrolling for Quick Menu items
    • MENU: Remove useless sublabel from System Information
    • MENU: Improve widget appearance with missing assets
    • MENU/QT/WIMP: Remove SSL/TLS check at startup
    • MENU/OZONE: Show metadata helper in footer only with second thumbnail
    • MENU/OZONE: Footer improvements – Add “Cycle thumbnails” helper when suitable
    • MENU/OZONE: Footer improvements – Show “Search” helper only when search function is enabled
    • MENU/OZONE: Footer improvements – Fix “Thumbnails available” helper for save states
    • MENU/OZONE: Footer improvements – Tighten padding between icon and title, and widen between helpers
    • MENU/OZONE: Launching anything from a View no longer throws Quick Menu off the screen
    • MENU/OZONE: Save state thumbnails in slot dropdown obeys fullscreen toggle properly when content launched via CLI
    • MENU/OZONE: Save state thumbnail dropdown won’t allow fullscreen toggle when it shouldn’t
    • MENU/OZONE: Selection position remembering in non-playlists won’t flash the first entry
    • MENU/OZONE: Remember selection per main tabs
    • MENU/OZONE: Remove incomplete assets warning
    • MENU/OZONE: Add option to adjust cursor memory when changing menu tabs
    • MENU/OZONE: Further extend texture support for Core Option categories
    • MENU/XMB: Remove incomplete assets warning
    • MENU/XMB: Add truncate playlist name option
    • MENU/XMB: Improve background image selector
    • MENU/XMB: Add option to adjust cursor memory when changing menu tabs
    • MENU/XMB: Further extend texture support for Core Option categories
    • MENU/MATERIALUI: Remove incomplete assets warning
    • OSX: Fixed Z/X keys not working on the macOS port
    • OSX: Fixed RETROK_LMETA not working on macOS port. The RETROK_LMETA key was not defined in the rarch_key_map_apple_hid
    • OSX: Fix broken fullscreen mode in macOS Ventura
    • PS2: Fix Error saving remaps and runtime logs
    • PS3: Fix Core Remap Overwrite Fail
    • QB: Don’t fail if OSDependent/OGLCompiler libraries are not present
    • SCANNER/PS1: Improved scanning of PS1 discs
    • SCANNER/PS2: Added serial scanning of PS2 discs – should now scan DVDs and other discs which were previously missed
    • THREADED VIDEO/GLCORE: Fix regression ‘Shader presets dont load, when video driver is set to glcore’
    • VULKAN: Fix HDR inverse tonemapping. Only skip tonemapper if HDR10 is explicitly enabled by last shader pass. Otherwise, we are simply just inheriting the bit-depth of the swapchain.

    RetroArch 1.12.0 release


    RetroArch 1.12.0 has just been released.

    Grab it here.

    If you’d like to learn more about upcoming releases, please consult our roadmap here.

    Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

    Views

    This view lists all games in your collection released in the year 2000.
    This view lists all games in your collection released in the year 2000.

    There is now an entirely new way to display and organize content – Views!

    You can turn a filter set in the Explore menu into a so called “View” file which then gets listed alongside playlists. This also adds the ability to filter a category by range in the Explore menu and not just filter on exact matches.

    The views are saved into .lvw (libretro view) files that just like playlist .lpl (libretro playlist) files are in JSON format and are stored in the same playlists directory.

    You can combine several filters in whichever order you see fit and then save the results as a view
    You can combine several filters in whichever order you see fit and then save the results as a view

    Here’s some examples of views that are now possible with the new range filtering:

    1. Games made between 1992 and 1996 by developers Capcom and Capcom Production Studio 1
    2. Games supporting 5 to 8 players
    3. Games containing “Mario” in the title released between 1988 and 1994

    These are just some examples of what is possible with this new system. It’s a pretty powerful system, and we hope this gives you a lot of flexibility to better organize your content.

    How to use it

    1. Go to Explore screen/tab.
    2. Search through the list of games sorting through it however you want, then once you’re satisfied with the output, select ‘Save As View’. It will now add this ‘view’ to the playlist list. In Ozone, you can select it from the left popup toolbar. In XMB it will show up next to your playlists. NOTE: You can currently not rename views from within the application.

      Android – Haptic feedback for touch overlays

      Courtesy of neil4 who implemented this great feature
      This repurposes the setting ‘Vibrate On Key Press’, which previously enabled a 16ms vibration on any screen touch.

      Now the device’s standard keypress feedback is triggered on overlay key/button state changes, except when a finger leaves the screen.

      It’s currently only implemented for Android, but it can potentially be implemented for other systems with haptic feedback later. It’s not enabled by default for now so you will have to enable it manually. To do this, go to Settings -> Input -> Haptic Feedback/Vibration, and enable ‘Vibrate On Key Press’.

      iOS 13+ port

      The iOS ARM64 port is completely revamped and targets iOS 13 and later now. It leverages Swift and it has some unique features.

      iOS 13+ port now has a toolbar which lets you pull up an onscreen keyboard
      iOS 13+ port now has a toolbar which lets you pull up an onscreen keyboard

      For instance, it adds support for revealing the onscreen keyboard and enabling touch screen mouse input by adding a toolbar that is revealed by tapping the top of the screen.

      There is also now an iOS 16 lockscreen widget.

      WiiU improvements

      Some important WiiU platform improvements. Default directories should now be created on the fly (fixing a longstanding issue), and some of the networking issues that popped up in 1.11.x have now been fixed.

      Changelog

      1.12.0

      • CONFIG/CLI: Allow use of –appendconfig with override cfgs instead of getting ignored
      • CONFIG/LOGGING: No more console startup logging if logging to file
      • CONFIG: Saves config on exit only once instead of (worst case scenario) 3 times
      • DATABASE/EXPLORE/VIEW: Add View feature – Add saving of a filter set in the Explore menu into a so called “View” file which then gets listed alongside playlists. This also adds the ability to filter a category by range in the Explore menu and not just filter on exact matches.
      • FILEBROWSER: Fix regression – certain extensions keep disappearing
      • IOS: New modern iOS version (targeting iOS 13 and up), leverages Swift
      • IOS: Fixes to iOS toolbar
      • IOS16: Add iOS 16 lock screen widget
      • IOS13+: Added emulator keyboard
      • IOS13+: Add JIT support for non-jailbroken devices
      • IOS13+: Added support for touch mouse handler
      • IOS13+: Changed click-and-drag behavior to double tap hold and drag
      • INPUT/HAPTIC/OVERLAYS/ANDROID: Improve haptic feedback for input overlays
      • LINUX/MALI FBDEV: Add conditional support for OpenGL ES 3.x
      • LOCALIZATION: Updates
      • LOCALIZATION/ENGLISH: Add British English language option
      • LOGGING/QT: Increase log buffer to 2048 characters – Vulkan validation layer messages output correctly now.
      • MENU/XMB: Remember selection per main tabs. Addresses the following : collection playlists can contain hundreds or thousands of items. When scrolling through one, pressing left or right by accident can be common. This resets the playlist to the top
      • MIST/STEAM/STEAMDECK: Don’t expose Black Frame Insertion (BFI) if we are running on a Steam Deck
      • NETWORKING/WINDOWS: Disable poll support for MSVC 2010 and earlier. WSAPoll is not supported on Windows XP and earlier.
      • NETWORKING/WIIU: Fix socket_connect_with_timeout for WIIU
      • NETWORKING/WIIU: Fixes RetroAchievements login
      • NETWORKING/WIIU: Fixes other online updater functionality
      • SAVESTATES/NOTIFICATIONS: Add delay to savestate notifications, so that GPU savestate screenshots stay untouched
      • SAVESTATES/SCREENSHOTS: Avoid ‘video_gpu_screenshot’ with savestates. Allow GPU screenshots with savestates only when there is no other way of getting a screenshot.
      • SCREENSHOTS/VULKAN: Unload screenshot widget texture early. Fixes Vulkan crash when closing content while a screenshot widget is still on-screen
      • SCREENSHOTS/VULKAN: Fix screenshot widget crash when ticker animating
      • WAYLAND: Set correct app ID
      • WIIU: Add some missing default directories
      • WIIU: Get mkdir working on WiiU (directory creation)

    RetroArch 1.11.1 release!


    RetroArch 1.11.1 has just been released.

    Grab it here.

    If you’d like to learn more about upcoming releases, please consult our roadmap here.

    Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

    NOTE: The Android version on Samsung Galaxy Store, Huawei AppGallery, and Amazon App Store will be updated soon. We will remove this notice when it has been updated. Until then, grab the APK from our site.

    NOTE: Several size optimizations have been made to the packages. We no longer pre-install all of the optional XMB theme packs or other miscellaneous assets. Previously we also shipped autoconfig files that were irrelevant for that specific platform. By excluding these files from the package, we have managed to reduce the filesize and overall amount of files of RetroArch downloads/installs significantly. On consoles this will be very helpful where SD card/FTP installs can tend to be very slow.

    If you still want to have all assets, you can go to Online Updater and select ‘Update Assets’. This will install all assets.

    Changelog

    1.11.1

    • GENERAL: Fix DEFAULT_FILL_TITLE_MACRO
    • NETWORKING: Add the const qualifier to some function parameters
    • NETWORKING/NETPLAY/UPNP: Add a private or CGNAT address warning to UPnP
    • SAVESTATES/SCREENSHOTS: Avoid ‘video_gpu_screenshot’ with savestates
    • UWP: Better ‘Save on quit’ fix

    1.11.0

    • 3DS: Add unique ID’s
    • 3DS: Add bottom menu options
    • 3DS: Set bottom_asset directory default
    • 3DS: Only enable internal counter with CONSOLE_LOG defined
    • 3DS: Set default bottom font values
    • 3DS: Fix CIA installation issues
    • 3DS: Support latest libctru
    • ANDROID: Add HAVE_ACCESSIBILITY
    • ANDROID: Gingerbread support
    • ANDROID: Touchpads support
    • ANDROID: Builtin Xperia Play autoconfig profile
    • ANDROID: Disable Feral GameMode for Android – only available on Linux
    • ANDROID: Add a configurable workaround for Android reconnecting devices
    • ANDROID/FDROID: Add F-Droid metadata to repo in Fastlane format
    • AUDIO/AUDIO MIXER: Add missing locks for thread safety
    • AUDIO/AUDIO MIXER: Fix audio mixer memory leak + remove redundant ‘single threaded’ rthreads implementation
    • AUTOSAVE: Change/improve exit behavior of autosave thread – if condition variable is signaled, the loop is ran another last time so we can do a final check/save before stopping the thread.
    • CDROM: Fix memory leak caught with asan – buf passed to filestream_read_file
    • CORE INFO/NETPLAY: Ensure current core info is initialized at runloop_event_init_core when netplay is enabled
    • CHEEVOS: Upgrade to rcheevos 10.4
    • CHEEVOS: Allow creating auto savestate in hardcore
    • CHEEVOS: prevent invalid memory reference if game has achievements but core doesn’t expose memory
    • CHEEVOS: Release achievement badge textures when video driver is deinitialized
    • CHEEVOS: Re-enforce hardcore limitations once achievements are loaded
    • CHEEVOS/MENU/MATERIALUI: Show achievement badge icons in MaterialUI driver
    • D3D9: D3D9 has been split up into two drivers – D3D9 HLSL (max compatibility, no shader support yet) and D3D9 Cg (dependent on deprecated Nvidia Cg runtime library)
    • D3D9/HLSL/XMB: XMB fix
    • D3D9/CG: D3D9 Cg driver fixed
    • D3D11: Fix overlay not showing up
    • D3D11/12: Reduce lag with WaitForVBlank – this rather simple addition seems to make D3D11/12 very very close to Vulkan/GLCore regarding input lag.
    • D3D11/12: Add waitable swapchains and max frame latency option
    • D3D11/12: Make waitable swapchains optional
    • DATABASE: Reformat ‘rdb_entry_int’ – Nitpick adjustments for database entries: Capitalize “Release Date”, and remove space before : from Release Date rows which use integer
    • DATABASE/EXPLORE: Allow On-Demand Thumbnails in Explore menu
    • DATABASE/EXPLORE/MENU/OZONE/XMB/RGUI: Explore menu thumbnails
    • DISC CONTROL: Better Disc Control append focus
    • DOS/DJGPP: Add a workaround for libc bug
    • AUTOMATIC FRAME DELAY: Added slowmotion resiliency
    • AUTOMATIC FRAME DELAY: Added string representation for seeing the current effective delay without opening statistics
    • AUTOMATIC FRAME DELAY: Added “ms” to logging and “(ms)” to label just like in Audio Latency
    • GENERAL: Don’t bake in OpenAL and libcaca by default unless explicitly enabled with configure switch.
    • GENERAL: Reduce amount of strlen calls
    • GENERAL: Reduce or simply sin/cosf calls
    • GFX: Fix readability and precision issues in aspectratio_lut
    • GFX: Add option to manually enable/disable automatic refresh rate switching
    • GFX: Enable automatic configuration of ‘VSync Swap Interval’
    • GFX/FONT/FREETYPE: Use FT_New_Memory_Face – first read it from file to memory beforehand –
      this solves an asset extraction issue when selecting ‘Update Assets’ – apparently FT_New_Face keeps an open file handle to the font file which
      prevents it from being overwritten/deleted while the program is still running.
    • GFX/THUMBNAILS: Thumbnail aspect ratio fix
    • GFX/THREADED VIDEO: Optimizations, fixes and cleanups
    • GFX/VIDEO FILTERS: Add Upscale_240x160-320×240 video filter with ‘mixed’ method
    • GLSLANG: Fix compilation with ./configure –disable-builtinglslang – was missing linking against -lMachineIndependent and -lGenericCodeGen static libs
    • INPUT: Fix off by one error for input_block_timeout setting. Also default to 0 for this setting (pretty massive performance gain)
    • INPUT: Analog button mapping fixes
    • INPUT/HID/OSX: Fix DualShock3 support
    • INPUT/HID/LINUX: (qb) Disable HAVE_HID by default for now for Linux as long as there are no working backends for both
    • INPUT/HID/WINDOWS: (qb) Disable HAVE_HID by default for now for Windows as long as there are no working backends for both
    • INPUT/HID/WIIU: Fix DualShock3 support
    • INPUT/OVERLAY: Block pointer input when overlay is pressed
    • INPUT/REMAPPING: input_remapping_save_file – existing remapping file was needlessly reloaded
    • INPUT/REMAPPING: Add option to disable automatic saving of input remap files
    • INPUT/LINUX/UDEV: Fix lightgun scaling on Y axis
    • INPUT/LINUX/X11/LED: Add LED keyboard driver
    • INPUT/WINDOWS/LED: LED keyboard driver cleanup
    • INPUT/WINDOWS/WINRAW: Clear key states when unfocused
    • INPUT/WINDOWS/WINRAW: Fix pointer device position
    • IOS: iOS app icon fixes & revisions
    • LIBRETRO/SAVESTATES: Implement an api call for context awareness
    • LOCALIZATION: Updates
    • LOCALIZATION: Add Catalan language option
    • LOCALIZATION: Fix some bad localization
    • LINUX: Make memfd_create call more backwards compatible by calling it through syscall – on older systems, you’ll have to include linux/memfd.h for the MFD_ defines, and call memfd_create() via the the syscall(2) wrapper (and include unistd.h and sys/syscall.h for it work). We exclude linux/memfd.h header include because we already provide the MFD_ defines in case they are missing
    • LINUX/MALI FBDEV: Fix assertion failed on video threaded switch
    • MENU: Menu paging navigation adjustments
    • MENU: New Menu Items for disabling Info & Search buttons in the menu
    • MENU: Allow the user to use volume up/down/mute hotkeys from within the menu
    • MENU: Add missing sublabels for non-running Quick Menu
    • MENU: Reorganize Quick Menu Information
    • MENU: Savestate thumbnails – Savestate slot reset action
    • MENU: Allow changing savestate slots with left/right on save/load
    • MENU: Add ‘Ago’ to playlist last played styles
    • MENU: Add proper icons for shader items
    • MENU/MATERIALUI: Add icon for ‘Download Thumbnails’
    • MENU/XMB: Add options for hiding header and horizontal title margin
    • MENU/XMB: Dynamic wallpaper fixes
    • MENU/XMB: Add Daite XMB Icon Theme
    • MENU/XMB/OZONE: Savestate thumbnail aspect ratio
    • MENU/XMB/OZONE: Core option category icon refinements
    • MENU/XMB/OZONE: Fullscreen thumbnail browsing
    • MENU/XMB/OZONE: Add playlist icons under ‘Load Content’
    • MENU/XMB/OZONE: Thumbnail improvements
    • MENU/XMB/OZONE: Savestate thumbnail fullscreen + dropdown
    • MENU/XMB/OZONE: Prevent unnecessary thumbnail requests when scrolling through playlists
    • MENU/OZONE: Fix playlist thumbnail mouse hover after returning from Quick Menu
    • MENU/OZONE: Thumbnail visibility corrections
    • MENU/OZONE: Playlist metadata reformat
    • MENU/OZONE: Savestate thumbnail fixes
    • MENU/OZONE: Add savestate thumbnails
    • MENU/OZONE: Header icon spacing adjustment
    • MENU/RGUI: Savestate thumbnails
    • MENU/SETTINGS: Turn Advanced Settings on by default, this entire filtering of settings will need a complete rethink anyways
    • MENU/WIDGETS: Widget color + position adjustments
    • MIYOO: Exclude unused HAVE_HID for Miyoo
    • MIYOO: Enable screenshots
    • MIYOO: Enable rewind
    • NETWORK: Allow MITM server selection on OK callback
    • NETWORK: Replace socket_select calls
    • NETWORK: Implement binary network streams
    • NETWORK: Poll support
    • NETWORK: Check connect errno for successful connection
    • NETWORK: Get rid of the timeout_enable parameter for socket_connect
    • NETWORK: Fix getnameinfo_retro’s port value for HAVE_SOCKET_LEGACY platforms
    • NETWORK: Define inet_ntop and inet_pton for older Windows versions
    • NETWORK: Define isinprogress function
    • NETWORK/NATT: Move natt files to “network”
    • NETWORK/NETWORK STREAMS: Add function netstream_eof
    • NETWORK/NETPLAY: Fix game CRC parsing
    • NETWORK/NETPLAY: Disable and hide stateless mode
    • NETWORK/NETPLAY: Change default for input sharing to “no sharing”
    • NETWORK/NETPLAY: Enforce a timeout during connection
    • NETWORK/NETPLAY: Disallow clients from loading states and resetting
    • NETWORK/NETPLAY: Special saves directory for client
    • NETWORK/NETPLAY: Ensure current content is reloaded before joining a host
    • NETWORK/NETPLAY: Fix client info devices index
    • NETWORK/NETPLAY: Fix input for some cores when hosting
    • NETWORK/NETPLAY: Memory leak fixes
    • NETWORK/NETPLAY: Force a core update when starting netplay
    • NETWORK/NETPLAY: Fix NAT traversal announce for HAVE_SOCKET_LEGACY platforms
    • NETWORK/NETPLAY: Refactor fork arguments
    • NETWORK/NETPLAY: Fix content reload deadlocks on static core platforms
    • NETWORK/NETPLAY: Disallow netplay start when content is not loaded for static core platforms
    • NETWORK/NETPLAY: Show client slowdown information
    • NETWORK/NETPLAY: Improve check frames menu entry
    • NETWORK/NETPLAY: Do not try to receive new data if the data is in the buffer
    • NETWORK/NETPLAY: Copy data on receive, even if the buffer is full
    • NETWORK/NETPLAY: Fix lobby sublabel CRC display on some platforms
    • NETWORK/NETPLAY: Support for customizing chat colors
    • NETWORK/NETPLAY: Small launch compatibility patch adjustments
    • NETWORK/NETPLAY: Support for banning clients
    • NETWORK/NETPLAY: Minor tweaks to the find content task
    • NETWORK/NETPLAY: Support for gathering client info and kicking
    • NETWORK/NETPLAY: Fix possible deadlock
    • NETWORK/NETPLAY: Initialize client’s allow_pausing to true
    • NETWORK/NETPLAY: Disable netplay for unsupported cores – with stateless mode being disabled for now, there is no reason not to include this. Refuse to initialize netplay when the current core is not supported (no proper savestates support)
    • NETWORK/NETPLAY/DISCOVERY: Ensure fixed width ints on packet struct
    • NETWORK/NETPLAY/DISCOVERY: Support for IPv4 tunneling (6to4)
    • NETWORK/NETPLAY/DISCOVERY/TASKS: Netplay/LAN Discovery Task refactor – aims to prevent blocking the main thread while awaiting for the LAN discovery timeout; This is accomplished by moving the whole discovery functionality into its task and using a non-blocking timer to finish the task. Also fixes discovery sockets not being made non-blocking, which could cause the main thread to hang for very long periods of time every pre-frame.
    • NETWORK/NETPLAY/TASKS: Find content task refactor – fixes many issues along the way, including a couple of nasty memory leaks that would leak thousands of bytes each time the task ran. It also expands the original concept by matching currently run content by filename (CRC matching is always performed first though).
    • NETWORK/NETPLAY/TASKS: Find content task refactor – Ensure CRC32 is 8 characters long
    • NETWORK/NETPLAY/LOBBY: Add setting for filtering out rooms with non-installed cores
    • NETWORK/NETPLAY/LOBBY: Hide older (incompatible) rooms
    • NETWORK/NETPLAY/LOBBY: Add a toggleable filter for passworded rooms. In addition, move lobby filters into its own submenu for better organization.
    • NETWORK/NETPLAY/MENU: Chat supported info for the host kick submenu
    • NETWORK/NETPLAY/MENU: Localize relay servers
    • NETWORK/NETPLAY/MENU: Host Ban Submenu
    • NETWORK/NETPLAY/MENU: Add client devices info to the kick sub-menu
    • NETWORK/NETPLAY/MENU: Path: Netplay -> Host -> Kick Client – Allows the host to kick clients. Allows the host to view client information: connected clients (names), status (playing/spectating) and ping.
    • NETWORK/NETPLAY/VITA: Add net_ifinfo support
    • NETWORK/NETPLAY/VITA: Enable partial LAN discovery
    • NETWORK/NETPLAY/VITA: Change default UDP port to 19492
    • NETWORK/NETPLAY/VITA: Do not multiply negative timeout values
    • NETWORK/NETPLAY/VITA: Fix epoll’s timeout parameter
    • NETWORK/NETPLAY/VITA: Launch compatibility patch
    • NETWORK/NETPLAY/3DS: Launch compatibility patch
    • NETWORK/NETPLAY/3DS: Adapt POLL for 3DS platform
    • NETWORK/NETPLAY/PS3: Launch compatibility patch
    • NETWORK/NETPLAY/WII: Enable net_ifinfo for some features. In practice, this only allows the netplay’s UPnP task to succeed on the Wii.
    • NETWORK/NETPLAY/WIIU: Launch compatibility patch
    • NETWORK/NETPLAY/SWITCH: Launch compatibility patch
    • NETWORK/UPNP: Attempt support for remaining platforms
    • NETWORK/UPNP: Support for IPv4 tunneling
    • ODROID GO2: Increase DEFAULT_MAX_PADS to 8 for ODROIDGO2, since that impacts the RG351[X] consoles. The RG351[X] have a USB host controller and can have an arbitrary number of USB gamepads.
    • ONLINE UPDATER: Online Updater menu reorganizing
    • OSX: Fixed items of system top menu bar on macOS
    • OSX: Revision to macOS app icon set
    • PLAYLISTS: Ensure history list will contain CRC32
    • PLAYLISTS: Fix CRC32 comparison – as state->content_crc has “|crc” suffix.
    • PS4/ORBIS: Orbis/PS4 Support using OrbisDev toolchain
    • PS4/ORBIS: Update xxHash dependency
    • PS4/ORBIS: Shader cache
    • RETROFW: Exclude unused HAVE_HID for RetroFW
    • RETROFW: Support battery indicator on RetroFW
    • RETROFW: Enable menu toggle button on retrofw devices
    • SHADERS: Shader Preset Loading of Multiple additional #references lines for settings
    • SHADERS: Shader Load Extra Parameter Reference Files – this adds the ability to put additional #reference lines inside shader presets which will load additional settings. The first reference in the preset still needs to point at a chain of presets which ends with a shader chain, and subsequent #reference lines will load presets which only have parameter values adjustment. This allows presets to be made with a modular selection of settings. For example with the Mega Bezel one additional reference could point at a preset which contained settings for Night mode vs Day mode, and another reference could point to a preset which contained settings for how much the screen should be zoomed in.
    • SHADERS/MENU: Increase shader scale max value
    • SCANNER/DC: Fix Redump bin/cue scan for some DC games
    • SCANNER/GC/WII: Add RVZ/WIA scan support for GC/Wii
    • SCANNER/PS1: Improved success rate of Serial scanning on PS1 by adding support for the xx.xxx format
    • SCANNER/PS1: Changed return value of detect_ps1_game function to actually return a failure when the Serial couldn’t be extracted. Scanner will then fallback on crc check, and usually ends up finding the games in the database.
    • SWITCH: Enable RWAV (WAV audio file) support
    • STRING: Do not assume char is unsigned
    • TASKS: More thread-awareness in task callbacks
    • TASKS: Fix race condition at task_queue_wait
    • TVOS: Revised tvOS icons w/ updated alien.
    • VFS: Fix various VFS / file stream issues
    • VULKAN: Fix more validation errors
    • VULKAN: Attempt to fix validation errors with HDR swapchain. Always use final render pass type equal to swapchain format. Use more direct logic to expose if filter chain emits HDR10 color space or not
    • VULKAN/ANDROID: Honor SUBOPTIMAL on non-Android since you’d want to recreate swapchains then. On Android it can be promoted to SUCCESS.
    • SUBOPTIMAL_KHR can happen there when rotation (pre-rotate) is wrong.

    • VULKAN/DEBUG: Automatically mark buffer/images/memory with names
    • VULKAN/DEBUG: Move over to VK_EXT_debug_utils. Debug marker is deprecated years ago.
    • VULKAN/HDR: Fix leak of HDR UBO buffer
    • VULKAN/BFI: Fix BFI (Black Frame Insertion) regression
    • WINDOWS: Fix exclusive fullscreen video refresh rate when vsync swap interval is not equal to one – refresh rate in exclusive fullscreen mode was being incorrectly multiplied by vsync swap interval, breaking swap interval functionality at the gfx driver level
    • WIN32: Do optimization for Windows where we only update the title with SetWindowText when the previous title differs from the current title
    • WIN32: Skip console attach when logging to file
    • WIN32: Remove black margins with borderless non-fullscreen window
    • WIN32/TASKBAR: Release ITaskbarList3 on failed HrInit – pointer wasn’t NULL’d, thus set_window_progress would cause weird behavior
    • WII/GX: Fix potential datarace
    • WIIU: Implement sysconf and __clear_cache
    • WIIU: Add OS memory mapping imports
    • UWP: Added launch protocol arg ‘forceExit’ so a frontend can tell an already-running RetroArch UWP instance to quit.
    • UWP: Enable core downloader/updater
    • UWP: Remove copy permissions as its inefficient as we can just directly assign the new ACL and that works
    • Xbox/UWP: Remove expandedResources
    • Xbox/UWP: UWP OnSuspending crash fix
    • Xbox/UWP: Enable savestate file compression by default for UWP/Xbox – got told there are no more issues with it
    • Xbox/UWP: Add support for 4k to angle on xbox for MSVC2017 build

    RetroArch – Introducing the Mega Bezel Reflection Shader

    Article written by HyperSpaceMadness



    RetroArch keeps introducing innovations to the retrogaming world, constantly building simple roads for players to enjoy classic games in new and sometimes better ways.

    Getting the sweet spot between ease of use and customization can be a time-consuming process, and sometimes requires a deep insight of how old technologies worked: refresh rate, aspect ratio, scaling, overscan, deconvergence are terms which we may or may not be familiar with, and these all play an important part in building a retro gaming experience that feels better, yet passionately authentic.

    How do we get a handle on this?

    Building an idealized CRT (cathode ray tube) like display experience. Getting the best out of post-processing with the latest CRT shaders fused into a “one stop” solution. Making it incredibly easy to customize, and yet performant. A fresh and unique starting point for the retro game lover.

    Console branded tv by Soqueroeu, great for playing on a big screen in the living room
    Console branded tv by Soqueroeu, great for playing on a big screen in the living room

    The Mega Bezel Project started back in July 2019 when developer HyperspaceMadness was looking at experimental shaders creating real-time reflections on emulated display bezels. More than two years later, the swiss-army-knife of visual simulation to enhance the retro game experience is ready for players!

    Sonic with a Blended Waterfall, Genesis Preset and graphics by Duimon
    Sonic with a Blended Waterfall, Genesis Preset and graphics by Duimon

    The Mega Bezel is unique in that it bends the common definitions of shaders and overlays in an out-of-the-box experience: custom calculations take care of games native resolution and scaling, dynamically draw bezels around the gameplay area filled with curvature simulation and reflections, incorporating a unique pipeline of CRT simulation models and other visual conditioning of the game image, color correction, de-dithering, and adding responsive backgrounds and lots of additional features to enjoy.

    The shader centralizes a lot of complex tasks and makes them instantly available for all cores: screen rotation and position, horizontal and vertical orientation, zooming, cutting away games black spaces to get a real full-screen, and filling the aspect ratio difference between the emulated screen and your monitor with interesting graphics. Mega Bezel even adds original solutions, like the ‘Night Mode’ to simulate a dimly lit room and ‘Glass Mode’ for a modern and dynamic way to fill the entire monitor.

    Mega Man 8 with the Glass Preset, good for filling the screen, avoiding any worries of OLED burn-in
    Mega Man 8 with the Glass Preset, good for filling the screen, avoiding any worries of OLED burn-in

    Being based on contributions and discussions from the Libretro forums, Mega Bezel is a community project at its heart: shader writers and artists are actively developing features and customized presets which max out the shader capabilities, and making them freely available for retro players to enjoy and further customize, chasing the their ideal setup.

    3DS Preset by Duimon with alternate layout and custom graphics
    3DS Preset by Duimon with alternate layout and custom graphics

    Easy to use for newcomers, deep in customization for emulation maniacs, flexible for artists: the Mega Bezel project is a fun ongoing journey that strives to bring wonderful features to everyone, minus the hassle of setup!

    Game Boy Advance LCD Preset & Graphics by Duimon
    Game Boy Advance LCD Preset & Graphics by Duimon

    You can get the basic Mega Bezel shaders inside RetroArch by running Online Updater -> Update Slang Shaders then the shaders will be located inside shaders/shaders_slang/bezel/Mega_Bezel/Presets. Be sure to read the setup portion of the ReadMe.md to help you get started you can find it in the Mega_Bezel folder just mentioned.

    A small group of talented artists has also come together using the Mega Bezel to create suites of shader presets with beautiful graphics covering many consoles, computers and PVMs to share with retro gamers.

    If this sounds exciting head over to the Mega Bezel thread on the Libretro forum to find more about the Mega Bezel, and links to the artist’s pages and shader preset collections.

    https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates/25512

    Below are more examples of the Mega Bezel and artwork from the community.

    OutRun preset and graphics by Orion's Angel
    OutRun preset and graphics by Orion’s Angel

    Star Wars with a lovely JVC PVM from TheNamec!
    Star Wars with a lovely JVC PVM from TheNamec!

    Garou: Mark of the Wolves with Smoothed Preset
    Garou: Mark of the Wolves with Smoothed Preset

    REZ with Dreamcast core upscaling with shader downscaling and cyberpunk style by TheNamec
    REZ with Dreamcast core upscaling with shader downscaling and cyberpunk style by TheNamec

    Monkey Island with some smoothing and deconvergence magic
    Monkey Island with some smoothing and deconvergence magic

    The Great Gianna Sisters with a preset and graphics by TheNamec
    The Great Gianna Sisters with a preset and graphics by TheNamec

    Tron's Deadly Discs showing supports for the game Image on top of backdrop
    Tron’s Deadly Discs showing supports for the game Image on top of backdrop

    Choplifter with the Glass preset and some scaling
    Choplifter with the Glass preset and some scaling

    Resolution info can be printed to the screen so you can see what resolutions are used
    Resolution info can be printed to the screen so you can see what resolutions are used

    Shadowgate on Macintosh with graphics by Duimon
    Shadowgate on Macintosh with graphics by Duimon

    Monochrome Amber mode applied
    Monochrome Amber mode applied

    Vib Ribbon on PS1 with color added and a nice PVM from TheNamec
    Vib Ribbon on PS1 with color added and a nice PVM from TheNamec

    RetroArch now on Windows Package Manager!

    Windows 10/11 users now have an even more convenient way of installing RetroArch! RetroArch is now available from the Windows Package Manager (see here).

    • Stables are identical to the ones found on our website/buildbot.
    • They are digitally signed, meaning they pass the Windows Defender SmartScreen Protection. You will not get a warning from SmartScreen when attempting to install RetroArch this way. Useful if you are in a protected environment where your system administrator has locked down your ability to install unsigned third-party applications on your system.

    The video will show you how to install it.

    First, start up the Command Prompt. You can go the Start Menu and type in ‘Command Prompt’ and then click on it to start it up, or simultaneously press Windows key + R key, and then type in ‘cmd’.

    How to search for RetroArch

    Once on the command line, you can search for packages to see if they exist. To search for RetroArch, tyep in the following:

    winget search RetroArch

    Lowercase ‘retroarch’ will work as well. An entry should show up.

    How to install RetroArch

    Now that we know the package exists on the package manager, we should be able to install this. Simply type on the commandline:

    winget install RetroArch

    It will now install RetroArch without requiring any user interaction. Note that this version of RetroArch will not attempt to install the DirectX9 SDK in case it doesn’t already exist. We assume on modern Windows you will use the Direct3D 10/11/12 or Vulkan/OpenGL drivers anyway.

    Once installed, you should be able to find it from the Start Menu as a recently added application.

    How to uninstall RetroArch

    Uninstalling RetroArch once installed is similarly easy. Simply type the following on the commandline:

    winget uninstall RetroArch

    RetroArch’s presence on app stores

    Our aim with RetroArch is to be available on as many storefronts and outlets as possible. We have made some impressive progress over the years.

    • RetroArch is available on Steam for Windows and SteamOS/Linux (see here).
    • RetroArch is available on the Windows Package Manager for Windows 10/11 (see here).
    • RetroArch is available on the Google Play Store for regular Android devices (see here). A Plus version with additional features is also available here.
    • RetroArch is available on the Huawei AppGallery for Huawei branded Android devices (see here).
    • RetroArch is available on the Samsung Galaxy Store for Samsung branded Android devices (see here).
    • RetroArch is available on the Amazon App Store for Amazon branded Android devices (see here).
    • RetroArch is available on itch.io (see here).
    • RetroArch is available on Canonical Snapcraft (see here).
    • RetroArch is available on Flathub (see here).
    • RetroArch has a Humble Bundle page (see here).
    • We have even more plans to expand that we cannot talk about yet!

    RetroArch now on the Samsung Galaxy Store!


    We keep expanding!

    We’re happy to announce that RetroArch is now available on the Samsung Galaxy Store! For free, of course.

    Q&A

    How can I download RetroArch from the Galaxy Store?

    The Galaxy Store should be pre-installed by default on Samsung phones. It is a storefront available exclusively for Samsung-branded devices.

    Open the app on your device, type in RetroArch in the search bar, and download it from there.

    How does this version differ from the Google Play Store version?

    The version available on the Galaxy Store is identical to the version you can download from our website.

    It has a couple of big advantages over the Google Play Store version:
    * There is no set core limit. For RetroArch Plus on the Play Store, it is up to 127 cores that can be installed. We have to hand-pick these cores specifically so that users can install them on the Google Play Store.
    * Cores are distributed from the Libretro buildbot infrastructure. There are far more cores available than on the Play Store.

    Should I use this version or the Google Play Store version?

    On a Samsung phone, you have the choice to choose between either version. Regardless, we highly recommend you use the Galaxy Store version over the Google Play Store version. Reasons are listed above, but on top of that, the Google Play Store version has not been updated for a while because of increasing restrictions and requirements that we haven’t caught up with yet.

    Bottom line, we anticipate the Google Play Store version to become more and more nerfed as time goes on unfortunately. There is nothing we can do about this, these are restrictions and limitations imposed by Google to have the software available for distribution on the Play Store. To get a more full-featured version, download the Galaxy Store version.

    RetroArch should now be available on the Google Play Store, Amazon App Store, Huawei App Gallery, and Samsung Galaxy Store. No matter what device you are on and which ecosystem you are in, we try to have you covered.

    RetroArch 1.10.3 release!


    RetroArch 1.10.3 has just been released.

    Grab it here.

    If you’d like to learn more about upcoming releases, please consult our roadmap here.

    Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

    Core Updates

    FBNeo, LRMAME2003 Plus, UAE and VICE have seen the regular weekly updates/improvements. We can’t list all the changes there, so we just suggest you go to the respective Github repositories and check out the chanes there.

    LRMAME

    LRMAME updated to version 0.242 (latest). LRMAME is now also available for ARM Macs now. You can get it from the Core Downloader.

    Nestopia

    FourScore support (4 player multitap) has been added for the following games:

    • Spacey McRacey
    • NNNNNN
    • Arkade Rush
    • Justice Duel
    • BMX Simulator
    • Way of the Exploding Fist

    PCSX ReARMed

    This core has a new auto frameskip mode (based on free audio buffer space).

    The Lightrec dynamic recompiler has been updated, and it should fix several crashes and bugs that occurred before. This would only affect users on x86/x86_64 and MIPS architecture processors, as ARM architecture-based systems continue to use the Ari64 dynarec instead.

    There has been a GunCon overhaul, the following input descriptors have been added:

    • Add Trigger, Reload, Aux A, and Aux B as mappable buttons in RetroArch menu for players 1 and 2.
    • GunCon trigger, A, and B buttons are mapped to Gun Trigger, Gun Aux A, and Gun Aux B instead of hard coded to left click, right click, and middle click.
    • Force cursor to corner of screen for offscreen reload so that reloading works on all four edges of the screen.
    • Allow Gun Reload RetroArch input to emulate an offscreen shot.
    • Switch gun coordinates from “Pointer” type to “Lightgun” type.

    GW (Game & Watch)

    The GW (Game & Watch) Libretro core is now available for the MSVC 2005 and 2010 Windows versions. These versions can run on older Windows OS versions than the regular version.

    gpSP

    The gpSP Libretro core now uses a small translation cache for the Miyoo platform.

    Cap32

    An emulator of the Amstrad CPC 8bit home computer range. This has seen several improvements.

    • DB: new games from retroachievements
    • UI: added DB icon DSK to status bar
    • DB: you could add direct tokens using $ (for joystick keybinds or cleans)
    • DB: added DB v1 using clean-cpc-db info
    • CORE: added model 664 to allow DSK and BASIC 1.0
    • CORE: detect some configurations from filename
    • VIDEO: minor fixes (requires more work)

    SMS Plus GX

    The SMS Plus GX Libretro core should now be more stable on RetroArch PSP. We achieve this by avoiding unaligned memory access. Previously, after starting a game, the console would have a tendency to locks itself and shut down.

    Other related changes – we replaced ALIGN_LONG with ALIGN_DWORD for Miyoo and RetroFW to match
    the standalone versions. This fixes Master System background rendering. It was dropped from 3DS as ARMv6 allows unaligned memory access and defining that macro had no effect anyway. ALIGN_DWORD was dropped from Raspberry Pi (ARMv6/7/8), Classic (ARMv7), OS X non-PPC (x86, ARMv8), Vita (ARMv7) and Switch (ARMv8) as those platforms support unaligned memory access.

    Beetle Virtual Boy

    Fixed a couple inaccuracies in the VSU modulation emulation, fixing a few sound effects in “Virtual Boy Wario Land”.

    Mesen

    The Nintendo Entertainment System emulator core has seen a couple of improvements.

    Before, the core would upload audio by using the audio batch callback multiple times per frame, unduly ‘stressing’ the frontend audio buffer and leading to poor AV synchronisation.

    We now ensure that the audio batch callback is only used once per frame (unless the frontend does not support batches of sufficient size, in which case the samples will be split appropriately).

    We also did the following:

    • Sets the default audio sample rate to 48000 Hz. The previous default of 96000 Hz is so high that RetroArch is required to flush the audio driver twice per frame, which is bad for AV synchronisation.
    • Removes the 192000 and 384000 sample rate options, since these are in fact unsupported by the underlying emulator code…

    Add 4:3 (Preserved) & 16:9 (Preserved) aspect ratios
    Mesen by default preserves the aspect ratio in all cases when cropping the overscan, which results in a difference between the core provided 4:3 and 16:9 ARs, and RetroArch’s own 4:3 and 16:9 ARs, which doesn’t always results in a ideal image (specifically 16:9 on a 16:9 display will look weird when cropping is applied).

    We now separate Mesen’s preserved 4:3 and 16:9 ARs into their own selections for the core provided aspect ratio so people can choose whenever or not they want the aspect ratio to be preserved when using either one of the selections as their core provided aspect ratio.

    bsnes Mercury/bsnes C++98

    The Super Nintendo Entertainment System emulator core has seen a couple of improvements.

    Before, the core(s) would upload audio in packets of 64 samples – which means the audio batch callback is used multiple times per frame, unduly ‘stressing’ the frontend audio buffer and leading to poor AV synchronisation.

    We now ensure that the audio batch callback is only used once per frame.

    REminiscence

    This Flashback game engine core has now been added for the Miyoo platform as well.

    ScummVM

    Several serious crashes should be fixed now as a result of us updating the libco coroutines middleware library.

    FCEUmm

    This Nintendo Entertainment System emulator core has seen several improvements.

    More mapper additions and improvements
    Improve mappers 49, 215/258, 340, 341, 351 and 444. Add newly-(re)assigned mappers 294 and 310. Add new mapper 467.

    Expose internal audio RF filter option
    The core already contains a low pass audio filter designed to recreate the ‘muted’ sound of the NES when connected to a television via the RF modulator – but for some reason this functionality is not enabled/exposed.

    We have simply wired it up to a new Audio RF Filter core option. When enabled, the (subjective) improvement in audio quality is quite dramatic. The filter has a negligible performance impact.

    (This filter produces the effect discussed here: https://forums.libretro.com/t/lowpass-filtering-for-nes-rf/37258)

    Add optional ‘fake’ stereo sound effect
    We added a new Stereo Sound Effect core option which may be used to simulate stereo sound by delaying the right audio channel (relative to the left) when upmixing the mono output from the NES. The delay can be configured from 1 to 32 ms.

    The effect is identical to the fake stereo currently available in the Mesen core.

    minivmac

    minivmac is an emulator for the Mini vMac, a miniature Macintosh. We added this core now for ARM Macs. It can be downloaded from the Core Downloader.

    Genesis Plus GX

    Genesis Plus GX is a Sega Master System/Sega Game Gear/Sega Megadrive/Sega Genesis emulator core.

    We are using the low memory codepath now for Miyoo systems. As this platform only has 32MB RAM, like the RS-90.

    xRick

    The Rick Dangerous game engine core has been added for the Miyoo platform.

    Snes9x 2005

    This Super NIntendo Entertainment System emulator core has seen several improvements.

    Before, the core had bad audio sample pacing:

    • Neither variant of the core sent a number of samples per frame that would match the nominal expected values given by the sample rate and fps set in retro_get_system_av_info()
    • Due to integer rounding errors, the non-plus core always would send too few samples
    • The ‘plus’ version of the core would send the ‘correct’ number of samples, in terms of actual emulation – but this does not tally with the sample rate reported to the frontend. Moreover, the ‘plus’ core would call the audio batch callback twice per frame, which unduly stresses the frontend audio buffer.

    As a result, the core had bad audio/video synchronisation, affecting frame pacing.

    We fixed several issues:

    • The audio sample rate is now reported as 32040 Hz
    • The non-plus core uses an accumulator to ensure that ‘fractional’ audio samples are accounted for and sent when required
    • The plus core now uploads audio samples only once per frame

    In addition, we did the following

    • Fixed three memory leaks that were found in the core
    • Modified the Console Region core option to require a restart (since it has never been possible to change this at runtime…)

    Snes9x2005 Non-Plus: Add optional low pass audio filter
    Apart from a substantial difference in audio emulation accuracy, probably the most obvious difference between the ‘plus’ and ‘non-plus’ versions of the core is that the latter has an inadequate level of low pass audio filtering, leading to tinny/scratchy sound.

    We added a simple optional low pass filter at the output stage of the ‘non-plus’ core. When enabled, audio is more mellow/bassy, and the generated sound is closer to that produced by the ‘plus’ version – with only a negligible increase in performance requirements.

    Snes9x 2010

    This Super NIntendo Entertainment System emulator core has seen several improvements.

    Use audio batch callback only once per frame

    Before, the core would upload samples in batches of ~64, which means the audio batch callback is used many (~9) times per frame. This ‘overstresses’ the frontend audio buffer and leads to bad AV synchronisation.

    We have fixed the issue by ensuring that the audio batch callback is used to send all available samples only once per frame.

    Improve save state efficiency + fix save state size

    At present, every time that retro_serialize_size() is called (i.e whenever save states are used), the core determines the save state size by allocating a temporary 5 MB buffer and writing into this an actual save state. Moreover, it then fails to report the actual size correctly due to a bug in the memory stream wrapper code – which means save states are always 5 MB in size. This represents a terrible inefficiency.

    Now, the save state size is now calculated independently of regular save state creation. No temporary buffer is required, and there is no need to actually write a save state to memory – and save states now have the correct size (~830 kb)

    SwanStation

    This Sony PlayStation1 emulator core has been updated.

    • Remove ‘Force Pop’n Mode’ & ‘NeGcon Steering Axis Deadzone’ options

    60Hz modes for > 60Hz emulated platforms

    Big improvements for WonderSwan, Lynx and PokeMini emulator cores for the majority of systems that don’t happen to have VRR displays!

    Beetle WonderSwan

    At present the core runs at ~75Hz, matching the native refresh rate of the WonderSwan hardware. This is fine if the core is run on a VRR display (or one that natively supports 75Hz…), but on regular 60Hz panels it can cause issues. In particular, screen tearing is very likely to occur. You can experience this on Linux (when not using a compositor and without vsync forced at the driver level) and on 3DS. The tearing is so bad on 3DS that we would previously consider the core to be unusable on that platform…

    We now added a new 60Hz Mode core option, which can be used to force the core to run at 60Hz (actually 60.38Hz, but RetroArch handles this nicely via dynamic rate control). Note that the core still runs at the ‘correct’ speed when this option is enabled – internally, the core is running the nominal ~75 frames per second, but every 5th frame is ‘dropped’. This reduces video smoothness, but then 75Hz on a 60Hz display is not smooth either. More importantly, enabling this option eliminates screen tearing.

    In addition, we have also made the following minor changes:

    • The frontend reported framerate is now set correctly in 75Hz mode (previously this was truncated, leading to a slight tendency for the frontend audio buffer to under-run)
    • The internal audio samples buffer has been reduced from a ~64kb (!) static array to a tiny, dynamically created array of just the correct size
    • On 3DS, the video buffers are now allocated in linear memory (for improved performance)
    • The 96000, 192000 and 384000 audio sample rate options have been removed, because they are nonsensical and harm AV synchronisation

    Thanks to this 60Hz mode, Beetle WonderSwan is now perfectly playable on RetroArch 3DS. We have enabled this option by default. If you are using a VRR display or if you are running at a native 75Hz resolution and would like to change it back to the native refresh rate, you can just turn this option off in Quick Menu -> Options.

    We have also added the core for RetroArch PS2, although it can’t reach fullspeed. It’s debatable whether it’s worth including, but for now we keep it in.

    There is also a new optional audio feature. The WonderSwan has a tendency to produce rather harsh/abrasive chiptunes. The low pass audio filter softens and ‘mellows out’ the generated sound.

    PokeMini

    At present the core runs at 72Hz, matching the native refresh rate of the Pokemon Mini hardware. This is fine if the core is run on a VRR display (or one that natively supports 72Hz…), but on regular 60Hz panels it can cause issues. In particular, screen tearing is very likely to occur. We could experience this on Linux (when not using a compositor and without vsync forced at the driver level) and on 3DS.

    We have now added a new 60Hz Mode core option (enabled by default), which can be used to force the core to run at 60Hz. Note that the core still runs at the ‘correct’ speed when this option is enabled – internally, the core is running the nominal 72 frames per second, but every 6th frame is ‘dropped’. This reduces video smoothness, but then 72Hz on a 60Hz display is not smooth either (and few Pokemon Mini games are ‘smooth’ to begin with…). More importantly, enabling this option eliminates screen tearing.

    Handy

    This Atari Lynx emulator core has seen several big improvements.

    Fix frame pacing
    Before, this core had entirely broken frame pacing. The core reported a fixed refresh rate of 75Hz to the frontend, but the Lynx (and the internal emulation code) has a variable refresh rate of 0-75Hz; games can render at any rate they please. In retro_run(), the Lynx is always emulated until the next ‘end of frame’ event occurs – if a game renders at e.g. 25 fps, this means retro_run() will actually correspond to (1/25) seconds worth of Lynx runtime instead of the expected (1/75) seconds. In this case, the game is emulated too quickly – but it appears to run at the correct speed in the frontend because the core uploads an ‘oversized’ audio buffer (1/25 seconds worth of samples). RetroArch syncs on audio in such a way that when too many samples are received, the frontend runs in ‘slow motion’ – so the ‘too fast emulation’ + ‘too many audio samples’ effectively cancel out. But the results are awful. This is a significant violation of the libretro API, and it destroys the frontend’s ability to properly synchronise audio and video, and to pace the frames correctly.

    We now modified the run loop such that a fixed number of CPU cycles are emulated on each call of retro_run(), corresponding to the actual frontend output video refresh rate (which can be set via a new Video Refresh Rate core option). Thus the Lynx is always emulated at the correct speed, audio is always uploaded in batches of the correct size, and generated video frames are captured and output when available (and when the frontend can accept them).

    The default Video Refresh Rate has been set to 60Hz, which provides smooth results for most games (and also eliminates screen tearing on 60Hz displays, which was an issue when the core only reported a 75Hz refresh rate). If a game has a higher frame rate than this (rare, but e.g. the intro and menus of California Games run at the full 75 fps), then ‘excess’ frames will be dropped. Users with 75Hz+ VRR displays can set higher refresh rates to improve video smoothness in these cases.

    Improve save state efficiency
    Before, the retro_serialize() function determines the save state size by allocating a temporary ~310kb buffer, writing an actual save state into it, then fetching the resultant buffer occupancy. This is terribly inefficient – and retro_serialize() is called 3 times every time a state is saved or loaded…

    We modified the serialisation memory stream code to allow a ‘virtual’ save state to be made – no buffer is required, and no data are copied. This means retro_serialize() can now fetch the save state size with no memory allocations and no wasted effort.

    Add optional LCD ghosting filter

    We added a new LCD Ghosting Filter core option which can be used to apply an LCD ghosting effect by blending multiple successive frames. The number of blended frames can be set from 2-4; using more frames improves the quality of the effect at the expense of increased performance requirements.

    LCD ghosting is particularly beneficial for the Lynx because many games run at very low frame rates, and some blurring helps to smooth out the frequently ‘jerky’ screen updates.

    RetroArch Updates

    See the Changelog below for a detailed breakdown of all the changes that have happened.

    One of the biggest changes for Steam users by far is the new Steam Discord Rich Presence support. NOTE: You will need to use the desktop client in order for this to work. It won’t work with the webbrowser client.

    Changelog

    1.10.3

    • ANDROID: Decouple Play Core dependency to bring app into compliance for F-Droid
    • AI/SERVICE: Disable AI Service setting by default
    • BLUETOOTH/LAKKA: bluetoothctl: add / modify pairing steps
    • CHEEVOS: Disallow manual frame delay setting in Hardcore Mode
    • DATABASE: Serial scanning for Wii now includes WBFS
    • INPUT/MAPPING: Fix offset + crash when clearing input port binds
    • INPUT/MAPPING: Fix saving of ‘Analog to Digital Type’ when configuration overrides are used
    • LOCALIZATION: Add Valencian language option
    • LOCALIZATION: Updates
    • MENU/SETTINGS: Move ‘Show Menu Bar’ under ‘Windowed Mode’ settings
    • MENU/SETTINGS: Add sublabels for ‘Subsystems’ and ‘Input Deadzone/Sensitivity’
    • MENU/SETTINGS: Move ‘On-Screen Notifications’ to top
    • MENU/XMB: Unified the shadow alpha value to a slightly darker one for better readability
    • MENU/XMB: Corrected the option label and sublabel for actual behavior
    • MIYOO: Enable ALSA audio driver and default to it
    • PSP: Take out extra languages/localization, adds about 4/5MB to the binary, and RAM is limited on PSP (32MB and 64MB RAM models)
    • STATIC PLATFORMS: Populate all history list metadata when launching content from playlists
    • STEAM: Introduce Steam Rich Presence
    • VIDEO: Fast-Forward Frameskip improvement
    • VIDEO/THREADED: Stability fixes
    • WINDOWS/WINRAW: Fix multiple light guns
    • WIIU: Fix USB get_device_name(), don’t truncate to three chars

    RetroArch 1.10.2 release!


    RetroArch 1.10.2 has just been released.

    Grab it here.

    If you’d like to learn more about upcoming releases, please consult our roadmap here.

    Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have always prioritized the endusers experience, and unlike others, we have never emburdened them with in-app ads, monetization SDKs or paywalled features, and we intend to continue to do so. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

    Highlights

    Big improvements for Steam and Steam Deck users


    We’re gearing up for Steam Deck, and in the process we are finally starting to turn the RetroArch Steam version into something more than just a plain port (courtesy of Mats).

    We came up with a SteamWorks shim that allows RetroArch Steam to interface with the Steamworks API. Mist, our middleware tool, runs in a separate process, runs concurrently wtih RetroArch Steam, and functions as a bridge between this separate process interfacing with Steamworks and the GPL application itself running in an entirely different process. This is 100% GPL compliant and the same approach has been employed by numerous other examples on Steam, including the aforementioned Icculus.

    Thanks to Mist, here are some of the big new features for Steam users (and in particular, Steam Deck users):

    • You can now install and uninstall cores directly from inside RetroArch by going to ‘Manage Cores’ from inside the menu. No longer do you have to manually browse Steam with your webbrowser and download random core DLCs for RetroArch, you can do it from within the convenience of the app running itself.
    • On Steam Deck, the native OSK (Onscreen Keyboard) will appear now instead of the RetroArch default OSK. This should give a more seamless experience. We have decided against enabling the Steam OSK with Big Picture since it seems partially broken and instantly dismisses itself (or at least those were our testing results on a Steam Deck).

    As a result of these changes, the Steam port is starting to become its own thing rather than just a straightforward no-frills port of the Windows/Linux versions.

    Improved audio sample pacing / latency in many cores

    Big improvements have been made to several cores concerning improved audio latency and audio sample pacing.

    Not only should performance be better, but you should also be able to lower audio latency buffers now while still getting perfect sound.

    Here are some of the cores that have received work recently on this front:

    • Cannonball
    • Flycast
    • Gambatte
    • Nestopia
    • Snes9x
    • Snes9x 2002
    • Snes9x 2005
    • Snes9x 2010
    • SwanStation
    • UAE
    • VICE

    For example, frame time deviations in a core like Snes9x 2010 are now extremely low with a default 64ms audio buffer. We measured 0.4 to 0.3% deviation, and this figure could likely be optimized even further by fiddling some more with audio buffer latency, or changing the audio driver.

    Other measures have also been taken to further improve audio latency. Some cores have been updated now so that audio gets pushed to the frontend (i.e. RetroArch) AFTER the video frame has been uploaded. This is just in case the audio upload blocks for too long due to audio processing and syncing performed by the frontend. Uploading the video frame as soon as possible after the emulation loop is generally a good idea since it potentially avoids unnecessary input latency.

    Steps have also been taken in cores to minimise use of the audio batch callback (for example, Tyrquake and Snes9x 2010), leading to better audio sample pacing, less overhead and better overall performance.

    For Miyoo users

    The following cores have been added for Miyoo platform users:

    • BlueMSX
    • ECWolf
    • FCEUmm

    For OpenDingux users

    The following cores have been added for OpenDingux platform users:

    • Dinothawr
    • NXEngine
    • XRick

    UI/UX improvements


    RGUI, MaterialUI and Ozone menu drivers now have new color themes. ‘Gray Dark / Gray Light’ themes have been added.

    For XMB users, vertical fade adjustments have been made so that it functions a bit better like the original. Title margin can now also be adjusted, so that the title won’t cut off anymore on display devices with overscan (i.e. CRT TVs).

    For RGUI users, 6×10 extended ASCII and Latin Extended A and B fonts have been added. These will enable most Latin alphabets to be displayed in RGUI.

    For Ozone users, a thumbnail scaling option has been added (Settings->User interface->Appearance). This option scales the size of the thumbnail sidebar, which in turns means the thumbnails are scaled along with it. It should scale the thumbnails so that they should fill up more screen real estate now in the right sidebar. See the picture below for an example.

    Manage Input Remapping Files

    1.10.2 adds a new Manage Remap Files submenu to Quick Menu > Controls:

    This updates correctly in real-time (the previous save/remove remap menu entries do not…), and only shows relevant options. When removing a remap, existing files are re-scanned and the one with the next highest priority (if found) will be loaded.

    In addition, the currently active remap file will be saved automatically when closing content – i.e. it is no longer necessary (or indeed possible!) to save the file manually after each change.

    We have also added a new Reset Input Mapping entry under Quick Menu > Controls > Manage Remap Files:

    We have also fixed a nasty bug that could cause remap file corruption (incorrect or unwanted entries) when saving a remap after resetting one or more binds.

    Prevent ‘global’ configuration of input libretro device type

    Before, RetroArch allowed the input ‘libretro device type’ to be set globally per-user. This was nonsensical for a couple of reasons:

    • Input device type has no meaning unless a core is actually running, so the option to set it globally does nothing but confuse users
    • A global device type may be set that is incompatible with cores, leading to disabled input in-game. e.g. setting the global type to ‘RetroPad with Analog’ breaks Beetle PSX, since that is not a valid device type recognised by the core

    1.10.2 fixes the issue by:

    • Removing the global option Settings > Input > Port N Controls > Device Type (device type can now only be set while a core is running, via Quick Menu > Controls > Port N Controls)
    • Ensuring that the ‘global’ device type is reset to the default RETRO_DEVICE_JOYPAD on startup and when closing cores (unless a device type override is set via the existing command line interface)

    Note that device type is no longer stored in the main RetroArch config file, only in input remap files.

    WiiU – Optimize for Gamepad

    RetroArch WiiU adds a new option (Settings -> Video -> Output -> Optimize for GamePad). When enabled, it uses a 960p viewport if the user is on either 720p or 1080p (if they’re on 480p, they’re already optimized for GamePad). It defaults to off, so the native TV resolution is still preferred out of the box.

    Explanation

    The Wii U is a weird case with RetroArch because of the two screens (TV and Wii U GamePad). The Wii U can be configured to output video at 480p, 720p or 1080p (or interlaced equivalents), whereas the GamePad has a native 480-line display. While it is possible to send different images to the TV and GamePad, RetroArch currently sends the same image to both. This creates a bit of a conundrum as 480 does not divide evenly into any of the other available resolutions.

    When running 240p content, setting the Wii U to 720p just works, because a 3x integer scale (240*3 = 720) on the TV also happens to be a 2x integer scale (240*2 = 480) on the GamePad. However, when running 480p content, having the Wii U set to 720p will result in a poor image all around, with non-integer scaling from 480->720 on the TV, and then even worse, 480->720->480 on the GamePad.

    Running the Wii U at 1080p, you get the worst of all worlds. Absolutely nothing divides evenly into 1080, so no matter what content you’re playing, you’ll need either large borders or a filter/shader to stretch to that non-integer resolution, and putting that 1080p image back on the 480p GamePad makes it even worse again. Many users only use 720p because of the poor results you get from 1080p currently.

    By running 1080p with a 960p viewport, you can do things like a 4x integer scale of 240p content which becomes a 2x integer scale on the GamePad, or a 2x scale of 480p content which becomes a 1x native display on the GamePad. Even more exotic resolutions like the Game Boy Advance (160p) are enhanced, with 160 dividing 6x into 960 or 3x into 480. This one change makes 1080p a lot less useless on Wii U.

    • when “Optimize for Gamepad” is OFF: use the system output resolution (previous behavior)
    • when “Optimize for Gamepad” is ON, pick the closest resolution based on the system resolution

    And more

    Not listed here of course are all the countless improvements made to individual cores since the last version. We might go into more detail on that sometime later, but rest be assured that cores are updated on a daily basis and receive heavy improvements, so keep updating your core library to get the latest benefits at all times!

    Changelog

    1.10.2

    • 3DS: Add a menu toggle for switching between old and new 3DS speeds, located in the ‘Power Management’ menu. Enabled by default, hidden on old 3DS devices.
    • AUDIO/MIXER: Free audio voices properly
    • CHEEVOS: Update to rcheevos 10.3.3
    • CHEEVOS: Support for Arduboy
    • CHEEVOS: Fix tab sequences in rich presence being turned into t character
    • CHEEVOS: Fix overflow when parsing float value that has more than 9 digits after the decimal
    • CHEEVOS: Fix memory mapping when disconnect mask breaks a region into multiple blocks
    • CORES: Enable manual selection of which cores are displayed in the ‘Standalone Cores’ menu
    • DATABASE/EXPLORE: Added more categories to the Explore menu
    • INPUT: Fix analog stick not working with ‘Unified Menu Controls’
    • INPUT/MAPPING: Add ‘Manage Remap Files’ submenu + automatically save input remaps when closing content
    • INPUT/MAPPING: Add ‘Reset Input Mapping’ option to ‘Manage Remap Files’ menu
    • INPUT/MAPPING: Fix keyboard device remap nulling
    • IOS/IOS13+: Support a toolbar that allows toggling of onscreen keyboard and touch mouse
    • LIBRETRO: RETRO_ENVIRONMENT_SHUTDOWN fix – ensure core is properly unloaded when RETRO_ENVIRONMENT_SHUTDOWN is called
    • LIBRETRO: RETRO_ENVIRONMENT_SHUTDOWN fix – ensure menu stack is properly flushed when RETRO_ENVIRONMENT_SHUTDOWN is called
    • LINUX/MALI FBDEV: Fix segfault switching video threaded from quickmenu
    • LOCALIZATION: Add Czech language support
    • MMAP: Handle disconnect bits on both sides of len
    • MIYOO: Improve CPU architecture and model name identification for Miyoo
    • MENU/SETTINGS: Remove ‘Advanced Settings’ flag from ‘Settings > Core’ menu
    • MENU/MATERIALUI: Add ‘Gray Dark + Light’ themes
    • MENU/RGUI: Add 6×10 extended ASCII and Latin Extended A and B fonts. These will enable most Latin alphabets to be displayed in RGUI.
    • MENU/RGUI: Add ‘Gray Dark + Light’ themes
    • MENU/XMB: Add title margin adjustment
    • MENU/XMB: Vertical fade corrections
    • MENU/OZONE: The size of the thumbnail bar can now be changed though a new option (Settings->User interface->Appearance) up to double its normal size.
    • MENU/OZONE: Add ‘Gray Dark + Light’ themes
    • MENU/OZONE: Add thumbnail scale option
    • HOTKEYS: Added hotkey for toggling sync to exact content framerate
    • HOTKEYS: Prevent log spam when using rewind hotkey with cores that don’t support rewind, if rewind functionality itself is disabled
    • HOTKEYS: Add hotkey for toggling sync to exact content framerate
    • PS3/PSL1GHT: Add RSX graphics support
    • PS3/PSL1GHT: Add libco support
    • PS3/PSL1GHT: Add experimental PSMove support
    • RS90: Optimise layout of sdl_rs90_video
    • STEAM: Use native OSK (Onscreen Keyboard) instead of built-in RetroArch version
    • STEAM: New built-in core DLC downloader
    • STEAM: Swap OK/Cancel buttons by default
    • VIDEO/HDR: Removed redundant copy of buffer in HDR mode if the shader has already a HDR format i.e. R10G10B10A2 (updated Vulkan/D3D11/D3D12 drivers)
    • VIDEO/HDR: Fixed crash when using stock shader and HDR and previous optimisation
    • WAYLAND: Dynamically load libdecor at runtime
    • WAYLAND: Fix splash screen when using xdg_toplevel
    • WAYLAND: SHM anti-collision for the splash screen
    • WAYLAND: Skip splash screen if window is not ready
    • WII: Fix find_connection_entry(): needs unsigned int Otherwise the USB gamepad cannot be found, if VID/PID has leading zero. This issue happened with Retrode gamepad adapter
    • WII: Rework Retrode gamepad implementation to support multi_pad interface
    • WII: Fix – Unplugging and re-plugging now works again
    • WII: vWii- Only gamepad 1 is supported, because multi_pad is currently only relevant in the Wii U implementation
    • WIIU: Implemented the multi_pad interface according to input/connect/connect_wiiugca.c
    • WIIU: Add Optimize for Gamepad option
    • WIIU: Fix USB gamepad support

    Lakka 4.0 release

    Original article here.

    New version of Lakka has been released!

    We are happy to announce the new and updated version of Lakka.

    Release summary

    Changes since version 3.7:

    • Build system based on LibreELEC 10.0.2
    • RetroArch updated to 1.10.1
    • Cores updated to their most recent versions
    • superbroswar: added new libretro core
    • sameduck: added new libretro core
    • Mesa updated to 22.0.0
    • Mainline kernel updated to 5.10.103 (PC, Amlogic, Allwinner, NXP)
    • Raspberry kernel updated to 5.10.95
    • Most ARM devices switched to aarch64
      Rockchip RK3288, RK3328 and RK3399 switched to mainline kernel 5.10.76
    • Added support for additional Allwinner and Amlogic devices (not tested on our side, as we do not own many of these devices)
    • Nintendo Switch: complete rewrite of the port with many fixes and enhancements
    • Tinkerboard and MiQi now use common system RK3288 (hence the change of the image names); you need to place empty file named .nocompat in the /storage/.update folder / Update Samba share
    • Dropped support for RPi4.arm

    This is our first release with the updated build system. We tried to port all our changes to this new build system, but we might have missed some of our optimizations and enhancements. Please report us any regression or missing features or drivers via our issue tracker.

    Not all platforms have been ported to the new build system yet. For these platforms we have released a maintenance update (3.7.1) with RetroArch and libretro cores updated to the same versions as in 4.0 release. Lakka users with Hardkernel’s Odroid XU3/4, Odroid Go Advance / Super, and Anbernic’s RG351M / RG351P / RG351MP / RG351V devices get update as well.

    Known issues

    See GitHub for information about currently open bugs and issues and also for possible workarounds for these bugs/issues.

    Final notes

    You can download the latest release from Lakka download page. If you want to follow the development of Lakka more closely, you can download latest Lakka nightly builds.

    If you want to show your support for further development of the Libretro projects and ecosystem, you can learn more here.

    Happy retro-gaming!

    Libretro/RetroArch New Cores – A5200/WASM4/Arduous/SameCDi/JumpnBump

    Libretro and its various contributors have certainly been busy these past few weeks. We bring to you a wide range of new cores, available for use in RetroArch, and/or any other Libretro-compatible frontend.

    a5200

    The a5200 core is an optimised Atari 5200 emulator based on Atari800 2.0.2. Originally developed for the GCW Zero, it runs full speed on even the weakest hardware (e.g. o3DS) – yet with a design focussed on ease of use and tight libretro integration it provides a simple ‘plug and play’ solution for Atari 5200 content on all platforms. The core debuts with robust input handling (including analog and number pad entry), audio filtering, CRT ghosting effects, an optional internal open-source BIOS and full save state support. Further enhancements are planned over the coming weeks.

    WASM-4

    WASM-4 is a low-level fantasy game console for building small games with WebAssembly. Game cartridges (ROMs) are small, self-contained .wasm files that can be built with any programming language that compiles to #WebAssembly.

    You can now play these games/programs from within RetroArch, or any other Libretro-compatible frontend.

    You can find more information at here.

    Arduous

    A Libretro core for the #Arduboy. The Arduboy is a handheld game console with open source software, based on the Arduino hardware platform.

    SAME_CDi

    SONY DSC

    SAME CDi is a S(ingle) A(rcade) M(achine) E(mulator) for libretro, forked from MAME libretro, which is in turn a fork of MAME. It includes only the Philips CD-i driver, and simplifies the loading of CD content to provide a ‘plug and play’ experience. It emulates exclusively the Philips CD-i game console/settop box device from the early ’90s.

    You can find more information at here and here.

    Jump ‘n Bump

     

    Jump ‘n Bump has finally been ported to Libretro/RetroArch. This is a game for the whole family. You play as a cute fluffy little bunnies and hop on each other’s heads.

    At the beginning you are in the menu, where you have to let each active player jump over the tree trunk to enter the play area, and then walk to the right. You will then enter the arena. The aim is to jump on the other bunnies’ heads…

    Jump ‘n Bump was originally a DOS game by Brainchild Design, which was open sourced under the GPL license and ported to SDL, and then SDL2.

    How to use it
    You can play Jump ‘n Bump by loading one of the .DAT files (levels) from Load Content. A fair few of them are available on Libretro/RetroArch’s ‘Content Downloader’.