RetroArch Roadmap for v1.7.0 and beyond

We don’t usually talk about all the behind the scenes development stuff that we do. We usually prefer to let the work speak for itself. Nevertheless, we feel compelled to share with you from now on a brief roadmap status update that basically shows what we are currently working on codebase-wise, where RA will go next, etc. We also hope this will be of use to existing upstream contributors.

Compatibility with OpenGL 1.x

From its inception, RetroArch’s OpenGL driver has targeted OpenGL 2.0 and/or later. There are a lot of people on ageing computers that don’t have a GL 2.x compliant driver. We have been putting a lot of work into modularizing the renderchain code, splitting it up from the main GL driver into their own files. This will pave the road towards a basic OpenGL 1.x renderchain which should at least work with OpenGL 1.3 and up. We might be able to target even lower versions later on, but time will tell.

Certain features this GL 1.x renderchain will not have:
* FBO support. FBOs wasn’t a thing with OpenGL until at least version 2.0 (not counting extensions). This also means no libretro GL support, so don’t expect hardware rendered cores with OpenGL 1.x.
* Shaders. Again, this is tied back to a couple of factors, one of them being the lack of FBO support which makes multi-pass shaders impossible to implement. But also, shaders are impossible in general for this 1.x mode. GL 1.x did not yet have shader support. Shaders didn’t become a thing until GL 2.x. GLSL/Cg/HLSL did not exist yet at this time and the entire rendering pipeline was fixed-function.
* There will be no fast framebuffer readback paths (in so far as that stuff is actually ‘fast’ with GL to begin with). No PBO support, which wasn’t a thing back in GL 1.x days. So expect slow screenshot taking and/or recording.
* VAOs (Vertex Array Object) and VBOs (Vertex Buffer Object) weren’t yet a thing until GL 3.x and GL 2.x respectively.

We have no idea yet when this will start working. The main issue is testing it on ancient GPUs that only have GL 1.x drivers.

Xbox OG/Xbox 360

For a long time, the Xbox OG and 360 versions of RetroArch and cores have been de-listed. This had several technical reasons, one of which being that it was a big maintenance burden and struggle to keep having to update all the separate Visual Studio solution files for these platforms. For all other platforms, we build cores using a universal Makefile, which typically contains one file (called Makefile.common) which conditionally defines which files are to be compiled in. By having to maintain some separate solution file, we need to update two files instead of one, and worse, having to start IDEs in order to edit them (or even worse), having to manually edit them with a text editor, which can tend to be error prone on top.

In order to do away with these issues, we have now reverse-engineered how we can still have a Makefile target for MSVC that uses MS’ compilers/linkers/assemblers from within the confines of a Makefile-based solution. Note that this solution does not depend on Microsoft’s nmake and uses plain make.

Now that we have accomplished being able to compile and link cores with MSVC without any MSVC solution file, we now feel the time is right to start reintroducing the Xbox OG and 360 ports.

The Xbox port work also feeds into several other things we have been working on concurrently, such as :

  • Better Direct3D support. Xbox OG will need Direct3D 8, whereas Xbox 360 needs Direct3D 9 + HLSL.
  • The latest compiler that can be used for Xbox OG is Visual Studio 2003, whereas for Xbox 360 this is Visual Studio 2010 (right now). To this end, we have updated a lot of core Makefiles to include targets for these platforms, and not just for the Xbox platforms, but PC as well.

Direct3D work – supporting more versions, etc.

In the past, we have had two separate Direct3D drivers – one for XDK (shorthand for Xbox platforms), and one for PC (Direct3D9-based). Because we intend on supporting the Xbox platforms again, we no longer want the maintenance burden of having two video drivers that essentially are similar in lots of ways. To this end, we have started modularizing the Direct3D driver so that multiple backends are possible to be implemented.

Not only is it possible to have a Direct 3D 8 / 9 codepath, but it is also possible to have separate renderchains. For instance, the Xbox 360 will be able to use the HLSL renderchain, whereas on PC the user has the option to choose between Cg (which would use the Cg renderchain), and/or HLSL (which would use the HLSL renderchain).

We also intend for there to be a fallback path to Direct 3D 8 in case your GPU and its drivers do not support Direct 3D 9 for whatever reason. Backwards compatibility is very important to us and it’s increasingly getting harder to keep supporting all of these various versions in one single codebase. These are unique challenges to which there is often not a clear-cut solution, so we have to improvise a little on the fly and do unconventional things in order to make this happen.

Windows 95

Brad Parker likes extending backwards compatibility of RetroArch to older versions of Windows, and this in turn makes our codebase more flexible so that we can keep the Xbox OG and 360 ports alive.

People might mistake this for taking up resources and time that could be better spent elsewhere, but the opposite is true – by setting up the foundation in our codebase just once, it will be automated and take care of itself from that point on. Also, there is lots of overlap between platforms. For instance,
the latest compiler that can still churn out binaries for Windows 95 is Visual Studio 2003. This incidentally happens to be the last compiler that can create binaries for Xbox OG. So already here we have overlap whenever we need to make a core compatible with MSVC 2003 and we have to create the necessary Makefile targets for it.

For Windows 95, we are thinking of defaulting to the GDI video driver instead of Direct3D since we assume that the kind of machines running Windows 95 typically would not have either a video driver with Direct 3D 9 support or a GPU that supports it to begin with. Windows 95 still supported DirectX so we should be able to default to ‘DirectInput’ as the input driver. Windows NT 3.5 will pose more of a problem here though – back then, NT did not have any DirectX support at all, so a DirectInput driver is not possible and we lack any other input driver that we could use. Windows Raw Input driver cannot work on this ancient NT version. We are not sure yet what approach we will take there.

Nevertheless, Windows 95 will be first out of the starting gates.

New hardware platforms we intend to support

We have obtained some new hardware over the past few months:

  1. NES/SNES Classic
  2. GCW Zero
  3. SteamLink

It is our intention to have this be part of our main release schedule in future releases. We understand that for a system like SNES Classic, a different approach will be required vs. just the usual ‘full fat’ version of RetroArch that people have grown accustomed to, and we will certainly be taking a long hard look at RetroArch Clover for inspiration on what we will do. Our first approach is likely going to be something similar to RetroArch Clover that ultimately piggybacks off Hakchi and which complements the main UI of the platform rather than trying to replace it.

RetroArch 1.6.9 -Released!

RetroArch 1.6.9 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

– Audio: Fix the Audio DSP picker
– CHEEVOS: Add support for Atari Lynx cheevos.
– CHEEVOS: Add support for RetroAchievements Leaderboards.
– GUI: (MaterialUI) Fix crash that happened on context reset with Vulkan.
– GUI: (MaterialUI) Skip querying and drawing items that are not visible; Cache content height and bbox calculation.
– GUI: (MaterialUI) Fix entry box highlight calculation.
– GUI: (XMB) Skip drawing the fading list when it is already transparent. Optimization.
– GUI: (XMB) Comment out visible item calculation in xmb_draw_items().
– GUI: (RGUI) Prevent crashes when using a non-English language reliant on UTF8.
– GUI: Add menu option for OSD background color.
– GUI: Add menu option for OSD text color.
– GUI: Add menu option to remove frame count from OSD.
– GUI: Allow wraparound of int/float settings when pressing the left key
– INPUT/LIBRETRO: Add support for more mouse buttons (buttons 4/5)
– INPUT/LIBRETRO: Add support for analog buttons
– INPUT: Always show the controls menu even if descriptors are not set
– INPUT: Fix input descriptors not being set on cores that don’t implement the controllers interface
– INPUT: Apply descriptors only for the amount of cores the core supports
– INPUT: Implement keyboard to gamepad input remapping (limited to one gamepad device for now)
– INPUT: Fix absolute mouse move handling on the winraw driver
– INPUT: Ignore keyboard input if window is not active on udev driver
– INPUT: Sanitize the filenames of autoconfig profiles before saving
– LOBBIES: Fix crash on navigating left / right from the lobby menu
– LOCALIZATION: Update Dutch translation
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Russian translation.
– LINUX/ARMHF: Set buildbot updater URL to armhf location instead of blank string
– LINUX/PI: Broadcom VC4: Add Videocore config option
– LINUX/UDEV: Fix – RetroArch reads keyboard input when not focused with the udev input driver.
– NETPLAY: Fix disconnection not fully deinitializing Netplay.
– NETPLAY: Fix lan rooms when there is more than one room
– NETPLAY: Fix lan rooms on systems where all addresses are treated as IPv6
– COMMON: Fix clear/free loop conditionals in playlists.
– WINDOWS/GDI: Fix flickering of text.
– WINDOWS/GDI: Fix graphics corruption on Windows 98
– WINDOWS/GDI: Allow compiling without DirectInput8 for NT support
– WINDOWS/WGL: Try to use wglSwapLayerBuffers instead of SwapBuffers if possible (for more optimal performance).
– WINDOWS: Fix menubar text corruption on Japanese locale systems
– WINDOWS: Support Unicode file I/O (can now display CJK characters in file browser for example).
– WINDOWS: Support Windows 95, NT3.51, NT4
– WINDOWS: add Makefile.griffin targets for msvc6,2003,2005,2010,2012,2013
– WII: Use custom, embedded libogc SDK.
– WIIU: Initial touchscreen support for WiiU gamepad.
– WIIU: Add Cheevos support.
– SCANNER: Fix archive scanning.
– SCANNER: Support CHD files.
– SCANNER: Support Gamecube ISO scanning.
– SCANNER: Use primary data track of disc images for CRC lookups rather than cue files. This is slower but finds matches more reliably, and is necessary for CHD files to work at all. Update your databases!
– SCANNER: Fall back on looking inside archives when matching MAME/FBA content (most recent cores only). If you had difficulty with content being detected before, you may have better luck now. Update your databases and core info!

Highlights

Scanner system supports more formats

CHD and Gamecube ISO files can now be scanned. A lot of libretro cores have gained the ability to use CHD image files, some of them being all the Mednafen-derived cores (also known as Beetle cores). There is also a new fallback used for scanning MAME/FBA content which looks inside an archive for matching files. If you had trouble having the scanner detect your content before, you might be more usccessful now.

Retro Achievements – Leaderboard support

Unicode support for Windows users

Unicode is now supported for file I/O (Input/Output). What this means, is that game content that uses CJK characters and/or other non-ASCII characters can now be read by RetroArch. These files will also show up from within the filebrowser. Useful for our Japanese users.

NOTE: MaterialUI (the default UI on Android) might still exhibit issues displaying Japanese on Android. This is due to a font renderer that will need to be improved in a future version in order to display these extra characters properly.

Kiosk Mode and more


You can now tailor RetroArch’s UI even more to your own personal preferences. You can choose which submenus to hide, and which to show.

There’s also a special mode called ‘Kiosk Mode’. When enabled, you won’t be able to access any settings, and/or install/upgrade any cores. The guy who implemented this feature likely intended it as a parental control feature to make sure that kids don’t get to mess with any of the internal settings by accident that could end up breaking something. There’s also a password lock you can enable so that any access to settings can still be curtailed.

See the PDF article here for a more detailed breakdown of Kiosk Mode –

https://github.com/libretro/RetroArch/files/1320429/RetroArch.Kiosk.Mode.v4.pdf

Input enhancements


The libretro API has been enhanced by David Walters in the following ways:

  • Button input was previously all-digital, now button input can be analog as well. As a proof of concept, this has already been implemented for the Beetle Saturn core. Analog triggers now work as expected. This feature will be necessary for future systems like PlayStation2, where each face button on the gamepad was an analogue button.
  • Mouse buttons 4 and 5 were added. A proof of concept has already been implemented for Beetle Saturn. The mouse on the Sega Saturn had at least 5 buttons instead of the PlayStation mouse’s 2.


Mouse support and lightgun support has also been added to Beetle PSX, a much-requested feature. There are also some proposals on how to improve lightgun support in libretro so that it is more conducive to non-mouse based lightgun solutions. As ever, additions to the libretro API have to be backwards compatible and they should not break ABI, so that existing frontends will not be adversely affected but at the same time new frontends can reap the benefits of these new features all the same.

What’s coming next for RetroArch

We will have a separate blog post on this soon.

In the meantime, check out the addendum to this post –

https://www.libretro.com/index.php/core-updates-since-last-release/

This details all of the changes to the cores that have happened since the last release.

Parallel N64 Multithreaded Angrylion update

Here is a quick update on some new patches we have pushed to the Parallel N64 core –

1 – You can now get anywhere from a 6fps (conservative) to a 10fps or more performance boost with multithreaded Angrylion core by enabling a new option called ‘Send Audio Lists To RSP HLE’. Instead of sending audio lists to the low-level RSP plugin (cxd4), it will instead send these to the HLE (High-Level Emulated) RSP plugin instead. Note: If a game does not use the RSP for audio processing, you will not notice a speedup by enabling this. Nevertheless – many games benefit from this already.

NOTE: Indiana Jones and the Infernal Machine might have bad audio with this option enabled, my guess is that the MusyX HLE audio code is still not perfect or we need to have something backported still to make it so. Will look into that tomorrow.

2 – We followed the advice of ata8 (the original Angrylion RDP Plus plugin) and refactored some of the RDRAM code. As a result we are getting a very minor performance boost now on Linux. It’s still not anywhere near it should be compared to the Windows version but it is an improvement nonetheless –

Mario 64 – VI overlay on – 77fps (after) instead of 72fps (before)
Mario 64 – VI overlay off – 87fps (after) instead of 84fps (before)

Hope you enjoy these low-hanging fruit performance gains. Back to getting RetroArch 1.6.8 ready!

Parallel N64 with Multithreaded Angrylion released!

We originally intended to release this together with the new RetroArch version right before the end of this month. However, we want to take a few more days to ensure that the release of RetroArch 1.6.8 is solid and that we don’t rush it out of the gates in a premature state. We ask for your patience, it won’t take too long, a couple of days at most. In the meantime, we have the Parallel N64 core with multithreaded Angrylion ready to go!

This is a heavily modified version of ata4‘s Angrylion RDP Plus plugin. It has the following distinctive characteristics so far:

1 – Made a bunch of changes so that performance in Linux/Mingw is not as bad as it was previously (still worse than Windows though).
2 – Does not require OpenGL context 3.2, or OpenGL at all. It is purely a software renderer that can use any output video driver you want in your libretro frontend. So you can use this in conjunction with OpenGL, Direct3D, Vulkan, etc.

Credit goes to mudlord, Brad Parker and AIO for being able to get this done in such short notice. I helped out along the way too.

Available for

  • Linux
  • Windows
  • Android

Where to get it

1. Start RetroArch.
2. Go to Online Updater -> Update Cores.
3. Download ‘Nintendo 64 (Parallel N64)’ from the list.

How to use it

1. Start up the Parallel N64 core with any game.

2. Go to Quick Menu -> Options. Make sure that you set ‘GFX Plugin’ to ‘angrylion’ and ‘RSP Plugin’ to çxd4′. Restart RetroArch.

3. It should now use multithreaded Angrylion as the graphics plugin.

Performance

This scene serves as our benchmark test. Fullspeed framerate has been enabled.
This scene serves as our benchmark test. Fullspeed framerate has been enabled.

For the purpose of this performance test, I am running the game Super Mario 64.

The system on which the tests are being performed is a Core i7 7700k processor with 16GB of RAM running Windows 10 and Linux respectively.

Windows

CPU Core Angrylion version OS Performance (with VI Overlay on) Performance (with VI Overlay off)
Cached interpreter Windows 10 Old Angrylion 52fps 63fps
Dynarec Windows 10 Old Angrylion 52fps 64fps
Dynarec Windows 10 New Angrylion Multithreaded 114fps 123fps
Cached interpreter Windows 10 New Angrylion Multithreaded 106fps 118fps

Linux

CPU Core Angrylion version OS Performance (with VI Overlay on) Performance (with VI Overlay off)
Cached interpreter Linux Old Angrylion 53fps 63fps
Dynarec Linux Old Angrylion 55fps 65fps
Dynarec Linux New Angrylion Multithreaded 72fps 84fps
Cached interpreter Linux New Angrylion Multithreaded 69fps 82fps

macOS

Too slow to be worth bothering with, singlethreaded Angrylion actually turned out faster here. That is why the Mac version will still be using the old Angrylion version.

Videos

Conker’s Bad Fur Day

Banjo Tooie

Biohazard 2/Resident Evil 2

Killer Instinct Gold

Super Mario 64

Sources

https://github.com/libretro/parallel-n64

https://github.com/ata4/angrylion-rdp-plus/commits/master

Performance tips

Some core options have the potential to dramatically improve performance.

Quick Menu -> Options -> Framerate – You can set this to either ‘Original’ or ‘Fullspeed’. Original will attempt to run the game at its original framerate, while Fullspeed bumps it up to 60 V/Is. Note – if you find a game is running below fullspeed on your system, consider setting this to ‘Original’. I know that in Conker’s Bad Fur Day and Pilotwings 64, there is a big performance impact if you set it to ‘Fullspeed’.

Quick Menu -> Options -> VI Overlay – Disabling this can give you a 10 to 20fps speedup at the expense of the VI overlay’s filtering being lost, leading to a more pixelated but less blurry image. Also note that some games may not work properly with VI Overlay off right now, such as Resident Evil 2.

How to improve the graphics

In case you find the N64’s native resolution and blurry VI filter to be unpalatable, we want to bring your attention to various things you can do to improve your graphics.

In this video we will be showing you how to apply a so-called ‘Super VI Mode’ filter in order to improve the N64’s graphics.

Note – how these shaders will perform depends entirely on the power of your GPU. The configuration you see later in the video (nnedi-4x) requires a lot more GPU power than the former one (2x). Be mindful of this.

This video will teach you:
* How to load shader presets
* How to stack additional shader chains on top of existing shader presets
* How to configure shader parameters to adjust the screen.

We hope this video will tickle your curiosity so that you will try to hit upon even more fancy shader configurations! The sky is the limit with RetroArch and our common shaders library.

RetroArch 1.6.7 -Released!

NOTE: This is a bugfixed and spit-and-polish update. The initial release notes below are still from the 1.6.6 release.

RetroArch 1.6.7 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

– SCANNER: Fix directory scanning.
– SCANNER: Fix file scanning.
– COMMON: Fix ‘Disk Image Append’ option.
– FREEBSD: Compatibility fixes for Video4Linux2 camera driver.
– GUI: (MaterialUI) Add disk image append icons.
– GUI: (MaterialUI) Improve word wrapping when menu icons are enabled.
– GUI: (MaterialUI) Add User Interface -> Appearance -> Menu Icons Enable. You can turn on/off the icons on the lefthand side of the menu entries.
– GUI: Performance optimizations for XMB menu driver – only calculates visible items.
– LOCALIZATION: Update Italian translation.

Core updates since previous version (1.6.6)

  1. Picodrive should hopefully work now again on Android after notaz‘ updates.
  2. Beetle PSX’s OpenGL renderer should now work on various AMD GPUs thanks to rz5‘s efforts. There were previously some black screen issues on certain non-Polaris AMD GPUs.
  3. Beetle PSX – Fixed bugs (geometry updates had max width and height unset, other ones) (by albertofustinoni).
  4. Beetle Saturn – Unloading game leaves core unusable fix (by albertofustinoni).
  5. Beetle Supergrafx – add turbo on/off for 2-button controller mode (by retrowertz).
  6. Prosystem – NTSC Color Palette updates and DB updates (by underball).

RetroArch 1.6.6 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

– 3DS: Fixes serious performance regression that affected every core; rewind was always implicitly enabled.
– AUDIO: MOD/S3M/XM sound should now be properly mixed in with the core’s sound.
– GUI: Visual makeover of MaterialUI.
– GUI: Added ‘Music’, ‘Images’ and ‘Video’ collection options to RGUI/MaterialUI.
– GUI: Allow the user to add ‘Favorites’.
– GUI: Allow the user to rename entries.
– GUI: Performance optimizations for XMB menu driver.
– LOCALIZATION: Update Italian translation
– INPUT: Overlay controller response – when we press buttons on the gamepad or keyboard, the corresponding buttons on the overlay will be highlighted as well.
– NETBSD: Silence some compilation warnings.
– COMMON: Fixed bug ‘Deleting an entry from a playlist would not update the list view inside XMB’.
– COMMON: Fix inet_ntop_compat on *nix

If you want to read about the latest bounty and core updates, read this post instead here.

Complete overhaul of the mobile User Interface! (MaterialUI)

On mobile devices, RetroArch uses the mobile UI, MaterialUI, by default. This interface is designed around touchscreen and pointer devices like a mouse/trackball.

We have given this menu interface a significant overhaul now for version 1.6.6! We are aware that there is a significant percentage of people that to date have been completely unsatisfied with the current state of the menu system on mobile devices like Android and iOS. Our menu UI improvements in version 1.6.6 is our first step to try to remedy this. In later releases, we might follow it up with more elaborate animations, more advanced widgets, etc.

The menu should look less monotonous now due to the usage of context-specific icons. We have also made some other UX improvements:

– The opacity of the game’s image clashed quite badly with the ingame menu before. This has been rectified.
– We have added ‘Music’, ‘Image’ and ‘Video’ playlists to the ‘Favorites’ tab.

Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.
Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.

– The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.
The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

Usability tips

You can customize the color theme of the menu in MaterialUI at any time.

1 – Go to User Interface.
2 – Go to Views.
3 – Go to ‘Menu Color Theme’ and set it to the color theme you want.

General menu improvements

Favorites

You can now add a game to a ‘Favorites’ list for easy access! This has been an often-requested feature for years, and in the past we always felt that ‘Load Recent’ was good enough. However, if you load a lot of content, that can easily get cluttered over time.

To add a game to the Favorites list, do the following:
1 – Once a game is running, go to ‘Quick Menu’.
2 – Select ‘Add To Favorites’.
3 – Once added, you can now start the game at any time from the Favorites list.

On RGUI – go to Load Content -> Favorites.
On MaterialUI – go to the Playlists tab -> Favorites.
On XMB – go to the Favorites tab.

To add a game to the 'favorites' list, inside Quick Menu, select 'Add To Favorites'. It should now be added to the Favorites list. You can access the 'Favorites' list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.
To add a game to the ‘favorites’ list, inside Quick Menu, select ‘Add To Favorites’. It should now be added to the Favorites list. You can access the ‘Favorites’ list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.

Renaming entries inside playlists

You can now rename an entry from any playlist!

To do this, do the following:

1 – Go to a playlist of any type (it can be the history list, a system playlist, favorites, music/video/images playlists, etc).
2 – There should be an option called “Rename”. Select it. If you are using MaterialUI and/or XMB, an onscreen keyboard will now pop up. Input the new title for the entry and then hit either the Enter key on your keyboard ,the Start button on your gamepad or press the ‘Enter’ key on the onscreen overlay in order to confirm the changes.

You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing 'PAK0.PAK', you can rename it to Quake 1 instead.
You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing ‘PAK0.PAK’, you can rename it to Quake 1 instead.

Overlays show button presses

Previously, overlays would only show button presses if they were actually being clicked on by either the touchscreen or the mouse.

A user submitted a bounty to make onscreen reactions possible through the gamepad and/or keyboard. A bounty hunter has now successfully completed this bounty and has been paid out. We have enabled this feature by default. If you want to turn it off, you can do so by doing the following:

1 – Go to Onscreen Display -> Onscreen Overlay.
2 – Go to ‘Show Inputs on Overlay’. Set this to off if you don’t want the overlay to react to keyboard/gamepad input, turn it on if you want this to happen (turned on by default).

Nintendo 3DS regression fix – all cores were running slower

A serious issue has been fixed in the Nintendo 3DS RetroArch port which compelled us to push this release sooner rather than later.

It appears that by mistake, rewind was always forcibly enabled in the 3DS port, which led to a halving of performance. This should now be fixed.

What’s next?

The new cores

We are still determined to get the promised cores like PPSSPP into your hands before the end of the month. We just felt it very important to get this release out of the door so that people can see that we are determined to improve the menu on mobile, and also so that the 3DS RetroArch port is repaired again.

Wii input fix

Finally, after years of struggling with this very pesky issue, it seems we are on the verge of a breaktrhough here that could lead to this random input issue finally being fixed –

https://github.com/SuperrSonic/RA-SS/commit/29d6467d28a835136b8ab87e209feb34421983ff

it seems there was a regression in libogc at some point which lead to this input regression. Superssonic reports that going back to an older version of Wiiuse fixes the issue. What we are probably going to do is make a custom baked-in libogc version for the Wii port for the next release.

RetroArch 1.6.6 – Released!

RetroArch 1.6.6 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

– 3DS: Fixes serious performance regression that affected every core; rewind was always implicitly enabled.
– AUDIO: MOD/S3M/XM sound should now be properly mixed in with the core’s sound.
– GUI: Visual makeover of MaterialUI.
– GUI: Added ‘Music’, ‘Images’ and ‘Video’ collection options to RGUI/MaterialUI.
– GUI: Allow the user to add ‘Favorites’.
– GUI: Allow the user to rename entries.
– GUI: Performance optimizations for XMB menu driver.
– LOCALIZATION: Update Italian translation
– INPUT: Overlay controller response – when we press buttons on the gamepad or keyboard, the corresponding buttons on the overlay will be highlighted as well.
– NETBSD: Silence some compilation warnings.
– COMMON: Fixed bug ‘Deleting an entry from a playlist would not update the list view inside XMB’.
– COMMON: Fix inet_ntop_compat on *nix

If you want to read about the latest bounty and core updates, read this post instead here.

Complete overhaul of the mobile User Interface! (MaterialUI)

On mobile devices, RetroArch uses the mobile UI, MaterialUI, by default. This interface is designed around touchscreen and pointer devices like a mouse/trackball.

We have given this menu interface a significant overhaul now for version 1.6.6! We are aware that there is a significant percentage of people that to date have been completely unsatisfied with the current state of the menu system on mobile devices like Android and iOS. Our menu UI improvements in version 1.6.6 is our first step to try to remedy this. In later releases, we might follow it up with more elaborate animations, more advanced widgets, etc.

The menu should look less monotonous now due to the usage of context-specific icons. We have also made some other UX improvements:

– The opacity of the game’s image clashed quite badly with the ingame menu before. This has been rectified.
– We have added ‘Music’, ‘Image’ and ‘Video’ playlists to the ‘Favorites’ tab.

Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.
Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.

– The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.
The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

Usability tips

You can customize the color theme of the menu in MaterialUI at any time.

1 – Go to User Interface.
2 – Go to Views.
3 – Go to ‘Menu Color Theme’ and set it to the color theme you want.

General menu improvements

Favorites

You can now add a game to a ‘Favorites’ list for easy access! This has been an often-requested feature for years, and in the past we always felt that ‘Load Recent’ was good enough. However, if you load a lot of content, that can easily get cluttered over time.

To add a game to the Favorites list, do the following:
1 – Once a game is running, go to ‘Quick Menu’.
2 – Select ‘Add To Favorites’.
3 – Once added, you can now start the game at any time from the Favorites list.

On RGUI – go to Load Content -> Favorites.
On MaterialUI – go to the Playlists tab -> Favorites.
On XMB – go to the Favorites tab.

To add a game to the 'favorites' list, inside Quick Menu, select 'Add To Favorites'. It should now be added to the Favorites list. You can access the 'Favorites' list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.
To add a game to the ‘favorites’ list, inside Quick Menu, select ‘Add To Favorites’. It should now be added to the Favorites list. You can access the ‘Favorites’ list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.

Renaming entries inside playlists

You can now rename an entry from any playlist!

To do this, do the following:

1 – Go to a playlist of any type (it can be the history list, a system playlist, favorites, music/video/images playlists, etc).
2 – There should be an option called “Rename”. Select it. If you are using MaterialUI and/or XMB, an onscreen keyboard will now pop up. Input the new title for the entry and then hit either the Enter key on your keyboard ,the Start button on your gamepad or press the ‘Enter’ key on the onscreen overlay in order to confirm the changes.

You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing 'PAK0.PAK', you can rename it to Quake 1 instead.
You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing ‘PAK0.PAK’, you can rename it to Quake 1 instead.

Overlays show button presses

Previously, overlays would only show button presses if they were actually being clicked on by either the touchscreen or the mouse.

A user submitted a bounty to make onscreen reactions possible through the gamepad and/or keyboard. A bounty hunter has now successfully completed this bounty and has been paid out. We have enabled this feature by default. If you want to turn it off, you can do so by doing the following:

1 – Go to Onscreen Display -> Onscreen Overlay.
2 – Go to ‘Show Inputs on Overlay’. Set this to off if you don’t want the overlay to react to keyboard/gamepad input, turn it on if you want this to happen (turned on by default).

Nintendo 3DS regression fix – all cores were running slower

A serious issue has been fixed in the Nintendo 3DS RetroArch port which compelled us to push this release sooner rather than later.

It appears that by mistake, rewind was always forcibly enabled in the 3DS port, which led to a halving of performance. This should now be fixed.

What’s next?

The new cores

We are still determined to get the promised cores like PPSSPP into your hands before the end of the month. We just felt it very important to get this release out of the door so that people can see that we are determined to improve the menu on mobile, and also so that the 3DS RetroArch port is repaired again.

Wii input fix

Finally, after years of struggling with this very pesky issue, it seems we are on the verge of a breaktrhough here that could lead to this random input issue finally being fixed –

https://github.com/SuperrSonic/RA-SS/commit/29d6467d28a835136b8ab87e209feb34421983ff

it seems there was a regression in libogc at some point which lead to this input regression. Superssonic reports that going back to an older version of Wiiuse fixes the issue. What we are probably going to do is make a custom baked-in libogc version for the Wii port for the next release.

Core updates and bounty updates (since version 1.6.4)

Despite the short release cycle, there has been a fair bit of core work since the 1.6.4 release, including some significant contributions driven by the recently implemented bounty system. In no particular order:

Core updates

Snes9x 2005


JamSilva has been pushing various updates/fixes/improvements:
* Loading savestates seems to no longer cause segfaults
* Improved sound in the non-plus version – especially noticeable in Secret of Evermore.
* Working SPC7110 emulation (quickly tested with Tengai Makyou Zero and Momotarou Dentetsu Happy).
* CPU emulation fixes – E.V.O – Search for Eden
* CPU emulation fixes – Wizardry V
* The SA1 fixes correct the VLDC9 “WORST” level transition problem I mentioned in #36.
* Backport Brunnis lag fixes. I did not actually measure the input lag after applying the patch, only that there was no (obvious) game breakage on a few games.

Genesis Plus GX


Ekeeke pushed the following changes to upstream and the libretro core –
* [Core/CD] fixed CD hardware buffer initialization when using dynamic memory allocation – should fix crash at startup on WiiU

Parallel N64


* Add delay SI entries for Mischief Makers

P-UAE


r-type has ported this core to WiiU.

Beetle PSX


Various fixes have been committed:
* Fix PSX EXE loading.
* Fix some OpenGL regressions that crept in. Should fix in specific backgrounds in Crash Bandicoot games.

Beetle PC Engine Fast


rtissera has committed the following:
* MAME CHD image support

Beetle PC-FX


rtissera has committed the following:
* MAME CHD image support

Beetle SuperGrafx


rtissera has committed the following:
* MAME CHD image support

Final Burn Alpha


Various fixes and backports have been committed by barbureadmon and others:
* Fix for sound issues in Strikers 1945 Pro (s1945p)
* Hotfixes in upstream
* Fix some weird CPS2 layout
* Fix EEPROM saving
* PGM – single pcb boards, missing bios issue

ProSystem


underball has committed the following improvements:
* Added new DB entry for Double Dragon (RC7b) hack, also corrected MD5 value for Double Dragon (RC7). Added value=1 for “Flags” to One on One, and Basketbrawl. Also added missing values for Ninja Golf.

Bounties fulfilled/paid out

RetroArch 1.6.4 – Released!

RetroArch 1.6.4 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store. You might see it appear on the Amazon App Store soon too!

General changelog

ANDROID: Fire Stick & Fire TV remote overrides gamepad port 0 on button press and viceversa like SHIELD devices
ANDROID: Provide default save / system / state / screenshot locations
AUDIO: Audio mixer supports MOD/S3M/XM file types now!
INPUT: input swap override flag (for remotes) is cleared correctly
INPUT: allow specifying libretro device in remap files
INPUT: allow specifying analog dpad mode in remap files
INPUT: allow saving libretro device to remap files
INPUT: allow saving analog dpad mode to remap files
INPUT: allow removing core and game remap files from the menu
COMMON: Cores can now request to set a ‘shared context’. You no longer need to explicitly enable ‘Shared Hardware Context’ for Citra/OpenLara/Dolphin.
COMMON: Add ‘Delete Core’ option to Core Information menu.
COMMON: Allow Max Timing Skew to be set to 0.
COMMON: Change the “content dir” behavior so it works on either a flag or an empty directory setting, now platform drivers can provide defaults for save / system / state / screenshot dirs and still allow the content dir functionality, these settings are under settings / saving and flagged as advanced
GUI: You can turn on/off ‘Horizontal Animation’ now for the XMB menu. Turning animations off can result in a performance boost.
GUI: Fix sublabel word-wrapping in XMB where multi-byte languages were cut off too soon
LOCALIZATION: Update Dutch translation
LOCALIZATION: Update Traditional Chinese translation
LOCALIZATION: Update Italian translation
LOCALIZATION: Update Russian translation
WINDOWS: Provide default save / system / state / screenshot locations
LOBBIES: Show what country the host is in
MENU: Enable OSD text rendering for gdi and libcaca drivers
WINDOWS 98/ME/2K: Set default directory for MSVC 2005 RetroArch version.
WII: Better V-Sync handling, backported from SuperrSonic.
WIIU: Exception handler rewritten.

Bounty system gathering steam!

Several bounties have either been completed over the past few days or are nearing completion. Let’s cover a few of them.

In case you’re interested, here is a list of bounties we are currently funding which still have yet to be completed and where you could come in. Check out this list here.

Play MOD / S3M / XM files music files now in-game!


Remember that audio mixer we added a few releases back? This allows you to have external music files playing while any core/game is running. So far, you could only play Wave (WAV) and Ogg Vorbis files with this feature, but now you can playback Mod files too!

Developer Romain Tisserand did the leg work on this bounty, and the nice thing about it being added to libretro-common is that the improvements and additions made to the audio mixer can be used now by either the libretro cores and/or the frontend, RetroArch in this case!

How to use this feature – simply go to ‘Load Content’, and select any MOD/S3M/XM/WAV/OGG file on your file system. Select ‘Add To Audio Mixer’. If you are using the XMB menu driver, it will now be added to the horizontal menu’s ‘Music’ tab.

Start up any core/game now. At any point in time while playing, go back to the music, go to the main menu, go to the Music tab, select any of the music files and choose ‘Add to audio mixer’. Toggle the menu again to go back to the game and you can hear the music being mixed in with the game’s sound.

TIP: You can mix several music files at the same time! You can run up to 8 music files together at the same time. As ever, RetroArch allows you power features beyond what is commonly offered.

MAME CHD support for Beetle Saturn / PC Engine Fast!

This bounty came about when several users saw the value in more emulators being able to read MAME CHD images and chipped in the funds for a bounty.

Developers Romain Tisserand and inolen (Redream) have written a new C-based library called libchdr. This should interface with CHD images. After the library was written, Romain decided to put the work in to backport CHD support to the Mednafen-based cores, Beetle Saturn and PC Engine Fast.

This means that both the Mednafen Saturn and PC Engine Fast cores can now read MAME CHD images! MAME CHD is a compressed image file which can save a ton of storage for disc/CD-ROM based images. The implementation also supports FLAC support for redbook audio.

New bounties have been created for more cores to have this compatibility, such as Genesis Plus GX (and Eke seems interested in having this in his upstream repository as well). This is just one of the ways in which we think bounties can trickle down beneficially to downstream projects as well.

The upshot in all this is that pretty soon it could be possible to use the same MAME CHD image sets for both MAME and these various cores. More interoperability between cores is definitely a good thing to see.

MAME 2003 – DCS sound issues fixed! Proper sound now in Mortal Kombat/NBA Jam/WWF Wrestlemania!


For a long time, the MAME 2003 core has suffered from an issue where the sound could deteroriate after a couple of minutes for about 30 seconds before restoring itself. This would happen in Midway DCS-based games such as Mortal Kombat 1/2/3/Ultimate, NBA Jam, etc.

A bounty had been submitted by dankcushions some time ago and finally this bounty is on the verge of being completed! It should finally be possible to play these games at fullspeed on something as low-fi as a Raspberry Pi without being put out of the game by sound bugs and being reminded you are running an inaccurate emulated version of the game.

New big bounty for Beetle PSX upcoming in next few days – dynarec!

For quite some months now, a bounty has existed for Beetle PSX which has steadily increased in value. Up to $250 now, the pledgers are asking a developer to create a dynamic recompiler for the Wii U system in hopes of being able to run PlayStation games at fullspeed.

Unfortunately, we think that in order for this bounty to first get traction, some groundwork needs to be laid out first. Right now, Beetle PSX has no dynarec system in place at all, only a CPU interpreter. Therefore, it would be very hard for a developer to start right out of the gates with a PowerPC-based dynarec since no framework is in place yet that would allow him/her to slot in a dynarec backend like this.

So, what we are going to do is we want to sweeten the pot a bit and create a new bounty dedicated solely to building a dynarec. We believe that once the groundwork is laid out, this WiiU dynarec bounty has more chance of being successfully completed.

The conditions will be:
* A dynarec system for Beetle PSX, preferably written in C or else C++98.
* A working backend for x86 32bit and x64 (64-bit).
* Should be engineered in such a way that new backend implementations for other architectures (like ARM and PowerPC) can be easily implemented.
* Should be signifcantly faster than the interpreter CPU core, and should lower Mednafen/Beetle PSX’s CPU system requirements considerably.

We will start out this new bounty at $100. Other users can feel free to chip in on this endeavor. You will see this bounty being announced over the next few days.

Release highlights

Windows 98 SE/2000/Millennium Edition version – now with 29 cores!


So we announced a Visual Studio 2005 version of RetroArch this past week which runs on Windows 98 SE / Millennium / 2000. Upon release however, there were no cores.

We now have 29 cores available on our buildbot! You can get them by starting your copy of RetroArch 1.6.4 and going to Online Updater -> Update Cores. Note that because it’s Visual Studio 2005/MSVC2005 we are relying on as our compiler, certain cores might never become available for this. For instance, cores that rely on C11 (like SameBoy) or C++11/C++14 (like Dinothawr/Dolphin/Citra) will not make the cut. Fortunately, most of our cores can happily compile as either C89 and/or C++98, so backporting is not as big an issue for it as it would be for other projects which are not as careful when it comes to code maintenance.

Here are some general hints and advice in case you want to run RetroArch on your retro battle station:
* Keep in mind that Windows 98 SE GPU drivers in most cases won’t support OpenGL 2.0. There is one exception apparently, which is the nVidia Geforce 6 series. This GPU series should support OpenGL 2.0 and there should still be drivers somewhere available for Windows 98. In case you have such a GPU, you could opt to use the OpenGL driver which should be more full-featured than our GDI and/or Direct3D9 drivers.
* In most cases, your GPU driver will probably support Direct3D 9. If you want to use Direct 3D 9, you should only use the menu driver RGUI with it. Neither MaterialUI and/or XMB will render properly as of yet with Direct3D.
* For lower-end GPU hardware where neither Direct3D 9 or OpenGL is desirable or possible (because you don’t have hardware accelerated 3D video drivers), a GDI video driver is also available. For this release, we added OSD font rendering to it. There are still issues remaining with this GDI driver though on certain OS configurations. Bparker might be able to use some help with getting some of those niggles sorted out. Reminder that if you want to use a menu driver with GDI, it’s best to use the RGUI menu driver.

RetroArch PlayStation3 version is getting nightlies!

Long overdue, but we are finally getting ready to start providing nightly support for RetroArch on PS3. This way, PS3 users can download the latest nightly version at all times and enjoy the latest improvements! This is not yet ready since we are going through some last-minute buildbot issues, but we expect this to be sorted out within the next few days.

Beetle Neo Geo Pocket Color (if the big endian patches are any indication) should have its controls fixed now!

We are also going to provide CEX/DEX builds from this point on instead of just the usual DEX builds like before.

Citra/OpenLara/Dolphin cores can now be easily used!

You no longer need to enable ‘Shared Hardware Context’ anymore in order to use these cores. RetroArch’s underlying API, the libretro API, has gained a new environment callback. The Citra/OpenLara/Dolphin cores make use of this to signify to the frontend that they need a shared hardware context.

A frontend can feel free to implement this or not, however, it goes without saying that cores which make use of this feature might simply not work correctly if left unimplemented.

Deleting cores

Installed a core, but you feel like you no longer need it? It’s now possible to delete it from within RetroArch.

How to do this –
1. Load the core.
2. Go to the main menu, and go to Information.
3. Select ‘Core Information’.
4. Select ‘Delete Core’ at the bottom of the list.

Configuration changes

Saving Stuff on Content Dir

The new behavior is to always provide a sane default directory for Saves, Savestates, System Files, and Screenshots. Windows and Android have been historically problematic in this regard since the content directory may not be writable at all times.
The old behavior relied on the setting strings being empty, now we provide a default value for these dirs on both Android and Windows which means the string will never be empty. Other platforms should follow this convention shortly.

So if you want to use content dir after 1.6.3 do the following:

  1. Navigate to Settings / User Interface
  2. Enable Show Advanced Settings
  3. Navigate to Settings / Saving
  4. Enabled the respective settings among the last four settings for the stuff you want to reside with your content

We apologize for any inconvenience this may cause to existing users but we need to make some changes to make progress.

Core Input Remapping Improvements

You can now delete core and game remaps from the Quick Menu.

Core Input Remapping has also been improved. The following will now be saved:
* The libretro device
* Analog Dpad mode

You can also save these in overrides but remaps is a far more convenient place for these.

Updates on cores

Read here what updates have been pushed to the cores since the last release –

As always, you can always install the latest version of every core from RetroArch’s builtin ‘Core Updater’ (accessible from the menu by going to ‘Online Updater’ -> ‘Update Cores’.

Retroarch on Amazon App Store coming soon!

We have often been begged by Amazon for years now to please publish RetroArch on the App Store. So far, we always felt the time was not right.

With this release, though, we have finally fixed a fundamental issue where using the Remote would make it no longer possible to use a gamepad as Player 1. This has now been rectified.

We will inform you when the Amazon App Store build has been published. For now, users can sideload it by just downloading the APK from our website.

What’s up next?

Priority number one absolutely right now is PPPSSPP and Supermodel. We are going to get that into your hands ASAP as promised.

After that,

* An AppImage version of RetroArch for Linux will be available soon.
* Lots of core work like we always do each week.
* More yet unannounced stuff? Stay tuned!

View this page if you’d like to explore donating to us. By popular demand, there is now the ability to send one-off donations through Bitcoin, and we have put up links so that you can directly send funds to the Bountysource bucket. You can also pledge to our Patreon.

NOTE: the OSX PowerPC version will be uploaded tomorrow. Thanks for your patience.

RetroArch for Windows 98 SE/ME/2000 pre-release!

RetroArch for Windows 98 SE / Windows ME / Windows 2000 has just been released! Note that this will require cores specially made for it, and as of now there are none, so just consider this a pre-release for now!

Get it here!

Users should note: this is taking no time or resources away from the other stuff we are doing. Supermodel and PPSSPP cores are still being worked on, all our other work is still ongoing, so to repeat – this is not coming at the cost of other development!

Note that for these old operating systems, you might want to consider using the GDI video driver for optimal performance instead. Menu support is still premature though; XMB renders but with no textures and with dithered graphics, so for all practical purposes, the Direct3D driver is still the way to go here (with RGUI).

RetroArch 1.6.3 – Released!

RetroArch 1.6.3 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

IOS: Fix GL regression – 32bit color format cores were no longer rendering
CHEEVOS: Add support for N64 cheevos and other small fixes.
CHEEVOS: Add ‘Achievements -> Achievements Verbose Mode’. Ability to display cheevos related messages in OSD, useful for RetroAchievements users.
AUDIO: Audio mixer’s volume can now be independently increased/decreased, and muted.
AUDIO: Mute now no longer disables/enables audio but instead properly mutes the audio volume. Mute is also independent from the audio mixer volume.
INPUT: Add mouse index selection; ability now to select between different mice
INPUT: Fix ‘All Users Control Menu’ setting
LINUX: Add a tinyalsa audio driver. Doesn’t require asoundlib, should be self-contained and lower-level.
LOBBIES: Announce the RetroArch version too
LOCALIZATION: Add Traditional Chinese translation
LOCALIZATION: Update French translation
LOCALIZATION: Update Italian translation
LOCALIZATION: Update Japanese translation
LOCALIZATION: Update Russian translation
MENU: Add ‘User Interface -> Views’. Ability to display/hide online updater and core updater options.
NETPLAY: Disconnecting one client shouldn’t cause everyone to disconnect anymore
NETWORK: SSL/TLS support, disabled by default
SCANNER: Fix PS1 game scanning
SCANNER: Move content list builder into scanner task with progress, fixes menu freeze with large playlists
SDL2: Fix ‘SDL2 driver does not see the hat on wired Xbox 360 controller”
SETTINGS: Fix regression ‘Custom Viewport is no longer overridable per-core or per-game’
VITA: Add cheevos support
VITA: Add support for external USB if mounted
WAYLAND: Fix menu mouse input
WII: Add support for single-port ‘PS1/PS2 to USB controller adapter’

Platform highlights

Windows

There are now installers available for the Windows version! We offer installers for both the Windows Vista and up version, and the Windows XP version.

RetroArch will be installed by default to your user roaming profile, however, you can change this to any particular directory you’d prefer instead. The reason why we do not try to install to “Program Files” by default is because RetroArch needs read/write permissions in order to write downloaded core files directly to its folders.

Our installer installs RetroArch in ‘portable’ fashion. What this means is that you can take the directory that RetroArch was installed in, deploy it to another drive, and it will still run, and the default paths will automatically change their paths.

Windows XP

So MinGW has broken backwards compatibility with Windows XP sometime ago. This was a problem for us, since Libretro/RetroArch treats backwards compatibility very seriously.

So, what we have done is make a separate version of RetroArch for Windows primarily targeted at people running Windows XP. Instead of MinGW, we are using Microsoft Visual Studio 2010 / MSVC 2010 as the compiler for this. We have also already ported at least 30+ cores over to MSVC 2010 so that they will run on this new Windows XP version.

We will not simply just stop at a Windows XP version – sometime later on next week, a Visual Studio 2005 version of RetroArch will be launched which will run on Windows 98 / ME / 2000! Where other projects are dropping older OSes and even entire architectures in order to cut down on maintenance and development time, we instead are adding even more platforms, and primarily because we both care about this and see the value in a platform/program that truly extends everywhere, and also because our infrastructure is set up in such a way that we can easily deal with any ‘maintenance’ burden this would otherwise entail for other projects.

Linux – Flatpak

RetroArch/Libretro has from Day One always treated Linux not only as a first-class citizen, but also pretty much as a reference platform. Unlike so many other projects that treat Linux simply as a quick and dirty port where they choose the path of least resistance and just use some middleware like SDL/WINE, RetroArch has custom audio, video and input drivers all written from scratch. It was one of the first programs outside of demo programs to support newfangled technologies like DRM/KMS, was very quick in adopting new rendering servers like Wayland, and unlike other software that simply uses middleware like SDL and/or PortAudio to provide sound, we have custom audio drivers written from scratch for ALSA/PulseAudio/JACK/OSS basically since Day One.

The problem with Linux though is that all of these features are highly distro-dependent, and each and every Linux distribution has enough differences that a traditional binary that runs on every Linux distribution is close to impossible. So, for now, we have simply left the responsibility of maintaining and packaging up RetroArch to individual distributions. Distributions like Arch Linux, Debian, and others have RetroArch and the various cores inside their package management repos, and they maintain it separately from us. Similarly, committers like sergio-br2 maintain Ubuntu repositories for RetroArch and its various cores.

But now, there are finally options for those who would like to try out RetroArch on Linux in a distro-agnostic fashion! Read all about it in our Flatpak article that we launched a few days ago. Within a few days, we will also be offering AppImage support.

iOS

A serious regression in the iOS version which made 32bit color format cores no longer render has been fixed. Also, a user has been helping us prepare for iOS 11 support.

If you’d like to learn how to compile RetroArch for yourself on iOS for your non-jailbroken device, read this article here.

macOS / MacOS X

RetroArch has been updated for both macOS/OSX Intel (for 64bit) and for OSX PowerPC (for PowerMacs/Powerbooks that have OSX 10.5 installed). The version for PowerPC comes bundled with the cores since we don’t host these on our buildbot (yet?).

PS Vita

Not only has Cheevos support been added, but it’s also possible now to use external USB devices if they are mounted! In order to use RetroArch on Vita, you need a jailbroken PS Vita and/or PSTV. Instructions on how to do that can be found elsewhere and falls beyond the scope of this article.

Wii/WiiU/3DS/Gamecube/PSP/Android

RetroArch has been updated for all other platforms that we actively support.

PlayStation3

We have posted a DEX version. We hope that separate community members can convert this to CEX and then offer it to us so we can host it.

Updates on cores

A separate article will be posted later that will detail all the work that has gone into the various cores. Stay tuned for this! As always, you can always install the latest version of every core from RetroArch’s builtin ‘Core Updater’ (accessible from the menu by going to ‘Online Updater’ -> ‘Update Cores’.

What’s up next?

* We are working hard right now on getting the PPSSPP / Supermodel cores that we have promised ready.
* An AppImage version of RetroArch for Linux will be available soon.
* A Visual Studio 2005 version of RetroArch for Windows will be available soon, which will run on Windows 98/ME/2K.
* Lots of core work like we always do each week.
* More yet unannounced stuff? Stay tuned!

View this page if you’d like to explore donating to us. By popular demand, there is now the ability to send one-off donations through Bitcoin, and we have put up links so that you can directly send funds to the Bountysource bucket. You can also pledge to our Patreon.