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


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.


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.


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


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.

More new cores: MelonDS, SameBoy, ARM Linux cores!

This week will be all about a dripfeed of new cores along with a version bump of RetroArch, which will be needed for some of the new cores that will be arriving this week.


This is an up-and-coming Nintendo DS emulator by StapleButter, and it now has a libretro port. Some of the things that are still not properly implemented is touchscreen/mouse support and multithreading for the software 3D rasterizer, but we will take care of that soon. This emulator might not yet be a replacement for DesMuMe, but it’s quickly progressing so definitely keep your eyes on it, as DesMuMe certainly needs some competition.

You can get this new core on our buildbot. Start up RetroArch, go to ‘Online Updater’, and check for ‘MelonDS’.

For more information on MelonDS, check out its official homepage here.

Available for

The MelonDS core is currently available for:

  • Windows (64bit/32bit)
  • Linux (32bit/64bit)
  • macOS
  • iOS
  • Android

BIOS instructions, etc. (required)

MelonDS requires a real BIOS file in order to work. These need to be placed inside your System directory. If you don’t know where your System directory is, inside RetroArch, go to Settings -> Directories and read where your System Directory is located.

The following three files are all required:

  • bios7.bin
  • bios9.bin
  • firmware.bin



SameBoy is an accuracy-focused Game Boy/Game Boy Color emulator in the vein of Gambatte. We now have a libretro core of it and its author has also helped us earlier with some implementation details, so that is very much appreciated!

Some features that are still missing is savestate support, but we intend to get that done soon.

For more information on SameBoy, check out its official homepage here.

Available for

The SameBoy core is currently available for:

  • Windows (64bit/32bit)
  • Linux (32bit/64bit)
  • macOS
  • iOS
  • Android

BIOS instructions, etc. (optional)

Here is a tiny convenience feature you added – normally SameBoy relies on reverse engineered Game Boy/Game Boy Color boot ROMs in order to load. You can load these instead of the real BIOS file. For this libretro core, instead of requiring you to put these homebrew boot roms somewhere so that the emulator can read them, we have baked these into the core itself. So you don’t even need to put them somewhere in your system directory.

However, if you’d like to override these, you can do that too. Go to your system directory (if you don’t know what this is, inside RetroArch, go to Settings -> Directories and read where your System Directory is located) and put these files there:

Game Boy boot ROM – ‘dmg_boot.bin’

Game Boy Color boot ROM – ‘cgb_boot.bin’

ARM Linux cores!

Our buildbot is now providing fresh new ARM Linux cores for hardfloat configurations! These cores could be used for instance on Lakka-based devices as well as the NES Mini!

You can grab them here:

Miscellaneous updates

  • Mednafen/Beetle Saturn has been updated to the latest version.
  • Updates to ParaLLEl N64 core.

What’s still coming up this week?

In no particular order:

  • Redream (new Sega Dreamcast emulator made by inolen)
  • OpenLara (Tomb Raider 1 game engine, in early alpha development stages but already promising)
  • Dolphin (will have Gamecube controls only at first, will work for both GL and Vulkan)
  • Citra

RetroArch 1.3.2 released

From now on, there will be more frequent rolling updates.

We are close to automating releases on the buildbot so that we can have weekly releases for the most prominent platforms.

Version 1.3.2 is available here:

I will add OSX 32bit and PowerPC releases to this later on. PS3 will be back at some later undisclosed time, same with original Xbox and 360.

Regarding the releases from this point on: give us as much feedback as possible, and with each week we can try to address some of this feedback and make RetroArch better. A ‘Release early, release often’ approach instead of the drought of stable releases that was the norm before will hopefully result in more sustained progress.

RetroArch 1.3 released

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

You can get them from this page:

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

Continue reading “RetroArch 1.3 released”

New nightlies

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

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

Continue reading “New nightlies”

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

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

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

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

In the run-up to RetroArch 1.1 – what’s ‘new’ pt. 3

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

In this blog post, let’s talk about some more about new cores and some fixes to existing cores

Continue reading “In the run-up to RetroArch 1.1 – what’s ‘new’ pt. 3”

In the run-up to RetroArch 1.1 – what’s ‘new’ pt. 1

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

In this blog post, let’s talk about one of the big new cores you can expect – gpSP.


There has been some complaints in the past that the Game Boy Advance libretro cores are a bit too slow on some older systems. So people with lower-performance devices should probably be glad by the arrival of this core.

This is a Game Boy Advance emulator written by Exophase originally for the PSP.  It was a fast and reasonably compatible GBA emulator that later on made an appearance on platforms like iOS and Android by unofficial porters.

Exophase stopped working on this emulator around 2009 and ever since then the codebase has been gradually decaying. The interpreter CPU core was broken on 64-bit CPUs, the x86 dynarec was 32-bit only, and there is just no central repository that aimed at making this a reasonable first-class citizen that could compete against things like VBA-M and bgba.

So the libretro core is an attempt to do all that. It uses as a base notaz’ gpsp repo but strips out the Pandora/Raspberry Pi/GP2x-specific code and aims for a more general-purpose codebase. We managed to get the ARM dynarec working on Android with some code edits, and we also fixed a few bugs that was preventing the interpreter core from working on Intel 64bit architecture.

Performance-wise, the main substantial difference is when the dynarec is enabled obviously. This core should be substantially faster right now on ARM 32bit systems (Android/iOS/Blackberry, etc) than VBA-M and the VBA-Next cores ever did. It should be fast enough on Raspberry Pi and low-end Android devices like the Xperia Play. The 32-bit x86 dynarec should also be very beneficial for users that don’t mind putting up with 32bit code. Getting a 64-bit dynarec up and running is something that is on the installment plan (for me anyway).

Savestates should work but don’t expect to be able to use savestates from other gpSP-based emulators like Gameboid or whatever.  We had to change the savestate format/size during our 64bit compatibility patches, so this is unavoidable. Though really you shouldn’t expect savestates made with non-libretro based cores to be compatible with libretro cores necessarily anyway, so let’s not pretend like this is an issue.

As for how the performance is like with the interpreter? It varies from game to game. Games like Tekken Advance and Super Mario Advance are actually slower with the interpreter core than the same games on VBA Next, but then you have the odd exceptions like Metroid, Zelda, Wario Land, Donkey Kong Country games and Astro Boy where the performance with interpreter gpSP is at least twice as fast as VBA Next. Hopefully in the long run we can fix these remaining bottlenecks with interpreter core so that there is a nice counterweight to VBA-based emulators that is at least substantially faster even with just the interpreter core.

So what’s done?

– Runs on Android with the dynarec.

– Runs on 32-bit Intel with the dynarec.

– 64bit compatibility patches so that interpreter core runs on 64bit CPUs.

– Savestates work, SRAM works, most general features you’d expect from libretro, etc.

What still needs to be done in the future?

– Get the ARM dynarec working on iOS which requires some more patches. For now, the iOS port is using the interpreter so performance is not yet as great as it should be.

– Find some way to drop support in for Normatt’s open-source BIOS replacement so that users don’t necessarily have to use the ‘official’ GBA BIOS.

– Make the performance with the interpreter core a lot more even across games. Some games getting easily twice the performance as VBA Next while some games are actually 100fps lower than VBA Next seems to indicate that there is room for improvement here.

– Do the same as what I did with VBA Next/VBA-M cores and just ‘bake in’ the needed ‘assets’ that this emulator needs. Right now it needs a file called ‘game_config.txt’ present in the system directory which enables some idle loop optimization speedhacks among other things. This should all just be baked into the core later on.

– Make it big-endian compatible so it can run on consoles and PowerPC-based Macs.

– (If I have time to waste) write a PPC dynarec so we can really have a fast GBA core on PowerPC-based targets.

RetroArch next release and more

By Squarepusher

It’s been a long time since the last release, and it’s been a long time since any news has been posted period.

The relaunch

So, first things first – yes, there will be a new release soon. I’m conflicted on whether to call it RetroArch 1.0 but I think we might as well get it over with so that we can have some kind of sane versioning from here on out.

We will relaunch on the Google Play Store. We still don’t know why we were pulled from the Play Store the last time, we never got a response from Google telling us the exact reason why they pulled us, and while this all sucks really badly and quite frankly makes me have second thoughts about committing myself too much to Google’s app store, we will try again. This time we have taken a few contingency measures –

  • Some GPL purists seem to want the option of being able to only have cores in RetroArch that are GPLv2 and/or GPLv3, but no cores which use proprietary non-commercial licenses. Rumor has it that this even led to RetroArch’s takedown from the Google Play store – the argument being cited was “license violation”. While it’s a quite spurious argument and I would have liked Google to have contacted me first so that I could have at least given my side of the story, we will meet these people half-way this time.

    After the app gets installed, a popup disclaimer will show up. This asks you whether to remove the non-GPL licensed cores or whether to keep them. This is a permanent option and the only way to undo this is to get rid of your ‘user settings’ – upon which you get greeted with the same disclaimer again.

  • The logo has been redesigned by Agnes Heyer and it’s no longer a bog-standard Space Invaders icon. This is in case the takedown was over some copyright claim over the Space Invaders imagery being used. It’s still an invader, but at least it has a distinctive enough art style now as to make it “different enough”. Agnes also supplied us with some very nice handdrawn art that we’ll be using on the Google Play store.
  • Images from games running in RetroArch Android will no longer be on the store listing. Just in case we got pulled over that alone.

Anyway, hopefully this is sufficient to address all possible issues. Let it be said that if we get pulled again after this re-launch and Google doesn’t even have the decency to give us an e-mail explaining why they took it down, that will be it for me – I’m not going to continue republishing on the Play Store just because Google entertains random accusations of “license violations/copyright infringement” of whomever wants the app pulled. Google’s ‘public relations’ is quite frankly atrocious, not to mention insulting and demeaning since publishing apps on the Google Play Store is not free – we had to pay 25 dollars to be granted the “honor” by Google to get people to actually be able to install your app on their phones/tablets. Now granted, this is not yet as bad as Apple, but freedom this most certainly is not. I expect at least some very basic customer support for those 25 dollars instead of some “automated web form” that leads to nowhere.

Libretro/RetroArch going beyond traditional games/emulators

Anyway, with that negativity out of the way, I am very excited to finally uncover what I and others have been working on these past few months during the blackout. I have always maintained that RetroArch and libretro is about ‘more’ than just emulators and game ports, but to date there was not much to show for this claim.

I look at RetroArch not merely as a “frontend” for an application API, but also as a truly crossplatform architecture – something that abstracts input/video/audio/location/camera streams and lets you – the app creator – easily make use of these various streams to create very rich, full-featured applications without having to worry about which platform you’re developing for. Any game and/or emulator out there needs at least input/video/audio streams, and libretro/RetroArch so far has been catering to this need for a good few years now.

However, ever since the Wii and things like Kinect/PS Move, the videogames world is no longer as rigidly defined as it used to be, and some videogames are not even “videogames” anymore. Or, to put it more simply, just like art, nobody knows what a videogame is anymore. Thanks to motion sensors, cameras, and location-based sensors, we can do reasonably cool new things with a traditional 3D videogames engine that we simply weren’t able to do years ago because of the devices simply not having these kinds of hardware features at their disposal, and the infrastructure not being there.This kind of technology allows us to make stuff that can’t easily be shoehorned into pre-existing “game genres” like beat ’em ups, adventure games, RPGs, and so on.

So you’ve got things like augmented reality now establishing themselves thanks to mobile phones and tablets, and you’ve got peripherals like Occulus Rift resurrecting Virtual Reality from that early ’90s grave. You’ve got Sony dabbling with Augmented Reality on PS Vita and trying to get people energized and excited about that platform to no avail. What all these things have in common is that there’s no real easy way for a developer to be able to target all that technology here with ‘one codebase’, ‘one app’, through some ‘common’ interface. If you want to make a game/app utilizing all this stuff for most of the mainstream platforms out there (PC/Android/iOS/etc), you better be ready to invest some serious time into delving into every conceivable API there is and trying to work around insane platform limitations. There’s a big window of opportunity here to create a nice, crossplatform way to tap into all these features without having to resort to big, bloated APIs that all have to be duct-taped together to achieve the desired app.

For instance, if you want to develop a native app for Android right now that utilizes the camera and location services, you can forget about any easy NDK API interfaces being there. It’s all on the Java side and you’re just expected to come up with a big ‘hack’ which of course is not published anywhere. I had a look at the way OpenCV made camera access from the NDK possible and it just was not what I wanted – it was basically a big hack job in native land that would never really be scaleable and would require continuous maintenance. I also didn’t like how I needed to pull in this big monstrous SDK just to be able to access the camera.

So we came up with our own solution for this. It’s a basic JNI shim job and it’s compatible from Android 3.0 up to the latest Android version right now – And it’s very, very fast. You basically pass a GL texture ID from C land to the RetroArch Java frontend side – it uses this ID for binding the camera framebuffer texture, and from there you can do with this camera texture whatever you want from within the confines of your libretro app.

We have made an example core that can instantiate a large amount of cubes with each face showing the camera screen. The only dependencies here are that it’s a libretro GL core, and that it runs from within RetroArch Android. There is no dependency on OpenCV, on any external “native C” camera shim driver library, etc.

The same goes for location APIs – it can’t be accessed from the NDK normally.

RetroArch slowly becoming suitable for AR applications

RetroArch Android – a camera test core that shows a collection of cubes all displaying the camera frame in real-time.
Here is where RetroArch comes in. Just like how input, video, audio have been abstracted and drivers have been written and implemented per platform – so too do we now have camera and location service driver implementations inside RetroArch.

The big plus point here is that you can write a core utilizing this stuff in a very platform-agnostic way – the only thing you have to worry about is implementing a bunch of callbacks, and RetroArch (the frontend implementing the libretro API) does the rest. You don’t have to worry about the Android camera driver behaving differently from the iOS camera driver and vice versa – you don’t have to worry about Android’s location API or the iOS/OSX location API – that all is handled by the frontend, you don’t need to worry about it. But you can still get access to location data streams and camera streams now all the same from within your GL app – with minimal effort.

Just like with the camera, Proofs-of-Concept have been made that demonstrate both GPS functionality working and camera functionality working. They tick all the boxes that to me define RetroArch – cross-platform, portability, fast, and above all, clean and slimline. The camera works on Linux (Video4Linux2), for the Emscripten WebGL port, iOS, and Android. The location interface has two implementations – one for Android (through the Google Play Services), and an Apple implementation that works for both OSX and iOS (in OSX’s case it should be even backwards compatible from Snow Leopard and up). Portability – in that both the camera and the location functionality gets exposed to the core through the libretro API. So the job of having to implement all this location functionality for every platform is totally outsourced to the frontend side – you don’t even have to think for that matter about your app being “for Android” or “for iOS”. Performance in that the camera driver that has been implemented for both iOS and Android is as fast as it could be. You’re simply binding the camera framebuffer to a GL texture ID and then re-routing that back to the libretro core where you’re able to do with this texture whatever you want – you could turn it into a skybox, or you could render it on top of every cube – and even instance those cubes (2 to the power of 16 no less) while still getting very high performance.

I’m fairly confident that with a few more tests we can easily demonstrate the potential of the libretro API to the outside world as something that is far more significant than simply “something that allows you to port emulators in a cross-platform way”, and I’m quite excited about being very close at realizing that goal. Existing users should not take this as a sign that the stuff they care about – emulators/games – is going to play a diminishing role – this is about being all-inclusive, about creating a big entertainment platform that allows the developer to do whatever he wants his multimedia applications to do.


So, where does this leave the emulation side? The stuff most people still care about when it comes to RetroArch? Well, the Mupen64 libretro core has been steadily improving – right now most effort has been focused on improving the Glide64 video plugin. I still would have preferred things to be even more solid at this point but I’d say it is getting close for a first release – people should be aware anyway that this is a continual “Work In Progress” and that improvements will be made on an ad-hoc basis.

Anyway, I can’t quite keep track of all the cores that have been added since, nor do I really know whether it’s wise to dump in the MAME 2013/2010 cores into the main package since the MAME 2013 core alone is 123MB in size. This wouldn’t go down well with a number of users that have complained about RetroArch’s filesize – and the more cores that will get added, the bigger a problem that will be. Perhaps expansion APKs are a temporary solution but eventually I think we will need to have the equivalent of a ‘package manager’ within the app that can pull in cores remotely. I’m not sure who would have to do the hosting though because we already tried that approach once for the Windows port and it turned out to be both unmaintainable and too expensive – server cost-wise.

When the release gets made, I may do a backlog throughout all the updates that have happened this past half year so people have a better overview of exactly is new. Hopefully that time will be soon. As a post-mortem I will follow up the release (when it happens) with a post that covers all the UI improvements (and other improvements) that have been made.

RetroArch v0.9.9 Released – where to get it on each platform

RetroArch v0.9.9 has officially been rolled out on all platform targets.

The new platforms that are supported with this release of RetroArch are as follows:

  • iOS (both jailbroken and non-jailbroken – non-jailbroken requires that you are a registered developer and can compile your own copy of RetroArch + cores)
  • Blackberry 10
  • Blackberry Playbook Tablet OS

The other platforms which are already supported by the RetroArch/libretro projects have all received updates (with some pretty extensive changes – more on that in an upcoming blog post).


Windows: New users can download 32- and 64-bit flavors of RetroArch and RetroArch-Phoenix from Themaister’s site:

Existing users can/should download the new version through RetroArch-Phoenix’s built-in ‘RetroArch Updater’ utility. (this is the preferred update method for existing users to save massive bandwidth!)

Mac OS X users can download hunterk’s builds from this post on the libretro forum:

Debian/Ubuntu/Mint users can add hunterk’s Launchpad PPA repository to their Synaptic/apt sources:

iOS users can find RetroArch iOS in one of Cydia’s default repositories – ZodTTD & MacCiti.

You can also add our own Cydia repository in order to get it, located at:

Most cores will work with both tethered and untethered jailbreaks, but cores that require the use of a dynamic recompiler (dynarec; DeSmuME and PCSX-ReARMed) will require a full, untethered jailbreak to function.

Android users can get the latest version from the Google Play Store. Xperia play controls seem to be wonky, but we hope to have that fixed very soon.

Wii users should use this package:

Blackberry Playbook users should use this package:

Blackberry 10 users should use this package:

PS3 users can get the DEX and CEX versions from the usual sources.

Xbox1 and Xbox360 users can get their respective versions from the usual sources.

OpenPandora users can get builds from lifning’s repo: