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
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.
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.
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 – 4.4.4.2. 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.
Emulators
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 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).
WHERE TO GET IT
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:
https://launchpad.net/~hunter-kaller/+archive/ppa
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:
http://themaister.net/cydia
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.
The SceneWalker with the Silent Hill 3 Chapel model loaded in. This entire map mostly works correctly.
By Squarepusher
Here is the second tech demo by maister made to showcase what is possible with libretro GL. SceneWalker is a heavily modified version of ModelViewer.
Instead of loading ‘character models’, its main purpose is to load in ‘scene models’. Once loaded in, you can then walk around these environments from a first-person perspective. It’s possible to move through environments using either the D-pad and/or the analog sticks. Pressing RetroPad B button allows you to jump – this comes in handy with some models where certain obstacles are preventing you from fully traversing the environment.
A great deal of environments already work within this SceneWalker app – the initial ‘placement’ of your starting position is currently a problem in some models since it is possible for you to be ‘dropped’ inside a void space. This happens for instance with the ‘Devil May Cry 4’ street model which makes it impossible to walk around that map.
Other maps (such as Silent Hill 3’s chapel) work fine on the other hand.
Basic collision detection and gravity has been implemented – it mostly works the part for most models.
Below you’ll find some screenshots of some models that we have loaded into this SceneWalker.
This is the map ‘Amnesia Fields’ from the PSP version of Tekken 5: Dark Resurrection. The skybox is missing from this model but everything seems to more or less work correctly. There are some popup issues that might or might not be overcome in the future.This is the Twisted Corridor map from Alice In Wonderland. There are plenty of places here where if you don’t carefully jump on the platforms you can fall into the void.A pub scene from the MMO game Vindictus rendered inside the SceneWalker.This is the police station main hall scene from Resident Evil: Umbrella Chronicles. The model uses DDS textures which are currently a stub – hence why there are no textures right now when showing this model.
Platforms
Scene Walker right now runs on:
PC (Windows/UNIX/OSX)
Android
iOS
Blackberry QNX (BB10/Playbook)
The maximum supported internal resolution at which you can render the models depends on the platform you’re running Scene Walker on. On the mobile platforms we have consciously decided to set the maximum supported resolution at 1024×768 – this should be the native resolution of the iPad 2/iPad Mini and it is doubtful that even on a powerful tablet you’d have much need for 1080p internal resolution anyway.
On PC 1920×1600 is the maximum internal resolution at which you can render these models.
Like all the non-GL based libretro cores, you can apply any amount of shaders that you want.
Scene Model links
I’m not exactly sure how hard-ball game developers are when it comes to these models – but anyways, there is a lot of source material you can find on the Internet.
Some places that supply them is DeviantArt (search for DeviantArt + XNALara-Â that should show up a bunch).
Another site that I’ve found includes a lot of useful models is this one (http://thefree3dmodels.com/). Make sure that when downloading a model form there, that it says ‘OBJ’ or something similar. Models that are not in this format can’t be expected to run right now.
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