Happy New Year!

We at Libretro wish you all a happy New Year! 2016 has been quite the year for Libretro as a project, so let’s briefly recap where we stand at the end of this year and what we managed to do in 2016 –

First with Vulkan

We were one of the first programs to ride the Vulkan wave, and we managed to add Vulkan support to RetroArch since Day One of the new graphics API’s release.

Continue reading “Happy New Year!”

We are now on Patreon!

unnamed

The Libretro Project (comprised of Libretro, Lakka, and RetroArch) is now on Patreon! We hope this Patreon will enable us to accelerate development and be able to serve users in lots of benevolent ways!

Visit us here: https://www.patreon.com/libretro

This Patreon covers the Libretro, Lakka, RetroArch projects. And another, soon to be disclosed project as well.

Right now we are at $230 as of this minute. We thank every Patron so far that has helped us get to this stage in such short time, suffice to say you won’t be let down! Let’s go over some of the goals as they stand!

$150 – Bounty for core work every month! Reached!

Already the $150 goal has been reached which will allow us to place bounties for core work to be done! We allocate a total of $50 / month that will go towards bounties.

$200 – ProjectFuture Greenlight! Reached!

I will be revealing soon what this project is about. Let’s just state it’s going to be an even bigger and more expansive project than RetroArch has been so far, and it’s one of the main reasons why we finally went ‘why not?’ with regards to the Patreon. Stay tuned!

This is going to take months and months of work, and will take other considerable resources in order for us to be able to see it to completion, and it’s definitely one of those ‘flying very close to the sun’-type endeavors, but as with everything with this project, ‘dreaming big’ and ‘foolhardy’ are comfortable bedfellows.

$400 – Netplay/matchmaking server!

We want RetroArch users to be able to play online multiplayer games with each other through the RetroArch interface. We are going to allow for PSN/XBLA-like features, except free of charge! The prospect of true crossplatform free netplay from an easy and console UI-style interface is soon to be within reach once we hit this target!

The aim is that every user will be able to quickly and easily setup a netplay game from within RetroArch without the need of a keyboard/mouse! We want console-style netplay ease of use !

$500 – Stability checks, Quality Assurance, etc!.

It’s no secret that for years we have relied on volunteer work in order to get where we are. This entire project entails a maddening amount of work that we have to put in on a daily basis to keep the entire show up and running, and the amount of work keeps growing every time we add another platform port or add a new core.

Once we hit our $500 target, we are going to be paying a couple of developers whom have been loyal towards the project to keep tabs and checkups on RetroArch and various libretro-related cores on a bi-monthly basis. This way, bugs and regressions are easily spotted and we can instantly fix them.

$600 – Development bounties!

We are going to be posting bounties for various remaining issues (whether it be RetroArch or cores), and any developer will be able to fix these issues and claim the reward!

Finally we can start claiming bounties for some of the things that RetroArch and Lakka might still be missing! Good developers don’t grow on trees, neither do contributors. We hope that through these bounties we will be able to significantly improve the software and get to our goals much quicker!

NOTE: The amount of money that will be allocated for this is variable and decided at our own discretion.

A RetroArch retrospective and what to look forward to

I have been following the events on a few libretro related threads in reddit and I find it quite disappointing to see the amount of hatred directed to a project that has done nothing but do what end-users wanted for more than three years now. I also find it terrible (but interesting none the less) that the social media post is more active than the actual highlight.

Disclaimer: this represents my own experiences and my points of view with regard of the situations that surround our project.

Anyway…

A bit of my personal history with the project:

Let’s look back all the way to 2013. RetroArch was still called SSNES, a fairly small commandline program with just a few cores, a launcher that could be used to adjust options and that’s it. No bells or whistles, just a few nice cores implemented under one frontend with a common feature set. I hadn’t really been using emulators since the zSnes days other than a few tries with mobile emulators on my WinCE device.

I just had built a game-room / tv-room. So I setup XBMC and loved it. Soon I started looking for emulators that would work nicely with my setup. I installed Nestopia and some XBMC plugin that acted as a launcher with worked mostly fine. I liked the emulation but I also like the fact that I could set hotkeys to save, load, and it presented nice OSD messages on non-game actions and I could drive the whole thing with my gamepad only. I hoped other emulators would have the same features but I was let down almost instantly. Regardless I pursued my objective with a miriad of tools (Pinnacle Game Profiler, Xpadder, Joy2Key, batch files, Daemon Tools to name a few).

Continue reading “A RetroArch retrospective and what to look forward to”

RetroArch 1.3.6+ beta release for PlayStation3!


The PlayStation 3 port is back after it was decommissioned for a long time. Consider this a beta version in anticipation of the upcoming 1.3.7 version which will be further fleshed out.

Also check out our concurrent release for the PS Vita:

RetroArch 1.3.6+ beta released for PS Vita (HENkaku-ready)!

Thanks to PSGL, the PlayStation3 driver can use the XMB menu driver using the OpenGL rendering backend. The simplified ribbon should be running properly in the background too.
Thanks to PSGL, the PlayStation3 driver can use the XMB menu driver using the OpenGL rendering backend. The simplified ribbon should be running properly in the background too.

Continue reading “RetroArch 1.3.6+ beta release for PlayStation3!”

Mednafen/Beetle PSX HW – Alpha test version

Parasite Eve with the experimental GL renderer. Note the screen residue glitches at the bottom.
Parasite Eve with the experimental GL renderer. Note the screen residue glitches at the bottom.

Here is the first release of Mednafen/Beetle PSX HW. You can download this core right now for Windows, Linux, and OSX.

NOTE: THIS IS AN ALPHA VERSION AND IT IS NOT REPRESENTATIVE OF THE UPCOMING BETA VERSION. PERFORMANCE RIGHT NOW IS A LOT LOWER THAN WHAT IT WILL BE FOR THE BETA VERSION. EXPECT BUGS TOO.

See a complete screenshot gallery here.

Where to get it?

Rage Racer using experimental GL renderer
Rage Racer using experimental GL renderer
Final Fantasy VII using experimental GL renderer
Final Fantasy VII using experimental GL renderer

Go to RetroArch, go to Online Updater, go to ‘Update Cores’, and download ‘PlayStation (Mednafen PSX HW)’. You might need to update your core info files first before this will show up properly. To do this, go to ‘Online Updater’, and select Update Core Info Files’.

Continue reading “Mednafen/Beetle PSX HW – Alpha test version”

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:

http://buildbot.libretro.com/stable/1.3.2/

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/libretro project status update

Craft

qTILoyDWe have decided to port over a promising Minecraft clone to the libretro API. The original source repository can be found here, and the libretro repository can be found here.

Windows/Linux/OSX users can already download this core by going to the Core Updater and downloading ‘Craft’. You can directly start the core since it requires no content to be loaded, it can be started as-is without needing any ROM or content file.

The original Craft upstream repository was a bit barebones, so we have decided to expand this port:

  • Biomes were added (these were located on a branch that was never merged into master), this adds hills / fortresses as can be seen in the screenshot
  • Water was added (this was located on a branch, never merged into master).
  • More sophisticated sunrise/sunset color blending (from Konstrukts).
  • A ‘Jumping Flash’ mode that allows you to jump infinitely into the air all while the camera faces downwards.
  • Configurable draw distance. The draw distance has a big effect on the framerate, a draw distance of 1 or 2 can make this core playable even on very lightweight computers.
  • Configurable field of view.
  • Gamepad support (including analog stick support) configurable analog sensitivity and deadzones, preliminary mouse and keyboard support.
  • Configurable resolutions, up to 4K.
  • A lot of changes under the hood, some of them which are detailed in the Making Of Article.

Continue reading “RetroArch/libretro project status update”

Making Of: Craft core

qTILoyDWhile porting and rewriting ‘Craft’ for use as a libretro core, we decided it would be nice to document some of the steps involved for the purpose of education.

You can check out our source code repository here.

There might be addendums and followups to this article later on. Note that some of these steps are not things that are ‘required’ to be done for the purpose of porting software to the libretro API, they are simply best practices based on the subject matter at hand.

Step 1 – Getting it compiled
‘Craft’ uses Cmake as its build system. While libretro places no requirements on which build system you use for your project, usually out of habit and preference we prefer to write static Makefiles for convenience and portability instead.

We reuse a basic Makefile template for this that we import into other projects. The three files we will be creating are : Makefile.libretro, link.T, and Makefile.common. We will put these files into the root of the project (or any other place where the central Makefile is usually stored).

To make things easier to understand, Makefile.libretro is the general Makefile solution which includes Makefile.common. Makefile sets up all the platform targets that your core supports, while Makefile.common would be the equivalent of CMakeLists.txt. You define all the files here that will need to be compiled here.

A rundown on some of the variables inside Makefile.common :

SOURCES_C – You add C source code files to this variable.

SOURCES_CXX – You add C++ source code files to this variable.

INCFLAGS – You add include directories to this varaible.

Craft is a C-only program, so we will add all the source files to SOURCES_C.

First we will attempt to compile as many files as possible before we will move on to actually making it work with libretro. Later on, we might replace some of the dependencies that ‘Craft’ uses with some of our own for reasons of portability and consistency. Some dependencies we will avoid for now like glew and glfw, we will add our own substitutes for this later on.

You will notice after following this commit that there are still quite a number of undefined references left before the core will actually be assembled. That is because of some of the dependencies we have omitted so far (like glew and glfw), and because we have yet to write a libretro implementation.

The following are notes based on the dependencies found in Craft, if you don’t find any of these dependencies in another project you don’t need to be concerned about this.

NOTE: I defined SQLITE_OMIT_LOAD_EXTENSION and appended it to CFLAGS since we won’t be needing such functionality for the libretro port.

NOTE2: Although the developer of Craft has gone to great pains to make sure there are as few hard dependencies as possible (and the few there are, have their sources provided inside the project’s codebase) ,there are still some hard dependencies which will require us to pull in some sources later on, like ‘libcurl’. We will ignore this for now, and just dynamically link against it for now until we can get rid of this dependency by compiling it into the core itself.

Continue reading “Making Of: Craft core”

Day 1 Vulkan support

Vulkan_API_logo.svg

Today Hans-Kristian Arntzen (also known as Themaister) sent us a big pull request giving RetroArch complete Vulkan support, the new graphics library API that has been unveiled and released to the public today.

See the pull request here.

Features/what has been ported

  • A full-featured graphics driver for Vulkan was written.
  • It should be compatible with MaterialUI/XMB and the other hardware-accelerated menu drivers that were previously GL-only.
  • Overlays should work through Vulkan. (by overlays we mean the gamepad overlays in RetroArch)
  • Font rendering should work through Vulkan.
  • Shader support. Vulkan support will mean some changes for shaders that will be unveiled later on.
  • Asynchronous GPU recording.
  • Libretro cores can be written against Vulkan as well. A test core was included for this in the repo, you can find it here.

Libretro cores that use Vulkan will require an additional header, libretro_vulkan.h.

Continue reading “Day 1 Vulkan support”

RetroArch 1.3 released

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

You can get them from this page:

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

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

Continue reading “RetroArch 1.3 released”