RetroArch 1.8.8 released!


RetroArch 1.8.8 has just been released.

Grab it here.

Read our latest Libretro Cores Progress Report blog post here. It’s an exhaustive list, and especially the older consoles have received a lot of new cores and improvements.

Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love with our users. This project exists because of your support and belief in us to keep going doing great things. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!

Highlights

Add option to sort playlists after name truncation (Ozone)

A couple of users have complained about a feature we made in 1.8.7 (Fix sidebar playlist sort order when ‘Truncate Playlist Names’ is enabled). This new addition makes the new sidebar playlist sorting behaviour optional via a Sort Playlists After Name Truncation setting under User Interface > Appearance. When disabled, playlists will be sorted the old way (according to file name), not by display name.

Localization – big updates and crowdsourced

A new language has been added, Slovakian. And plenty of the existing languages have received big updates as far as localization goes.

But by far the biggest change is our transition to Crowdin. This allows non-programmers to more easily contribute localization changes/additions to RetroArch. You can see the completion status of the various languages on our Crowdin page.

Improved shader preset dirs

1.8.8 restores the original behavior of the “Save Shader Preset As” option, and improves the cycling of shaders by allowing to cycle the shaders on fallback directories if the Video Shader directory does not contain any preset.

Input Remapping Fixes

In 1.8.7, pressing RetroPad Start to reset a core input remap to the default setting did not work correctly – analog stick inputs get the wrong defaults, and inputs that are left undefined by the core are not set to the proper RARCH_UNMAPPED value.

1.8.8 fixes the issue.

RetroArch WiiU: Gamepad hotplugging support, theoretical multi-gamepad support

1.8.8 adds support for hotplugging WiiU Gamepads. Critically for users, this makes the driver no longer assume a Gamepad is present, so when it’s broken or out of battery or missing; the first Wiimote gets slot 1 instead (helpful when All Users Control Menu is off). I [quarkawesome] also made it check Gamepad channel 2 – while it’s impossible to connect a second Gamepad on a retail console, the code to do it still appears to be there. If that feature ever becomes a thing through CFWs, it’ll work here.

RetroArch P2 – New SDK/toolchain – big improvements

fjtrujy spent a lot of time adapting RetroArch PlayStation2 to the latest PS2 SDK. RetroArch PS2 is now being built with a modern version of the GCC compiler, and certain cores are already seeing massive speedups as a result.

As can be seen by the tweet, QuickNES went from 255fps with the old SDK to 429fps with the new SDK. This makes the core more than fast enough to use runahead – on a PlayStation2 of all things!

A newer C/C++ toolchain also will make it much easier to port over software to PS2, it was previously quite difficult to port C++ cores over to PS2.

fjtrujy also added Theodore to the list of cores supported.

Changelog

What you’ve read above is just a small sampling of what 1.8.8 has to offer. There might be things that we forgot to list in the changelog listed below, but here it is for your perusal regardless.

1.8.8

  • AUDIO/JACK: Fix regression introduced after 1.8.4 – would hang at startup
  • CHEEVOS: Disable hardcore when cheats are enabled
  • CHD: Return false when special track cannot be found
  • DISCORD/MATCHMAKING: Fix Discord ‘Ask To Join’ functionality
  • FILE PATH: Various file path handling optimisations
  • FONT: Fix Arabic, Chinese and Korean font rendering
  • INPUT MAPPING/REMAPPING: Restore broken ‘reset to default’ functionality with RetroPad ‘start’ button
  • INPUT MAPPING/REMAPPING: Fix ‘reset to default’ action for analog sticks and undefined core inputs
  • LIBRETRO: Add new message extension allowing for richer messages
  • LOCALIZATION: Update Arabic translation
  • LOCALIZATION: Update Chinese (Simplified) translation
  • LOCALIZATION: Update Chinese (Traditional) translation
  • LOCALIZATION: Update German translation
  • LOCALIZATION: Update Greek translation
  • LOCALIZATION: Update Spanish translation
  • LOCALIZATION: Update French translation
  • LOCALIZATION: Update Italian translation
  • LOCALIZATION: Update Japanese translation
  • LOCALIZATION: Update Korean translation
  • LOCALIZATION: Update Dutch translation
  • LOCALIZATION: Update Polish translation
  • LOCALIZATION: Update Portuguese Brazilian translation
  • LOCALIZATION: Update Russian translation
  • LOCALIZATION: Update Turkish translation
  • LOCALIZATION: Update Vietnamese translation
  • LOCALIZATION: Add Slovak translation
  • MENU: Small buffer optimizations
  • MENU/THUMBNAILS/BUGFIX: Fix heap-use-after-free error
  • MENU/OZONE: Add option to sort playlists after name truncation
  • MENU/OZONE/ANDROIDTV: Default to Ozone menu driver
  • MENU/OZONE/ANDROID: Gamepad-like devices default to Ozone now (Shield Portable)
  • NETPLAY: Lower announcement rate
  • OVERLAYS: Fix memory leak when loading overlays
  • SHADER PRESETS: Improved shader preset dirs
  • TIME/DATE: Enable configuration of date seperator in clock and runtime ‘last played’ displays
  • VITA: Fix upside-down vertical games
  • UWP: Enable playlist and savefile compression by default (because of slow file I/O)
  • VIDEO/WIDGETS: Fix overlapping text when simultaneous pop-up notifications and core/shader messages are being displayed
  • WIIU: Gamepad hotplugging support
  • WIIU: Theoretical multi-gamepad support
  • X11: Fix crash in x11_display_server_get_screen_orientation
  • X11/XSHM: Allow X11/XHSM video driver to operate without SHM extension
  • X11/XSHM: Fix compatibility with X11 input driver
  • XVIDEO: Fix keyboard input initialization
  • XVIDEO/XWAYLAND: Fix XVideo support on xwayland (by supporting I420 and YZ12)

Libretro Cores Progress Report – April 2, 2020

Our last core progress report was on February 29, 2020. Below we detail the most significant changes to all the Libretro cores we and/or upstream partners maintain. We are listing changes that have happened since then.

How to update your cores in RetroArch

There are two ways to update your cores:

a – If you have already installed the core before, you can go to Online Updater and select ‘Update Installed Cores’.

b – If you haven’t installed the core yet, go to Online Updater, ‘Core Updater’, and select the core from the list that you want to install.

Final Burn Neo

Description: Multi-system arcade emulator

  • Latest updates from upstream

blueMSX

Description: Home computer MSX emulator

  • Fix not smooth scroll in PAL 50Hz
  • Buildfix for libnx (Switch)
  • Buildfix for 3DS

Beetle PSX

Description: Sony PlayStation emulator

  • Added “fast PAL” hack to allow PAL games to play at NTSC framerates
  • Added Force NTSC aspect ratio
  • Vulkan: Disable adaptive smoothing by default

    This should be disabled by default like the other Vulkan-exclusive
    enhancements so as to better match stock settings

  • Hide scanline core options based on content region
  • Refactor memory card core options logic

    Get rid of confusing check_variables() memcard startup logic and
    corresponding redundant variables, and update core option
    labels/sublabels to match actual core functionality.

  • Implement aspect ratio core option (psx.correct_aspect equivalent)

    Beetle PSX implementation of “psx.correct_aspect” introduced in Mednafen
    1.24.0-UNSTABLE (no relevant code backported from upstream).
    Additionally fixes aspect ratio scaling issues when cropping overscan or
    adjusting visible scanlines. “Force 4:3” is left as a legacy option for
    users preferring the old inaccurate behavior.

  • Add option for setting core-reported FPS timing
  • WIP: increase RAM to 8MB instead of the default 2
  • Improve internal FPS detection

Vitaquake 2

Description: Quake 2 game engine core

Vitaquake 2 is now available for the first time on Emscripten.

Hatari

Description: Atari ST/STE/TT/Falcon emulator

  • Port: Ported Hatari to PS Vita

Atari 800

Description:

  • Port: Ported Atari 800 to 3DS

Dosbox core

Description: MS-DOS home computer emulator

  • Latest updates from Github

Dosbox SVN

Description: MS-DOS home computer emulator

  • Latest updates from Github
  • Make 16MB RAM default, change default cycle mode to “fixed” and “10000”

    Max and auto modes are broken on some systems.

LRMAME

Description: Multi-system arcade emulator

  • Updated to version 0.219

ECWolf

Description: Wolfenstein 3D game engine core

  • Latest updates (TODO/FIXME)

Flycast

Description: Sega Dreamcast emulator

  • fix alignment issues reported by ubsan on x64
  • Fix chd lzma and zlib buffers alignment
  • Fix rec/x64 block check alignment
  • Fix ChannelEx struct alignment
  • nvmem: generate console ID at startup. rec-x64: Call stack alignment

    Generate console ID in dc_nvmem.bin if blank. Used by chuchu rocket
    login.
    Align stack to 16-byte when calling function from x64 rec

  • (NAOMI) add sfz3ugd button labels
  • (NAOMI) Alien Front Naomi needs DIV matching disabled
  • (NAOMI) VMU support (vonot, sf3zu). Fix otrigger inputs.
  • input: only use R2/L2 for trigger input even with digital triggers
  • renderer: generate mipmaps for custom textures
  • custom texture: stop loader thread before loading state
  • renderer: decrease MipmapD bias – fixes street lights in Sonic Adventure 1
  • gdrom: don’t resume CDDA if not playing. stop if cur > end – implement ATA_IDENTIFY
  • Protect RAM and VRAM when VMEM is disabled
  • (Switch) Initial Port
  • ta: defer index building and strip merging, filter out infinite vertices
  • pvr: reserve more opaque polys. Don’t crash on TA overrun
  • vmem: unprotect vram when releasing memory if NO_VMEM
  • (Switch) Iterate each Page for Permission set
  • Use -O2 for YUV_Block8x8 due to UB
  • pvr: don’t reset tile clipping value on each frame – Fixes Irides – master of blocks
  • support multi-session cue/bin. mipmap D-adjust only to increase LoD
  • limit maple schedule time
  • allow VRAM 8-bit reads
  • gl: use common ReadFramebuffer() func
  • sort triangles even with 1 polygon – fixes missing Naomi boot logo and vtennis2 black frame during replay
  • fix crash when TR poly count is 0

ChaiLove

  • Port: Ported ChaiLove core to 3DS
  • Port: Ported ChaiLove core to Android

HBMAME

Description: Emulator of homebrew and hacked games for arcade hardware

  • New core

VICE

Description: Commodore 64 home computer emulator

  • Split “Paddles” joyport type to first two RetroPads:
    Player1 vertical axis = Player2 horizontal axis
    Player1 2nd button = Player2 1st button
    Add speed modifier hotkeys (slower+faster) for paddles/mouse

    Because “Paddles” is in fact 2 controllers in one joyport, and currently it is read like a mouse with 2 axis and 2 buttons, this is not convenient for 2 player games, like Panic Analogue, which use paddles as 2 separate entities with one axis and one button.

  • Fixes for JiffyDOS, Disk Control & Statusbar –

    To evade JiffyDOS incompatibilities with CRTs, PRGs & TAPs, the allowance method is changed from whitelist to blacklist.
    Also M3U playlists of D64 images will allow, and playlists of TAP images will not
    Fixed not being able to insert disks at all when starting without content
    Drive type defaults to 1541, as in inserting D81s will not work for now, because drive type autodetection happens only on autostart
    Finetuned statusbar

  • Turbofire & JiffyDOS fix –
    Minor fixes:

    Turbofire pulse was off (value 2 was actually 4)
    No reason to allow JiffyDOS core option with anything other than D64 & D81, or is there..?

  • Remove Nuklear GUI, Add VKBD touch control –
    Replaced bloaty Nuklear with the lightweight VKBD from PUAE

    No drawbacks, only benefits: Touch control, better performance, simpler maintenance

  • Port: Fixed VICE core Android build
  • Port: Ported VICE core to 3DS
  • Port: Ported VICE core to Emscripten
  • Add support for disk control interface v1 (disk display labels)
  • x64: Exclude vicii-clock-stretch.c – vicii-clock-stretch.c is not really used on x64, it’s only for x128
  • Disable cpmcart on x128 –
    Both x128 and cpmcart have z80 cpu and both have z80_regs symbols.
    On platforms other than emscripten those symbols end up being aliased
    due to “-fcommon” behaviour. This would lead to very weird results if they
    would ever be used together.

    On real hw cpmcart is unnecessarry due to integrated CP/M mode

    In the emulator cpmcart is runtime-enable only on x64 and x64sc but
    the relevant code is still compiled-in.

    So just remove cpmcart.c and #ifndef to avoid references

  • Core option for disabling autostart joined with autostart warp
  • Statusbar improvements, VKBD transparency core option

GME

Description: Game Music Emulator core

  • Port: Ported GME core to PSL1GHT (PS3)
  • Port: Ported GME core to 3DS

prBoom

Description: Doom 1/2 game engine core

  • retro_run: Don’t attempt to run domm lop after exit – This fixes crash on exit on 3DS
  • Port: Added PSL1GHT port (PS3)

MelonDS

Description: Nintendo DS emulator

  • (Switch) Latest updates

P-UAE

Description: Commodore Amiga emulator

  • VKBD updates, CD turbo speed backport
  • WHDLoad changes (button overrides)
  • VKBD touch control –
    Only tested with Windows and mouse, since RETRO_DEVICE_POINTER also reacts with it. Hence also disabled real mouse control while VKBD is visible.
  • Port: Ported P-UAE to PSVita
  • Minor save state improvements
  • Extended ZIP support

ScummVM

  • Update to ScummVM 2.1.1
  • Allow launching games directly from game files

Mr. Boom

Description:

  • Port: Ported Mr. Boom to 3DS
  • Port: Ported Mr. Boom to Emscripten
  • Port: Ported Mr. Boom to PSP
  • Port: Ported Mr. Boom to PS Vita
  • Port: Ported Mr. Boom to Apple tvOS
  • Fix unaligned casts

FCEUmm

Description: NES emulator core

  • Fix unable to load some unif carts
  • M274 update
  • Add 42-in-80000 multicart (m380)
  • Add mapper 389 (Caltron 9-in-1)
  • BMCFK23C – update
  • Fix default palette
  • Add Mortal Kombat Trilogy – 8 People (M1274) (Ch) [!].nes to ines-cor…
  • Merge unif board BMC-Super24in1SC03 to BMC-FK23C
  • M176: Minor tweak to chr mixed ram/rom logic check and others
  • Simplify dipswitch options for Nintendo World Championships 1990 cart
  • MMC3: Make sure to free any allocated memory when using MMC3 as an external module
  • Misc mapper updates
  • m269: Move chr unscrambling to mapper init
  • Unif: Show raw values for prg/chr rom size in logs
  • Remove unneeded code in BMC-Super24in1SC03
  • Remove duplicate code in bmc-fk23c
  • Rewrite BMC-FK23C/A (m176) based on updated notes and testing
  • Fix incompatible pointer type warning
  • Add 168-in-1 New Contra Function 16 to ines-correct.h
  • unif.c: Align board map struct
  • ines.c: Cleanup mapper struct and iNESLoad()
  • Fix unterminated savestate struct
  • Update mapper 79
  • vrc2and4: Fix mapper 22 games not working (regression) and refactoring
  • Update ines-correct.h

The Powder Toy

Description: Game engine core

  • Port: Ported The Powder Toy to 3DS

PocketCDG

Description: MP3 Karaoke audio player

  • Eliminate too verbose output – On 3DS stderr is printed on lower screen and is slow. This messes up the
    performance completely.

Picodrive

Description: Sega Megadrive/Genesis/32X/CD emulator

  • Add option to change sound quality – Even with the fast renderer (#116), the framerate on the PSP slows down at some points in some games. Reducing the sound rate can help increase the framerate in these cases.

    It’s not ideal but it’s better than frame skipping. [bmaupin]

VBA-M

Description: Game Boy Advance emulator

  • Fix Save Failed error for Super Monkey Ball Jr.

gpSP

Description: Game Boy Advance emulator

  • [3DS] Fix dynarec prefetch aborts
  • Add automatic frame skipping

Frodo

Description: Commodore 64 emulator

  • Support running without ROM

PX68K

Description: Sharp X68000 Emulator

  • Prevent simultaneous up+down / left+right button presses

Lutro

Lutro now runs on the 3DS.

Snake runs at 60 fps
Platformer runs at 20 fps

  • (3DS) Fix build
  • (Switch) Fix build

ECWolf Wolfenstein 3D Libretro core WIP available today on Windows/Mac/Linux/Android!

ECWolf Libretro running on RetroArch at high resolution and widescreen enabled

A new Libretro core is being made available for RetroArch and other Libretro frontends today! ECWolf is a Wolfenstein 3D source port game engine. This port is courtesy of phcoder.

ECWolf can run the following content:

  • Wolfenstein 3D
  • Spear of Destiny
  • Super 3D Noah’s Ark

It will be available today for the following platforms:

  • Linux
  • Windows
  • macOS
  • Android

It will probably be released over time on other platforms.

How to get it

There are two ways to install and/or update the ECWolf core:

a – If you have already installed the core before, you can go to Online Updater and select ‘Update Installed Cores’.

b – If you haven’t installed the core yet, go to Online Updater, ‘Core Updater’, and select ‘Wolfenstein 3D (ECWolf)’ from the list. It will then download and install this core.

How to play it with the shareware version

If you don’t have the full registered version’s data files to play with, you can still get the shareware version. We provide this in an easily obtainable way to you, so let’s go through the steps. Start up RetroArch first. Then do the following:

1. Go to Online Updater, ‘Content Downloader’.

2. Go to ‘Wolfenstein’, and download ‘Wolfenstein 3D (Shareware).zip’.

3. Now go back to the Main Menu. Select ‘Load Content’, and select the ‘Downloads’ directory. Select ‘Wolfenstein 3D (Shareware)’, and then select ‘WOLF3D.EXE’. Start this with the ECWolf core when asked about it.

Current status


This port is currently incomplete but already has a lot of functionality.

NOTE: You need the file ‘ecwolf.pk3’ inside either your System directory, or the same directory as your content. You can get this file from within RetroArch through the Content Downloader (see the previous paragraph, but instead of downloading ‘Wolfenstein 3D (Shareware).zip’, download ‘ecwolf.pk3’ instead.

Differences with standalone port

* Menus are removed and it goes straight to episode or skill selection
* All options are moved to libretro options
* Full screen control is also moved to normal libretro
* Load and save is moved to libretro facilities as well
* Quit is removed from the core and is to be handled in libretro way as well
* Invunerability cheat is moved to libretro options
* Gamma control is not supported. Use libretro filters.
* Currently has variable framerate support up to 360fps. Original game ran at 70fps.

Missing features

* Only IMF music is supported
* “Read This!” is missing
* “High scores” are also missing
* MLI cheat is missing
* Demo recording and playback are missing. Note: normal libretro demos are still there.
* F1 help is missing
* ID easter egg is missing
* Mouse and keyboard support, including corresponding config, is missing.
Only RetroPad currently works. You can control using retropad mappings
* ‘0’-‘9’ weapon selection is missing
* Buttons ‘zoom’, ‘reload’ and ‘altattack’ are missing. They’re used only in mods.
* Buttons ‘Strafe modifier’ and ‘status bar’ are missing
* Netplay is missing
* Difficulty confirmation screen is missing
* Resizing screen with +/- is not supported. Use options
* Commander Keen easter egg is missing
* Menu movement animation is missing
* Robert’s jukebox is missing

Known glitches

* Rewinding through intermission or death fizzling results in glitched screen
* Sometimes after loading a large asset, FPS drops. If that happens go to RetroArch menu for couple of seconds and then back
* The sound is currently a bit glitchy/crackly when running below 70fps (the game’s original framerate). We have found that there are far less sound issues at 70Hz and above (such as 120Hz).
* Frame pacing and frame time deviations can probably still be further improved.

Prboom – Working rewind and WIP Runahead support!

Prboom, the Doom 1/2 game engine core, has finally gained serialization support. In this video, you can see rewind being used, as well as experimental runahead support!

Runahead support is currently incomplete and you can see some of the status bar elements flashing, some of the screen updates also are improperly rendered right now. The promise with runahead though is that we can start shaving off large amounts of built-in game latency once it’s working perfectly! For the best results right now with runahead, we currently recommend that you enable ‘Use second instance’ and set ‘Runahead Frames’ to 1.

Start up your copy of #RetroArch and upgrade your core to the latest version of Prboom to enjoy these latest new features!

Libretro Cores Progress Report – February 5, 2020 (Big updates for N64, Dreamcast, PlayStation1, Saturn and 3DO emulator cores!)

Our last core progress report was on January 9, 2019. Below we detail the most significant changes to all the Libretro cores we and/or upstream partners maintain. We are listing changes that have happened since then.

How to update your cores in RetroArch

There are two ways to update your cores:

a – If you have already installed the core before, you can go to Online Updater and select ‘Update Installed Cores’.

b – If you haven’t installed the core yet, go to Online Updater, ‘Core Updater’, and select the core from the list that you want to install.

Parallel N64


Description: Nintendo 64 emulator core

Parallel RSP has been completely rewritten to use GNU Lighting instead of LLVM.

Advantages:
* LLVM was a big dependency. When statically linking this in, the core could become as big as 80MB non-stripped and 60MB stripped. Contrast this to GNU Lightning where we are sitting at 3.6MB non-stripped. LLVM also was not trivial to port to other platforms as easily as GNU Lightning. This means that Parallel RSP will make its way to Android and Switch (there is already an Aarch64 backend being written by m4xw)

* There are no more micro stutters and stalls that plagued the LLVM implementation. For instance – bringing up the auto-map in Doom 64, or the first menu screen transitions in F-Zero X, or firing your gun for the first time in Quake 64 – all of these would add temporary 1 second or more stalls the first time a code block was being compiled. With GNU Lightning, there are no such issues.

Disadvantages:
* Code generation is quite naive compared to LLVM’s, so there is somewhat of a performance tradeoff compared to the LLVM implementation. We estimate we lose about 5 to 8fps compared to the LLVM implementation. However, no microstutters/stalls and no more LLVM dependency makes it worth it, and there are ways to win this performance back and go further beyond in departments other than parallel RSP anyway.

  • Remove old parallel RSP implementation based on LLVM, replaced with Lightning-based parallel RSP. Takes care of microstutters/stalls
  • Angrylion: Option to select number of threads
  • Parallel RSP now available on Mac

Flycast


Description: Sega Dreamcast emulator core

Important updates

Flycast – Better saturate colors when converting textures to higher precision

Flycast – fix texture bleeding case when upscaling

Increased NAOMI Arcade game compatibility

Flyinghead has been busy improving arcade emulation support.

Netlink support is being worked on for Gun Survivor 2 Biohazard Code: Veronica. This is an arcade game adaption of Resident Evil Code: Veronica. It was also later released on PlayStation2. It never made the transition to the home on Dreamcast.

Second is Mazan – Flash of The Blade. The controls were not emulated before. This game is actually fairly unique in that not only was it a custom Naomi hardware design by Namco (more capable GPUs that could operate in an array), but it also had an unique input device.


It used motion sensing technology to detect swings you would make with the sword. Yes, that’s right, a motion sensing sword is your primary input device in this game.

(Upcoming) Accurate video output simulation – PowerVR 2 Post-process filtering

Leilei and Flyinghead got together to add something that accuracy purists might love. This is an upcoming feature that will be available soon –

We’ve added a couple of video output postprocessing options. To be exact, it’s an internal 24->16-bit buffer post-dithering pipeline stage. Lei-lei did this reversal of the PowerVR effects with his PowerVR PCX2 card (which has the same exact post-dithering as the newer PVR GPUs) and observing lossless official press release screenshots and xjas’s VGA capture dump.

If you recall, during the PS2’s early launch, people would often remark that the Dreamcast’s video output appeared crisper and had anti-aliasing applied whereas PS2 launch games appeared heavily aliased. In truth, what was going on was not really full-scene anti-aliasing or anything to that effect. Instead, it was a simple vertical blur the PowerVR2 GPU in the Dreamcast did to combat interlace flicker on composite video output.
The GameCube did something similar with the copy filters on a few games. Some of Sonic Team’s games on GameCube for instance did a similar vertical blur for the same deflicker purpose.

There was also noticeable VGA signal loss included in the VGA output when connecting your Dreamcast to a monitor with a VGA cable. It gives the screen a green hue and adds a ton of feedback instead of it being a clean dithered 16bpp image. This is also an option in the frontend shader, and we hope to add this too to Flycast as an optional feature.

You can now enable this with the GL renderer. If you’d like to use this shader in other cores and apply it as a frontend shader, you can do that too – we added the shader to the GLSL and Slang shader packs (see gpu/powervr2).

Frame comparison at native resolution

Frame comparison at 5120×3840

Changelog

  • Init AICA int mask/level at HLE boot – fixes missing audio in KOS homebrews
  • Disable DIV matching for Aqua GT
  • Disable DIV matching for Rayman 2 (NTSC)
  • Disable DIV matching for Rayman 2 (PAL)
  • Disable DIV matching for Elysion
  • Disable DIV matching for Silent Scope (NTSC)
  • Disable DIV matching for Silent Scope (PAL)
  • Disable DIV matching for Power Stone (US)
  • Disable DIV matching for Power Stone (JP)
  • Disable DIV matching for Power Stone (PAL)
  • Disable DIV matching for Metropolis Street Racer (NTSC)
  • Disable DIV matching for Metropolis Street Racer (PAL)
  • Disable RGB Component for Vigilante 8: 2nd Offense, Gauntlet Legends, Street Fighter Alpha 3
  • Stop CDDA when reading sector. Fixes Hydro Thunder – Time records music bug
  • (GL/Vulkan) Ignore trilinear filtering if texture isn’t mipmapped. Fixes Shenmue snowflakes color
  • (GL/GL4) PowerVR2 post-processing filter from leilei
  • (GL4) Fix blending issue when autosort=0. Fixes Sturmwind menu
  • (GL4) Don’t use extra depth scale in fog calculation. Fixes fog density in Sega Rally 2
  • New widescreen cheats: Suzuki Racing, Nightmare Creatures, Rent a Hero
  • (Maple) Safely reconnect VMUs when changing per-game VMUs option, may lead to VMU corruption otherwise. Don’t create VMU files when running Naomi or AtomisWave games
  • (Naomi) Emulate World Kicks and World Kicks PCB inputs
  • (Naomi) Fix reboot (and exiting service menu) by disabling legacy DIMM board emulation
  • (Naomi) Add input config for Mazan, emulate inputs for Mazan
  • (Reios) Support disk eject/change. Tested with Skies of Arcadia and D2
  • (PVR) Better saturate colors when converting tex to higher precision. Fixes transparency Issues in RE: Code Veronica and Dead or Alive 2
  • (PVR) Fix simple texture bleeding case when upscaling
  • Add disk control interface v1 support [jdgleaver]

Beetle PSX


Description: Sony PlayStation1 emulator core

Some important updates for Beetle PSX too – Lightning/Lightrec (the new dynarec technology being used) has seen many updates and improvements. Aarch64 compatibility should be a lot better now. ARMv7 is still a Work-In-Progress and still has many issues.

It’s now possible to set DMA/GPU Event Cycles to values as high as 1024. 1024 can offer a significant speed boost, but some games might not boot with this setting enabled. Test it yourself with a game of your choosing and see if it works reliably before you decide. You can always go for a lower value and see if that works better, while you don’t lose too much performance in the process.

So, to address the previous limitations of the dynarec – the two big ones were that runahead did not work, and that PGXP did not work with the dynarec enabled. Runahead is now working for software rendering mode, so that part is fulfilled (since hardware rendering not working reliably is not a core issue). As for PGXP, it now works with dynarec, but you will see a steep decline in performance, bringing you to performance levels just a little bit better than interpreter mode. However, there are plans to make PGXP part of the dynarec as well, which could take care of this issue.

Some performance tips for people that want to get the most out of their device:
* Set Dynarec Code Invalidation to ‘DMA Only (Slightly Faster)’. If it causes no issues in a game, this should give you a not-insignificant performance boost in some games.
* Set Dynarec DMA/GPU Event Cycles to a higher value than the default 128 if you can get away with it. If a game starts crashing or no longer boots from the BIOS screen, then you know you set it too high. Setting DMA Cycles to 1024 can have a big impact on maximum framerate.
* Software Framebuffer can be disabled for games that don’t make use of framebuffer readback. Try to turn this off if you are using the Vulkan hardware renderer. If you find certain graphics artefacts all of a sudden that were previously not there, you might have to turn this setting back on to get rid of the glitches.
* The Vulkan renderer right now might be a bit slower than the Software renderer. Some things you can try to bring the performance more in line would be to disable things like ‘Adaptive smoothing’, but if there is still a big performance gulf, you should resort to the Software renderer.
* PGXP right now will have a massive impact on performance with the dynarec. Turn it off if you care about getting the best performance possible.

  • Don’t call PGXP functions in gpu when PGXP is disabled
  • Add PGXP support in dynarec. Not much faster than interpreter, due to calling PGXP functions on every load/store opcode. Might become faster later
  • Add more DMA/GPU Event Cycles options. All multiples of 128 (default) should be fine. 1024 should be significantly faster but also the least compatible
  • Increase CPU overclock limit to 750%
  • Fix loading save states from pre-dynarec, need to use SFARRAYN with old name
  • Update Lightning
  • Add disk control interface v1 support [jdgleaver]

4DO


Description: 3DO emulator core

To learn more about some of the recent developments surrounding 4DO, be sure to read our dedicated article on this.

Beetle Saturn

Description: Sega Saturn emulator core

  • Add disk control interface v1 support [jdgleaver]

Beetle Wswan

Description: Bandai WonderSwan/WonderSwan Color emulator core

  • Backport 1.24.0 fixes
  • Backport variable color depth

Beetle Supergrafx

Description: Supergrafx emulator core

  • Move 2/6 button mode toggle to frontend

NeoCD

Description: SNK Neo Geo CD emulator core

  • Initial implementation of memory maps (untested) [fabrice-martinez]

Mupen64plus Next

Description: Nintendo 64 emulator core

  • Hotfix for Legend of Zelda: Majora’s Mask freeze due to special interrupt
  • Hotfix for Legend of Zelda: Ocarina of Time (+randomizer), this also fixes Rat Attack (only for dynarec, not interpreter) due to wrong handling of TLB exceptions for titles that don’t use TLB
  • Both hotfixes don’t fix the root cause and will be revised later on
  • Updated mupen64plus-rsp-hle, thanks to Gillou68310 the HVQM µcode is now implemented for HLE, fixing Pokemon Puzzle League and Yakouchuu II.

Note: Stay tuned for a lot of great updates coming out over the coming months, featuring threaded rendering as well as multi plugin support!

bsnes hd beta

Description: Super Nintendo emulator core

  • Update to latest version [DerKoun]

Boom3

Description: Doom 3 game engine core

  • Changed name from dhewm3 to boom3 at request of author

P-UAE

Description: Commodore Amiga emulator

  • Libco removed. 8-9% performance improvement
  • Enabled SERIAL_PORT, which fixes:
    All versions of Super Skidmarks, except that WHDLoad slave 1.1 with the ludicrous memory requirement
    Grand Prix Circuit
  • Ensure reset_drawing() is called whenever geometry changes (prevents out of bounds video buffer access)
  • D-Pad mouse acceleration + font fix
  • More statusbar options
  • VKBD glyph tuning
  • Add support for disk control interface v1 (disk display labels)
  • Remove savestate_initsave + better VKBD mouse control
  • Fix from WinUAE 4.1.0 for Chaos Engine 2 AGA crash
  • VKBD tuning
  • Audio via retro_audio_batch_cb + MDS fix + pregap fix
  • New default controls
  • Graph font & VKBD tweaks
  • HD LED writing color to red

Final Burn Neo

Description: Multi-system arcade emulator core

  • Latest updates

LRmame

Description: Multi-system arcade emulator core

  • Updated to latest version (0.218) – will be available later today [tcamargo]

NP2kai

Description: PC-9801 series emulator

  • Updated to latest version [AZO234]

Frodo

Description: Commodore 64 emulator

  • Now available on Android

Kronos

Description: Sega Saturn emulator core

  • OpenGLES preparation work
  • Fix window resize for VDP1 layer – Fix Winter Heat in resize
  • When OREG is read while status flag is clear, force command processing – avoid race – fix Rayman controls
  • Be more generic for the SMPC race issue
  • On intback continue write, status flag shall be 1 – Fix batman boot
  • Fix Batman window
  • Set the vdp1On when updating using write – Fix Sega Ages loading screen
  • If the VDP1 is cleared with a non transparent color, assume it shall
  • Introduce the development RAM Card used by Heart of Darkness
  • Display VDP1 layer cleared with non transparent color
  • (libretro) hook the dev cartridge
  • Fix two consecutive end code on core OpenGL – Fix Code R
  • fh is related to kx – shall fix some bad behavior on RBG CS

FCEUmm

Description: NES emulator core

NOTE: All changes courtesy of negativeexponent

  • Update mapper 213
  • Update mapper 319 (BMC-HP898F)
  • Update vrc2and4.c – support for big bank CHR (Contra 3) matched by hash
  • Added iNES 1.0/2.0 mappers
  • 134 – replaced Mapper134_init with Bs5652_Init
  • 391 – NC7000MM
  • 402 – 831019C J-2282
  • Added UNIF boards:
  • AB-G1L
  • BS-110
  • WELL-NO-DG450
  • KG256
  • Fix savestates – prevent possible issue on big-endian by adding mask
  • Fix savestates – specify correct variable size to state struct
  • Backport new FDS [Famicom Disk System] disk handling – fixes saving issue with some games (Bubble Bobble, Super Lode Runner II, …)
  • Add mapper 357
  • Add mapper 372
  • Add mapper 541
  • Add mapper 538
  • Add mapper 381
  • Add mapper 288
  • Update BMC-RESET-TXROM (m313)
  • Add mapper 374
  • Add mapper 390
  • Add mapper 267
  • m313: Fix incorrect bank sizes
  • Add mapper 294 (m134)
  • Add mapper 297

Genesis Plus GX

Description: Sega Genesis/Mega Drive/Master System/Game Gear emulator

  • Updated to latest version
  • Fixed runahead issues

SMS-Plus GX

Description: Sega Master System/Game Gear emulator

  • Add support for 2nd player port

Picodrive

Description: Sega Genesis/Mega Drive/Game Gear/Master System/Sega CD/32X emulator core

  • Allow access to Sega CD’s extra memory using retro_memory_map [negativeExponent]

mgba

Description: Game Boy Advance emulator core

  • Updated to latest version
  • Add Italian core options translation
  • Fixed runahead issues [endrift]
  • Add optional interframe blending

Mesen

Description: NES emulator core

  • Updated to latest version [Sour]
  • Fixed runahead issues [Sour]

PCSX ReARMed

Description: Sony PlayStation1 emulator core

  • Add input analog axis range modifier [stouken]
  • Add disk control interface v1 support [jdgleaver]

Snes9x 2005

Description: Super Nintendo emulator core

  • Should finally compile now for Raspberry Pi 4

TIC-80

Description: TIC-80 emulator core

  • Updated to latest version

PX68K Libretro

Description: NEC X68000 home computer emulator

  • Fix for M3U not registering Eject state
  • Implementation of new Disk Control interface (including custom labels)
  • px68k switch menu now accessable as core options