New core: OpenLara (Windows/Linux)

OpenLara is now available as a libretro core! This is a new work-in-progress Tomb Raider game engine by developer XProger and is already progressing rapidly.

If you’d like to know more about the project, please visit its site here. There’s even a cool web demo you can check out here.

Available for

The OpenLara core is currently available for:

  • Windows (32bit/64bit)
  • Linux (32bit/64bit)

Further requirements: This core requires that you turn on ‘Enable Shared Hardware Context’, otherwise you will only see a single texture being displayed onscreen instead of the game screen.

Note for macOS users: There is currently no ‘working’ macOS version available because of the aforementioned reason. Please be patient and keep the faith, we have not forgotten about macOS users and we have not relegated them to second-class citizen either. Just going to take a little bit of time before we sort this out.

How to get it

  1. Start RetroArch.
  2. Go to Online Updater -> Update Cores.
  3. Download ‘Tomb Raider (OpenLara)’ from the list.

Important!

  • This core requires that you use OpenGL as the video driver. Go to Settings -> Driver. If ‘video driver’ is set to ‘vulkan’, switch it back to ‘gl’, and then restart.

How to turn on shared hardware context (required)

This core also requires that you turn on ‘Enable Shared Hardware Context’. If you don’t do this, you will only see a single texture on the screen, like this –

If you see this, then 'Enable Shared Hardware Context' should be turned on!
If you see this, then ‘Enable Shared Hardware Context’ should be turned on! Read below on how to do that!

First, you need to ensure that ‘Show Advanced Settings’ is turned on. Go to Settings -> User Interface and turn ‘Show Advanced Settings’ on.

Now, go back, and go to Settings -> Core.

Once inside the ‘Core’ settings, set ‘Enable Shared Hardware Context’ to ON.

The upcoming version of RetroArch (version 1.6.1) might make it unnecessary to toggle this, saving you the hassle of having to do this.

How to use it

Convincing self-shadowing effects which the original games didn't have.
Convincing self-shadowing effects which the original games didn’t have.

Right now, OpenLara is more of a tech demo. You have to load separate levels into the program in order to play them. You cannot currently play Tomb Raider from beginning to end using this core. We hope that it will book major progress so that one day we can replay the old Tomb Raider games entirely with these enhanced graphics and enhanced framerates. To this end, we intend to support the project.

For demonstration purposes, we provide you with the Tomb Raider 1 demo levels so that you can test it out. It is also possible to use levels from the PC/PSX version and load this into the game engine core, so try that out at your own discretion.

How to use the demo

We assume you have already followed the steps in ‘How to get it’, and that the core is already installed.

  • Go to Online Updater -> Content Downloader.

  • Go to ‘Tomb Raider’, and select the file ‘tombraider1-demo.zip’.

  • Go back to the main menu, and now select ‘Load Content’. Select ‘Downloads’. Go to the folder ‘Tomb Raider’, and select LEVEL2.PSX. If all went well, OpenLara should now start at Level 2 of Tomb Raider 1.

 

Be aware that certain gameplay elements are simply not implemented as of yet, such as health bars, taking damage, etc. You can ‘complete’ the stage technically but you also cannot die or continue to the next level.

Controls

The controls on the RetroPad are set up to mirror those of the PSX Tomb Raider games.

L2 – Sidestep left

R2 – Sidestep right

R1 – Hold to walk

Y button – Jump

B button – Action button. Can be used to flick switches/toggles, etc, or to grab a ledge.

X button – Draw weapon. Press B button to shoot, and press X again to withdraw.

A button – Do a roll. This works a bit different from regular Tomb Raider mechanics in that it will perform a back dash if you press the A button without moving.

Start button – This will toggle a fullscreen mode that is very much like what Mirror’s Edge would have looked like with a PS1-era game engine.  Note that toggling this right now is very finicky, and will be improved in the future.

There is currently no way to toggle the inventory or to select weapons on the RetroPad other than the default guns. The reason for there being no inventory is because OpenLara itself doesn’t have that yet.

Enhancements

The MIrror's Edge-style first person mode along with Lara's shadow projected onto the wall
The MIrror’s Edge-style first person mode along with Lara’s shadow projected onto the wall

The nice thing about OpenLara is that, while staying true to the original look and feel of the original, it also adds some graphical enhancements to it that manages to make the boxy old-school Tomb Raider games look a bit less archaic. Some examples include :

  • Self-shadowing on Lara, enemies, etc.
  • New water effects which replaces the simple vertex manipulation of the water surface on the PSX. The Saturn version actually was the only version that tried to do something a bit more sophisticated with the water. If you dislike these very nice graphical enhancements, I inserted a core option so you can turn these off (‘Enable water effects’ in Quick Menu -> options).
  • Shading effects – after Lara gets out of the water, her skin has a slightly wet shading effect.
  • A first-person mode that is more convincing and fun than what you’d expect. It behaves a bit like Mirror’s Edge in that the camera bobs up and down, and you can see Lara’s hands move in front of you. If you try to do a somersault – the camera will rotate along with it as well. What makes the firstperson mode a bit more convincing is the new self-shadowing effects that have been added.

Extra features

To access these settings, while the game is running, go to the RetroArch menu, and select 'Quick Menu -> Options'.
To access these settings, while the game is running, go to the RetroArch menu, and select ‘Quick Menu -> Options’.
  • You can increase the resolution all the way up to 2560×1440. Higher resolution modes might become available as time goes on.
  • The OpenLara core is framerate-independent. Go to Quick Menu -> Options, change ‘Framerate’ to the value you desire, and then restart the core. You can run OpenLara at 30fps / 60fps / 90fps / 120fps / 144fps. The default framerate is 60fps.
  • You can turn the advanced water effects off if you so desire. Go to Quick Menu -> Options, change ‘Water effects’ to ON/OFF, and then restart the core. You can also turn on/off bilinear filtering similarly.

Unimplemented

There are still some things which are not fully implemented in this version.  Some examples include:

  • Save states are not implemented. And savestates don’t seem to be implemented in upstream either, so not much that can be done about it at this stage.
  • As mentioned before, this is still more of a tech demo project. You cannot complete any Tomb Raider game right now from beginning to end; you can only play individual levels.
  • The analog sticks are currently unbound. It might be a good idea to bind camera manipulation to the second analog stick.
  • There are no mouse controls. The standalone version does have this. We will try to hook this up as well later.

Still coming up!

Still yet to be released shortly (in the next few days) is:

  • Dolphin (Gamecube/Wii emulator, with Gamecube-only controls at first)

This will probably coincide with a new version of RetroArch, version 1.6.1. Stay tuned!

New core: Redream (Windows/Linux)

Redream is now available as a libretro core! This is a new Sega Dreamcast emulator by developer inolen and is already progressing rapidly.

If you’d like to know more about the project, please visit its site here. Please try to support inolen’s efforts! Open-source Dreamcast emulation still leaves much to be desired, and this project is one of the most promising ones to date that is actively worked on.

Available for

The Redream core is currently available for:

  • Windows (64bit)
  • Linux (64bit)

Further requirements: This core requires OpenGL 3.3 or higher in order to work. If your GPU driver doesn’t support that, you’re out of luck unfortunately.

Note for macOS users: There is currently no ‘working’ macOS version available. This is because this core requires OpenGL core 3.3 context, and RetroArch on macOS currently does not support this. We will have to add support for this to a future version of RetroArch on macOS before this core will start to work on it. Please be patient and keep the faith, we have not forgotten about macOS users and we have not relegated them to second-class citizen either. Just going to take a little bit of time before we sort this out.

How to get it

  1. Start RetroArch.
  2. Go to Online Updater -> Update Cores.
  3. Download ‘Sega Dreamcast (Redream)’ from the list.

BIOS instructions, etc. (highly recommended)

Redream can use either a real BIOS boot ROM, or a high-level emulated version that has been baked-in to the emulator. We highly recommend you use a real BIOS for the best overall compatibility. 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.

Create a directory called ‘dc’ inside your system directory. Inside it, you should put the following files:

  • boot.bin / dc_boot.bin
  • flash.bin / dc_flash.bin

You can tell that Redream has used the real BIOS if you see the Dreamcast logo swirl at the beginning. If you don’t see this, it means that it’s using the HLE BIOS. Compatibility will be far lower then.

Important!

  • This core requires that you use OpenGL as the video driver. Go to Settings -> Driver. If ‘video driver’ is set to ‘vulkan’, switch it back to ‘gl’, and then restart.

 

Tempering expectations

Please note that Redream, like its subtitle itself states, is a ‘work-in-progress Dreamcast emulator’. Don’t expect it to be better right now than Reicast. There will be sound issues, general compatibility issues, and a general rougher experience right now than say Reicast.

However, what is important is that inolen is rapidly making progress on this emulator, whereas Reicast’s development has stood still for years. For that reason alone, it should be heavily supported.

Other notes:

  • Redream right now has experimental CDI image support. However, many CDI images that run on Reicast might not run yet on Redream. GDI images should work fine however though.

Unimplemented

There are still some things which are not fully implemented in this version.  Some examples include:

  • Save states are not implemented. And savestates don’t seem to be implemented in upstream either, so not much that can be done about it at this stage.

Still coming up!

Still yet to be released shortly (in the next few days) are:

  • OpenLara (open-source Tomb Raider game engine clone, work-in-progress)
  • Dolphin (Gamecube/Wii emulator, with Gamecube-only controls at first)

Stay tuned!

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.

MelonDS

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

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:

https://buildbot.libretro.com/nightly/linux/armhf/latest/

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:

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.