RetroArch 1.6.7 -Released!

NOTE: This is a bugfixed and spit-and-polish update. The initial release notes below are still from the 1.6.6 release.

RetroArch 1.6.7 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

– SCANNER: Fix directory scanning.
– SCANNER: Fix file scanning.
– COMMON: Fix ‘Disk Image Append’ option.
– FREEBSD: Compatibility fixes for Video4Linux2 camera driver.
– GUI: (MaterialUI) Add disk image append icons.
– GUI: (MaterialUI) Improve word wrapping when menu icons are enabled.
– GUI: (MaterialUI) Add User Interface -> Appearance -> Menu Icons Enable. You can turn on/off the icons on the lefthand side of the menu entries.
– GUI: Performance optimizations for XMB menu driver – only calculates visible items.
– LOCALIZATION: Update Italian translation.

Core updates since previous version (1.6.6)

  1. Picodrive should hopefully work now again on Android after notaz‘ updates.
  2. Beetle PSX’s OpenGL renderer should now work on various AMD GPUs thanks to rz5‘s efforts. There were previously some black screen issues on certain non-Polaris AMD GPUs.
  3. Beetle PSX – Fixed bugs (geometry updates had max width and height unset, other ones) (by albertofustinoni).
  4. Beetle Saturn – Unloading game leaves core unusable fix (by albertofustinoni).
  5. Beetle Supergrafx – add turbo on/off for 2-button controller mode (by retrowertz).
  6. Prosystem – NTSC Color Palette updates and DB updates (by underball).

RetroArch 1.6.6 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

– 3DS: Fixes serious performance regression that affected every core; rewind was always implicitly enabled.
– AUDIO: MOD/S3M/XM sound should now be properly mixed in with the core’s sound.
– GUI: Visual makeover of MaterialUI.
– GUI: Added ‘Music’, ‘Images’ and ‘Video’ collection options to RGUI/MaterialUI.
– GUI: Allow the user to add ‘Favorites’.
– GUI: Allow the user to rename entries.
– GUI: Performance optimizations for XMB menu driver.
– LOCALIZATION: Update Italian translation
– INPUT: Overlay controller response – when we press buttons on the gamepad or keyboard, the corresponding buttons on the overlay will be highlighted as well.
– NETBSD: Silence some compilation warnings.
– COMMON: Fixed bug ‘Deleting an entry from a playlist would not update the list view inside XMB’.
– COMMON: Fix inet_ntop_compat on *nix

If you want to read about the latest bounty and core updates, read this post instead here.

Complete overhaul of the mobile User Interface! (MaterialUI)

On mobile devices, RetroArch uses the mobile UI, MaterialUI, by default. This interface is designed around touchscreen and pointer devices like a mouse/trackball.

We have given this menu interface a significant overhaul now for version 1.6.6! We are aware that there is a significant percentage of people that to date have been completely unsatisfied with the current state of the menu system on mobile devices like Android and iOS. Our menu UI improvements in version 1.6.6 is our first step to try to remedy this. In later releases, we might follow it up with more elaborate animations, more advanced widgets, etc.

The menu should look less monotonous now due to the usage of context-specific icons. We have also made some other UX improvements:

– The opacity of the game’s image clashed quite badly with the ingame menu before. This has been rectified.
– We have added ‘Music’, ‘Image’ and ‘Video’ playlists to the ‘Favorites’ tab.

Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.
Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.

– The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.
The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

Usability tips

You can customize the color theme of the menu in MaterialUI at any time.

1 – Go to User Interface.
2 – Go to Views.
3 – Go to ‘Menu Color Theme’ and set it to the color theme you want.

General menu improvements

Favorites

You can now add a game to a ‘Favorites’ list for easy access! This has been an often-requested feature for years, and in the past we always felt that ‘Load Recent’ was good enough. However, if you load a lot of content, that can easily get cluttered over time.

To add a game to the Favorites list, do the following:
1 – Once a game is running, go to ‘Quick Menu’.
2 – Select ‘Add To Favorites’.
3 – Once added, you can now start the game at any time from the Favorites list.

On RGUI – go to Load Content -> Favorites.
On MaterialUI – go to the Playlists tab -> Favorites.
On XMB – go to the Favorites tab.

To add a game to the 'favorites' list, inside Quick Menu, select 'Add To Favorites'. It should now be added to the Favorites list. You can access the 'Favorites' list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.
To add a game to the ‘favorites’ list, inside Quick Menu, select ‘Add To Favorites’. It should now be added to the Favorites list. You can access the ‘Favorites’ list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.

Renaming entries inside playlists

You can now rename an entry from any playlist!

To do this, do the following:

1 – Go to a playlist of any type (it can be the history list, a system playlist, favorites, music/video/images playlists, etc).
2 – There should be an option called “Rename”. Select it. If you are using MaterialUI and/or XMB, an onscreen keyboard will now pop up. Input the new title for the entry and then hit either the Enter key on your keyboard ,the Start button on your gamepad or press the ‘Enter’ key on the onscreen overlay in order to confirm the changes.

You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing 'PAK0.PAK', you can rename it to Quake 1 instead.
You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing ‘PAK0.PAK’, you can rename it to Quake 1 instead.

Overlays show button presses

Previously, overlays would only show button presses if they were actually being clicked on by either the touchscreen or the mouse.

A user submitted a bounty to make onscreen reactions possible through the gamepad and/or keyboard. A bounty hunter has now successfully completed this bounty and has been paid out. We have enabled this feature by default. If you want to turn it off, you can do so by doing the following:

1 – Go to Onscreen Display -> Onscreen Overlay.
2 – Go to ‘Show Inputs on Overlay’. Set this to off if you don’t want the overlay to react to keyboard/gamepad input, turn it on if you want this to happen (turned on by default).

Nintendo 3DS regression fix – all cores were running slower

A serious issue has been fixed in the Nintendo 3DS RetroArch port which compelled us to push this release sooner rather than later.

It appears that by mistake, rewind was always forcibly enabled in the 3DS port, which led to a halving of performance. This should now be fixed.

What’s next?

The new cores

We are still determined to get the promised cores like PPSSPP into your hands before the end of the month. We just felt it very important to get this release out of the door so that people can see that we are determined to improve the menu on mobile, and also so that the 3DS RetroArch port is repaired again.

Wii input fix

Finally, after years of struggling with this very pesky issue, it seems we are on the verge of a breaktrhough here that could lead to this random input issue finally being fixed –

https://github.com/SuperrSonic/RA-SS/commit/29d6467d28a835136b8ab87e209feb34421983ff

it seems there was a regression in libogc at some point which lead to this input regression. Superssonic reports that going back to an older version of Wiiuse fixes the issue. What we are probably going to do is make a custom baked-in libogc version for the Wii port for the next release.

RetroArch 1.6.6 – Released!

RetroArch 1.6.6 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

– 3DS: Fixes serious performance regression that affected every core; rewind was always implicitly enabled.
– AUDIO: MOD/S3M/XM sound should now be properly mixed in with the core’s sound.
– GUI: Visual makeover of MaterialUI.
– GUI: Added ‘Music’, ‘Images’ and ‘Video’ collection options to RGUI/MaterialUI.
– GUI: Allow the user to add ‘Favorites’.
– GUI: Allow the user to rename entries.
– GUI: Performance optimizations for XMB menu driver.
– LOCALIZATION: Update Italian translation
– INPUT: Overlay controller response – when we press buttons on the gamepad or keyboard, the corresponding buttons on the overlay will be highlighted as well.
– NETBSD: Silence some compilation warnings.
– COMMON: Fixed bug ‘Deleting an entry from a playlist would not update the list view inside XMB’.
– COMMON: Fix inet_ntop_compat on *nix

If you want to read about the latest bounty and core updates, read this post instead here.

Complete overhaul of the mobile User Interface! (MaterialUI)

On mobile devices, RetroArch uses the mobile UI, MaterialUI, by default. This interface is designed around touchscreen and pointer devices like a mouse/trackball.

We have given this menu interface a significant overhaul now for version 1.6.6! We are aware that there is a significant percentage of people that to date have been completely unsatisfied with the current state of the menu system on mobile devices like Android and iOS. Our menu UI improvements in version 1.6.6 is our first step to try to remedy this. In later releases, we might follow it up with more elaborate animations, more advanced widgets, etc.

The menu should look less monotonous now due to the usage of context-specific icons. We have also made some other UX improvements:

– The opacity of the game’s image clashed quite badly with the ingame menu before. This has been rectified.
– We have added ‘Music’, ‘Image’ and ‘Video’ playlists to the ‘Favorites’ tab.

Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.
Music, Video and Images which have previously been loaded in RetroArch can be easily accessed from the Playlists tab now.

– The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.
The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.

Usability tips

You can customize the color theme of the menu in MaterialUI at any time.

1 – Go to User Interface.
2 – Go to Views.
3 – Go to ‘Menu Color Theme’ and set it to the color theme you want.

General menu improvements

Favorites

You can now add a game to a ‘Favorites’ list for easy access! This has been an often-requested feature for years, and in the past we always felt that ‘Load Recent’ was good enough. However, if you load a lot of content, that can easily get cluttered over time.

To add a game to the Favorites list, do the following:
1 – Once a game is running, go to ‘Quick Menu’.
2 – Select ‘Add To Favorites’.
3 – Once added, you can now start the game at any time from the Favorites list.

On RGUI – go to Load Content -> Favorites.
On MaterialUI – go to the Playlists tab -> Favorites.
On XMB – go to the Favorites tab.

To add a game to the 'favorites' list, inside Quick Menu, select 'Add To Favorites'. It should now be added to the Favorites list. You can access the 'Favorites' list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.
To add a game to the ‘favorites’ list, inside Quick Menu, select ‘Add To Favorites’. It should now be added to the Favorites list. You can access the ‘Favorites’ list inside MaterialUI by going to the Playlists tab. On RGUI, you go to Load Content -> Favorites. On XMB, you go to the Favorites tab instead.

Renaming entries inside playlists

You can now rename an entry from any playlist!

To do this, do the following:

1 – Go to a playlist of any type (it can be the history list, a system playlist, favorites, music/video/images playlists, etc).
2 – There should be an option called “Rename”. Select it. If you are using MaterialUI and/or XMB, an onscreen keyboard will now pop up. Input the new title for the entry and then hit either the Enter key on your keyboard ,the Start button on your gamepad or press the ‘Enter’ key on the onscreen overlay in order to confirm the changes.

You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing 'PAK0.PAK', you can rename it to Quake 1 instead.
You can now rename any entry! Say for instance you loaded a Quake data file. Instead of the playlist showing ‘PAK0.PAK’, you can rename it to Quake 1 instead.

Overlays show button presses

Previously, overlays would only show button presses if they were actually being clicked on by either the touchscreen or the mouse.

A user submitted a bounty to make onscreen reactions possible through the gamepad and/or keyboard. A bounty hunter has now successfully completed this bounty and has been paid out. We have enabled this feature by default. If you want to turn it off, you can do so by doing the following:

1 – Go to Onscreen Display -> Onscreen Overlay.
2 – Go to ‘Show Inputs on Overlay’. Set this to off if you don’t want the overlay to react to keyboard/gamepad input, turn it on if you want this to happen (turned on by default).

Nintendo 3DS regression fix – all cores were running slower

A serious issue has been fixed in the Nintendo 3DS RetroArch port which compelled us to push this release sooner rather than later.

It appears that by mistake, rewind was always forcibly enabled in the 3DS port, which led to a halving of performance. This should now be fixed.

What’s next?

The new cores

We are still determined to get the promised cores like PPSSPP into your hands before the end of the month. We just felt it very important to get this release out of the door so that people can see that we are determined to improve the menu on mobile, and also so that the 3DS RetroArch port is repaired again.

Wii input fix

Finally, after years of struggling with this very pesky issue, it seems we are on the verge of a breaktrhough here that could lead to this random input issue finally being fixed –

https://github.com/SuperrSonic/RA-SS/commit/29d6467d28a835136b8ab87e209feb34421983ff

it seems there was a regression in libogc at some point which lead to this input regression. Superssonic reports that going back to an older version of Wiiuse fixes the issue. What we are probably going to do is make a custom baked-in libogc version for the Wii port for the next release.

RetroArch 1.6.4 – Released!

RetroArch 1.6.4 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store. You might see it appear on the Amazon App Store soon too!

General changelog

ANDROID: Fire Stick & Fire TV remote overrides gamepad port 0 on button press and viceversa like SHIELD devices
ANDROID: Provide default save / system / state / screenshot locations
AUDIO: Audio mixer supports MOD/S3M/XM file types now!
INPUT: input swap override flag (for remotes) is cleared correctly
INPUT: allow specifying libretro device in remap files
INPUT: allow specifying analog dpad mode in remap files
INPUT: allow saving libretro device to remap files
INPUT: allow saving analog dpad mode to remap files
INPUT: allow removing core and game remap files from the menu
COMMON: Cores can now request to set a ‘shared context’. You no longer need to explicitly enable ‘Shared Hardware Context’ for Citra/OpenLara/Dolphin.
COMMON: Add ‘Delete Core’ option to Core Information menu.
COMMON: Allow Max Timing Skew to be set to 0.
COMMON: Change the “content dir” behavior so it works on either a flag or an empty directory setting, now platform drivers can provide defaults for save / system / state / screenshot dirs and still allow the content dir functionality, these settings are under settings / saving and flagged as advanced
GUI: You can turn on/off ‘Horizontal Animation’ now for the XMB menu. Turning animations off can result in a performance boost.
GUI: Fix sublabel word-wrapping in XMB where multi-byte languages were cut off too soon
LOCALIZATION: Update Dutch translation
LOCALIZATION: Update Traditional Chinese translation
LOCALIZATION: Update Italian translation
LOCALIZATION: Update Russian translation
WINDOWS: Provide default save / system / state / screenshot locations
LOBBIES: Show what country the host is in
MENU: Enable OSD text rendering for gdi and libcaca drivers
WINDOWS 98/ME/2K: Set default directory for MSVC 2005 RetroArch version.
WII: Better V-Sync handling, backported from SuperrSonic.
WIIU: Exception handler rewritten.

Bounty system gathering steam!

Several bounties have either been completed over the past few days or are nearing completion. Let’s cover a few of them.

In case you’re interested, here is a list of bounties we are currently funding which still have yet to be completed and where you could come in. Check out this list here.

Play MOD / S3M / XM files music files now in-game!


Remember that audio mixer we added a few releases back? This allows you to have external music files playing while any core/game is running. So far, you could only play Wave (WAV) and Ogg Vorbis files with this feature, but now you can playback Mod files too!

Developer Romain Tisserand did the leg work on this bounty, and the nice thing about it being added to libretro-common is that the improvements and additions made to the audio mixer can be used now by either the libretro cores and/or the frontend, RetroArch in this case!

How to use this feature – simply go to ‘Load Content’, and select any MOD/S3M/XM/WAV/OGG file on your file system. Select ‘Add To Audio Mixer’. If you are using the XMB menu driver, it will now be added to the horizontal menu’s ‘Music’ tab.

Start up any core/game now. At any point in time while playing, go back to the music, go to the main menu, go to the Music tab, select any of the music files and choose ‘Add to audio mixer’. Toggle the menu again to go back to the game and you can hear the music being mixed in with the game’s sound.

TIP: You can mix several music files at the same time! You can run up to 8 music files together at the same time. As ever, RetroArch allows you power features beyond what is commonly offered.

MAME CHD support for Beetle Saturn / PC Engine Fast!

This bounty came about when several users saw the value in more emulators being able to read MAME CHD images and chipped in the funds for a bounty.

Developers Romain Tisserand and inolen (Redream) have written a new C-based library called libchdr. This should interface with CHD images. After the library was written, Romain decided to put the work in to backport CHD support to the Mednafen-based cores, Beetle Saturn and PC Engine Fast.

This means that both the Mednafen Saturn and PC Engine Fast cores can now read MAME CHD images! MAME CHD is a compressed image file which can save a ton of storage for disc/CD-ROM based images. The implementation also supports FLAC support for redbook audio.

New bounties have been created for more cores to have this compatibility, such as Genesis Plus GX (and Eke seems interested in having this in his upstream repository as well). This is just one of the ways in which we think bounties can trickle down beneficially to downstream projects as well.

The upshot in all this is that pretty soon it could be possible to use the same MAME CHD image sets for both MAME and these various cores. More interoperability between cores is definitely a good thing to see.

MAME 2003 – DCS sound issues fixed! Proper sound now in Mortal Kombat/NBA Jam/WWF Wrestlemania!


For a long time, the MAME 2003 core has suffered from an issue where the sound could deteroriate after a couple of minutes for about 30 seconds before restoring itself. This would happen in Midway DCS-based games such as Mortal Kombat 1/2/3/Ultimate, NBA Jam, etc.

A bounty had been submitted by dankcushions some time ago and finally this bounty is on the verge of being completed! It should finally be possible to play these games at fullspeed on something as low-fi as a Raspberry Pi without being put out of the game by sound bugs and being reminded you are running an inaccurate emulated version of the game.

New big bounty for Beetle PSX upcoming in next few days – dynarec!

For quite some months now, a bounty has existed for Beetle PSX which has steadily increased in value. Up to $250 now, the pledgers are asking a developer to create a dynamic recompiler for the Wii U system in hopes of being able to run PlayStation games at fullspeed.

Unfortunately, we think that in order for this bounty to first get traction, some groundwork needs to be laid out first. Right now, Beetle PSX has no dynarec system in place at all, only a CPU interpreter. Therefore, it would be very hard for a developer to start right out of the gates with a PowerPC-based dynarec since no framework is in place yet that would allow him/her to slot in a dynarec backend like this.

So, what we are going to do is we want to sweeten the pot a bit and create a new bounty dedicated solely to building a dynarec. We believe that once the groundwork is laid out, this WiiU dynarec bounty has more chance of being successfully completed.

The conditions will be:
* A dynarec system for Beetle PSX, preferably written in C or else C++98.
* A working backend for x86 32bit and x64 (64-bit).
* Should be engineered in such a way that new backend implementations for other architectures (like ARM and PowerPC) can be easily implemented.
* Should be signifcantly faster than the interpreter CPU core, and should lower Mednafen/Beetle PSX’s CPU system requirements considerably.

We will start out this new bounty at $100. Other users can feel free to chip in on this endeavor. You will see this bounty being announced over the next few days.

Release highlights

Windows 98 SE/2000/Millennium Edition version – now with 29 cores!


So we announced a Visual Studio 2005 version of RetroArch this past week which runs on Windows 98 SE / Millennium / 2000. Upon release however, there were no cores.

We now have 29 cores available on our buildbot! You can get them by starting your copy of RetroArch 1.6.4 and going to Online Updater -> Update Cores. Note that because it’s Visual Studio 2005/MSVC2005 we are relying on as our compiler, certain cores might never become available for this. For instance, cores that rely on C11 (like SameBoy) or C++11/C++14 (like Dinothawr/Dolphin/Citra) will not make the cut. Fortunately, most of our cores can happily compile as either C89 and/or C++98, so backporting is not as big an issue for it as it would be for other projects which are not as careful when it comes to code maintenance.

Here are some general hints and advice in case you want to run RetroArch on your retro battle station:
* Keep in mind that Windows 98 SE GPU drivers in most cases won’t support OpenGL 2.0. There is one exception apparently, which is the nVidia Geforce 6 series. This GPU series should support OpenGL 2.0 and there should still be drivers somewhere available for Windows 98. In case you have such a GPU, you could opt to use the OpenGL driver which should be more full-featured than our GDI and/or Direct3D9 drivers.
* In most cases, your GPU driver will probably support Direct3D 9. If you want to use Direct 3D 9, you should only use the menu driver RGUI with it. Neither MaterialUI and/or XMB will render properly as of yet with Direct3D.
* For lower-end GPU hardware where neither Direct3D 9 or OpenGL is desirable or possible (because you don’t have hardware accelerated 3D video drivers), a GDI video driver is also available. For this release, we added OSD font rendering to it. There are still issues remaining with this GDI driver though on certain OS configurations. Bparker might be able to use some help with getting some of those niggles sorted out. Reminder that if you want to use a menu driver with GDI, it’s best to use the RGUI menu driver.

RetroArch PlayStation3 version is getting nightlies!

Long overdue, but we are finally getting ready to start providing nightly support for RetroArch on PS3. This way, PS3 users can download the latest nightly version at all times and enjoy the latest improvements! This is not yet ready since we are going through some last-minute buildbot issues, but we expect this to be sorted out within the next few days.

Beetle Neo Geo Pocket Color (if the big endian patches are any indication) should have its controls fixed now!

We are also going to provide CEX/DEX builds from this point on instead of just the usual DEX builds like before.

Citra/OpenLara/Dolphin cores can now be easily used!

You no longer need to enable ‘Shared Hardware Context’ anymore in order to use these cores. RetroArch’s underlying API, the libretro API, has gained a new environment callback. The Citra/OpenLara/Dolphin cores make use of this to signify to the frontend that they need a shared hardware context.

A frontend can feel free to implement this or not, however, it goes without saying that cores which make use of this feature might simply not work correctly if left unimplemented.

Deleting cores

Installed a core, but you feel like you no longer need it? It’s now possible to delete it from within RetroArch.

How to do this –
1. Load the core.
2. Go to the main menu, and go to Information.
3. Select ‘Core Information’.
4. Select ‘Delete Core’ at the bottom of the list.

Configuration changes

Saving Stuff on Content Dir

The new behavior is to always provide a sane default directory for Saves, Savestates, System Files, and Screenshots. Windows and Android have been historically problematic in this regard since the content directory may not be writable at all times.
The old behavior relied on the setting strings being empty, now we provide a default value for these dirs on both Android and Windows which means the string will never be empty. Other platforms should follow this convention shortly.

So if you want to use content dir after 1.6.3 do the following:

  1. Navigate to Settings / User Interface
  2. Enable Show Advanced Settings
  3. Navigate to Settings / Saving
  4. Enabled the respective settings among the last four settings for the stuff you want to reside with your content

We apologize for any inconvenience this may cause to existing users but we need to make some changes to make progress.

Core Input Remapping Improvements

You can now delete core and game remaps from the Quick Menu.

Core Input Remapping has also been improved. The following will now be saved:
* The libretro device
* Analog Dpad mode

You can also save these in overrides but remaps is a far more convenient place for these.

Updates on cores

Read here what updates have been pushed to the cores since the last release –

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’.

Retroarch on Amazon App Store coming soon!

We have often been begged by Amazon for years now to please publish RetroArch on the App Store. So far, we always felt the time was not right.

With this release, though, we have finally fixed a fundamental issue where using the Remote would make it no longer possible to use a gamepad as Player 1. This has now been rectified.

We will inform you when the Amazon App Store build has been published. For now, users can sideload it by just downloading the APK from our website.

What’s up next?

Priority number one absolutely right now is PPPSSPP and Supermodel. We are going to get that into your hands ASAP as promised.

After that,

* An AppImage version of RetroArch for Linux will be available soon.
* 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.

NOTE: the OSX PowerPC version will be uploaded tomorrow. Thanks for your patience.

Core updates (since version 1.6.3)

Despite the short release cycle, there has been a fair bit of core work since the 1.6.3 release, including some significant contributions driven by the recently implemented bounty system. In no particular order:

  • r-type fixed Beetle NGP‘s longstanding bugs with big-endian architecture, which should allow that core to control properly on those architectures. He also fixed compilation of the atari800 and Hatari cores on Wii U and fixed some issues with the cap32 core on that platform.
  • Twinaphex and r5 continued overhauling Beetle PSX HW‘s OpenGL renderer, doing much behind-the-scenes work that isn’t particularly visible to end-users but should improve stability and lay the groundwork for future improvements.
  • Twinaphex also added MSVC2005 solutions for many cores, making them compatible with our Win98 port of RetroArch.
  • bparker fixed some memory and GL issues with the Craft Minecraft clone core, which should correct an issue where the core was crashing at launch for some people.
  • markwkidd backported C-based MIPS3 support to MAME2003, which gets Killer Instinct and Killer Instinct 2 working with this core. Without a MIPS dynarec, they’re too demanding for most ARM devices, unfortunately (Killer Instinct 1 is not quite full speed on my Shield ATV, while Killer Instinct 2 is pretty far from full speed; Raspberry Pi is, of course, not even close), but they should work fine on x86 and x86_64 devices.
  • Bounty hunter rtissera added CHD support to Beetle Saturn and Beetle PC Engine Fast – with plans to add support for this format to several other disc-based cores in the near future–and hooked up support for the Saturn’s 3D pad. He also fixed an issue with MAME 2003 with Midway DCS games that would lead to audio issues at set intervals. This should fix the sound in Mortal Kombat 1/2/3/Ultimate, NBA Jam, Total Carnage, etc. other games.
  • casdevel, another active bounty hunter, fixed mouse input in Desmume libretro.
  • albertofustinoni submitted changes for a variety of cores to make them compatible with his RetriX UWP libretro frontend, which is compatible with Windows 10, Windows Phone and Xbox One developer mode.
  • orbea committed some buildfixes for the early work-in-progress Basilisk2 core.
  • yoshisuga continued adding build targets for iOS ARM64 in various cores.
  • hunterk did the mind-numbing work of bisecting and correcting a regression in Snes9x Libretro that apparently broke the game Phalanx back in May.
  • psyke83 fixed a crash with Tyrquake that could happpen on Raspberry Pi-based devices (e..g. Retropie).
  • Citra / OpenLara / Dolphin will now work without having to explicitly enable ‘Shared Hardware Context’ in RetroArch.

RetroArch for Windows 98 SE/ME/2000 pre-release!

RetroArch for Windows 98 SE / Windows ME / Windows 2000 has just been released! Note that this will require cores specially made for it, and as of now there are none, so just consider this a pre-release for now!

Get it here!

Users should note: this is taking no time or resources away from the other stuff we are doing. Supermodel and PPSSPP cores are still being worked on, all our other work is still ongoing, so to repeat – this is not coming at the cost of other development!

Note that for these old operating systems, you might want to consider using the GDI video driver for optimal performance instead. Menu support is still premature though; XMB renders but with no textures and with dithered graphics, so for all practical purposes, the Direct3D driver is still the way to go here (with RGUI).

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

Windows

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.

iOS

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.

Wii/WiiU/3DS/Gamecube/PSP/Android

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

PlayStation3

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.

RetroArch with Flatpak – Distro-independent Linux version!

Flatpak LogoInstalling RetroArch on Linux has just become a whole lot easier with the use of Flatpak. Flatpak provides a common standard in which to install sandboxed applications across many different Linux operating systems and desktop environments. Along with the Flathub repository, installing RetroArch with Flatpak becomes a breeze.

Install Flatpak

The first thing to do when getting up and running with Flatpak is to install it. There are many different ways to install Flatpak, so I’ll let you decide the best for your distribution. Once installed, you should be able to run the following command to see how to use it:

flatpak --help

Welcome to Flathub

Add Flathub

Much like your favourite package manager, Flatpak uses repositories to manage available applications. Flathub is a quickly-growing Flatpak repository, which is where RetroArch is available from. To let Flatpak know about Flathub, you’ll have to add the repository to your remotes:

flatpak remote-add --user --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo

Install RetroArch

Now that the flathub remote is available, you can now install RetroArch on Flathub:

flatpak install --user flathub org.libretro.RetroArch

Run RetroArch with Flatpak

When RetroArch is installed through Flatpak, it will automatically become available through the system menu and you can run it as normal. Alternatively, you can also run it through the terminal:

flatpak run org.libretro.RetroArch
Screenshot of RetroArch running through Flatpak
RetroArch running through Flatpak

With Flatpak, you can install applications on Linux very easily, no matter what distribution or desktop environment you use. Flatpak repositories like Flathub provide a central hub in which to keep applications up to date. This revolutionises the way applications can be installed on Linux, and provides just one more easy way to install RetroArch.

Resources

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!

New Core: Citra (Windows/Linux)

Citra is now available as a libretro core! This port was made singlehandedly by developer j-selby and is already at a pretty impressive state of development.

This is an in-development Nintendo 3DS emulator.

Available for

The Citra 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.

In addition to this, Citra also demands right now a shared hardware context so that fullscreen toggling works reliably. This is another feature missing right now on RetroArch macOS, and will require additional time.

How to get it

  1. Start RetroArch.
  2. Go to Online Updater -> Update Cores.
  3. Download ‘Nintendo 3DS (Citra)’ 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.

  • You need to turn on ‘Enable Shared Hardware Context’ so that fullscreen toggling will work properly.

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.

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.
  • Touchscreen / mouse support is very premature so far and does not really work well. This will be fixed later; some kind of onscreen cursor should have to be shown as well in non-windowed mode.

Still coming up!

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

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

Stay tuned!