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RetroArch 1.21.0 has just been released. Changelog
RetroArch 1.20.0 has just been released. Changelog
RetroArch 1.19.0 has just been released. Read the full article on our website here.
RetroArch 1.19.0 has just been released. Changes AI: Revert AI translation to previous version (fix for translation not working with HW rendered cores) APPLE: Try to use system preferred language APPLE: Correctly register for filetypes uniquely APPLE/MFI: improved Switch Online controller support through MFi AUDIO: Bring back audio toggling on menu toggle CHEEVOS: Build a default RetroAchievements memory map when no RetroAchievements game is loaded CHEEVOS: Update to rcheevos 11.3 CHEEVOS: fix hardcore acting as if its enabled when it isnt CLANG: Fix clang error incompatible-pointer-types-discards-qualifiers CLOUDSYNC/LINUX: Enable Cloud Sync by default on Linux builds with network (#16456) CLOUDSYNC/WEBOS: Enable Cloud Sync by default on Linux builds with network (#16456) CORE: Set compute fps stats logging to debug level EMSCRIPTEN: Added M2000 to core selection dropdown FFMPEG: Add compatibility with FFMPEG 7.0 GLSLANG: Remove unneeded ENABLE_HLSL code from glslang GENERAL: Memory leak: Dynamic allocation from msg_hash_get_help_us_enum was not freed. INPUT/KEYBOARD: Add support for multimedia keys Extended RETROK_ values with 18 new items, commonly found on multimedia keyboards. Mapping added for SDL, X11, Wayland, dinput, winraw keymaps. INPUT/MFI: Pressure sensitive left/right triggers INPUT/MFI: Fix Start + L1/L2/R2 combinations INPUT/MFI: Support strong and weak rumble INTL: Fetch translations from Crowdin INTL: Add Galician and Norwegian to list of languages LIBRETRO: Add a debug message for the SET_ROTATION callback macOS: Default Accessibility on if VoiceOver is on iOS: default audio sync on again, also more mfi logging iOS: Fix Import Content iOS: Fix ios-arm64 nightly build crash iOS: Import content from iCloud iOS: Fix #16485 crash on startup iOS: Display app icon in app icon picker in materialui iOS/tvOS: Various QoL improvements iOS/tvOS: Fix a couple more path name mangling bugs iOS/tvOS: Better way of packaging Frameworks iOS/tvOS: define PACKAGE_VERSION to be App Store MARKETING_VERSION iOS/tvOS: Fix keyboard handling for app store builds iOS/tvOS: Fix escaping the sandbox for jailbroken devices iOS/tvOS: default accessibility on if voice over is enabled iOS/tvOS: better way of reporting available memory macOS/iOS/tvOS: enable text-to-speech using AVSpeechSynthesizer. tvOS: Fix scaling for 720p MENU: New function in Quick Menu: Add to Playlist MENU/XMB: New theme: FlatUX, designed to merge FlatUI and Retroactive themes into a single, unified design NETWORKING/RETROPAD CORE: Fix socket close method PIXMAN: Update pixman-private.h patch to fix build issue with musl PLAYLIST: Cleanup Add to Playlist (#16495) SCANNING: Fix for scanning PSP ISOs (and probably few others) SAVES: Fix core config saving SAVES: Fix save new config name when core loaded SAVESTATES: Increase save state chunk size for all platforms Even a class 6 or class 10 SD card can handle reads and writes on the order of MB/s, which means a 4KB chunk size is just wasting time in syscalls. This could maybe be fixed with a buffering reader but I dont feel comfortable tweaking libretro-commons VFS to handle that. Instead, I thought it would be good to both remove an ifdef and increase the chunk size to 128KB. For cores with small states this will should make state saving virtually instantaneous, and for cores with large states it should be a 32x speedup. VIDEO: Fix crash when using threaded video for Mesa 23.2 and later VIDEO/GL: Fix reinitialization of the threaded gl drivers VIDEO/VULKAN: Add support for A2R10G10B10 HDR format VIDEO/VULKAN: Implement HDR readback screenshot support WAYLAND: Ignore configure events during splash (fix not remembering window size) WAYLAND: Use frontend signal handler to quit (fix quit by window close) WAYLAND: Commit viewport resizes (window resize is more responsive) UWP: Align MESA to alpha-2-resfix Remove wrong resolution special handling for OPENGL UWP: 4K fix: align MESA reading of ClientRect to retroarch procedure, this fixes max resolution being set to 1080p. As reading must be done inside an UI thread and is in fact an async operation which might delay frame generation, the reading itself is doen once and cached, give that changing resolution while the app is running is an unlikely corner-case use WINDOWS: Windows mouse ungrab must release the mouse instead of confine it to the current desktop (#16488) WINDOWS: Fix numlock/pause key release events AI: Fix narrator language when AI translation and menu languages are different DISK CONTROL: Add option to disable initial disk change DISK CONTROL: Visibility option for disk control notifications DRM: Fix mode vrefresh calculation. When using an interlaced/doublescan mode, the vertical refresh rate is mis-calculated. EMSCRIPTEN: Fix mouse Y parameter translation in rwebinput INPUT: Fix input state combos including R3 and false triggers of RETROK_UNKNOWN INPUT: Add a new turbo mode, Classic (Toggle) INPUT: Fix bind hold when axis does not rest at 0 INPUT: Limit axis threshold setting to sensible values INPUT: Add Overlay Mouse, Lightgun, and Pointer INPUT/ANDROID: Fix mouse grab behavior on Android INPUT/LINUXRAW: Fix device name and hotplug reconnect IOS: Minor iOS JIT availability information IOS/TVOS: Pause application on applicationWillResignActive LIBRETRO: Add Doxygen-styled comments to parts of the libretro API LUA: Update Lua to version 5.3.6 MENU: Add sublabels for input bind common entries MENU: Dont load history and favorites if size is 0 MENU: Dont disable fast forward when entering menu MENU: Widget position, size, color, icon adjustments MENU: Fix savestate slots in Qt UI MENU: Reorder and reduce depth of User Interface menu MENU/OZONE: Fix sidebar wraparound, visibility after config load, crash after playlist delete MENU/OZONE: Fix sidebar and sublabel animations OSX/MACOS: Fix crash on non-Metal build OSX/MACOS: Add portable.txt as flag for portable install REMOTE RETROPAD: add display for analog axes, indication of inputs already pressed SAVES: Allow combining saves in content dir with save sorting SHADER: Added rolling scan line simulation based on the shader subframe feature. This is implemented with a scrolling scissor rect rather than in the shader itself as this is more efficient although may not work for every shader pass we may need an option to exclude certain passes. The implementation simply divides the screen up by the number of sub frames and then moves the scissor rect down over the screen over the number of sub frames UWP: Enable HAVE_ACCESSIBILITY for UWP builds UWP: Allow UWP build to work with a modified version of Mesa Gallium D3D12 VIDEO: Add subframe shader support for Vulkan/GLcore/DX10-11-12, enabling shaders to run at higher framerate than the content VIDEO: Fix restoring fullscreen/windowed setting when unloading override VIDEO/VULKAN: Fix HDR with Vulkan after reinit VIDEO/VULKAN: Remove the use of oldSwapchain VIDEO/GL2: Fix OpenGL ES version detection WEBDAV: Fixed SEGFAULT in WebDav task sync + type changes WIN32: Fix Alt+Enter not working when menubar is disabled
We added a new core, Dosbox Pure. This brings the total number of available cores on Steam to 65 now. https://store.steampowered.com/app/3005610/RetroArch__DOSBox_Pure/ DOSBox Pure is a hard fork of the multiplatform MS-DOS emulator. It was built by Psyraven in 2020 specifically for RetroArch/Libretro and implements advanced features like save states, an on-screen keyboard, highly customizable controller setup or rewinding. DOSBox Pure aims for simplicity and ease of use. https://www.youtube.com/watch?v=rHkIz4-SewI
We added a new core, Geolith. This brings the total number of available cores on Steam to 62 now. Geolith is a highly accurate core for a popular console/arcade system released in the early 1990s, and surviving into the mid 2000s. It is written in modern C and takes a unique approach compared to other emulators for this system. This core focuses on providing a user experience similar to a traditional home console, both by defaulting to home console mode and the use of single-file game files. However, despite this focus, it also maintains full support for playing games in arcade form. https://store.steampowered.com/app/2857800/RetroArch__Geolith/
RetroArch 1.17 expands Netplay to support playing multiplayer games that were originally played on two or more separate consoles or computers connected together. This is currently supported by two cores: DOSBox Pure (not available on Steam) and gpSP (available on Steam). https://store.steampowered.com/app/1227468/RetroArch__gpSP/ In DOSBox Pure it is now possible to play DOS and early Windows multiplayer games that used IPX, Ethernet or a modem over the internet. In gpSP, games that support the Wireless Adapter can also benefit from this feature, although only a subset of games work well at the moment. Those curious about more details can read David G.F.s article about the gpSP implementation here. In order to use this new functionality just use the regular Netplay menu, where you can host and/or join netplay games. It works seamless with the existing Netplay feature (including lobbies) with no additional settings required. Make sure however, that you use the same or compatible games, since this wont be automatically enforced.
RetroArch 1.17.0 has just been released. Read the full article on our website here. We also added a new core, PX68K. This brings the total number of available cores on Steam to 61 now. https://store.steampowered.com/app/1227463/RetroArch__PX68k/
RetroArch 1.16.0 has just been released. Read the full article on our website here.
We added a new core, DirkSimple. This brings the total number of available cores on Steam to 60 now. DirkSimple is a core written from scratch by icculus, one of the original creators/maintainers of popular open source projects like SDL. It can play some of the 1980s LaserDisc arcade games. https://store.steampowered.com/app/2342900/RetroArch__DirkSimple/?curator_clanid=35417007 [previewyoutube=GACe_kG58Fw;full][/previewyoutube]
Link to our full blog article here, snippet below - A new concept were going to try, well see if it lasts. Expect irregular blog posts like this, whenever something is on our mind that we want to share. Its basically like a development diary where we discuss future plans for upcoming versions and what we have been thinking about doing. Raising the lowest common denominator RetroArch pushes the concept of backwards compatibility to an absolute extreme. Its one of our definite pet peeves and something were quite proud of. The degree to which we push this is quite irregular in the modern day software industry but we believe it differentiates us from the rest of the pack, and in a good way. That being the case, recently we believe that in order to improve the out of the box enduser experience, it is perhaps necessary to start making some general baseline assumptions on what endusers realistically are using in terms of hardware. Lets explain what is behind this idea. The Steam Mac version was a good opportunity for us to establish some minimum baseline system requirements to make sure that RetroArch on Mac would run well out of the box. We have some plans for the Windows version which we hope will provide a much better out of the box experience. To learn more about them, read our blog article here on our website.
RetroArch 1.15.0 has just been released. Read the full article on our website here.
New cores added for RetroArch Steam. https://store.steampowered.com/app/2301080/RetroArch__Numero/ https://store.steampowered.com/app/2345800/RetroArch__ScummVM/ You can download these cores either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. There are now 57 cores available in total for RetroArch Steam.
New core added for RetroArch Steam brought to you by icculus https://store.steampowered.com/app/2246910/RetroArch__MojoZork/ You can download this core either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. There are now 55 cores available in total for RetroArch Steam. ---------------- https://www.youtube.com/watch?v=Ps9uB8tY1HI This is an implementation of Infocom's Z-Machine. The Z-Machine is a virtual machine that's something like a high-level CPU. To keep their games portable and easier to write, Infocom's games all use this fake processor and ship with a platform-specific Z-Machine "emulator" ... so a game could run wherever someone had implemented the Z-Machine. This project is just for fun; everyone should write this at some point as an educational activity. If you want a serious Z-Machine implementation, there are certainly better ones out there (I personally recommend "Frotz" and there are many others, too). This program currently supports most of the Version 3 Z-Machine. This is enough to play the vast majority of Infocom's catalog. Later Infocom games used version 4, 5, and 6 of the Z-Machine, and those will currently not run here. Most modern Interactive Fiction is built with a tool called Inform and usually targets version 5 at the lowest; these games currently don't work with this project. Maybe later. If you want to write your own Z-Machine, there is an "official" specification on how to implement it, written by people that spent significant time reverse engineering the originals from Infocom, and extending the ecosystem with new tools. You can find that specification here. As usual, Wikipedia offers a wonderful rabbit hole to fall down, too, in their Z-machine article.
Changelog since 1.14.0: D3D12: Fixed some shaders not appearing with the d3d12 driver - this reintroduces a validation error though but it seems to work as in not crash and is the old RA behaviour. Guess we need a different way of fixing the validation issue.
RetroArch 1.14.0 has just been released. Read the full article on our website here. Check our Libretro Core Progress Report (May to December 2022) article here.
New core added for RetroArch Steam https://store.steampowered.com/app/2234340/RetroArch__ep128emu/ You can download this core either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. There are now 54 cores available in total for RetroArch Steam. Leverage the convenience of libretro/RetroArch to emulate the Z80 based home computers that the original ep128emu supports - that is, Enterprise 64/128, Videoton TVC, Amstrad CPC and ZX Spectrum. Focus is on Enterprise and TVC. Since the emulated machines are 8-bit platforms from the 1980's, modern setups should have no problem emulating them. Tested on Raspberry Pi 2.
RetroArch 1.13.0 has just been released. Read the full article on our website here.
RetroArch 1.12.0 has just been released. Read the full article on our website here.
Changelog: - CONFIG/CLI: Allow use of --appendconfig with override cfgs instead of getting ignored - CONFIG/LOGGING: No more console startup logging if logging to file - CONFIG: Saves config on exit only once instead of (worst case scenario) 3 times - DATABASE/EXPLORE/VIEW: Add View feature - Add saving of a filter set in the Explore menu into a so called "View" file which then gets listed alongside playlists. This also adds the ability to filter a category by range in the Explore menu and not just filter on exact matches. - FILEBROWSER: Fix regression - certain extensions keep disappearing - INPUT/HAPTIC/OVERLAYS/ANDROID: Improve haptic feedback for input overlays - LINUX/MALI FBDEV: Add conditional support for OpenGL ES 3.x - LOCALIZATION: Updates - LOCALIZATION/ENGLISH: Add British English language option - LOGGING/QT: Increase log buffer to 2048 characters - Vulkan validation layer messages output correctly now. - MENU/XMB: Remember selection per main tabs. Addresses the following : collection playlists can contain hundreds or thousands of items. When scrolling through one, pressing left or right by accident can be common. This resets the playlist to the top - MIST/STEAM/STEAMDECK: Don't expose Black Frame Insertion (BFI) if we are running on a Steam Deck - NETWORKING/WINDOWS: Disable poll support for MSVC 2010 and earlier. WSAPoll is not supported on Windows XP and earlier. - SAVESTATES/NOTIFICATIONS: Add delay to savestate notifications, so that GPU savestate screenshots stay untouched - SAVESTATES/SCREENSHOTS: Avoid 'video_gpu_screenshot' with savestates. Allow GPU screenshots with savestates only when there is no other way of getting a screenshot. - SCREENSHOTS/VULKAN: Unload screenshot widget texture early. Fixes Vulkan crash when closing content while a screenshot widget is still on-screen - SCREENSHOTS/VULKAN: Fix screenshot widget crash when ticker animating - WAYLAND: Set correct app ID
Point fix update. Read the full article here. 1.11.1 - GENERAL: Fix DEFAULT_FILL_TITLE_MACRO - NETWORKING: Add the const qualifier to some function parameters - NETWORKING/NETPLAY/UPNP: Add a private or CGNAT address warning to UPnP - SAVESTATES/SCREENSHOTS: Avoid video_gpu_screenshot with savestates - UWP: Better Save on quit fix
RetroArch 1.11.0 has just been released! Months of work has gone into significantly improving RetroArch across the board. Particular points of focus have been networking/netplay and user interface improvements. Read the full article on our website here. Patch notes: AUDIO/AUDIO MIXER: Add missing locks for thread safety AUDIO/AUDIO MIXER: Fix audio mixer memory leak + remove redundant single threaded rthreads implementation AUTOSAVE: Change/improve exit behavior of autosave thread if condition variable is signaled, the loop is ran another last time so we can do a final check/save before stopping the thread. CDROM: Fix memory leak caught with asan buf passed to filestream_read_file CORE INFO/NETPLAY: Ensure current core info is initialized at runloop_event_init_core when netplay is enabled CHEEVOS: Upgrade to rcheevos 10.4 CHEEVOS: Allow creating auto savestate in hardcore CHEEVOS: prevent invalid memory reference if game has achievements but core doesnt expose memory CHEEVOS: Release achievement badge textures when video driver is deinitialized CHEEVOS: Re-enforce hardcore limitations once achievements are loaded CHEEVOS/MENU/MATERIALUI: Show achievement badge icons in MaterialUI driver D3D9: D3D9 has been split up into two drivers D3D9 HLSL (max compatibility, no shader support yet) and D3D9 Cg (dependent on deprecated Nvidia Cg runtime library) D3D9/HLSL/XMB: XMB fix D3D9/CG: D3D9 Cg driver fixed D3D11: Fix overlay not showing up D3D11/12: Reduce lag with WaitForVBlank this rather simple addition seems to make D3D11/12 very very close to Vulkan/GLCore regarding input lag. D3D11/12: Add waitable swapchains and max frame latency option D3D11/12: Make waitable swapchains optional DATABASE: Reformat rdb_entry_int Nitpick adjustments for database entries: Capitalize Release Date, and remove space before : from Release Date rows which use integer DATABASE/EXPLORE: Allow On-Demand Thumbnails in Explore menu DATABASE/EXPLORE/MENU/OZONE/XMB/RGUI: Explore menu thumbnails DISC CONTROL: Better Disc Control append focus AUTOMATIC FRAME DELAY: Added slowmotion resiliency AUTOMATIC FRAME DELAY: Added string representation for seeing the current effective delay without opening statistics AUTOMATIC FRAME DELAY: Added ms to logging and (ms) to label just like in Audio Latency GENERAL: Dont bake in OpenAL and libcaca by default unless explicitly enabled with configure switch. GENERAL: Reduce amount of strlen calls GENERAL: Reduce or simply sin/cosf calls GFX: Fix readability and precision issues in aspectratio_lut GFX: Add option to manually enable/disable automatic refresh rate switching GFX: Enable automatic configuration of VSync Swap Interval GFX/FONT/FREETYPE: Use FT_New_Memory_Face first read it from file to memory beforehand this solves an asset extraction issue when selecting Update Assets apparently FT_New_Face keeps an open file handle to the font file which prevents it from being overwritten/deleted while the program is still running. GFX/THUMBNAILS: Thumbnail aspect ratio fix GFX/THREADED VIDEO: Optimizations, fixes and cleanups GFX/VIDEO FILTERS: Add Upscale_240x160-320240 video filter with mixed method GLSLANG: Fix compilation with ./configure disable-builtinglslang was missing linking against -lMachineIndependent and -lGenericCodeGen static libs INPUT: Fix off by one error for input_block_timeout setting. Also default to 0 for this setting (pretty massive performance gain) INPUT: Analog button mapping fixes INPUT/HID/OSX: Fix DualShock3 support INPUT/HID/LINUX: (qb) Disable HAVE_HID by default for now for Linux as long as there are no working backends for both INPUT/HID/WINDOWS: (qb) Disable HAVE_HID by default for now for Windows as long as there are no working backends for both INPUT/OVERLAY: Block pointer input when overlay is pressed INPUT/REMAPPING: input_remapping_save_file existing remapping file was needlessly reloaded INPUT/REMAPPING: Add option to disable automatic saving of input remap files INPUT/LINUX/UDEV: Fix lightgun scaling on Y axis INPUT/LINUX/X11/LED: Add LED keyboard driver INPUT/WINDOWS/LED: LED keyboard driver cleanup INPUT/WINDOWS/WINRAW: Clear key states when unfocused INPUT/WINDOWS/WINRAW: Fix pointer device position LIBRETRO/SAVESTATES: Implement an api call for context awareness LOCALIZATION: Updates LOCALIZATION: Add Catalan language option LOCALIZATION: Fix some bad localization LINUX: Make memfd_create call more backwards compatible by calling it through syscall on older systems, youll have to include linux/memfd.h for the MFD_ defines, and call memfd_create() via the the syscall(2) wrapper (and include unistd.h and sys/syscall.h for it work). We exclude linux/memfd.h header include because we already provide the MFD_ defines in case they are missing LINUX/MALI FBDEV: Fix assertion failed on video threaded switch MENU: Menu paging navigation adjustments MENU: New Menu Items for disabling Info & Search buttons in the menu MENU: Allow the user to use volume up/down/mute hotkeys from within the menu MENU: Add missing sublabels for non-running Quick Menu MENU: Reorganize Quick Menu Information MENU: Savestate thumbnails Savestate slot reset action MENU: Allow changing savestate slots with left/right on save/load MENU: Add Ago to playlist last played styles MENU: Add proper icons for shader items MENU/MATERIALUI: Add icon for Download Thumbnails MENU/XMB: Add options for hiding header and horizontal title margin MENU/XMB: Dynamic wallpaper fixes MENU/XMB: Add Daite XMB Icon Theme MENU/XMB/OZONE: Savestate thumbnail aspect ratio MENU/XMB/OZONE: Core option category icon refinements MENU/XMB/OZONE: Fullscreen thumbnail browsing MENU/XMB/OZONE: Add playlist icons under Load Content MENU/XMB/OZONE: Thumbnail improvements MENU/XMB/OZONE: Savestate thumbnail fullscreen + dropdown MENU/XMB/OZONE: Prevent unnecessary thumbnail requests when scrolling through playlists MENU/OZONE: Fix playlist thumbnail mouse hover after returning from Quick Menu MENU/OZONE: Thumbnail visibility corrections MENU/OZONE: Playlist metadata reformat MENU/OZONE: Savestate thumbnail fixes MENU/OZONE: Add savestate thumbnails MENU/OZONE: Header icon spacing adjustment MENU/RGUI: Savestate thumbnails MENU/SETTINGS: Turn Advanced Settings on by default, this entire filtering of settings will need a complete rethink anyways MENU/WIDGETS: Widget color + position adjustments NETWORK: Allow MITM server selection on OK callback NETWORK: Replace socket_select calls NETWORK: Implement binary network streams NETWORK: Poll support NETWORK: Check connect errno for successful connection NETWORK: Get rid of the timeout_enable parameter for socket_connect NETWORK: Fix getnameinfo_retros port value for HAVE_SOCKET_LEGACY platforms NETWORK: Define inet_ntop and inet_pton for older Windows versions NETWORK: Define isinprogress function NETWORK/NATT: Move natt files to network NETWORK/NETWORK STREAMS: Add function netstream_eof NETWORK/NETPLAY: Fix game CRC parsing NETWORK/NETPLAY: Disable and hide stateless mode NETWORK/NETPLAY: Change default for input sharing to no sharing NETWORK/NETPLAY: Enforce a timeout during connection NETWORK/NETPLAY: Disallow clients from loading states and resetting NETWORK/NETPLAY: Special saves directory for client NETWORK/NETPLAY: Ensure current content is reloaded before joining a host NETWORK/NETPLAY: Fix client info devices index NETWORK/NETPLAY: Fix input for some cores when hosting NETWORK/NETPLAY: Memory leak fixes NETWORK/NETPLAY: Force a core update when starting netplay NETWORK/NETPLAY: Fix NAT traversal announce for HAVE_SOCKET_LEGACY platforms NETWORK/NETPLAY: Refactor fork arguments NETWORK/NETPLAY: Fix content reload deadlocks on static core platforms NETWORK/NETPLAY: Disallow netplay start when content is not loaded for static core platforms NETWORK/NETPLAY: Show client slowdown information NETWORK/NETPLAY: Improve check frames menu entry NETWORK/NETPLAY: Do not try to receive new data if the data is in the buffer NETWORK/NETPLAY: Copy data on receive, even if the buffer is full NETWORK/NETPLAY: Fix lobby sublabel CRC display on some platforms NETWORK/NETPLAY: Support for customizing chat colors NETWORK/NETPLAY: Small launch compatibility patch adjustments NETWORK/NETPLAY: Support for banning clients NETWORK/NETPLAY: Minor tweaks to the find content task NETWORK/NETPLAY: Support for gathering client info and kicking NETWORK/NETPLAY: Fix possible deadlock NETWORK/NETPLAY: Initialize clients allow_pausing to true NETWORK/NETPLAY: Disable netplay for unsupported cores with stateless mode being disabled for now, there is no reason not to include this. Refuse to initialize netplay when the current core is not supported (no proper savestates support) NETWORK/NETPLAY/DISCOVERY: Ensure fixed width ints on packet struct NETWORK/NETPLAY/DISCOVERY: Support for IPv4 tunneling (6to4) NETWORK/NETPLAY/DISCOVERY/TASKS: Netplay/LAN Discovery Task refactor aims to prevent blocking the main thread while awaiting for the LAN discovery timeout; This is accomplished by moving the whole discovery functionality into its task and using a non-blocking timer to finish the task. Also fixes discovery sockets not being made non-blocking, which could cause the main thread to hang for very long periods of time every pre-frame. NETWORK/NETPLAY/TASKS: Find content task refactor fixes many issues along the way, including a couple of nasty memory leaks that would leak thousands of bytes each time the task ran. It also expands the original concept by matching currently run content by filename (CRC matching is always performed first though). NETWORK/NETPLAY/TASKS: Find content task refactor Ensure CRC32 is 8 characters long NETWORK/NETPLAY/LOBBY: Add setting for filtering out rooms with non-installed cores NETWORK/NETPLAY/LOBBY: Hide older (incompatible) rooms NETWORK/NETPLAY/LOBBY: Add a toggleable filter for passworded rooms. In addition, move lobby filters into its own submenu for better organization. NETWORK/NETPLAY/MENU: Chat supported info for the host kick submenu NETWORK/NETPLAY/MENU: Localize relay servers NETWORK/NETPLAY/MENU: Host Ban Submenu NETWORK/NETPLAY/MENU: Add client devices info to the kick sub-menu NETWORK/NETPLAY/MENU: Path: Netplay -> Host -> Kick Client Allows the host to kick clients. Allows the host to view client information: connected clients (names), status (playing/spectating) and ping. NETWORK/UPNP: Attempt support for remaining platforms NETWORK/UPNP: Support for IPv4 tunneling ONLINE UPDATER: Online Updater menu reorganizing OSX: Fixed items of system top menu bar on macOS OSX: Revision to macOS app icon set PLAYLISTS: Ensure history list will contain CRC32 PLAYLISTS: Fix CRC32 comparison as state->content_crc has |crc suffix. SHADERS: Shader Preset Loading of Multiple additional #references lines for settings SHADERS: Shader Load Extra Parameter Reference Files this adds the ability to put additional #reference lines inside shader presets which will load additional settings. The first reference in the preset still needs to point at a chain of presets which ends with a shader chain, and subsequent #reference lines will load presets which only have parameter values adjustment. This allows presets to be made with a modular selection of settings. For example with the Mega Bezel one additional reference could point at a preset which contained settings for Night mode vs Day mode, and another reference could point to a preset which contained settings for how much the screen should be zoomed in. SHADERS/MENU: Increase shader scale max value SCANNER/DC: Fix Redump bin/cue scan for some DC games SCANNER/GC/WII: Add RVZ/WIA scan support for GC/Wii SCANNER/PS1: Improved success rate of Serial scanning on PS1 by adding support for the xx.xxx format SCANNER/PS1: Changed return value of detect_ps1_game function to actually return a failure when the Serial couldnt be extracted. Scanner will then fallback on crc check, and usually ends up finding the games in the database. STRING: Do not assume char is unsigned TASKS: More thread-awareness in task callbacks TASKS: Fix race condition at task_queue_wait VFS: Fix various VFS / file stream issues VULKAN: Fix more validation errors VULKAN: Attempt to fix validation errors with HDR swapchain. Always use final render pass type equal to swapchain format. Use more direct logic to expose if filter chain emits HDR10 color space or not VULKAN/DEBUG: Automatically mark buffer/images/memory with names VULKAN/DEBUG: Move over to VK_EXT_debug_utils. Debug marker is deprecated years ago. VULKAN/HDR: Fix leak of HDR UBO buffer VULKAN/BFI: Fix BFI (Black Frame Insertion) regression WINDOWS: Fix exclusive fullscreen video refresh rate when vsync swap interval is not equal to one refresh rate in exclusive fullscreen mode was being incorrectly multiplied by vsync swap interval, breaking swap interval functionality at the gfx driver level WIN32: Do optimization for Windows where we only update the title with SetWindowText when the previous title differs from the current title WIN32: Skip console attach when logging to file WIN32: Remove black margins with borderless non-fullscreen window WIN32/TASKBAR: Release ITaskbarList3 on failed HrInit pointer wasnt NULLd, thus set_window_progress would cause weird behavior
RetroArch 1.11.0 has been released! Patch notes: AUDIO/AUDIO MIXER: Add missing locks for thread safety AUDIO/AUDIO MIXER: Fix audio mixer memory leak + remove redundant single threaded rthreads implementation AUTOSAVE: Change/improve exit behavior of autosave thread if condition variable is signaled, the loop is ran another last time so we can do a final check/save before stopping the thread. CDROM: Fix memory leak caught with asan buf passed to filestream_read_file CORE INFO/NETPLAY: Ensure current core info is initialized at runloop_event_init_core when netplay is enabled CHEEVOS: Upgrade to rcheevos 10.4 CHEEVOS: Allow creating auto savestate in hardcore CHEEVOS: prevent invalid memory reference if game has achievements but core doesnt expose memory CHEEVOS: Release achievement badge textures when video driver is deinitialized CHEEVOS: Re-enforce hardcore limitations once achievements are loaded CHEEVOS/MENU/MATERIALUI: Show achievement badge icons in MaterialUI driver D3D9: D3D9 has been split up into two drivers D3D9 HLSL (max compatibility, no shader support yet) and D3D9 Cg (dependent on deprecated Nvidia Cg runtime library) D3D9/HLSL/XMB: XMB fix D3D9/CG: D3D9 Cg driver fixed D3D11: Fix overlay not showing up D3D11/12: Reduce lag with WaitForVBlank this rather simple addition seems to make D3D11/12 very very close to Vulkan/GLCore regarding input lag. D3D11/12: Add waitable swapchains and max frame latency option D3D11/12: Make waitable swapchains optional DATABASE: Reformat rdb_entry_int Nitpick adjustments for database entries: Capitalize Release Date, and remove space before : from Release Date rows which use integer DATABASE/EXPLORE: Allow On-Demand Thumbnails in Explore menu DATABASE/EXPLORE/MENU/OZONE/XMB/RGUI: Explore menu thumbnails DISC CONTROL: Better Disc Control append focus AUTOMATIC FRAME DELAY: Added slowmotion resiliency AUTOMATIC FRAME DELAY: Added string representation for seeing the current effective delay without opening statistics AUTOMATIC FRAME DELAY: Added ms to logging and (ms) to label just like in Audio Latency GENERAL: Dont bake in OpenAL and libcaca by default unless explicitly enabled with configure switch. GENERAL: Reduce amount of strlen calls GENERAL: Reduce or simply sin/cosf calls GFX: Fix readability and precision issues in aspectratio_lut GFX: Add option to manually enable/disable automatic refresh rate switching GFX: Enable automatic configuration of VSync Swap Interval GFX/FONT/FREETYPE: Use FT_New_Memory_Face first read it from file to memory beforehand this solves an asset extraction issue when selecting Update Assets apparently FT_New_Face keeps an open file handle to the font file which prevents it from being overwritten/deleted while the program is still running. GFX/THUMBNAILS: Thumbnail aspect ratio fix GFX/THREADED VIDEO: Optimizations, fixes and cleanups GFX/VIDEO FILTERS: Add Upscale_240x160-320240 video filter with mixed method GLSLANG: Fix compilation with ./configure disable-builtinglslang was missing linking against -lMachineIndependent and -lGenericCodeGen static libs INPUT: Fix off by one error for input_block_timeout setting. Also default to 0 for this setting (pretty massive performance gain) INPUT: Analog button mapping fixes INPUT/HID/OSX: Fix DualShock3 support INPUT/HID/LINUX: (qb) Disable HAVE_HID by default for now for Linux as long as there are no working backends for both INPUT/HID/WINDOWS: (qb) Disable HAVE_HID by default for now for Windows as long as there are no working backends for both INPUT/OVERLAY: Block pointer input when overlay is pressed INPUT/REMAPPING: input_remapping_save_file existing remapping file was needlessly reloaded INPUT/REMAPPING: Add option to disable automatic saving of input remap files INPUT/LINUX/UDEV: Fix lightgun scaling on Y axis INPUT/LINUX/X11/LED: Add LED keyboard driver INPUT/WINDOWS/LED: LED keyboard driver cleanup INPUT/WINDOWS/WINRAW: Clear key states when unfocused INPUT/WINDOWS/WINRAW: Fix pointer device position LIBRETRO/SAVESTATES: Implement an api call for context awareness LOCALIZATION: Updates LOCALIZATION: Add Catalan language option LOCALIZATION: Fix some bad localization LINUX: Make memfd_create call more backwards compatible by calling it through syscall on older systems, youll have to include linux/memfd.h for the MFD_ defines, and call memfd_create() via the the syscall(2) wrapper (and include unistd.h and sys/syscall.h for it work). We exclude linux/memfd.h header include because we already provide the MFD_ defines in case they are missing LINUX/MALI FBDEV: Fix assertion failed on video threaded switch MENU: Menu paging navigation adjustments MENU: New Menu Items for disabling Info & Search buttons in the menu MENU: Allow the user to use volume up/down/mute hotkeys from within the menu MENU: Add missing sublabels for non-running Quick Menu MENU: Reorganize Quick Menu Information MENU: Savestate thumbnails Savestate slot reset action MENU: Allow changing savestate slots with left/right on save/load MENU: Add Ago to playlist last played styles MENU: Add proper icons for shader items MENU/MATERIALUI: Add icon for Download Thumbnails MENU/XMB: Add options for hiding header and horizontal title margin MENU/XMB: Dynamic wallpaper fixes MENU/XMB: Add Daite XMB Icon Theme MENU/XMB/OZONE: Savestate thumbnail aspect ratio MENU/XMB/OZONE: Core option category icon refinements MENU/XMB/OZONE: Fullscreen thumbnail browsing MENU/XMB/OZONE: Add playlist icons under Load Content MENU/XMB/OZONE: Thumbnail improvements MENU/XMB/OZONE: Savestate thumbnail fullscreen + dropdown MENU/XMB/OZONE: Prevent unnecessary thumbnail requests when scrolling through playlists MENU/OZONE: Fix playlist thumbnail mouse hover after returning from Quick Menu MENU/OZONE: Thumbnail visibility corrections MENU/OZONE: Playlist metadata reformat MENU/OZONE: Savestate thumbnail fixes MENU/OZONE: Add savestate thumbnails MENU/OZONE: Header icon spacing adjustment MENU/RGUI: Savestate thumbnails MENU/SETTINGS: Turn Advanced Settings on by default, this entire filtering of settings will need a complete rethink anyways MENU/WIDGETS: Widget color + position adjustments NETWORK: Allow MITM server selection on OK callback NETWORK: Replace socket_select calls NETWORK: Implement binary network streams NETWORK: Poll support NETWORK: Check connect errno for successful connection NETWORK: Get rid of the timeout_enable parameter for socket_connect NETWORK: Fix getnameinfo_retros port value for HAVE_SOCKET_LEGACY platforms NETWORK: Define inet_ntop and inet_pton for older Windows versions NETWORK: Define isinprogress function NETWORK/NATT: Move natt files to network NETWORK/NETWORK STREAMS: Add function netstream_eof NETWORK/NETPLAY: Fix game CRC parsing NETWORK/NETPLAY: Disable and hide stateless mode NETWORK/NETPLAY: Change default for input sharing to no sharing NETWORK/NETPLAY: Enforce a timeout during connection NETWORK/NETPLAY: Disallow clients from loading states and resetting NETWORK/NETPLAY: Special saves directory for client NETWORK/NETPLAY: Ensure current content is reloaded before joining a host NETWORK/NETPLAY: Fix client info devices index NETWORK/NETPLAY: Fix input for some cores when hosting NETWORK/NETPLAY: Memory leak fixes NETWORK/NETPLAY: Force a core update when starting netplay NETWORK/NETPLAY: Fix NAT traversal announce for HAVE_SOCKET_LEGACY platforms NETWORK/NETPLAY: Refactor fork arguments NETWORK/NETPLAY: Fix content reload deadlocks on static core platforms NETWORK/NETPLAY: Disallow netplay start when content is not loaded for static core platforms NETWORK/NETPLAY: Show client slowdown information NETWORK/NETPLAY: Improve check frames menu entry NETWORK/NETPLAY: Do not try to receive new data if the data is in the buffer NETWORK/NETPLAY: Copy data on receive, even if the buffer is full NETWORK/NETPLAY: Fix lobby sublabel CRC display on some platforms NETWORK/NETPLAY: Support for customizing chat colors NETWORK/NETPLAY: Small launch compatibility patch adjustments NETWORK/NETPLAY: Support for banning clients NETWORK/NETPLAY: Minor tweaks to the find content task NETWORK/NETPLAY: Support for gathering client info and kicking NETWORK/NETPLAY: Fix possible deadlock NETWORK/NETPLAY: Initialize clients allow_pausing to true NETWORK/NETPLAY: Disable netplay for unsupported cores with stateless mode being disabled for now, there is no reason not to include this. Refuse to initialize netplay when the current core is not supported (no proper savestates support) NETWORK/NETPLAY/DISCOVERY: Ensure fixed width ints on packet struct NETWORK/NETPLAY/DISCOVERY: Support for IPv4 tunneling (6to4) NETWORK/NETPLAY/DISCOVERY/TASKS: Netplay/LAN Discovery Task refactor aims to prevent blocking the main thread while awaiting for the LAN discovery timeout; This is accomplished by moving the whole discovery functionality into its task and using a non-blocking timer to finish the task. Also fixes discovery sockets not being made non-blocking, which could cause the main thread to hang for very long periods of time every pre-frame. NETWORK/NETPLAY/TASKS: Find content task refactor fixes many issues along the way, including a couple of nasty memory leaks that would leak thousands of bytes each time the task ran. It also expands the original concept by matching currently run content by filename (CRC matching is always performed first though). NETWORK/NETPLAY/TASKS: Find content task refactor Ensure CRC32 is 8 characters long NETWORK/NETPLAY/LOBBY: Add setting for filtering out rooms with non-installed cores NETWORK/NETPLAY/LOBBY: Hide older (incompatible) rooms NETWORK/NETPLAY/LOBBY: Add a toggleable filter for passworded rooms. In addition, move lobby filters into its own submenu for better organization. NETWORK/NETPLAY/MENU: Chat supported info for the host kick submenu NETWORK/NETPLAY/MENU: Localize relay servers NETWORK/NETPLAY/MENU: Host Ban Submenu NETWORK/NETPLAY/MENU: Add client devices info to the kick sub-menu NETWORK/NETPLAY/MENU: Path: Netplay -> Host -> Kick Client Allows the host to kick clients. Allows the host to view client information: connected clients (names), status (playing/spectating) and ping. NETWORK/UPNP: Attempt support for remaining platforms NETWORK/UPNP: Support for IPv4 tunneling ONLINE UPDATER: Online Updater menu reorganizing OSX: Fixed items of system top menu bar on macOS OSX: Revision to macOS app icon set PLAYLISTS: Ensure history list will contain CRC32 PLAYLISTS: Fix CRC32 comparison as state->content_crc has |crc suffix. SHADERS: Shader Preset Loading of Multiple additional #references lines for settings SHADERS: Shader Load Extra Parameter Reference Files this adds the ability to put additional #reference lines inside shader presets which will load additional settings. The first reference in the preset still needs to point at a chain of presets which ends with a shader chain, and subsequent #reference lines will load presets which only have parameter values adjustment. This allows presets to be made with a modular selection of settings. For example with the Mega Bezel one additional reference could point at a preset which contained settings for Night mode vs Day mode, and another reference could point to a preset which contained settings for how much the screen should be zoomed in. SHADERS/MENU: Increase shader scale max value SCANNER/DC: Fix Redump bin/cue scan for some DC games SCANNER/GC/WII: Add RVZ/WIA scan support for GC/Wii SCANNER/PS1: Improved success rate of Serial scanning on PS1 by adding support for the xx.xxx format SCANNER/PS1: Changed return value of detect_ps1_game function to actually return a failure when the Serial couldnt be extracted. Scanner will then fallback on crc check, and usually ends up finding the games in the database. STRING: Do not assume char is unsigned TASKS: More thread-awareness in task callbacks TASKS: Fix race condition at task_queue_wait VFS: Fix various VFS / file stream issues VULKAN: Fix more validation errors VULKAN: Attempt to fix validation errors with HDR swapchain. Always use final render pass type equal to swapchain format. Use more direct logic to expose if filter chain emits HDR10 color space or not VULKAN/ANDROID: Honor SUBOPTIMAL on non-Android since youd want to recreate swapchains then. On Android it can be promoted to SUCCESS. SUBOPTIMAL_KHR can happen there when rotation (pre-rotate) is wrong. VULKAN/DEBUG: Automatically mark buffer/images/memory with names VULKAN/DEBUG: Move over to VK_EXT_debug_utils. Debug marker is deprecated years ago. VULKAN/HDR: Fix leak of HDR UBO buffer VULKAN/BFI: Fix BFI (Black Frame Insertion) regression WINDOWS: Fix exclusive fullscreen video refresh rate when vsync swap interval is not equal to one refresh rate in exclusive fullscreen mode was being incorrectly multiplied by vsync swap interval, breaking swap interval functionality at the gfx driver level WIN32: Do optimization for Windows where we only update the title with SetWindowText when the previous title differs from the current title WIN32: Skip console attach when logging to file WIN32: Remove black margins with borderless non-fullscreen window WIN32/TASKBAR: Release ITaskbarList3 on failed HrInit pointer wasnt NULLd, thus set_window_progress would cause weird behavior
A new core has been added for RetroArch Steam. https://store.steampowered.com/app/2066880/RetroArch__A5200/ You can download this core either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. There are now 53 cores available in total for RetroArch Steam.
A new core has been added for RetroArch Steam. https://store.steampowered.com/app/1238580/RetroArch__A800/ You can download this core either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. If you'd like to learn more about these cores, you can go to our Documentation Center site. Documentation for the A800 core can be found here. There are now 51 cores available in total for RetroArch Steam.
2 new cores have been added for RetroArch Steam. https://store.steampowered.com/app/2010121/RetroArch__BlueMSX/ https://store.steampowered.com/app/1876450/RetroArch__WASM4/ WASM-4 is a low-level fantasy game console for building small games with WebAssembly. Game cartridges (ROMs) are small, self-contained .wasm files that can be built with any programming language that compiles to WebAssembly. You can download these cores either from within RetroArch Steam by going to Manage Cores, or by simply downloading them for free from Steam. If you'd like to learn more about these cores, you can go to our Documentation Center site. Documentation for the BlueMSX core can be found here. Documentation for the WASM-4 core can be found here. There are now 50 cores available in total for RetroArch Steam.
4 new cores have been added for RetroArch Steam. https://store.steampowered.com/app/1227485/RetroArch__Gearboy/ https://store.steampowered.com/app/1227484/RetroArch__Gearsystem/ https://store.steampowered.com/app/1222637/RetroArch__TIC80/ https://store.steampowered.com/app/2062460/RetroArch__Handy/ You can download these cores either from within RetroArch Steam by going to Manage Cores, or by simply downloading them for free from Steam. If you'd like to learn more about these cores, you can go to our Documentation Center site. Documentation for the Gearboy core can be found here. Documentation for the Gearsystem core can be found here. Documentation for the TIC-80 core can be found here. Documentation for the Handy core can be found here. There are now 48 cores available in total for RetroArch Steam.
Three new cores have been added for RetroArch Steam. https://store.steampowered.com/app/2004070/RetroArch__Gambatte/ https://store.steampowered.com/app/1227457/RetroArch__FreeIntv/ https://store.steampowered.com/app/1227482/RetroArch__CrocoDS/ You can download these cores either from within RetroArch Steam by going to Manage Cores, or by simply downloading them for free from Steam. If you'd like to learn more about these cores, you can go to our Documentation Center site. Documentation for the Gambatte core can be found here. Documentation for the FreeIntv core can be found here. Documentation for the CrocoDS core can be found here. There are now 44 cores available in total for RetroArch Steam.
A new core has been added for RetroArch Steam - FreeChaF. https://store.steampowered.com/app/1227458/RetroArch__FreeChaF/ You can download this core either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. If you'd like to learn more about this core, you can refer to more information on our Documentation Center site. There are now 41 cores available in total for RetroArch Steam.
Two new cores have been added for RetroArch Steam - Beetle Saturn and FUSE. https://store.steampowered.com/app/1905200/RetroArch__Beetle_Saturn/ https://store.steampowered.com/app/2004140/RetroArch__Fuse/ You can download this core either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. If you'd like to learn more about these two cores, you can refer to more information on our Documentation Center site. There are now 40 cores available in total for RetroArch Steam.
A new core has been added for RetroArch Steam! https://store.steampowered.com/app/2008300/RetroArch__vecx/ You can download this core either from within RetroArch Steam by going to Manage Cores, or by simply downloading it for free from Steam. If you'd like to learn more about these two cores, you can refer to more information on our Documentation Center site. Documentation for Vecx core can be found here. There are now 38 cores available in total for RetroArch Steam.
Two new cores have been added! https://store.steampowered.com/app/1227450/RetroArch__GW/ https://store.steampowered.com/app/2010120/RetroArch__TGB_Dual/ You can download these cores either from within RetroArch Steam by going to Manage Cores, or by simply downloading them for free from Steam. If you'd like to learn more about these two cores, you can refer to more information on our Documentation Center site. Documentation for GW core can be found here. Documentation for the TGB Dual core can be found here. There are now 37 cores available in total for RetroArch Steam.
RetroArch 1.10.3 has just been released. This is a condensed version of the original article on our website. If you want to read the article in full, click here.
AI/SERVICE: Disable AI Service setting by default CHEEVOS: Disallow manual frame delay setting in Hardcore Mode DATABASE: Serial scanning for Wii now includes WBFS INPUT/MAPPING: Fix offset + crash when clearing input port binds INPUT/MAPPING: Fix saving of Analog to Digital Type when configuration overrides are used LOCALIZATION: Add Valencian language option LOCALIZATION: Updates MENU/SETTINGS: Move Show Menu Bar under Windowed Mode settings MENU/SETTINGS: Add sublabels for Subsystems and Input Deadzone/Sensitivity MENU/SETTINGS: Move On-Screen Notifications to top MENU/XMB: Unified the shadow alpha value to a slightly darker one for better readability MENU/XMB: Corrected the option label and sublabel for actual behavior STATIC PLATFORMS: Populate all history list metadata when launching content from playlists STEAM: Introduce Steam Rich Presence VIDEO: Fast-Forward Frameskip improvement VIDEO/THREADED: Stability fixes WINDOWS/WINRAW: Fix multiple light guns
RetroArch 1.10.2 has just been released. You can read the full article on our website here. The condensed version here has been stripped of everything not relevant to the Steam version in specific.
RetroArch 1.10.1 has just been released. Read our full article here on our website.
RetroArch 1.10.0 has just been released. Read our full article here on our website.
RetroArch Open Hardware
Please take a moment to sign up for our RetroArch Open Hardware newsletter. We would also hugely appreciate it if you could fill out the user survey. The link can be found here.
If there is sufficient demand, we have the possibility to start building hardware that will help regular users preserve their old videogames at affordable prices. Every person filling in this survey counts towards making this a future reality, so please take a moment to look at it.
Highlights
HDR support for Vulkan has been added. Its been confirmed working on Windows. Also,
HDR support for Slang shaders has been added. The first shader to support HDR is
crt\crt-sony-pvm-4k-hdr.slangp.
Numerous improvements have been made to netplay. uPnP support has received a complete overhaul (and is no longer reliant on miniupnpc). Relay servers should now be fully operational. A new relay server has been added in Singapore to help out users in South East Asia and bordering countries.
A summary of the new features:
Netplay features: Text chat, host ping limiter, client ping counter.
Netplay relay: New relay system is now functional.
Netplay relay: The canadian server was replaced in favor of an asian one.
Netplay relay: Custom relay server support.
Netplay hosting: A warning will be shown if your room is not connectable from the internet when announcing to the lobby server.
Netplay fixes: Many netplay fixes and improvements.
Lobby Viewer (Internet): Filter out rooms that are not compatible with RetroArchs netplay.
Lobby Viewer (Internet): Display a non-connectable tag to non-connectable rooms.
Lobby Viewer (LAN): LAN rooms now have their own refresh button, no longer mixing together with internet rooms.
The XMB menu now has a new (optional) effect to hide menu items that are near the edge of the screen, very similar to the original XMB. You can adjust the fade effect to your liking if you want it to fade out more items onscreen. The new setting is called Vertical Fade Factor and can be found in Settings -> User Interface -> Appearance.
A VSync swap interval has been added for the Direct3D 10 and 11 drivers. Before, Swap/sync interval was merely on/off based on VSync, leaving the existing option unused.
Big improvements for Xbox / UWP users see the changelog for more details.
User advice for Xbox users
There are apparently some issues people are experiencing with USB drives.
We recommend you follow these steps to solve potential issues:
* Connect your drive to a Windows PC
* Go to File Explorer
* Right click on your NTFS drive
* Do the following: Properties -> Security -> Advanced -> Add -> Select Principal -> Advanced -> Find Now > All App Packages > Ok > Tick Full Control > Ok > Enable Inheritance.
Changelog
1.10.0
ARCHIVE: Allow loading files from archive subdirectory
AUDIO: Remove frame limit from audio batch callback. Before, if a core used the audio batch callback, there would be a hidden cap of 1024 on the number of audio frames that could be sent. If a core exceeded this value, any excess samples were silently discarded. While this is sufficient for normal samplerates/framerates, it means that e.g. a core using the batch callback to send 44100 Hz audio at 30 fps with would have entirely broken sound. This has been fixed by removing the audio batch frame limit.
AUDIO/RESAMPLER/NEON: Implement sinc kaiser NEON function
CHEEVOS: Reset hardcore default to enabled; show message when trying to load state in hardcore
CHEEVOS: Fix memory map conversion
CHEEVOS: Check netplay status when unlocking achievements
CHEEVOS: Support for hashing buffered NDS ROMs
CHEEVOS: Fix hung task whe badge doesnt exist
CLI: Load save states from command-line or playlist
CORE INFO CACHE/SETTINGS: Restore missing Cache Core Info Files menu entry
DATABASE: Serial scanning for Gamecube/MegaCD/SegaCD/Saturn/PSX/PSP/Dreamcast/Wii
D3D10/D3D11: Add Vsync swap interval
EMSCRIPTEN: Add Jaxe, WASM4 cores
FILE IO: Fix incorrect file names for remap files when the content path doesnt have a preceding slash
INPUT/OVERLAY: Added support for showing the overlay behind the menu instead of in front. This is currently only supported on the GL, Vulkan, D3D 9/10/11/12 and 3DS drivers.
INPUT/UDEV: Convert abs mouse from screen to viewport coordinates; fix relative mouse coords
INPUT/WAYLAND: Ignore mouse clicks on window decoration
INPUT/WAYLAND: Add scroll wheel support
LINUX: Added support for Linux GameMode (https://github.com/FeralInteractive/gamemode), which can be toggled on/off in the Power Management or Latency settings menus.
LOCALIZATION: Fetch translations from Crowdin
LOCALIZATION: Add Indonesian, Swedish and Ukrainian language options
LOCALIZATION/MENU/RGUI: Enable Indonesian and Swedish localisations for RGUI
LOGGING: Logging cleanups
LOGGING: Stop logging FPS statistics twice on quit
LOGGING: Log font rendering backend only once
HOTKEYS: Added a hotkey toggle for the on-screen technical statistics.
HOTKEYS: Add delay + acceleration to volume hotkeys
MENU: Add option for showing notifications only in menu
MENU/RGUI: Add Finnish to supported languages
MENU/XMB: Optional vertical list item fade
MENU/XMB/OZONE: Category + History/Favorites icons
NETWORK: Fix dummy notification no longer shows a netplay initialization failed notification when netplay is not enabled
NETWORK: LAN addresses only for UPnP Some router devices might accept non-LAN addresses without raising an error.
NETWORK: Filter out non-connectable rooms. Add an option for filtering out non-connectable netplay rooms.
NETWORK: Netplay spectator notification fix. Fix double notification when the host switches to spectator.
NETWORK: Prevents long-term pausing from clients dishonoring allow pausing
NETWORK/LOBBY: Lobby Viewer: Filter out rooms that are not running RetroArch
NETWORK/LOBBY: Lobby Viewer: Display a non-connectable tag to non-connectable rooms
NETWORK/LOBBY: Host: Display warning if we are announcing to the internet but our room isnt connectable from there
NETWORK/RELAY: Custom relay server support Add support for custom user-ran relay servers
NETWORK/RELAY: Replace Canadian relay server with Singapore relay server. Current relays: New York/USA, Madrid/Spain, Sao Paulo/Brazil, Singapore
NETWORK/UPNP: Various refactors/improvements, no more dependent on miniupnpc
NETWORK/UPNP: Various UPnP binding fixes for specific routers
NETWORK/UPNP: Accept IGD v2 service types
NETWORK/UPNP: Delay lobby server announcing delay the announcing in order to give UPnPs port forwarding more time. Fix the remaining truncation warnings.
NETWORK/UPNP: Smart interface selection Find the most suitable address for UPnP by scoring interfaces on how close their address is to the devices address
OPENGL1: Fix buffer overflow RetroArch would sometimes crashes at startup when loading asset textures with GL1 driver
VULKAN: Double combined image sampler descriptor pool size fix segfaults with AMD GPUs using RADV
VULKAN: Emulate mailbox only with Vsync enabled otherwise have it disabled useful for VRR/G-Sync/FreeSync
VULKAN/SWAPCHAIN: Vulkan max swapchain images option adjustments: removed value 1, since it wont be used Video reinit on change, so that there is no need to restart or toggle fullscreen
VULKAN/HDR: HDR support tested on Windows
WAYLAND: Add libdecor for client side decoration
WAYLAND: Use any display for initial metrics
WAYLAND: Fix the window closing, if RetroArch is build without libdecor
WAYLAND: Use checked sizes in EGL resize
WAYLAND: Fix window title update
New RetroArch version 1.9.10 just released. Changelog down below: ARCHIVE: Allow loading files from archive subdirectory AUDIO: Remove frame limit from audio batch callback. Before, if a core used the audio batch callback, there would be a hidden cap of 1024 on the number of audio frames that could be sent. If a core exceeded this value, any excess samples were silently discarded. While this is sufficient for normal samplerates/framerates, it means that e.g. a core using the batch callback to send 44100 Hz audio at 30 fps with would have entirely broken sound. This has been fixed by removing the audio batch frame limit. AUDIO/RESAMPLER/NEON: Implement sinc kaiser NEON function CHEEVOS: Reset hardcore default to enabled; show message when trying to load state in hardcore CHEEVOS: Fix memory map conversion CHEEVOS: Check netplay status when unlocking achievements CHEEVOS: Support for hashing buffered NDS ROMs CHEEVOS: Fix hung task whe badge doesnt exist CLI: Load save states from command-line or playlist CORE INFO CACHE/SETTINGS: Restore missing Cache Core Info Files menu entry DATABASE: Serial scanning for Gamecube/MegaCD/SegaCD/Saturn/PSX/PSP/Dreamcast/Wii D3D10/D3D11: Add Vsync swap interval EMSCRIPTEN: Add Jaxe, WASM4 cores FILE IO: Fix incorrect file names for remap files when the content path doesnt have a preceding slash INPUT/OVERLAY: Added support for showing the overlay behind the menu instead of in front. This is currently only supported on the GL, Vulkan, D3D 9/10/11/12 and 3DS drivers. INPUT/UDEV: Convert abs mouse from screen to viewport coordinates; fix relative mouse coords INPUT/WAYLAND: Ignore mouse clicks on window decoration INPUT/WAYLAND: Add scroll wheel support LINUX: Added support for Linux GameMode (https://github.com/FeralInteractive/gamemode), which can be toggled on/off in the Power Management or Latency settings menus. LOCALIZATION: Fetch translations from Crowdin LOCALIZATION: Add Indonesian, Swedish and Ukrainian language options LOCALIZATION/MENU/RGUI: Enable Indonesian and Swedish localisations for RGUI LOGGING: Logging cleanups LOGGING: Stop logging FPS statistics twice on quit LOGGING: Log font rendering backend only once HOTKEYS: Added a hotkey toggle for the on-screen technical statistics. HOTKEYS: Add delay + acceleration to volume hotkeys MENU: Add option for showing notifications only in menu MENU/RGUI: Add Finnish to supported languages MENU/XMB: Optional vertical list item fade MENU/XMB/OZONE: Category + History/Favorites icons NETWORK: Fix dummy notification no longer shows a netplay initialization failed notification when netplay is not enabled NETWORK: LAN addresses only for UPnP Some router devices might accept non-LAN addresses without raising an error. NETWORK: Filter out non-connectable rooms. Add an option for filtering out non-connectable netplay rooms. NETWORK: Netplay spectator notification fix. Fix double notification when the host switches to spectator. NETWORK: Prevents long-term pausing from clients dishonoring allow pausing NETWORK/LOBBY: Lobby Viewer: Filter out rooms that are not running RetroArch NETWORK/LOBBY: Lobby Viewer: Display a non-connectable tag to non-connectable rooms NETWORK/LOBBY: Host: Display warning if we are announcing to the internet but our room isnt connectable from there NETWORK/RELAY: Custom relay server support Add support for custom user-ran relay servers NETWORK/RELAY: Replace Canadian relay server with Singapore relay server. Current relays: New York/USA, Madrid/Spain, Sao Paulo/Brazil, Singapore NETWORK/UPNP: Various refactors/improvements, no more dependent on miniupnpc NETWORK/UPNP: Various UPnP binding fixes for specific routers NETWORK/UPNP: Accept IGD v2 service types NETWORK/UPNP: Delay lobby server announcing delay the announcing in order to give UPnPs port forwarding more time. Fix the remaining truncation warnings. NETWORK/UPNP: Smart interface selection Find the most suitable address for UPnP by scoring interfaces on how close their address is to the devices address OPENGL1: Fix buffer overflow RetroArch would sometimes crashes at startup when loading asset textures with GL1 driver PS3: PSL1GHT port added to Gitlab CI VULKAN: Double combined image sampler descriptor pool size fix segfaults with AMD GPUs using RADV VULKAN: Emulate mailbox only with Vsync enabled otherwise have it disabled useful for VRR/G-Sync/FreeSync VULKAN/SWAPCHAIN: Vulkan max swapchain images option adjustments: removed value 1, since it wont be used Video reinit on change, so that there is no need to restart or toggle fullscreen VULKAN/HDR: HDR support tested on Windows WAYLAND: Add libdecor for client side decoration WAYLAND: Use any display for initial metrics WAYLAND: Fix the window closing, if RetroArch is build without libdecor WAYLAND: Use checked sizes in EGL resize WAYLAND: Fix window title update WEBOS: Fix webOS build and run
A busy year passed by and there was a lot of silence on the Open-Hardware Project. The promise of RetroArch Open-Hardware has always been open hardware with open software delivering an open solution. We stand by this goal to this day, however we felt that the DIY market alone will not help the cause significantly to bring emulation to the mainstream. Thus we partnered with a hardware manufacturer for a commercial release bringing the peripheral into everyones hands while still keeping a free and open DIY route. With that in mind we are re-designing the hardware to be modular meaning there would be a base unit & addon modules for other console hardware (the main focus for initial release will still be N64). Our goal is to reach more people with this approach while only slightly increasing the difficulty for DIY folks (req. of a second PCB). If things go well, we could enter production in mid 2022 and have a product by the end of the year (knowing current global shipping tho, there will be some nightmares down the road). To help gauge interest and keep the community up-to-date, we launch today the RetroArch Open-Hardware Newsletter & User survey! Please sign-up if you want to stay updated. We wont spam you and only write you when really needed. Even if you arent interested please still take the survey. Its up to 10 questions max. and should only take 2 minutes to complete. It will help us a lot! The project depends on you Newsletter: https://retroarchopenhardware.com/ Survey: https://retroarchopenhardware.com/survey.php The article can be read in full here: https://www.libretro.com/index.php/introducing-the-retroarch-open-hardware-project/
We're happy to announce that Potator has been added to RetroArch Steam as core DLC! Potator is a handheld emulator. It is a monochrome handheld gaming system released in 1992. Link to the new DLC is here - https://store.steampowered.com/app/1844930/RetroArch__Potator/
We're happy to announce that Beetle VB has been added to RetroArch Steam as core DLC! An emulator for a portable handheld console released in the mid '90s. It was a virtual reality handset console, and one of the first to showcase stereoscopic 3D graphics. Link to the new DLC is here - https://store.steampowered.com/app/1844870/RetroArch__Beetle_VB/ The user guides can be found here - https://docs.libretro.com/library/beetle_vb/
We're happy to announce that Beetle Cygne has been added to RetroArch Steam as core DLC! Emulates a handheld game console from the late '90s. It had a D-pad on each side and could be held in both horizontal and vertical orientation. Link to the new DLC is here - https://store.steampowered.com/app/1843660/RetroArch__Beetle_Cygne/ The user guides can be found here - https://docs.libretro.com/library/beetle_cygne/
We're happy to announce that EasyRPG has been added to RetroArch Steam as core DLC! EasyRPG Player allows you to play compatible RPG games from within RetroArch. Compatible RPG games are:
We're happy to announce that Beetle PCE has been added to RetroArch Steam as core DLC! Comes in three versions:
RetroArch 1.9.14 has just been released. If youd like to learn more about upcoming releases, please consult our roadmap here. This post is an edited version of the article on our website, and it only includes changes relevant to the Steam version (and associated DLC). If you'd like to read the complete untouched article, visit this link here.
1.9.14 ANDROID/PLAYSTORE: Implement MANAGE_EXTERNAL_STORAGE permission ANDROID/PLAYSTORE: Bump up SDK level to 30 to comply with Play Store policies AUDIO/MIXER: Increase sample buffer padding CHEEVOS: Disallow achievements when spectating netplay CHEEVOS: Fix need-to-activate achievement logic for non-hardcore CHEEVOS: Dont queue rewind re-init if already on main thread CHEEVOS: Ignore unofficial achievements unless setting is enabled CHEEVOS: Use SSL host when available CHEEVOS: Validate hashes for secondary discs in multi-disc games CHEEVOS: Ensure placard is initialized on main thread when game has no achievements CHEEVOS: Audit achievement settings defaults and visibility CHEEVOS: Show error message when no password provided CHEEVOS: Use widget for game loaded achievement progress CONFIG: Honor config_save_on_exit when Reboot/Shutdown is called DISK CONTROL: Focus on current content entry in Disk Control append/insert FRAMEDELAY: Auto Frame Delay Improvements swap interval handling, D3DX handling, and delay target resets also on core restart. It should now work with high refresh rates and also with Direct3D 10/11/12 drivers INPUT/GYRO/ACCELEROMETER/ANDROID: Re-enable Gyroscope & Accelerometer when RetroArch resumes or regains focus INPUT/HID: Fix gamepad disconnect on unrecognized HID device LAKKA: Patch to fix keyboard typing LAKKA: CD-ROM eject menu item LAKKA/BLUETOOTH: Add option to remove pairing LAKKA/SWITCH: Disable rumble gain LAKKA/SWITCH: Disable cpu scaling, uses its own CPU governor LOGGING: Logging cleanups. A bunch of unifications and reformattings (capitalizations, dots, quotes, prefixes etc). Also added a few missing things, such as Run-Ahead error logging and LED interface init logging when it is enabled. NETPLAY: Networking should not print country for a local lobby NETPLAY: Added setting to allow/disallow players other than the host from pausing the game. NETPLAY: Added a sublabel for netplay max connections. NETPLAY: Fixed port override macro from not being set immediately after the port setting. NETPLAY: Show passworded rooms on lobby NETWORK: Make HTTP header parsing case insensitive NETWORK/UPNP: Fixed memory leaks NETWORK/UPNP: Added a task_queue_wait to prevent executing two nat tasks at once, so its also thread safe now NETWORK/UPNP: Switch to a permanent lease time, but request it to be removed when we do netplay_free. Switch to a permanent lease time, but request it to be removed when we do netplay_free. NETWORK/UPNP: Only use a single interface for UPnP, return on the first one found instead of iterating over all of them and opening them one by one OVERLAYS: Revert changes RETROFW: Add OSS audio VIDEO/ROTATION: Always return false if rotation cant occur. RETRO_ENVIRONMENT_SET_ROTATION should return false when rotation has been forcefully disabled in frontend, that way the core can decide if aspect ratio should be rotated or not for vertical games. Useful for FBNeo for instance. VULKAN: Avoid hard crash when capturing screenshot in emulating mailbox. WIIU: Make wiiu_gfx_load_texture code safer WIIU: Fix keyboard support.
We're happy to announce that Beetle PSX has been added to RetroArch Steam as core DLC! Beetle PSX is a heavily modified fork of Mednafen's PSX module to the libretro API. It can be compiled in C++98 mode. Notable additions in this fork are: [olist]
We're happy to announce that Prosystem has been added to RetroArch Steam as core DLC! The ProSystem emulator is an A7800 emulator. It was originally written in C++ using the Windows API and DirectX. It runs the ANTSC and PAL TV standards. It was originally written by Greg Stanton and then updated by others. For libretro it has been rewritten in C and made more portable, along with some additional enhancements. Link to the new DLC is here - https://store.steampowered.com/app/1227481/RetroArch__ProSystem/ The user guide can be found here - https://docs.libretro.com/library/prosystem/
We're happy to announce that gpSP has been added to RetroArch Steam as core DLC! gpSP is one of the fastest emulators of a very popular 32bit handheld game console released in the early '00s. It was originally made for that console's biggest competitor, quite a feat at the time and as a result it is very hard to beat in terms of performance. It has also recently seen numerous improvements over the original release by dedicated contributors who keep improving this emulator. Link to the new DLC is here - https://store.steampowered.com/app/1227468/RetroArch__gpSP/ The user guide can be found here - https://docs.libretro.com/library/gpsp/
We're happy to announce that Caprice32 has been added to RetroArch Steam as core DLC! Caprice32 is a software emulator of the CPC 8-bit home computer series that were manufactured by the British company between 1984 and 1993. The hardware has great features, like an operating system, CP/M and a HIRES display mode of 80-column. Its custom Gate-array and CRTC chips, exclusively designed, allows scroll effects, custom graphics modes, overscan, and many more. The emulator faithfully imitates the CPC464, CPC664, CPC6128, CPC6128+ and GX4000 models. By recreating the operations of all hardware components at a low level, the emulator achieves a high degree of compatibility with original CPC software. Link to the new DLC is here - https://store.steampowered.com/app/1227454/RetroArch__Caprice32/ The user guide can be found here - https://docs.libretro.com/library/caprice32/
We're happy to announce that RACE has been added to RetroArch Steam as core DLC! Rather A Cardfighter Emulator, RACE is a fast emulator for a 16bit handheld game console that was released in the late '90s. It came in both monochrome and color versions and had a D-pad on each side. Link to the new DLC is here - https://store.steampowered.com/app/1227453/RetroArch__RACE/ The user guide can be found here - https://docs.libretro.com/library/race/
We're happy to announce that UAE has been added to RetroArch Steam as core DLC! This core emulates the old '80s/'90s home computer Commodore Amiga. It also emulates the Amiga CD32. Link to the new DLC is here - https://store.steampowered.com/app/1829870/RetroArch__UAE/ The user guide can be found here - https://docs.libretro.com/library/puae/
We're happy to announce that VICE has been added to RetroArch Steam as core DLC! This DLC includes various cores all based on the same emulator. Each core emulates a different type of Commodore system. You can choose between 'Commodore 64' (C64), 'Commodore 64 + SuperCPU' , 'Commodore - CBM-II 5x0', 'Commodore - CBM-II 6x0/7x0', 'Commodore - PET', 'Commodore - PLUS/4', and 'Commodore - VIC-20'. What also needs mentioning is that there are two different versions for 'Commodore 64'. One is a 'fast' performance core, while the other is an 'accurate' core. The accurate one will, as the name suggests, have higher compatibility and a higher degree of accuracy, but it will also be slower. If you have a computer with low specifications, you might want to try the 'fast' version instead of the 'accurate' one. Link to the new DLC is here - https://store.steampowered.com/app/1828340/RetroArch__VICE/ The user guide can be found here - https://docs.libretro.com/library/vice/
We're happy to announce that bsnes has been added to RetroArch Steam as core DLC! This DLC includes two cores, bsnes and bsnes hd beta. The difference between the two is that bsnes hd beta also includes experimental widescreen, gradient and windowing features added by DerKoun, who also originated the HD Mode 7 effects included in mainline bsnes"
A ninjafix release was just pushed for RetroArch 1.9.13. This overwrites the current 1.9.13 build. Download it here. The main reason for this was that the overlays had been changed in 1.9.13. This would lead to many peoples existing overlay config files being broken due to the paths no longer working. So we changed it back to defaults. We apologize for the inconvenience. For example, because of this, the default overlay for Android would fail to start, and some overlays for 3DS would fail to show up. Several Cheevos-related fixes have also been pushed. Changes ANDROID/PLAYSTORE: Implement MANAGE_EXTERNAL_STORAGE permission ANDROID/PLAYSTORE: Bump up SDK level to 30 to comply with Play Store policies CHEEVOS: Fix need-to-activate achievement logic for non-hardcore CHEEVOS: Dont queue rewind re-init if already on main thread CHEEVOS: Ignore unofficial achievements unless setting is enabled NETPLAY: Networking should not print country for a local lobby NETPLAY: Add Text Chat functionality OVERLAYS: Revert changes VIDEO/ROTATION: Always return false if rotation cant occur. RETRO_ENVIRONMENT_SET_ROTATION should return false when rotation has been forcefully disabled in frontend, that way the core can decide if aspect ratio should be rotated or not for vertical games. Useful for FBNeo for instance. WIIU: Make wiiu_gfx_load_texture code safer
Should fix several RetroAchievements-related isssues that were plaguing 1.9.13. CHEEVOS: Fix need-to-activate achievement logic for non-hardcore CHEEVOS: Don't queue rewind re-init if already on main thread CHEEVOS: Ignore unofficial achievements unless setting is enabled VIDEO/ROTATION: Always return false if rotation can't occur. RETRO_ENVIRONMENT_SET_ROTATION should return false when rotation has been forcefully disabled in frontend, that way the core can decide if aspect ratio should be rotated or not for vertical games. Useful for FBNeo for instance.
RetroArch 1.9.13 has just been released.
If you'd like to learn more about upcoming releases, please consult our roadmap here.
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 to our users. This project exists because of your support and belief in us to keep going doing great things. If youd 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!
After introducing unique innovations like runahead in the past, RetroArch continues to innovate once more and remains at the forefront of latency reduction: introducing automatic frame delay! Read all about it in this separate article: https://www.libretro.com/index.php/retroarch-1-9-13-automatic-frame-delay/
The Neo CD libretro core is now available for download! Get it here - https://store.steampowered.com/app/1227456/RetroArch__NeoCD/
RetroArch 1.9.12 has just been released.
If you'd like to learn more about upcoming releases, please consult our roadmap here.
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 to our users. This project exists because of your support and belief in us to keep going doing great things. If youd 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!
Super Mario Bros. YSAOPE + YEAOZA + YEAPYA Start on World 8
Full blog post / announcement will arrive tomorrow, but here is already the changelog:
- ANDROID: New launcher logo - will fill the corners on the homescreen
- D3D9: Driver works again (RGUI only and software rendered cores work, no shader support yet)
- HID/MAC: WiiU GameCube Adapter now works
- HID/WIIU: WiiU and general HID subsystem unified/merged
- INPUT: Refactor menu toggle combo button logic to allow quit combo button
- INPUT/UDEV: Add mouse relative check and set appropriately to fix issue
- LIBNX/SWITCH: Splitted Joycon button mapping
- LIBRETRO: Add environment callback to enable cores to notify the frontend that a core otion value has changed
- MIYOO: Add initial port
- OPENDINGUX/RG350: Enable tinyalsa for the RG350
- PS2: Add 'Change Resolution' option
- PS2: Add option to change video windows offsets
- STEAM/LINUX: Move to new 'soldier' runtime
- WAYLAND: Remove xdg-shell-v6 protocol
- WINDOWS: Fix non-ASCII text display in window title
- UWP: Further improvements to WinRT VFS layer
Read very important linux changes!
RetroArch 1.9.10 has [strike]just[/strike] been released.
If you'd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.10 version) is scheduled to be released very soon!
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 to our users. This project exists because of your support and belief in us to keep going doing great things. If youd 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!
Hello everyone!
We have been busy working on the Steam version to improve compatibility and stability. Right now, we need to make some changes for the Linux platform. For a long time, we have manually released everything on the Steam, this has now been automated for both platforms. Looking forward you can expect regular updates and soon a nightly branch. However, to simplify RetroArch on Steam we are moving to the same folder structure on all platforms. Additionally, on Linux, we are moving from the AppImage-based release to using the newer soldier runtime available in Steam to increase the likelihood of RetroArch working out of the box on more Linux distributions.
As there is a small risk for breakages for Linux users we felt the need to properly inform about this. So what does this change mean? Currently, the RetroArch base directory on Linux is RetroArch-Linux-x86_64-Nightly.AppImage.config/retroarch which you can see the retroarch's itself in a subdirectory instead of being in the main directory of the game, so our goal is basically same directory structure for every platform! Due to the chance of data loss our recommendation is to copy everything you care about, for example; save files, options, your cfg files etc. somewhere safe outside the Steam install. While Steam Cloud should keep everything safe, we do still feel the need to mention this, as the changes are not risk-free.
The update is currently scheduled to go out the 3rd of October together with the next frontend release.
Please contact us if you have any concerns!
[strike]Today[/strike], RetroArch has finally been released on Steam for both Windows and Linux/SteamOS. The Store page can be found here.
If you'd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.9 version) is scheduled to be released very soon! 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 to our users. This project exists because of your support and belief in us to keep going doing great things. If youd 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!
If you'd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.7 version) is scheduled to be released a week from today.
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 youd 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!
If you'd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.7 version) is scheduled to be released a week from today.
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 youd 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!
NOTE: We will update this notice as soon as we have uploaded the 1.9.7 version for UWP/Xbox as well to our server. For now, these still point to the previous version (1.9.6). We thank you for your understanding.
[previewyoutube=eY3diF6G-M8;full][/previewyoutube] RetroArch is now available on the Amazon App Store! Note: Will work best with a gamepad. Link here. As of this moment, RetroArch is available on the Google Play Store (here and here), Amazon App Store (here),Steam (here, available by requesting access) and Itch.io(here).
If youd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.6 version) is scheduled to be released a week from today. Remember that this project exists for the benefit of our users, and that we wouldnt 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 youd 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!
Hi there community,
last Sunday a tragedy befell the emulation community, when Near tragically took their own life. While we feel Near needs no introduction, we feel it is only right to let people know of the extent to which Nears work laid the foundational framework of Libretro/RetroArch, and what other great projects they worked on, including of course bsnes (which needs no introduction at this point).
Among Nears other great accomplishments: libsnes (which later turned into our fork, libretro), libco (a cooperative multi-threading library), Higan (a multi-system emulator), Ares, and various other auxiliary projects.
Out of respect for Nears untimely passing, we have delayed the release of the next RetroArch by a full week. You wont be seeing us doing any promotional material or coverage for it until then, and who knows, we might even skip going into it at all. We feel this right now is more important and should get front and center coverage.
We asked three people familiar with Near to provide their own eulogy. Recognize that we speak from the heart and that our purpose in doing this is to pay proper respect and tribute to a great programmer in the emulation scene, the likes of whom we might never get again.
In light of today's events and out of respect for what has transpired, we've decided to delay the release of RetroArch 1.9.6 that was scheduled today. We thank you for your understanding.
Lakka 3.2 has just been released! To learn more, check out this article here - http://lakka.tv/articles/2021/06/19/lakka-3.2/ This version is based on the latest RetroArch version, 1.9.5. Next version of RetroArch (v1.9.6) scheduled for next Sunday (26/6/2021).
If youd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.5 version) is scheduled to be released a week from today. Remember that this project exists for the benefit of our users, and that we wouldnt 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 youd 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!
Lakka 3.1 has just been released! To learn more, check out this article on our sister site Lakka.tv here. This version is based on the latest RetroArch version, 1.9.4. We have the next version of RetroArch (v1.9.5) scheduled for next Saturday (12/6/2021). You can always view our roadmap for Lakka and RetroArch here.
If youd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.4 version) is scheduled to be released a week from today.
Remember that this project exists for the benefit of our users, and that we wouldnt 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 youd 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!
The Steam version may differ from the Normal version. The following changes are written for general use. The RetroArch Playtest version will be updated at a later time today. RetroArch 1.9.3 has just been released. Grab it here: http://retroarch.com/?page=platforms Remember that this project exists for the benefit of our users, and that we wouldnt 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 youd 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!
Watch this great presentation by Microsoft Azure covering (among other things) RetroArch's AI Translation capabilities [previewyoutube=atga5uMsrYY;full][/previewyoutube]
The Steam version may differ from the Normal version. The following changes are written for general use. [strike]The RetroArch Playtest version will be updated at a later time today.[/strike]
Remember that this project exists for the benefit of our users, and that we wouldnt 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 youd 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!
http://retroarch.com/index.php?page=donate
https://www.patreon.com/libretro
https://github.com/sponsors/libretro
https://retroarch.creator-spring.com/
https://www.youtube.com/channel/UCjAimkVp-G_o6HK5MXujk9A/join
Contra (Japan).nes
Contra (Japan).ips # Applied first
Contra (Japan).ips1 # Applied second
Contra (Japan).ups2 # Applied third
Notice that if one filename breaks the loop, the following patches wont be applied too. e.g.:
Contra (Japan).nes
Contra (Japan).ips # applied
Contra (Japan) (Translation).ips1 # Partial name match, not applied
Contra (Japan).ups3 # Not applied either
Reah here as well: https://www.libretro.com/index.php/libretro-cores-updates-pcsx2-alpha-release-for-windows-and-more/
Following updates may not cover Steam version. You can still use standalone version over Steam.
PCSX2 DLC not planned at this moment.
Written by jdgleaver This is a followup article to our main release blog post, which can be read here. Official support for OpenDingux devices such as the RG350M, RG280V and GCW-Zero was added last December; a full round-up of features and highlights can be found in the original announcement here. Version 1.9.1 represents the first stable release for this platform. As an integrated member of the RetroArch family, the OpenDingux port benefits from all frontend development work but a major addition for this release is a separate, optimised build for OpenDingux Beta (link here). This is an updated, modern firmware (compatible with many devices) which offers significantly improved performance. RetroArch is one of the first applications on OpenDingux Beta to enable configuration of the hardware IPU (Image Processing Unit), with menu-based control of aspect ratio/integer scaling and image filtering method (available on Beta releases after 16/03/2021). Users who prefer to remain on stable operating systems need not fear, however: RetroArch will always be optimised for both beta and stock firmwares. Aside from RetroArch itself, expanding the library of available cores has been a major focus of this release. Launching initially with 20 hand-picked cores, a further seven have been added to the list:
The Steam version may differ from the Normal version. The following changes are written for general use. Since PCSX2 Core is WIP, it does not exist in Buildbot for now. The Steam DLC version is not on the agenda now. You can use Play! Core from Buildbot or build and use PCSX2 from source code. Those who have problems build from the source can write to me from Steam(id/Gadsby_/) or Discord(gadsby#6752), I can only share the x64 version. Because its core is WIP, it may not be ready for end user use. [strike]The RetroArch Playtest version will be updated at a later time today.[/strike]
Remember that this project exists for the benefit of our users, and that we wouldnt 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 youd 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!
http://retroarch.com/index.php?page=donate
https://www.patreon.com/libretro
https://github.com/sponsors/libretro
https://retroarch.creator-spring.com/
https://www.youtube.com/channel/UCjAimkVp-G_o6HK5MXujk9A/join
RetroArch back in action!
Today marks an important day for our project. We consider the migration to the new infrastructure to be almost 95% done. We have left the old infrastructure behind, it is done and dusted and a thing of the past.
From now on, you can expect periodic stable releases again for all platforms. Expect our project to be hitting on all cylinders from this point on!
One blog post is not enough to go through all the milestones that have been reached, so expect many followup blog posts in addition to this. In this blog post instead we will try our best to summarize most of the highlights.
What remains to be done:
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