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Load your core by clicking on the first tab. Scroll down until you reach the desired Core. We will use Nestopia for now. Don’t forget – Content must be compatible with the matched Core.RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all.PPSSPP is an open source project, licensed under the GPL 2.0 (or later). Anyone is welcome to contribute improvements to the code. Partly thanks to such contributions, PPSSPP’s compatibility is steadily increasing, letting us all play our PSP games on the devices of our choice. Development » GitHub ».
Welcome to the Libretro/RetroArch Documentation!¶ RetroArch is the official reference frontend for libretro ‘cores’: applications that include emulators, game engines, and media players. Settings are also unified across cores with advanced features like shaders, netplay, rewinding, and more!
|The Libretro Team|
|May 26, 2010; 9 years ago|
|Linux, Android, iOS, FreeBSD, macOS, Windows 95 and later, Xbox (console), Xbox One, Nintendo Switch, Nintendo 3DS, Nintendo 2DS, Nintendo Gamecube, Nintendo Wii, Nintendo Wii U ,PlayStation 4, PlayStation 3, PlayStation 2, PlayStation Vita, PlayStation Portable, PlayStation Classic, tvOS|
|IA-32 (x86), x86-64 (x64), ARMv7, AArch64, PowerPC, MIPS, Cell|
|English, Chinese, German, French, Italian, Japanese, Korean, Dutch, Polish, Portuguese, Russian, Vietnamese, Turkish, Arabic, Greek|
|Video game console emulator|
RetroArch is a free, open-source and cross-platformfront-end for emulators, game engines, video games, media players and other applications. It is the reference implementation of the libretroAPI,<1><2> designed to be fast, lightweight, portable and without dependencies.<3> It is licensed under the GNU GPLv3.
RetroArch runs programs converted into dynamic libraries called libretro cores, using several user interfaces such as command-line interface, a few graphical user interfaces (GUI) optimized for gamepads (the most famous one being called XMB, a clone of Sony’s XMB), several input, audio and video drivers, plus other sophisticated features like dynamic rate control, audio filters, multi-pass shaders, netplay, gameplay rewinding, cheats etc.
RetroArch has been ported to many platforms.<4><5> It can run on several PC operating systems (Windows, macOS, Linux), home consoles (PlayStation 3, Xbox 360, Wii U, etc.), handheld consoles (PlayStation Vita,<6>Nintendo 3DS, etc.), on smartphones (Android, iOS,<7> etc.), embedded systems (Raspberry Pi, ODROID, etc.) and even on web browsers<8> by using the Emscripten compiler.
Formerly known as SSNES, initially based on pseudonymous programmer byuu’s libretro predecessor libsnes,<9> it began its development in 2010 with Hans-Kristian “themaister’ Arntzen committing the first change on GitHub.<10> It was intended as a replacement to bsnes’s Qt-based interface<11> but it grew to support more emulation “cores’. On April 21, 2012, SSNES was officially renamed<12> to RetroArch to reflect this change in direction.
RetroArch’s version 184.108.40.206 was released on January 11, 2014 and at the time was available on 7 distinct platforms.<13>
On February 16, 2016, RetroArch became one of the first ever applications to implement support for the Vulkan graphics API, having done so on the same day of the API’s official release day.<14>
On November 27, 2016, the Libretro Team announced that, alongside Lakka (LibreELEC-based RetroArch operating system), RetroArch would be on the Patreon crowdfunding platform to allow providing bounties for developers who fix specific software bugs and to cover the costs for matchmaking servers.<15>
On December, 2016, GoGames – a company contracted by video game developer and publisher Sega – approached the RetroArch developers with the intention of using their software in their SEGA Forever project but ultimately the cooperation did not come to fruition due to licensing disagreements.<16><17>
In April 2018 Input Lag Compensation was added.<18>
The Libretro team plans to release RetroArch onto Steam as a free do.w.n.lo.ad, integrating Steamworks features into the platform, in July 2019. It will be the first major dedicated emulation title to be released on the platform.<19>
Its major features include:
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Advanced GPU shader support – A multi-pass post-processing shader pipeline to allow efficient usage of image scaling algorithms, emulation of complex CRT, NTSC video artifacts and other effects;Dynamic Rate Control to synchronize video and audio while smoothing out timing imperfections;FFmpeg recording – Built-in support for lossless video recording using FFmpeg’s libavcodec;Gamepad abstraction layer called Retropad;Gamepad auto-configuration – Zero-input needed from the user after plugging gamepads in;Peer-to-peernetplay that uses a rollback technique similar to GGPO;<20>Audio DSP plugins like an equalizer, reverb and other effects;Advanced savestate features – Automatic savestate loading, disabling SRAM overwriting, etc.;Frame-by-frame gameplay rewinding;Button overlays for touchscreen devices like smartphones;Thumbnails of game box art;Low input and audio lag options;Automatically build categorized playlists by scanning directories for games/ROMs;Multiple interfaces including: CLI, XMB (optimized for gamepads), GLUI/MaterialUI (optimized for touch devices) and RGUI (available everywhere);Game ROM scanner – Automatically constructs playlists by comparing the hashsums of a directory’s files against databases of hashsums of known good game copies.<21>Libretro database of cores, games, cheats, etc.<22>OpenGL and Vulkan API support.Achievement tracking – Integration with the RetroAchievements service to unlock trophies and badges.<23>
RetroArch can run any libretro core. While RetroArch is available for many platforms, the availability of a specific core varies per platform.
Below is a non-exhaustive table of which systems are available to RetroArch and what project the core is based on:
|Atari Jaguar||Virtual Jaguar|
|Famicom Disk System||Nestopia|
|Game Boy / Color||Emux|
|Game Boy Advance||Mednafen|
|Game Gear||Genesis Plus GX|
|Neo Geo Pocket / Color||Mednafen|
|NEC PC-98||Neko Project II|
|Nintendo Entertainment System||higan
|Mega CD/Sega CD||Genesis Plus GX|
|Mega Drive/Genesis||Genesis Plus GX|
|TurboGrafx-16 / SuperGrafx||Mednafen|
Below is a non-exhaustive list of things that don’t fit in the list above, such as individual games, libraries, or programming languages.
RetroArch has been praised for the number of systems and games it can play under a single interface.<24><25><26><27>
It has been criticized for how difficult it is to configure, due to the extensive number of options available to the user,<25><24> and at the same time has been praised for the more advanced features it possesses.
On Android, it has been praised for the fact that overlays can be customized, for the expandability of the libretro cores it supports, for its compatibility with several USB and Bluetooth controller peripherals, in addition to the app being free and having no ads.<27><29>
Tyler Loch, writing for Ars Technica, said that RetroArch’s “Input Lag Compensation’ mode is “arguably the biggest improvement to the experience the retro gaming community has yet seen’.<18>
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NOTE: This is a bugfixed and spit-and-polish update. The initial release notes below are still from the 1.6.6 release.
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RetroArch 1.6.7 has just been released! Grab it here.
This latest version has also been uploaded to the Google Play Store.
– SCANNER: Fix directory scanning.– SCANNER: Fix file scanning.– COMMON: Fix ‘Disk Image Append’ option.– FREEBSD: Compatibility fixes for Video4Linux2 camera driver.– GUI: (MaterialUI) Add disk image append icons.– GUI: (MaterialUI) Improve word wrapping when menu icons are enabled.– GUI: (MaterialUI) Add User Interface -> Appearance -> Menu Icons Enable. You can turn on/off the icons on the lefthand side of the menu entries.– GUI: Performance optimizations for XMB menu driver – only calculates visible items.– LOCALIZATION: Update Italian translation.
Picodrive should hopefully work now again on Android after notaz‘ updates.Beetle PSX’s OpenGL renderer should now work on various AMD GPUs thanks to rz5‘s efforts. There were previously some black screen issues on certain non-Polaris AMD GPUs.Beetle PSX – Fixed bugs (geometry updates had max width and height unset, other ones) (by albertofustinoni).Beetle Saturn – Unloading game leaves core unusable fix (by albertofustinoni).Beetle Supergrafx – add turbo on/off for 2-button controller mode (by retrowertz).Prosystem – NTSC Color Palette updates and DB updates (by underball).RetroArch 1.6.6 has just been released! Grab it here.
This latest version has also been uploaded to the Google Play Store.
– 3DS: Fixes serious performance regression that affected every core; rewind was always implicitly enabled.– AUDIO: MOD/S3M/XM sound should now be properly mixed in with the core’s sound.– GUI: Visual makeover of MaterialUI.– GUI: Added ‘Music’, ‘Images’ and ‘Video’ collection options to RGUI/MaterialUI.– GUI: Allow the user to add ‘Favorites’.– GUI: Allow the user to rename entries.– GUI: Performance optimizations for XMB menu driver.– LOCALIZATION: Update Italian translation– INPUT: Overlay controller response – when we press buttons on the gamepad or keyboard, the corresponding buttons on the overlay will be highlighted as well.– NETBSD: Silence some compilation warnings.– COMMON: Fixed bug ‘Deleting an entry from a playlist would not update the list view inside XMB’.– COMMON: Fix inet_ntop_compat on *nix
If you want to read about the latest bounty and core updates, read this post instead here.
On mobile devices, RetroArch uses the mobile UI, MaterialUI, by default. This interface is designed around touchscreen and pointer devices like a mouse/trackball.
We have given this menu interface a significant overhaul now for version 1.6.6! We are aware that there is a significant percentage of people that to date have been completely unsatisfied with the current state of the menu system on mobile devices like Android and iOS. Our menu UI improvements in version 1.6.6 is our first step to try to remedy this. In later releases, we might follow it up with more elaborate animations, more advanced widgets, etc.
The menu should look less monotonous now due to the usage of context-specific icons. We have also made some other UX improvements:
– The opacity of the game’s image clashed quite badly with the ingame menu before. This has been rectified.– We have added ‘Music’, ‘Image’ and ‘Video’ playlists to the ‘Favorites’ tab.
– The file browser is easier to read now because files show up with specific icons to indicate what they are. For instance, music files have a music icon, a directory has a folder icon, selectable content files show up as a plain file, etc.
You can customize the color theme of the menu in MaterialUI at any time.
1 – Go to User Interface.2 – Go to Views.3 – Go to ‘Menu Color Theme’ and set it to the color theme you want.
You can now add a game to a ‘Favorites’ list for easy access! This has been an often-requested feature for years, and in the past we always felt that ‘Load Recent’ was good enough. However, if you load a lot of content, that can easily get cluttered over time.
To add a game to the Favorites list, do the following:1 – Once a game is running, go to ‘Quick Menu’.2 – Select ‘Add To Favorites’.3 – Once added, you can now start the game at any time from the Favorites list.
On RGUI – go to Load Content -> Favorites.On MaterialUI – go to the Playlists tab -> Favorites.On XMB – go to the Favorites tab.
Renaming entries inside playlists
You can now rename an entry from any playlist!
To do this, do the following:
1 – Go to a playlist of any type (it can be the history list, a system playlist, favorites, music/video/images playlists, etc).2 – There should be an option called “Rename”. Select it. If you are using MaterialUI and/or XMB, an onscreen keyboard will now pop up. Input the new title for the entry and then hit either the Enter key on your keyboard ,the Start button on your gamepad or press the ‘Enter’ key on the onscreen overlay in order to confirm the changes.
Overlays show button presses
Previously, overlays would only show button presses if they were actually being clicked on by either the touchscreen or the mouse.
A user submitted a bounty to make onscreen reactions possible through the gamepad and/or keyboard. A bounty hunter has now successfully completed this bounty and has been paid out. We have enabled this feature by default. If you want to turn it off, you can do so by doing the following:
1 – Go to Onscreen Display -> Onscreen Overlay.2 – Go to ‘Show Inputs on Overlay’. Set this to off if you don’t want the overlay to react to keyboard/gamepad input, turn it on if you want this to happen (turned on by default).
A serious issue has been fixed in the Nintendo 3DS RetroArch port which compelled us to push this release sooner rather than later.
It appears that by mistake, rewind was always forcibly enabled in the 3DS port, which led to a halving of performance. This should now be fixed.
Psp Core Retroarch
The new cores
We are still determined to get the promised cores like PPSSPP into your hands before the end of the month. We just felt it very important to get this release out of the door so that people can see that we are determined to improve the menu on mobile, and also so that the 3DS RetroArch port is repaired again.
Wii input fix
Finally, after years of struggling with this very pesky issue, it seems we are on the verge of a breaktrhough here that could lead to this random input issue finally being fixed –
it seems there was a regression in libogc at some point which lead to this input regression. Superssonic reports that going back to an older version of Wiiuse fixes the issue. What we are probably going to do is make a custom baked-in libogc version for the Wii port for the next release.