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README.md
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README.md
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# RetroArch
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RetroArch is a simple frontend for the libretro API. An API that attempts to generalize
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RetroArch (formerly known as SSNES) is a simple frontend for the libretro API. An API that attempts to generalize
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a retro gaming system, such as SNES, NES, GameBoy, Arcade machines, etc.
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Emulator/game cores are instantiated as loadable plugins.
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# libretro
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@ -9,18 +10,27 @@ libretro is an API that exposes the core of a retro gaming system.
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A frontend for libretro handles video output, audio output and input.
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A libretro core written in portable C or C++ can run seamlessly on many platforms.
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[libretro API header](https://github.com/Themaister/RetroArch/blob/master/libretro.h)
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# Binaries
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Latest Windows binaries are currently hosted on my [homepage](http://themaister.net/retroarch.html).
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# Related projects
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GUI frontend for PC: [RetroArch-Phoenix](https://github.com/Themaister/RetroArch-Phoenix)
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Cg shaders: [common-shaders](https://github.com/twinaphex/common-shaders)
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More Cg shaders: [Emulator-Shader-Pack](https://github.com/Themaister/Emulator-Shader-Pack)
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# Philosophy
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RetroArch attempts to be very small and lean, while still having all the useful core features expected from an emulator.
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It is used through command-line.
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RetroArch attempts to be very small and lean,
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while still having all the useful core features expected from an emulator.
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It is used through command-line. It is also designed to be portable.
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# Platforms
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RetroArch has been ported to the following platforms :
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RetroArch has been ported to the following platforms outside PC:
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- PlayStation3
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- Xbox 360 (Libxenon/XeXDK)
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@ -75,13 +85,7 @@ It is also possible to use the <tt>ssnes-joyconfig</tt> tool as well for simple
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<b>Linux/Unix</b><br/>
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As most packages, RetroArch is built using the standard <tt>./configure && make && make install</tt>
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Do note that the build system is not autotools based, but resembles it.
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Notable options for ./configure:
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--with-libretro=: Normally libretro is located with -lsnes, however, this can be overridden.
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--enable-dynamic: Do not link to libretro at compile time, but load libretro dynamically at runtime. libretro\_path in config file defines which library to load. Useful for development.
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Do note that these two options are mutually exclusive.
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Do note that the build system is not autotools based, but resembles it. Refer to ./configure --help for options.
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<b>Win32</b><br/>
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It is possible with MinGW to compile for Windows in either msys or Linux/Unix based systems. Do note that Windows build uses a static Makefile since configuration scripts create more harm than good on this platform. Libraries, headers, etc, needed to compile and run RetroArch can be fetched with a Makefile target.
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@ -137,14 +141,3 @@ You will need to have the libogc libraries and a working Devkit PPC toolchain in
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NOTE: A pre-existing libretro library needs to be present in the root directory in order to link RetroArch Wii. This file needs to be called 'libretro.a'.
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# Filters, bSNES XML shaders and Cg shader support
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This is not strictly not necessary for an emulator, but it can be enabled if desired.
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For best performance, Cg shaders or bSNES XML shaders are recommended as they do not eat up valuable CPU time (assuming your GPU can handle the shaders).
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Cg shaders and XML shaders (GLSL) are compiled at run-time.
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All shaders share a common interface to pass some essential arguments such as texture size and viewport size. (Common for pixel art scalers)
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Some Cg shaders are included in hqflt/cg/ and could be used as an example.
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bSNES XML shaders can be found on various places on the net. Best place to start looking are the bSNES forums.
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The Cg shaders closely resemble the GLSL shaders found in bSNES shader pack, so porting them is trivial if desired.
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