Cross-platform, sophisticated frontend for the libretro API. Licensed GPLv3.
Go to file
2018-09-01 01:03:58 +02:00
.github
.vscode
audio (DSound) Add fallback when we are not building with HAVE_THREADS support 2018-08-16 10:57:33 +02:00
bootstrap
camera
cheevos add fullpath and use_thread parameters to take_screenshot() 2018-08-18 23:08:55 -04:00
cores
ctr
defines
deps Remove libui - we don't need it anymore now that we have the Qt desktop 2018-08-16 21:34:20 +02:00
discord general: renamed rpcname to systemid 2018-08-21 09:41:16 -05:00
dist-scripts
docs
emscripten
frontend Use dynamic lookup code path 2018-08-31 19:37:40 +02:00
gfx Change these to numbers 2018-08-31 21:25:33 +02:00
griffin Qt: initial core options dialog 2018-08-29 11:34:36 -04:00
hakchi
input Add PPC ifdefs; kIOHIDUniqueKey is not available on OSX 10.5 2018-08-30 15:56:02 +02:00
intl Qt: add option to filter extensions inside archives when adding to a playlist 2018-08-30 23:06:34 -04:00
led
libretro-common Cleanups 2018-09-01 01:03:58 +02:00
libretro-db
location
managers Don't use == NULL 2018-08-16 21:32:14 +02:00
media
memory
menu Fix French 2018-08-29 21:25:47 +02:00
midi
network
pkg (AArch64) Needs to be set to SDK level 26 for Google Play 2018-08-30 01:47:15 +02:00
qb Qt: link to openssl so Qt will have it for later 2018-08-26 10:40:33 -04:00
record
runahead Deterministic input for RunAhead, guaranteed to match the last polled input. 2018-08-26 00:22:19 -05:00
samples/tasks/database
tasks Remove unused variable 2018-08-31 19:02:47 +02:00
tools
translation
ui Revert "Change these ifdefs" 2018-08-31 21:49:16 +02:00
wifi
wii
wiiu
.editorconfig
.gitignore
.project
.travis.yml travis: add OSX Metal build 2018-08-31 13:49:44 -04:00
AUTHORS.h Update AUTHORS.h 2018-08-16 09:29:39 -04:00
autosave.h
CHANGES.md Update CHANGES.md 2018-08-31 18:44:24 +02:00
command.c - Unset BOM 2018-08-30 16:05:51 +02:00
command.h Remove libui - we don't need it anymore now that we have the Qt desktop 2018-08-16 21:34:20 +02:00
config.def.h
config.def.keybinds.h
config.features.h Remove this 2018-08-17 17:43:28 +02:00
configuration.c Fix more scan-build issues 2018-08-18 16:16:17 +02:00
configuration.h
configure
content.h
CONTRIBUTING.md
COPYING
core_impl.c
core_info.c general: renamed rpcname to systemid 2018-08-21 09:41:16 -05:00
core_info.h general: renamed rpcname to systemid 2018-08-21 09:41:16 -05:00
core_type.h
core.h
database_info.c fix memory leaks 2018-08-18 01:15:50 -04:00
database_info.h
defaults.h
dirs.c
dirs.h
driver.c
driver.h
dynamic.c
dynamic.h
fetch-submodules.sh
file_path_special.c
file_path_special.h
file_path_str.c
github-contributors.py
lakka.h
list_special.c
list_special.h
Makefile
Makefile.common Qt: initial core options dialog 2018-08-29 11:34:36 -04:00
Makefile.ctr
Makefile.ctr.salamander
Makefile.emscripten
Makefile.griffin
Makefile.libogc
Makefile.msvc
Makefile.nintendoc
Makefile.openpandora
Makefile.pandora
Makefile.ps3
Makefile.ps3.cobra
Makefile.ps3.salamander
Makefile.psl1ght
Makefile.psp1 PSP: Slightly more aggressive optimisation 2018-08-21 20:48:55 +00:00
Makefile.psp1.salamander
Makefile.switch
Makefile.vita
Makefile.vita.salamander
Makefile.wii.salamander
Makefile.wiiu
Makefile.win
movie.c
movie.h
msg_hash.c
msg_hash.h Qt: add option to filter extensions inside archives when adding to a playlist 2018-08-30 23:06:34 -04:00
no-xib.diff
paths.c
paths.h
performance_counters.c
performance_counters.h
playlist.c
playlist.h
README-exynos.md
README-mali_fbdev_r4p0.md
README-OMAP.md
README.md
retroarch-android-debug.diff
retroarch-mingw-build.sh
retroarch.c add --max-frames-ss and --max-frames-ss-path parameters for taking a screenshot after max_frames is reached 2018-08-18 23:09:40 -04:00
retroarch.cfg
retroarch.desktop
retroarch.h
setting_list.c
setting_list.h
verbosity.c Fix more scan-build issues 2018-08-18 16:16:17 +02:00
verbosity.h
version_git.c
version_git.h
version.all Update version 2018-08-29 01:48:37 +02:00
version.dtd
version.h
wiiu-devel.properties.template

Build Status Coverity Scan Build Status

RetroArch

RetroArch is the reference frontend for the libretro API. Popular examples of implementations for this API includes video game system emulators and game engines as well as more generalized 3D programs. These programs are instantiated as dynamic libraries. We refer to these as "libretro cores".

XMB menu driver

rgui menu driver

glui menu driver

libretro

libretro is an API that exposes generic audio/video/input callbacks. A frontend for libretro (such as RetroArch) handles video output, audio output, input and application lifecycle. A libretro core written in portable C or C++ can run seamlessly on many platforms with very little to no porting effort.

While RetroArch is the reference frontend for libretro, several other projects have used the libretro interface to include support for emulators and/or game engines. libretro is completely open and free for anyone to use.

libretro API header

Binaries

Latest binaries are currently hosted on the buildbot.

Support

To reach developers, either make an issue here on GitHub, make a thread on the forum, chat on Discord, or visit our IRC channel: #retroarch @ irc.freenode.org.

Documentation

See our Documentation Center. On Unix, man-pages are provided. More developer-centric stuff is found here.

Philosophy

RetroArch attempts to be small and lean while still having all the useful core features expected from an emulator. It is designed to be very portable and features a gamepad-centric and touchscreen UI. It also has a full-featured command-line interface.

In some areas, RetroArch goes beyond and emphasizes on not-so-common technical features such as multi-pass shader support, real-time rewind (Braid-style), video recording (using FFmpeg), run-ahead input latency removal, etc.

RetroArch also emphasizes being easy to integrate into various launcher frontends.

Platforms

RetroArch has been ported to the following platforms:

  • DOS
  • Windows
  • Linux
  • Emscripten (WebAssembly and JavaScript)
  • FreeBSD
  • NetBSD
  • OpenBSD
  • Haiku
  • Solaris
  • macOS (PPC, x86-32 and x86-64)
  • PlayStation 3
  • PlayStation Portable
  • PlayStation Vita
  • Original Microsoft Xbox
  • Microsoft Xbox 360 (Libxenon/XeXDK)
  • Nintendo GameCube
  • Nintendo Wii
  • Nintendo Wii U
  • Nintendo 3DS
  • Nintendo Switch
  • Nintendo NES/SNES Classic Edition
  • Raspberry Pi
  • Android
  • iOS
  • Blackberry

Dependencies (PC)

There are no true hard dependencies per se.

On Windows, RetroArch can run with only Win32 as dependency.

On Linux, there are no true dependencies. For optimal usage, the following dependencies come as recommended:

  • GL headers / Vulkan headers
  • X11 headers and libs, or EGL/KMS/GBM

OSX port of RetroArch requires latest versions of XCode to build.

RetroArch can utilize these libraries if enabled:

  • nvidia-cg-toolkit
  • libxml2 (GLSL XML shaders)
  • libfreetype2 (TTF font rendering on screen)

RetroArch needs at least one of these audio driver libraries:

  • ALSA
  • OSS
  • RoarAudio
  • RSound
  • OpenAL
  • JACK
  • SDL
  • PulseAudio
  • XAudio2 (Win32, Xbox 360)
  • DirectSound (Win32, Xbox 1)
  • CoreAudio (OSX, iOS)

To run properly, RetroArch requires a libretro implementation present; however, as it's typically loaded dynamically, it's not required at build time.

Dependencies (Console ports, mobile)

Console ports have their own dependencies, but generally do not require anything other than what the respective SDKs provide.

Configuring

The default configuration is defined in config.def.h. It is not recommended to change this unless you know what you're doing. These can later be tweaked by using a config file. A sample configuration file is installed to /etc/retroarch.cfg. This is the system-wide config file.

RetroArch will on startup create a config file in $XDG\_CONFIG\_HOME/retroarch/retroarch.cfg if it does not exist. Users only need to configure a certain option if the desired value deviates from the value defined in config.def.h.

To configure joypads, use the built-in menu or the retroarch-joyconfig command-line tool.

Compiling and installing

Instructions for compiling and installing RetroArch can be found in the Libretro/RetroArch Documentation Center.

CRT 15Khz Resolution Switching

CRT SwitchRes will turn on, on the fly. However, you will need to restart RetroArch to disable it. With CRT SwitchRes enable RetroArch will start in 2560 x 480 @ 60.

If you are running Windows, before enabling the CRT SwitchRes options please make sure you have installed CRTEmudriver and installed some modelines. The minimum modelines for all games to switch correctly are:

  • 2560 x 192 @ 60.000000
  • 2560 x 200 @ 60.000000
  • 2560 x 240 @ 60.000000
  • 2560 x 224 @ 60.000000
  • 2560 x 237 @ 60.000000
  • 2560 x 256 @ 50.000000
  • 2560 x 254 @ 55.000000
  • 2560 x 448 @ 60.000000
  • 2560 x 480 @ 60.000000

Install these modelines replacing 2560 with your desired super resolution. The above resolutions are NTSC only so if you would be playing any PAL content please add PAL modelines:

  • 2560 x 192 @ 50.000000
  • 2560 x 200 @ 50.000000
  • 2560 x 240 @ 50.000000
  • 2560 x 224 @ 50.000000
  • 2560 x 288 @ 50.000000
  • 2560 x 237 @ 50.000000
  • 2560 x 254 @ 55.000000
  • 2560 x 448 @ 50.000000
  • 2560 x 480 @ 50.000000

Some games will require higher PAL resolutions which should also be installed:

  • 2560 x 512 @ 50.000000
  • 2560 x 576 @ 50.000000

Ideally install all these modelines and everything will work great.

Super Resolutions

The default super resolution is 2560. It is displayed just under the CRT switch option, which can be found in video settings. This can be changed within the retroarch.cfg. The only compatible resolutions are 1920, 2560 and 3840. Any other resolutions will be ignored and native switching will be activated.

Native Resolutions

If native resolutions are activated you will need a whole new set of modelines:

  • 512 x 240 @ 50.006977 SNESpal

  • 512 x 224 @ 50.006977 SNESpal

  • 512 x 448 @ 50.006977 SNESpal

  • 512 x 240 @ 60.098812 SNESntsc

  • 512 x 224 @ 60.098812 SNESntsc

  • 512 x 448 @ 60.098812 SNESntsc

  • 256 x 240 @ 50.006977 SNESpal

  • 256 x 448 @ 50.006977 SNESpal

  • 256 x 240 @ 60.098812 SNESntsc

  • 256 x 448 @ 60.098812 SNESntsc

  • 320 x 240 @ 59.922745 MDntsc

  • 320 x 448 @ 59.922745 MDntp

  • 320 x 480 @ 59.922745 MDntsc

  • 256 x 192 @ 59.922745 MDntsc

  • 320 x 224 @ 59.922745 MDntsc

  • 256 x 224 @ 59.922745 MDntsc

  • 320 x 288 @ 49.701458 MDpal

  • 320 x 576 @ 49.701458 MDpal

  • 256 x 192 @ 49.701458 MDpal

  • 320 x 224 @ 49.701458 MDpal

  • 320 x 240 @ 49.701458 MDpal

  • 320 x 448 @ 49.701458 MDpal

  • 320 x 480 @ 49.701458 MDpal

  • 256 x 224 @ 49.701458 MDpal

  • 256 x 288 @ 49.701458 MSYSpal

  • 256 x 240 @ 60.098812 NESntsc

  • 256 x 240 @ 50.006977 NESpal

  • 640 x 480 @ 60.130001 N64ntsc

  • 640 x 237 @ 60.130001 N64ntsc

  • 640 x 240 @ 60.130001 N64ntsc

  • 640 x 480 @ 50.000000 N64pal

  • 640 x 576 @ 50.000000 n64pal

  • 640 x 288 @ 50.000000 n64pal

  • 256 x 252 @ 49.759998 PSXpal

  • 384 x 252 @ 49.759998 PSXpal

  • 640 x 540 @ 49.759998 PSXpal

  • 320 x 252 @ 49.759998 PSXpal

  • 640 x 252 @ 49.759998 PSXpal

  • 384 x 240 @ 59.941002 PSXntsc

  • 256 x 480 @ 59.941002 PSXntsc

  • 352 x 240 @ 59.820000 Saturn/SGFX_NTSCp

  • 704 x 240 @ 59.820000 SaturnNTSCp

  • 352 x 480 @ 59.820000 SaturnNTSCi

  • 704 x 480 @ 59.820000 SaturnNTSCi

  • 352 x 288 @ 49.701458 SaturnPALp

  • 704 x 288 @ 49.701458 SaturnPALp

  • 352 x 576 @ 49.701458 SaturnPALi

  • 704 x 576 @ 49.701458 SaturnPALi

  • 240 x 160 @ 59.730000 GBA

  • 320 x 200 @ 60.000000 Doom

// Arcade

  • 400 x 254 @ 54.706841 MK
  • 384 x 224 @ 59.637405 CPS1

These modelines are more accurate giving exact hz. However, some games may have unwanted results. This is due to mid-scanline resolution changes on the original hardware. For the best results super resolutions are the way to go.

CRT resolution switching & MAME

Some arcade resolutions can be very different from consumer CRTs. There is resolution detection to ensure MAME games will be displayed in the closest available resolution but drawn at their native resolution within this resolution. Meaning that the MAME game will look just like the original hardware.

MAME ROMs that run in a vertical aspect like DoDonPachi need to be rotated within MAME before resolution switching and aspect correction will work. Do this before enabling CRT SwitchRes so that RetroArch will run in your desktop resolution. Once you have rotated any games that may need it turn CRT SwitchRes on.