* Netplay Stuff ## PROTOCOL FALLBACK In order to support older clients a protocol fallback system was introduced. The host will no longer send its header automatically after a TCP connection is established, instead, it awaits for the client to send his before determining which protocol this connection is going to operate on. Netplay has now two protocols, a low protocol and a high protocol; the low protocol is the minimum protocol it supports, while the high protocol is the highest protocol it can operate on. To fully support older clients, a hack was necessary: sending the high protocol in the unused client's header salt field, while keeping the protocol field to the low protocol. Without this hack we would only be able to support older clients if a newer client was the host. Any future system can make use of this system by checking connection->netplay_protocol, which is available for both the client and host. ## NETPLAY CHAT Starting with protocol 6, netplay chat is available through the new NETPLAY_CMD_PLAYER_CHAT command. Limitations of the command code, which causes a disconnection on unknown commands, makes this system not possible on protocol 5. Protocol 5 connections can neither send nor receive chat, but other netplay operations are unaffected. Clients send chat as a string to the server, and it's the server's sole responsability to relay chat messages. As of now, sending chat uses RetroArch's input menu, while the display of on-screen chat uses a widget overlay and RetroArch's notifications as a fallback. If a new overlay and/or input system is desired, no backwards compatibility changes need to be made. Only clients in playing mode (as opposed to spectating mode) can send and receive chat. ## SETTINGS SHARING Some settings are better used when both host and clients share the same configuration. As of protocol 6, the following settings will be shared from host to clients (without altering a client's configuration file): input latency frames and allow pausing. ## NETPLAY TUNNEL/MITM With the current MITM system being defunct (at least as of 1.9.X), a new system was in order to solve most if not all of the problems with the current system. This new system uses a tunneling approach, which is similar to most VPN and tunneling services around. Tunnel commands: RATS[unique id] (RetroArch Tunnel Session) - 16 bytes -> When this command is sent with a zeroed unique id, the tunnel server interprets this as a netplay host wanting to create a new session, in this case, the same command is returned to the host, but now with its unique session id. When a client needs to connect to a host, this command is sent with the unique session id of the host, causing the tunnel server to send a RATL command to the host. RATL[unique id] (RetroArch Tunnel Link) - 16 bytes -> The tunnel server sends this command to the host when a client wants to connect to the host. Once the host receives this command, it establishes a new connection to the tunnel server, sending this command together with the client's unique id through this new connection, causing the tunnel server to link this connection to the connection of the client. RATP (RetroArch Tunnel Ping) - 4 bytes -> The tunnel server sends this command to verify that the host, whom the session belongs to, is still around. The host replies with the same command. A session is closed if the tunnel server can not verify that the host is alive. Operations: Host -> Instead of listening and accepting connections, it connects to the tunnel server, requests a new session and then monitor this connection for new linking requests. Once a request is received, it establishes a new connection to the tunnel server for linking with a client. The tunnel server's address and port are obtained by querying the lobby server. The host will publish its session id together with the rest of its info to the lobby server. Client -> It connects to the tunnel server and then sends the session id of the host it wants to connect to. A host's session id is obtained from the json data sent by the lobby server. Improvements (from current MITM system): No longer a risk of TCP port exhaustion; we only use one port now at the tunnel server. Very little cpu usage. About 95% net I/O bound now. Future backwards compatible with any and all changes to netplay as it no longer runs any netplay logic at MITM servers. No longer operates the host in client mode, which was a source of many of the current problems. Cleaner and more maintainable system and code. Notable functions: netplay_mitm_query -> Grabs the tunnel's address and port from the lobby server. init_tcp_socket -> Handles the creation and operation mode of the TCP socket based on whether it's host, host+MITM or client. handle_mitm_connection -> Creates and completes linking connections and replies to ping commands (only 1 of each per call to not affect performance). ## MISC Ping Limiter: If a client's estimated latency to the server is higher than this value, connection will be dropped just before finishing the netplay handshake. Ping Counter: A ping counter (similar to the FPS one) can be shown in the bottom right corner of the screen, if you are connected to a host. LAN Discovery: Refactored and moved to its own "Refresh Netplay LAN List" button. ## FIXES Many minor fixes to the current netplay implementation are also included. * Remove NETPLAY_TEST_BUILD
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".
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.
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. You could create a post in Reddit with Technical Support flair.
Documentation
See our Documentation Center. On Unix, man-pages are provided. More developer-centric stuff is found here.
Related projects
- Cg/HLSL shaders: common-shaders
- slang shaders: slang-shaders
- GLSL shaders: glsl-shaders
- Helper scripts to build libretro implementations: libretro-super
- GitHub mirrors of projects, useful for generating diff files: libretro-mirrors
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 2
- PlayStation 3
- PlayStation Portable
- PlayStation Vita
- Original Microsoft Xbox
- Microsoft Xbox 360 (Libxenon/XeXDK)
- Nintendo GameCube
- Nintendo Wii
- Nintendo Wii U
- Nintendo 3DS/2DS
- 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
- 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:
-
256 x 240 @ 50.006977 SNESpal
-
256 x 448 @ 50.006977 SNESpal
-
512 x 224 @ 50.006977 SNESpal
-
512 x 240 @ 50.006977 SNESpal
-
512 x 448 @ 50.006977 SNESpal
-
256 x 240 @ 60.098812 SNESntsc
-
256 x 448 @ 60.098812 SNESntsc
-
512 x 240 @ 60.098812 SNESntsc
-
512 x 224 @ 60.098812 SNESntsc
-
512 x 448 @ 60.098812 SNESntsc
-
256 x 192 @ 59.922745 MDntsc
-
256 x 224 @ 59.922745 MDntsc
-
320 x 224 @ 59.922745 MDntsc
-
320 x 240 @ 59.922745 MDntsc
-
320 x 448 @ 59.922745 MDntsc
-
320 x 480 @ 59.922745 MDntsc
-
256 x 192 @ 49.701458 MDpal
-
256 x 224 @ 49.701458 MDpal
-
320 x 224 @ 49.701458 MDpal
-
320 x 240 @ 49.701458 MDpal
-
320 x 288 @ 49.701458 MDpal
-
320 x 448 @ 49.701458 MDpal
-
320 x 480 @ 49.701458 MDpal
-
320 x 576 @ 49.701458 MDpal
-
256 x 288 @ 49.701458 MSYSpal
-
256 x 240 @ 60.098812 NESntsc
-
256 x 240 @ 50.006977 NESpal
-
640 x 237 @ 60.130001 N64ntsc
-
640 x 240 @ 60.130001 N64ntsc
-
640 x 480 @ 60.130001 N64ntsc
-
640 x 288 @ 50.000000 N64pal
-
640 x 480 @ 50.000000 N64pal
-
640 x 576 @ 50.000000 N64pal
-
256 x 252 @ 49.759998 PSXpal
-
320 x 252 @ 49.759998 PSXpal
-
384 x 252 @ 49.759998 PSXpal
-
640 x 252 @ 49.759998 PSXpal
-
640 x 540 @ 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.
Socials
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