* Fix Sixaxis gamepad operation == DETAILS It looks like commit 78e7d23c144c862d65ae1bf7ee41a1228bdfa380 broke the DualShock. Sorry, @revvv, but this is probably going to break the Retrode driver. We'll need to figure out a different solution. * Fix a bunch of HID implementations == DETAILS As mentioned in the previous commit, the thing that broke the DS3 driver was a change to the wiiu HID handler, which did some pointer math on the data buffer. The thing is.. there's no reason to do that pointer math. Yet, I found the same thing on almost every other HID driver: OSX, libusb, wiiusb. The only other HID driver that did not do this was the Bluetooth HID driver. It doesn't make any sense. The only reason it doesn't crash is because the memory right before the buffer is valid memory. Change summary: - remove the weird pointer math from all HID controllers - remove the `#ifdef apple ...` in the ds3 and gamecube adapter drivers, because it's no longer needed. - in the pad packet handlers, decrement data buffer offset references to account for the removal of the buffer manipulation. * Fix DualShock 4 == DETAILS Should've only subtracted 1, not 2; and now the pad works. Also, added a PID to cover newer model DS4s. I picked "R2" out of the air for the constant. Tested on Mac OS * Really really fix iohidmanager_set_report A huge apology to @23rd for insulting your fix. I was wrong to call you wrong. That left the question: why did that change break the DS3? Well, it's because `IOHIDDeviceSetReport` expects the report buffer to be just the report. All of RA's HID SetReport calls include the report number in the first byte, so we have to trim that off. We actually do this in a different invocation of `IOHIDDeviceSetReport` elsewhere in the file! This commit applies that same logic to `iohidmanager_set_report` This has two benefits: 1. The DS3 works 2. The DS3 no longer requres the user to press the PS button to activate it the first time. You plug it in and it Just Works, just like on Wii U.
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 11
- Windows 10
- Windows 8
- Windows 7
- Windows Vista
- Windows XP
- Windows Millennium
- Windows 2000
- Windows NT 3.5
- Windows 98
- Windows 95
- Linux
- Emscripten (WebAssembly and JavaScript)
- FreeBSD
- NetBSD
- OpenBSD
- Haiku
- Solaris
- Apple macOS (PPC, x86-32 and x86-64)
- Apple iOS
- Apple tvOS
- Android (2.x to most recent version)
- PlayStation2
- PlayStation3
- PlayStation4
- PlayStation Portable
- PlayStation Vita
- Original Microsoft Xbox
- Microsoft Xbox 360 (Libxenon/XeXDK)
- Microsoft Xbox One
- Microsoft Xbox Series S/X
- Nintendo GameCube
- Nintendo Wii
- Nintendo Wii U
- Nintendo 3DS/2DS
- Nintendo Switch
- Nintendo NES/SNES Classic Edition
- Raspberry Pi
- Blackberry
- OpenDingux
- Miyoo
- RS90
- RetroFW
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.
Requirements
OpenGL1
Your videocard needs to at least support the OpenGL 1.1 spec.
Shaders: N/A
Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly. XMB won't have shader pipeline effects because of the aforementioned lack of shader support.
OpenGL2
Your videocard needs to at least support the OpenGL 2.1 spec.
Shaders: You can choose between either NVIDIA Cg shaders (deprecated, requires separate runtime to be installed on your system), or GLSL shaders.
Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.
OpenGL3
Your videocard needs to at least support the OpenGL 3.2 core feature spec.
Shaders: You will be able to use modern Slang shaders with this driver.
Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.
Direct3D 11
Your videocard needs to at least support the Direct3D11 11.0 spec. The card also needs to support at least the Shader Model 4.0.
Shaders: You will be able to use modern Slang shaders with this driver.
Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.
Vulkan
Your videocard needs to at least support the Vulkan 1.0 spec.
Shaders: You will be able to use modern Slang shaders with this driver.
Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.
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
The links below belong to our official channels. Links other than this may have been created by fans, independent members or followers. We seriously recommend using our original resources.