We now offer this version on our buildbot, and you can download/install it right now on RetroArch for most platforms! MENU: Dropdown menu for ‘Custom Aspect Ratio’ setting. System specs: CPU – Intel Core i7 7700k | GPU – Geforce RTX 2080 Ti (11GB VRAM, 2018) | 16GB RAM. Well, now it’s here. Something like emulators for invented consoles. “Super Shanghai Dragon’s Eye”, a puzzle/mahjong game from 1992, was also added. Bisqwit made a really cool ongoing video series on software rendering a while back which also implements a span rasterizer, which is very useful to watch if you want a deeper understanding of this approach. Final Burn Neo is written for x86 cpus, and while we try to keep the code compatible with other archs, we don’t always have the time nor means to properly test them. When a playlist entry has either core path and/or core name set to NULL, DETECT or an empty string, attempting to load content will fallback to the normal ‘core selection’ code (currently this happens only if both core path and core name are DETECT – this is wholly inadequate! Mario Tennis glitches out a bit with upscaling for some reason, there might be subtle bugs in the implementation that only manifest on that game. In the past, assets would not be pre-installed and it would be very tedious and cumbersome to have to install them to the right place. [INFO] [Shaders]: Specific shader preset found at /home/user/.config/retroarch/presets/Snes9x/Legend of Zelda, The – A Link to the Past (USA).glslp. GameBase (Play Wii GameCube PS2 N64 GBA NDS PS PSP DreamCast SNES MD and Other Over 20 Consoles) Emulated PSP, NDS, N64, SNES, GBA, NES, GBC, PCE, Genesis, GB, SMS, 2600, NGP, MSX, MSX 2 games on you Android Devices. [INFO] [Shaders]: preset directory: /home/user/.local/share/libretro/shaders/presets If xright <= xleft, the sub-scanline does not receive coverage. This means that the Desktop Mode (triggered with F5) is not available in these builds as of this time. It’s hard to put an exact number on other games, but just from a solely gameplay-focused perspective, you can get a near-locked framerate with games like Legend of Zelda: Ocarina of Time and Super Mario 64 if you run the PAL versions (which limit the framerate to 50fps instead of 60fps with NTSC versions). There is something going on here that we should be able to improve. Fixed a bug whereby pressing RetroPad select on certain entries would spawn a message box with no text – this would be invisible, and would therefore appear to ‘hang’ the menu. The animation works both for content launched via the menu and via the command line, You can now use the RetroPad start button to reset (unbind) controller keyboard remaps (when Device Type is a keyboard type, obviously!). We would have never been able to do it without him! This makes the menu difficult to read/use. There is 2 bits of subpixel precision, which is very useful because the RDP will sample coverage for 4 sub-scanlines per scanline. https://gamebase.app/video/gallery_how_to_play.mp4, Pokemon – Fire Red Version (V1.1) (USA) Gameboy Advance Game, Pokemon – Emerald Version (USA) Gameboy Advance Game, Super Mario World (USA) Super Nintendo Game, Pokemon – Ruby Version (V1.1) (USA) Gameboy Advance Game, Pokemon – Black Version (Europe) Nintendo DS Game, Pokemon – Leaf Green Version (V1.1) (USA) Gameboy Advance Game, Pokemon – SoulSilver Version (USA) Nintendo DS Game, Mario Kart 64 (V1.1) (Europe) Nintendo 64 Game, Pokemon – Yellow Version (USA Europe) Gameboy Color Game, Pokemon – HeartGold Version (USA) Nintendo DS Game, Pokemon – Crystal Version (V1.1) (USA Europe) Gameboy Color Game, Donkey Kong Country (V1.2) (USA) Super Nintendo Game, Pokemon Platinum Version (US) (USA) Nintendo DS Game, Super Mario Advance 4 – Super Mario Bros. 3 (V1.1) (USA) Gameboy Advance Game, Pokemon – Gold Version (USA Europe) Gameboy Color Game, Pokemon – White Version (Europe) Nintendo DS Game, Super Mario All-Stars (USA) Super Nintendo Game, Pokemon – Sapphire Version (V1.1) (USA) Gameboy Advance Game, Prince Of Persia – The Forgotten Sands (USA) Playstation Portable Game, Rayman Raving Rabbids 2 (USA) Nintendo DS Game, Pac-Man World 3 (Europe) Nintendo DS Game, WWE SmackDown Vs. You will be able to run it on an ARM Mac with Rosetta2, but for a more optimized experience you definitely want to go with the former version (Metal). In order to install RetroArch on your Mac, you need to make sure that your Mac is configured to allow apps downloaded from “App Store and identified Developers”. Add option for printing log output to stdout/stderr –. We go to ‘Additional Filters’, and select a developer of choice. An example of such a game is Resident Evil 2. If it isn’t, click on the lock to make the necessary changes. We are of course also going to be releasing a new stable soon – 1.9.1. m4xw will later be writing an article that goes into technical details on our new server, but here is a layman’s person breakdown on what this all boils down to. There is also no affiliation between Intel and the homegrown efforts of these FPGA hardware cores. [INFO]: 0.196 ms / frame context This makes the core more than fast enough to use runahead – on a PlayStation2 of all things! There are no compromises on accuracy, and I believe this is a correct representation of upscaling in a “what-if” scenario. Remove Global Preset Attribute interpolation is a little more interesting. This option forces native resolution rendering for such sprites. Reign of Fire. It is only used for coverage fixup and LOD computation. Libretro is all about enabling people the power and freedom to do what they want with their legally bought content, after all. We have a fix for this in the pipeline, while also nearly halving our current audio latency. Solutions exist like the Retrode. Thanks to m4xw and Xer The Squirrel, we have managed to: We have managed to restore most of the 1.9.0 stable downloads. ].nes to ines-cor…, Merge unif board BMC-Super24in1SC03 to BMC-FK23C, M176: Minor tweak to chr mixed ram/rom logic check and others, Simplify dipswitch options for Nintendo World Championships 1990 cart, MMC3: Make sure to free any allocated memory when using MMC3 as an external module, m269: Move chr unscrambling to mapper init, Unif: Show raw values for prg/chr rom size in logs, Remove unneeded code in BMC-Super24in1SC03, Rewrite BMC-FK23C/A (m176) based on updated notes and testing, Add 168-in-1 New Contra Function 16 to ines-correct.h, ines.c: Cleanup mapper struct and iNESLoad(), vrc2and4: Fix mapper 22 games not working (regression) and refactoring, Eliminate too verbose output – On 3DS stderr is printed on lower screen and is slow. ParaLLEl-RDP – How the upscaled rendering works, pre-computed triangle setup data from the RSP. Updates go instantly live on a daily basis through RetroArch’s builtin ‘Core Installer/Updater’ service. When on a menu or battle screen, the service will read out the text on the screen and the currently selected menu option. Be aware that if the file ~/Library/Application Support/RetroArch/configs/retroarch.cfg already exists, it won’t try to extract the assets at first-time startup. We now have multithreaded Angrylion which leverages the multi-core CPUs of today’s hardware to get better performance results. There are two ways to install and/or update the Genesis Plus GX Wide core: a – If you have already installed the core before, you can go to Online Updater and select ‘Update Installed Cores’. Rocket Power Beach Bandits. . We then add this repository as a CI mirror to our Gitlab server. This way, it no longer requires you to disable GateKeeper or start up the program in an obtuse way to get the program to start. You can also help us out by buying some of our merch on our Teespring store! A better way of handling this was implemented. Zoom mode horizontal croppings + cleanups, Model preset overrides, Optional region search, Core option for D-Pad joystick/mouse switching, Optional region forcing with No-Intro tag support, Sort generated M3Us, Statusbar + glue updates, New defaults for CPU and Drive Sound Emulation, Sound cleanups, User-friendly warning messages for Kickstarts and CAPSImg, Attempt to fix crash when reloading core on static builds, Add “Remove Interlace Artifacts” core option, Backport interlaced double line field mode to replace old frame mode, Fix sound filter from effectively being always Automatic at startup, Add core option for CD startup delayed insert, Remove previous disc change detect trickery, Change model force hierarchy, Option label updates, Core option for muting floppy sound when drive is empty, Automatic horizontal centering improvement, Rewrite libretro m68k.h and m68kops.h to use non-libretro variants –, Rewrite maccess.h using new retro_endianness, Fix vertical touch alignment on keyboard while zoomed, Global conf file, MultiDrive via Disk Insert, Autoloadwarp enhancement, Core option label tweaking, Fix Plus4 cartridge launching, Statusbar fixes, Autoloadwarp fix for D81s, Statusbar cleanups, Core option for 2nd SID, Warp mode rework, Dump available and not yet core optionized resources for easier ‘vicerc’ usage, Automatic model core options for x64 & x64sc –, Work disk core option with device selection, Switch from adhoc endianness handling to retro_endianness.h, Better retro_get_region, Embedded additions, Include NIBTOOLS for automatic NIB->G64 conversion, Direct hotkey for joyport switching, TDE + DSE enabled by default, Disable JiffyDOS with tapes also on static platforms, Rename mouse_x to retro_mouse_x in retrostubs.c to avoid confusion with mousedrv.c, PET fixes (embedded data, keyboard layout) + Cleanups, Fix model change not triggering geometry change with borders disabled, Disable compilation of CmdPipe.cpp on libretro, Add safeguard in case of thead allocation failure, Don’t use chdir and getcwd on PSP1 and Vita, Change pulsehandler not to use signals on libretro, Switch from ad-hoc endianness to retro_endianness, Fix scratchy audio in Super Mario Bros. 3 and others, Use retro_endianness.h instead of ad-hoc endianness defines, Replace ad-hoc MSB_FIRST with retro_endianness.h, Filter-out identical calls to SET_GEOMETRY, Fix disk-reading routines on big-endian –, Use retro_endianness instead of SDL_BYTEORDER, Move from adhoc endianness to retro_endianness. Even audio playback doesn’t stutter any more, CHEEVOS/BUGFIX: Opening achievements list would crash RetroArch with badges enabled (on new games), CHEEVOS: Option to start a session with all achievements active. Start 127: rdp-test-interpolation-color-texture-perspective 1x is default and is the native resolution. There are many things this release post will not touch upon, such as all the extra cores that have been added to the various console platforms. It has been some time since the last report, let’s try to go a bit more in-depth this time. I believe this is solid enough for a first release, but there are further avenues for improvement. [Lord Nightmare, madbr], Description: Game engine implementation for Rick Dangerous, Description: Game engine implementation for Quake 3: Arena, Description: 8bit Nintendo Entertainment System/Famicom emulator. We could really use your support on Patreon to help lighten our financial burden here, especially since this now-pretty-much-mandatory server switch will likely cost us an insubstantial amount of money upfront while we keep the current server running for a month longer. By default, it has big borders. Probably the highlight of this release – there is a new ‘Explore’ view for all playlists. Turning this off essentially looks like basic bob deinterlacing, the picture might become shaky as a result when leaving this off. For example: Ghosting can also produce nice effects in games that don’t flash – e.g. We have also updated our previous blog post here. The reason for this is that swap buffers in RetroArch would completely stall the GPU before completing (“refresh” in the trace). GSdx has OpenGL 4.x requirements and Mac doesn’t meet them. 3DS, UWP) the difference in playlist loading times should be quite pronounced. This PR modifies RGUI such that its frame buffer dimensions are automatically reduced when running at low resolutions. Basically dVde = dVdx * dXdy + dVdy. WINDOWS: Fix crashing on startup on Windows when using Chinese Simplified language. Start 156: vi-test-aa-extra-gamma-dither Apple asks about $100 per year for individuals. This is used later for multi-sampled coverage in the X dimension. We ask and hope for your understanding and we will let you know as soon as the servers are up and running again. This is annoying, since the latter are pointless, and must be removed manually by the user. It's really the between-level mini-games that are PD's standout feature. Through compute shaders. Our Sega System 18 driver also had a nice overhaul after being on the todo list for a long time, games like “Michael Jackson’s Moonwalker” now plays without any gfx issues. The release highlights include: We are launching with a modest collection of cores, each one hand-picked for performance and compatibility: We understand that some users may question the validity of expending two man-months of development time on such a ‘niche’ set of devices. So not only are we getting post-processing AA courtesy of the RDP, we’re also getting more color depth. But it is no longer a fundamental part of our infrastructure like before, more a user convenience tool for building cores. The user of course will always have the option of grabbing the non-Play Store build on our website which still has the Core Downloader that connects to our build infrastructure. RDRAM (8 MB) – Allocated on host with VK_EXT_external_memory_host. [INFO] Saved shader preset to /home/user/.config/retroarch/presets/Snes9x/Legend of Zelda, The – A Link to the Past (USA).glslp. Genesis Plus GX Wide now available for Libretro/RetroArch! [INFO] Deleted shader preset from /home/user/.config/retroarch/presets/Snes9x/Legend of Zelda, The – A Link to the Past (USA).glslp. It is the nature of RetroArch, however, that work on one platform frequently benefits others. We cannot safely upscale these kinds of primitives either way. A new port of RetroArch to the PSL1GHT toolchain has been made for PlayStation3. Beforehand, be warned that the core name changed… The latter is probably the issue. Notice that the RDP/VI implementations in ParaLLEl RDP have NOT been enhanced in any way. Stalling 6 ms in the main emulation thread is not fun. Furthermore, LLVM would take a long time recompiling code blocks, and it would cause big stutters during gameplay (for instance, bringing up the map in Doom 64 for the first time would cause like a 5-second freeze in the gameplay while it was recompiling a code block – obviously not ideal). Games like Paper Mario, GoldenEye 007 and others would previously just crash on Android with ParaLLEl RDP+RSP. Also M3U playlists of D64 images will allow, and playlists of TAP images will not The Play Store version will be rolled out very soon and there are some big changes that were made in order to conform to the Google Play Store’s new guidelines. It’s basically an open source FPGA alternative to the likes of proprietary FPGA retro game consoles like the Analogue devices. This ‘squished’ the text a little; more importantly, when using the stb font renderers (on Android. LowRes NX has stand-alone applications for MacOS, Windows, Linux and iOS, which can be used to develop new games (even on iPhone). Before, on all platforms other than the Wii/NGC, RGUI had a fixed frame buffer size of [320-426]x240 (width takes one of three values depending upon current menu aspect ratio). It will then spit out a modified ROM with proper widescreen modifications. Scissor coordinates are u10.2 fixed point, so it means the maximum resolution for the RDP is 1024×1024. This allows users to handle their own presets without having to mess with the directory configuration on distros such as ArchLinux, where shaders (among other assets) are managed through additional packages. We think that repeated claims and heckling over random cores being ‘not up to date’ is putting an unfair and exhausting strain on us where we are pressured into continuing to walk on some hamster treadmill so that an enduser can finally get a ‘rebased’ core with some inconsequential commit that has no bearing at all on the Libretro core. We therefore added rumble support to Gambatte and PrBoom, and improved the existing haptic feedback in PokeMini and TyrQuake. Again, this is because this is accurate RDP emulation. Solved several big memory leaks upon opening videos, Slang shaders degrade performance noticeably on most cores, When audio is interrupted, it doesn’t resume with the Metal renderer (OpenGL seems ok). One day Android will catch up. We hope more console manufacturers take a page out of Microsoft’s playbook there since the cat and mouse game that other companies like to play with their proprietary game consoles really has stopped making sense for a long time now. if your GPU is less than 15 years old and your platform supports “glcore”, you should probably consider using “glcore” over “gl” as default OpenGL video driver, it generally produce better overall results. Add more detailed error messages for mmap, unlink sooner, Cleanup warnings: snprintf truncation, strncpy->memcpy, memset, Fix inverted check for dma-only invalidation, When HAVE_SHM always use global memfd so it can be closed properly on exit –, Update to latest lightrec and extract PGXP from lightrec –, Fix disk control interface when running single-disk PBP content, Only set WITH_DYNAREC based on ARCH if not set, Add support for loading GL symbols using dlsym() instead of libretro API –, Precompile some shaders directly at boot time to have a smoother BIOS animation, Emit a callback at each frame for synchronizing need on ports, (libretro) framerate pacing + CDROM support + m3u extension, Implement a database & rework cart auto-detect, Add support to remove banding when using gouraud shading, Modify the handling of improved mesh handling to prepare improved banding support, fix Sega Rally USA boot – might introduce other improvements or regressions, Rebase the openGL on Yabause since compute CS has a better rendering and openGL rework created new issues, Depending of vertical flip, sprite reading is not the same – Improving Sega Rally, (libretro) use cpu_tesselation as default for polygon mode, (libretro) make the frame rendering more libretro-friendly, Reintroduce some required variable for color calculation – fix Cotton Club, Software renderer supports 4 threads at maximum, Consider that only old card compatible only with OpenGL 3.3 are limited in variables and need to reduce VDP2 blitting program, Do not initialise unsupported openGL functions. It is licensed as MIT, so feel free to integrate it in other emulators as well. The new implementation is a standalone repository that could be integrated into any emulator given the effort: https://github.com/Themaister/parallel-rdp. We will see it through to its conclusion no matter if not everybody shares our vision. * The entire VI postprocessing pipeline. "I try not to think of it as a successor game": Axiom Verge 2 creator Tom Happ on why his long-awaited sequel isn't really a sequel at all . The ParaLLEl N64 Libretro core has received an update today that adds the brand new paraLLEl-RDP Vulkan renderer to the emulator core. Passed 21.19 sec It has been available upstream for a while, but the implementation doesn’t play well with how a libretro core works. Used by chuchu rocket We are working on a solution for the Google Play situation. After this, you might have to restart. But above being demanding, what matters even more is just contributing the necessary changes. Yes … yes, it would be, and that’s what I did. Slang shader support is already implemented and all software rendered cores should work. The simple workaround is to render TEX_RECT primitives as if they are not upscaled. We have been busy adding macOS ARM64-based cores. This feature will significantly help platforms like Nintendo Switch and Raspberry Pi. DOSBox Pure is a new fork built for RetroArch/Libretro, aiming for simplicity and ease of use. For now, here is a gallery of screenshots to a few of our prototypes, brought to you by Sasa and m4xw. Is the format set in stone? In addition to this, since human readability is not a factor when compressing playlists, we now omit all whitespace (newlines/indentation) when writing compressed JSON. 2. GLideN64 has made big strides in emulating most of the major significant games, the HLE RSP implementation used by Mupen 64 Plus is starting to emulate most of the major micro codes that developers made for N64 games. Start 129: rdp-test-interpolation-color-texture-perspective-2cycle-lod-frac-sharpen Destroy it, and create a Lantern pad out of the bricks. For example, content like this: (where the .m3u references all the .cue files) would generate playlist entries for both the .m3u file and each of the .cue files. If you don’t have this enabled, the Princess-to-Bowser painting transition in Mario 64 is not there and instead you just see Bowser in the portrait from a far distance. All the rendering bugs were fortunately rather trivial in nature, and didn’t take much effort to debug. The VDP1 was rendering “quads” line per line, the general idea was to interpolate endpoints along the horizontal edges, then to draw textured lines between those endpoints. This would improve the portability of the configuration for Android users, because they cannot explore the default shaders directory without rooting their devices. do, but there are some exceptions – e.g. We are quite impressed with the overall level of performance on display, and our first priority will be to expand the amount of cores that are supported. However, Angrylion as a software renderer can only be taken so far. Previously, assets were bundled in the .app itself and they would be stored there as well. The RDP integration was notified too often that a frame was starting, and thus would wait for GPU work to complete far too early. Here is what we are able to reveal of our current roadmap for now, but best believe us when we say this is only the tip of the iceberg! Even a Snapdragon version of the S10 Plus would produce better results than what we see here. My early analysis suggests extremely poor occupancy and a ton of register spilling. The author of this promising new PlayStation1 emulator made the core by himself and has included it in his upstream repo. That’s bigger than 4K! Watch our YouTube video premiere here that shows you a variety of games running on an in-development PCSX2 core, running on RetroArch of course. Whoever will take on the endeavor to port this to DX12 or GL 4.5/4.6 will have their work cut out for them. All chunks of RDRAM which might be read, will be copied over to GPU RDRAM before rendering. “glcore” is an OpenGL 3.1+ driver, it’s also called OpenGL Core, it supports up to OpenGL 4.6. some cores will glitch if the video driver doesn’t match the context they are requesting, cores will usually perform faster if you use the video driver they expect, OpenGL compatibility isn’t reliable for cores that require OpenGL versions above 3.0, because some GPU drivers don’t support this, so it’s safer to force OpenGL Core in those cases, to be honest, it makes more sense like this, it leverages user experience, and we shouldn’t ignore what is requested by the core.