The Dolphin libretro bounty has led to this rebasing of the Dolphin libretro core. It is now up-to-date with the latest sourcecode, and it now supports OpenGL, Direct3D11 and Vulkan! It is even available for RetroArch on Android right now, provided you use the AArch64 version (since Dolphin itself requires a 64bit CPU on Android anyway).
In addition to this, I have also taken a look at porting Ishiiruka (a Dolphin fork) to Libretro. This one is not as far along yet as the mainline Dolphin core, but we are already making steady progress with the OpenGL renderer!
RetroArch 1.7.4 – WIMP updates
There will continue to be improvements to the WIMP UI in RetroArch 1.7.4. One of the big new features will be a fancy grid view. Previously, the WIMP UI only had a list view.
Beetle PSX HW
Some important bugs have been fixed. Finally, mask bit emulation has been (hackishly) implemented by flyinghead for the OpenGL renderer, so Silent Hill’s fog finally displays properly. iCatButler has made PGXP much more robust over the past few weeks, which has led to many rendering bugs being fixed when PGXP is enabled.
Reicast
You can read about all of our improvements to the Reicast core in this separate blog post here.
RetroArch is already at the tip of the spear when it comes to latency mitigation strategies with features like runahead, configurable max swapchains, frame delay, custom video context drivers, etc. Beam racing is a new lagless VSYNC technique has been developed that is already implemented in some emulators like WinUAE. The aim of this bounty is to finally implement it in RetroArch as well, and the users/devs that want it have put their money where their mouth is for this particular feature!
RetroArch 1.6.9 has just been released! Grab it here.
This latest version has also been uploaded to the Google Play Store.
General changelog
– Audio: Fix the Audio DSP picker
– CHEEVOS: Add support for Atari Lynx cheevos.
– CHEEVOS: Add support for RetroAchievements Leaderboards.
– GUI: (MaterialUI) Fix crash that happened on context reset with Vulkan.
– GUI: (MaterialUI) Skip querying and drawing items that are not visible; Cache content height and bbox calculation.
– GUI: (MaterialUI) Fix entry box highlight calculation.
– GUI: (XMB) Skip drawing the fading list when it is already transparent. Optimization.
– GUI: (XMB) Comment out visible item calculation in xmb_draw_items().
– GUI: (RGUI) Prevent crashes when using a non-English language reliant on UTF8.
– GUI: Add menu option for OSD background color.
– GUI: Add menu option for OSD text color.
– GUI: Add menu option to remove frame count from OSD.
– GUI: Allow wraparound of int/float settings when pressing the left key
– INPUT/LIBRETRO: Add support for more mouse buttons (buttons 4/5)
– INPUT/LIBRETRO: Add support for analog buttons
– INPUT: Always show the controls menu even if descriptors are not set
– INPUT: Fix input descriptors not being set on cores that don’t implement the controllers interface
– INPUT: Apply descriptors only for the amount of cores the core supports
– INPUT: Implement keyboard to gamepad input remapping (limited to one gamepad device for now)
– INPUT: Fix absolute mouse move handling on the winraw driver
– INPUT: Ignore keyboard input if window is not active on udev driver
– INPUT: Sanitize the filenames of autoconfig profiles before saving
– LOBBIES: Fix crash on navigating left / right from the lobby menu
– LOCALIZATION: Update Dutch translation
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Russian translation.
– LINUX/ARMHF: Set buildbot updater URL to armhf location instead of blank string
– LINUX/PI: Broadcom VC4: Add Videocore config option
– LINUX/UDEV: Fix – RetroArch reads keyboard input when not focused with the udev input driver.
– NETPLAY: Fix disconnection not fully deinitializing Netplay.
– NETPLAY: Fix lan rooms when there is more than one room
– NETPLAY: Fix lan rooms on systems where all addresses are treated as IPv6
– COMMON: Fix clear/free loop conditionals in playlists.
– WINDOWS/GDI: Fix flickering of text.
– WINDOWS/GDI: Fix graphics corruption on Windows 98
– WINDOWS/GDI: Allow compiling without DirectInput8 for NT support
– WINDOWS/WGL: Try to use wglSwapLayerBuffers instead of SwapBuffers if possible (for more optimal performance).
– WINDOWS: Fix menubar text corruption on Japanese locale systems
– WINDOWS: Support Unicode file I/O (can now display CJK characters in file browser for example).
– WINDOWS: Support Windows 95, NT3.51, NT4
– WINDOWS: add Makefile.griffin targets for msvc6,2003,2005,2010,2012,2013
– WII: Use custom, embedded libogc SDK.
– WIIU: Initial touchscreen support for WiiU gamepad.
– WIIU: Add Cheevos support.
– SCANNER: Fix archive scanning.
– SCANNER: Support CHD files.
– SCANNER: Support Gamecube ISO scanning.
– SCANNER: Use primary data track of disc images for CRC lookups rather than cue files. This is slower but finds matches more reliably, and is necessary for CHD files to work at all. Update your databases!
– SCANNER: Fall back on looking inside archives when matching MAME/FBA content (most recent cores only). If you had difficulty with content being detected before, you may have better luck now. Update your databases and core info!
Highlights
Scanner system supports more formats
CHD and Gamecube ISO files can now be scanned. A lot of libretro cores have gained the ability to use CHD image files, some of them being all the Mednafen-derived cores (also known as Beetle cores). There is also a new fallback used for scanning MAME/FBA content which looks inside an archive for matching files. If you had trouble having the scanner detect your content before, you might be more usccessful now.
Retro Achievements – Leaderboard support
Unicode support for Windows users
Unicode is now supported for file I/O (Input/Output). What this means, is that game content that uses CJK characters and/or other non-ASCII characters can now be read by RetroArch. These files will also show up from within the filebrowser. Useful for our Japanese users.
NOTE: MaterialUI (the default UI on Android) might still exhibit issues displaying Japanese on Android. This is due to a font renderer that will need to be improved in a future version in order to display these extra characters properly.
Kiosk Mode and more
You can now tailor RetroArch’s UI even more to your own personal preferences. You can choose which submenus to hide, and which to show.
There’s also a special mode called ‘Kiosk Mode’. When enabled, you won’t be able to access any settings, and/or install/upgrade any cores. The guy who implemented this feature likely intended it as a parental control feature to make sure that kids don’t get to mess with any of the internal settings by accident that could end up breaking something. There’s also a password lock you can enable so that any access to settings can still be curtailed.
See the PDF article here for a more detailed breakdown of Kiosk Mode –
The libretro API has been enhanced by David Walters in the following ways:
Button input was previously all-digital, now button input can be analog as well. As a proof of concept, this has already been implemented for the Beetle Saturn core. Analog triggers now work as expected. This feature will be necessary for future systems like PlayStation2, where each face button on the gamepad was an analogue button.
Mouse buttons 4 and 5 were added. A proof of concept has already been implemented for Beetle Saturn. The mouse on the Sega Saturn had at least 5 buttons instead of the PlayStation mouse’s 2.
Mouse support and lightgun support has also been added to Beetle PSX, a much-requested feature. There are also some proposals on how to improve lightgun support in libretro so that it is more conducive to non-mouse based lightgun solutions. As ever, additions to the libretro API have to be backwards compatible and they should not break ABI, so that existing frontends will not be adversely affected but at the same time new frontends can reap the benefits of these new features all the same.
What’s coming next for RetroArch
We will have a separate blog post on this soon.
In the meantime, check out the addendum to this post –
This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful. We are using cookies to give you the best experience on our website. We collect users data for personalisation of ads, and also Google will use your personal data when you give consent on our site. Check this link to Google’s Privacy & Terms site.
Strictly Necessary Cookies
Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings.
If you disable this cookie, we will not be able to save your preferences. This means that every time you visit this website you will need to enable or disable cookies again.
3rd Party Cookies
This website uses Google Analytics to collect anonymous information such as the number of visitors to the site, and the most popular pages.
Keeping this cookie enabled helps us to improve our website.
Please enable Strictly Necessary Cookies first so that we can save your preferences!