RetroArch 1.6.3 – Released!

RetroArch 1.6.3 has just been released! Grab it here.

This latest version has also been uploaded to the Google Play Store.

General changelog

IOS: Fix GL regression – 32bit color format cores were no longer rendering
CHEEVOS: Add support for N64 cheevos and other small fixes.
CHEEVOS: Add ‘Achievements -> Achievements Verbose Mode’. Ability to display cheevos related messages in OSD, useful for RetroAchievements users.
AUDIO: Audio mixer’s volume can now be independently increased/decreased, and muted.
AUDIO: Mute now no longer disables/enables audio but instead properly mutes the audio volume. Mute is also independent from the audio mixer volume.
INPUT: Add mouse index selection; ability now to select between different mice
INPUT: Fix ‘All Users Control Menu’ setting
LINUX: Add a tinyalsa audio driver. Doesn’t require asoundlib, should be self-contained and lower-level.
LOBBIES: Announce the RetroArch version too
LOCALIZATION: Add Traditional Chinese translation
LOCALIZATION: Update French translation
LOCALIZATION: Update Italian translation
LOCALIZATION: Update Japanese translation
LOCALIZATION: Update Russian translation
MENU: Add ‘User Interface -> Views’. Ability to display/hide online updater and core updater options.
NETPLAY: Disconnecting one client shouldn’t cause everyone to disconnect anymore
NETWORK: SSL/TLS support, disabled by default
SCANNER: Fix PS1 game scanning
SCANNER: Move content list builder into scanner task with progress, fixes menu freeze with large playlists
SDL2: Fix ‘SDL2 driver does not see the hat on wired Xbox 360 controller”
SETTINGS: Fix regression ‘Custom Viewport is no longer overridable per-core or per-game’
VITA: Add cheevos support
VITA: Add support for external USB if mounted
WAYLAND: Fix menu mouse input
WII: Add support for single-port ‘PS1/PS2 to USB controller adapter’

Platform highlights

Windows

There are now installers available for the Windows version! We offer installers for both the Windows Vista and up version, and the Windows XP version.

RetroArch will be installed by default to your user roaming profile, however, you can change this to any particular directory you’d prefer instead. The reason why we do not try to install to “Program Files” by default is because RetroArch needs read/write permissions in order to write downloaded core files directly to its folders.

Our installer installs RetroArch in ‘portable’ fashion. What this means is that you can take the directory that RetroArch was installed in, deploy it to another drive, and it will still run, and the default paths will automatically change their paths.

Windows XP

So MinGW has broken backwards compatibility with Windows XP sometime ago. This was a problem for us, since Libretro/RetroArch treats backwards compatibility very seriously.

So, what we have done is make a separate version of RetroArch for Windows primarily targeted at people running Windows XP. Instead of MinGW, we are using Microsoft Visual Studio 2010 / MSVC 2010 as the compiler for this. We have also already ported at least 30+ cores over to MSVC 2010 so that they will run on this new Windows XP version.

We will not simply just stop at a Windows XP version – sometime later on next week, a Visual Studio 2005 version of RetroArch will be launched which will run on Windows 98 / ME / 2000! Where other projects are dropping older OSes and even entire architectures in order to cut down on maintenance and development time, we instead are adding even more platforms, and primarily because we both care about this and see the value in a platform/program that truly extends everywhere, and also because our infrastructure is set up in such a way that we can easily deal with any ‘maintenance’ burden this would otherwise entail for other projects.

Linux – Flatpak

RetroArch/Libretro has from Day One always treated Linux not only as a first-class citizen, but also pretty much as a reference platform. Unlike so many other projects that treat Linux simply as a quick and dirty port where they choose the path of least resistance and just use some middleware like SDL/WINE, RetroArch has custom audio, video and input drivers all written from scratch. It was one of the first programs outside of demo programs to support newfangled technologies like DRM/KMS, was very quick in adopting new rendering servers like Wayland, and unlike other software that simply uses middleware like SDL and/or PortAudio to provide sound, we have custom audio drivers written from scratch for ALSA/PulseAudio/JACK/OSS basically since Day One.

The problem with Linux though is that all of these features are highly distro-dependent, and each and every Linux distribution has enough differences that a traditional binary that runs on every Linux distribution is close to impossible. So, for now, we have simply left the responsibility of maintaining and packaging up RetroArch to individual distributions. Distributions like Arch Linux, Debian, and others have RetroArch and the various cores inside their package management repos, and they maintain it separately from us. Similarly, committers like sergio-br2 maintain Ubuntu repositories for RetroArch and its various cores.

But now, there are finally options for those who would like to try out RetroArch on Linux in a distro-agnostic fashion! Read all about it in our Flatpak article that we launched a few days ago. Within a few days, we will also be offering AppImage support.

iOS

A serious regression in the iOS version which made 32bit color format cores no longer render has been fixed. Also, a user has been helping us prepare for iOS 11 support.

If you’d like to learn how to compile RetroArch for yourself on iOS for your non-jailbroken device, read this article here.

macOS / MacOS X

RetroArch has been updated for both macOS/OSX Intel (for 64bit) and for OSX PowerPC (for PowerMacs/Powerbooks that have OSX 10.5 installed). The version for PowerPC comes bundled with the cores since we don’t host these on our buildbot (yet?).

PS Vita

Not only has Cheevos support been added, but it’s also possible now to use external USB devices if they are mounted! In order to use RetroArch on Vita, you need a jailbroken PS Vita and/or PSTV. Instructions on how to do that can be found elsewhere and falls beyond the scope of this article.

Wii/WiiU/3DS/Gamecube/PSP/Android

RetroArch has been updated for all other platforms that we actively support.

PlayStation3

We have posted a DEX version. We hope that separate community members can convert this to CEX and then offer it to us so we can host it.

Updates on cores

A separate article will be posted later that will detail all the work that has gone into the various cores. Stay tuned for this! As always, you can always install the latest version of every core from RetroArch’s builtin ‘Core Updater’ (accessible from the menu by going to ‘Online Updater’ -> ‘Update Cores’.

What’s up next?

* We are working hard right now on getting the PPSSPP / Supermodel cores that we have promised ready.
* An AppImage version of RetroArch for Linux will be available soon.
* A Visual Studio 2005 version of RetroArch for Windows will be available soon, which will run on Windows 98/ME/2K.
* Lots of core work like we always do each week.
* More yet unannounced stuff? Stay tuned!

View this page if you’d like to explore donating to us. By popular demand, there is now the ability to send one-off donations through Bitcoin, and we have put up links so that you can directly send funds to the Bountysource bucket. You can also pledge to our Patreon.

New core: OpenLara (Windows/Linux)

OpenLara is now available as a libretro core! This is a new work-in-progress Tomb Raider game engine by developer XProger and is already progressing rapidly.

If you’d like to know more about the project, please visit its site here. There’s even a cool web demo you can check out here.

Available for

The OpenLara core is currently available for:

  • Windows (32bit/64bit)
  • Linux (32bit/64bit)

Further requirements: This core requires that you turn on ‘Enable Shared Hardware Context’, otherwise you will only see a single texture being displayed onscreen instead of the game screen.

Note for macOS users: There is currently no ‘working’ macOS version available because of the aforementioned reason. Please be patient and keep the faith, we have not forgotten about macOS users and we have not relegated them to second-class citizen either. Just going to take a little bit of time before we sort this out.

How to get it

  1. Start RetroArch.
  2. Go to Online Updater -> Update Cores.
  3. Download ‘Tomb Raider (OpenLara)’ from the list.

Important!

  • This core requires that you use OpenGL as the video driver. Go to Settings -> Driver. If ‘video driver’ is set to ‘vulkan’, switch it back to ‘gl’, and then restart.

How to turn on shared hardware context (required)

This core also requires that you turn on ‘Enable Shared Hardware Context’. If you don’t do this, you will only see a single texture on the screen, like this –

If you see this, then 'Enable Shared Hardware Context' should be turned on!
If you see this, then ‘Enable Shared Hardware Context’ should be turned on! Read below on how to do that!

First, you need to ensure that ‘Show Advanced Settings’ is turned on. Go to Settings -> User Interface and turn ‘Show Advanced Settings’ on.

Now, go back, and go to Settings -> Core.

Once inside the ‘Core’ settings, set ‘Enable Shared Hardware Context’ to ON.

The upcoming version of RetroArch (version 1.6.1) might make it unnecessary to toggle this, saving you the hassle of having to do this.

How to use it

Convincing self-shadowing effects which the original games didn't have.
Convincing self-shadowing effects which the original games didn’t have.

Right now, OpenLara is more of a tech demo. You have to load separate levels into the program in order to play them. You cannot currently play Tomb Raider from beginning to end using this core. We hope that it will book major progress so that one day we can replay the old Tomb Raider games entirely with these enhanced graphics and enhanced framerates. To this end, we intend to support the project.

For demonstration purposes, we provide you with the Tomb Raider 1 demo levels so that you can test it out. It is also possible to use levels from the PC/PSX version and load this into the game engine core, so try that out at your own discretion.

How to use the demo

We assume you have already followed the steps in ‘How to get it’, and that the core is already installed.

  • Go to Online Updater -> Content Downloader.

  • Go to ‘Tomb Raider’, and select the file ‘tombraider1-demo.zip’.

  • Go back to the main menu, and now select ‘Load Content’. Select ‘Downloads’. Go to the folder ‘Tomb Raider’, and select LEVEL2.PSX. If all went well, OpenLara should now start at Level 2 of Tomb Raider 1.

 

Be aware that certain gameplay elements are simply not implemented as of yet, such as health bars, taking damage, etc. You can ‘complete’ the stage technically but you also cannot die or continue to the next level.

Controls

The controls on the RetroPad are set up to mirror those of the PSX Tomb Raider games.

L2 – Sidestep left

R2 – Sidestep right

R1 – Hold to walk

Y button – Jump

B button – Action button. Can be used to flick switches/toggles, etc, or to grab a ledge.

X button – Draw weapon. Press B button to shoot, and press X again to withdraw.

A button – Do a roll. This works a bit different from regular Tomb Raider mechanics in that it will perform a back dash if you press the A button without moving.

Start button – This will toggle a fullscreen mode that is very much like what Mirror’s Edge would have looked like with a PS1-era game engine.  Note that toggling this right now is very finicky, and will be improved in the future.

There is currently no way to toggle the inventory or to select weapons on the RetroPad other than the default guns. The reason for there being no inventory is because OpenLara itself doesn’t have that yet.

Enhancements

The MIrror's Edge-style first person mode along with Lara's shadow projected onto the wall
The MIrror’s Edge-style first person mode along with Lara’s shadow projected onto the wall

The nice thing about OpenLara is that, while staying true to the original look and feel of the original, it also adds some graphical enhancements to it that manages to make the boxy old-school Tomb Raider games look a bit less archaic. Some examples include :

  • Self-shadowing on Lara, enemies, etc.
  • New water effects which replaces the simple vertex manipulation of the water surface on the PSX. The Saturn version actually was the only version that tried to do something a bit more sophisticated with the water. If you dislike these very nice graphical enhancements, I inserted a core option so you can turn these off (‘Enable water effects’ in Quick Menu -> options).
  • Shading effects – after Lara gets out of the water, her skin has a slightly wet shading effect.
  • A first-person mode that is more convincing and fun than what you’d expect. It behaves a bit like Mirror’s Edge in that the camera bobs up and down, and you can see Lara’s hands move in front of you. If you try to do a somersault – the camera will rotate along with it as well. What makes the firstperson mode a bit more convincing is the new self-shadowing effects that have been added.

Extra features

To access these settings, while the game is running, go to the RetroArch menu, and select 'Quick Menu -> Options'.
To access these settings, while the game is running, go to the RetroArch menu, and select ‘Quick Menu -> Options’.
  • You can increase the resolution all the way up to 2560×1440. Higher resolution modes might become available as time goes on.
  • The OpenLara core is framerate-independent. Go to Quick Menu -> Options, change ‘Framerate’ to the value you desire, and then restart the core. You can run OpenLara at 30fps / 60fps / 90fps / 120fps / 144fps. The default framerate is 60fps.
  • You can turn the advanced water effects off if you so desire. Go to Quick Menu -> Options, change ‘Water effects’ to ON/OFF, and then restart the core. You can also turn on/off bilinear filtering similarly.

Unimplemented

There are still some things which are not fully implemented in this version.  Some examples include:

  • Save states are not implemented. And savestates don’t seem to be implemented in upstream either, so not much that can be done about it at this stage.
  • As mentioned before, this is still more of a tech demo project. You cannot complete any Tomb Raider game right now from beginning to end; you can only play individual levels.
  • The analog sticks are currently unbound. It might be a good idea to bind camera manipulation to the second analog stick.
  • There are no mouse controls. The standalone version does have this. We will try to hook this up as well later.

Still coming up!

Still yet to be released shortly (in the next few days) is:

  • Dolphin (Gamecube/Wii emulator, with Gamecube-only controls at first)

This will probably coincide with a new version of RetroArch, version 1.6.1. Stay tuned!