SDL Libretro Proof of Concept

The larger design goal behind Libretro is to make programs modular. To us, modularity means that a program should run from within the confines of a dynamic library, and that it should be possible for this program to then run inside any of the libretro-compatible players that exist out there.

In order to make a libretro core as it stands right now, you need to be familiar with how the API works. There is some obligatory documentation available for this purpose but we understand that API familiarity is still not where it should be, and that to some developers out there looking to get started with libretro, it might be intimidating to get started.

To that end, we are searching for ways to ease the difficulty and learning curve that comes with getting to grips with Libretro. We know that SDL for instance is already heavily used out there by game developers and emulator creators alike.

SDL and libretro cannot reasonably be compared. The entire purpose behind Libretro is to make a cohesive, consistent ecosystem of modular programs that, like a plugin, can be inserted into any frontend player that supports our API. Something like SDL is more generic in that it doesn’t really care what your program is going to be; it just acts as convenient middleware for your program so that you don’t have to write against a myriad of programming APIs across all the various platforms. And while libretro allows for something of that nature too, it does so with distinct design goals in mind that are more or less forced on you for the purpose of a better play experience.

SDL Libretro

SDL Libretro is a project that was started out by me half a year ago. Back then it was more or less in an unusable state. To date, I had ported a couple of SDL programs already to libretro (like NXEngine), but previously I always did so by manually baking in parts of SDL and then shoehorning the runloop such that it would fit inside libretro. A libretro core’s runloop consists of a ‘lifebeat’ that lasts for exactly one frame, which can pose a problem for many SDL programs, because how the programmer implements the runloop there is entirely up to the programmer, whereas libretro forces this runloop model on you. It does this for good reasons, so that the frontend can easily do advanced operations like fast forwarding, rewinding, etc. But nevertheless, if you have an existing program, it might take time to whip it into shap such that it fits the confines of a libretro program.

Developer r-type has done an awesome job of making SDL Libretro finally a viable project. Right now it exists as a Proof of Concept that works on both Linux and Windows, and to illustrate that it works, r-type has made available three Proof of Concepts to show off SDL Libretro:

  • An OpenTyrian SDL port
  • A Mandelbrot game port (using SDL)
  • A Tetris game port (using SDL)

Right now, this SDL port is obviously in its infancy, and this might be an area where we could make use of further contributions.

To go over some of these:

  • Because an SDL program can be implemented any number of ways, right now we have to rely on libco in order to implement the main runloop.
  • Right now we are targeting SDL 1.2.15. There are currently no plans for SDL 2 support, although if we do, it’s likely it would be a separate project.
  • Lastly, be cognizant of the fact that when we say ‘Proof of concept’, we really mean it. Things are not perfect yet and it will take some time to iron out all of the bugs.

To use libretro SDL in conjunction with your game program, right now you would first build the SDL libretro part. You run the Makefile and once successful, it will create a statically linked ‘archive’ (such as ‘libSDL_unix.a’ and/or ‘libSDL_win.a’). From there, you would manually link this archive into your libretro core. That way, your libretro program can interface against SDL.

If you want to see some test examples of how this is done in practice, go to the directory ‘tests‘. ‘opentyrian’, ‘sdl-mandelbrot’ and ‘sdl-tetris’ are three current proof of concepts.

What does this mean for endusers?

It means that developers familiar with SDL have an easier time getting themselves acquainted with libretro. It also will mean that we can get SDL ports up and running quicker instead of having to reimplement and rewrite everything from scratch.

Right now, my current plan is to take the quick and dirty OpenTyrian port, and divorce it from most of its SDL idiosynchrasies and turn it into a nice, native, fleshed out libretro core. However, at the same time, I also want to help improve, build and foster further work going into libretro SDL. So if anything, we need to strive for even more well fleshed-out tests at the same time.

Credit to r-type

We want to thank r-type a lot for coming up with this wonderful Proof-of-Concept. Without him, this project would have barely stumbled out of the gates and it would have taken many more months for it to end up running anything. Hopefully we can once return the favor for all the hard work and effort guys like this have provided to our project. It’s the passion and the commitment of most of the followers surrounding this project that keeps us going.

RetroArch 1.4.1 Open Beta – Released! Highlights

Half a year after RetroArch 1.3.6 was released, now comes the next big stable! Version 1.4.1 is by any yardstick a big massive advance on the previous version. There are about 5000 commits or more to sift through, so let’s focus on a few big main standout features that we want to emphasize for this release.

Where to get it

https://buildbot.libretro.com/stable/1.4.1/

We are calling this release an ‘Open Beta’ because we want people to put the massively improved Netplay features through its paces! All of your feedback and issues will be taken onboard so that 1.5.0 (which we intend to ship somewhere beginning of March) will deliver on all the promises we have made for netplay.

Netplay

Netplay has seen a big massive improvement since version 1.3.6.

To set up a netplay game, you have two options: Manual or automatic connection.

Naturally, the automatic way is easier:

To host, just load a core and launch some content as usual and, once the game is running, go back into the ‘quick menu’ (the default keyboard shortcut is F1) and scroll down to the ‘netplay’ submenu. From there, choose ‘Start netplay host’ and it will announce your game to the lobby server for other users to join. You can go ahead and start playing and new players can jump in at any time. That is, RetroArch no longer stalls out until clients join.

Joining an existing session is just as easy. From the main menu, navigate over to the netplay tab (the icon looks like a wifi symbol), scroll down to ‘Refresh Room List’ and hit the ‘accept’ key/button (the default keyboard shortcut is the ‘X’ key). RetroArch will fetch the current list of available hosts and display them right there in the netplay tab. From there, just pick the host you wish to join and RetroArch will cycle through your playlists searching for a content match. If it finds a match, you’ll jump right into the host’s game already in progress.

To use manual connection, the host does the exact same steps. The client must load the same core and game first, then choose the “connect to netplay host” option from the netplay menu. You will be prompted for the IP address of the host. Enter it to connect.

To keep your games private, the host may set a password, required to connect, in the network settings menu.

We want your feedback and input on netplay, and the aim is that we take your feedback into consideration for 1.5.0 (which we will launch early March) to put the final finishing touches on netplay in general. Things like chat, friend lists and so on will all need to be implemented still.

Multi-language support/Japanese language support

We have added UTF-8 support and we have added translations for several languages now. Of these, Japanese is probably second to English in terms of being the most complete translation.

In addition to this, the new onscreen keyboard also has multilingual support, and supports Japanese fully (Hiragana, Katakana).

Free homebrew Bomberman clone game – Mr.Boom

Mr.Boom is a Bomberman clone. It supports up to 8 players and features like pushing bombs, remote controls and kangaroo riding.

This was an old MS-DOS/Windows 9x homebrew game that https://github.com/frranck converted over to C with a self-made tool he calls asm2c.

Right now, this core works for Mac/Windows/Linux/ We are still working on Android support!

Mr. Boom currently requires at least a minimum of 2 players. There is no singleplayer mode (yet). It can not yet be used with netplay but that is our ultimate aim! Free 8-player easy Bomberman-like gameplay for everybody! We will make an announcement later when netplay support is fully working for this core!

New menu graphical effects

In addition to the ribbon effects, we have added some new menu effects : Bokeh, and Snow.

Check the accompanying video to see them in action. You can access these menu effects by going to

Settings -> User Interface -> Menu and setting “Menu Shader Pipeline” to any effect of your choosing.

NOTE: These two new menu effects are not yet available for Vulkan and Cg. Ports would have to be made first of these menu effects, since they are completely shader-based.

Quality-of-Life improvements to the menu

We have taken all the criticisms of the menu UI to heart and we really pushed ourselves to make the menu much more pleasant to deal with.

  • We have gone to the painstaking effort of making sure that nearly every menu entry now has a small description below it.
  • Loading content has been massively streamlined. There is no longer a separate ‘Load Content’ and ‘Load Content (Detect Core)’ option. You simply select a starting point directory, you then select your game and you decide which core to use.
  • There is a new onscreen keyboard made for the menu which is compatible with touch and the mouse. It not only supports traditional western characters but thanks to improved multilingual support it will also support Japanese (Kanji, Hiragana, Katakana and Romaji).
  • In fullscreen mode, the mouse cursor inside the menu will only show for about 5 seconds. If there is no mouse activity it will disappear from the screen until you move the mouse again.

Improved error handling

Cores should now report an error message back to RetroArch in most instances where a ROM/content fails to load.  We went over most cores and we are reasonably comfortable in that we took care of most of the trouble spots.

Vulkan N64 and PSX now works on Android!

To read more about these projects, read our past articles here –

Introducing Vulkan PSX renderer for Beetle/Mednafen PSX

Nintendo 64 Vulkan Low-Level emulator – paraLLel – pre-alpha release

ParaLLel (Nintendo 64 core with Vulkan renderer) and Mednafen PSX HW should now work on Android devices that support Vulkan!

Unfortunately, GPU is currently not the bottleneck here. In the case of both of these emulators, more work is required before they will start to run at fullspeed on Android devices. We need to get the LLVM dynarec working on ARM devices.

In the case of Mednafen PSX HW, the interpreter CPU core is the main bottleneck which prevents the emulator from reaching playable speeds right now. An experimental dynarec was written a year ago but it still needs a lot of work before it could be considered ‘usable’.

Lots of other miscellaneous stuff

  • Improved performance
  • (Linux) DRM/KMS context driver should be more compatible now
  • (Linux) The GLX context driver now uses GLX_OML_sync_control when available, leading to much improved swap control. Potential video tearing and frame time deviation will be way lower in general.
  • (Linux) Attaching a PS4 gamepad will allow you to use the audio headphone jack to route sound to your headphones if you use the ALSA audio driver. It will now query the available audio output sampling rates that an audio device supports, and if the recommended output sampling rate that we use in RetroArch doesn’t match, we will use a sampling rate that the audio device DOES support instead. The PS4 pad only works with 32Khz audio, hence why we need to switch to it on the fly in order to get sound working with it.
  • (Android) Should fix a longstanding touch input bug that might have prevented touch from working altogether on certain devices.
  • (Android) GLES3/3.1 support, the fancy ribbon effect and Snow/Bokeh should also be available on Android now.
  • (Linux/Wayland) Full input support, keyboard and mouse.
  • Too much stuff to mention

Also read our companion article for more information here –

RetroArch 1.4.1 Major Changes Detailed!

And even more!

RetroArch 1.4.1 Progress report – DOS/Windows 9x/Windows 2K

Improved documentation

From now on, all documentation for RetroArch (both development and user-facing info) will be posted here –

https://buildbot.libretro.com/docs/

Happy New Year!

We at Libretro wish you all a happy New Year! 2016 has been quite the year for Libretro as a project, so let’s briefly recap where we stand at the end of this year and what we managed to do in 2016 –

First with Vulkan

We were one of the first programs to ride the Vulkan wave, and we managed to add Vulkan support to RetroArch since Day One of the new graphics API’s release.

Continue reading “Happy New Year!”

We are now on Patreon!

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The Libretro Project (comprised of Libretro, Lakka, and RetroArch) is now on Patreon! We hope this Patreon will enable us to accelerate development and be able to serve users in lots of benevolent ways!

Visit us here: https://www.patreon.com/libretro

This Patreon covers the Libretro, Lakka, RetroArch projects. And another, soon to be disclosed project as well.

Right now we are at $230 as of this minute. We thank every Patron so far that has helped us get to this stage in such short time, suffice to say you won’t be let down! Let’s go over some of the goals as they stand!

$150 – Bounty for core work every month! Reached!

Already the $150 goal has been reached which will allow us to place bounties for core work to be done! We allocate a total of $50 / month that will go towards bounties.

$200 – ProjectFuture Greenlight! Reached!

I will be revealing soon what this project is about. Let’s just state it’s going to be an even bigger and more expansive project than RetroArch has been so far, and it’s one of the main reasons why we finally went ‘why not?’ with regards to the Patreon. Stay tuned!

This is going to take months and months of work, and will take other considerable resources in order for us to be able to see it to completion, and it’s definitely one of those ‘flying very close to the sun’-type endeavors, but as with everything with this project, ‘dreaming big’ and ‘foolhardy’ are comfortable bedfellows.

$400 – Netplay/matchmaking server!

We want RetroArch users to be able to play online multiplayer games with each other through the RetroArch interface. We are going to allow for PSN/XBLA-like features, except free of charge! The prospect of true crossplatform free netplay from an easy and console UI-style interface is soon to be within reach once we hit this target!

The aim is that every user will be able to quickly and easily setup a netplay game from within RetroArch without the need of a keyboard/mouse! We want console-style netplay ease of use !

$500 – Stability checks, Quality Assurance, etc!.

It’s no secret that for years we have relied on volunteer work in order to get where we are. This entire project entails a maddening amount of work that we have to put in on a daily basis to keep the entire show up and running, and the amount of work keeps growing every time we add another platform port or add a new core.

Once we hit our $500 target, we are going to be paying a couple of developers whom have been loyal towards the project to keep tabs and checkups on RetroArch and various libretro-related cores on a bi-monthly basis. This way, bugs and regressions are easily spotted and we can instantly fix them.

$600 – Development bounties!

We are going to be posting bounties for various remaining issues (whether it be RetroArch or cores), and any developer will be able to fix these issues and claim the reward!

Finally we can start claiming bounties for some of the things that RetroArch and Lakka might still be missing! Good developers don’t grow on trees, neither do contributors. We hope that through these bounties we will be able to significantly improve the software and get to our goals much quicker!

NOTE: The amount of money that will be allocated for this is variable and decided at our own discretion.

RetroArch Web Player

An Emscripten port of RetroArch has existed for years, but until recently, we never had a good opportunity to launch it in a state we felt comfortable with. Well, until now that is.

Web Player

So what is RetroArch Web Player? It’s a port of RetroArch that runs inside your web browser, powered by emscripten and asm.js. Most modern browsers available today should be compatible. That being said, we strongly recommend you use Google Chrome right now for smooth v-synced gameplay with no audio crackling.

You can check it out right here!

Continue reading “RetroArch Web Player”