Difference between revisions of "RetroArch"

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{{Infobox
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{{Infobox software
|image = RA_Logo.png
+
|logo          = Retroarch.png
|first = 0.9.9
+
|logowidth = 250
|second = Yes
+
|developer    = Squarepusher, themaister, [https://github.com/libretro/RetroArch/graphs/contributors others]
|third = Multi-platform
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|version      = {{Version|RetroArch}}
|fourth = Squarepusher, themaister, others
+
|active        = Yes
|fifth = http://www.libretro.com/}}
+
|platform      = [[Emulators on Windows|Windows]]<br/>[[Emulators on macOS|macOS]]<br/>[[Emulators on Linux|Linux]]<br/>[[Emulators on Haiku|Haiku]]<br/>[[Emulators on Android|Android]]<br/>[[Emulators on iOS|iOS]] (jailbroken)<br/>[[Emulators on Raspberry Pi|Raspberry Pi]]<br/>[[Emulators on Pandora|Pandora]]<br/>[[Emulators on DragonBox Pyra|Pyra]]<br/>[[Emulators on PS2|PlayStation 2]]<br/>[[Emulators on PS3|PlayStation 3]]<br/>[[Emulators on PS4|PlayStation 4]] (Unofficial)<br/>[[Emulators on PSP|PlayStation Portable]]<br/>[[Emulators on Vita|PlayStation Vita/TV]]<br/>[[Emulators on Xbox|Xbox]]<br/>[[Emulators on Xbox 360|Xbox 360]]<br/>[[Emulators on Xbox One|Xbox One]]<br/>[[Emulators on GameCube|GameCube]]<br/>[[Emulators on Wii|Wii]]<br/>[[Emulators on Wii U|Wii U]]<br/>[[Emulators on Switch|Nintendo Switch]]<br/>[[Emulators on 3DS|Nintendo 3DS]]<br/>[[Emulators on GCW Zero|GCW Zero]] (Unofficial)<br/>OpenDingux<br/>BlackBerry<br/>Steam Link<br/>Leapfrog
 +
|type          = [[libretro]] frontend
 +
|prog-lang = C, C++
 +
|website      = [https://www.libretro.com/ libretro.com]
 +
|support = [https://www.patreon.com/libretro Patreon]<br/>[https://github.com/sponsors/libretro GitHub Sponsor]<br/>[https://liberapay.com/Libretro/donate Liberapay]
 +
|source        = [https://github.com/libretro GitHub]
 +
|license      = GNU GPLv3
 +
}}
  
'''RetroArch''' is an open source, multi-system application that can run 'cores', which are mainly emulators, under the libretro API. It is described as a modular multi-system emulator/game system that is designed to be fast, lightweight, and portable.
+
'''[[wikipedia:RetroArch|RetroArch]]''' (formerly '''SSNES''') is an open-source, multi-platform [[libretro]] [[Frontends|frontend]] written in C or C++. It is designed to be fast, lightweight, and portable.
 
 
RetroArch is available for Windows, OS X, Linux, Android, iOS (jailbroken), BlackBerry 10, Raspberry Pi, OpenPandora, PlayStation 3, Xbox, Xbox 360, GameCube, and Nintendo Wii.
 
  
 
==Downloads==
 
==Downloads==
*[http://themaister.net/retroarch.html RetroArch for Windows]
+
Note: Some libretro cores are maintained separately from their originators, and thus possess a different update timeline.
*[https://launchpad.net/~hunter-kaller/+archive/ppa RetroArch for Linux (Ubuntu PPA repository)]
+
*[https://buildbot.libretro.com/stable/ RetroArch Stable Builds]
*[http://www.mediafire.com/download/h2bk7h07skd7lo1/retroarch-win64-0.9.9-wip3+%28updated%29.zip Configured RetroArch for Windows 64-bit (outdated)]
+
*[https://buildbot.libretro.com/nightly/ RetroArch Nightly Builds]
*[http://play.google.com/store/apps/details?id=org.retroarch RetroArch for Android]
+
*[https://buildbot.libretro.com/nightly/windows/ Windows RetroArch-Nightly-Installer]
*[http://forum.themaister.net/viewtopic.php?pid=459#p459 RetroArch for OS X]
+
*Ubuntu PPAs: [https://launchpad.net/~libretro/+archive/ubuntu/stable Stable], [https://launchpad.net/~libretro/+archive/ubuntu/testing Nightly/Testing]
*[http://forum.themaister.net/viewtopic.php?id=347 RetroArch for GameCube/Wii]
+
*Arch Linux User Repositories: [https://aur.archlinux.org/packages/retroarch-git/ Testing], [https://aur.archlinux.org/packages?O=0&K=libretro&submit=Go All]
*[https://anonfiles.com/file/0b9b21f606c5d20d7ab27fb5bdaabb61 RetroArch for PS3 (CFW)] and [https://anonfiles.com/file/939b30ae56b59c6cb34703c0aa1b4fee PS3 (DEX)] v.0.9.9
 
[[Category:Emulators]]
 
[[Category:Game Boy Advance emulators]]
 
[[Category:Game Boy emulators]]
 
[[Category:Linux emulation software]]
 
[[Category:Multi-emulators]]
 
[[Category:Nintendo Entertainment System emulators]]
 
[[Category:OS X emulation software]]
 
[[Category:NetPlay]]
 
  
==Cores==
+
===Mobile/Console Versions===
===Emulation===
+
*[https://play.google.com/store/apps/details?id=com.retroarch RetroArch for Android on Play Store], 32-bit & 64-bit ARM (also [https://play.google.com/store/apps/details?id=com.retroarch.aarch64 Plus version])
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 500px;"
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios9/RetroArchiOS9.ipa RetroArch for iOS9] ({{RetroArchVer}})
! scope="col"|System
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios-arm64/RetroArch.ipa RetroArch for iOS-arm64] ({{RetroArchVer}})
! scope="col"|Core
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/psp/RetroArch.7z RetroArch for Playstation Portable] ({{RetroArchVer}})
! scope="col"|Version
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/vita/RetroArch.vpk RetroArch for PlayStation Vita/TV] ({{RetroArchVer}})
|-
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/ps2/RetroArch_elf.7z RetroArch for Playstation 2] ({{RetroArchVer}})
|[[SNES]]
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*[https://xbins.org/libretro/stable/1.9.0/playstation/ps3/RetroArch.PS3.CEX.PS3.pkg RetroArch for PlayStation 3 (DEX)] (1.9.0)
|[[Higan|bsnes]]
+
*[https://xbins.org/libretro/stable/1.7.4/xbox/xbox/RetroArch.zip RetroArch for Xbox] (1.7.4)
|0.92 Performance
+
*[https://digiex.net/threads/retroarch-360-0-9-8-3-download-sega-sens-gameboy-finalburn-emulator-for-xbox-360.12395/ RetroArch for Xbox 360] (0.9.8.3)
|-
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/windows-msvc2019-uwp/x64/RetroArch-msvc2019-UWP_x64.msixbundle RetroArch for Xbox One / Universal Windows Platform] ({{RetroArchVer}})
|SNES
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/ngc/RetroArch.7z RetroArch for GameCube] ({{RetroArchVer}})
|bsnes
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wii/RetroArch.7z RetroArch for Wii] ({{RetroArchVer}})
|0.92 Balanced
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wiiu/RetroArch_rpx.7z RetroArch for Wii U] ({{RetroArchVer}})
|-
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/3ds/RetroArch_cia.7z RetroArch for Nintendo 3DS (.cia)] ({{RetroArchVer}})
|SNES
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/switch/libnx/RetroArch.7z RetroArch for Nintendo Switch] ({{RetroArchVer}})
|bsnes
+
*[https://pyra-handheld.com/boards/threads/retroarch-1-7-2.81254/ RetroArch for Pandora on OpenPandora's repo] (1.7.3) and [https://repo.openpandora.org/?page=detail&app=retroarch.lifning.001 old 2013 variant] (0.9.9.1)
|0.92 Accuracy
+
*[https://pyra-handheld.com/repo/apps/53 RetroArch for Pyra] (1.9.6)
|-
+
*[https://boards.dingoonity.org/gcw-development/(test-release)-retroarch-for-gcw0/ RetroArch for GCW Zero (.opk)] (0.1b) {Unofficial test build}
|SNES
+
*[https://store.steampowered.com/app/1118310/RetroArch/ RetroArch on Steam]
|[[Snes9x]]
 
|1.53
 
|-
 
|SNES
 
|Snes9x-Next
 
|1.52.4
 
|-
 
|[[WonderSwan]]
 
|[[Mednafen]]
 
|0.9.28
 
|-
 
|[[PlayStation]]
 
|Mednafen
 
|0.9.28
 
|-
 
|PlayStation
 
|PCSX-ReARMed
 
|r19
 
|-
 
|[[PC Engine]]
 
|Mednafen
 
|0.9.28
 
|-
 
|[[Neo Geo Pocket|Neo-Geo Pocket]]
 
|Mednafen
 
|0.9.28
 
|-
 
|[[Virtual Boy]]
 
|Mednafen
 
|0.9.28
 
|-
 
|[[Atari 2600]]
 
|Stella
 
|3.4.1
 
|-
 
|[[Nintendo Entertainment System|NES]]
 
|[[Higan|bnes]]
 
|0.83
 
|-
 
|NES
 
|FCEU
 
|98.13mm
 
|-
 
|NES
 
|QuickNES
 
|1
 
|-
 
|NES
 
|[[Nestopia]]
 
|1.44
 
|-
 
|[[Game_Boy/Game_Boy_Color|Game Boy/Color]]
 
|[[Gambatte]]
 
|0.5.0
 
|-
 
|[[Game Boy Advance]]
 
|[[VisualBoy Advance|VBA-Next]]
 
|1.0.2
 
|-
 
|Game Boy Advance
 
|Meteor
 
|1.4
 
|-
 
|Sega Systems ([[Master System|Master]], [[Genesis]], [[Genesis|Sega CD]], [[Game Gear]])
 
|GenPlus-GX
 
|1.7.4
 
|-
 
|[[Arcade]]
 
|
 
[[Final Burn Alpha]]
 
|0.2.97.28
 
|}
 
  
===Game Engine===
+
==Supported Systems==
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 500px;"
+
{{Main|libretro#Cores}}
! scope="col"|Game
 
! scope="col"|Core
 
! scope="col"|Version
 
|-
 
|Quake
 
|TyrQuake
 
|0.61
 
|-
 
|Doom
 
|PrBoom
 
|2.5.0
 
|-
 
|Cave Story
 
|NXEngine
 
|1.0.0.4
 
|}
 
 
 
===WIP cores===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 500px;"
 
! scope="col"|System
 
! scope="col"|Core
 
! scope="col"|Version
 
|-
 
|DOS
 
|[[DOSBox]]
 
|SVN
 
|-
 
|[[Nintendo DS]]
 
|[[DeSmuMe|DeSmuME]]
 
|SVN
 
|-
 
|[[Sega Saturn]]
 
|[[Yabause]]
 
|0.9.12
 
|-
 
|[[Nintendo 64]]
 
|
 
[[Mupen64Plus]]
 
|2.0-rc2
 
|-
 
|Arcade
 
|MAME 2003
 
|0.78
 
|-
 
|LucasArt Game Engines
 
|ScummVM
 
|1.6.0
 
|-
 
|[[Atari Jaguar]]
 
|[[Virtual Jaguar]]
 
|2.1.0
 
|}
 
  
 
==Features==
 
==Features==
 +
*Consistency across multiple platforms, using the same UI structure and a fully featured command line interface.
 +
*Gamepad-controlled menu system with multiple styles available, such as XMB or Material UI. (There's also a [https://www.youtube.com/watch?v=hfuioGjCItw QT-based 'WIMP' desktop-style interface] for PC platforms that was announced before and released in version [https://www.libretro.com/index.php/retroarch-1-7-3-released/ 1.7.3].)
 +
*Gamepad auto-configuration profiles, so that gamepads are mapped automatically when connected. XInput controller autoconfig is built into the application, with other controller types available as external profiles.
 +
*Per-core and per-game configuration overrides
 +
*Built-in [https://docs.libretro.com/guides/crtswitchres/ <abbr title="On Windows OS you need CRT Emudriver OR EDID editor tool such as 'Custom Resolution Utility'.">Custom resolution/CRTSwitchRes</abbr>] and refresh rate for video output, with exclusive fullscreen mode and monitor index for multi-monitor setups.
 +
*Dynamic rate control for smooth audio and video, even when the game's output rate differs from your system's. Especially obvious with systems like GBA that do not run 60Hz.
 +
*Basic fast-forward, SRAM saving, savestate, etc. It supports serialization of the emulation state, which is used to provide real-time rewind and netplay.
 +
*[[Shaders and Filters|Pixel shaders]] and [[Shader_Presets|presets]], primarily using Slang, Cg and GLSL, with HLSL on Xbox 360. The shader format it uses is flexible and fairly easy to use, allowing for complex multi-pass effects with adjustable runtime parameters. Also supports traditional video filter plugins that are run in software.
 +
*Supports audio DSP filter plugins through .dsp configuration files.
 +
*Custom overlay support.
 +
*FFmpeg recording and playback support. It can record either the native resolution output of the core or the post-processed output of the frontend. Playback is handled through an internal FFmpeg libretro core.
 +
*Streaming support. By adding your twitch account to RetroArch and making some small [https://www.retroarch.com/index.php?page=recording setup], it is possible to stream on Twitch the content of the game played.
 +
*[[GGPO]]-like netplay (latency hiding rollback). It should be lag-free if everyone involved emulates at full speed, doesn't live on opposite sides of the world, and has decent internet speeds. It uses peer-to-peer UDP and supports two players. Due to rollback, it requires a fair amount of CPU power to run, and only works with cores that support serialization.
 +
*Options for decreasing input latency related to vsync by eliminating buffering by the video driver, as well as using frame delay to delay polling of inputs until right before a vsync occurs on the display.
 +
*Supports [[Input_lag|input lag-mitigating techniques]]. One of these setting is "Run-ahead" which allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. These settings allow emulators to [https://medium.com/@libretro/retroarch-1-7-2-achieving-better-latency-than-original-hardware-through-new-runahead-method-1b80d26bb5d1/ achieve better latency than original hardware] (Run-ahead option official debut in version 1.7.2).
 +
*[https://retroachievements.org/download.php#ralibretro RetroAchievements support].
 +
*Libretro cores compatible with [[BizHawk]] and [[Virtual_reality#VR_game_room_simulations|EmuVR]], so if you don't like using RetroArch as a [[Frontends|frontend]] you have other options as well.
  
*Consistency across multiple systems.
+
==Building RetroArch==
 
+
{{Main|Building RetroArch}}
*A "just works" functionality for the most part, with further configuration options available or soon to come.
 
 
 
*Custom resolution and refresh rate for output.
 
 
 
*Amazing [[Shaders and Filters|shader]] support.
 
 
 
*Dynamic rate control for amazing sound even when it's run at a different rate than the video, such as vsync causes sometimes. Especially obvious with GBA.
 
 
 
*Basic fast forward, rewind, savestate, etc for if you're cheating scum and whatnot.
 
 
 
 
==Using RetroArch==
 
==Using RetroArch==
After downloading RetroArch, run 'retroarch-phoenix.exe' and then go to 'RetroArch > Update RetroArch' to start downloading emulation cores.
+
{{Main|Using RetroArch}}
 
+
==RetroArch for Dummies==
[[File:RAP_update.png|right]][[File:RA_updater.png|thumb|RetroArch's Updater]]
+
{{Main|Dummies Guide: RetroArch}}
From there, click 'Check Version'. This checks if everything is up-to-date (you have to do this every time you use the updater). Double-click on a core to start downloading it.
 
 
 
'''Note:''' Some users experience a glitch where RetroArch update stops at 100% after downloading a core or update. If this happens close RetroArch, find the downloaded .zip file in RetroArch's directory and manually unzip the file.
 
 
 
To launch a game, select the emulator core you'd like to use under 'libretro core path', and the appropriate ROM under 'Normal ROM path'. Make sure that 'retroarch.exe' is selected under 'RetroArch path', and click 'Start RetroArch'.
 
 
 
If you are going to play in a system that needs a BIOS, there's a bit more setup required. First off, download these [http://www.mediafire.com/download.php?ohg67bj49om12a5 BIOS] files. Now go to 'System > General' and change the 'System directory' to where ever you'd like and place the BIOS files in there.
 
 
 
[[File:RA_System_Directory.png|right|250px]]
 
 
 
In addition, systems like the PSX require you to load them through CUE sheets. Most rips come with these, but in case yours didn't, a template is shown:
 
FILE "GAME NAME [1] US.bin" BINARY
 
    TRACK 01 MODE1/2352
 
      INDEX 01 00:00:00
 
Replace GAME NAME [1] US.bin with whatever your game's file name is, but keep the quotation marks. Load the .cue file in RetroArch under Normal ROM to start the game.
 
 
 
==Shaders/Filters==
 
 
 
RetroArch can use bsnes' XML .shader, CG pixel .cg, and .cgp for shaders. It can also use bsnes' .filter files for filters.
 
==NetPlay==
 
RetroArch uses GGPO-like netcode (latency hiding rollback). It should be lag-free if everyone involved emulates at full speed, don't live on opposite sides of the world and has decent internet speeds. It uses peer-to-peer UDP and supports two players. Due to rollback it requires a fair amount of CPU power to run.
 
  
For netplay, you must specify whether you will be hosting (server) or joining (client) the game. If joining, you must also enter the host's IP address in the field below. Make sure your firewall is open on port 55435 (default; you can change it if you like) and that the port is forwarded in your router, if applicable. You can also specify 'spectator mode,' which will allow an arbitrary number of spectators to join and watch you play without being able to play themselves.
+
==Netplay==
 +
Netplay is now usable from the menu in current builds, under Settings>Netplay Options. You can get it to work with the [https://github.com/libretro/RetroArch/wiki/Using-command-line command line] or the long-deprecated [https://www.mediafire.com/download/yrydc78bl6y82z4/retroarch-phoenix.7z RetroArch-Phoenix Launcher] as well in older builds.
  
Delay frames denotes the maximum number of frames RetroArch will need to emulate at once to maintain synchonization due to actual network latency. You can figure out an appropriate ballpark for this number by pinging the other player and dividing the time (in milliseconds) by 16 (roughly the number of milliseconds in a frame from a game running at 60 fps). If the gameplay is a bit choppy, try increasing the number of delay frames a bit.
+
You must specify whether you will be hosting (server) or joining (client) the game. If joining, you must also enter the host's IP address in the field below. Make sure your firewall is open on port 55435 (default; you can change it if you like) and that the port is forwarded in your router, if applicable. You can also specify 'spectator mode,' which will allow an arbitrary number of spectators to join and watch you play without being able to play themselves.
  
Similar to the GGPO platform, RetroArch creates a constant stream of savestates which, along with button presses, are exchanged and compared between the server and client machines. If the savestates start to diverge, the game rolls back in time to a point where they both agree and then emulates the missing frames all at once to get back to the appropriate spot. This gives the illusion of completely lagless inputs, which is invaluable for twitchy, fine controls.
+
Delay frames denote the maximum number of frames RetroArch's libretro cores will need to emulate at once to maintain synchronization due to actual network latency. You can figure out an appropriate ballpark for this number by pinging the other player and dividing the time (in milliseconds) by 16 (roughly the number of milliseconds in a frame from a game running at 60 fps). If the gameplay is a bit choppy, try increasing the number of delay frames a bit.
  
If you try to connect to a server and it immediately says client disconnected, open your log and make sure your ROMs match exactly (it will complain about a hash mismatch otherwise). If it gives you a weird time-out error, just close the window and try to connect again and it should work itself out (sometimes excessive spikes in network latency can cause the states to diverge catastrophically, resulting in this error).
+
Similar to the GGPO platform, RetroArch creates a constant stream of savestates which, along with button presses, are exchanged and compared between the server and client machines. If the savestates start to diverge, the game rolls back in time to a point where they both agree, and then the libretro cores emulates the missing frames all at once to get back to the appropriate spot. This gives the illusion of completely lagless inputs, which is invaluable for twitchy, fine controls.
  
==Guides and Info==
+
If you try to connect to a server and it immediately says client disconnected, open your log and make sure your ROMs match exactly (it will complain about a hash mismatch otherwise). If it gives you a weird time-out error, just close the window and try to connect again, and it should work itself out (sometimes excessive spikes in network latency can cause the states to diverge catastrophically, resulting in this error).
===How to use Super Game Boy ROMs on RetroArch:===
 
<p class="de2">Download [http://www.its.caltech.edu/~costis/sgb_hack/sgb_bios.bin this], place it in the RetroArch folder, and rename it as "sgb.boot.rom". Now on RetroArch, under File > Special ROM, select a Super Game Boy ROM (they will all basically work) and a Game Boy ROM. Finally, under ROM type, select Super GameBoy, make sure you have a bsnes core selected, and play.</p>
 
  
<p class="de2">
+
==Alternative Launchers and Frontends==
</p>
+
There are plenty of other frontends that can either work as a launcher for RetroArch or you can replace it entirely with another [[Frontends#Libretro|libretro frontend]].
  
<h3 class="de1">How to use RetroArch:</h3>
+
{{Main|Frontends}}
  
<p class="de1">[http://filthypants.blogspot.com/2011/11/getting-started-with-ssnes.html Getting Started]</p>
+
==Controversies==
 +
A number of controversies have sparked during the development of RetroArch, mostly due to Squarepusher/TwinAphex's attitude and actions towards upstream emulators. As a result, DuckStation and Reicast development has halted<ref>https://web.archive.org/web/20220201223114/https://old.reddit.com/r/emulation/comments/s8poim/pcsx2_qt_still_needs_to_be_split_up_into_parts/htkalk1//</ref><ref>https://github.com/skmp/reicast-emulator/issues/1928</ref>.
  
<p class="de1">[http://filthypants.blogspot.com/2011/11/advanced-ssnes-configuration-options.html Advanced configuration options]</p>
+
==Also See==
 +
* [[EmulatorJS]]
 +
* [https://emulation.gametechwiki.com/index.php/Category:RetroArch_PSP RetroArch PSP]
  
<p class="de1">[https://github.com/Themaister/RetroArch/wiki RetroArch Wiki @ Github]</p>
+
==External links==
 +
*[https://docs.libretro.com/ Libretro Documentation] (Contains extensive documentation on the usage of Libretro, Retroarch, and its cores.)
 +
*[https://forums.libretro.com/ Official forums]
 +
*[https://discordapp.com/invite/27Xxm2h Official Discord server]
 +
*[https://www.youtube.com/user/Libretro/ Official Youtube channel]
  
<p class="de1">[https://github.com/Themaister/RetroArch/wiki/RGUI Using RGUI]</p>
+
==References==
 +
{{Reflist}}
  
==Source code==
+
[[Category:RetroArch|*]]
https://github.com/libretro
+
[[Category:Frontends]]
[[Category:Emulators]]
+
[[Category:Netplay]]
[[Category:Game Boy Advance emulators]]
+
[[Category:Windows emulation software‏‎]]
[[Category:Game Boy emulators]]
 
 
[[Category:Linux emulation software]]
 
[[Category:Linux emulation software]]
[[Category:Multi-emulators]]
+
[[Category:macOS emulation software]]
[[Category:Nintendo Entertainment System emulators]]
+
[[Category:Haiku emulation software]]
[[Category:OS X emulation software]]
+
[[Category:Raspberry Pi emulation software]]
[[Category:NetPlay]]
+
[[Category:Pandora emulation software]]
 +
[[Category:Android emulation software]]
 +
[[Category:iOS emulation software]]
 +
[[Category:PlayStation Portable emulation software]]
 +
[[Category:PlayStation Vita emulation software]]
 +
[[Category:PlayStation 2 emulation software]]
 +
[[Category:PlayStation 3 emulation software]]
 +
[[Category:PlayStation 4 emulation software]]
 +
[[Category:GameCube emulation software]]
 +
[[Category:Wii emulation software]]
 +
[[Category:Wii U emulation software]]
 +
[[Category:3DS emulation software]]
 +
[[Category:Switch emulation software]]
 +
[[Category:Xbox emulation software]]
 +
[[Category:Xbox 360 emulation software]]
 +
[[Category:Xbox One emulation software]]
 +
[[Category:Web emulation software]]

Latest revision as of 00:40, 10 April 2024

RetroArch
Retroarch.png
Developer(s) Squarepusher, themaister, others
Latest version 1.18.0 [+]
Active Yes
Platform(s) Windows
macOS
Linux
Haiku
Android
iOS (jailbroken)
Raspberry Pi
Pandora
Pyra
PlayStation 2
PlayStation 3
PlayStation 4 (Unofficial)
PlayStation Portable
PlayStation Vita/TV
Xbox
Xbox 360
Xbox One
GameCube
Wii
Wii U
Nintendo Switch
Nintendo 3DS
GCW Zero (Unofficial)
OpenDingux
BlackBerry
Steam Link
Leapfrog
Type libretro frontend
Programmed in C, C++
Website libretro.com
Support ($) Patreon
GitHub Sponsor
Liberapay
License GNU GPLv3
Source code GitHub

RetroArch (formerly SSNES) is an open-source, multi-platform libretro frontend written in C or C++. It is designed to be fast, lightweight, and portable.

Downloads[edit]

Note: Some libretro cores are maintained separately from their originators, and thus possess a different update timeline.

Mobile/Console Versions[edit]

Supported Systems[edit]

Main article: libretro#Cores

Features[edit]

  • Consistency across multiple platforms, using the same UI structure and a fully featured command line interface.
  • Gamepad-controlled menu system with multiple styles available, such as XMB or Material UI. (There's also a QT-based 'WIMP' desktop-style interface for PC platforms that was announced before and released in version 1.7.3.)
  • Gamepad auto-configuration profiles, so that gamepads are mapped automatically when connected. XInput controller autoconfig is built into the application, with other controller types available as external profiles.
  • Per-core and per-game configuration overrides
  • Built-in Custom resolution/CRTSwitchRes and refresh rate for video output, with exclusive fullscreen mode and monitor index for multi-monitor setups.
  • Dynamic rate control for smooth audio and video, even when the game's output rate differs from your system's. Especially obvious with systems like GBA that do not run 60Hz.
  • Basic fast-forward, SRAM saving, savestate, etc. It supports serialization of the emulation state, which is used to provide real-time rewind and netplay.
  • Pixel shaders and presets, primarily using Slang, Cg and GLSL, with HLSL on Xbox 360. The shader format it uses is flexible and fairly easy to use, allowing for complex multi-pass effects with adjustable runtime parameters. Also supports traditional video filter plugins that are run in software.
  • Supports audio DSP filter plugins through .dsp configuration files.
  • Custom overlay support.
  • FFmpeg recording and playback support. It can record either the native resolution output of the core or the post-processed output of the frontend. Playback is handled through an internal FFmpeg libretro core.
  • Streaming support. By adding your twitch account to RetroArch and making some small setup, it is possible to stream on Twitch the content of the game played.
  • GGPO-like netplay (latency hiding rollback). It should be lag-free if everyone involved emulates at full speed, doesn't live on opposite sides of the world, and has decent internet speeds. It uses peer-to-peer UDP and supports two players. Due to rollback, it requires a fair amount of CPU power to run, and only works with cores that support serialization.
  • Options for decreasing input latency related to vsync by eliminating buffering by the video driver, as well as using frame delay to delay polling of inputs until right before a vsync occurs on the display.
  • Supports input lag-mitigating techniques. One of these setting is "Run-ahead" which allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. These settings allow emulators to achieve better latency than original hardware (Run-ahead option official debut in version 1.7.2).
  • RetroAchievements support.
  • Libretro cores compatible with BizHawk and EmuVR, so if you don't like using RetroArch as a frontend you have other options as well.

Building RetroArch[edit]

Main article: Building RetroArch

Using RetroArch[edit]

Main article: Using RetroArch

RetroArch for Dummies[edit]

Main article: Dummies Guide: RetroArch

Netplay[edit]

Netplay is now usable from the menu in current builds, under Settings>Netplay Options. You can get it to work with the command line or the long-deprecated RetroArch-Phoenix Launcher as well in older builds.

You must specify whether you will be hosting (server) or joining (client) the game. If joining, you must also enter the host's IP address in the field below. Make sure your firewall is open on port 55435 (default; you can change it if you like) and that the port is forwarded in your router, if applicable. You can also specify 'spectator mode,' which will allow an arbitrary number of spectators to join and watch you play without being able to play themselves.

Delay frames denote the maximum number of frames RetroArch's libretro cores will need to emulate at once to maintain synchronization due to actual network latency. You can figure out an appropriate ballpark for this number by pinging the other player and dividing the time (in milliseconds) by 16 (roughly the number of milliseconds in a frame from a game running at 60 fps). If the gameplay is a bit choppy, try increasing the number of delay frames a bit.

Similar to the GGPO platform, RetroArch creates a constant stream of savestates which, along with button presses, are exchanged and compared between the server and client machines. If the savestates start to diverge, the game rolls back in time to a point where they both agree, and then the libretro cores emulates the missing frames all at once to get back to the appropriate spot. This gives the illusion of completely lagless inputs, which is invaluable for twitchy, fine controls.

If you try to connect to a server and it immediately says client disconnected, open your log and make sure your ROMs match exactly (it will complain about a hash mismatch otherwise). If it gives you a weird time-out error, just close the window and try to connect again, and it should work itself out (sometimes excessive spikes in network latency can cause the states to diverge catastrophically, resulting in this error).

Alternative Launchers and Frontends[edit]

There are plenty of other frontends that can either work as a launcher for RetroArch or you can replace it entirely with another libretro frontend.

Main article: Frontends

Controversies[edit]

A number of controversies have sparked during the development of RetroArch, mostly due to Squarepusher/TwinAphex's attitude and actions towards upstream emulators. As a result, DuckStation and Reicast development has halted[1][2].

Also See[edit]

External links[edit]

References[edit]