Difference between revisions of "RetroArch"

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(Created page with "[http://themaister.net/retroarch.html RetroArch] is a multi-system emulator for Linux, Windows, Mac OS X, *BSD, PS3, XBox360, Wii, Android. It is formerly known as SSNES. Its...")
 
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[http://themaister.net/retroarch.html RetroArch] is a multi-system emulator for Linux, Windows, Mac OS X, *BSD, PS3, XBox360, Wii, Android. It is formerly known as SSNES.
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{{Infobox software
 +
|logo          = Retroarch.png
 +
|developer    = Squarepusher, themaister, others
 +
|version      = {{RetroArchVer}}
 +
|active        = Yes
 +
|platform      = Windows, macOS, Linux, [[Emulators on Android|Android]], [[Emulators on iOS|iOS]] (jailbroken), Raspberry Pi, OpenPandora, [[Emulators on PS2|PlayStation 2]], [[Emulators on PS3|PlayStation 3]], [[Emulators on PS4|PlayStation 4]] (Unofficial), [[Emulators on PSP|PlayStation Portable]], [[Emulators on Vita|PlayStation Vita/TV]], [[Emulators on Xbox|Xbox]], [[Emulators on Xbox 360|Xbox 360]], [[Emulators on Xbox One|Xbox One]], [[Emulators on GameCube|GameCube]], [[Emulators on Wii|Wii]], [[Emulators on Wii U|Wii U]], [[Emulators on Switch|Nintendo Switch]], [[Emulators on 3DS|Nintendo 3DS]], GCW Zero (Unofficial), OpenDingux, BlackBerry, Steam Link
 +
|type          = [[libretro]] frontend
 +
|prog-lang = C, C++
 +
|website      = [http://www.libretro.com/ libretro.com]
 +
|support = [https://www.patreon.com/libretro Patreon], [https://www.retroarch.com/index.php?page=donate Donate]
 +
|source        = [https://github.com/libretro GitHub]
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|license      = GNU GPLv3
 +
}}
  
Its design and background is quite different than most other emulators as RetroArch does not implement an emulation core itself. RetroArch talks to libretro, a generic emulator core API. This means that RetroArch is core agnostic, and it does not care which emulator core is running.
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'''[[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.
 +
 
 +
==Downloads==
 +
*[https://buildbot.libretro.com/stable/ RetroArch Stable Builds]
 +
*[https://buildbot.libretro.com/nightly/ RetroArch Nightly Builds]
 +
*[https://buildbot.libretro.com/nightly/windows/ Windows RetroArch-Nightly-Installer]
 +
*Ubuntu PPAs: [https://launchpad.net/~libretro/+archive/ubuntu/stable Stable], [https://launchpad.net/~libretro/+archive/ubuntu/testing Nightly/Testing]
 +
*Arch Linux User Repositories: [https://aur.archlinux.org/packages/retroarch/ Stable], [https://aur.archlinux.org/packages/retroarch-git/ Testing], [https://aur.archlinux.org/packages.php?O=0&K=libretro&do_Search=Go All], [https://aur.archlinux.org/packages/libretro-super-git/ libretro-super]
 +
 
 +
===Mobile/Console Versions===
 +
*[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])
 +
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios/RetroArch.ipa RetroArch for iOS] ({{RetroArchVer}})
 +
*[https://pyra-handheld.com/boards/threads/retroarch-1-7-2.81254/ RetroArch for Pandora on OpenPandora's repo] (1.7.3) and [http://repo.openpandora.org/?page=detail&app=retroarch.lifning.001 old 2013 variant] (0.9.9.1)
 +
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/psp/RetroArch.7z RetroArch for Playstation Portable] ({{RetroArchVer}})
 +
*[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}})
 +
*[https://xbins.org/libretro/stable/1.7.7/playstation/ps3/RetroArch.PS3.DEX.PS3.pkg RetroArch for PlayStation 3 (DEX)] (1.7.7)
 +
*[https://bintray.com/osirizx/libretro/ps4/latest#files RetroArch for PlayStation 4] (1.8.8) {Unofficial port}
 +
*[https://xbins.org/libretro/stable/1.7.7/xbox/xbox/RetroArch.zip RetroArch for Xbox] (1.7.7)
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*[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-msvc2017-uwp/x64/RetroArch-msvc2017-UWP_x64.appxbundle RetroArch for Xbox One / Universal Windows Platform] ({{RetroArchVer}})
 +
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/ngc/RetroArch.7z RetroArch for GameCube] ({{RetroArchVer}})
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*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wii/RetroArch.7z RetroArch for Wii] ({{RetroArchVer}})
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*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wiiu/RetroArch.7z RetroArch for Wii U] ({{RetroArchVer}})
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*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/switch/libnx/RetroArch.7z RetroArch for Nintendo Switch] ({{RetroArchVer}})
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*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/3ds/RetroArch_cia.7z RetroArch for Nintendo 3DS (.cia)] ({{RetroArchVer}})
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*[https://boards.dingoonity.org/gcw-development/(test-release)-retroarch-for-gcw0/ RetroArch for GCW Zero (.opk)] (0.1b) {unofficial build}
 +
*[https://buildbot.libretro.com/stable/1.7.7/steam/steamlink/RetroArch.zip RetroArch for Steam Link] (1.7.7)
 +
 
 +
==Supported Systems==
 +
{{Main|libretro#Cores}}
 +
 
 +
==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
 +
*Custom resolution 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 is different from your system. 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]], primarily using 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.
 +
*Run-ahead to reduce latency. This setting allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. It allows emulators to [https://www.libretro.com/index.php/retroarch-1-7-2%E2%80%8A-%E2%80%8Aachieving-better-latency-than-original-hardware-through-new-runahead-method/ achieve better latency than original hardware] (Official debut in version 1.7.2).
 +
 
 +
==Building RetroArch==
 +
{{Main|Building RetroArch}}
 
==Using RetroArch==
 
==Using RetroArch==
After downloading RetroArch run 'retroarch-pheonix.exe', and then update and download emulator cores by going 'RetroArch > Update RetroArch.'
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{{Main|Using RetroArch}}
 +
==RetroArch for Dummies==
 +
{{Main|Dummies Guide: RetroArch}}
 +
 
 +
==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 [http://www.mediafire.com/download/yrydc78bl6y82z4/retroarch-phoenix.7z 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).
  
[[File:RAP_update.png|right]][[File:RA_updater.png|thumb|RetroArch's Updater]]From there you have to Check Version, this sees if your versoin of RetroArch is up-to-date (you have to run this everytime you use the updater). From here you can download whichever emulator 'cores' that are availible.
+
==Alternative Launchers and Frontends==
 +
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]].
  
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 .zip file you just downloaded in RetroArch's directory, and manually unzip the file.
+
{{Main|Frontends}}
  
Now you can use most cores, just select the emulator core you'd like to use on the main RetroArch || Pheonix window, under 'libetro core path:', and the ROM under 'Normal ROM path:'
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==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]
  
For those wanting to play PSX games, or any system that uses BIOS, there is a bit more setup required.
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[[Category:RetroArch|*]]
 +
[[Category:Frontends]]
 +
[[Category:Netplay]]
 +
[[Category:Windows emulation software‏‎]]
 +
[[Category:Linux emulation software]]
 +
[[Category:macOS emulation software]]
 +
[[Category:Raspberry Pi emulation software]]
 +
[[Category:Android emulation software]]
 +
[[Category:iOS emulation software]]
 +
[[Category:PlayStation Vita emulation software]]
 +
[[Category:PlayStation Portable 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 15:32, 17 July 2021

RetroArch
Retroarch.png
Developer(s) Squarepusher, themaister, others
Latest version 1.9.7
Active Yes
Platform(s) Windows, macOS, Linux, Android, iOS (jailbroken), Raspberry Pi, OpenPandora, 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
Type libretro frontend
Programmed in C, C++
Website libretro.com
Support ($) Patreon, Donate
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]

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
  • Custom resolution 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 is different from your system. 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, primarily using 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.
  • Run-ahead to reduce latency. This setting allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. It allows emulators to achieve better latency than original hardware (Official debut in version 1.7.2).

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

External links[edit]