RetroArch README

The project's README from github.com/libretro/RetroArch. As one markdown file: README.md.

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RetroArch

RetroArch is the reference frontend for the libretro API. Popular examples of implementations for this API includes video game system emulators and game engines as well as more generalized 3D programs. These programs are instantiated as dynamic libraries. We refer to these as "libretro cores".

XMB menu driver

rgui menu driver

glui menu driver

ozone menu driver

libretro

libretro is an API that exposes generic audio/video/input callbacks. A frontend for libretro (such as RetroArch) handles video output, audio output, input and application lifecycle. A libretro core written in portable C or C++ can run seamlessly on many platforms with very little to no porting effort.

While RetroArch is the reference frontend for libretro, several other projects have used the libretro interface to include support for emulators and/or game engines. libretro is completely open and free for anyone to use.

libretro API header

Binaries

Latest binaries are currently hosted on the buildbot.

Support

To reach developers, either make an issue here on GitHub, make a thread on the forum, chat on Discord. You could create a post in Reddit with Technical Support flair.

Documentation

See our Documentation Center. On Unix, man-pages are provided. More developer-centric stuff is found here.

Philosophy

RetroArch attempts to be small and lean while still having all the useful core features expected from an emulator. It is designed to be very portable and features a gamepad-centric and touchscreen UI. It also has a full-featured command-line interface.

In some areas, RetroArch goes beyond and emphasizes on not-so-common technical features such as multi-pass shader support, real-time rewind (Braid-style), video recording (using FFmpeg), run-ahead input latency removal, etc.

RetroArch also emphasizes being easy to integrate into various launcher frontends.

Platforms

RetroArch has been ported to the following platforms:

Dependencies (PC)

There are no true hard dependencies per se.

On Windows, RetroArch can run with only Win32 as dependency.

On Linux, there are no true dependencies. For optimal usage, the following dependencies come as recommended:

OSX port of RetroArch requires latest versions of Xcode to build.

RetroArch can utilize these libraries if enabled:

RetroArch needs at least one of these audio driver libraries:

To run properly, RetroArch requires a libretro implementation present; however, as it's typically loaded dynamically, it's not required at build time.

Dependencies (Console ports, mobile)

Console ports have their own dependencies, but generally do not require anything other than what the respective SDKs provide.

Requirements

OpenGL1

Your videocard needs to at least support the OpenGL 1.1 spec.

Shaders: N/A

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly. XMB won't have shader pipeline effects because of the aforementioned lack of shader support.

OpenGL2

Your videocard needs to at least support the OpenGL 2.1 spec.

Shaders: You can choose between either NVIDIA Cg shaders (deprecated, requires separate runtime to be installed on your system), or GLSL shaders.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

OpenGL3

Your videocard needs to at least support the OpenGL 3.2 core feature spec.

Shaders: You will be able to use modern Slang shaders with this driver.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

Direct3D 11

Your videocard needs to at least support the Direct3D11 11.0 spec. The card also needs to support at least the Shader Model 4.0.

Shaders: You will be able to use modern Slang shaders with this driver.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

Vulkan

Your videocard needs to at least support the Vulkan 1.0 spec.

Shaders: You will be able to use modern Slang shaders with this driver.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

Configuring

The default configuration is defined in config.def.h. It is not recommended to change this unless you know what you're doing. These can later be tweaked by using a config file. A sample configuration file is installed to /etc/retroarch.cfg. This is the system-wide config file.

RetroArch will on startup create a config file in $XDG\_CONFIG\_HOME/retroarch/retroarch.cfg if it does not exist. Users only need to configure a certain option if the desired value deviates from the value defined in config.def.h.

To configure joypads, use the built-in menu or manually configure them in retroarch.cfg.

Compiling and installing

Instructions for compiling and installing RetroArch can be found in the Libretro/RetroArch Documentation Center.

CRT 15Khz Resolution Switching

CRT SwitchRes will turn on, on the fly. However, you will need to restart RetroArch to disable it. With CRT SwitchRes enable RetroArch will start in 2560 x 480 @ 60.

If you are running Windows, before enabling the CRT SwitchRes options please make sure you have installed CRTEmudriver and installed some modelines. The minimum modelines for all games to switch correctly are:

Install these modelines replacing 2560 with your desired super resolution. The above resolutions are NTSC only so if you would be playing any PAL content please add PAL modelines:

Some games will require higher PAL resolutions which should also be installed:

Ideally install all these modelines and everything will work great.

Super Resolutions

The default super resolution is 2560. It is displayed just under the CRT switch option, which can be found in video settings. This can be changed within the retroarch.cfg. The only compatible resolutions are 1920, 2560 and 3840. Any other resolutions will be ignored and native switching will be activated.

Native Resolutions

If native resolutions are activated you will need a whole new set of modelines:

// Arcade

These modelines are more accurate giving exact hz. However, some games may have unwanted results. This is due to mid-scanline resolution changes on the original hardware. For the best results super resolutions are the way to go.

CRT resolution switching & MAME

Some arcade resolutions can be very different from consumer CRTs. There is resolution detection to ensure MAME games will be displayed in the closest available resolution but drawn at their native resolution within this resolution. Meaning that the MAME game will look just like the original hardware.

MAME ROMs that run in a vertical aspect like DoDonPachi need to be rotated within MAME before resolution switching and aspect correction will work. Do this before enabling CRT SwitchRes so that RetroArch will run in your desktop resolution. Once you have rotated any games that may need it turn CRT SwitchRes on.

Socials

The links below belong to our official channels. Links other than this may have been created by fans, independent members or followers. We seriously recommend using our original resources.

RetroArch (libretro/RetroArch)

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14.4K ·GitHub
这是什么?RetroArch 是 libretro API 的参考前端,相当于一个中枢,通过统一的输入、视频和音频接口来运行模拟器、游戏引擎以及其他“libretro 核心”。
RetroArch 本身是模拟器,还是它会运行单独的模拟器插件?RetroArch 本身不是模拟器,它是一个前端,负责加载名为“libretro 核心”的动态库;这些核心才是真正的模拟器或游戏引擎(例如用于 SNES、PSX 等平台)。
我该怎么让它运行起来?你可以从 buildbot 下载预编译的二进制文件,也可以按照 Libretro/RetroArch Documentation Center 中的说明自行编译。核心是在运行时动态加载的,而不是在编译时打包进去的。
要真正玩游戏,除了 RetroArch 之外还需要别的东西吗?需要。你至少要在 RetroArch 中加载一个 libretro 核心(也就是真正的模拟器)。在 PC 上,除了 Windows 上的 Win32 之外没有硬性依赖,不过建议安装 GL、Vulkan、X11、EGL 的头文件,以及 ALSA、SDL 或 PulseAudio 等音频驱动。
我需要高端显卡才能使用着色器吗?这取决于视频驱动:OpenGL1 不支持着色器;OpenGL2 支持 NVIDIA Cg(已弃用)或 GLSL 着色器;而 OpenGL3、Direct3D11 和 Vulkan 支持较新的 Slang 着色器,但需要更新的 GPU 规格支持(例如 OpenGL 3.2 core,或支持 Shader Model 4.0 的 Direct3D 11)。
RetroArch 到底能在哪些平台上运行?支持的范围非常广:Windows(从 NT 3.5 到 11)、Linux、macOS、iOS、tvOS、Android、BSD 系统,还有 Switch、Wii、Wii U、3DS、PS Vita、PS3/PS4、Xbox 360/One 等主机,甚至包括 DOS,以及 Miyoo、RetroFW 等掌机。
RetroArch 与普通的单一系统模拟器有什么不同?它以手柄和触屏操作为核心,拥有完整的命令行界面(CLI),并支持多通道着色器、实时倒带、run-ahead 输入延迟消除,以及通过 FFmpeg 录制视频等高级功能。这些功能适用于众多核心,而不只是某一个系统。
CRT SwitchRes 是做什么用的?这是为真正的 CRT 显示器设计的功能,它能即时切换到所模拟主机的原生分辨率和刷新率(例如 SNES、Genesis、N64 的时序),让游戏看起来与原版硬件上的效果一致;在 Windows 上需要通过 CRTEmudriver 等工具安装专用的 modeline。
去哪里获取着色器包或其他额外工具?相关的 libretro 项目提供 Cg/HLSL 着色器(common-shaders)、Slang 着色器(slang-shaders)、GLSL 着色器(glsl-shaders),以及用于编译核心的构建辅助工具(libretro-super)。
Which topics is it in?retro, gpl, emulator, 3d, gaming, video, c, desktop, ios, android, desktop-app, cli
Creator
libretro
Size
725.4 MB
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Age
16y
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