- draw_string
- draw_square
- get_square_pos (testing)
- set_square_pos (testing)
- get_input
- get_key
- get_mouse
- get_analog
- COLOR_WHITE
- COLOR_RED
- COLOR_GREEN
- COLOR_BLUE
- RETRO_DEVICE_JOYPAD
- RETRO_DEVICE_KEYBOARD
- RETRO_DEVICE_MOUSE
- RETRO_DEVICE_ANALOG
- RETRO_DEVICE_ID_JOYPAD_UP
- RETRO_DEVICE_ID_JOYPAD_DOWN
- RETRO_DEVICE_ID_JOYPAD_LEFT
- RETRO_DEVICE_ID_JOYPAD_RIGHT
- RETRO_DEVICE_ID_MOUSE_X
- RETRO_DEVICE_ID_MOUSE_Y
- RETRO_DEVICE_ID_MOUSE_LEFT
- RETRO_DEVICE_ID_MOUSE_RIGHT
- RETRO_DEVICE_ID_MOUSE_MIDDLE
- RETRO_DEVICE_ID_MOUSE_WHEELUP
- RETRO_DEVICE_ID_MOUSE_WHEELDOWN
- RETRO_DEVICE_INDEX_ANALOG_LEFT
- RETRO_DEVICE_INDEX_ANALOG_RIGHT
- RETRO_DEVICE_ID_ANALOG_X
- RETRO_DEVICE_ID_ANALOG_Y
Sample test Libretro Core for lua 5.4 script to use framebuffer RGB565 render and inputs.
Note this using library as libretro core for RetroArch Lancher. Like libretro_lua_c.dll or libretro_lua_c.so. It can be place in core folder to run it.
By creating lua script to build libretro core api is idea. To able to debug faster. But there should be limited.
It use image data render the viewport. In simple worlds it canvas drawing, picture, screen shots. Pixel will change of the limit color.
The script has the simple draw text. As well input control for square move around to test.
- msys64
- cmake
- core
- libretro_lua_c.dll
- script.lua
- Windows ???.
- msys64 tested.
retroarch.exe --verbose -L cores/libretro_lua_c.dll
libretro_lua_c.dll
If there should be Start Core button once the core is loaded.
- Grok 3.0
- https://nnarain.github.io/2017/07/13/GameboyCore-as-a-libretro-core!.html
- https://bitbucket.org/Themaister/libretro-gl/src/master/
- https://github.com/nnarain/gameboycore-retro
- https://github.com/libretro/libretro-samples
- https://www.libretro.com/index.php/making-of-craft-core/
- https://github.com/libretro/Craft/blob/master/libretro/libretro.c
- https://github.com/RobLoach/libretro-dolphin-launcher/tree/master