Skip to content
Cross-platform, sophisticated frontend for the libretro API. Licensed GPLv3.
C C++ Objective-C Assembly PHP Shell Other
Branch: master
Clone or download
Pull request Compare This branch is 165 commits behind libretro:master.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
.github
.vscode
audio Remove separate audio / video null driver files Jan 6, 2020
bootstrap
camera/drivers
cheevos-new don't count unsupported achievements as unlocked Dec 30, 2019
cores
ctr
defines
deps Attempt to workaround odd crashes in glslang. Dec 16, 2019
discord (Discord) use fill_pathname_application_path Jan 9, 2020
dist-scripts Update dist-cores.sh Nov 19, 2019
docs
emscripten
frontend
gfx
griffin Move midi_null driver to retroarch.c Jan 9, 2020
input
intl
led
libretro-common Split up VFS file_path code into separate file Jan 9, 2020
libretro-db Split up VFS file_path code into separate file Jan 9, 2020
location/drivers Get rid of null camera file and null location file - and buildfix Jan 6, 2020
managers
media
memory Clean up trailing whitespace Dec 12, 2017
menu
midi
network Add Brazil relay server in Sao Paulo. Jan 6, 2020
pkg
ps2
qb Fixed more compiler invokes in configure stage. Jan 7, 2020
record/drivers
reference
runahead Combine copy_load_info.c into retroarch.c Jul 15, 2019
samples/tasks/database
shaders-hlsl-no-opt/asm/frag
shaders-hlsl
shaders-msl
shaders-no-opt/asm/frag
shaders Squashed 'deps/SPIRV-Cross/' changes from 9c57364f18..8aa6731925 Jul 9, 2019
tasks Display number of cores updated when updating installed cores Jan 7, 2020
tests-other
tools
ui Fix issue libretro#9368 on Linux - 'Show desktop menu on startup' doe… Jan 6, 2020
uwp
wifi
wii Wii: Add wiimote lightgun support Sep 14, 2019
wiiu Speed up elf2rpl by using maps Sep 29, 2019
.editorconfig Add EditorConfig support Sep 16, 2016
.gitignore
.gitlab-ci.yml add restart menu option May 21, 2019
.project
.travis.yml Added additional CI test for passing sysroot flags via CC and CXX. Jan 9, 2020
10bpc-gl.diff Clean up white space. Feb 4, 2019
AUTHORS.h
CHANGES.md
CONTRIBUTING.md
COPYING
Doxyfile
Makefile
Makefile.apple
Makefile.classic_sega_mini
Makefile.classic_snesc
Makefile.common
Makefile.ctr Update the zlib include directory paths. Jul 25, 2019
Makefile.ctr.salamander
Makefile.dingux
Makefile.emscripten
Makefile.griffin Turn HAVE_EASTEREGG into HAVE_GONG Dec 22, 2019
Makefile.libnx
Makefile.libogc
Makefile.msvc Remove WANT_ZLIB. Jul 25, 2019
Makefile.openpandora
Makefile.orbis Update the zlib include directory paths. Jul 25, 2019
Makefile.pandora
Makefile.ps2 Disable BUILD_FOR_PCSX2 by default Oct 4, 2019
Makefile.ps3
Makefile.ps3.cobra
Makefile.ps3.salamander Split up VFS file_path code into separate file Jan 9, 2020
Makefile.psl1ght
Makefile.psp1
Makefile.psp1.salamander
Makefile.switch
Makefile.vita
Makefile.vita.salamander
Makefile.wii.salamander
Makefile.wiiu
Makefile.win Remove WANT_ZLIB. Jul 25, 2019
README-OMAP.md video_omap: more docu fixes Jan 14, 2014
README-exynos.md
README-mali_fbdev_r4p0.md
README.md
autosave.h
command.h All these functions can be made static Aug 10, 2019
config.def.h
config.def.keybinds.h Initial port to dingux platform Jan 4, 2020
config.features.h
configuration.c
configuration.h
configure qb: Don't create config.log with ./configure --help. Jul 29, 2019
content.h
core.h Revert "Refactor RetroArch input polling settings" Nov 17, 2019
core_info.c
core_info.h
core_type.h
core_updater_list.c Start reducing dependency on settings struct Jan 2, 2020
core_updater_list.h
database_info.c Fix database query regression Sep 26, 2019
database_info.h update copyright Feb 23, 2019
defaults.h (Gradle/Android Studio) Update Jul 10, 2019
driver.h
dynamic.h
fetch-submodules.sh
file_path_special.c
file_path_special.h
file_path_str.c
github-contributors.py
lakka.h Wi-Fi Access Point in RetroArch Settings Oct 5, 2019
list_special.h
manual_content_scan.c
manual_content_scan.h (Playlist) Get rid of settings_t dependency Jan 4, 2020
msg_hash.c
msg_hash.h
no-xib.diff Clean up white space. Feb 4, 2019
paths.h
performance_counters.c implement video_shader_delay setting (in ms), which delays auto-shaders Aug 27, 2019
performance_counters.h
playlist.c (Playlist) Get rid of settings_t dependency Jan 4, 2020
playlist.h (Playlist) Get rid of settings_t dependency Jan 4, 2020
retroarch-android-debug.diff
retroarch-mingw-build.sh
retroarch.c
retroarch.cfg
retroarch.desktop
retroarch.h Get rid of record null file Jan 6, 2020
runtime_file.c
runtime_file.h
setting_list.h
switch_performance_profiles.h
translation_defines.h
travis-deploy-key.enc
travis_metal_deploy.sh Wait longer for the notarization server Nov 21, 2019
verbosity.c
verbosity.h
version.all
version.dtd
version.h Clean up trailing whitespace Dec 12, 2017
version_git.c Remove trailing blank lines. Jan 18, 2019
version_git.h
wiiu-devel.properties.template

README.md

Build Status Coverity Scan Build Status

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

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, or visit our IRC channel: #retroarch @ irc.freenode.org.

Documentation

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

Related projects

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:

  • DOS
  • Windows
  • Linux
  • Emscripten (WebAssembly and JavaScript)
  • FreeBSD
  • NetBSD
  • OpenBSD
  • Haiku
  • Solaris
  • macOS (PPC, x86-32 and x86-64)
  • PlayStation 3
  • PlayStation Portable
  • PlayStation Vita
  • Original Microsoft Xbox
  • Microsoft Xbox 360 (Libxenon/XeXDK)
  • Nintendo GameCube
  • Nintendo Wii
  • Nintendo Wii U
  • Nintendo 3DS
  • Nintendo Switch
  • Nintendo NES/SNES Classic Edition
  • Raspberry Pi
  • Android
  • iOS
  • Blackberry

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:

  • GL headers / Vulkan headers
  • X11 headers and libs, or EGL/KMS/GBM

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

RetroArch can utilize these libraries if enabled:

  • nvidia-cg-toolkit
  • libfreetype2 (TTF font rendering on screen)

RetroArch needs at least one of these audio driver libraries:

  • ALSA
  • OSS
  • RoarAudio
  • RSound
  • OpenAL
  • JACK
  • SDL
  • PulseAudio
  • XAudio2 (Win32, Xbox 360)
  • DirectSound (Win32, Xbox 1)
  • CoreAudio (OSX, iOS)

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.

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 the retroarch-joyconfig command-line tool.

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:

  • 2560 x 192 @ 60.000000
  • 2560 x 200 @ 60.000000
  • 2560 x 240 @ 60.000000
  • 2560 x 224 @ 60.000000
  • 2560 x 237 @ 60.000000
  • 2560 x 256 @ 50.000000
  • 2560 x 254 @ 55.000000
  • 2560 x 448 @ 60.000000
  • 2560 x 480 @ 60.000000

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:

  • 2560 x 192 @ 50.000000
  • 2560 x 200 @ 50.000000
  • 2560 x 240 @ 50.000000
  • 2560 x 224 @ 50.000000
  • 2560 x 288 @ 50.000000
  • 2560 x 237 @ 50.000000
  • 2560 x 254 @ 55.000000
  • 2560 x 448 @ 50.000000
  • 2560 x 480 @ 50.000000

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

  • 2560 x 512 @ 50.000000
  • 2560 x 576 @ 50.000000

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:

  • 256 x 240 @ 50.006977 SNESpal

  • 256 x 448 @ 50.006977 SNESpal

  • 512 x 224 @ 50.006977 SNESpal

  • 512 x 240 @ 50.006977 SNESpal

  • 512 x 448 @ 50.006977 SNESpal

  • 256 x 240 @ 60.098812 SNESntsc

  • 256 x 448 @ 60.098812 SNESntsc

  • 512 x 240 @ 60.098812 SNESntsc

  • 512 x 224 @ 60.098812 SNESntsc

  • 512 x 448 @ 60.098812 SNESntsc

  • 256 x 192 @ 59.922745 MDntsc

  • 256 x 224 @ 59.922745 MDntsc

  • 320 x 224 @ 59.922745 MDntsc

  • 320 x 240 @ 59.922745 MDntsc

  • 320 x 448 @ 59.922745 MDntsc

  • 320 x 480 @ 59.922745 MDntsc

  • 256 x 192 @ 49.701458 MDpal

  • 256 x 224 @ 49.701458 MDpal

  • 320 x 224 @ 49.701458 MDpal

  • 320 x 240 @ 49.701458 MDpal

  • 320 x 288 @ 49.701458 MDpal

  • 320 x 448 @ 49.701458 MDpal

  • 320 x 480 @ 49.701458 MDpal

  • 320 x 576 @ 49.701458 MDpal

  • 256 x 288 @ 49.701458 MSYSpal

  • 256 x 240 @ 60.098812 NESntsc

  • 256 x 240 @ 50.006977 NESpal

  • 640 x 237 @ 60.130001 N64ntsc

  • 640 x 240 @ 60.130001 N64ntsc

  • 640 x 480 @ 60.130001 N64ntsc

  • 640 x 288 @ 50.000000 N64pal

  • 640 x 480 @ 50.000000 N64pal

  • 640 x 576 @ 50.000000 N64pal

  • 256 x 252 @ 49.759998 PSXpal

  • 320 x 252 @ 49.759998 PSXpal

  • 384 x 252 @ 49.759998 PSXpal

  • 640 x 252 @ 49.759998 PSXpal

  • 640 x 540 @ 49.759998 PSXpal

  • 384 x 240 @ 59.941002 PSXntsc

  • 256 x 480 @ 59.941002 PSXntsc

  • 352 x 240 @ 59.820000 Saturn/SGFX_NTSCp

  • 704 x 240 @ 59.820000 SaturnNTSCp

  • 352 x 480 @ 59.820000 SaturnNTSCi

  • 704 x 480 @ 59.820000 SaturnNTSCi

  • 352 x 288 @ 49.701458 SaturnPALp

  • 704 x 288 @ 49.701458 SaturnPALp

  • 352 x 576 @ 49.701458 SaturnPALi

  • 704 x 576 @ 49.701458 SaturnPALi

  • 240 x 160 @ 59.730000 GBA

  • 320 x 200 @ 60.000000 Doom

// Arcade

  • 400 x 254 @ 54.706841 MK
  • 384 x 224 @ 59.637405 CPS1

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.

You can’t perform that action at this time.