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Libretro Core
Status: not started, and not committed scope. No Libretro core, libretro.h binding, or RetroArch integration exists for RustySNES today.
A Libretro core is listed under v1.5.0+ in the project's release ladder (see Roadmap), grouped alongside a shader/filter pipeline (CRT/HQ2x-style) and cheat-code support (Game Genie / Pro Action Replay SNES format). This entire group is explicitly documented as a "stretch tail, not committed scope up front" — unlike the earlier Reach releases (scripting, netplay, RetroAchievements, TAS movies), there is no firm commitment that a Libretro core will ship, only that it is on the list of possibilities once the desktop and wasm frontends are solid.
The Reach ladder is ordered so each release unlocks the next and stays close to accuracy-relevant work as long as possible: scripting/debugger first (smallest lift, most useful today), netplay and TAS movies next (share the save-state and determinism foundation), and RetroAchievements/shaders/cheats/Libretro last, as the least accuracy-adjacent, most purely "polish" additions.
If pursued, a Libretro core would wrap the existing rustysnes-core::System behind the standard libretro.h C ABI, similar in spirit to how other Rust emulators expose a core to RetroArch. No such wrapper, build target, or ABI surface exists in the repository yet. Check to-dos/VERSION-PLAN.md for the current, honest state of this item before assuming it is in progress.
RustySNES is a cycle-accurate Super Nintendo / Super Famicom emulator written in pure Rust. Licensed under MIT OR Apache-2.0. | GitHub Repository | Web Demo | API Docs