Cross-platform, sophisticated frontend for the libretro API. Licensed GPLv3.
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apple (Apple) Build fix for RAModuleInfo.m 2013-10-06 13:58:21 +02:00
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blackberry-qnx (RARCH_CONSOLE) Remove DECREMENT_BIND/INCREMENT_BIND 2013-10-06 20:01:44 +00:00
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deps (Android) 360 pad should now have working true analog support - 2013-08-06 23:14:24 +02:00
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gx (RARCH_CONSOLE) Remove DECREMENT_BIND/INCREMENT_BIND 2013-10-06 20:01:44 +00:00
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ngc (Griffin) Take out ifndef HW_RVL out of ngc/ssaram.c - already guarded against 2013-07-28 20:15:26 +02:00
pandora Revert "More scrubbing (pt. 2)" 2013-04-06 03:52:58 +02:00
ps3 (PS3) Cleanup ps3_input.c 2013-10-06 20:28:39 +00:00
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psp1 (RARCH_CONSOLE) Get rid of video_stop_func 2013-04-24 16:08:18 +02:00
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xdk (XDK) xdk_input.c - get rid of pads_connected 2013-10-06 20:49:11 +00:00
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.gitignore .gitignore dependencies 2013-08-06 23:29:11 -04:00
.project Allow to load roms from external apps. 2013-08-19 23:23:39 +02:00
AUTHORS Add OMAP graphics driver (Tobias Jakobi) 2013-07-28 18:37:31 +02:00
autosave.c Completely new approach for threaded video. 2013-08-02 23:54:07 +02:00
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config.features.h Add zip loading support to core. 2013-01-21 23:52:47 +01:00
configure PACKAGE_VERSION is defined now in general.h for all versions 2013-07-19 16:20:14 +02:00
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COPYING Add GPLv3 text I suppose. 2011-01-25 13:31:55 +01:00
core_info.c Better define for core_info.c 2013-10-06 18:56:01 +00:00
core_info.h Add core_info_list_get_display_name. 2013-10-06 12:27:08 +02:00
core_options.c Set updated to false when core_config_get is called. 2013-04-04 18:10:34 +02:00
core_options.h Fix MSVC 2010 build. 2013-04-21 10:05:26 +02:00
driver_funcs.h (Overlay Analog) Coding style fixes 2013-09-05 18:19:07 -04:00
driver.c (RARCH_CONSOLE) Some cleanups 2013-10-06 23:14:41 +02:00
driver.h (RARCH_CONSOLE) Remove DECREMENT_BIND/INCREMENT_BIND 2013-10-06 20:01:44 +00:00
dynamic_dummy.c Allow game selection directly if core is set. 2013-04-22 16:58:00 +02:00
dynamic_dummy.h Add dummy core loading. 2013-04-14 16:29:30 +02:00
dynamic.c Add RETRO_ENVIRONMENT_GET_RUMBLE_INTERFACE. 2013-09-25 23:21:32 +02:00
dynamic.h Add RETRO_ENVIRONMENT_SET_LIBRETRO_PATH to libretro API. Also gives us opportunity 2013-08-24 22:35:54 +02:00
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fifo_buffer.h Update license headers to 2013. 2013-01-01 01:41:15 +01:00
file_ext.h fix compile 2013-07-17 23:09:22 -04:00
file_extract.c (RARCH_CONSOLE) Include rgui->libretro_dir for RARCH_CONSOLE 2013-10-06 15:00:59 +00:00
file_extract.h Start refactoring file_extract. 2013-10-05 18:07:38 +02:00
file_path.c Rework extension files to only consider basename. 2013-10-06 12:16:44 +02:00
file.c Add RETRO_ENVIRONMENT_SET_SUPPORT_NO_GAME. 2013-05-01 00:59:43 +02:00
file.h Rework extension files to only consider basename. 2013-10-06 12:16:44 +02:00
general.h Take out messy Dpad emulation code - this will require an entire 2013-10-05 20:55:37 +00:00
hash.c Fix warnings. 2013-01-02 16:43:53 +01:00
hash.h Change WANT_RZLIB to WANT_MINIZ 2013-02-16 21:43:29 +01:00
libretro_private.h Add RETRO_ENVIRONMENT_EXEC_ESCAPE -yes, I need this - when we are in 2013-08-25 19:42:24 +02:00
libretro.h Freeze GET_RUMBLE_INTERFACE. 2013-09-26 15:15:31 +02:00
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Makefile.openpandora (Pandora) Set default input driver for OpenPandora 2013-07-07 20:05:03 +02:00
Makefile.pandora (Pandora) planning to use retroarch-zip later 2012-09-18 17:26:16 -04:00
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thread.h Completely new approach for threaded video. 2013-08-02 23:54:07 +02:00

RetroArch

RetroArch is the reference frontend for the libretro API, an API which attempts to generalize a retro gaming system, such as emulators and game engines. Popular examples include SNES, NES, GameBoy, Arcade machines, Quake, DOOM, etc. Emulator and game cores are instantiated as dynamic libraries.

libretro

libretro is an API that exposes the core of a retro gaming system. 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/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 Windows binaries are currently hosted on Themaister's homepage. Builds can also be found on the forum.

Support

To reach developers, either make an issue here on Github, make a thread on the forum, or visit our IRC channel: #retroarch @ irc.freenode.org.

Documentation

See our wiki. 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 UI called RGUI. 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), FFmpeg video recording, etc.

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

Platforms

RetroArch has been ported to the following platforms outside PC:

  • PlayStation3
  • Xbox 360 (Libxenon/XeXDK)
  • Xbox 1
  • Wii, Gamecube (Libogc)
  • Raspberry Pi
  • Android
  • iOS
  • Blackberry

Dependencies (PC)

On Windows, RetroArch can run with only Win32 as dependency. On Linux, you need:

  • GL 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
  • libxml2 (GLSL XML shaders)
  • 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 doesn't 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 RGUI or the retroarch-joyconfig command-line tool.

Compiling and installing

PC
Instructions for compiling on PC can be found in the wiki.

PlayStation3

RetroArch PS3 needs to be compiled in the following order:

  1. Compile RetroArch Salamander

make -f Makefile.ps3.salamander

  1. Compile the RGL video driver

make -f Makefile.ps3.rgl

  1. Compile RetroArch as a library

make -f Makefile.ps3.retroarch

  1. Finally, compile RetroArch packed together with the GUI:

make -f Makefile.ps3

PlayStation3 - Creating a PKG installable file

You can add pkg as a parameter in order to make a PKG file - for example:

make -f Makefile.ps3 pkg

This creates an NPDRM package. This can be installed on debug PS3s.

To make a non-NPDRM package that can be installed on a jailbroken/CFW PS3 (such as PSGroove or PS3 CFWs and other 3.55 CFW derivatives), do:

make -f Makefile.ps3 pkg-signed

If you're using Kmeaw 3.55 firmware, the package needs to be signed:

make -f Makefile.ps3 pkg-signed-cfw

NOTE: A pre-existing libretro library needs to be present in the root directory in order to link RetroArch PS3. This file needs to be called libretro_ps3.a.

Xbox 360 (XeXDK)

You will need Microsoft Visual Studio 2010 installed (or higher) in order to compile RetroArch 360.

The solution file can be found at the following location:

msvc-360/RetroArch-360.sln

NOTE: A pre-existing libretro library needs to be present in the msvc-360/RetroArch-360/Release directory in order to link RetroArch 360. This file needs to be called libretro_xdk360.lib.

Xbox 360 (Libxenon)

You will need to have the libxenon libraries and a working Devkit Xenon toolchain installed in order to compile RetroArch 360 Libxenon.

make -f Makefile.xenon

NOTE: A pre-existing libretro library needs to be present in the root directory in order to link RetroArch 360 Libxenon. This file needs to be called libretro_xenon360.a.

Wii

You will need to have the libogc libraries and a working Devkit PPC toolchain installed in order to compile RetroArch Wii.

make -f Makefile.wii

NOTE: A pre-existing libretro library needs to be present in the root directory in order to link RetroArch Wii. This file needs to be called libretro_wii.a.