Cross-platform, sophisticated frontend for the libretro API. Licensed GPLv3.
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android (Android) Add Sega Virtua Stick to input autodetection list 2013-03-30 08:56:46 +01:00
audio Use more compatible .globl symbols in NEON ASM. 2013-03-27 00:38:11 +01:00
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frontend (RMenu) Fixes INGAME_MENU_CHANGE_GAME 2013-04-01 09:53:31 +02:00
gfx Rename bsnes_shader_path to xml_shader_path. 2013-04-02 22:40:26 +02:00
griffin (iOS, BTstack) More refactoring; Now have to choose the type of pad to connect (annoying, but there's no other way the code gets stable) 2013-03-26 22:40:36 -04:00
gx (PS3) Get rid of QUICKMENU_TOGGLE define - was surpassing 64 entries 2013-03-30 07:19:42 +01:00
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media (Android) Update overlays - now adds an RGUI toggle button 2013-03-25 03:07:58 +01:00
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xdk (PS3) Get rid of QUICKMENU_TOGGLE define - was surpassing 64 entries 2013-03-30 07:19:42 +01:00
xenon Revert "Remove platform-specific MAX_PADS - use global define MAX_PLAYERS" 2013-03-16 17:51:45 +01:00
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config.def.h Basic mouse grabbing for X11. 2013-03-29 18:55:54 +01:00
config.features.h Add zip loading support to core. 2013-01-21 23:52:47 +01:00
configure Bump versions to 0.9.8.4. 2013-03-16 14:29:45 +01:00
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COPYING Add GPLv3 text I suppose. 2011-01-25 13:31:55 +01:00
driver_funcs.h Make android_handle_events an implementation of input_poll function - 2013-03-04 14:12:04 +01:00
driver.c Disable threaded driver with HW render. 2013-03-30 21:20:26 +01:00
driver.h Merge pull request #169 from Themaister/gl-render 2013-03-30 06:33:53 -07:00
dynamic.c Be more explicit about GLES2 or GL context. 2013-03-29 15:26:47 +01:00
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file_extract.c Change WANT_RZLIB to WANT_MINIZ 2013-02-16 21:43:29 +01:00
file_extract.h Add zip loading support to core. 2013-01-21 23:52:47 +01:00
file_path.c Refactor slash handling slightly. 2013-03-17 12:59:52 +01:00
file.c Error out correctly if ROM fopen() fails. 2013-02-18 20:31:29 +01:00
file.h Add relative-to-application querying to config. 2013-03-17 12:28:26 +01:00
general.h Rename bsnes_shader_path to xml_shader_path. 2013-04-02 22:40:26 +02:00
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.h Mark SET_HW_RENDER as experimental more explicitly. 2013-03-30 13:59:21 +01:00
Makefile (Makefile) Add -DSINC_LOWER_QUALITY when compiling with HAVE_NEON 2013-04-01 02:45:25 +02:00
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Makefile.pandora (Pandora) planning to use retroarch-zip later 2012-09-18 17:26:16 -04:00
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RetroArch

RetroArch (formerly known as SSNES) is a simple frontend for the libretro API. An API that attempts to generalize a retro gaming system, such as SNES, NES, GameBoy, Arcade machines, etc. Emulator/game cores are instantiated as loadable plugins.

libretro

libretro is an API that exposes the core of a retro gaming system. A frontend for libretro handles video output, audio output and input. A libretro core written in portable C or C++ can run seamlessly on many platforms.

libretro API header

Binaries

Latest Windows binaries are currently hosted on my homepage.

Related projects

Philosophy

RetroArch attempts to be very small and lean, while still having all the useful core features expected from an emulator. It is used through command-line. It is also designed to be portable.

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 still requires SDL 1.2 libraries.

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. 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. Each user should create a config file in $XDG_CONFIG_HOME/retroarch/retroarch.cfg. The 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 retroarch-joyconfig tool. It is also possible to configure joypads using the RetroArch-Phoenix GUI frontend.

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'.