Platforms: Windows, Mac, Linux Don’t crash on TA overrun, vmem: unprotect vram when releasing memory if NO_VMEM, (Switch) Iterate each Page for Permission set, pvr: don’t reset tile clipping value on each frame – Fixes Irides – master of blocks, support multi-session cue/bin. On average you can expect a 2x speedup. (ParaLLEl-RDP) VI Interlacing Disabling this will disable the VI serration bits used for interlaced video modes. Zoom mode horizontal croppings + cleanups, Model preset overrides, Optional region search, Core option for D-Pad joystick/mouse switching, Optional region forcing with No-Intro tag support, Sort generated M3Us, Statusbar + glue updates, New defaults for CPU and Drive Sound Emulation, Sound cleanups, User-friendly warning messages for Kickstarts and CAPSImg, Attempt to fix crash when reloading core on static builds, Add “Remove Interlace Artifacts” core option, Backport interlaced double line field mode to replace old frame mode, Fix sound filter from effectively being always Automatic at startup, Add core option for CD startup delayed insert, Remove previous disc change detect trickery, Change model force hierarchy, Option label updates, Core option for muting floppy sound when drive is empty, Automatic horizontal centering improvement, Rewrite libretro m68k.h and m68kops.h to use non-libretro variants –, Rewrite maccess.h using new retro_endianness, Fix vertical touch alignment on keyboard while zoomed, Global conf file, MultiDrive via Disk Insert, Autoloadwarp enhancement, Core option label tweaking, Fix Plus4 cartridge launching, Statusbar fixes, Autoloadwarp fix for D81s, Statusbar cleanups, Core option for 2nd SID, Warp mode rework, Dump available and not yet core optionized resources for easier ‘vicerc’ usage, Automatic model core options for x64 & x64sc –, Work disk core option with device selection, Switch from adhoc endianness handling to retro_endianness.h, Better retro_get_region, Embedded additions, Include NIBTOOLS for automatic NIB->G64 conversion, Direct hotkey for joyport switching, TDE + DSE enabled by default, Disable JiffyDOS with tapes also on static platforms, Rename mouse_x to retro_mouse_x in retrostubs.c to avoid confusion with mousedrv.c, PET fixes (embedded data, keyboard layout) + Cleanups, Fix model change not triggering geometry change with borders disabled, Disable compilation of CmdPipe.cpp on libretro, Add safeguard in case of thead allocation failure, Don’t use chdir and getcwd on PSP1 and Vita, Change pulsehandler not to use signals on libretro, Switch from ad-hoc endianness to retro_endianness, Fix scratchy audio in Super Mario Bros. 3 and others, Use retro_endianness.h instead of ad-hoc endianness defines, Replace ad-hoc MSB_FIRST with retro_endianness.h, Filter-out identical calls to SET_GEOMETRY, Fix disk-reading routines on big-endian –, Use retro_endianness instead of SDL_BYTEORDER, Move from adhoc endianness to retro_endianness. RetroArch Android – New versions for Play Store – please read! We want to gather as much feedback as possible from users so that the final experience on Steam lives up to people’s expectations. With 1.8.6, if two thumbnails are enabled then the user can toggle between the second thumbnail and content metadata by pressing RetroPad ‘select’. GL does not support 8/16bit storage, external memory host, or async compute. Where the browser starts depends on your libretro_path config. Now I'm going to explain the different types of formats that people have prepared these games as. When cheevos_start_active = true, instead of You have X of Y achievements unlocked, the player will see a message like this: This allows us to use the Menu Config and config file directories as fallback to store shader presets when the Video Shader directory is not writable by the user, thus following the same behavior shown by the “Save shader as” menu option. This is a very similar idea to what Dolphin pioneered for emulation a few years ago. You can use the keys for crowdfunding rewards and give to your supporters. There is 2 bits of subpixel precision, which is very useful because the RDP will sample coverage for 4 sub-scanlines per scanline. While on PC this is not so much of an issue because of the generally mature (but slower) Hacktarux dynarec, on ARM platforms it is a different story since new_dynarec was in a premature state back then. We are listing changes that have happened since then. More NES mappers, more NES games, and reduced input lag ! [INFO] [Shaders]: core-specific shader preset found. All of that will come shortly though we hope. RetroArch on the Google Play Store is going to be different now from the version you can download on our website. This kind of constant pressure to ‘update 24/7 around the clock for every nonconsequential commit I see happening on a repo’ is a problem. 1.8.8 adds support for hotplugging WiiU Gamepads. Right now this is a problem for instance when you have your content stored on a slow disk device like a HDD but you want your texture replacement files to be read from your much faster but smaller SSD instead. * No Mac support. As a beginner, I'm sure this list will mean nothing to you. The only known downside of this new renderer is that it will require a fairly good GPU! change new to new(std::nothrow) (vogons 73603) and some formatting, QNX: Adjust flags to msync based on libretro-common –, Determine CPU based on actual running platform rather than build one –, Correct cdrom sector size field length according to docs, Fix button mappings and wrong port assignment when using both ports –, Fix Windows x64 hang/crash by updating libretro-common, Don’t submit mouse emulation descriptors when no ports are connected, Fix new gamepad emulated mouse defaults being swapped, Map mouse buttons to L/R, modifiers to L2/R2, not vice-versa –, Fix gamepad emulated mouse inputs not showing in mapper sometimes, Switch to libco provided by libretro-common –, Use RETRO_CALLCONV for disk control callbacks –. Both slower and seemed less correct for what we’re trying to do.”, New working game Gulun.Pa! Now out of 219 entries, only 25 entries are still shown that matches this criteria (name has ‘super’ in the title, AND is from a specific developer). As of 1.8.6, only the playlist is ever sorted, and menu entries are listed in exactly the same order. Add DRAM flush and fix VI_REGISTER_OUTPUT. A new progress overlay bar has been added to the ffmpeg core (embedded in RetroArch for Windows/Linux). Passed 48.77 sec We could no longer update RetroArch to the newest version on the Google Play Store because their policies had changed with regards to the use of externally hosted dynamic library files. At the lower-left, you should see the core you chose . Because “Paddles” is in fact 2 controllers in one joyport, and currently it is read like a mouse with 2 axis and 2 buttons, this is not convenient for 2 player games, like Panic Analogue, which use paddles as 2 separate entities with one axis and one button. Has to be done on a per-game basis, with HLE there is some way to modify the view frustum and viewport dimensions to do this but it almost never works right due to the way the game occludes geometry and objects based on your view distance, so game patches implementing widescreen and DOF/draw distance enhancements would always be preferable. Save Game Preset As part of this interface’s postprocessing routines, it automatically applies an approximation of 8x MSAA (Multi-Sampled Anti-Aliasing) to the image. It’s an exhaustive list, and especially the older consoles will receive a lot of new cores and improvements. Base value – sampled at coordinate (XH, YH) (kinda … it’s complicated), dVdx – Change in value for 1 pixel in X dimension. RetroArch is the official front end for the libretro API. 154/163 Test #154: vi-test-aa-extra-dither-filter-divot ………………………………………. We will create a separate version of RetroArch for Google Play without the Core Installer but with an alternative that is compatible with Google’s recently updated TOS. We put great love and care into our project to make it the best it could be, and it is rather upsetting to keep seeing these same talking points being trotted out by the same people, so we felt that since ignoring the nonsense doesn’t make it end, it’s time to address it. Of course this is not a fix, but a side-effect is also that a bunch of broken romhacks work and it’s also useful for the upcoming GDB Server implementation, so I figured I will add it anyway. There's one caveat with using RetroArch's pre-downloaded cheats. Google Chrome actually has a built-in profile UI frontend in chrome://tracing which is excellent for ad-hoc use cases such as this. Fortunately, there are enough bits of precision that we can add extra sub-pixel precision to the rasterization equations. He accessed our buildbot server and crippled the nightly/stable buildbot services, and the netplay lobby service. Sometimes a program makes that easy to do because its own internal runloop is already setup well for this, other times it requires a lot more effort. So what’s different when using the Steam version right now vs. the regular version? HLE uses the hardware rasterization and texture units of the GPU which is far more efficient than software, but of course, it is far less accurate than software rendering. Overall, remember that accurate LLE rendering is extremely taxing compared to HLE rendering pixel-for-pixel. In upscaling, this gets weird very quickly since the CPU does not understand upscaling. Available values are System Default (reflects Sort playlists alphabetically setting), Alphabetical and None. LIGHTREC = relates to platforms that supports the new Lightrec mode A huge shoutout to farmerbb for putting in an incredible amount of work during this Holiday period to ensure that this has been rolled out successfully. This lets us implement triangles, or more complicated primitives if we want to. Remove Game Preset This server is considerably beefier and more expensive than anything we have had before, and is able to cut through the cores and RetroArch workload like butter. I’ve learned a lot of advanced compute techniques, and I’m able to use far better methods than I was ever able to use back in the early days. Coming soon – paraLLEl N64 RDP – Resolution upscaling! Furthermore, LLVM would take a long time recompiling code blocks, and it would cause big stutters during gameplay (for instance, bringing up the map in Doom 64 for the first time would cause like a 5-second freeze in the gameplay while it was recompiling a code block – obviously not ideal). 129/163 Test #129: rdp-test-interpolation-color-texture-perspective-2cycle-lod-frac-sharpen ………. NOTE: To use this texture replacement pack, you will need to use Beetle PSX HW and in specific the Vulkan renderer. I was somewhat disappointed by this, but I have not gone into any real shader optimization work. This is a one-time step that replaces any cores on your device with versions from the Play Store. Unfortunately, you’ll have to wait until 1.9.1 before we release another stable. # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set. It can make RetroArch more intimidating than helpful for beginners. Given an input resolution of 256×224, that means the game is rendering internally at 1024×896. We will go into more detail on this as we move closer to retiring the current buildbot server. Well, now it’s here. dex, JAR, .so files) from a source other than Google Play. CPU can freely read and write on top of RDP rendered data, and we can easily deal with it without extra hacks. 131/163 Test #131: rdp-test-interpolation-color-texture-perspective-2cycle-lod-frac-sharpen-detail … Passed 3.26 sec PS1 wobbly polygon rendering has seen some kind of resurgence in the last years in the indie scene, perhaps we’ll see the same for the fuzzy N64 look eventually. sometimes this is necessary if a particular setting causes a core to crash, and if options for all cores are bundled together then sifting through them to find the one you need becomes a chore, Obsolescence – settings for old/unused/outdated cores hang around forever, and bloat the global options file without purpose. However, turning this option on could also be desirable depending on whether you favor accurate looking graphics or a facsimile of how things used to look. Govanify has some plans to make the PCSX2 codebase much more portable than it is now, but this is a long-term project. Mario Tennis’ intro screen no longer has tons of graphics bugs. Workarounds or not, they will do the job for now. 2x, 4x, and 8x are all possible. For the first time, the very CPU-intensive accurate Angrylion renderer was lifted from CPU to GPU thanks to the powerful low-level graphics API Vulkan. users preferring the old inaccurate behavior. These fixes are still in the development stage and thus not included here. To extend paraLLEl-RDP’s approach to upscaling, I went with multiple copies of RDRAM, one copy for each sub-sample. Set ‘RSP plugin’ to ‘parallel’ as well. There are three different ways to access save states. We take great care in making sure Libretro cores work as best as possible. The net we have to cast in terms of things to care about and what factors to take into consideration simply is much larger than is the case with most projects. Passed 2.50 sec In short, there are some cores that are completely upstream, with commits fresh from upstream, without us even being involved. The Play Store version’s Core Downloader contain a curated selection of cores hosted by Google’s servers (due to Play Store’s policies). Hopefully the async transfer queue can help make this less painful. Performance should be roughly ~5-10% faster on average than ParaLLEl N64. A modern graphics APIs like OpenGL doesn’t know how to do that, because its rendering pipeline is based on triangle geometry, so basically it can’t reproduce VDP1 behavior. Scroll down the list until you reach ‘GFX Plugin’. This turned out to be an absolute massive win for performance. I can only count 3 actual bugs. Global shader preset found on fallback directory etc.) Now that a correctly sized font is used, the message queue is always rendered cleanly. We have a fix for this in the pipeline, while also nearly halving our current audio latency. You literally can’t have it more fresh off the press. Slang shader support is already implemented and all software rendered cores should work. Core count is a less significant factor. Mupen64Plus-Next uses new_dynarecs for both x86 and ARM architectures, and tends to be a bit faster as a result. So, in other words, you don’t need to send anymore recipe update PRs to libretro-super in order to add new cores to our buildbot. Do keep that in mind. But at higher resolutions as you can see here, it can really shine. Previously, RetroArch would have the bad habit of resetting the selection cursor to the first entry in the menu after returning from almost every list of selectable values for a setting. Our stated goal is for this platform to be all-pervasive when it comes to being able to run it on as many different devices as possible. Of course, for iGPU, there is no (?) On the left I have Angrylion and on the right paraLLEl-RDP running side by side from a dump where I can step draw by draw, and drill down any pesky bugs quite effectively. I started work on it sometime mid last-year and after more than a dozen iterations and months of testing, it’s now ready for production. I honestly didn't expect this, but it looks that new releases also have better performance in some cores. The Saturn is a beast. Depth bias is also notorious for behaving differently on different GPUs. Run content log output This improvement is most likely platform-dependent, but on devices where storage speed is a real issue (e.g. This means that even though our internal resolution might be 1024×896, this will then be further smoothed out by this aggressive multisampling postprocessing step. 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