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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".

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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.

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. You could create a post in Reddit with Technical Support flair.

Documentation

See our Documentation Center. On Unix, man-pages are provided.

More developer-centric stuff is found here.

Related projects

Cg/HLSL shaders: common-shaders

slang shaders: slang-shaders

GLSL shaders: glsl-shaders

Helper scripts to build libretro implementations: libretro-super

GitHub mirrors of projects, useful for generating diff files: libretro-mirrors

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 2

PlayStation 3

PlayStation Portable

PlayStation Vita

Original Microsoft Xbox

Microsoft Xbox 360 (Libxenon/XeXDK)

Nintendo GameCube

Nintendo Wii

Nintendo Wii U

Nintendo 3DS/2DS

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.

Socials

The links below belong to our official channels. Links other than this may have been created by fans, independent members or followers. We seriously recommend using our original resources.

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