Novedades Libretro Cores (RetroArch)

Han sacado un pack de texturas para mesen del Donkey Kong Jr.



Para más info y descarga del parche aquí.


Novedades del Mesen-s 0.4.0

    General

    SPC7110 support
    BS-X/Satellaview support
    MSU-1 support
    Run ahead support
    Save states: Added load/save state menu
    Video recorder: Added GIF format export option

    Debugger

    Added performance profiler tool
    Added assembler tool
    Added memory access counters viewer
    Added DSP debugger window
    Added CX4 debugger window
    Added "Go To All" tool to quickly navigate between labels/functions/files
    Allow tile viewer to be used on all types of memory (and improved usability)
    Improvements to event viewer (list view, sub-pixel display and better filters/colors)
    Added SPC DSP and SA-1 state to register viewer
    Improved syntax highlighting in disassembly and added options to customize disassembly style
    Ability to export changes done to the ROM as an SFC or IPS file

    Bug fixes

    DSP: Fixed KOF register initial value to fix missing sound effects in a couple of games
    SA-1: Fixed some bugs, improved timings and implemented some missing features (Fixes SMRPG)
    IRQ/NMI: Improved timing/logic, fixes some issues in a number of games.
    PPU: Fixed issues with mosaic effect
    Debugger: Fixed some disassembly bugs and improved CA65 integration
    Audio: Fixed issues with sound resampling that caused the sound quality to be slightly degraded

Actualizaron el EasyRPG Player a la versión 0.6.2

Y un vídeo testeando el juego online que próximamente implementará el Mupen64.



Saludos.
Permitidme una pregunta, ¿Sabéis si se pueden añadir códigos Gecko a los juegos de Gamecube?

Otra pregunta: ¿Los videos en Resident Evil 2 y 3 se os ven fluidos? a mí me van dando microtironcillos...
Hay una gente rusa mejorando rock&roll racing,
sacaron la versión 16.
Está en romhacking.net

Puede haber 6 coches en partida,
creo que 3 personas e IA
y otras combinaciones.
Más personajes, coches y colores.

Hay una lista larga de cambios.

Lo otro que mola pero solo he visto
para PC, es que cargue pistas en mp3,
y yo al menos he cambiado alguna
por otra, siempre que duren igual...
La experiencia es brutal no se
puede decir otra cosa.
weirdzod escribió:Permitidme una pregunta, ¿Sabéis si se pueden añadir códigos Gecko a los juegos de Gamecube?

Otra pregunta: ¿Los videos en Resident Evil 2 y 3 se os ven fluidos? a mí me van dando microtironcillos...


Los códigos Gecko solo se pueden añadir en Dolphin.

Los micro tirones, pueden suceder por varias cosas:

Usas monitor de 144hz? El juego es PAL? Has probado con Vulkan?

Hay una opción para hacer que los juegos PAL se vean a velocidad NTSC, mira a ver si es eso.

A mi Vulkan me solucionó ese tipo de problemas.

Depende de refresco que tengas en el monitor, influye en stuttering si no lo configuras adecuadamente.

@gadesx

No será la versión de Megadrive? Yo tengo entendido que las pistas de audio eran por una versión especial que se ha creado de SegaCD.
Hay dos formas
Abres la rom con kega como megadrive,
eliges segacd y el cue.

En retroarch que no he probado,
pasar las pistas a ogg y editas el cue
Hacer algo como con kega pero con genesis plus gx, no lo he probado

http://www.romhacking.net/forum/index.php?topic=29922.0

Se quejan porque hay que parchear la versión 15
de base, no la rom original.
Y pillar la música y el cue es cuestión de buscar en google.
Znation escribió:Nueva version 1.8.6 de Retroarch:

https://www.libretro.com/index.php/retr ... -released/


Genial!, han arreglado el sebordamiento de buffer en el bettle psx hw cuando lo ponías a 16x en la resolución interna, vuelve a funcionar como un tiro.
Tengo un mando de Xbox 360 clónico (Krom Khensu) inalámbrico y me daba muchos problemas en Retroarch de Pc Windows cosa que usándolo con mi Tv Box en su versión Android no pasa y es que continuamente me salían cartelitos de conexión del mando (como si se conectase y desconectase). Tras quitar las notificaciones y los Witches (creo que se escribe así) seguía pasando incluso en emuladores livianos de Nes (Fceum).

Total que creo que lo solucioné quitando el multihilo, cambiando de Vulkan a Gl (juego en un portátil con una 920m) y el controlador lo cambié de Xinput a Dinput (no sé cuál de la tres es la efectiva pero no me atrevo a tocar nada). Veremos a ver esta nueva versión. Gracias por avisar.
A mí cada versión me va peor, ahora me han empezado a petardear los juegos de psx desde la bios... unos pedos cada dos segundos en el sonido que se me quitan las ganas... ya que me había adaptado a la engorrosa interfaz que tiene la cosa esta.

Volveré al epsxe porque he estado probando otros emus de psx y vaya telita... una lástima.
La nueva interfaz que nos depara con la siguiente versión.

La verdad que si le meten soporte de vídeos y de wheels, frontend que me ahorro.

Imagen
Muy buenas a todos.

Estoy volviéndome loco con los shaders. Tengo un generador de scanlines y solo necesito un shader que lo único que haga sea curvar la pantalla como el de crt-geom.
Obviamente he probado desactivando todo lo posible de dicho shader pero sigue generando artefactos :(
¿Alguien sabe de alguno?

Mil gracias de antemano.
Adel escribió:Muy buenas a todos.

Estoy volviéndome loco con los shaders. Tengo un generador de scanlines y solo necesito un shader que lo único que haga sea curvar la pantalla como el de crt-geom.
Obviamente he probado desactivando todo lo posible de dicho shader pero sigue generando artefactos :(
¿Alguien sabe de alguno?

Mil gracias de antemano.

la unica forma posible que se me ocurre es poner alguno con fecto de curvatura y en parametros de shaders anular las scanlines.
Hola,
Sabeis si puedo configurar desde windows o nativamente en lakka Retroarch para que me saque las resoluciones Por CRT/SCART?

Gracias!
Que barbaridad. Acababa de ver una actualización en mi móvil Android de 18 megas. No paran de sacar versiones nuevas. Ojalá en Windows arreglasen lo de los mandos inalámbricos que se conectan y desconectan.
Tengo una duda, estoy usando la opcion de integer scale en las opciones de video, como puedo guardar esa opcion para ciertos juegos individualmente sin que quede asignada al core principal?
Scissorman escribió:Tengo una duda, estoy usando la opcion de integer scale en las opciones de video, como puedo guardar esa opcion para ciertos juegos individualmente sin que quede asignada al core principal?


Cargas juego, modificas los parámetros que quieras, vuelves a quick menu y en la sección overrides, pon save game overrides.

Suerte.
DJ Deu escribió:Cargas juego, modificas los parámetros que quieras, vuelves a quick menu y en la sección overrides, pon save game overrides.


Gracias, aunque en realidad eso hago y al volver a entrar al juego se queda como estaba, supongo que tengo que actualizar retroarch de alguna manera....
@Scissorman

Igual es que se te ha grabado la opción de Integer Scale también en el archivo de configuración general, el retroarch.ini. Pasa si tienes marcada la opción "Guardar configuración al salir".
ScummVM soporta Ultima IV y Ultima VI

Más info aquí.

Saludos.
Tengo una duda hace unos días pc engine cd me funcionaba bien ,pero al actualizar a la ultima versión ya no cargan las imagenes cd,dice load error.Me parece que puede ser un problema de la bios ¿podría ser?
A mi me sigue funcionando.
gynion escribió:Pasa si tienes marcada la opción "Guardar configuración al salir".


Donde esta esa opcion?
Scissorman escribió:Donde esta esa opcion?


En Ajustes > Configuración.
Byuuu ha dejado de llamarse como tal, creo que su nuevo nick es Ares, por lo visto ha tomado un cambio de identidad para eliminar fantasmas del pasado (resumiéndolo mucho)

Ahora Higan pasará a llamarse Ares y como novedad incluye la emulación de N64 junto con estos otros sistemas:

    Famicom
    Famicom Disk System
    Super Famicom
    Super Game Boy
    Nintendo 64
    Game Boy
    Game Boy Color
    Game Boy Advance
    Game Boy Player
    SG-1000
    SC-3000
    Master System
    Game Gear
    Mega Drive
    Mega CD
    PC Engine
    PC Engine CD
    SuperGrafx
    MSX
    MSX2
    ColecoVision
    Neo Geo Pocket
    Neo Geo Pocket Color
    WonderSwan
    WonderSwan Color
    SwanCrystal
    Pocket Challenge V2

En breve habrá descarga y en un futuro próximo, cores de estos sistemas.

https://ares.dev/

Saludos.
@DJ Deu
Crees que estos emuladores mejoran en algo sobre los específicos para cada sistema o su punto fuerte es como retroarch que los tiene todos centralizados?.
Lo digo porque por ejemplo el retroarch lo uso para dos o tres sistemas específicos, pero para todo lo demás los emuladores por individual.
michaelpegaso escribió:@DJ Deu
Crees que estos emuladores mejoran en algo sobre los específicos para cada sistema o su punto fuerte es como retroarch que los tiene todos centralizados?.
Lo digo porque por ejemplo el retroarch lo uso para dos o tres sistemas específicos, pero para todo lo demás los emuladores por individual.


De momento no mejoran nada de lo que hay, en un futuro quizá, aunque una sola persona picando código para tanta maquina distinta es dificil que supere lo existente, aunque es el creador del mejor emulador de SNES, a lo mejor nos sorprende.
Por cierto, este día 26 el proyecto RetroArch hizo 10 años.

https://twitter.com/libretro/status/1265374250325721093
DJ Deu escribió:
michaelpegaso escribió:@DJ Deu
Crees que estos emuladores mejoran en algo sobre los específicos para cada sistema o su punto fuerte es como retroarch que los tiene todos centralizados?.
Lo digo porque por ejemplo el retroarch lo uso para dos o tres sistemas específicos, pero para todo lo demás los emuladores por individual.


De momento no mejoran nada de lo que hay, en un futuro quizá, aunque una sola persona picando código para tanta maquina distinta es dificil que supere lo existente, aunque es el creador del mejor emulador de SNES, a lo mejor nos sorprende.


A mí me da la sensación de que trata de abarcar demasiado. Su capacidad como programador se encuentra fuera de toda duda, pero últimamente lo veo muy disperso entre sistemas bastante heterogéneos.

Un saludo.
DJ Deu escribió:Por cierto, este día 26 el proyecto RetroArch hizo 10 años.

https://twitter.com/libretro/status/1265374250325721093


El software que más alegrías me ha dado en la informática. Y el único entorno que garantizó la ausencia de stuttering en Sonic, Mario, etc...

Ahora mismo, pese a que requiere máquina, es el mejor entorno para disfrutar de los clásicos.

Cómodo, ordenado, no tiene input lag....
Hodor escribió:
DJ Deu escribió:
michaelpegaso escribió:@DJ Deu
Crees que estos emuladores mejoran en algo sobre los específicos para cada sistema o su punto fuerte es como retroarch que los tiene todos centralizados?.
Lo digo porque por ejemplo el retroarch lo uso para dos o tres sistemas específicos, pero para todo lo demás los emuladores por individual.


De momento no mejoran nada de lo que hay, en un futuro quizá, aunque una sola persona picando código para tanta maquina distinta es dificil que supere lo existente, aunque es el creador del mejor emulador de SNES, a lo mejor nos sorprende.


A mí me da la sensación de que trata de abarcar demasiado. Su capacidad como programador se encuentra fuera de toda duda, pero últimamente lo veo muy disperso entre sistemas bastante heterogéneos.

Un saludo.


Yo no lo conozco, no le sigo.

Si hace algo bueno, lo utilizaré. Y si no, pues nada. Realmente me da igual quién haga las cosas. No pretendo menospreciar el trabajo de nadie, pero no siento necesidad de saber lo que hacen a título personal.
Nuevas actualizaciones de cores.


Final Burn Neo

    Add Neo Geo Pocket Color support
    Latest updates from upstream


Flycast


    Naomi/AW widescreen integrated cheats (KNIGHTS OF VALOUR THE 7 SPIRITS, Metal Slug 6, Toy Fighter, Dolphin Blue)
    DSP: Proper MIXS input shift. Fixes Grandia 2 missing sound effects
    DSP: fix output shift. Fix wrungp ear rape (NAOMI game)
    Fix for: [Bug]Super Street Fighter II X for Matching Service (Japan) – Disable BIOS region patching
    Fix for: Samurai Spirits – Frame-skipping issues before reset or changing the option – don’t reset frameskip to 0 at init
    Haiku: Fix build
    Rewrite nvidia jetson nano build
    Make threaded rendering the default on all platforms. Synchronous mode enabled unless LOW_END is defined
    Info and warning for xBRZ upscaling core option
    ARM64: check CpuRunning at end of each timeslice. fix hang when exiting service menu in kofnw (NAOMI game)
    NAOMI: wrungp inputs. support inverted axis for NAOMI
    Libretro: Improve context request
    Libretro: fix input descriptor L2/R2 mixup
    NAOMI: Add Tokyo Bus Guide support
    Log VMU files loading
    CUSTOM TEXTURES: support JPEG format. Get rid of libpng and use stb_image log error if naomi eeprom save fails
    Fix mouse state not being updated
    PVR/NAOMI: update palette when PAL_RAM_CTRL is updated – fixes wrong palette in Gun Survivor 2 score screen
    REND: Use original palette data to compute palette hash
    PVR: textured background plane – fixes Who Wants To Be a Millionaire



DOSbox Core


    Latest updates from upstream
    Add option for using 2axis joystick even when only one port is connected – this fixes input problems in “Super Off Road”, but other games might also need this.
    Add option for controlling log verbosity level – Since we can log to stdout now, it makes sense. Also, some frontends might not have configurable log verbosity levels.
    Add option for printing log output to stdout/stderr –
    Useful if the frontend’s logging output is unreliable or too noisy (or
    both) and we only want to see log output from the core. RetroArch does
    have a configuration option for controlling frontend and core log output
    seperately, but it’s bugged.
    Enable Voodoo on all platforms and regardless of fakesdl – Software-based Voodoo emulation doesn’t require SDL anymore so it should build fine everywhere.
    Don’t claim there’s Voodoo2 emulation – Oops. 12MB doesn’t actually mean Voodoo2. The current code only emulates the original Voodoo. The 12MB setting is just a non-standard memory configuration for the Voodoo 1.
    Add support for changing current core option values programmatically.
    This is a hack. The libretro API does not actually support this. We
    achieve this by replacing all current values with a bogus one to force
    the frontend to forget the currently selected value, since it doesn’t
    match the bogus one. We then submit the correct values again, but with
    the default value set to the value we want to switch to. This forces
    the frontend to switch to that value because the bogus value is now
    gone and thus not a valid value anymore. Finally, we submit the values
    again but with the initial default value (we only want to change the
    current value, not set a new default.) The frontend will not switch the
    current value, as the values themselves have not changed, just the
    default has.

    RetroArch seems to be well-behaved here and does the correct thing.
    Other frontends might not play ball though.
    Hook up 3dfx core options
    Vita: Fix dynarec, fix build
    Add build options to make bassmidi and fluidsynth optional
    Fix ARM dynarec
    Correct cdrom sector size field length according to docs.
    Refactor input mapper –
    Code should be simpler to understand now. This also fixes a bug where
    inputs on the second port weren’t working before. Mouse emulation is now
    possible on both ports and the default emulated mouse buttons have been
    swapped with the speed modifier buttons (L/R are now mouse buttons,
    L2/R2 the speed modifiers.) This is a saner default since not all
    controllers have L2/R2 buttons.
    GHA: Support macOS 10.13 by building with GCC instead of XCode Clang
    Fix floppy image file size detection oopsie
    Improve disk control related code and move it to its own source file
    Make image file extension comparisons case-insensitive –
    This fixes the issue where loading an image that has an upper-case
    extension (like “.CUE” instead of “.cue”) results in dosbox mounting the
    image itself without going through the libretro disk control interface.

    We add new case conversion funtions for this (in the new util.h/util.cpp
    files) because the existing conversion functions provided either by
    dosbox or libretro-common are crap and we’re smarter than everybody
    else.
    Add libretro disk control interface disk labels support –
    Only retro_get_image_label_t for now. Leave retro_set_initial_image_t
    and retro_get_image_path_t undefined as it’s not clear what the use
    would be in case of DOS games, especially since we don’t handle m3u
    files yet.
    Fix disk_replace_image_index always reporting failure –
    This silly mistake caused the “Failed to append disc” error message in
    RetroArch.
    Add core option for setting the free space when auto-mounting drive C
    Ensure overlay mount path ends with a dir separator –
    Otherwise dosbox will write data in bogus directories in the overlay.
    Add option for mounting the executable’s parent dir as drive C –
    Some pre-installed games expect to be installed in C:\GAMEDIR rather
    than directly in C:\. This option allows these games to run without
    having to modify their configuration files first.
    Enable PC speaker by default
    Fix direct content loading of DOS executables
    Fix BASSMIDI crashing during startup on 32-bit Windows
    Add BASS/BASSMIDI libs to core info file
    Add BASSMIDI MIDI driver –
    The bass and bassmidi libraries are looked for in the frontend’s system
    directory and loaded at runtime. This allows the core to work and be
    distributed in a GPL-compliant way without those libraries.



DOSbox SVN


    Add SALC and XLAT to the dyn_x86 core. Improve LOCK handling a bit.
    change new to new(std::nothrow) (vogons 73603) and some formatting
    QNX: Adjust flags to msync based on libretro-common –
    I didn’t notice any bug before but this stuff is very difficult to trigger
    QNX: Add support
    Allow unaligned memory only on x86
    Determine CPU based on actual running platform rather than build one –
    This allows to closs-compile on x86 linux into arm linux

    Endianness is determined in retro_endianness.h and dynarec is determined
    in dynarec.h
    Correct cdrom sector size field length according to docs
    memory: Add missing std::nothrow –
    Given subsequent check for NUL it was obviously intended for use with
    std::nothrow
    Catch exceptions in dosbox –
    Right now an exceptions ends up killing cothread which is against libco
    recommendations and is more difficult to debug. Instead log and exit normally
    Fix button mappings and wrong port assignment when using both ports –
    This maps B/A/Y/X to DOS buttons 1/2/3/4 by default. Also corrects the
    issue of input not working correctly when using two controllers.
    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 –
    Many gamepads don’t have L2/R2, which were needed to press mouse
    buttons with the gamepad using the default mapping. This change
    maps mouse buttons to L/R by default. The modifiers to speed up
    or slow down mouse motion are moved from L/R to L2/R2, since they
    are less essential. All of this can be remapped via quick menu
    using the input mapper.
    Fix gamepad emulated mouse inputs not showing in mapper sometimes
    Vita: Fix dynarec
    Vita: Build fix
    Switch to libco provided by libretro-common –
    libco embedded here crashes on vita. So let’s use the common one
    Use RETRO_CALLCONV for disk control callbacks –
    It’s surprising that there were no crashes so far on x86 32-bit…
    Fix disk_replace_image_index always reporting failure –
    This silly mistake caused the “Failed to append disc” error message in
    RetroArch.
    Correct an oversight of r4186 when floppy disks are mounted.



Beetle PSX


    Load bios from path that was checked
    sanitize gl context requests
    Add more detailed error messages for mmap, unlink sooner
    Allow Solaris 11 build
    Cleanup warnings: snprintf truncation, strncpy->memcpy, memset
    Lightrec: Cleanup/deduplicate mmap code
    Lightrec: Improve homebrew support
    Fix inverted check for dma-only invalidation
    Fix OS X compile
    Lightrec: fix more games –
    These games now work:
    – Need For Speed: V-Rally
    – Alone In The Dark – One-Eyed Jack’s Revenge
    Lightrec: Fix SWL/LWL using wrong mask
    When HAVE_SHM always use global memfd so it can be closed properly on exit –
    LGTM found this once the default was to compile in lightrec
    Keep track of mmap failing –
    If mmap failed it should prevent crashing when closing and disables
    lightrec memory mirrors so as to not use an incorrect code path
    Update to latest lightrec and extract PGXP from lightrec –
    PGXP functions are now called from within beetle
    Compile in Lightrec support by default –
    Specify HAVE_LIGHTREC=0 if you don’t want it compiled
    Improve DualShock calibration reference
    Fix disk control interface when running single-disk PBP content



Mupen64Plus Next


    Only set WITH_DYNAREC based on ARCH if not set
    Update GLiden64
    Add support for loading GL symbols using dlsym() instead of libretro API –
    * Required for platforms with EGL version < 1.5 * To enable, use new compile-time define: `-DGL_USE_DLSYM` Currently only enabled for Raspberry Pi platforms that use the legacy Broadcom driver.
    Add nasm variable
    Assign variable and reference nasm
    Bump Version to 2.0.5
    Update Mupen64Plus INI
    Add fbInfoDisabled to Ini parsing
    Update GLideN64 INI



Yabause

    Enable Solaris build


Kronos


    Activate openGL program precompilation
    Precompile some shaders directly at boot time to have a smoother BIOS animation
    Emit a callback at each frame for synchronizing need on ports
    Swap the buffers at each frame
    (libretro) framerate pacing + CDROM support + m3u extension
    Implement a database & rework cart auto-detect
    Add support for BIOS language
    Fix Assault Leynos 2 black screen
    Fix mesh improved image unit usage
    Fix blinking in Sega Rally, CS Mode
    Add support to remove banding when using gouraud shading
    Modify the handling of improved mesh handling to prepare improved banding support
    fix pause in Daytona USA
    fix Sega Rally USA boot – might introduce other improvements or regressions
    Prepare the SH2 threading
    ST-V I/O is reading words
    (libretro) fix resolution mode change
    Rebase the openGL on Yabause since compute CS has a better rendering and openGL rework created new issues
    (libretro) improve rendering loop
    Better horizontal upscaling
    Depending of vertical flip, sprite reading is not the same – Improving Sega Rally
    (libretro) use cpu_tesselation as default for polygon mode
    Use CPU tesselation by default
    (libretro) make the frame rendering more libretro-friendly
    Reintroduce some required variable for color calculation – fix Cotton Club
    Software renderer supports 4 threads at maximum
    Consider that only old card compatible only with OpenGL 3.3 are limited in variables and need to reduce VDP2 blitting program
    Reintroduce software renderer
    Reduce the VDP2 register texture width
    Do not initialise unsupported openGL functions. Fixing some openGL Core 3.3 errors
    For openGL do not call to much the rendering loop – Better to maximize cache texture impact
    Add ignition line to VDP1 commands
    Do not flush the cache texture at each HBlank – only flush when needed
    In case of draw every 2 frames, do not consider CMD that has already been displayed
    We have to update the texture before the evaluated startupline, not at the end of the first line… Fixing Skeleton tearing
    allow STV rom loading to be CRC based
    Trigger the VDP1 rendering as soon as we consider the draw command list has executed
    Take care of effective starting line of VDP1 command to evaluate if the core has to regenerate the textures
    Remove NVidia related pragma – Might impact other GC
    Calculate VDP1 cycles requested by draw commands
    Fix some STV loading –
    Fix batmanfr, thuntk & thunt boot without breaking dnmtdeka gfx (and maybe other’s ?)
    Also got sanjeon to boot.
    Load the BIOS file of the right entry – Fixing Die Hard boot
    Setup EEPROM directory at the same location than STV ROM
    Fix “heap-use-after-free” on exit –
    YglGenReset can’t be called after _Ygl is freed
    fix some STV loading issues –
    suikoenb, thunt, thuntk, batmanfr & znpwfvt now boot, however only thuntk seems playable at the moment
    Support EEPROM save & load for STV
    Update the rotation window before the rotated layer are using the values
    Preliminary support for STV’s Kick Harness
    Fix horizontal RBG offset in Final Fight Revenge
    Allow openGL 3.3 since openGL without tesselation should work on most of the games
    Fix the RBG vertical misalignment when upscale is on – Still horizontal tearing
    Some minor fixes for RBG CS
    Fix VDP1 mapping on highest upscale ratio
    Fixing coin setup on ST-V
    Backup RAM can be accessed in word and Long – STV is doing this
    Better handling of the upscale
    PTRM = 0x3 corresponds to PTMR 0x2 – Fixing Skeleton Warriors startup
    Fix the special color condition in case sprite is cc enabled, not active as first screen, but activable as second
    For color mode other than 2, read coefficient table on the upper part of the color RAM
    Do not handle prohibited setting on PTMR – Fix Skeleton
    Writing lower part of Color RAM in mode 0 is overwriting upper part
    When VDPRAM mode is 0, color from RBG is read on the upper part since lower part is for color offset
    If the code is checking EDSR, just wait for VDP1 processing to finish – avoid changing VDP1 texture while it is changing
    Do not try agressive optimization yet – Fixing Disc menu performance
    Fix Quad upscale in Compute shader
    Fix the regeneration of the VDP1 surfaces – Fix Guardian Heroes
    Add a compilation flag to enable/disable VDP1RAM update – enabled by default
    LDCSR is changing the SR mask, so interrupt shall be handled as soon as it is changed – Fixing Princess Maker 2 boot
    Fix the deinit of YGLTM
    Fix libretro fullscreen switch – Implement a destroy of all openGL objects when openGL context is reset
    (libretro) fix upscaling weirdness
    (libretro) try at fixing scaling weirdness
    On Libretro, do not execute the last resizing. It is required that the libretro framebuffer always provide a FB of size _Ygl->widthx_Ygl->height
    (libretro) updates
    Issue on IST cleaning. Princess Maker 2 is now crashing on master SH2 issue. Might be due to SH2 interrupt handling – Fixing Skeleton boot
    SH2 interrupt mechanism is not accurate – Do not try to make it precise – Fix Capcom Generations 5
    Compute the VDP1 buffer in threads
    Double the VDP1 structure to avoid stall between frames
    Big rework of SCU Interrupt handling – Fix Princess Maker 2 boot while fixing Nanatsue Kaze after the start screen – might introduce regressions
    Reenable the support of asynchronous preparation of RBG layers
    Do not enable RBG async preparation
    Fix BIOS HLE interrupt usage
    Fix sysclip size for rotation
    Check if we need to send a SSH2 interrupt each time we are sending a MSH2 interrupt from SCU
    Purge all the SCU interrupt and do not stack them
    Changing SCU HIRQMASK can generate an interrupt
    NMI interrupt has a specific handling and does not exit using a standard RTE command
    Handle in priotity interrupts on SH2 core
    Rework a bit the SCU interrupt handling
    Reintroduce interrupt removal – Fix Princess Maker 2 – might impact Sakura Wars
    Fix Sakura Taisen video
    Fix line color offset on RBG compute
    Fix Highway 2000
    In case of rotated FB, increase the system clipping by twice the offset – It looks like a workaround – It is fixing Hang On ’95 blue line on the right
    Better to use VDP2Ram access function
    Fix VDP1 rotation for Hang on and Power drift. It looks like a scale might be still needed for Capcom Generations 4



PCSX ReARMed


    Android: Support for new lightrec API
    Update lightrec to latest upstream
    Minimize logs when loading a cheevos-compatible content
    Cleanup retro_run() –
    – move input query into separate functions
    – move internal fps display to separate function
    Hide other inputs from core options –
    – This adds a core option to hide some input options like multitaps, player ports 3-8 and analog-related fine-tuning options.
    – also combine dynarec-only options in one #define directive
    More core option fixes –
    – This PR fixes core options and moves them to the related dynarec modes where they are implemented.

    LIGHTREC = relates to platforms that supports the new Lightrec mode
    NEW_DYNAREC = relates to previous dynarec implementation that is still used for some 32bit devices

    – Dynarec Recompiler core option, both dynarec implementation can be enabled or disabled
    Move guncon options to update_variables –
    – This should stop unnecessary RETRO_ENVIRONMENT_GET_VARIABLE callback and log spamming
    Fix some edge case where core can freeze upon loading content
    Automatically disable Lightrec when no BIOS is present, take 2
    cdriso: fix a disk switching deadlock when closing a CD image
    ARM NEON: Fixed bug where MSB of a 15-bit BGR color could corrupt green value.
    cdriso: fix a disk switching deadlock
    unai: Add ARM-optimized lighting / blending functions

    Addendum on UNAI ARM-optimized lighting/blending improvements –

    “Looking at the generated ASM on 3DS, I thought I could squeeze out some extra performance by moving the inner lighting and blending functions to handwritten A32 assembly. This gives a medium improvement generally (3-5fps faster on the beach in Crash 1) and a large improvement when doing lots of blending (46-48fps before, 57-60fps after, behind the waterfall in Water Dragon Isle in Chrono Cross).

    Some other notes:

    I used the ARM11 MPCore (3DS CPU) timings for pipelining.
    I had a few stall cycles during lighting, so I used them to preserve the MSB for lighting and blending, which saved a store, load, and orr later on. ~3-6 cycles saved overall by doing that.
    I switched from u16 to uint_fast16_t, which is 32-bit on this platform. This saved a few useless uxth instructions for another few cycles. This shouldn’t affect other platforms, but I don’t know for sure. Could typedef if necessary.
    A lot of the speed improvement in blending comes from not using two instructions per and. For example, & 0x8000 — the compiler preferred to mask out bytes using bic 0x7F00 and bic 0x00FF. Both slower and seemed less correct for what we’re trying to do.”



LRMAME 2003

    Fix cheat input dip switch option


LRMAME 2003 Plus


    New working game Gulun.Pa! CPS1 prototype
    sample pause support for journey –
    uses pause instead of the mute hack implemented.
    TANK III Joystick bootleg
    Update samples.c
    fix big samples dynamic loading when not an OST item
    Update mcr2.c –
    Sepways.wav sample support for journey
    Update inptport.c
    Update foodf.c –
    Allows the player to face in the direction last applied.
    A fix for Midway MCR3 game saving



LRMAME 2010


    Fix Selecting “Inputs (this game)” crashes Retroarch on Android (should also affect other ARM builds)
    backport 12-bit wrapping fix

    Fix 12-bit wrapping behavior in YM2608/2610 ADPCM_A decoding, fixes some glitches in certain samples in the metal slug series, and likely other games. [Lord Nightmare, madbr]



Dolphin


    Fix build for Windows x64
    Request glcore context when video driver is gl



ParaLLEl N64


    Sanitize GL context requests
    Update ParaLLEl RDP – about a ~10fps speed increase on Nvidia over previous version
    Should fix Mega Man 64 graphics glitch (electric fence not visible)
    Add ParaLLEl RDP
    Add SI DMA Duration hack for Tetris 64
    Use separate cache for DRAM and hidden DRAM.
    Add DRAM flush and fix VI_REGISTER_OUTPUT.
    Dump the hidden RDRAM as well.
    Fix Seg Fault on Game Unload –
    When commit 11c1ae3 split r4300_execute into r4300_execute and r4300_init, it continued to check the “stop” variable, but this is undefined. Removing these checks resolves the seg fault and does not affect functionality.



O2EM


    Fix YES/NO keys and set 0 as default key
    Change Action button to B to be more consistent with other cores, and remove the shortcuts to 1/2/3/4 keys (useless with the new virtual keyboard)
    Add option for virtual keyboard transparency
    Add graphical virtual keyboard



Opera


    Fix Haiku build
    Remove NVRAM file and try rename again on initial failure –
    Windows doesn’t like renaming over files? This logic accomidates for both
    without needing platform specific behavior.



VirtualJaguar

    Add Haiku build


XRick

    Add Haiku build


vitaQuake 2


    Add GLES Support and initial Rockchip platform
    Fix intermission screen being unskippable.
    Put on par with Vita build (Bump to v.2.3).
    WiiU: Add build
    PSL1GHT: Add build



vitaQuake 3

    Add Haiku build


mGBA


    Libretro: Add cheevos support for GB/GBC
    PS2: Update to newest toolchain



QuickNES


    PS2: Update to newest toolchain
    Fix potential free(NULL); problems



FCEUmm


    PS2: Update to newest toolchain
    user-adjustable Zapper tolerance
    reduce max Zapper tolerance to 20
    MMC1 overrides are treated as ines 2.0, so its needs at least default values for prgRam and chrRam columns.

    Fixes FF1 pink screen due to unmapped CHRRAM.
    Use proper geometry when switching NTSC filter on or off –
    – Width changes previously was not respected when using NTSC filter. With full use of overscan, NES width
    is 602 px when NTSC filter is used and 256 px on normal
    Fix build when compiling without NTSC filter support
    fixed 3DS build
    Adjust Zapper tolerance; make Zapper input tolerance circular rather than rectangular by default
    Fix timing when changing from PAL/Dendy to NTSC –
    – Happens when starting with PAL/Dendy region and changing to NTSC can cause frame to get stuck in 50 Hz
    – using RETRO_ENVIRONMENT_SET_SYSTEM_AV_INFO should remedy this.
    NTSC: Remove height doubling/scanline effect –
    – We just use shaders for scanline if needed. NTSC + height doubling causes performance hit
    for some slow devices. Any decent platform should be able to handle scanline effect shaders at least.
    ines.c: Simplify rom info logs and cleanup
    Fk23c: Fix chr issues for some games –
    – Affects mostly waixing using mixed chr rom/ram modes (bit 2 of ram config register $A001)
    Update ines-correct.h –
    – Add overrides for FK23C
    – Move MMC1 overrides
    – Move MMC5 overrides
    Move overrides out of some mappers –
    Move mapper-based overrides out and use ines-correct.h if possible. Affects the following mappers below:
    – Move Cnrom database to ines-correct.h
    – Mapper 201 update
    – Mapper 91: Add Street Fighter III (Submapper 1) to ines-correct.h
    – Add dipswitch notes to m237
    – Update mapper9 (PC10 version of Mike Tyson’s Punch-out)
    Move battery-backed prg ram override to ines-correct.h
    Start expanding internal override database (ines-correct.h)



2048


    PS2: Update to newest toolchain
    PS2: Apply color correction
    DOS: Add platform support



Picodrive

    PS2: Update to newest toolchain


Snes9x 2010


    libretro: added granularity in SuperFX overclock –
    There doesn’t seem to be any benefit of overclocking above 15 MHz
    (150%). The user should be allowed to be more precise with their
    overclock setting now.
    Fix MMC reg for 64bit builds –
    Fixes a segmentation fault when playing large ROM games.
    Fix MMC bank register bit 7 (FuSoYa) –
    Fixes the 64Mbit ExLoRom map.
    ROM: fail if ROM is invalid –
    Fixes an issue whereby a non-SNES file would cause a segmentation fault.
    This may occur if the selected ROM is corrupt, or a file has an
    incorrect extension.
    APU: remove unused SoundSync –
    Additionally modified the resampler to use buffer size as a parameter
    instead of the number of samples within the buffer. Previously, the
    buffer size was being changed to the number of samples, and then changed
    back within the resampler.
    snes9x: add defines for unused multi-cart support –
    The compiler was already optimising these unused functions out. The
    libretro core can define SNES_SUPPORT_MULTI_CART 1 to re-enable support
    for multi-cart in the future.
    snes9x: refactor defines and remove overscan –
    Out of bounds memory fix from
    snes9x: APU: Fix buffer overrun –
    Additionally:
    This fixes linking with LTO.
    Disable audio if an error occurs in init instead of continuing and
    segfaulting.
    snes9x: reduce APU buffer to 64ms –
    I believe this to be a more sane setting than a 1000ms buffer.
    snes9x: backport config from upstream –
    Most options were not available in English, despite it being the default
    language. All the options that were available in Turkish are now
    available in English.
    snes9x: fix headercount increment
    libretro: fix pitch measurement



Prboom

    Switch from ad-hoc endianness handling to retro_endianness.h


Vecx


    Fixed colour conversion (7 bit mono to RGB1555).
    support analog controllers
    Make line drawing code more efficient by doing RGB conversion once per line only
    Nicer point shape
    Allow scaling of vector display
    more flexibility in adjusting display – allow for scaling and shifting to fit overlays



NeoCD


    CD-ROM controller logic split into a separate file
    Y Zooming don’t need a ROM file anymore
    New system to identify and patch BIOS, should allow unknown BIOS to run.
    BIOS files don’t need to have a specific name anymore they are identified by contents
    Support for Universe BIOS 3.3
    BIOS name in the menu now includes filename
    Add synchronous CD operation mode
    Vita: Use synchronous CD operation mode
    Vita: Add build
    3DS: Add build
    WiiU: Add build
    PSL1GHT: Add build
    Emscripten: Add build
    Implemented horizontal interrupt masking (not verified on real hardware)
    Fix CDROM music endianness
    Fix big-endian support



PocketCDG


    Properly send logging to proper place –
    use logging interface as much as possible with stderr as fallback
    rather than being inconsistent
    Swap frame before passing it to audio_batch_cb on bigendian –
    audio_batch_cb expects native-endian frames and libmad gives little-endian
    frames. Hence on big-endian we need to swap
    libmad: Fix big-endian support



FreeChaF


    Switch from ad-hoc endianness to retro_endianness.h
    separated CHANNELF HLE code



ECWolf


    Latest updates from upstream
    iOS/TVOS: Add build
    WiiU: Add build



UAE4Arm


    Libretro improvements
    Two joystick support with automatic switching
    Define controls close to PUAE default. Use right analog stick as mouse and L2-R2 as mouse button.
    Add working virtual keyboard support
    Emulation resolution handing is better (especially change). 2nd mouse button working.
    Solve right mouse button non working
    Solve different video resolution
    Solve audio glitches



P-UAE


    Disable waiting blits by default
    Remapping fixes + clarifications
    Zoom mode horizontal croppings + cleanups
    Prefixes for hidden core options
    Better sorting in M3U generation
    Geometry fixes, Keymap update, Cleanups
    WHDLoad fixes –
    – Custom parameter not working on many cases
    – Error messages and copy skips if Kickstart filesizes are not correct
    Model preset overrides, Optional region search
    Core option for D-Pad joystick/mouse switching
    Model config overhaul
    NTSC fixes
    Optional region forcing with No-Intro tag support
    WHDLoad update
    Sort generated M3Us, Statusbar + glue updates
    Fix android build
    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
    Fix ZIP Browse Archive
    M3U ZIP fix
    Hor+Ver positioning fixes
    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
    Fix filter type update, Improve zoom
    Add core option for CD startup delayed insert, Remove previous disc change detect trickery
    Change model force hierarchy, Option label updates
    Android unzippings yet again
    Core option for muting floppy sound when drive is empty
    Automatic horizontal centering improvement
    ANDROID X86: Fix build
    Fix amd64 compilation –
    m68kops for amd64 is empty, use generic exactly how it was before the rewrite
    Rewrite libretro m68k.h and m68kops.h to use non-libretro variants –
    They encapsulate per-cpu optimizations. There is no reason to
    have a version for libretro
    Rewrite maccess.h using new retro_endianness
    Automatic zoom improvements
    Control improvements:
    – Enabled D-Pad as mouse in analog joystick mode to help out menu traversing, otherwise D-Pad does nothing unless toggled to mouse mode
    – Added core option for inserting RetroPads to joystick ports in different order (for Arcadia, Dyna Blaster etc.)
    Fix vertical touch alignment on keyboard while zoomed
    Global conf file, MultiDrive via Disk Insert
    CDTV core option
    Statusbar finetuning
    Disk Control additions:
    – Transparent ZIP support in M3U parsing
    – Insert Disk support for M3U/ZIP/etc



VICE


    Keymap core option + rework
    Autoloadwarp enhancement, Core option label tweaking
    Remapping fixes + clarifications
    Fix Plus4 cartridge launching, Statusbar fixes
    Autoloadwarp fix for D81s, Statusbar cleanups
    Freeze cartridge to reset types
    More robust floppy autoloadwarping
    VIC-20 updates:
    – RAM block set tidying
    – Fixed starting carts in M3Us
    Achievements environment
    Core option for 2nd SID, Warp mode rework
    Automatic Load Warp core option
    NBZ support
    Dump available and not yet core optionized resources for easier ‘vicerc’ usage
    Disk Control finetuning –
    – Fallback to drive 8
    – Remove “.” from image type detection extensions to also match cases like “.hidden-d64”
    Fixed and enabled printer
    Better sorting in M3U generation
    Disk Control updates –
    – Allow CRTs & PRGs in M3Us
    – Removed redundant short pathname label fallback in widget
    Automatic region fixes
    Zoom mode honing –
    – Changed manual mode operation from automatic to optional
    – Corrected non-wide calculations
    – Added VIC-II/VIC/TED border info to sublabels
    Core option reorganizing –
    – Separated VICE option variables from core option variables
    – Prevented updating VICE variables to the same variable
    – Simplified palette options
    – Fixed CBM2 embedded palettes & added missing PLUS4 embedded files
    – Removed & disabled non-working CBM2 models (510 not selectable in standalone, therefore no point fixing embedded files)
    – Fixed Super VIC memory expansion
    – Fixed CBM2 crash on higher resolution models
    Work disk improvements –
    – No need to reset
    – Fixed start content
    Automatic model core options for x64 & x64sc –
    – Scans for “NTSC|(USA)” and “PAL|(Europe)” tags
    – Both PAL/NTSC and C64/C64C can be preferred
    – Default is “C64 PAL Automatic”
    Sync finetunings –
    – GetTicks returns a ticker from get_time_usec instead of fake microSecCounter
    – Bypassed internal frameskips and delays
    – Warp mode speed improved
    – Statusbar updates FPS in 1 second intervals instead of 2 & shows real FPS from both warp and fastforward
    Work disk core option with device selection
    Fix for autostart detection of D71
    Work disk core option with device selection
    Fix QNX build
    Zoom improvements –
    – Presets for usual suspects (16:9, 16:10, 4:3, 5:4)
    – Hardcode exceptions minimized, math maximized with science
    Fix Emscripten build
    Switch from adhoc endianness handling to retro_endianness.h
    Sort generated M3Us
    Better retro_get_region, Embedded additions
    Include NIBTOOLS for automatic NIB->G64 conversion
    Manual cropping core options
    Remove border stuff
    Zoom overhaul, Reorganizing, Cleanups
    JiffyDOS & GO64 for C128
    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
    Fix compilation on Vita
    PET fixes (embedded data, keyboard layout) + Cleanups
    Extended ZIP+M3U Disk Control
    Fix model change not triggering geometry change with borders disabled
    PSL1GHT: Add build



Frodo


    Disable compilation of CmdPipe.cpp on libretro
    Add safeguard in case of thead allocation failure
    Resync libco
    Add logging
    3DS: Add build
    PSP: Add build
    Vita: Add build
    QNX: Add build
    QNX: Fix cmdpipe
    Exclude cmdpipe on PSP1 and Vita
    Don’t use sigaction on PSP1 and Vita
    Don’t use chdir and getcwd on PSP1 and Vita
    Change pulsehandler not to use signals on libretro



Quasi88


    Fix declaration of INLINE on Android
    Support for big-endian Linux
    Switch from ad-hoc endianness to retro_endianness



Nestopia

    Fix scratchy audio in Super Mario Bros. 3 and others


Uzem


    3DS: Render at half-width
    PSP: Render at half-width
    Android: Fix build
    Gamecube: Add build
    PSL1GHT: Add build
    WiiU: Add build
    Big-endian support
    avr8: Fix initial memory cleaning –
    Current code zeores-out only part of intended array
    Disable av8::idle on libretro –
    It’s not used by libretro
    Disable recording code on libretro –
    It’s not used by retroarch but it links with popen that is not
    available on many of retroarch platforms
    Support compilation with g++ 4.6



GME


    Gamecube: Add build
    Wii: Add build
    WiiU: Add build
    PSP1: Add build
    Vita: Add build
    Use retro_endianness.h instead of ad-hoc endianness defines



Cap32 / Caprice


    Fix video glitch on big-endian
    Replace ad-hoc MSB_FIRST with retro_endianness.h
    QNX: Fix build
    PSL1GHT: Add build



CrocoDS


    PSL1GHT: Add build
    WiiU: Add build
    Wii: Add build
    Gamecube: Add build
    Filter-out identical calls to SET_GEOMETRY
    Fix disk-reading routines on big-endian –
    Current approach of swapping after reading/before writing is sound
    in theory but in current codebase it’s difficult to track and leads easily
    to double-swaps. Just swap the values right before use and at assignment
    Optimize byteswap
    Fix big-endian video rendering
    Disk endianness fix
    Fix arguments to ReadPort/WritePort –
    Passing 32-bit value instead of 16-bit has undefined results. It works
    on some platforms and fails on other. Fix it properly
    Support big-endian systems
    Use retro_endianness instead of SDL_BYTEORDER
    PSP: Add build
    Vita: Add build



blueMSX


    Remove leftover endiannness defines
    Fix arguments for coinDeviceCreate –
    Argument mismatch is fatal on emscripten
    PSL1GHT: Add build
    Fix non-smooth scrolling in PAL 50Hz



meowPC98


    Move from adhoc endianness to retro_endianness
    PSP and Vita fixes
    QNX: Add build
    PSL1GHT: Add build



NP2Kai

    Latest updates from upstream


Bk Emulator


    Wii: Add build
    Gamecube: Add build
    Use unsigned int instead of uint –
    For mingw compatibility
    PSL1GHT: Add build



FUSE

    Emscripten fixes


Lutro


    Vita: Fix build
    QNX: Add build



PX68k


    Vita: Add build
    QNX: Add build



Craft


    Emscripten: Fix build
    Fix path to auth database.
    Current path ends up in current working dir which might be anywhere,
    unwritable or not even exist as a concept.
    Don’t attempt to run main loop after failure.
    It only clouds what errors have occurred
    Android: Now goes ingame and no longer crashes at startup, doesn’t render blocks yet though



Mr. Boom


    QNX: Add build
    Emscripten: Fix build
    support big-endian linux
    PSL1GHT: Add build



Xmil


    Android: Fix compilation
    Wii: Add build
    Gamecube: Add build
    Add big-endian support
    PSL1GHT: Add build
    Add iOS arm64 build support
    PSP1 scaling messes when source is larger than psp horizontal resolution,
    hence render at quarter resolution
    PSP: Add build
    Fix QVGA support: Code for rendering at quarter of resolution is broken for libretro files
    altogether as it was never really implemented.

    Highres QVGA rendering forgot horizontal offset resulting in single-color lines,
    fix it as well
    Vita: Add build
    QNX: Add build



Atari800


    Support big-endian linux
    PSP: Fixes
    config: don’t use unaligned access on RISC –
    configure.ac enables it only on x86 and m68k. Mirror it in our manual config
    Use frame counter instead of real clock



SMS Plus GX


    Allow enabling or disabling FM sound (YM2413)
    Prevent potential crash and cleanup –
    – set max geometry height to 240
    – remove some unnecessary functions and variables
    – move some callbacks from retro_init to retro_load_game
    Add core option (Remove Border) –
    – removes left border (overscan). Works on SMS only.
    – General video renderer cleanups
    Add core options for region and hardware type overrides
    Add proper support for PAL content –
    – timing/region is detected using internal database
    – fix to rom names on rom info log
    Improve performance when using NTSC filters –
    – Removes Sony decoder core options
    – Removes doubling of height when using NTSC filters
    – Use standard integers where applicable
    Allow core to safely close when a required bios is not found –
    – For coleco rom content, it requires the colero bios to exists. So if none is found,
    just allow core to safely exit. SMS roms does not require bios to be playable, so no check is necessary for it.
    Add support for colecovision roms (Experimental)



RACE

    Fix input mapping typo


TGB Dual

    3DS: Update target


FreeIntv


    Fixes graphics issues – Intellivania not working on emulator
    Correctly detect MTE Test Cart
    Fixes #40 – Intellicart roms w/o A8 –
    Detects Intellicart roms using a different method for files that don’t begin with 0xA8
    Expose RAM for Retroachievements
    OSD, Keyboard keypad controls –
    keys 0-9 as expected. [ and ] replace C and E
    OSD updated, real messages replace cryptic “colored pixel” loading error feedback



TyrQuake


    3DS: Fix build
    PSL1GHT: Add build



LRMAME


    Update to 0.220
    add 4-way joystick simulation option
    Correct 4way support



Theodore


    PS2: Add build
    Auto load BASIC 1 cartridge instead of BASIC 128 cartridge on TO7/70
    Add virtual keyboard transparency option
    Add TO8/9 keyboard
    Update TO8 keyboard image and add TO7&TO7/70 virtual keyboards
    Add virtual keyboards for all models
    First version of on-screen virtual keyboard



gpSP

    Fix cheevos support


Más info aquí

Saludos.
RetroArch 1.8.8

    AUDIO/JACK: Fix regression introduced after 1.8.4 – would hang at startup
    CHEEVOS: Disable hardcore when cheats are enabled
    CHD: Return false when special track cannot be found
    DISCORD/MATCHMAKING: Fix Discord ‘Ask To Join’ functionality
    FILE PATH: Various file path handling optimisations
    FONT: Fix Arabic, Chinese and Korean font rendering
    INPUT MAPPING/REMAPPING: Restore broken ‘reset to default’ functionality with RetroPad ‘start’ button
    INPUT MAPPING/REMAPPING: Fix ‘reset to default’ action for analog sticks and undefined core inputs
    LIBRETRO: Add new message extension allowing for richer messages
    LOCALIZATION: Update Arabic translation
    LOCALIZATION: Update Chinese (Simplified) translation
    LOCALIZATION: Update Chinese (Traditional) translation
    LOCALIZATION: Update German translation
    LOCALIZATION: Update Greek translation
    LOCALIZATION: Update Spanish translation
    LOCALIZATION: Update French translation
    LOCALIZATION: Update Italian translation
    LOCALIZATION: Update Japanese translation
    LOCALIZATION: Update Korean translation
    LOCALIZATION: Update Dutch translation
    LOCALIZATION: Update Polish translation
    LOCALIZATION: Update Portuguese Brazilian translation
    LOCALIZATION: Update Russian translation
    LOCALIZATION: Update Turkish translation
    LOCALIZATION: Update Vietnamese translation
    LOCALIZATION: Add Slovak translation
    MENU: Small buffer optimizations
    MENU/THUMBNAILS/BUGFIX: Fix heap-use-after-free error
    MENU/OZONE: Add option to sort playlists after name truncation
    MENU/OZONE/ANDROIDTV: Default to Ozone menu driver
    MENU/OZONE/ANDROID: Gamepad-like devices default to Ozone now (Shield Portable)
    NETPLAY: Lower announcement rate
    OVERLAYS: Fix memory leak when loading overlays
    SHADER PRESETS: Improved shader preset dirs
    TIME/DATE: Enable configuration of date seperator in clock and runtime ‘last played’ displays
    VITA: Fix upside-down vertical games
    UWP: Enable playlist and savefile compression by default (because of slow file I/O)
    VIDEO/WIDGETS: Fix overlapping text when simultaneous pop-up notifications and core/shader messages are being displayed
    WIIU: Gamepad hotplugging support
    WIIU: Theoretical multi-gamepad support
    X11: Fix crash in x11_display_server_get_screen_orientation
    X11/XSHM: Allow X11/XHSM video driver to operate without SHM extension
    X11/XSHM: Fix compatibility with X11 input driver
    XVIDEO: Fix keyboard input initialization
    XVIDEO/XWAYLAND: Fix XVideo support on xwayland (by supporting I420 and YZ12)


Más info aquí
Actualizadas las bios de archive.org

- Añadida unibios 3.3 para NeoCD

- Añadidas bios alternativas X68000

-Añadidas bios CDTV y Amiga 4000 para P-UAE

- Cambiada bios Dreamcast por versión jc-bootROM-devkit la cual tiene mejoras y añadidos respecto a la original.

- Añadidas algunas bios más para hacer el pack compatible con Bizhawk.

- Separadas las bios de mame 2003plus reduciendo el tamaño del pack un 75%

Lamento el bombardeo, pero hoy ha salido todo de golpe.

Saludos.
Mejoras en el actualizador de cores para la siguiente versión:

Saldrá la licencia del core, podrás agrupar por cores experimentales, te mostrará los que tienes instalados y te permitirá poder borrarlos.

https://twitter.com/libretro/status/1266159539356872704

Saludos.
Buenas

Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).

La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.
Creo que el WHDLOADER ya no hace falta ahora, no sea eso...quítalo y prueba.
John3d escribió:Buenas

Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).

La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.


En que formato tienes los juegos?

EL core ha tenido muchos cambios.
DJ Deu escribió:
John3d escribió:Buenas

Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).

La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.


En que formato tienes los juegos?

EL core ha tenido muchos cambios.

Están en formato lha.
El formato lha yo no lo utilizo, lo tengo todo en hdf creo...
DJ Deu escribió:
John3d escribió:Buenas

Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).

La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.


En que formato tienes los juegos?

EL core ha tenido muchos cambios.


He trasteado un poco y he visto que no me carga los juegos cuando tengo los lha comprimidos en un archivo zip, si tengo los juegos como lha si que va bien. Pero yo diria que antes tambien me los cogia comprimidos.
John3d escribió:
DJ Deu escribió:
John3d escribió:Buenas

Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).

La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.


En que formato tienes los juegos?

EL core ha tenido muchos cambios.


He trasteado un poco y he visto que no me carga los juegos cuando tengo los lha comprimidos en un archivo zip, si tengo los juegos como lha si que va bien. Pero yo diria que antes tambien me los cogia comprimidos.


Me puse a mirar y tampoco me cargaban los lha, espero que sea algo puntual.
Actualización pack de bios

    Añadidas bios restantes Vice.

    Añadidas bios restantes FinalBurn Neo.

    Añadidas bios restantes 3DO

    Añadidas bios y archivos para DOSBOX

    Añadido Squirreljme.scq (JavaME Emulator)

    Añadidas Bios Elektronika BK

    Añadidos archivos faltantes ScummVM



Para hacer el 100% de las bios de RetroArch me faltan 2 bios del emulador de PalmOS "palmos52-en-t3.rom" y "palmos60-en-t3.rom" que me cuesta horrores de encontrar, si alguien dispone de ellas MP por favor.

También me quedan algunas bios raras de NeoGeo CD, aunque con las que hay funciona todo al 100%.

Si quereis saber las bios que faltan, cargais un core y en la pestaña información, puedes consultar la información del core donde te detalla las bios que necesita, formatos que carga y varios detalles más.

Saludos.
@DJ Deu vaya currada que te pegas, eternamente agradecidos estamos [tadoramo]
¿Alguien sabe cual sería la mejor versión para snapdragon 855+? En la que tengo ahora a veces se me cuelgan los savestates al cargarlos en el bettle psx hw y me ha fastidiado una buena colección de cartas que llevaba en el ffviii [+risas]
Los hombres no usan savestates.
En el FF8 puedes conseguir todas las cartas finales en el disco 4 aunque es difícil (mucho cargar si pierdes)
Los states no tienen tanta seguridad digamos,
se pueden corromper y no sé sobre bettle,
epsxe comprime los states, proceso que también por grabar rápido 2 veces podría alterar un save state. No me ha pasado ahí pero si cosas raras en otros.
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