Lakka 2.1 Stable release

The Lakka team released their latest stable build marked as version 2.1.

What is new? From their blog post:

 

After 6 month of intense development and bugfixes, the team is proud to announce the stable release of Lakka 2.1!

This release is a huge step forward in many aspects: UI, emulator cores, and supported hardware.

Changelog

  • Merged LibreELEC 8.2 stable
    • Kernel updates for PC, RPi and more
    • New wifi drivers and fixes
    • Samba 4
    • RPi firmware updates
    • Switch back to OpenSSL
  • RetroArch updated to 1.6.9
    • Updated cores to latest upstream versions
    • Updated shaders (clearly improved compability on some graphic cards)
    • Completely new game engine by Rob Loach: ChaiLove
    • Kiosk mode: Enabling the kiosk mode will prevent users to access the settings. You can setup a password to disable the kiosk mode. This work is provided by Brunnis.
    • Updated game database and metadata
    • Updated joypad autoconfigs
    • More beautiful animated background, we are now using additive blending to make the ribbon shine
    • Icon sets more complete
    • Font selection fix, useful to set a font that supports simplified Chinese
    • Record config selection fix, it will make it easier to use recording and streaming from the interface
    • Simplified netplay menu, we removed the old netplay menu from the main menu
    • Updated translations
    • Scanner fixes, scanning for Gamecube CDs
    • Favorites ROMs tab
    • Parallel-N64 (Nintendo 64) with multithreaded Angrylion
    • Completely new cores:
      • Citra – Nintendo 3DS (only PC 64-bit image)
      • Dolphin – Nintendo GameCube / Wii (all images)
      • OpenLara – Tomb Raider (all images
      • Redream – Sega Dreamcast (all images)
      • MeowPC98 – PC98 (all images)
      • MelonDS – Nintendo DS (all images)
      • SameBoy – Nintendo Game Boy/Game Boy Color (all images)
      • MAME2003-Midway (all images)
      • px68k – Portable SHARP X68000 (all images)
  • Support for S812 Amlogic TV Boxes (thanks to Ntemis)
  • Fix for the boot arguments of Odroid-XU3/4 (thanks to gouchi)
  • HDMI audio fixes on WeTek Play 2
  • Ability to use the Raspberry Pi as a Wi-Fi access point (thanks to duduke)
  • Audio support for the RGB-Pi SCART adapter (thanks to the Recalbox team for the donation of this adapter, and to vik for the donation of a CRT screen)
  • Support for twin joypads like the Xin Mo
  • New Rockchip based boards: ASUS TinkerBoard, MiQi, ROCK64
  • Allwinner images: We now have completely new builds for Allwinner boards, based on the mainline kernel and u-boot. With this new project, we can support many new boards with very little efforts. Being based on a recent kernel increase compatibility with newer joypads and dongles. These new images will replace the a10, a20, H3 and Bananapi images.
  • OdroidXU4 update: A kernel and u-boot update fixes the eMMC boot, improves TV detection and adds more resolutions. Special thanks to Hardkernel for gifting an XU4 device and the new eMMC modules.
  • U-boot on Rockchip and Allwinner updated to 2017.11 stable
  • Netcat packaged, useful to use network commands in RetroArch
  • Sixpair packaged
  • Kernel highlights:
    • Rockchip images: 4.4.99 LTS
    • Allwinner images: 4.14 LTS
    • More gamepad modules enabled
    • Real time kernel for PC and RPi, should reduce input lag
    • Performance governor for PC and RPi, should stabilize framerate

Known issues

  • DualShock 4 input bugs on some controllers
  • Keyboard input bug on Parallel-N64 on PC
  • Parallel-N64 crashes on PC 32bit
  • Animated background and audio issues in Shared Context mode (with Dolphin)
  • Typing Wi-Fi password with a keyboard on RPi is broken, use a joypad instead

Installing or upgrading

You can upgrade from Lakka 2.0 or 2.1 by dropping the img.gz into the Update folder and rebooting.

Except for the new Allwinner and S802 and S812 images, where you will have to do a manual upgrade.

RetroArch Roadmap for v1.7.0 and beyond

The latest news the RetroArch team shared on their blog is about some behind the scenes development and a brief roadmap status. Interesting also what kind of new platform the intend to support  (NES and SNES Classic, yeah) in the close future.

From their blog post:

Compatibility with OpenGL 1.x

From its inception, RetroArch’s OpenGL driver has targeted OpenGL 2.0 and/or later. There are a lot of people on ageing computers that don’t have a GL 2.x compliant driver. We have been putting a lot of work into modularizing the renderchain code, splitting it up from the main GL driver into their own files. This will pave the road towards a basic OpenGL 1.x renderchain which should at least work with OpenGL 1.3 and up. We might be able to target even lower versions later on, but time will tell.

Certain features this GL 1.x renderchain will not have:
* FBO support. FBOs wasn’t a thing with OpenGL until at least version 2.0 (not counting extensions). This also means no libretro GL support, so don’t expect hardware rendered cores with OpenGL 1.x.
* Shaders. Again, this is tied back to a couple of factors, one of them being the lack of FBO support which makes multi-pass shaders impossible to implement. But also, shaders are impossible in general for this 1.x mode. GL 1.x did not yet have shader support. Shaders didn’t become a thing until GL 2.x. GLSL/Cg/HLSL did not exist yet at this time and the entire rendering pipeline was fixed-function.
* There will be no fast framebuffer readback paths (in so far as that stuff is actually ‘fast’ with GL to begin with). No PBO support, which wasn’t a thing back in GL 1.x days. So expect slow screenshot taking and/or recording.
* VAOs (Vertex Array Object) and VBOs (Vertex Buffer Object) weren’t yet a thing until GL 3.x and GL 2.x respectively.

We have no idea yet when this will start working. The main issue is testing it on ancient GPUs that only have GL 1.x drivers.

Xbox OG/Xbox 360

For a long time, the Xbox OG and 360 versions of RetroArch and cores have been de-listed. This had several technical reasons, one of which being that it was a big maintenance burden and struggle to keep having to update all the separate Visual Studio solution files for these platforms. For all other platforms, we build cores using a universal Makefile, which typically contains one file (called Makefile.common) which conditionally defines which files are to be compiled in. By having to maintain some separate solution file, we need to update two files instead of one, and worse, having to start IDEs in order to edit them (or even worse), having to manually edit them with a text editor, which can tend to be error prone on top.

In order to do away with these issues, we have now reverse-engineered how we can still have a Makefile target for MSVC that uses MS’ compilers/linkers/assemblers from within the confines of a Makefile-based solution. Note that this solution does not depend on Microsoft’s nmake and uses plain make.

Now that we have accomplished being able to compile and link cores with MSVC without any MSVC solution file, we now feel the time is right to start reintroducing the Xbox OG and 360 ports.

The Xbox port work also feeds into several other things we have been working on concurrently, such as :

  • Better Direct3D support. Xbox OG will need Direct3D 8, whereas Xbox 360 needs Direct3D 9 + HLSL.
  • The latest compiler that can be used for Xbox OG is Visual Studio 2003, whereas for Xbox 360 this is Visual Studio 2010 (right now). To this end, we have updated a lot of core Makefiles to include targets for these platforms, and not just for the Xbox platforms, but PC as well.

Direct3D work – supporting more versions, etc.

In the past, we have had two separate Direct3D drivers – one for XDK (shorthand for Xbox platforms), and one for PC (Direct3D9-based). Because we intend on supporting the Xbox platforms again, we no longer want the maintenance burden of having two video drivers that essentially are similar in lots of ways. To this end, we have started modularizing the Direct3D driver so that multiple backends are possible to be implemented.

Not only is it possible to have a Direct 3D 8 / 9 codepath, but it is also possible to have separate renderchains. For instance, the Xbox 360 will be able to use the HLSL renderchain, whereas on PC the user has the option to choose between Cg (which would use the Cg renderchain), and/or HLSL (which would use the HLSL renderchain).

We also intend for there to be a fallback path to Direct 3D 8 in case your GPU and its drivers do not support Direct 3D 9 for whatever reason. Backwards compatibility is very important to us and it’s increasingly getting harder to keep supporting all of these various versions in one single codebase. These are unique challenges to which there is often not a clear-cut solution, so we have to improvise a little on the fly and do unconventional things in order to make this happen.

Windows 95

Brad Parker likes extending backwards compatibility of RetroArch to older versions of Windows, and this in turn makes our codebase more flexible so that we can keep the Xbox OG and 360 ports alive.

People might mistake this for taking up resources and time that could be better spent elsewhere, but the opposite is true – by setting up the foundation in our codebase just once, it will be automated and take care of itself from that point on. Also, there is lots of overlap between platforms. For instance,
the latest compiler that can still churn out binaries for Windows 95 is Visual Studio 2003. This incidentally happens to be the last compiler that can create binaries for Xbox OG. So already here we have overlap whenever we need to make a core compatible with MSVC 2003 and we have to create the necessary Makefile targets for it.

For Windows 95, we are thinking of defaulting to the GDI video driver instead of Direct3D since we assume that the kind of machines running Windows 95 typically would not have either a video driver with Direct 3D 9 support or a GPU that supports it to begin with. Windows 95 still supported DirectX so we should be able to default to ‘DirectInput’ as the input driver. Windows NT 3.5 will pose more of a problem here though – back then, NT did not have any DirectX support at all, so a DirectInput driver is not possible and we lack any other input driver that we could use. Windows Raw Input driver cannot work on this ancient NT version. We are not sure yet what approach we will take there.

Nevertheless, Windows 95 will be first out of the starting gates.

New hardware platforms we intend to support

We have obtained some new hardware over the past few months:

  1. NES/SNES Classic
  2. GCW Zero
  3. SteamLink

It is our intention to have this be part of our main release schedule in future releases. We understand that for a system like SNES Classic, a different approach will be required vs. just the usual ‘full fat’ version of RetroArch that people have grown accustomed to, and we will certainly be taking a long hard look at RetroArch Clover for inspiration on what we will do. Our first approach is likely going to be something similar to RetroArch Clover that ultimately piggybacks off Hakchi and which complements the main UI of the platform rather than trying to replace it.

RetroArch 1.6.9 released

RetroArch released their latest version 1.6.9. Download your copy from here.

From their blog post:

General changelog

– Audio: Fix the Audio DSP picker
– CHEEVOS: Add support for Atari Lynx cheevos.
– CHEEVOS: Add support for RetroAchievements Leaderboards.
– GUI: (MaterialUI) Fix crash that happened on context reset with Vulkan.
– GUI: (MaterialUI) Skip querying and drawing items that are not visible; Cache content height and bbox calculation.
– GUI: (MaterialUI) Fix entry box highlight calculation.
– GUI: (XMB) Skip drawing the fading list when it is already transparent. Optimization.
– GUI: (XMB) Comment out visible item calculation in xmb_draw_items().
– GUI: (RGUI) Prevent crashes when using a non-English language reliant on UTF8.
– GUI: Add menu option for OSD background color.
– GUI: Add menu option for OSD text color.
– GUI: Add menu option to remove frame count from OSD.
– GUI: Allow wraparound of int/float settings when pressing the left key
– INPUT/LIBRETRO: Add support for more mouse buttons (buttons 4/5)
– INPUT/LIBRETRO: Add support for analog buttons
– INPUT: Always show the controls menu even if descriptors are not set
– INPUT: Fix input descriptors not being set on cores that don’t implement the controllers interface
– INPUT: Apply descriptors only for the amount of cores the core supports
– INPUT: Implement keyboard to gamepad input remapping (limited to one gamepad device for now)
– INPUT: Fix absolute mouse move handling on the winraw driver
– INPUT: Ignore keyboard input if window is not active on udev driver
– INPUT: Sanitize the filenames of autoconfig profiles before saving
– LOBBIES: Fix crash on navigating left / right from the lobby menu
– LOCALIZATION: Update Dutch translation
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Russian translation.
– LINUX/ARMHF: Set buildbot updater URL to armhf location instead of blank string
– LINUX/PI: Broadcom VC4: Add Videocore config option
– LINUX/UDEV: Fix – RetroArch reads keyboard input when not focused with the udev input driver.
– NETPLAY: Fix disconnection not fully deinitializing Netplay.
– NETPLAY: Fix lan rooms when there is more than one room
– NETPLAY: Fix lan rooms on systems where all addresses are treated as IPv6
– COMMON: Fix clear/free loop conditionals in playlists.
– WINDOWS/GDI: Fix flickering of text.
– WINDOWS/GDI: Fix graphics corruption on Windows 98
– WINDOWS/GDI: Allow compiling without DirectInput8 for NT support
– WINDOWS/WGL: Try to use wglSwapLayerBuffers instead of SwapBuffers if possible (for more optimal performance).
– WINDOWS: Fix menubar text corruption on Japanese locale systems
– WINDOWS: Support Unicode file I/O (can now display CJK characters in file browser for example).
– WINDOWS: Support Windows 95, NT3.51, NT4
– WINDOWS: add Makefile.griffin targets for msvc6,2003,2005,2010,2012,2013
– WII: Use custom, embedded libogc SDK.
– WIIU: Initial touchscreen support for WiiU gamepad.
– WIIU: Add Cheevos support.
– SCANNER: Fix archive scanning.
– SCANNER: Support CHD files.
– SCANNER: Support Gamecube ISO scanning.
– SCANNER: Use primary data track of disc images for CRC lookups rather than cue files. This is slower but finds matches more reliably, and is necessary for CHD files to work at all. Update your databases!
– SCANNER: Fall back on looking inside archives when matching MAME/FBA content (most recent cores only). If you had difficulty with content being detected before, you may have better luck now. Update your databases and core info!

Highlights

Scanner system supports more formats

CHD and Gamecube ISO files can now be scanned. A lot of libretro cores have gained the ability to use CHD image files, some of them being all the Mednafen-derived cores (also known as Beetle cores). There is also a new fallback used for scanning MAME/FBA content which looks inside an archive for matching files. If you had trouble having the scanner detect your content before, you might be more usccessful now.

Retro Achievements – Leaderboard support

Unicode support for Windows users

Unicode is now supported for file I/O (Input/Output). What this means, is that game content that uses CJK characters and/or other non-ASCII characters can now be read by RetroArch. These files will also show up from within the filebrowser. Useful for our Japanese users.

NOTE: MaterialUI (the default UI on Android) might still exhibit issues displaying Japanese on Android. This is due to a font renderer that will need to be improved in a future version in order to display these extra characters properly.

Kiosk Mode and more


You can now tailor RetroArch’s UI even more to your own personal preferences. You can choose which submenus to hide, and which to show.

There’s also a special mode called ‘Kiosk Mode’. When enabled, you won’t be able to access any settings, and/or install/upgrade any cores. The guy who implemented this feature likely intended it as a parental control feature to make sure that kids don’t get to mess with any of the internal settings by accident that could end up breaking something. There’s also a password lock you can enable so that any access to settings can still be curtailed.

See the PDF article here for a more detailed breakdown of Kiosk Mode –

https://github.com/libretro/RetroArch/files/1320429/RetroArch.Kiosk.Mode.v4.pdf

Input enhancements


The libretro API has been enhanced by David Walters in the following ways:

  • Button input was previously all-digital, now button input can be analog as well. As a proof of concept, this has already been implemented for the Beetle Saturn core. Analog triggers now work as expected. This feature will be necessary for future systems like PlayStation2, where each face button on the gamepad was an analogue button.
  • Mouse buttons 4 and 5 were added. A proof of concept has already been implemented for Beetle Saturn. The mouse on the Sega Saturn had at least 5 buttons instead of the PlayStation mouse’s 2.


Mouse support and lightgun support has also been added to Beetle PSX, a much-requested feature. There are also some proposals on how to improve lightgun support in libretro so that it is more conducive to non-mouse based lightgun solutions. As ever, additions to the libretro API have to be backwards compatible and they should not break ABI, so that existing frontends will not be adversely affected but at the same time new frontends can reap the benefits of these new features all the same.

What’s coming next for RetroArch

We will have a separate blog post on this soon.

In the meantime, check out the addendum to this post –

https://www.libretro.com/index.php/core-updates-since-last-release/

This details all of the changes to the cores that have happened since the last release.

Lakka 2.1 RC6 released with new Allwinner and Rockchip images and Kiosk mode

The Lakka team just released the newest release candidate for version 2.1 including support for the Allwinner boards and boards with Rockchip. Also very interesting feature is the new kiosk mode, which prevents users from changing settings. From their blog post:

Lakka 2.1 RC6 is available for download. It’s a very important update that brings support for a lot of new boards and fixes many compatibility issues.

You can download the builds from http://le.builds.lakka.tv

Changelog

  • Allwinner images: We now have completely new builds for Allwinner boards, based on the mainline kernel and u-boot. With this new project, we can support many new boards with very little efforts. Being based on a recent kernel increase compatibility with newer joypads and dongles. These new images will replace the a10, a20, H3 and Bananapi images.
  • OdroidXU4 update: A kernel and u-boot update fixes the eMMC boot. It also improves TV detection and adds more resolutions. Special thanks to Hardkernel for gifting an XU4 and the new eMMC modules.
  • Kiosk mode: Enabling the kiosk mode will prevent users to access the settings. You can setup a password to disable the kiosk mode. This work is provided by Brunnis.
  • New Rockchip Images for the Tinkerboard, ROCK64 and MiQi boards, using the latest 4.4.96 LTS kernel and mainline 2017.11 u-boot, provided by Ntemis. With future plans to switch to mainline v4.14 LTS.
  • Parallel-N64 emulator with multithreaded Angrylion.
  • Scanning for Gamecube CDs.
  • Minor UI fixes.
  • Core updates.

Known issues

  • DualShock 4 input bugs on some controllers
  • Keyboard input bug on Parallel-N64 on PC
  • Parallel-N64 crashes on PC 32bit
  • Animated background and audio issues in Shared Context mode (with Dolphin)
  • Typing Wi-Fi password with a keyboard on RPi is broken, use a joypad instead

Future plans

  • An Allwinner 64bit project

Installing or upgrading

You can upgrade from Lakka 2.0 or 2.1 by dropping the img.gz into the Update folder and rebooting.

RetroArch: Mr. Boom released

One of my favorite games of the 90s was just released in a new version: Mr. Boom is a Bomberman clon, integrated into RetroArch as a dedicated core.

The core supports multiplayer with up to 8 players including netplay.

Worth giving it a try.  See animations below.

And these are the steps required too install (or update) and play Mr. Boom:

  • Select “Online Updater”
  • Select “Core Updater”
  • Select “Mr. Boom (Bomberman)
  • wait until the core got downloaded and installed by Retroarch
  • Go back to the root menu
  • Select “Load Core”
  • Select “Mr. Boom (Bomberman)”
  • Select “Start Core” and play

Have fun.

RetroArch Snap Packages Now Available

Good news for users using Snap packages: RetroArch snap packages are now also available.

If you got a snap package manager installed, you can get the package directly from here:

https://uappexplorer.com/snap/ubuntu/retroarch

Or Ubuntu (or any of its derived desktops) users just need to search for RetroArch within the software store.

If you like to know more about Snap packages, this is a good site to start from: https://snapcraft.io.

Source:  https://www.libretro.com/index.php/retroarch-snap-packages-now-available/

RetroArch 1.6.7 -Released

RetroArch 1.6.7 just got released as a bugfix version to 1.6.6 which just got released the other day.

What changed? Here are the highlights:

  • Complete overhaul of the mobile User Interface! (MaterialUI)
  • Nintendo 3DS regression fix – all cores were running slower: This is actually the main reason why v1.6.7 was released so quickly

And this is the general changelog from 1.6.7

  • SCANNER: Fix directory scanning.
  •   CANNER: Fix file scanning.
  • COMMON: Fix ‘Disk Image Append’ option.
  •   REEBSD: Compatibility fixes for Video4Linux2 camera driver.
  •   UI: (MaterialUI) Add disk image append icons.
  •   UI: (MaterialUI) Improve word wrapping when menu icons are enabled.
  •   UI: (MaterialUI) Add User Interface -> Appearance -> Menu Icons Enable. You can turn on/off the icons on the lefthand side of the menu entries.
  • GUI: Performance optimizations for XMB menu driver – only calculates visible items.
  • LOCALIZATION: Update Italian translation.

In v 1.6.6 and 1.6.7  many cores got updated including

  • Snes9x 2005
  • Genesis Plus GX
  • Parallel N64
  • P-UAE
  • Beetle PSX
  • Beetle PC Engine Fast
  • Beetle PC-FX
  • Beetle Saturn
  • Beetle SuperGrafx
  • Final Burn Alpha
  • ProSystem

Get more details from here.

RetroArch 1.6.4 got just released

Wow, feels like RetroArch 1.6.3 was  just released the other day, the team behind it released today the next version 1.6.4 with quite a few interesting highlights:

  • Windows 98 SE/2000/Millennium Edition version – now with 29 cores (I will test this it out pretty soon and provide feedback on it)
  • RetroArch PlayStation3 version is getting nightlies
  • Citra/OpenLara/Dolphin cores can now be easily used
  • Deleting cores
  • Configuration changes

Also the cores got many updates; here was has changed since the last version:

  • r-type fixed Beetle NGP‘s longstanding bugs with big-endian architecture, which should allow that core to control properly on those architectures. He also fixed compilation of the atari800 and Hatari cores on Wii U and fixed some issues with the cap32 core on that platform.
  • Twinaphex and r5 continued overhauling Beetle PSX HW‘s OpenGL renderer, doing much behind-the-scenes work that isn’t particularly visible to end-users but should improve stability and lay the groundwork for future improvements.
  • Twinaphex also added MSVC2005 solutions for many cores, making them compatible with our Win98 port of RetroArch.
  • bparker fixed some memory and GL issues with the Craft Minecraft clone core, which should correct an issue where the core was crashing at launch for some people.
  • markwkidd backported C-based MIPS3 support to MAME2003, which gets Killer Instinct and Killer Instinct 2 working with this core. Without a MIPS dynarec, they’re too demanding for most ARM devices, unfortunately (Killer Instinct 1 is not quite full speed on my Shield ATV, while Killer Instinct 2 is pretty far from full speed; Raspberry Pi is, of course, not even close), but they should work fine on x86 and x86_64 devices.
  • Bounty hunter rtissera added CHD support to Beetle Saturn and Beetle PC Engine Fast – with plans to add support for this format to several other disc-based cores in the near future–and hooked up support for the Saturn’s 3D pad. He also fixed an issue with MAME 2003 with Midway DCS games that would lead to audio issues at set intervals. This should fix the sound in Mortal Kombat 1/2/3/Ultimate, NBA Jam, Total Carnage, etc. other games.
  • casdevel, another active bounty hunter, fixed mouse input in Desmume libretro.
  • albertofustinoni submitted changes for a variety of cores to make them compatible with his RetriX UWP libretro frontend, which is compatible with Windows 10, Windows Phone and Xbox One developer mode.
  • orbea committed some buildfixes for the early work-in-progress Basilisk2 core.
  • yoshisuga continued adding build targets for iOS ARM64 in various cores.
  • hunterk did the mind-numbing work of bisecting and correcting a regression in Snes9x Libretro that apparently broke the game Phalanx back in May.
  • psyke83 fixed a crash with Tyrquake that could happpen on Raspberry Pi-based devices (e..g. Retropie).
  • Citra / OpenLara / Dolphin will now work without having to explicitly enable ‘Shared Hardware Context’ in RetroArch.

Read their blog post here and grab the latest version from here.

 

RetroArch 1.6.3 is out

Libretro announced on their blog the release of the next version of RetroArch which is v1.6.3. To get the newest release go over to this page.

From their “General changelog” this is what changed:

IOS: Fix GL regression – 32bit color format cores were no longer rendering
CHEEVOS: Add support for N64 cheevos and other small fixes.
CHEEVOS: Add ‘Achievements -> Achievements Verbose Mode’. Ability to display cheevos related messages in OSD, useful for RetroAchievements users.
AUDIO: Audio mixer’s volume can now be independently increased/decreased, and muted.
AUDIO: Mute now no longer disables/enables audio but instead properly mutes the audio volume. Mute is also independent from the audio mixer volume.
INPUT: Add mouse index selection; ability now to select between different mice
INPUT: Fix ‘All Users Control Menu’ setting
LINUX: Add a tinyalsa audio driver. Doesn’t require asoundlib, should be self-contained and lower-level.
LOBBIES: Announce the RetroArch version too
LOCALIZATION: Add Traditional Chinese translation
LOCALIZATION: Update French translation
LOCALIZATION: Update Italian translation
LOCALIZATION: Update Japanese translation
LOCALIZATION: Update Russian translation
MENU: Add ‘User Interface -> Views’. Ability to display/hide online updater and core updater options.
NETPLAY: Disconnecting one client shouldn’t cause everyone to disconnect anymore
NETWORK: SSL/TLS support, disabled by default
SCANNER: Fix PS1 game scanning
SCANNER: Move content list builder into scanner task with progress, fixes menu freeze with large playlists
SDL2: Fix ‘SDL2 driver does not see the hat on wired Xbox 360 controller”
SETTINGS: Fix regression ‘Custom Viewport is no longer overridable per-core or per-game’
VITA: Add cheevos support
VITA: Add support for external USB if mounted
WAYLAND: Fix menu mouse input
WII: Add support for single-port ‘PS1/PS2 to USB controller adapter’

There are many port specific changes too, which details you will find on their blog post.

 

Libretro cores progress report

A new blog entry from libretro with some interesting news:

This time it is mostly for people using powerful hardware, this includes CPU and GFX cards, to run their games on: Resolutions supported up to 16K! That should be enough details for everyone out there.

What does that mean exactly?

  • Dolphin supports now resolutions up to 12k, which is 12160×10032
  • OpenLara can run at 16K or with 16000×9000 pixels
  • Craft (Minecraft clone) also 16k; 16000×9000 pixels
RetroArch Dolphin Mario Sunshine 4k (Downscaled from 16K)

There is also news on a new software-based renderer Angrylion for the Nintendo 64 core, which is also target currently only at high-end CPU’s.

For further details and more impressive screenshots check out the libretro blog post:
https://www.libretro.com/index.php/cores-progress-report-catering-to-high-end-desktops-dolphin-libretro-core-and-others-now-supports-resolutions-of-8k-and-up/