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.

 

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/