That version number just hasn’t been updated in a really, really long time, but the core itself is not wildly behind. Nevertheless, there is an updated libretroization that sits on top of the latest upstream codebase, we just haven’t integrated it with our CI/build infrastructure yet. In the meantime, you can get builds from here: http://build.bot.nu/nightly/
Oh great. Thanks for the info! Maybe it was just me then…
Who owns/runs build.bot.nu by the way? Is it third-party or official? Regardless, I did try the nightly ScummVM core with a stable 1.1.11 version of Retroarch and it did not run. I’m assuming I need the nightly version of Retroarch, too?
I’ve also had problems with the keyboard input when typing in the ScummVM menu. For example, when I want to type special characters, like parentheses, it will type “9” and '0" instead. Kinda odd. Not an issue for the standalone ScummVM programs. Is there a way to fix this in the Retroarch core?
It’s owned/run by the guy who made the core, who is a fairly frequent contributor to RetroArch/libretro.
You shouldn’t need a nightly RetroArch. If it’s crashing for you, can you post a log?
Are you using ‘game focus mode’ (mapped to scroll lock by default)? That should forward all inputs directly to the core, untouched.
Ah, great. That’s good to know. So I’m running the Flatpak version of Retroarch, since it’s the most convenient way to run it for me right now. In case people don’t know, the Flatpak version is only compatible with the SDL2 input drivers on Linux, not udev, because the Flatpak specification basically breaks udev support I found out. Ugh… But anyway, that could be causing problems for some reason. I’m not sure…
So what I did last time was I unzipped the http://build.bot.nu/nightly/linux/x86_64/latest/scummvm_libretro.so.zip in ~/.var/app/org.libretro.RetroArch/config/retroarch/cores/
, ran Retroarch again, tried to load it, didn’t load (no Run core option showed up.) I even tried to use flatpak run org.libretro.RetroArch -L scummvm_libretro.so
, and it didn’t even start Retroarch. Didn’t even display any errors at all. Haha. So I’m not sure what is goin’ on there. I could retest with debugging/logging stuff if you like.
I have a specific issue that I think could potentially be easily resolved, that may be a feature request, or may be something we’re simply overlooking. It involves the DeSmuME core, and Metroid Prime Pinball. I created a topic on their official forum here for reference. We found out that the reason that the Wireless Mission table, Magmoor Caverns, wasn’t working was because the “enable wifi emulation” option wasn’t checked, but it works just fine when it is. If you don’t enable it, the game softlocks after pressing start to play the Single Player Practice mode. Now I knew going into that forum that they don’t support wifi, but the issue isn’t that I want to play wifi with other people, but instead access the table in single player practice mode. It’s an exclusive table that doesn’t appear in the main game, and the mode is unique too in that it isn’t a high score thing, but a time attack “get to 10k points as fast as possible” thing; It’s quite fun.
Over at RetroAchiements, dev MGNS8M is fairly close to finalizing a set for Metroid Prime Pinball. We would very much like to include achievements and potentially a leaderboard for this table, but in the current iteration of the DeSmuME core on RetroArch, we cannot figure out how to get it to work. Best we can tell, the “enable wifi” toggle available in the stand-alone emulator is omitted from the current core.
I understand that wifi isn’t really supported on DeSmuME, and I know the headache it would cause if you added the option into the core KNOWING people would assume that means “oh, wifi works now!” and then you’d get thousands of complaints on “why it isn’t working!?” If it’s at all possible, could you please make an exception check for Metroid Prime Pinball? The set is based on the European version so that’s the main priority, but enabling it for all 3 would be nice if those hashes ever get added to the retroachievements page. Even if you can’t update the core, but can somehow provide a custom config file or something that we could use and provide to the RetroAchievements community, that would be greatly appreciated.
Completely different thing, but I’m amazed not a single soul has requested an Aleph One core. More people should be interested in the Marathon trilogy (and its many fan campaigns); it’s a very interesting series! If it was a low-effort core to convert, I’d certainly have fun using it.
I don’t know, whether it was mentioned before, but OpenBOR would be a very nice core for libretro. Thx
Fire OS on the new Amazon Fire TV Cube (3rd gen.) now supports game mode for low latency gaming. Would love to see support added to the Fire OS build.
I would really appreciate it if the melon DS or desmume cores for the Nintendo DS can allow the games active ram to be read by outside programs. We’re trying to use a software to read the games active memory in real time and we’re trying to move on to the DS but unlike the game boy and game boy advance none of the DS cores allow the games ram to be read.
I’m not entirely sure a bug report/abruptly missing feature is related to this topic, but it seems appropriate?
On Retroarch 1.14.0. (aarch64) the latest swanstation core seems to have lost a menu option relating to slot one memory cards, namely how they should work. Slot two is still there, but slot one isn’t. The option used to be there, but evidently vanished at some point.
Apparently, a consequence of this is that Retroarch/swanstation has defaulted to original behavior, naming the cards/files after the game, and using Retroarch SRM filetype instead of Swanstation MCD filetype, but I would very much like to the option back. All my psx saves are in the swanstation mcd format. I can sort of work around this by copy/pasting the saves into the appropriate stand alone android Duckstation save directory, and they load fine, so I know the saves aren’t the problem.
Also the core can clearly still save and load mcd files as the slot two memory card option is still there and loads mcd files fine.
The option should be under core options/port settings, unless my memory is playing tricks on me.
In the config file swanstation.opt, the option is still there and set to what I last had it, but Retroarch/swanstation core is evidently ignoring it.
I can’t find the commit right now for some reason, but it was removed intentionally because it was causing memcard corruption, apparently.
Greetings. I’m new this site and am not really sure on how to compose or start a topic so this is the best I can do for now. From what I can tell you are an Admin so I’m hoping I can get this message across to you and this info might make it’s way through the proper channels. Long story short; I started using Swanstation a little while ago and through MUCH trial and error, google searching, and problem solving I got it working well. THE BIGGEST ISSUE was with the “in-game” save file option. I discovered that, if I used the .srm save file, my games would crash and the file would be erased. So I learned that when I used the .mcd save file, my games would NEVER crash. I was happy to have finally found the solution to why my games were crashing and erasing saved data. This is a big issue because now that option has been removed and my games are crashing again. Really frustrating. So basically I just don’t ever save in-game and instead only use save states; when I do that the game NEVER crashes. So PLEASE try to communicate this info to your team and either try to fix this problem with the .srm save file option or just give us back the option to use the .mcd save file. Thank you.
Someone please make a separate Nintendo Game & Watch libretro core using MAME’s emulation with support for RetroAchievements
Reasons for the port:
- The MAME core doesn’t work well for G&W. Trying to load a G&W rom crashes RA. You have to load an arcade rom first to get to the core options, disable softlists and enable alternate renderer to then be able to load the G&W roms.
- The required alternate renderer is extremely slow, you have to play at low resolution even on mid-high end PC hardware, while MAME standalone can play full resolution at full speed
- MAME core is missing RetroAchievements and other features
- The existing GW core is a simulator, not an emulator, is missing a majority of the G&W library, and visually looks much worse compared to MAME
- It’s Nintendo history with around 60 games.
Could putting in something that you can Choose what Save File you are going to use.
For Example - Uncharted Waters New Horizon has only 1 Save Slot but what Happens you want to use more then 1?
So you could choose what save file you want to use.
Is that Possible?
or Even make your own save thru Retroarch
Would be cool to see this open-source game engine to have a emulator core. Renpy apparently has been around since 2004.
i think with the current amount of great shaders , a core that could passthrough the image/video from another app/game/window would be pretty amazing nowadays , but if these is even possible …idk
I’ve thought and mentioned the same thing but it is one thing to port an existing emulator to libretro, and quite another to write something like this.
I honestly think something like shader glass turned up to 11 would be a better way to handle it.
I have an idea concerning patches, hd packs, etc. Currently retroarch uses the rom name as reference for savestates and patches (e.g ips).
But it would be cool to use the same rom as baseline, change the name in the playlist differently and just apply settings, patches on the name of the playlist (not the rom name)
Means, you have for instance Super Mario 64 in C:\
Entry in Playlist: Rompath: C:\Super Mario 64.z64 Rom name: Super Mario 64
this is the standard version. But if there is an hd pack, ips patch and different core settings, the reference should be the name and not the name of the rom in the rompath:
Entry in Playlist would look as follows Rompath: C:\Super Mario 64.z64 Rom name: Super Mario 64 Remaster
The ips patch would be Super Mario 64 Remaster.ips, the settings would be Super Mario 64 Remaster.opt. But both playlist entries would use the same savestate. However there should be a setting to create a different savestate (for heavy rom hacks).
The benefit of this approach would be to have one original rom which stays unchanged and the user does not need to make copies of this rom
Ok not sure if that is the right place and I am not active user here but maybe it is a good place to ask for a feature. I have been following other topic for years but nothing happened there, I mean this one:
Therefore I would try here, can we please get cheevos feature on Wii port of retroarch? Seriously this console has internet connectivity, and there should be no problem to add cheevos support for at least some cores, I assume 8 and 16 bit consoles + less power consuming arcade boards that work great on Wii should have cheevos implemented for sure.
Can someone please tell me is this the right place to ask for this feature or should I do it somewhere else?