Development Suggestions

Alright done -> https://github.com/libretro/RetroArch/issues/18823 It’s only about increasing the timout, not addressing the other suggestions or issues.

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Would it be possible to add the so called OGRE plugin from Parallel launcher application to the Parallel core in RetroArch?

I don’t use the standalone application and play all my N64 games on RetroArch. There is a huge community of Super Mario 64 Romhacks, which I am interested into. But lately I see lot of them depend on a (seemingly new?) plugin called OGRE. I am not really familiar with that. I also found a 2 year old question about that in Reddit, with the answer that the plugin is not supported in RetroArch.

OGRE apparently stands for “Offshoot GLideN64: Romhack Edition”. So, I guess it’s just what they call the GLideN64 plugin in ParaLLEl-Launcher’s ParaLLEl-N64 fork.

You can get a build of just the libretro core (i.e., without the whole launcher thing) from https://github.com/hunterk/libretro_builds

I already have the ParaLLel core installed through RetroArch core updater. Is this the same core as the one provided from your repository?

The website I am looking at Mario mods is https://romhacking.com/ . They list compatibility with the plugins, and GlideN64 is mentioned separately, ParaLLel plugin is separate and the OGRE one. In the RetroArch core, for gfxplugin there is GlideN64 and a bunch of other plugins, but nothing that is named OGRE. Using GlideN64 in the core has the same graphical issues when using Mupen64.

Edit: Oh man I just noticed a Romhack which does not work with Mupen, does work with the ParaLLel core… But not the OGRE ones.

No, the ParaLLEl-N64 builds at that link are built from the ParaLLEl-Launcher fork, while the ones on the online updater come from our official ParaLLEl-N64 repo, which does not have GLideN64 at all, nor any of the other ParaLLEl-Launcher changes.

I don’t know if their core specifically lists OGRE as the plugin name or not, as it’s just a modified version of GLideN64, so it may still have the original name in the interface. It’s definitely still called GLideN64 in the source code, and I didn’t see any references to the word ‘ogre’ using the gitlab web interface’s search in their repo. I don’t have a local clone of it to grep through, though.

I see. Need to experiment with this then. Unfortunately in the link from your repository the core ParaLLEl-N64 has no Linux build. I am not a stranger to building from source.

What about this one? https://github.com/hunterk/libretro_builds/releases/download/Linux_64-bit/parallel_n64_libretro.so.zip

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Sorry little late reply, just got into it again. Tried it out with a few Romhacks and had luck with one so far. The mod specifically specifies it requires the OGRE plugin and none of the other existing plugins with mupen64plus_next or with the parallel_n64 (v2.0) core from RetroArch worked. The version you offer (2.28 Parallel Launcher Edition) has an additional graphics plugin called gliden64 (as you suggested it before). This is distinct from the glide64 plugin btw, easy to get confused with.

The Romhack “Super Mario Star Road Randomizer v0.2.z64” plays only fine without graphical issues (which requires OGRE) if I use your parallel_n64 core with gliden64 plugin.

Yeah, pretty sure that’s the “OGRE” plugin, and their changes just didn’t involve changing the name of the plugin.

Playlist names sorting issue in current dev version 1.22.2 (Git b6c29daa3f) Apr 11 2026

Today I updated RetroArch on PC from source (from 11. March to 11. April today). And the Playlist Names on the left side of RetroArch ozone menu are no longer sorted. I have options Truncate Playlist Names = “ON” and Sort Playlists After Name Truncation = “OFF”.

My question is, is this expected behavior, is there a new setting or is this a bug? I looked quickly into Commit history, but don’t understand enough to find which one could be responsible: 953ab1b, 10d467d, 5e46f0c, 17e4b43, ded3d0c, c6c7593, 292330e .

Should I create a bug report on the issue tracker? Edit: Alright here it is: https://github.com/libretro/RetroArch/issues/18927

yeah, go ahead and make a ticket. there were some changes to string handling a few days ago, and I would guess this was an unintended result.

Hi. I hope I’m not posting on the wrong place, but I want to ask if is there any plan to add any sort of hotkey to make possible to rotate the screen (video). Sometimes, playing DS games (‘Nanashi no Geemu’, for example), the game by itself rotate the screen to ‘bookstyle’ on some sections, and then got it back to the default orientation later. So it would be great to have a hotkey to rotate the screen - instead of navigating everytime to Video settings - to make the process more simple. Thanks in advance and I wish you guys all the best.

Should have a battery status indication on/next to framerate position or something.

Hey hi, dont know if this is the place for this suggestion but, is there any chance to import this NTSC / PAL CRT project into RetroArch as preset/shaders ?

I made the question about 3 years ago and nobody ever showed interest. It look like a cool different approach for CRT looking and I thought there would be several people interested.

I’ve looked at it before. it’s not easy to port.

Didn’t i already upload it lol

Works just fine on my laptop, linux mint, after i compile it. The problem is it should flicker on vertical axis, on some 60hz emulators it flickers horizontally. Nothing really special about this filter, it just does a lot of effects together, flicker, noise etc, and it’s very heavy. What already exists in “NTSC” folder in shaders is quite enough imo.

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I did another one from scratch, if you have Linux you can drop it in filters/video/ and test it. Artifacts are not visible as they animate. Still slow, it tops at 150 fps fast forward on intel i7-7th gen laptop. EMMIR filter struggles to reach 60 on my laptop, around 55.

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I only have Windows. Thank you for your kind contribution and opinion about it !

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looks great man. You wanna send it along with that other filter PR you were working on?

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Have to say that EMMIR filter looks like recorded from a real CRT

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