Development Suggestions


Then you’d end up screwing up with the bundled shaders, and then when you update them you’ll end up losing your changes. You have 4 options, save as, save for core, save for dir and save for content, that should be enough imho.

At least I won’t be adding yet another one


Not sure if this is possible already.
Idea: A good idea would be able to set a default timeout when in-game but still inactive. So after xxx minutes of inactivity (No input) the emulator/game exits (same as using hotkey + exit) so the game returns to Emulationstation where the screensaver will be able to run.
Why: I have made a arcade style cabinet that friends / families can use. Sometime when younger children play they leave the arcade with the game still running. So no screensaver is enabled making some burn-in to my old 4:3 screen.


The Netplay feature seems to be almost there, it will be nice to see it connects to other players without user-side configuration. Detecting hosts as second player automatically, no ports opening needed. It’s not solid as it is right now, I managed to test UMK3 (SNES) in a Desktop as host and an Android device as player 2, it worked, but later, without messing with configuration, I tested again and it didn’t connect at all.


One development suggestion I like to point out is to at least optimize Retroarch to run full screen on Samsung Dex. Plus, add vibrations on Android and external controllers like Xbox 360 controller to function like force feedback vibrations from certain emulators on Retroarch like Playstation 1, Nintendo 64, etc.


I think there’s a suspend screensaver setting that’s defaulted to on, if I’m not mistaken. Have you tried disabling that?


Hey, I’ve just switched over from MyBoy to Retroarch as my standard emulator for my gba games on my mobile phone. I’ve used Retroarch on my MacBook and PC for over a year now and decided making the switch would be worth it on mobile. However, I’m having a really hard time getting used to the controls. I did some exploring and found out that you can use a preset gba overlay for the controls however the L and R buttons at the top are too high for me to comfortably reach. What is the best way for me to edit this specific overlay so that I can lower the buttons down to a more comfortable position and use it in the app? Thank you in advance!


You can edit them in a text editor, but first you’ll need to get them somewhere user-writeable. To do that, make a new directory in your user-writeable RetroArch directory. Call it ‘overlays’ or something similar. Then, go to settings > directory and change your overlay directory from the default location to the directory you just created. Then, go to the online updater and re-download the overlays. They should now be in a location where you can modify them.

You can move buttons my opening the cfg file for the desired overlay in a text editor and then changing the center-point coordinates:

So, find the button(s) you want to move and then change the first 2 numbers to match the coordinates you want.


I second this. I would love to be able to use Retroarch in full screen dex mode.


Same here. The only problem currently in Dex mode is completely zoomed and can’t be unzoomed.


I got a suggestion: Custom menu GUIs. For example, you don’t like the PS4-style menu so you change it to a Switch-style menu.


Hi. One thing is bothering me since I started to use Retroarch few years ago: when you are selecting a ROM to play, why the display area for file names is so short? Romsets have many different roms with long names. It’s a pain to wait while the name scrolls horizontally to see that [!] or [T+Eng] or whatever information you want to learn from a long file name. On top of that, horizontal scroll is sooooo sloooooow.

Here’s an example:

Why not use all that extra space to the right of files? So, here’s my suggestion: use it in next versions. :grin: Thank you.

P.S. Other GUI themes do not have this problem. I use glui now for convinience, but would like to use xmb. )


Why not use all that extra space to the right of files?

That’s because the space is reserved for the thumbnail/screenshot/image/cover of the game whereas in glui, because its produced for lighter devices, has no area for those pictures.

Having said so, I would suggest that if the setting for thumbnails is disabled then automatically the area is no longer reserved and becomes available for full file/game names.


Suggestion a little tweak to the Glui/MaterialUi menu drivers for better recognition of the On/Off switches for the Shield palette.

if (texture_switch)
  /* This will be used instead of label_color if
   * texture_switch is 'off' icon */
  float pure_white[16]=  {
     1.00, 1.00, 1.00, 1.00,
     1.00, 1.00, 1.00, 1.00,
     1.00, 1.00, 1.00, 1.00,
     1.00, 1.00, 1.00, 1.00,

        width - mui->margin    - mui->icon_size,
        y + (scale_factor / 6) - mui->icon_size/2,
        switch_is_on ? &label_color[0] :  &pure_white[0]


Because label_color is defaulted to white and also because if texture_switch is off, label colour is not used, then I suggest that the Shield menu colour theme have the following change.


However, I propose the off switch to be coloured grey instead of white both when it is not highlighted and also when highlighted (selected).

The data pertaining to that grey is as follows.

Taken from:

Naturally, the devs or any other interested person may select a colour which matches the Nvidia Shield palette. That grey is just a suggestion as long as the off button itself has a differentiation…

Thank you.


Suggestion Scan Directory & Scan File in glui menu driver having toggle on/off options in settings. This in order to have the playlists immediately available. My use case is that I code everything including the *.lpl files and so do not require those options visible at all. Naturally, they would be visible by default but toggleable.

For reference, I toggle off most options even on the home menu.

By comparison, in xmb menu driver the Show Import Content Tab (in menu) is toggleable and in my case is disabled.

Thank you.


Hi there, I hope this is the correct section of the forum to post this in. I have a friend who is completely blind, therefore Lakka is an ideal operating system when it comes to the XMB interface, it is easy and simple. It would be great if Lakka has an option to turn on and off a TTS (text to speech) voice synthesizer, this way you can hear which games you are selecting, and which options are selected. I know most games are not very playable for a completely blind individual, but there are some games that can actually be played blindly.

Also another thing is that text based adventures and gamebooks are rising again, and there is an open source engine available to play these specific games, it is called “Quest”. (Which is completely open source) Here is there main website with all of their information on it: You can find its source code here: Perhaps it can be set up as a core for Lakka/RetroArch? (This is merely a suggestion, not a request) My friend can play many text adventures and gamebooks on their website and through the application, and she even produces some of these herself, but she really misses the possibility of an easy to use operating system with a build in speech synthesizer and controls. This is what Lakka is practically designed for, an easy to use interface, many possibilities, and the feel of a real game console. It would be perfect if Lakka would somehow has the possibility of playing back these games, and the games themselves have the capacity of being spoken. (It should be possible due to the fact they are all in flat text, and the quest application and website can also be spoken as well.) This would make Lakka the first game OS which is fully compatible for blind people, and therefore opening the market for a whole new audience. This is more of a need than it is a feature. Perhaps it can be added to accessibility options. (Or have an easy “blind mode” option to turn on or off.) This would be fantastic! Perhaps Lakka can also be installed in rooms or classes for teaching blind people, so they can run text based simulators on Lakka, or can play games on it. Libretro could potentially be funded by these companies.


Would saving the button mapping on a per-device basis be possible? I use two different pads (Xbox 360 controller and Saitek P990) since I like having a 6 button controller for Genesis, Saturn and N64 games. Problem is these two controllers don’t have the same button placement at all. Retroarch recognizes both controllers without any difficulty but doesn’t change the mapping to reflect which one is inserted. Is this feature possible to implement?


Yes it is look for gamepad configuration 101 thread


I know it’s been mentioned before, but back in the original Xbox days, you could enable rumble in NES and SNES games. It worked but searching memory addresses, like you would for cheats, and finding a value change to link to controller rumble. For instance when health dropped, or you lost a life, it would trigger the rumble. Would this be possible to implement in RetroArch?

Along those lines, would it be possible to implement a memory search/cheat finder in RetroArch?


Drag and Drop artwork with only one or two configs to edit per system. For example drop artwork into specific folder with pngs matching rom names or folders matching rom names. artwork/mame/1942/ bezel.png Cabinet.png controlpanel.png flyer1.png flyer2.png similar to rocket launcher


I think allowing deep linking to the Retroarch android app would help extend launching games on Android quite a bit.

If this was included in the AndroidManifest.xml, a user could type in something like: libretro://launch?game=Mario into the android web browser and the game would launch

This would potentially make a method for users to create shortcuts directly to launch games from Android