Development Suggestions

RetroArch itself does have some limitation regarding controller mappings, it’s not that the developers don’t want to add more features, but it’s about finding a way to do so. Even so, there’s still some partial flexibility:

For multiple buttons

You can’t add multiple core inputs to a single button on your controller (regular macros), but you can do the opposite, adding multiple buttons of your controller to a single core input. For instance, considering PlayStation-style buttons, you are able to map both square and circle to an NES core B button, but you can’t add a NES core A and B buttons to a single square button.

Turbo function

If a core doesn’t have built-in turbo functionality, you can try using the option inside Settings > Input > Turbo Fire and bind a turbo-enabling hotkey to help you out.



For what is worth, notwithstanding your choice of emulator, those kind of things are better handled at hardware level. First-party controllers are usually lacking, but there are several (cheaper and of good quality) third-party options with built-in turbo and macros features, that can be used across any content you’d like. It was definitely an improvement for me, even when playing with other emulators.

1 Like

“RetroArch itself does have some limitation regarding controller mappings, it’s not that the developers don’t want to add more features, but it’s about finding a way to do so. Even so, there’s still some partial flexibility:” Retroarch is an good frontend, but unhappily has weird details. Is an good solution for Linux and consoles users. Thanks very much. Retroarch devs has high priority to create an minimum input delay , shaders and not flexible for input configuration as MAME does.

" PlayStation-style buttons, you are able to map both square and circle to an NES core B button, but you can’t add a NES core A and B buttons to a single square button." That’s absurd. That is one of the more weird details in Retroarch. No sense not doing any action to fix that problem and allow create custom combo buttons to same single button. MAME does it since before 2010 and not does fireworks to say is ahead of others emulators when does an feature with better quality or not having in others emulators. Retroarch when does an feature in very good level post news about it as fireworks.

“If a core doesn’t have built-in turbo functionality, you can try using the option inside Settings > Input > Turbo Fire and bind a turbo-enabling hotkey to help you out.” Other detail absurd. Retroarch need have turbo autofire for any button regardless if the core doesn’t turbo.

“For what is worth, notwithstanding your choice of emulator, those kind of things are better handled at hardware level. First-party controllers are usually lacking, but there are several (cheaper and of good quality) third-party options with built-in turbo and macros features, that can be used across any content you’d like. It was definitely an improvement for me, even when playing with other emulators.” Doing it is as changing to other type of problem. Is an big mess search reading reviews about third party controllers. Always has one say good and bad details. Oh yes … have controllers with integrated autofire, BUT not are better than an emulator having autofire. Other absurd. 8bitDo has an controller model Ultimate 2C wireless bluetooth 81HD and have an 2 extra buttons L4 and R4 both are for remapeable any other button and not are allowed to use as extra button. You can only remap button X to L4 or R4. Totally no sense. Other problem if you are Linux user. Have issues with kernel versions and need fixes to be added in kernel and so some users use tools for use as being an xbox controller. The controller will work, but has chance of other problems as for example input delay. You are an Linux user and not want much search for nothing and less problems ? buy an PS4 or PS5 controller and will have only problems withe the controller hardware.

For luck have an temporary solution … Use AntiMicroX with Retroarch. AntiMicroX allow remap an controller button for 2 emulator core buttons in Retroarch. Works !!

I still have hope that Retroarch devs will fix that problem and add all features above. I remember a while ago peoples saying that support for custom screenshots in jpg format would not be added. Today Retroarch allow it and save much disk space. Thanks for done it.

another good feature is allow m3u disk list using compressed 7Z files. If you want start X68000 Akumajou Dracula need create an m3u list and the disk files in dim format. m3u loading 7Z files save much disk space.

I’m looking to play some 6th gen console games on my arcade machine, but I’m short on inputs. Is it possible to add some sort of double tap options on buttons? Like a single tap would be one input, but a quick second tap would give you another?

I realize this would require a delay on response if a double tap is configured for a given button, but it would effectively double my inputs. Would really come in handy in games like Super Mario Sunshine where the trigger has two separate inputs depending on how far you pressed it.

If it were possible, perhaps the wait period for second tap could be configurable.

Hi RetroArch devs!

  1. Scale factor on ozone menu doesn’t increase UI after ~x0.7 on mobile android devices. I can decrease UI scale but I reach maximum with only x0.7, and after that point UI does not increase Can you please fix this? I have seen that in 1.22 there is a new font size option but I think general UI increasing will look much prettier.

  2. On 1.22.1 (android) Menu toggle button now requires holding the Hotkey button to open the menu. So now you need to hold two buttons instead of one to open the menu. Can you plase rollback?

1 Like

An option to generate a log file that records every input made during gameplay. My initial thought was to use it to determine which buttons are pressed most often so they can be assigned to the fastest fingers.

Create an automatic screenshot when the game is saved on the Save State screen. This is going to help with navigating between many saves. When the save is deleted, the screenshot will be automatically deleted.

On the Database Info screen, add the refresh rate of the game.

We do have a button log, but it’s part of the ‘bsv’ recordings, and I’m not sure if they’re human-readable.

Savestate thumbnails are already a thing. They don’t automatically delete, AFAIK, though.

2 Likes

Assigning Hotkeys on Steam Deck is not ideal, in some cases impossible. This suggestion also possible improves setting up Hotkeys on any other system.

On my Steam Deck, I have difficulties to assign certain Hotkeys. Clicking a key gives me a few seconds of timeout before I can click a key. To do so I have to quickly bring up the virtual keyboard and then quickly click the correct key for it. The virtual keyboard does not have any F-keys either, so its impossible to map them. Why would I want do that? Well I have custom Steam Input controls and would like to assign my custom Steam menu to F-keys in example.

It would be nice if we could instead choose a key from available keys that are still unused, when setting a Hotkey. I imagine there is a list that only shows whats available. This way we don’t need a virtual keyboard and are also able to see whats unused.

This doesn’t directly address your request, but it may help your workflow: you can make the mapping timeout period longer via a setting.

I already made the timeout longer, it was the only way to map on Steam Deck. But why can’t we have longer periods than 5 second? BTW I just noticed moving the mouse while timeout is counting will reset and stop timeout (which is useful).

oh ha, I think sonninnos just figured nobody would ever need more than 5 seconds. If you open a ticket with your usecase, though, I suspect we could get the max increased.

1 Like

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

1 Like

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

2 Likes