r/RetroArch

Why is RetroArch on Android absolutley busted now?

All my settings and playlist are gone, nothing is there. I uninstalled and redid all my settings and the 3D0 core doesn't work and the menu was changed so getting DATs for arcade games is wiped. Really don't know what happend

reddit.com
u/ControllerPuncher — 1 day ago

Which version to download for Linux Mint?

New Linux user here, attempting to port all my games over to Mint. Not sure which RetroArch version to download based on their Linux install page:

"There are many ways to install RetroArch in a Linux environment. If you can compile it from source, you can remove unneeded features and dependencies. Distro packages can be nice, but we don't control those builds (aside from the official PPAs) and can't guarantee their quality or how often they are updated. Universal packages, such as Snap and Flatpak are maintained by the libretro team but have some limitations resulting from their sandboxing techniques, such as lack of support for Vulkan and a small number of cores not functioning as expected."

Choices include Ubuntu, Arch, Flatpak and Snap Store (which I think I'll avoid, I don't need ads).

Any advice?

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u/VarietyMage — 1 day ago
▲ 21 r/RetroArch+1 crossposts

Is Sega Saturn the hardest 5th generation console to emulate on older PC?

I'm using my old laptop (Intel i5-10310U, integrated UHD Graphics, 16GB system RAM) as my NAS, and RetroArch host. I play on my Google TV through Moonlight. The NAS runs Ubuntu headlessly so to run RetroArch and for Sunshine to capture, I use OpenBox on top of Xorg for a minimum desktop environment.

With no optimization, I was able to run cores for all 3rd gen (NES, PC Engine, Master System) and 4th gen consoles (Mega Drive, SNES) , and handheld consoles up to GBA, and apply CRT and dot matrix shaders.

PlayStation was the first one to hit hardware limits. With Beetle PSX HW, I had somewhat consistent frame stuttering and audio crackling even with simple titles like Castlevania: Symphony of the Night. I did a lot of debugging and realized sunshine using the Intel GPU's Render/3D engine for HEVC encoding is borderline competing with the Beetle PSX HW core's Vulkan calls. Once the laptop CPU hits the thermal wall, stuttering will start and the GPU's Render/3D engine becomes saturated. To fix it, I changed Sunshine's encoder to H.264, which only uses the GPU's Video engine. And so I was able to enjoy some Symphony of the Night.

Then as I started trying Final Fantasy VII, and Metal Gear Solid, even the H.264 streaming compromise doesn't let the two games play smoothly. FFVII has painfuly slow battle scene transition screen, and MGS has severe audio crackling during the underwater scenes in the introduction animated sequence. I exhausted all performance-first Core Options and still couldn't get it to run decently. In the end, switching to the Swan Station core solved the problem.

Then for Nintendo 64, if I use ParaLLEl as RDP and RSP plugin, audio crackling can occasionally happen during most games. I had to stick with GlideN64 and HLE for things to run smoothly. The price I pay is with the Gliden64 plugin, between 240p and 480p I can only choose either one option, unlike with ParaLLEl whereby the core can honor the individual ROM's native output resolution.

Saturn, oh Saturn is the last 5th generation console that I still can't get running. My test title is Nights into Dreams, and no matter which core I try, it won't run without stuttering and crackling.

- Yabause: the game won't even launch

- Beetle Saturn: consistenting stuttering and audio crackling

- Kronos: even worse, stutters like a helicopter

- Emir: same

- Yaba Sanshiro: the best so far, but still stutters and crackles

I spent a day troubleshooting and realize this time it's very obvious that CPU had been thermal walled (from 24W > demoted to 15W > and demoted to 7.5W as soon as the game enters the character selection screen).

I tried tinkering with thermald and even stopped thermald from running. Without thermald running, one of the CPU cores can hit 100 Celsius in less than 2 minutes, and the system firmware kicks in to cool it down to 70 and then goes up to 100 again. I thought this was very dangerous for what's supposed to be a NAS, so I gave up there.

Anyway, does my experience mean Saturn is the hardest to emulate among the 5th gen? Which my hardware and necessary overhead, do you think I can continue to attempt 6th gen consoles like PS2?

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u/ericliuuu — 2 days ago

Lag and glitch with mesen. (issue or meant to be?)

So I'm trying to figure out if what I'm noticing are problems with the emulator or if the emulator is doing its job correctly.

Castlevania: In the first screen with the "zombies/ghosts" I occasionally see missing sprites on the enemies, usually at the top.

Legend of Zelda: On a screen with a lot of enemies and a lot of bullets on the screen, the action and music slow down for a couple of seconds.

I have never tried the NES or these games personally for real.

But from what I understand, these are likely behaviors for a console of the time. So I'm asking you, is this normal or do I need to configure the core better? I'm using the default configuration, standalone RA on a modern PC.

Thanks.

reddit.com
u/Kayato601 — 1 day ago

RetroArch 1.23 for iOS (and mobile) can’t come soon enough

English isn't my native language, I used Claude to help me for traduction.

I’m so hyped for RetroArch 1.23 now that we can convert .deltaskin files to make them compatible with RetroArch using https://warmenhoven.github.io/skin2overlay/

All that’s missing now is the update for OVERLAY: Allow overlays to position the viewport.

Or is this already possible somehow and I’m just being dumb? 😅

reddit.com
u/wildSKappeared — 2 days ago

Help why does mario look like this? (Nintendo 64 EMU)

Playing a ROM hack called Super Mario 64 Land with the Mupen64Plus core. Once I got the Cat Suit, Mario started looking like this. Does anyone know how to fix it?

u/BlazeBringer5678 — 1 day ago
▲ 3 r/RetroArch+1 crossposts

120hz Retroarch Stuttering Issue (Retroid Pocket Nova)

I cannot find any fix for this ANYWHERE on the internet so I figured I'd ask here. There's a stuttering issue when playing 60fps games while 120hz mode is enabled on the Nova (most noticeable when scrolling sideways). No amount of vsync, swap interval, bfi, vertical refreshrate setting, anything fixes this issue. The ONLY thing that works is setting the Nova's screen to 60hz, but I want to be able to use 120hz across the board and not have to turn it off every time I launch a game. What's causing this, what can I do to fix it?

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u/Reynface — 3 days ago

M30 Bluetooth in Retroarch Fiasco

I've been redirected here from the 8bitdo team. They didn't exactly do due diligence before telling me to go elsewhere and I'm not convinced this is the right spot but here we go.

So I've been having a bit of a time with my Retroid P4 Pro lately. The device is fine unless I try and do anything too complicated but that's not what this post is about. I may be back for that but I am determined to resolve things on my own. This is about the 8bitdo M30s.

I have had nothing but frustration out of the 8bitdo controllers that I bought. The M30. Bluetooth no adapters. Two of them.

https://www.8bitdo.com/m30/

I can connect one of these and there's no problem in Android. Where I run into issues is when I have the second one set up as well. The second one doesn't control anything in Android. Not a big deal. I don't need it to.
Retroarch has absolutely zero recognition of either M30s. I've followed the instructions of re-installing controller files, re-connecting, all of that. At first I thought it was simply that they had the same name but now that has been rectified and there is no difference.

I can navigate Retroarch but when I go to edit Port 2 and 3 for my controllers - there is no index. In Port 2 I see N/A #2 through #8

A bit of a pain but I can still do it manually, right? I go to start the process with set all controls. Nothing I press is recognized on screen.
I go to do it one by one. Nothing I press is recognized on screen.

My other bluetooth devices have no problem but I bought these for the proper Genesis/Saturn controller experience. I've exhausted every site I can think of and I can't find anyone else who has the same problem. A few that are similar but most of those seem to be solved by switching the correct modes. These M30s do not connect to the Retroid unless in Android mode so that is not the problem.

Thanks for taking the time to read this. I look forward to a response.

reddit.com
u/B1LLnB0gus — 3 days ago
▲ 246 r/RetroArch+6 crossposts

Made a free tool that syncs saves between Steam Deck and PC without Steam Cloud

Built OpenSave because I got tired of Steam Cloud only covering half my library. It's peer-to-peer,pair your Deck and PC once with a room code, and any save (Steam, emulator, GOG, whatever) syncs the moment it changes. No account, nothing stored on a server you don't control.

It auto-finds saves inside Proton prefixes too, so most Deck games are detected without pointing it at anything manually. There's an official Flatpak that runs on stock SteamOS in Desktop Mode.

Free, open source with MIT License, no catch: https://open-save.vercel.app

Happy to answer questions, also very open to any and all reports!

u/Thicc_Potato_boi — 5 days ago

Does RA only work with an SD card?

Pretty much the title. I posted here about a month ago, having trouble getting RA to work on my RG Slide after it worked flawlessly on my RG Rotate and AYN Thor Pro, the only difference being a lack of SD card on my Slide but no matter what I did, RA wouldn’t run my GBA games from the internal storage.

Well today, I decided to try using the SD card from my RG Rotate in my Slide, redownloaded RA and everything worked with zero issues… so my question here is: Can RA only work if the games are rooted in an SD card?

reddit.com
u/Choomba_Roomba — 3 days ago
▲ 4 r/RetroArch+5 crossposts

Melon DS DS Crashes on Mac Neo after booting up any game

I try to run a game and it crashes.......nothing more
all DS games work on the other cores

https://pastebin.com/3HYpbRKb -> Pastebin link that contains the log

u/Airmancell09 — 4 days ago

Game Boy and GBA SP (AGS-101) shaders that keep causal per-pixel LCD state instead of blending N previous frames

Most handheld shaders I've used are a palette plus a dot grid, and the ones that do ghosting blend a fixed number of previous frames. That gets you into the neighbourhood, but it truncates the history at whatever N you picked, and every transition ends up behaving the same way.

I wanted to try the other approach: keep real per-pixel state and let it evolve.

There are two models in the repo.

Before / after. Same device, core, ROM and viewport in each pair, but not the same emulation frame — a still can't really show temporal decay.

Game Boy (DMG-01):

  • off:

https://preview.redd.it/z5u2yv3ndzjh1.png?width=960&format=png&auto=webp&s=abafae9694afe2a77f1b9b3ab4010f12e6b1f7c2

  • on:

https://preview.redd.it/rhlksu3ndzjh1.png?width=960&format=png&auto=webp&s=d805fb5e8b4cc88f06afcfac4b49d6e92d75b7cf

GBA SP (AGS-101):

  • off:

https://preview.redd.it/wp3p0livdzjh1.png?width=960&format=png&auto=webp&s=146ba7cde88fd7a5a7924314db6332d1f00bcd01

  • on:

https://preview.redd.it/6ixcwlivdzjh1.png?width=960&format=png&auto=webp&s=381cd16ee06c6400dd1171d45a2656d0d584d30a

One disclosure on that last one: it was captured from a private build whose colour stage uses measurement-derived data I can't redistribute. The public preset reaches a similar place with a neutral sRGB adapter instead.

DMG-01 (reflective passive-matrix STN)

  • fast and slow optical response over the whole frame history, not a fixed window
  • darkening and clearing run at different speeds (0.42 vs 0.23 per frame in the reference preset), and individual gray-to-gray transitions can differ
  • ionic / residual-DC state that builds up with exposure and releases on a much longer timescale — the slow image sticking — constrained against a 1994 STN experiment
  • sparse row and column crosstalk
  • rectangular aperture and reflector shadow
  • the four shades a game can address, plus a separate optical background for when the LCD is disabled

3 passes. The state lives in a single float feedback texture at source resolution (160x144), so there's no history stack to carry around and the cost is negligible.

AGS-101 (GBA SP TFT)

  • an analytic BGR aperture, integrated over the output-pixel footprint, so the subpixel structure and the gaps between pixels fall out of the model instead of being a grid drawn on top. The polynomial integration method is cgwg's from lcd-grid-v2 — re-derived rather than copied, and credited in the evidence map.
  • transition-dependent gray-to-gray response per subpixel, asymmetric (rise 0.620, fall 0.450 in the seed), following the TFT overdrive literature rather than a fixed N-frame blend
  • a slow signed residual-DC / image-sticking state on its own timescale
  • 2 passes, same feedback-texture approach

It ships as physics-seed-v1, not reference-v1, and that naming is

deliberate: nobody has published a full gray-to-gray matrix for an identified

AGS-101 panel, so the temporal constants are literature-constrained candidates,

not panel measurements.

The part I care about more than the look: every mechanism and parameter is tied

back to a measurement, to primary literature, or to an assumption that is

labelled as an assumption. Where I couldn't find the original panel's drive

waveform or response matrix, the repo publishes the literature constraint, the

candidate value and the uncertainty instead of dressing a derived number up as

a measurement. There's an evidence map per model saying which source backs

which line of code.

Limits, up front:

  • the AGS colour stage in the public preset is a neutral sRGB adapter. The measurement-derived colour work is based on a snapshot with no confirmed redistribution license, so that data doesn't ship here. Replacing it with independently measured colour is the plan.
  • the aperture model is prior-art-informed structure, not a microscope measurement of an identified panel's fill factor or subpixel order.
  • the one target profile I ship is for a KONKR GT78-VN, and that display state is sRGB-neutral and *unmeasured*. It is not calibrated sRGB and I don't claim it is. On any other display, start from the model preset and build your own target profile — the final pass is viewport-scaled, so it isn't tied to a particular output resolution.

Install: put it in RetroArch/shaders/, use the Vulkan driver, turn OFF the core's own frame mixing (otherwise the temporal response gets simulated twice), then load a .slangp.

Apache-2.0, source and evidence maps here:

https://github.com/JohnnySun/retro-display-lab

Feedback welcome, especially from anyone who has actual measurements off a DMG

or AGS panel — that's the biggest gap right now.

reddit.com
u/johnnymoe — 3 days ago

Swanstation boot up intro

Does anyone know how I can change the boot up screen for swan station to make it the original PlayStation boot screen

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u/Ghostfreak77Xx — 3 days ago

The Wii (Dolphin) is lagging extremely.

I am playing from emulation station and The Wii is capped at 44 fps. I turned off vsync and tried different graphics settings, but nothing worked.

Im playing on pc with these Specs:

GPU: RTX 2060

CPU: Ryzen 5 5600 6-core Processor

RAM: 32 GB DDR4

If anyone can help me with how to make the Wii run at 60 fps, please lmk :)

reddit.com
u/GroundbreakingPie523 — 4 days ago

Ok how do I put this cheat code on retro arch?

So this is the code for super robot wars j now in my boy emulator its easy I just copy and paste the cheat code. But in retroarch I cant do that I have to manually type it but also seen the tutorial on how they add + on the code like 82029750 967F +

82029752 0098

Is this how it should be done? Or is it diffrent? Please let me know

u/onlyaguy2023 — 4 days ago

Finally managed to add box art to romhacks

after 1hr of png moving and re-naming in Zarchiver, I finally add box arts to my pokemon rom hacks

im really proud of my self

u/ApprehensiveGur1324 — 5 days ago

Need help with HD textures

So, basically I am trying to follow this guide:

in order to get the HD textures to work for Parasite Eve for the PS1 but the version of retroarch is older and the options no longer exist in the latest version.

I moved the HD textures folder into the same folder as the game and it is named correctly to match the game and I'm using the correct core (Beetle HW) but I can't seem to get them to work in-game. I'm unsure what core settings I need to change to allow HD textures.

Anyone know what settings I need to change? Any help would be appreciated.

u/DeathBringerZen — 3 days ago