r/RetroArch

Save Missing

So i was playing Pokemon Black for days with no problem, i only save in the game and not use save stats etc. Today i was playing, saved and stopped. Now i opened the app and it only shows new game. Wheres my save? I cant find any solutoon. I didnt change anything. I literally just turned off the app and the ipad and now the save is missing

reddit.com
u/Tatagiba1 — 9 hours ago

Issue with GameCube Roms

I recently started setting up my retroarch but for some reason the GameCube games I add don't show up in the main menu like my GBA and Nintendo 64 games the only way I can access the games is through the history tab any idea what could be causing this ?

reddit.com
u/ObjectiveMatch6155 — 18 hours ago

Getting weird graphical bugs every now and then on pokemon black 2

Melonds DS with megal bezel shaders while running 4x Native
I've noticed these bugs happen mostly after I fast forward the game or try to give a lot of inputs when the game is loading (when retro achievements load on boot, it lags for a second or 2)

anyways here's the log

[INFO] RetroArch 1.22.2 (Git 69a4f0e)

[INFO] === Build =======================================

[INFO] CPU Model Name: 12th Gen Intel(R) Core(TM) i7-12700H

[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE42 AES AVX AVX2

[INFO] Version: 1.22.2

[INFO] Git: 69a4f0e

[INFO] Built: Nov 20 2025

[INFO] =================================================

[INFO] [Input] Found input driver: "dinput".

[INFO] [Environ] SET_PIXEL_FORMAT: RGB565.

[INFO] [Core] Version of libretro API: 1, Compiled against API: 1

[INFO] [Core] Geometry: 320x240, Aspect: 1.333, FPS: 60.00, Sample rate: 48000.00 Hz.

[INFO] [Video] Set video size to: fullscreen.

[INFO] [XInput] Found XInput v1.4.

[INFO] [Input] Found joypad driver: "dinput".

[INFO] [D3D11] Device created (Feature Level: 11.0)

[INFO] [D3D11] Flip model and tear control supported and enabled.

[INFO] [D3D11] Requesting 1 maximum frame latency, using 1.

[INFO] [D3D11] Found GPU at index 0: "NVIDIA GeForce RTX 4060 Laptop GPU".

[INFO] [D3D11] Found GPU at index 1: "Intel(R) Iris(R) Xe Graphics".

[INFO] [D3D11] Found GPU at index 2: "Microsoft Basic Render Driver".

[INFO] [D3D11] Using GPU index 0.

[INFO] [Video] Found display server: "win32".

[INFO] [Audio] Set audio input rate to: 48000.00 Hz.

[INFO] [WASAPI] Client initialized (shared, PCM, 48000Hz, 64.0ms).

[INFO] [Audio] Started synchronous audio driver.

[INFO] [Microphone] Initialized microphone driver.

[INFO] [Display] Found display driver: "d3d11".

[INFO] [MIDI] Output device: "Microsoft GS Wavetable Synth".

[INFO] [Playlist] Loading favorites file: "C:\RetroArch-Win64\playlists\builtin\content_favorites.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_history.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_image_history.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_music_history.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_video_history.lpl".

[INFO] [Environ] SET_SUBSYSTEM_INFO.

[INFO] [Core] Using content: "C:\Users\PRAKHAR\Downloads\ROMS\Pokemon - Black Version 2 (axekin.com).nds".

[INFO] [Core] Unloading core...

[INFO] [Core] Unloading core symbols...

[INFO] RetroArch 1.22.2 (Git 69a4f0e)

[INFO] === Build =======================================

[INFO] CPU Model Name: 12th Gen Intel(R) Core(TM) i7-12700H

[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE42 AES AVX AVX2

[INFO] Version: 1.22.2

[INFO] Git: 69a4f0e

[INFO] Built: Nov 20 2025

[INFO] =================================================

[INFO] [Input] Found input driver: "dinput".

[INFO] [Environ] SET_SUBSYSTEM_INFO.

[INFO] [Core] Loading dynamic libretro core from: "C:\RetroArch-Win64\cores\melondsds_libretro.dll".

[INFO] [Override] Redirecting save file to "C:\RetroArch-Win64\saves\melonDS DS\Pokemon - Black Version 2 (axekin.com).srm".

[INFO] [Override] Redirecting save state to "C:\RetroArch-Win64\states\melonDS DS\Pokemon - Black Version 2 (axekin.com).state".

[INFO] [Environ] SET_NETPACKET_INTERFACE.

[INFO] [Override] Redirecting save file to "C:\RetroArch-Win64\saves\melonDS DS\Pokemon - Black Version 2 (axekin.com).srm".

[INFO] [Override] Redirecting save state to "C:\RetroArch-Win64\states\melonDS DS\Pokemon - Black Version 2 (axekin.com).state".

[INFO] [Environ] SET_CONTENT_INFO_OVERRIDE.

[INFO] [Content Override] File Extension: 'srm' - need_fullpath: TRUE, persistent_data: FALSE

[INFO] [Content Override] File Extension: 'sav' - need_fullpath: TRUE, persistent_data: FALSE

[INFO] [Content Override] File Extension: 'nds' - need_fullpath: FALSE, persistent_data: TRUE

[INFO] [Content Override] File Extension: 'dsi' - need_fullpath: FALSE, persistent_data: TRUE

[INFO] [Content Override] File Extension: 'ids' - need_fullpath: FALSE, persistent_data: TRUE

[INFO] [Content Override] File Extension: 'gba' - need_fullpath: FALSE, persistent_data: TRUE

[INFO] [Environ] SET_CONTROLLER_INFO.

[INFO] [Environ] SET_SUPPORT_ACHIEVEMENTS: yes.

[INFO] [Environ] GET_RUMBLE_INTERFACE.

[INFO] [Environ] GET_SENSOR_INTERFACE.

[INFO] [Environ] GET_LOG_INTERFACE.

[INFO] [Environ] SET_FRAME_TIME_CALLBACK.

[INFO] [Environ] UNSUPPORTED (#33).

[INFO] [Environ] GET_SAVE_DIRECTORY: "C:\RetroArch-Win64\saves\melonDS DS".

[libretro INFO] Save directory: "C:/RetroArch-Win64/saves/melonDS DS"

[libretro INFO] melonDS DS save subdirectory: "C:/RetroArch-Win64/saves/melonDS DS"

[INFO] [Environ] GET_SYSTEM_DIRECTORY: "C:\RetroArch-Win64\system".

[libretro INFO] System directory: "C:/RetroArch-Win64/system"

[libretro INFO] melonDS DS system subdirectory: "C:/RetroArch-Win64/system/melonDS DS"

[INFO] [Environ] SET_SUBSYSTEM_INFO.

[INFO] [Environ] GET_VFS_INTERFACE. Core requested version >= V3, providing V3.

[INFO] [Environ] SET_SUPPORT_NO_GAME: yes.

[libretro INFO] melonDS DS 1.2.0

[libretro ERROR] [melonDS] PCap: init failed

[INFO] [Environ] GET_MICROPHONE_INTERFACE.

[INFO] [Content] Loading content file: "C:\Users\PRAKHAR\Downloads\ROMS\Pokemon - Black Version 2 (axekin.com).nds".

[INFO] [Environ] SET_PIXEL_FORMAT: XRGB8888.

[libretro ERROR] [melonDS] PCap: init failed

[libretro WARN] Failed to enumerate Wi-fi adapters

[INFO] [Environ] GET_CORE_OPTIONS_VERSION.

[INFO] [Environ] SET_CORE_OPTIONS_V2.

[INFO] [Core] Game-specific core options found at "C:\RetroArch-Win64\config\melonDS DS\Pokemon - Black Version 2 (axekin.com).opt".

[libretro INFO] No homebrew SD card image found at "C:/RetroArch-Win64/saves/melonDS DS/dldi_sd_card.bin"; will create an image.

[libretro INFO] No DSi SD card image found at "C:/RetroArch-Win64/saves/melonDS DS/dsi_sd_card.bin"; will create an image.

[INFO] [Environ] SET_HW_RENDER, context type: glcore.

[INFO] [HW] Requesting core OpenGL context (3.2).

[INFO] [Environ] SET_ROTATION: "0" (0 deg).

[INFO] [Microphone] Microphone requested before driver context was ready; deferring initialization.

[libretro ERROR] Failed to open firmware file "C:/RetroArch-Win64/system//notfound" for reading

[libretro WARN] Falling back to built-in firmware

[libretro WARN] Falling back to FreeBIOS

[INFO] [Environ] GET_USERNAME: "Acid Amplifier".

[INFO] [Environ] GET_LANGUAGE: "0".

[libretro INFO] [melonDS] Inserted cart with game code: IREO

[libretro INFO] [melonDS] Inserted cart with ID: 4000FEC2

[libretro INFO] [melonDS] ROM entry: 20000000 00000006

[libretro INFO] No GBA SRAM was provided.

[INFO] [Environ] SET_INPUT_DESCRIPTORS.

[libretro INFO] Deferring initialization until the OpenGL context is ready

[INFO] [RCHEEVOS] Using host: https://retroachievements.org

[INFO] [RCHEEVOS] Unofficial disabled

[INFO] [RCHEEVOS] Encore mode disabled

[INFO] [RCHEEVOS] Spectator mode disabled

[INFO] [RCHEEVOS] Load started, hardcore active

[INFO] [RCHEEVOS] Attempting to log in acidamplifier (with token)

[INFO] [RCHEEVOS] Identifying game: 536870912 bytes at 000000000842D040 (C:\Users\PRAKHAR\Downloads\ROMS\Pokemon - Black Version 2 (axekin.com).nds)

[INFO] [RCHEEVOS] Found 1 potential consoles for nds file extension

[INFO] [RCHEEVOS] Trying console 18

[INFO] [RCHEEVOS] Opened memory stream

[INFO] [RCHEEVOS] Hashing 352 byte header

[INFO] [RCHEEVOS] Hashing 472740 byte arm9 code (at 00004000)

[INFO] [RCHEEVOS] Hashing 167812 byte arm7 code (at 0033A400)

[INFO] [RCHEEVOS] Hashing 2560 byte icon and labels data (at 00365000)

[INFO] [RCHEEVOS] Generated hash a7825c7d4f9ae72532297323bfeba902

[INFO] [Core] Version of libretro API: 1, Compiled against API: 1

[INFO] [Core] Geometry: 1024x1536, Aspect: 0.667, FPS: 59.83, Sample rate: 32728.50 Hz.

[INFO] [Video] Set video size to: fullscreen.

[INFO] [Video] Using HW render, glcore driver forced.

[INFO] [Video] "glcore" saved as cached driver.

[INFO] [GLCore] Found GL context: "wgl".

[INFO] [GLCore] Detecting screen resolution: 1920x1080.

[INFO] [WGL] Extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle

[INFO] [WGL] Adaptive VSync supported.

[INFO] [GLCore] Initializing HW render (16384x16384).

[INFO] [GLCore] Max texture size: 32768 px, renderbuffer size: 32768 px.

[INFO] [GLCore] Vendor: NVIDIA Corporation, Renderer: NVIDIA GeForce RTX 4060 Laptop GPU/PCIe/SSE2.

[INFO] [GLCore] Version: 4.6.0 NVIDIA 596.36.

[INFO] [GLCore] Using resolution 1920x1080.

[INFO] [Input] Found joypad driver: "dinput".

[INFO] [Shaders] Specific shader preset found at "C:\RetroArch-Win64\config\melonDS DS\Pokemon - Black Version 2 (axekin.com).slangp".

[INFO] [GLCore] Using Slang shader backend.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\extras\hsm-drez-none.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_SRGB for pass output #0.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\cache-info-all-params.slang".

[INFO] [GLCore] Using render target format R32G32B32A32_SFLOAT for pass output #1.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\text-adv.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #2.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\extras\hsm-fetch-drez-output.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_SRGB for pass output #3.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\dedither\dedither-gamma-prep-1-before.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #4.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass1.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #5.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass2.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #6.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass3.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #7.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass4.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #8.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass5.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #9.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\dedither\dedither-gamma-prep-2-after.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #10.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\ps1dither\hsm-PS1-Undither-BoxBlur.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #11.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\fxaa\fxaa.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #12.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\extras\hsm-g-sharp_resampler.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #13.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\extras\hsm-sharpsmoother.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #14.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\intro.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #15.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\gtu\hsm-gtu-pass1.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #16.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\gtu\hsm-gtu-pass2.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #17.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\stock.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #18.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-afterglow0.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #19.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-pre-shaders-afterglow.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #20.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\dogway\hsm-grade.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #21.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-custom-fast-sharpen.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #22.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\stock.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #23.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-avg-lum.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #24.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-interlace-and-linearize.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #25.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\delinearize.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #26.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\lcd-cgwg\hsm-lcd-grid-v2.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #27.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\post-crt-prep-image-layers.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #28.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\bezel-images-under-crt.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #29.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\bezel-images-over-crt.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #30.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\linearize-crt.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #31.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\blur-outside-screen-horiz.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #32.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\blur-outside-screen-vert.slang".

[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #33.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\blurs\shaders\royale\blur9x9.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #34.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\blurs\shaders\royale\blur9x9.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #35.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\reflection.slang".

[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #36.

[INFO] [Slang] Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\combine-passes.slang".

[INFO] [GLCore] Building pass #0 (DerezedPass)

[INFO] [GLCore] Building pass #1 (InfoCachePass)

[INFO] [GLCore] Building pass #2 (TextPass)

[INFO] [GLCore] Building pass #3 (N/A)

[INFO] [GLCore] Building pass #4 (LinearGamma)

[INFO] [GLCore] Building pass #5 (N/A)

[INFO] [GLCore] Building pass #6 (N/A)

[INFO] [GLCore] Building pass #7 (CB_Output)

[INFO] [GLCore] Building pass #8 (N/A)

[INFO] [GLCore] Building pass #9 (N/A)

[INFO] [GLCore] Building pass #10 (N/A)

[INFO] [GLCore] Building pass #11 (N/A)

[INFO] [GLCore] Building pass #12 (N/A)

[INFO] [GLCore] Building pass #13 (N/A)

[INFO] [GLCore] Building pass #14 (DeditherPass)

[INFO] [GLCore] Building pass #15 (IntroPass)

[INFO] [GLCore] Building pass #16 (N/A)

[INFO] [GLCore] Building pass #17 (N/A)

[INFO] [GLCore] Building pass #18 (PreCRTPass)

[INFO] [GLCore] Building pass #19 (AfterglowPass)

[INFO] [GLCore] Building pass #20 (N/A)

[INFO] [GLCore] Building pass #21 (ColorCorrectPass)

[INFO] [GLCore] Building pass #22 (N/A)

[INFO] [GLCore] Building pass #23 (PrePass)

[INFO] [GLCore] Building pass #24 (AvgLumPass)

[INFO] [GLCore] Building pass #25 (LinearizePass)

[INFO] [GLCore] Building pass #26 (N/A)

[INFO] [GLCore] Building pass #27 (CRTPass)

[INFO] [GLCore] Building pass #28 (PostCRTPass)

[INFO] [GLCore] Building pass #29 (BR_LayersUnderCRTPass)

[INFO] [GLCore] Building pass #30 (BR_LayersOverCRTPass)

[INFO] [GLCore] Building pass #31 (BR_MirrorLowResPass)

[INFO] [GLCore] Building pass #32 (N/A)

[INFO] [GLCore] Building pass #33 (BR_MirrorBlurredPass)

[INFO] [GLCore] Building pass #34 (BR_MirrorReflectionDiffusedPass)

[INFO] [GLCore] Building pass #35 (BR_MirrorFullscreenGlowPass)

[INFO] [GLCore] Building pass #36 (ReflectionPass)

[INFO] [GLCore] Building pass #37 (CombinePass)

[INFO] [GLCore] Using history of 3 frames.

[INFO] [GLCore] Using framebuffer feedback for pass #1.

[INFO] [GLCore] Using framebuffer feedback for pass #2.

[INFO] [GLCore] Using framebuffer feedback for pass #19.

[INFO] [GLCore] Using framebuffer feedback for pass #24.

[INFO] [GLCore] Using framebuffer feedback for pass #28.

[INFO] [GLCore] Using framebuffer feedback for pass #29.

[INFO] [GLCore] Using framebuffer feedback for pass #30.

[INFO] [GLCore] Using framebuffer feedback for pass #36.

[INFO] [Video] Found display server: "win32".

[libretro INFO] OpenGL version: 4.6.0 NVIDIA 596.36

[libretro INFO] OpenGL vendor: NVIDIA Corporation

[libretro INFO] OpenGL renderer: NVIDIA GeForce RTX 4060 Laptop GPU/PCIe/SSE2

[INFO] [Audio] Set audio input rate to: 32823.63 Hz.

[INFO] [WASAPI] Client initialized (shared, PCM, 48000Hz, 64.0ms).

[INFO] [Audio] Started synchronous audio driver.

[INFO] [Microphone] Initialized microphone driver.

[INFO] [WASAPI] Client initialized (shared, FLOAT, 48000Hz, 64.0ms).

[INFO] [WASAPI] Intermediate shared-mode capture buffer length is 960 frames (20.0ms, 3840 bytes).

[INFO] [WASAPI mic] Stopped capture device "Microphone Array (Realtek(R) Audio)".

[INFO] [Microphone] Disabled microphone.

[INFO] [Microphone] Requested microphone sample rate of 44100Hz, got 48000Hz.

[INFO] [Microphone] Initialized microphone.

[INFO] [Display] Found display driver: "glcore".

[INFO] [Environ] SET_SUBSYSTEM_INFO.

[libretro WARN] Could not get VFS interface 3, falling back to libretro-common defaults

[libretro WARN] Could not get VFS interface 3, falling back to libretro-common defaults

[INFO] [MIDI] Output device: "Microsoft GS Wavetable Synth".

[INFO] [Playlist] Loading favorites file: "C:\RetroArch-Win64\playlists\builtin\content_favorites.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_history.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_image_history.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_music_history.lpl".

[INFO] [Playlist] Loading history file: "C:\RetroArch-Win64\playlists\builtin\content_video_history.lpl".

[INFO] [Microphone] Enabled microphone.

[INFO] [Playlist] Written to file: "C:\RetroArch-Win64\playlists\builtin\content_history.lpl".

[INFO] [RCHEEVOS] acidamplifier logged in successfully

[INFO] [RCHEEVOS] Fetching data for hash a7825c7d4f9ae72532297323bfeba902

[libretro INFO] [melonDS] MAC: 00:09:BF:11:22:33

[libretro INFO] [melonDS] Secure area decryption OK

[libretro INFO] [melonDS] Game is now booting

[libretro INFO] Started emulated console

[INFO] [Environ] SET_ROTATION: "0" (0 deg).

[INFO] [Environ] SET_GEOMETRY.

u/Avid-Man — 16 hours ago

Am I the only one who wants RetroArch to be like this?

RetroArch is great, but why not let users run .exe files (for windows users) or .AppImage files for Linux users? Better yet, why not let us run anything? Just add a button called "Add an Executable." Why can't we have the freedom to launch whatever we want, not just ISOs or emulator related files? The answer shouldn't be, "Because RetroArch is only for playing retro games." I'm just asking for the freedom to run whatever I want through RetroArch's XMB.

I acknowledge that maintaining RetroArch might be stressful, but if I had the freedom to run any executable, I would also use my already installed emulators, which support fullscreen mode.

Like, we could have a custom section where all our random software that we want to access through RetroArch is stored.

u/InternetArchiveMem — 1 day ago

Endless Cores Download.

When i tried to download ANY core download stuck at 0% and not any progress is ever made. WHAT SHOULD I DO????

reddit.com
u/Sad-Peak5629 — 21 hours ago

Can’t Find Info on the Emir Sega Saturn Core

I just found this Core as Experimental Core but I tried to look for Info and When last Updated but had no Luck on Finding Anything.

Can anyone Help me find that Info?

As well as other Core’s on Retroarch to Check?

reddit.com
u/DaveTheMan1985 — 22 hours ago

Trying to create the same save structure between three devices but Retroarch on android won't listen to my save path settings

So some preface: I'm trying to create the same save structure following Knulli's save format (E.g. All GBA saves goes into 'saves/gba' instead of 'saves/gpSP' or 'saves/mGBA'). Reason for this is because Knulli keeps resetting my settings.

So I decided to manually set each core's save directory to the respective Knullie structure (gpSP and mGBA to 'saves/gba' and Swanstation PCSX ReARMED to 'saves/psx').

However now I've hit another wall, my retroarch on my android phone does not follow my directory settings. I have no overrides loaded yet it ignores my settings.

My Pokemon Unbound for example uses a save file from a few months ago, meanwhile my current save is already in 'saves/gba'.

What's going on? Also is there a better way to homogenise my save structure for Syncthing?

u/VeryIrritatedCrow — 22 hours ago

Neogeo game stuck in service menu

Running into kind of an odd problem. RA Android (latest nightly), Metal Slug 2, FBNeo Core, a setup that has worked well for me many times. But on a new handheld I'm setting up, MS2 boots right into the service menu for some reason, and I can't seem to exit it. There are no prompts on any screen to exit, all I can do is cycle through the various tests with start. I have tried mapping a "diagnostic input" button combo in core options, but this does nothing. I've also tried other suggestions from threads I found, like connecting a keyboard and pressing tab, which also did nothing. I am also using the same rom that worked for me previously.

Oh, and I also tried loading an old mid-game savestate I had, and it starts playing the right music and sound effects, but no sprites load in-and then it goes right back to the service menu after a second.

reddit.com
u/eatmusubi — 1 day ago

[SHADER] "LCD_Master_v4.slang" - WIP

Update of my Custom Shader "LCD Master" for RetroArch Android, using Vulkan as Video Driver.

It's an optimization/improvement + new "shimmer" effect update. Still working on it.

Gameplay recorded in Samsung Galaxy A03.

PS: Excuse touch controls 🤕

u/BotherCritical2297 — 1 day ago

RetroArch and Raphnet

I'm having an issue with RetroArch. I've researched a lot about this before posting, but here I am since I can't find any solutions.

So the problem has been asked before, but that was 5 years ago and there was no definitive answer then, so I'm hoping there is now. I've read he whole LibRetro documentation page regarding inputs, yet nothing was mentioned about D-Input and X-Input and their features.

Now, I know when you connect a N64 compatible controller through a Raphnet converter (n64 to USB, V3), the signal is automatically D-Input no matter what. Everything's fine, the controller works on RetroArch but rumble function is off. When rumble is supposed to occur, I get frame-drops instead (if I select no Pak in the core options, there's no frame-drops).

I came to realise that RetroArch does NOT support rumble through D-Input. All the sources I found regarding this are 5+ years old though and the documentation mentions nothing. In the 5 years past, is there any progress in that regard? Or was RetroArch never supposed to support D-Input in the first place?

reddit.com
u/ekimolaos — 1 day ago

Need help with Sonic CD

Need help setting up a Sonic CD I'm gonna use either "Picodrive" or "Genesis Plus GX" I am on android so if anyone can help me get what all is needed to make the game work please let me know I'm new to this thing so help will be greatly appreciated please

reddit.com
u/Immediate_Goose9216 — 1 day ago

No roms will launch on android

Im using RetroArch 1.22.2, on Android 16 Samsung S25. When loading any roms from any system, I just get a black screen and nothing happens. If I load the same roms on my pc, it works. What can I do?

u/Vivid-Temporary-7840 — 2 days ago

my saturn and dreamcast games dont save

I was looking to get the achievements for the Saturn version of Rayman 1 and the Dreamcast version of Rayman 2 via RetroAchievements, but for some reason, even with the BIOS files, these games won't save (I'm using the Yabause and Flycast cores).

u/ConnectionWise6735 — 1 day ago
▲ 364 r/RetroArch+1 crossposts

RetroArch and it's Dolphin core: a 2026 appreciation post

One of the most well known fact about RetroArch is that it's Dolphin core was extremly outdated, and was several years behind the mainline emulator. Was. Because since the end of last year, it has been deeply maintained and updated, thanks to it's hardworking devs. But it saddens me that their efforts aren't appreciated and talked about enough compared to many other emulators. Infact if you search about it, Google's "recalling and repeating machine" will recall and repeat, lol, severely "outdated" facts, when in truth, works were done on it as recent as 5 days ago.

As for my experiences on both device, both can run Green Man's Scary House extremely well on my AYN Thor, with no crash and a solid and stable fps. And the best thing about RetroArch is the many shaders and filters you can use within it. But of course, there are still caveats, so choose the one that works best for you.

Reasons to try RetroArch's Dolphin:

  • Shaders and filters, one of the best things about RetroArch, if you want that CRT, vintage looks, then go for it.
  • You don't have to install another emulator while able to use many others aside from Dolphin.
  • Great looks and feels, as RetroArch can use many great and flashy custom themes.
  • RetroArch has it's own sets of settings, so you can tinker things even further.

Reasons to stick to Dolphin standalone:

  • RetroArch is quite RAM heavy. It uses up to 8gb of RAM on my Thor, while the Dolphin standalone uses around 6gb.
  • No options to use custom drivers (you can still somewhat force it, but not very intuitive).
  • Too heavy shaders can crash your games, especially on mobile devices.
  • Updates are not as fast as the standalone, obviously, but still very fast now.

Overall, the Dolphin core is a solid alternative to the standalone version now, a big thank to everyone who helped building it!

u/DrantoSilver — 3 days ago

SDL3 added in nightlies. Has anyone done any latency testing?

SDL3 support was added recently in the RA nightlies. Theoretically it has improved input latency over SDL2 and others. Has anyone done any comprehensive testing comparing SDL3 vs other input methods yet?

reddit.com
u/itsame-hkr — 2 days ago

Has anyone ever got the build-in CHEATS to work in retroarch? I've tried many many time and they never work. Why?

u/Cuiusquemodi — 3 days ago
▲ 74 r/RetroArch+4 crossposts

I Compared Some of the Best CRT Shaders for RetroArch

I spent a lot of time comparing some of RetroArch's best CRT shaders side by side, including how they look in actual gameplay. If you're trying to decide which one to use, this might save you some time.

Here

u/jak808 — 4 days ago

Alright what's the deal?

Why does retroarch need to save all its files in an inaccessible location on Android? I understand this wasn't the case previously but there doesn't seem to be any solution on newer android builds. I am so frustrated with the inability to load custom shaders or even delete a saved preset. I'd like to be able to add a custom shaders folder right next to all the others or at least be able to navigate to it wherever it is and load a preset but once I open the folder in retroarch nothing is there. Can someone enlighten me why it needs to be like this or what I can do? Android 16 Pixel 8 Pro

reddit.com
u/8698639 — 4 days ago
▲ 277 r/RetroArch

Why is Link doing this? Please help.

If I hold Y he does... That. And when I hold X he shakes. Idk what to do.

u/Ok_Orchid_6585 — 6 days ago