RetroArch 1.7.6 released

RruBX_7v_400x400.jpg

Libretro’s Twitter account had already teased us by saying a new Retroarch version was coming our way and now they’ve kept their promise!
RetroArch v1.7.6 is now available for download from their website. The new release includes an initial PS2 port (which includes four cores at the moment: FCEUmm, QuickNES, Picodrive and 2048), a new menu driver called Ozone made by @natinusala inspired by the Nintendo Switch's UI, a theme format for RGUI - aka RetroArch' simpler user interface used by default on some cores & ports, and finally Discord matchmaking. The update also announces ports for the PlayStation 4 and Xbox One (UWP) consoles but due to a few issues, such as slow loading times on the latter, they have not been officially released yet, although unofficial builds for the UWP version are already available to be downloaded elsewhere.

There are also many more smaller changes and improvements of course. Here is the full changelog:
– ANDROID: Fix Xperia Play input binding.
– CHEEVOS: Reset when hardcore mode is toggled.
– CHEEVOS: Update the hashing methods to identify NES, SNES and Lynx games (more accurate and accepting headerless ROMs).
– COMMON: Add new JSON playlist format.
– COMMON: Fix playlist corruption when deleting items.
– COMMON: Fix archive progress display calculation.
– COMMON: Fix playlist entries appearing with previously used names.
– COMMON: Fix screenshot filename with no core or content.
– COMMON: Allow compiling without menu support.
– CORE UPDATER: Allow sideloading cores from the menu.
– CPU FILTERS: Add Normal2x filter.
– CRT/LINUX: New Linux switching method partially implemented.
– CRT/LINUX: Linux restore desktop resolution fixed.
– CRT/LINUX: Monitor index switching and auto enumerate for output detection in Linux (still working on the windows method).
– CRT/RASPBERRY PI: Initial support.
– DATE: Add Date / Time style options.
– DEBUGGING: Add an integrated crash handler for debug builds (see https://docs.libretro.com/tech/debugging)
– DISCORD: Discord matchmaking.
– DISCORD: Register the application name properly.
– DISK CONTROL: Remember the last used folder / current active folder to make disk-swapping faster.
– INPUT: Add new menu toggle (hold start button for 2 seconds)
– INPUT: Fix arrow keys being incorrectly bound as numpad keys
– INPUT/SDL: Flush the joypad events. Decreases cpu usage over time with the SDL joypad driver.
– LOCALIZATION: Add Greek translation.
– LOCALIZATION: Update German translation.
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Simplified Chinese translation.
– LOCALIZATION: Update Spanish translation.
– MENU: New “ozone” menu driver.
– MENU: Only show CRT SwitchRes if video display server is implemented (Windows/Linux for now)
– MENU: User Interface -> Appearance -> ‘Menu Font Green/Blue Color’ settings now work properly.
– MENU: Add option to enable in-menu sound effects.
– MENU/D3D: Scissoring support (will be used for Ozone and menu widgets).
– MENU/QT/WIMP: Allow building with MSVC2017.
– MENU/QT/WIMP: Add detailed file browser table.
– MENU/QT/WIMP: New grid view implementation that is faster and loads thumbnails on-demand.
– MENU/QT/WIMP: Thumbnail drag and drop support.
– MENU/RGUI: Overhaul custom theme interface + add wallpaper support.
– MENU/RGUI: Thumbnail support and thumbnail downscaling.
– MENU: Hide password values.
– MENU/SOUNDS: Implement in-menu sound effects (not enabled by default for now, still experimental).
– MIDI: Add a Linux ALSA driver for MIDI.
– NETPLAY: Force fast-save-states when netplay is enabled.
– NETPLAY: Allow quick joining subsystem lobbies.
– OSX: Initial CoreAudio V3 audio driver (not yet used in release builds).
– OSX: OpenGL 3.2 Core support for cores.
– PS2: Initial PlayStation2 port.
– PS4: Initial PlayStation4 port.
– RECORDING: Implement recording options in the menu complete with quality profiles, streaming, and proper file naming
– SCANNER: Fix GDI disc scanning.
– SHADERS: Fix auto shader preset loading on D3D10, D3D11, D3D12
– SUBSYSTEM: Allow more than 10 subsystems
– SUBSYSTEM: Cores that use subsystem for complex scenarios can now load content without starting a regular content first
– SUBSYSTEM: Remember the last used folder to make loading subsystem type content faster
– SWITCH/LIBNX: Improve touch scaling calculation.
– SWITCH: Proper button labels.
– TVOS: Initial tvOS port.
– VULKAN: Fix RGUI crashing at startup.
– VULKAN/RGUI: Enable ‘Menu Linear Filter’ option.
– VULKAN: Fix secondary screens in overlays not working.
– WAYLAND: Implement idle-inhibit support (needed for screensaver suspend).
– WAYLAND: Fix fullscreen toggle.
– WIIU: Initial netplay peer-to-peer support. Network information working.
– WINDOWS/WSA: Network Information info is blank until first network operation.
– WINDOWS: Fix an ancient bug that caused wrong mappings for keyboard arrows.
– WINDOWS: Remember window size and position if so desired.
– WINDOWS: SSL/TLS connections now work properly.
– WINDOWS: Fall back to GDI driver if no accelerated graphics driver is found.
– UWP: Initial UWP port.
– VFS: Update to version 3.
– XBONE: Initial Xbox One port.
– XMB/OZONE: Add more icons
– XMB: Add Automatic Inverted theme
– ???: Easter Egg

Here are also some more changes that were not yet mentioned in the changelog, including various Switch-specific ones (thanks @m4xw ! Links to his posts: #1 and #2)
libnx additional changes:
-Added Overclocking and underclocking Menu
-Added Docked native 1080p Support
-Added Ozone as default Menu driver
-Added software keyboard implementation (if started via Title)
-Changes to accommodate for libnx's 2.0 NWindow API (mostly affects legacy driver)
-Timezone fixes

Core updates:

Introducing Mupen64Plus-Next:
This is the WIP new Mupen core @m4xw has been working on.
It is developed with a close-to-upstream approach, which eases the maintainability
and provides a easier way to update core components.

Some notable changes:
- New Repository approach based on `git subrepo`
- Updated *everything* but GlideN64
- Full feature parity to old Mupen
- Additionally:
- Added LOD Core option
- Added Noise Core option
- Added "Fullspeed" Core option (simliar to ParaLLEl)
- Added VI Refresh Overclock (simliar to ParaLLEl)
- Savestates for Version 1.4
- Added Frame-duping option if Framebuffer Emulation is disabled
- AArch64 Dynamic recompiler (by Gillou68310)
- x64 Dynamic recompiler (by Gillou68310)
Current supported platforms:
- Libnx (buildbot)
- Android AArch64 (buildbot)
- Windows x64 (buildbot)
- Raspberry aarch32/armv7 (via RetroPie)
- Linux x86/x64 (buildbot), arm7neonhf (supported but not active)

What is next?
- Updated GlideN64 (currently runs already, but still many Issues to tackle down)
- Adding Threaded Angrylion (for desktop platforms)

mGBA:
-Added accelerometer support for libnx based on standalone mGBA (thanks to p-sam)
This adds support for games like Warioware Twisted, Kirby Tilt 'n' Tumble etc..

This new version is currently available for all platforms except Mac OS X (PPC) and Xbox. If you are interested, you can download it from RetroArch's downloads page.

:arrow: Source
 
Last edited by RattletraPM,

Spoda

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Has the games compatibility or performance for PS1 core improved? Can it run multi disk (more than 2) games now like Rayman 1?
 

krueger96

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I'd also love to know that. I have configured a lot of shit and that would be a fucked up situation if I had to do it again.
In the end i decided to delete retroarch.cfg and keeping the other core and game configurations, because i tried updating without deleting anything and the app froze, deleting only the main config file works, at least on wii u
 
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Dante2405

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Can't run N64 games anymore. With any of the 3 available cores I get : "failed to open libretro core".
Any other plateforms still work. 1.75 stil runs N64 games.

Can you guys run N64 games?
 

morrison22

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Hi. So, I installed 1.7.6 fresh. Any special settings that are not default that I would need to change to get n64 to run smoothly? Mario 64, for example, is a little choppy.

Edit: After some research I learned the following:

-Turn on threaded video.
-Make sure it's using dynamic recompiler.
-Play with settings on a per-game basis.
-In most cases, turn off fbemu.
-VI Refresh (Overclock) makes a few games run smoother, but most games are bound to a specific framerate.
-VI Refresh (OC) support: http://emulation.gametechwiki.com/index.php/Overclocking#N64
-Save good settings as a game specific override.
 
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TheMrIron2

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Brilliant to see RetroArch arrive on PS2. Support for PSP and PowerPC OS X still going strong as well as countless other "abandoned" platforms.. I can't commend some of these guys enough. :grog:
 

Zense

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Incredible to have this for the PS2! I wonder if that's the lowest gen of consoles we could go for Retroarch? Not that I would want anyone to try. I would rather have a proper ps1 emulator for wii u than anything else right now...
 
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cvskid

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Incredible to have this for the PS2! I wonder if that's the lowest gen of consoles we could go for Retroarch? Not that I would want anyone to try. I would rather have a proper ps1 emulator for wii u than anything else right now...
Was curious about that also. If anything i was thinking maybe sega dreamcast could possibly be the lowest because of dreamshell and with an adapter it has sd card support.


Also read this in the list of changes, – WIIU: Initial netplay peer-to-peer support. Network information working. Does this mean retroarch has online play?

:ninja:
 
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weatMod

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i don't understand these releases , for what systems is it for or is it just a generic that has to be ported over to all other systems? i seen ps4 and xbox one coming soon , but what systems do these updates evern pertain to?
is it just PC and/or Android?
 
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RattletraPM

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i donlt undserstand these release , for what system or is just a generic that has to be ported to other sydtems? i seen ps4 and xbox one coming soon , but what systems do these update evern pertain to?
is it just PC?
The various changes listed in the post were for all platforms supported by RetroArch except for the original XBOX and PowerPC Mac (as those last two platforms didn't get the update yet). There were also some platform-specific updates and fixes, if you're interested in those then you can read about them in the full changelog and in the unofficial changelogs posted by m4xw.

Regarding the PS4 and XBOX One ports, the former so far supports a few cores (Sameboy and 2048, maybe fMSX - correct me if I'm wrong) while the latter has a lot more (the spreadsheet is from an unofficial build so things be even better by now)
 
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weatMod

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The various changes listed in the post were for all platforms supported by RetroArch except for the original XBOX and PowerPC Mac (as those last two platforms didn't get the update yet). There were also some platform-specific updates and fixes, if you're interested in those then you can read about them in the full changelog and in the unofficial changelogs posted by m4xw.

Regarding the PS4 and XBOX One ports, the former so far supports a few cores (Sameboy and 2048, maybe fMSX - correct me if I'm wrong) while the latter has a lot more (the spreadsheet is from an unofficial build so things be even better by now)
yeah changelog might as well be in chinese i don't understand 3/4 of that drivel anyway

so what about obscure systems like 3ds or wii u? do those get updated or are those forks that need to have the up-date be manually ported over?
just PC android and main systems get updated?
 

Zense

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yeah changelog might as well be in chinese i don't understand 3/4 of that drivel anyway

so what about obscure systems like 3ds or wii u? do those get updated or are those forks that need to have the up-date be manually ported over?
just PC android and main systems get updated?
I believe it has been stated earlier in this thread, but the wiiu and 3ds got this update as well I believe. That is the beauty of it.
 

KnightRiderX420

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why does the retroarch site say when you high light the release not to use exfat? I've always used it b4...….. also when I unzipped this to my sd card and reloaded it the version number didn't change.... anyone else see this?
 

weatMod

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I believe it has been stated earlier in this thread, but the wiiu and 3ds got this update as well I believe. That is the beauty of it.
but i thought that they didn't make it for 3ds and wii u i thought those were like a fork or something that had to be converted from the main android or PC build and ported over manually by someone else
 

Silent_Gunner

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Is the only way to access this via the HB App Store for the Switch version? 'Cause the store isn't loading up where I'm at, it seems...
 

Zense

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but i thought that they didn't make it for 3ds and wii u i thought those were like a fork or something that had to be converted from the main android or PC build and ported over manually by someone else
Gimme a second and I'll check by looking at the wiiu retroarch thread...

EDIT: Yes it's updated for Wii U. Don't know for 3ds
 
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username23bob

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is mupen working for anyone? it crashes my switch everytime i try to load a game. everything was prior to updating. i’ve tried deleting retroarch nsp and folder on sd card, and then starting fresh but to no avail.
 

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While we are at it:


Note: These changes will be added to the official log as soon as Autechre is awake again
I was late :P
I love the next core, i (tested) and can play 007 world is not enough without hickups! On old core, i had issues where i fps would drop to 45 and audio would crackle .. (even tho i could unthrotle game to 335fps) it would still lag.
I can't seem to find where to store HD textures tho..? Old forlder for old core doesnt seem to work

--
edit
nvm found solution. And for the above , when i mentioned "slowdown" some would immediately typically said: That is accurate presentation. Well i know for a fact that its not. Opening fmv scene when James enter building in first mission does not lag on N64
 
Last edited by IceLancerSR,

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