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June 4, 2012 // 2:38 am - Today Squarepusher (aka Twinaphex) has released what he calls PS3 RetroArch v0.9.6, a homebrew multi-system video game emulator for the PlayStation 3 entertainment system which runs on PS3 CFW and Debug consoles!

Download: PS3 RetroArch v0.9.6 For CFW Kmeaw PS3 (18.02MB) / PS3 RetroArch v0.9.6 For CFW GeoHot PS3 (18.02MB) / PS3 RetroArch v0.9.6 For Debug PS3 (69.00MB) / RetroArch PS3 v0.9.6 - ALL PKGs (105.46MB - Mirror) / RetroArch PS3 3.55 CFW PKG (22.52MB - Update) / RetroArch PS3 3.41 CFW PKG (22.79MB - Update) / PS3 RetroArch v0.9.7 RC1 For 3.55 CFW Kmeaw / PS3 RetroArch v0.9.7 RC1 For 3.41 CFW / PS3 RetroArch v0.9.7 RC1 For DEX / PS3 RetroArch CEX v0.9.7 RC2 mM 20120821 (23.88MB) / PS3 RetroArch CEX v0.9.7 RC2 Rev A mM 20120821 (19.79MB) / GIT / SVN

File Names: PS3 RetroArch.PS3.v0.9.6.FOR.CFW.KMEAW.PS3 / PS3 RetroArch.PS3.v0.9.6.FOR.CFW.PS3 / PS3 RetroArch.PS3.v0.9.6.FOR.DEBUG.PS3

To quote: Here is the release of RetroArch PS3 - a multi-system emulator/game system. Expect a lot more from us in the coming months. Included in this package are the following emulators/game engines:

  • SNES9x Next (Super Nintendo)
  • FCEUmm (Nintendo NES)
  • Final Burn Alpha ( - latest version - arcade)
  • Gambatte (Game Boy/Game Boy Color)
  • Genesis Plus GX (Sega Genesis/Sega Master System/Sega Game Gear)
  • VBA Next (Game Boy Advance)
  • PrBoom (Doom 1/Doom 2/Ultimate Doom/Final Doom)


RetroConsole Level 2

Themaister, Squarepusher/Twin Aphex

After over half a year of development (well, slightly more) and lots of preparation work, we can finally present you with RetroArch for PlayStation 3.



Put the PKG file 'retroarch-ps3-v0.9.6-debug.pkg' on your USB stick, put it in your PS3. Go to the PS3 XMB - go to the Game tab - Select 'Install Packages', and install the PKG file.


Put the PKG file 'retroarch-ps3-v0.9.6-cfw.pkg' on your USB stick. Put it in your CFW PS3. Go to the PS3 XMB - go to the Game tab -
select 'Install Packages', and install the PKG file.

ON CFW Kmeaw PS3:

Put the PKG file 'retroarch-ps3-v0.9.6-cfw-kmeaw.pkg' on your USB stick. Put it in your CFW PS3. Go to the PS3 XMB - go to the Game tab - select 'Install Packages', and install the PKG file.


On first startup, RetroArch will select one of the dozen or so emulator/game cores. The name of the core currently loaded will be shown at the top side of the screen.

You can now select a ROM that this core supports and load it in the Filebrowser.

To select a different core in the menu - press Select to go to the Settings screen. From here, go to the 'Retro tab', and select 'Default emulator core'. Press X to go to a filebrowser where you can select a different core. Press X to confirm, then exit RetroArch. Start up again to boot up to the new emulator core.

To change to a different core ingame - press R3 to bring up the 'Quick Menu'. Select 'Change libretro core'. Press X to go to a filebrowser where you can select a different core.


During ingame operation you can do some extra actions:

  • Right Thumb Stick - Down - Fast-forwards the game
  • Right Thumb Stick - Up - Rewinds the game in real-time
  • ('Rewind' has to be enabled in the 'Settings' screen - warning - comes at a slight performance decrease but will be worth it if you love this feature)
  • RStick Left + R2 - Decrease save state slot
  • Rtick Right + R2 - Increase save state slot
  • RStick Up + R2 - Load selected save state slot
  • RStick Down + R2 - Save selected save state slot
  • L3 + R3 - Go back to 'Menu'/'Quick Menu'


RetroArch is a modular multi-system emulator system that is designed to be fast, lightweight and portable. It has features few other emulator frontends have, such as real-time rewinding and game-aware shading.


Libretro is the API that RetroArch uses. It makes it easy to port games and emulators to a single core backend, such as RetroArch.

For the user, this means - more ports to play with, more crossplatform portability, less worrying about developers having to reinvent the wheel writing boilerplate UI/port code - so that they can get busy with writing the emulator/porting the emulator/game.


Right now it's unique in that it runs the same emulator cores on multiple systems (such as Xbox 360, PS3, PC, Wii, etc).

For each emulator 'core', RetroArch makes use of a library API that we like to call 'libretro'.

Think of libretro as an interface for emulator and game ports. You can make a libretro port once and expect the same code to run on all the platforms that RetroArch supports. It's designed with simplicity and ease of use in mind so that the porter can worry about the port at hand instead of having to wrestle with an obfuscatory API.

The purpose of libretro is to help ease the work of the emulator/game porter by giving him an API that allows him to target multiple
platforms at once without having to redo any code. He doesn't have to worry about writing input/video/audio drivers - all of that is
supplied to him by RetroArch. All he has to do is to have the emulator port hook into the libretro API and that's it - we take care of the rest.


The PS3 port of RetroArch is the most developed of the two right now. It has all the features the standalone PS3 emulators had, with the addition of:

  • Game-aware shading in every emulator now (*)
  • Real-time rewinding
  • More shader features (motion blurring, etc)
  • Switching between emulator cores seamlessly, and ability to install new libretro cores

Included with RetroArch PS3 are a bunch of shaders - including the latest versions of the popular xBR shader. It is possible to use two shaders simultaneously to get the best possible graphical look.

* Check out Opium2k's manual shaders for Zelda 3 and others - you can find DLC packs for RetroArch at this site:


The following emulators have been ported to RetroArch and are included in the first PS3 release of RetroArch:

  • Final Burn Alpha (Arcade - various) [version]
  • FCEUmm (Nintendo Entertainment System) [recent SVN version] (*)
  • Gambatte (Game Boy | Super Game Boy | Game Boy Color) [version 0.5.0 WIP]
  • Genesis Plus GX (Sega SG-1000 | Master System | Game Gear | Genesis/Mega Drive) [version 1.6.0] (**)
  • SNES9x Next (Super Nintendo/Super Famicom)
  • VBA Next (Game Boy Advance)
  • Prboom (for playing Doom 1/Doom 2/Ultimate Doom/Final Doom)

All of the emulators listed above are the latest versions currently available. Most of them have been specifically optimized so that they will run better on PS3 (some games would not reach fullspeed without these optimizations).

* This port was previously called FCEU Next.
** This port was previously called Genesis Next.


  • Prboom: WAD|wad
  • SNES9x Next: smc|fig|sfc|gd3|gd7|dx2|bsx|swc|zip|SMC|FIG|SFC|BSX|GD3|GD7|DX2|SWC
  • Genesis Plus GX: md|smd|bin|gen|zip|MD|SMD|bin|GEN|ZIP|sms|SMS|gg|GG|sg|SG
  • VBA Next: GBA|gba
  • FCEUmm: nes|NES|unif|UNIF
  • Gambatte: gb|gbc|dmg|zip|GB|GBC|DMG|ZIP
  • Final Burn Alpha: zip|ZIP


FOR EACH CORE (except for Final Burn Alpha): When you press 'X' on a ZIP file in the File Browser, its contents will be extracted to the /dev_hdd1/ partition. From there, you can load the ROM and play.

FOR Final Burn Alpha: Selecting a ZIP file from the Filebrowser will load that game directly.

What can you expect in the future?

  • A public release of RetroArch Wii that is on the level of RetroArch PS3/RetroArch 360
  • An official Android port of RetroArch (no, no App Store 'fee' - 'free' as in beer AND as in libre)
  • Port of NxEngine to libretro - runs Cave Story (PC version is already done, now for the consoles...)
  • Port of MAME 0.72 to libretro
  • Port of VICE to libretro
  • Port of ScummVM to libretro
  • More emulators, more games that will run on RetroArch
  • Lots of other crazy ideas that might or might not pan out


  • Mudlord for his Waterpaint/Noise shaders.
  • Hyllian for the xBR shader.
  • Opium2k for the nice manual shaders (bundled with PS3 release).
  • Deank for assistance with RetroArch Salamander on CFW PS3s and Multiman interoperability.
  • FBA devs for adopting the libretro port.
  • Ekeeke for help with the Genesis Plus GX port.


Opium2K DLC for RetroArch:
IRC: #retroarch (freenode)

From STLcardWS (via

Would like to give you some additional info been playing with this for about 6-8 weeks now.. I tested about 30 doom wads and these are the working ones i found..

  • prBoom (Playable Wads tested)
  • Doom
  • Doom2
  • TNT
  • Plutonia
  • Chex Quest
  • Ultimate FreeDoom (Playable from Ep. #2, will crash on Ep. #1)
  • Doom3: Mr. Smiley Head's Safari
  • Duke Nukem Total Conv. for Doom2
  • Goldeneye 007 Total Conv.


  • GameBoy
  • GameBoy Color

VBA Next

  • GameBoy Advance

Genesis Plus GX

  • Sega SG-1000
  • Sega Game Gear
  • Sega Master System
  • Sega Genesis


  • Nintendo Entertainment System (NES)
  • Nintendo Famcom Disk System

SNES9x Next

  • Super Nintendo (SNES)

Final Burn Alpha V0.2.97.24 (Unconfirmed FBA list)

  • Capcom CPS-1
  • Capcom CPS-2
  • Capcom CPS-3
  • Neo-Geo MVS/AES
  • Sega System 16A
  • Sega System 16B
  • Sega System 18
  • Sega X-Board
  • Sega Y-Board
  • CAVE
  • Tatio
  • Konami
  • Psikyo 68EC020 Based Hardware
  • PGM
  • Toaplan
  • PC-Engine/Tg-16 (??)
  • SuperGrafx (??)

Also, Please NOTE the FBA ROMset is synced with the latest MAME ROMset (Affects NEO-GEO/CPS-1/CPS-2/CPS-3) Others Arcade boards should be fine.. Now I am not 100% sure but i believe this version of FBA will emulate TurboGrafx16 / PC-Engine/Supergrafx. Please Note this info is from testing unofficial Builds.

Included Cores: (via commit)

RetroArch 0.9.7 RC1 - (via commit)

  • Snes9x Next - Super Nintendo
  • FCEU_MM - Nintendo Famicom / NES
  • Gambatte - Gameboy & Gameboy Color
  • VBA Next - Gameboy Advance
  • Final Burn Alpha - Arcade
  • PR-Boom - Doom, Doom 2 etc.
  • Genesis-Plus-GX 1.7 - Sega Genesis / Megadrive, Master System, Game Gear, SG1000 & Sega CD / Mega CD
  • iMame4All - Arcade (Based on Mame 0.37b5)
  • Mednafen_PCE_fast - NEC PC-Engine / Turbo Grafix 16 & CD, Super Grafx
  • Mednafen_wswan - Bandai Wonderswan

Bugs & Issues

  • iMame4All and Mednafen_PCE are WIP and some bugs / issues do exist.
  • With both of these cores, they will crash if you try to load a ROM while a ROM is running. To get round this issue, when you want to change the game / ROM, Press R3 then select "Change Libretro Core" and reselect the core.
  • Save States are also not working on iMame4All and Mednafen_PCE at the moment.

Notes on PRBOOM and related files:

  • You need to put PRBOOM.WAD (Mirror: in the same folder as the DOOM WAD files.
  • Music playback is only with MP3.
  • You may experience a crash when changing WADs, Select change "LibRetro Core" from the in game menu and select PRBOOM.SELF instead of just loading the WAD.
  • It is compatible with Doom, Doom2, Plutonia and TNT.
  • Some custom WADs are working, here's a WAD Pack by STLcardsWS.
  • Final Burn Alpha - Based on version Make sure you have the right ROMs or you will have problems.
  • Genesis-Plus-GX - Sega CD Emulation requires a sega cd bios in the same folder as your ISO / BIN files. The BIOS ROM files be named bios_CD_J.bin (Japan), bios_CD_U.bin (US) and bios_CD_E.bin (Europe)
  • Mednafen_PCE - PCEngine / Turbo Grafix CD Emulation requires the BIOS to be in the same folder as the ROM you are trying to load. It needs to be named syscard3.pce
  • iMame4All - Based on Mame Version 0.37b5, again make sure you have the right romset.


All bios files need to be placed in /dev_hdd0/game/SSNE10000/USRDIR/cores/system

For Sega CD the bios files must be named EXACTLY like listed below

  • European BIOS = bios_CD_E.bin
  • Japanese BIOS = bios_CD_J.bin
  • USA BIOS = bios_CD_U.bin

As of right now I've only tested 2 bios files from the No-Intro set. The first is 1.00 which is the very first model and the second is 2.11X which is from the very last model.

Unfortunately, CD Audio Track support is not working 100%. I loaded Sonic CD and can play the game flawlessly, but the soundtrack does not play. I will check other games later tonight. It could be related to the PREGAP line in the CUE sheet. Not all games will use that line.

It has been suggested that loading BIN/CUE files by selecting the CUE file will break the emulator causing you to need to reinstall. I have not run into that problem yet. I believe it's due to the CUE sheet containing a line at the very top containing the word CATALOG. Some programs add this line but it is completely unnecessary.

Make sure your CUE file contains only lines starting with FILE, PREGAP, TRACK, or INDEX. You can edit it with any text editor like notepad. You should also make sure that the file line points to the EXACT name of the BIN file. Case is important!!

From opium2k (via

To demonstrate the capabilities of Retro Arch and more specifically maister's manual reader shader I've been working on some implementations for the past couple months to show off just a taste of some of this shader's uses.

Pages of the manual are changed by the user with a key combination of (enter+Q or W) on PC and (Start+L1 or R1) on PS3. The biggest limitation of the shader is your imagination. As demonstrated in the videos below, it can be used for things such as maps, guides, instruction manuals, cheats, passwords, etc.

Additionally, the dimensions, positions and number of pages are completely customizable. For example, the Mortal Kombat 1 example is only 8 pages while the Chrono Trigger one is 136!

Due to restrictions on the PS3 I've created two versions for each download. The PC versions are better quality and zipped. The PS3 versions are smaller and in .PKG files. I haven't tested them on any other systems but you're welcome to try.

All-in-One Pack - PS3 Version | PC Version

Legend of Zelda: A Link to the Past Maps (SNES) - PS3 Version | PC Version

Bubble Bobble Passwords (NES) - PS3 Version | PC Version

Chrono Trigger Strategy Guide (SNES) - PS3 Version | PC Version

Mortal Kombat 1 Moves List (SNES) - PS3 Version | PC Version
Street Fighter 2 Turbo Moves List (SNES) - PS3 Version | PC Version
X-Men: Children of the Atom Moves List (FBA) - PS3 Version | PC Version

Bubble Bobble Manual (Gameboy) - PS3 Version | PC Version
Final Fantasy 3 Manual (SNES) - PS3 Version | PC Version
Golden Axe Warrior Manual (SMS) - PS3 Version | PC Version
Harvest Moon Manual (SNES) - PS3 Version | PC Version
Kirby's Dreamland 3 Manual (SNES) - PS3 Version | PC Version
Kirby Superstar Manual (SNES) - PS3 Version | PC Version
Legend of Zelda: Link's Awakening Manual (Gameboy Color) - PS3 Version | PC Version
Mario & Luigi: Superstar Saga Manual (Gameboy Advance) - PS3 Version | PC Version
Megaman 7 Manual (SNES) - PS3 Version | PC Version
Megaman X1 Manual (SNES) - PS3 Version | PC Version
Megaman X2 Manual (SNES) - PS3 Version | PC Version
Megaman X3 Manual (SNES) - PS3 Version | PC Version
Mortal Kombat 2 Manual (SNES) - PS3 Version | PC Version
Mystical Ninja Manual (SNES) - PS3 Version | PC Version
Out of this World Manual (SNES) - PS3 Version | PC Version

Road Rash Manual (Gamegear) - PS3 Version | PC Version
Streets of Rage 1 Manual (Genesis) - PS3 Version | PC Version
Super Gameboy Manual (SNES) - PS3 Version | PC Version
Super Mario Bros 3 Manual (NES) - PS3 Version | PC Version
Super Mario RPG Manual (SNES) - PS3 Version | PC Version
Super Mario World Manual (SNES) - PS3 Version | PC Version
WWF Raw Manual (SNES) - PS3 Version | PC Version
X-Men: Mutant Apocalypse Manual (SNES) - PS3 Version | PC Version


PC Versions

  • Unzip a reader to the directory of your choosing.
  • Open retroarch-phoenix.exe and navigate to Settings>Video
  • Next to Shader/Filter Settings click Open
  • Next to Cg pixel shader click browse
  • Navigate to where you unzipped the shader folder and select name_of_shader.cgp
  • Back in the main Retro Arch Window click the large Start Retro Arch button
  • -ENTER+Q / ENTER+W are used to change pages

PS3 Versions

  • Place the PKG file on external media such as a flash drive
  • Install the PKG on your PS3 from the Install Package Files menu
  • Run Retro Arch and select the rom you want to play
  • Open the Menu by pressing L3+R3
  • Press Select to access the settings
  • Highlight Shader Preset (CGP) and press X
  • Navigate to: /dev_hdd0/game/SSNES10000/USRDIR/cores/presets/name_of_shader/
  • Select manual_reader.cgp (it will take 5-30 seconds to load)
  • Press L3+R3 again to exit the menu and resume playing your game
  • -START+L1 / START+R1 are used to change pages

Finally, below are some unofficial builds from pete_uk (via

These builds are unofficial as they were compiled by myself from the RetroArch ( and LibRetro ( Git's. Install the official version and then update it using the PKG attached below.

Download: RetroArch PS3 CFW v0.9.6 Kmeaw PKG

Recent Changes


  • (PS3) Set Makefile for PS3 RGL back to SNC as default compiler
  • (PS3) Removed ps3_video_psgl.h
  • (PS3) Refactored some code - added 5x scale


  • (libretro) J-CART multiplayer now working (Micro Machines, other Codemasters games, etc.)
  • (libretro) working two-player controls

From deank: Here is PS3 RetroArch CEX v0.9.7 RC2 mM 20120821 with 10 emulator cores compiled by me (for CEX/CFW PS3s only):

  • All cores (except for iMame4all) are supported in the upcoming mM 04.05.00 (Retro/mmOS).
  • "Return to multiMAN" option in InGame menu now works (thanks Squarepusher/Twinaplex)
  • Pressing "UP" in InGame menu goes to last option of the list for faster selection
  • The upcoming ZIP support in mM allows loading any zipped rom from mM
  • Coverart for the new types of ROMs is also supported
  • You'll be able to load ROMs from network PC (zipped, too)
  • Recompiled WSWAN and removed iMame (twinaplex suggestion) for Rev A.

PS3 RetroArch v0.9.6 Multi-system Game Emulator is Released

PS3 RetroArch v0.9.6 Multi-system Game Emulator is Released

PS3 RetroArch v0.9.6 Multi-system Game Emulator is Released

Follow us on Twitter, Facebook and drop by the PS3 Hacks and PS3 CFW forums for the latest PlayStation 3 scene and PS4 Hacks & JailBreak updates with PlayStation 4 homebrew PS4 Downloads.

#84 - PS4 News - 4d ago
PS4 News's Avatar
Not yet, the latest from their Twitter:

I admit delaying releases isn't cool but it's all in the name of improving RA and making the next release that much more impressive.

I don't like disappointing people when missing dates, but you have to understand that we are not a company here. We are a very small band of coders here, doing this in our own spare time, not for money, not for any kind of business scheme, but just out of passion and because we like doing this.

Sometimes I really think people are taking stuff for granted that we do here. It is all very, very hard work, nobody really cares or wants to know just how much work goes into it all, and the most you can get back for is some angry feedback from random guys who just happen to find one or two things that are going wrong in the latest RA release.

I am not an AAA game developer here purposefully shipping broken games to you on release time. I am not having you pay up for DLC in-game. You did not have to pay a dime, and if anybody paid here, it is us that are taking money out of our own wallet day in, day out with tireless work.

Anyway, off the negative sht - yes, the PS3 port will be released soon, no, I'm not going to make anymore dates, it will just be dropped when I feel lke it. Also, there might be some surprises for iOS/Android, we might have a user interface there soon that you guys might like better. Anyway, keep watching, a lot of exciting things are still going to happen, but personally I am getting rather tired of the negativity and it is becoming a real drag on development. Chill out and bear in mind that all good things come to those who wait.

A quick preview of this new menu we have been working on that we think is going to over better with mobile audiences:

#83 - xiiflowx - 4d ago
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Is it released already?

#82 - Crezazel - October 1, 2015 // 3:01 pm
Crezazel's Avatar
So it's now Thursday, why am I not surprised that RetroArch 1.2.3 for the PS3 is still not released?

#81 - PS4 News - September 26, 2015 // 1:43 pm
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From their Twitter ( PS3 will be ready for the upcoming RetroArch 1.2.3.

Another update ( Will be gearing up for a RetroArch 1.2.3 release around Wednesday. PS3 version will be released. iOS still needs more work done to it.

#80 - Crezazel - September 25, 2015 // 1:48 pm
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So is RetroArch 1.2 for the PS3 ever going to be released or has it been canceled altogether? Two weeks ago I was told the last bug keeping it from being released was "squashed" and to expect a release in the next couple of days.

Now it seems no one has any info on it or they are not talking about it. Just what is going on?

#79 - B7U3 C50SS - September 17, 2015 // 1:39 pm
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don't know. it doesn't look like it's out yet. strange.

#78 - Crezazel - September 17, 2015 // 12:34 pm
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Anyone know what's going on with RetroArch 1.2 for the PS3?

#77 - PS4 News - September 3, 2015 // 1:55 am
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Nothing new yet, but apparently there is a PS Vita / PSTV port of RetroArch in development (via as follows:

From TwinAphex: I have expressed interest in doing one, unfortunately I don't have a Vita and it doesn't seem like anybody is going to want to send one over too, so outside of some other outside guy taking up the baton, it doesn't seem like there is going to be much action unless somebody wants to help me out.

From hunterk: Twinaphex just got his hands on a PS-TV (thanks guys!) and is jailbreaking it as I type this, so hopefully there will be some action happening very soon.

It's actually coming along very quickly. He got it jailbroken just fine and now he and xerpi are making excellent progress with the port. I hear the CPU is locked at 444 mHz, but dynarecs work, so lots of cores should be possible. still early days, but looking good so far!

Not sure. It's very preliminary right now, and every little thing is a huge hassle. I would recommend you stop updating your firmware now, though, and wait for an easy, end-user-accessible jailbreak. With PSTVs available for as low as like $20 these days, this could become a very attractive port.. another shot from xerpi

From Radius (via and libretro via New releases coming shortly. PS Vita nightlies coming soon too!

PS Vita nightlies are now available. The nightlies have very few cores now but we'll keep adding them till it's complete, please report any issues, suggestions and any other feedback here.

Known issues:

  • Too early to tell

Relevant changes:

  • Too early to tell

Included Cores:

  • 2048
  • catsfc
  • fceumm
  • gamebatte
  • genesis plus gx
  • mednafen_ngp
  • nxengine
  • snes9xnext

From Ezio_PS: Happy 30th birthday Mario! Playing it last night on the #PSVita #rejuvenate #RetroArch #SuperMario30

#76 - Crezazel - August 24, 2015 // 11:36 am
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Anyone have any info on when RetroArch 1.2 will be released for the PS3? I read about a month ago they were debugging a crash problem when you quit RetroArch, but I haven't heard anything since. Thanks.

#75 - PS4 News - July 4, 2015 // 10:17 am
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Following the previous updates, below is a RetroArch 1.2 July 4 Release Kickoff by Squarepusher followed by v1.2.1 details for those interested!

To quote from their blog (

Downloads: RetroArch 1.2 Builds

Release Notes:

  • mac builds should be coming this Sunday
  • cores aren't included anymore, you can use the built-in core updater to fetch cores
  • assets can be updated from within the application on PC and mobile
  • content can be downloaded from within the application, we're testing this with Game&Watch
  • input binding is done completely from within the application
  • per-core/per-game remapping are available from within the application
  • per-core/per-game configuration overrides are now possible
  • sort saves and savestates in folders automatically
  • movie recording can be enabled from within the application
  • content can now be scanned to create collections
  • lots more...

First things first – we are back. It has taken us a very long time to make a new release of RetroArch due to numerous complications, so apologies for missing numerous release dates before (first Christmas, then somewhere in April, etc.). It tells something about the development hell we’ve been through that I’ve just skipped an entire version number (1.1) and gone straight to 1.2.

Let me first get some important stuff out of the way before we continue. For our iOS and Blackberry 10 users: we were not ready today (July 4) to launch on these platforms, you’ll unfortunately have to hold out for one more week before we have something for you. Rest assured that there will be plenty to enjoy a week from now.

With that out of the way...

What is RetroArch being released on today and tomorrow?

  • Android (DONE) (Uploading to Play Store right now)
  • Windows (DONE)
  • Linux (DONE) (Repo packagers, go ahead and update the respective packages)
  • Mac (Maybe July 5 2015)
  • Consoles (Wii / PS3 / PSP ) (July 5 2015)
  • Consoles (Xbox 1 OG) (Maybe July 5 2015)
  • iOS (Next week)
  • Blackberry 10 (Next week)

Other platforms will have to wait, but rest assured the wait is not much longer. *
I could write an entire book about all of the new features in RetroArch, but instead I’m just going to summarize it up in a few bullet points so that you can get the gist of it. In the upcoming weeks you will see plenty of more big announcements coming from us, and we will also provide you with much-needed user documentation on everything you can do with RetroArch now.

– Brand new eye candy menus to choose from! –

RetroArch now lets you select between three menu display modes: RGUI (a very classic, low-resolution menu), GLUI (a more advanced GL-based menu that lends itself well to touch-based devices), and XMB (a horizontal crossbar menu that is the most eyecandy-rich of all three right now).

Thanks to improved touch support, you should now be easily able to control RetroArch’s menu by dragging up or down and clicking on items. And thanks to built-in DPI awareness support, menu elements should now be scaled according to the DPI (Dots Per Inch) reported by your system.*

* NOTE: The XMB menu driver’s touch support right now is kinda iffy. We recommend that you use GLUI on touchscreen-based devices, like mobile (Android/iOS/etc).

– Scan files/directories and add them to game system collections! –

You can now scan files and/or directories, and RetroArch will look for a match inside its database. If it finds a match with a known game on a given system, it will then add this game to a collection based on the system of that game. This way, you can have ordered collections of games without having to browse your filesystem all the time looking for a ROM/game to play.

To use this feature, go to ‘Add Content’ and select either ‘Scan Directory’ or ‘Scan File’. *

* NOTE: Some programs right now might not yet have a database system in place to allow you to scan said content. Some of the current ones that still need to be addressed are MAME and CD-based systems such as the PlayStation. You will see this rectified in an upcoming RetroArch update.

– View database information about each game once added to a collection! –

Once you have a few collections, you will be able to view detailed information about the game, provided by RetroArch’s new database features. You will be able to view the developer of the game, the year it was released at, any kind of special hardware it used on the ROM cart package, the publisher that released the game, etc. *

* NOTE: The amount of information provided per game can vary and is dependent on the database’s completion. We encourage contributors to help us out building up these databases.

– Download programs (‘cores’ online –

RetroArch no longer comes with programs preinstalled, instead you download these now from our buildbot from within the program. Go to Online Updater -> Core Updater and select any of the cores you’d like to have installed. It will then download that core from our buildbot. This way, you are in control of exactly which programs you have installed and RetroArch does not take up any additional space for things you don’t need.*

We add new cores onto our buildbot routinely, so as soon as they will be uploaded you will be able to download them and use them with your current copy of RetroArch without even having to update the main program. Stay posted for more exciting new stuff coming up ahead.

* NOTE: We make no guarantees about server availability or uptime.

– Update everything! –

It isn’t just program cores that you can install this way from our buildbot. You can also update all of the asset files that RetroArch depends on. You will always be able to download the latest shaders, onscreen gamepad overlays, cheat files and whatnot directly from our servers from within the app.

All of this content is updated on a daily basis, so you can be sure there will be plenty of new things to check out on a weekly basis.

– Download Game & Watch games and play them with our exclusive Game & Watch emulator ! –

People in their early to mid-30s might have seen these things in the wild back n their day and will probably be familiar with these old standalone handheld games that predated the Game Boy, but don’t let their age fool you: these games still are very useful time killers and their age if anything gives them even more charm appeal.

Go to ‘Add Content -> Download Content’ to download any of these Game & Watch games. From there, you can play them with our Game & Watch emulator which has been built from scratch by a valued libretro contributor. Some of the standout features include faithful reproduction of the handheld’s screen layout, high-resolution bezels, nice simulation of the sound effects, etc. Give these a try.*

* NOTE: We owe a certain amount of thanks to Madrigal’s simulators for being able to offer these games to you.

– Built-in input mapping –

It is now possible to bind your gamepad from within the program without having to go through the chores of previous versions. Go to Settings -> Input Settings and select ‘Bind All’ to bind each and every button one at a time, or bind the actions individually. If you are using a gamepad which is supported by us, it will be autodetected and autoconfigured to align with our gamepad abstraction, the RetroPad.

– Ability to remap controls –

An often-heard complaint before was the inability to change the controls. We have made this possible now. Once a game is loaded, go to the ‘Quick Menu’ and select ‘Core Input Remapping Options’. From there you can change the controls per core, and you can also save these changes to a config file.

– Ability to enter and load cheats –

It is now possible to input cheats and apply them to the currently running game. This was also an often-heard complaint and omission pointed out by users, so we have provided this as well this time around. *

* NOTE: Some programs might not yet have cheat support integrated. As soon as we include cheat support for these cores, you will be able to download the updated core from within the app (see ‘Download program cores online’.

– Multi-language support! –

This release comes with (preliminary) multi-language support. Go to Settings -> User Settings and choose a language. Right now we provide translations for Dutch, German, Portuguese, and French.*

* NOTE: Some of the language translations might be more incomplete than others. Others (like Japanese/Chinese/Russian) are not available right now, and we seek translators for those as well.

– Over 80+ programs now and counting –

RetroArch and the libretro ecosystem has expanded in scope dramatically since the last release over a year ago. There are now over 80+ programs to choose from among its collection, and you can be sure that number is bound to increase from here on out. *

* NOTE: The amount of program cores available might vary based on the system you are using.

– Built-in image viewer (and media player) ! –

We have thrown in an image viewer inside RetroArch now. It is possible to display JPEG, PNG, TGA and BMP images.*

As if that is not enough, for the Windows release we now have an integrated media player. It is possible to play music and movie files now from within RetroArch. This might seem like an unorthodox way to use RetroArch, but it has certain tricks up its sleeve that other media players do not, such as frame interpolation and a wide array of shaders and audio filters to choose from. ** ***

* NOTE: Expect this feature to be improved in the coming weeks, there are still some power management issues to sort out with high-resolution images.

** NOTE: Expect this feature to be heavily improved later on. We will want to start supporting remote controls and also to provide a fancy overlay for video playback purposes. Also, expect a very nice audio visualizer soon for the playback of music files.

*** NOTE: The integrated media player support is available for any version of RetroArch that comes with built-in ffmpeg support. RetroArch is dependent on ffmpeg for making it possible to playback these files.

– Tons more besides to discover and enjoy –

This quick writeup does not even scratch the surface of everything that has been added to RetroArch over the span of a year. We worked hard on making this release happen and as such did not have the time to write about every single new feature in detail before dropping this release. Over the next few weeks we will have a more increased Youtube channel presence where we will drop videos which will show you all you can do with RetroArch right now. Please look forward to these videos.

Also, don’t hesitate to contact us with your ideas on what could make RetroArch better and how to improve it. We definitely want you to provide us with a lot of feedback on this release so that we can improve the next release in response to user feedback.

From now on, you can expect continuous updates. It took us a long time to set the entire infrastructure up to make all this possible and we also had to rewrite RetroArch entirely at least 5 to 6 times over the past year, but rest assured that this huge media dropout was a one-off event.

If things are not perfect today (and nothing will ever be perfect), be rest assured that from here on out, updates will be quick to arrive. We are not going to have a repeat of this endless delay schedule that has plagued us since last year, and above all we now want continuous user feedback so that we can improve things as we go along. Most importantly, me and others have practically worked themselves to death on this release for over a year and we really want to push this release out now so that people have something in their hands and we can go from there.

Oh yeah, there will be another big blog post after this that will detail some other new projects we’re working on shortly, but for now I have to focus on actually pushing this release out. So let’s see if we can get that done today and we’ll drop all the other major announcements shortly after.

Some other notes (Xbox 360 missing, etc)

* The only exception to this release promise is the Xbox 360 port. I have been routinely screwed and scammed by the ‘underground’ console hacking scene and right now I’m sitting on this paperweight RGH Xbox 360 that is useless for development, so that port is on indefinite hold until somebody can get me either the XDK back that I gave somebody in good confidence that it would go to Ced2901 (but it never did apparently), and I presume the guy I gave it to just hoarded it. or we can get a replacement for it.

I won’t mention names but the guy who took my XDK and never gave it to the person he said he was going to give it to knows who he is. Anyway, if you guys still consider this Xbox 360 version important, let me know but I’m not going to go and take money out of my own coffers again to make that happen. I’m done with the console scene shenanigans.

Some other notes (3DS / PSP version)

We could maybe push out a PSP version of RetroArch 1.2 in the upcoming weeks. I’m hoping to get back with the main contributor (aliaspider) who worked on these ports so that we can be assured that we can at least push out the PSP version in a more or less stable and decent state.

Regarding RetroArch 3DS: it’s still very much a work-in-progress and I don’t think either me or aliaspider would feel comfortable to ship anything right now in terms of official release at this stage, and we need a lot of work done on the cores before we can render some of them playable on the slow 3DS (it’s even slower than the PSP it seems).

Finally, from libretro via Twitter: RetroArch 1.2.1 stable release (Wii, Gamecube, Android, Windows). MacOS X version, iOS, BB10, PS3, coming up soon!

From Squarepusher: (via to quote:

All these platforms are obviously still waiting for a new RetroArch release:

  • PlayStation3
  • Mac OS X
  • Blackberry 10
  • iOS
  • Xbox 1 (OG)

Bear with us here. I’m working round the clock to make sure we finally have the latest version of RetroArch on all platforms again. This past year has been a truckload of work and I will be pleased to see this chapter finally end so that I can move on to the next phase of development. Rest assured that the PlayStation3 version will have some awesome features and that the iOS and BB10 versions will not disappoint.

And after I have these platforms out of the way, I can finally start looking again at the Windows Phone/WinRT port in general...

Thanks for reading this post and stay tuned for more big news this coming month. Things will be moving fast from now on, with plenty of results.

There is currently a showstopping bug where it will crash if you try to 'quit' RetroArch (as in - either quit it in the PS3 XMB or going to 'Quit RetroArch'). Fixing that bug is the only thing preventing it from a release right now. I'm not expecting it to be a major thing but it's just annoying to debug.

Also, the PS3 port is now going to have RGUI, GLUI and (maybe) XMB as menu drivers. No more RMenu, both XMB and GLUI should be way better than it in terms of eye candy and features.

  • RGUI - a very classic, low-resolution menu
  • GLUI - a more advanced GL-based menu
  • XMB - a horizontal crossbar menu that is the most eyecandy-rich of all three right now

RetroArch 1.2.2 released – for Android / Windows / OSX / Wii / Gamecube / PSP by Squarepusher (via

Time for another update. Let’s get right to it.

Download: RetroArch 1.2.2

OSX version:

NOTE: If the OSX version doesn’t work for you, you might have to install the Cg framework first. To do that, download this and install it:

The OSX version is back! We have two versions because we care about backwards compatibility, one for 32-bit Intel Macs (OSX 10.6 Snow Leopard and up), and one for 64-bit Intel Macs (OSX 10.7 and up). Later on we’ll go even an extra mile beyond this by releasing the PowerPC version too, which should be compatible from OSX 10.5 and up. It would be nice to push the OSX requirements down even further in time.

Some caveats right now: the guy who did our buildbot releases (IKarith – TJCarter) – I don’t know what fate befell him and whether or not he is still doing fine (I hope he is), but these builds seem to be no longer being pushed out to our buildbot, the last update was somewhere around the end of June.

So we will have to be looking fast for a solution for this on our buildbot so that we can have 0-day updated cores again for iOS and OSX (the iOS version is not yet released but will be coming up next hopefully).

PSP version:

The PSP version has been usable for a long time but I think we should finally just release it as part of the new stable releases. Of course things are not going to be perfect but I hope just us going the extra mile and releasing this for a pretty much dead platform will mean something in and of itself to the people who use this platform.

PSP is a pretty performance-hamstrung system so it requires plenty of edits and novel workarounds to make cores work fast enough on it. Right now we have cores like Gambatte working fullspeed and the PC Engine port also should be pretty impressive considering this is based on Mednafen PC Engine Fast, which should be far more compatible and accurate than something like Hugo.

A sincere call to arms here for more PSP developers who want to be part of the effort: we have every intention of making as many ports run well on the PSP but the crucial thing here is that all of this costs work. If you are a capable PSP dev and you’d like to help out please let us know.

Wii version:

There were some problems with the last release. FBA CPS1 was missing and FBA CPS2 was not working. Both are rectified now and included again.

Android version:

A major issue that popped up in version 1.2.1 should now be fixed. The new font renderer we introduced back in version 1.2.1 was causing some problems on phones / phablets / tablets with very high DPI (i.e. above 480dpi). This should now be fixed. So apologies if you saw indecipherable glyphs in the previous version, that should hopefully be a thing of the past by now.

Other changes:

Here is a summary of most of the major things changed in this release:

  • OSX version released!
  • PSP version released!
  • (OSX 10.6 32-bit version) All cores that the 32bit version supports are currently included into the ZIP itself because our buildbot does not yet serve up 32bit cores for OSX yet. Apologies for this, we’re trying to come up with a solution.
  • (OSX/iOS in general) The guy who did our buildbot nightlies for OSX/iOS is currently MIA. We will have to come up with a new solution fast for this. Due to this you might experience some outdated cores right now for these platforms.
  • (Android) Fixed XX/XXXHDPI font issues with GLUI (was leading to corrupted fonts)
  • Initial Spanish translation.
  • Add advanced help system.
  • (Android) Add Nvidia Shield Portable hack – back button should bring up menu properly now.
  • Fixed some issues with hotkeys.
  • When ‘Hide In Menu’ is enabled, overlays should reappear now when we select ‘Resume Content’, ‘Load State’, or ‘Save State’
  • (Wii) Fix FBA CPS1/CPS2 cores.
  • (GLUI) Better ticker speed.
  • (GLUI) Labels should use more screen estate when available.

So what's next?

The next version after this will be RetroArch v1.2.3. We still have PlayStation3 to go now, iOS, Blackberry 10, and OG Xbox 1 (2001). Let’s see how fast we can get all this stuff out of the way. In the meantime, have fun with v1.2.2 on the platforms that have all been covered up to this point.