Retroarch para PS4 1.84 [Port Não-Oficial]

Sem mais delongas, aqui está o RA 1.84, com um senhor Changelog:

[spoiler]
  • The base has been updated to RetroArch version 1.8.4 thus moving 3 versions forward
  • Support for online core updating has been added
  • It’s now possible to use up to 4 controllers simultaneously which will allow for couch co-op
  • You can now keyboards and mice with cores that support them which presumably include ScummVM and DOSbox

  • 7 new cores have been added and these are:
    • Flycast, an emerging Dreamcast emulator
    • Beetle PSX – there’s no hardware acceleration in this core yet since the PS4’s homebrew libraries don’t support all the OpenGL ES requirements that its HW renderer needs
    • ScummVM for playing certain DOS-era point and click games like ‘The Secret Of Monkey Island’
    • Virtual Jaguar, an Atari Jaguar emulator
    • Stella 2014 – An Atari 2600 emulator
    • Vecx – A Vectrex emulator
    • SameBoy – An original GameBoy and GameBoy Colour emulator
[/spoiler]

Fonte & Download

RetroArch PS4 R2

Já faz algum tempo que o Retroarch tem usado IA (Inteligência Artificial) para todos os cores no PC e outras plataformas, agora a Libretro lança a versão 1.8.2 com suporte a acessibilidade para pessoas com deficiência, o Retroarch irá ler os textos na tela e começar a falar, assim pessoas com deficiencia podem jogar mais facilmente, entender o que se passa nos jogos, principalmente os que não possuem narração fora das cenas de CGI, como é no caso do Dissidia FF de PSP que está no vídeo, ainda não é algo perfeito, mas vejam que é um otimo avanço para um emulador que tem a premissa de sair em todas as plataformas possíveis chegar também a mais pessoas, não importando como ela joga e diminuindo barreiras dentro disso o change log está no spoiler abaixo, ele como sempre, é bem grande!

[spoiler=”Retroarch 1.8.2 Changelog”]

BUG/CRASH/GLSLANG: Fix glslang crashing error – managed to reproduce an issue which has been plaguing users for a while, where glslang throws an assert after closing a game (and starting a new one). This would affect all video drivers that use Slang for shaders, such as D3D10/11/12/Vulkan/Metal
CHEEVOS: Display Unofficial and Unsupported achievement states
CHEEVOS: Pass RetroArch and core versions through User-Agent HTTP header
CHEEVOS: Use PSX.EXE if SYSTEM.CNF cannot be found
CHEEVOS: Prevent loading state while achievements are still being fetched from server
CHEEVOS: Pause hardcore if core doesn’t support achievements
CHEEVOS/CRASH: Fix AddressSanitizer + CHD cause hard crash when Cheevos are enabled
CORE UPDATER: Only download when new core is available
CORE UPDATER: Add option to update all installed cores
DRM/KMS: Better detection for the current video mode
DYNAMIC RATE CONTROL: Support DRC even when using a vsync swap interval higher than 1
EMSCRIPTEN: Fix bug in Emscripten input code
EMSCRIPTEN: Changes to support upgraded emscripten SDK
FFMPEG CORE: Hardware accelerated video decoding
FFMPEG CORE: Implement send/receive encoding API, will allow for hardware accelerated AMD video encoding
FFMPEG CORE: The video FIFO can be removed, since we have a ring buffer in its place. This removes unneeded copy operations and as a positive side improves overall decoding speed. Makes 8k60p SW and 4k60p HW decoding feasible on many systems. For now the ring buffer is 32 images deep. This limitation will be removed, once audio and video decoder have their own packet handling.
INPUT: Fix ‘Analog stick controls menu even if autoconfig disabled’
INPUT/TURBO: Added alternate Turbo-Mode ‘Single Button’ – For systems supporting only a single button, the turbo-button will toggle firing that button without the need to hold it. When holding the button turbo will be suspended and resumed when the button is released. Holding the button may have a different function to just tapping it.
IOS: Forcibly disable Threaded Video until UIWindow concurrency issues are fixed
INPUT/ANALOG: Fix radial analog deadzone scaling
INPUT/ANALOG: Implement proper analog button deadzone
INPUT/MENU: Analog stick controls menu even if autoconfig disabled
LOCALIZATION: Update Italian translation
LOCALIZATION: Update French translation
LOCALIZATION: Update Polish translation
LOCALIZATION: Update Portuguese Brazilian Translation
LOCALIZATION: Update Turkish translation
LINUX/LOCALIZATION: Correct Droid Sans Fallback font path in Linux. This should fix Chinese/Korean font display issues on Fedora/RHEL/CentOS/openSUSE/SLE
MENU/BUGFIX: When using a keyboard/gamepad/mouse wheel to navigate, the menu scroll position is always maintained and updated in a consistent (and expected) fashion
MENU/BUGFIX: When resizing the window, or changing the orientation of a mobile device, the current scroll position is correctly preserved
MENU/BUGFIX: All ‘normal’ pointer input is now inhibited when showing message boxes
MENU/BUGFIX: The pointer actions ‘select’ and ‘cancel’ both now properly close a message box if it is currently being shown
MENU/BUGFIX: Pointer ‘select’ and ‘cancel’ actions are now inhibited when an input bind dialog is active
MENU/INPUT: Change ‘User’ terminology to ‘Port’ for input binding
MENU/LINUX: Add proper drives to Load Content
MENU/MATERIALUI: Halt scrolling when pointer is pressed/stationary
MENU/MATERIALUI: Dual thumbnail view
MENU/MATERIALUI: Fullscreen thumbnail viewer for boxart
MENU/MATERIALUI: Scroll rapidly by press and holding the scrollbar
MENU/RGUI: New theme ‘Flux’
MENU/OZONE: Thumbnails now have a fade-in animation
MENU/OZONE: Fullscreen thumbnail viewer for boxart and pictures
MENU/QT/WIMP: Fix dock titles getting cut off
MENU/XMB: Fullscreen thumbnail viewer for boxart and pictures
MENU/USABILITY: Selectively hide ‘Disallow Non-Slave Mode Clients’ if ‘Allow Slave-Mode Clients’ is disabled
MENU/USABILITY: Hide ‘Show desktop menu on startup’ if ‘Desktop menu’ setting itself is disabled

MENU/USABILITY: Reimplement Quick Menu – > Shaders -> Watch shader files for changes – can now be turned on/off through touch
MENU/USABILITY: Refactor Quick Menu – Controls – each port now has its own submenu
MENU/USABILITY: Quick Menu – Cheats – Delete All no longer requires five right button presses – this should fix this functionality for mobile touch users too
MENU/USABILITY: Hide Refresh Rate options when Threaded Video is enabled – these settings do nothing with Threaded Video
MENU/USABILITY: Hide Logging Verbosity levels behind Logging Verbosity
MENU/USABILITY: Get rid of ‘Port Number’ label for Port Binds screen
MENU/USABILITY/MOBILE: Should no longer crash when clicking on a cheat entry
MENU/USABILITY: Shader parameters now have a dropdown list
MENU/USABILITY: Shader passes now has a dropdown list
MENU/USABILITY: Video – Hide Windowed Mode settings selectively
MENU/USABILITY: Video – Hide Fullscreen Mode settings if windowed mode is not supported by context driver
MENU/USABILITY: Selectively hide Network Command Port
MENU/USABILITY: Selectively hide Relay Server Location
MENU/USABILITY: User Interface -> Appearance – Selectively hide XMB Horizontal Animation setting
MENU/USABILITY: Playlists – more selective hiding
MENU/USABILITY: Selectively hide Rewind Settings
MENU/USABILITY: Selectively hide Overlay Settings
MENU/USABILITY: Selectively hide FPS Update Interval based on Display Framerate being enabled
MENU/USABILITY: Selectively hide Onscreen Notifications BG Color Settings
MENU/USABILITY: Settings -> Logging – Hide ‘Log To File Timestamp’ if ‘Log To File’ is disabled
MENU/USABILITY: Video -> Scaling – Hide Custom Viewport X/Y when Integer Scale is enabled as description indicates
MENU/USABILITY: Achievement submenu – selectively hide
MENU/USABILITY: Settings -> Video -> Aspect ratio – selectively hide/show values based on whether you have Custom or Config selected
MENU/USABILITY: Settings -> Video -> Selectively hide Hard Sync
MENU/USABILITY: Settings -> Video -> Implement selective hiding for VSync and Hard Sync
MENU/USABILITY: Selective hiding of Runahead settings based on global setting
MENU/USABILITY: Add Input -> Haptic Feedback submenu
MENU/USABILITY: Add Input -> Menu Controls submenu
MENU/USABILITY: Settings -> Video -> Max Swapchain Images – Add OK action
MENU/USABILITY: Input – Implement OK action for Bind Hold, Turbo Period and Duty Cycle
MENU/USABILITY: Input – Hotkey Binds refactor
MENU/USABILITY: Move ‘Press Quit Twice’ and ‘Menu Toggle Gamepad Combo’ to Input -> Hotkey Binds
MENU/USABILITY: Video – Add sublabel for Video Output submenu
MENU/USABILITY: If ‘Favorites Tab’ is disabled, don’t show ‘Add To Favorites’ option in Quick Menu/Playlist menu
MENU/USABILITY: If On-Demand Thumbnail Downloader is enabled, hide ‘Download Thumbnails’ from playlist menu screen
MENU/USABILITY: Add Audio Driver setting to Audio -> Output
MENU/USABILITY: Add Audio -> Resampler settings
MENU/USABILITY: Add Audio -> Output and Audio -> Synchronization
OPENGL: Shaders are now working properly (only in OpenGL) when rotating both from Core API rotation and from menu video rotation. The fix is clearly visible with crt-royale for example
OPENGL: 1:1 PAR is now correct when rotating (both from Core API rotation and from menu video rotation, as you said, in the latter case you currently have to change Aspect Ratio after menu video rotation for it to work)
OPENGL: When using Custom Aspect Ratio and rotation (both from Core API rotation and from menu video rotation), Integer Scaling is now working properly (correct multiples of internal resolution). Even when Integer Scaling is not activated, the Custom AR width / height are now correctly labeled using (1x), (2x), … suffixes. You also have to activate Integer Scaling after menu video rotation for it to work
OPENGL: For all other Aspect Ratio options, Integer Scaling and rotation (both from Core API rotation and from menu video rotation) are now working properly together (correct multiples of internal resolution). You also have to activate Integer Scaling after menu video rotation for it to work
OPENBSD/POWERPC: Should build now on OpenBSD PowerPC
PLAYLISTS: Pressing ‘Start’ or long touching a playlist will bring you to a Playlist submenu where you can set a default core, setup thumbnail view, delete the playlist, etc
OSX: Forcibly disable Threaded Video until NSWindow concurrency issues are fixed
PSP: Solving issue exiting RetroArch by HOME button
SCANNER: Manual scanner, not dependent on database files
SCANNER/MANUAL: Add option to scan inside archives
SCANNER/MANUAL: Enable automatic naming of arcade content via DAT files. This is compatible with DAT files in either Logiqx XML or MAME List XML format.
VIDEO: Do not reinit video driver on SET_SYSTEM_AV_INFO unless needed
VIDEO: Support DRC even when using a vsync swap interval higher than 1
VIDEO LAYOUT: Fixed XML parsing of attributes with spaces, should fix issues with several video layouts
VITA: GL1 driver support
VITA/VITA2D: Several improvements to Vita 2D driver – menu widgets implemented
VITA/VITA2D: Fix clipping and reduce number of calls
VULKAN/ANDROID: Workaround weird WSI return codes in landscape mode – Android WSI wants you to use preTransform, and if it is not used correctly, Android 10 will return VK_SUBOPTIMAL_KHR, and we would create a new swapchain every frame. This workaround just ignores this error, since it’s not really an error. A more “proper” fix is to use prerotate and modify the MVP matrices, which might help certain devices with crummy display processors
VULKAN/ANDROID: Recreate swapchain on orientation change. ANativeWindow getWidth/Height does not detect any changes when using Vulkan, so use the old onContentRectChanged callback to get notified when size changed. Use those values instead when figuring out how large swapchain to create
WINDOWS/XINPUT: Get rid of 128 byte device name limit for XInput device discover – when device name was too long, it would not be picked up by the XInput driver and would instead fallback to DirectInput
WINDOWS: ANGLE OpenGL ES 2 support
UWP: Fix crashes on startup / prompt for folder permissions when trying to load custom.ini
UWP: Fix – Mouse input is offset on high DPI monitors
UWP: Fix – Keyboard input hangs sometimes
UWP: Fix – Multi-touch support
UWP: Fix – Enable menu touch input by default
UWP: Fix – Get user language
UWP: Fix – Get CPU model name
UWP: Fix – Use GLUI instead of XMB on Windows Mobile 10
UWP: ANGLE OpenGL ES 2 support

[/spoiler]

O Uso da acessiblidade você pode ver no video abaixo:

Download

Retroarch PS4

este port não oficial do retroarch para PS4, feito pelos devs Flatz, Frangar e BigBoss, apenas para quem tem o console desbloqueado na unica firmware existente para desblqueio que é a 5.05, vem com a escolha de 25 cores (emuladores) dos quais são:

[spoiler]

2048_libretro.self – 2048 core
dosbox_libretro.self – DOSbox 0.74, MS-DOS Emulator
desmume2015_libretro.self – Nintendo DS [NDS]
fceumm_libretro.self – FCEUmm, Nintendo Entertainment System [NES]
gearboy_libretro.self – Gearboy, Game Boy [DMG + Color]
genesis_plus_gx_libretro.self – Genesis Plus GX, Sega Genesis/Mega Drive & Sega CD & Sega Master System
mame2000_libretro.self – MAME 0.37b5, Multiple Arcade Machine Emulator
mame2003_libretro.self – MAME 0.72, Multiple Arcade Machine Emulator
mame2003_plus_libretro.self – MAME 0.72+, Multiple Arcade Machine Emulator
mednafen_gba_libretro.self – MednaFen GBA, Game Boy Advance [GBA]
mednafen_lynx_libretro.self – MednaFen Lynx, Atari Lynx
mednafen_ngp_libretro.self – MednaFen NeoPop, Neo-Geo Pocket [Color]
mednafen_snes_libretro.self – MednaFen SNES, Super Nintendo [SNES]
mednafen_vb_libretro.self – MednaFen VB, Virtual Boy
mednafen_wswan_libretro.self – MednaFen WonderSwan, Bandai WonderSwan [+ Color]
mgba_libretro.self – mGBA, Game Boy Advance [GBA]
parallel_n64_libretro.self – Nintendo 64 (Experimental) [N64]
pcsx_rearmed_libretro.self – PCSX ReARMed, PlayStation 1 [PS1]
picodrive_libretro.self – PicoDrive, Sega Genesis/Mega Drive & Sega CD & Sega 32X
quicknes_libretro.self – QuickNES, Nintendo Entertainment System [NES]
snes9x2002_libretro.self – Snes9X 2002, Super Nintendo [SNES]
snes9x2005_libretro.self – Snes9x 2005, Super Nintendo [SNES]
snes9x2005_plus_libretro.self – Snes9x 2005 Plus, Super Nintendo [SNES]
snes9x2010_libretro.self – Snes9x 2010, Super Nintendo [SNES]
snes9x_libretro.self – Snes9x, Super Nintendo [SNES]

 

Novos Cores Update R2:

[spoiler]
  • desmume_libretro.self – Nintendo DS [NDS]
  • fbalpha2012_libretro.self – FB Alpha 2012 v0.2.97.29, Arcade Machine Emulator [Various]
  • fbalpha2012_cps1_libretro.self – FB Alpha 2012 CPS1 v0.2.97.28, Capcom Play System [CPS1]
  • fbalpha2012_cps2_libretro.self – FB Alpha 2012 CPS2 v0.2.97.28, Capcom Play System II [CPS2]
  • fbalpha2012_cps3_libretro.self – FB Alpha 2012 CPS3 v0.2.97.29, Capcom Play System II [CPS3]
  • fbalpha2012_neogeo_libretro.self – FB Alpha 2012 NeoGeo v0.2.97.29, SNK Neo-Geo AES/MVS
  • fmsx_libretro.self – fMSX, MSX 1/2 Emulator
  • mednafen_pcfx_libretro.self – Mednafen PC-FX, NEC PC-FX
  • mednafen_supergrafx_libretro.self – Mednafen SuperGrafx, NEC PC Engine SuperGrafx
  • mupen64plus_libretro.self – Nintendo 64 [N64]
  • mupen64plus_next_libretro.self – Nintendo 64 [N64]
  • yabause_libretro.self – Yabause, Sega Saturn
[/spoiler] [/spoiler]

Download

Fontes:

Retroarch 1.8.2: https://www.retroarch.com/
Retroarch 1.8.1 PS4: https://gbatemp.net/threads/release-ps4-retroarch-port-unofficial.555028/
Changelogs: https://wololo.net

Retroarch 1.8.2 e Port não oficial do 1.8.1 para PS4 FINALMENTE

Já faz algum tempo que o Retroarch tem usado IA (Inteligência Artificial) para todos os cores no PC e outras plataformas, agora a Libretro lança a versão 1.8.2 com suporte a acessibilidade para pessoas com deficiência, o Retroarch irá ler os textos na tela e começar a falar, assim pessoas com deficiencia podem jogar mais facilmente, entender o que se passa nos jogos, principalmente os que não possuem narração fora das cenas de CGI, como é no caso do Dissidia FF de PSP que está no vídeo, ainda não é algo perfeito, mas vejam que é um otimo avanço para um emulador que tem a premissa de sair em todas as plataformas possíveis chegar também a mais pessoas, não importando como ela joga e diminuindo barreiras dentro disso o change log está no spoiler abaixo, ele como sempre, é bem grande!

[spoiler=”Retroarch 1.8.2 Changelog”]

BUG/CRASH/GLSLANG: Fix glslang crashing error – managed to reproduce an issue which has been plaguing users for a while, where glslang throws an assert after closing a game (and starting a new one). This would affect all video drivers that use Slang for shaders, such as D3D10/11/12/Vulkan/Metal
CHEEVOS: Display Unofficial and Unsupported achievement states
CHEEVOS: Pass RetroArch and core versions through User-Agent HTTP header
CHEEVOS: Use PSX.EXE if SYSTEM.CNF cannot be found
CHEEVOS: Prevent loading state while achievements are still being fetched from server
CHEEVOS: Pause hardcore if core doesn’t support achievements
CHEEVOS/CRASH: Fix AddressSanitizer + CHD cause hard crash when Cheevos are enabled
CORE UPDATER: Only download when new core is available
CORE UPDATER: Add option to update all installed cores
DRM/KMS: Better detection for the current video mode
DYNAMIC RATE CONTROL: Support DRC even when using a vsync swap interval higher than 1
EMSCRIPTEN: Fix bug in Emscripten input code
EMSCRIPTEN: Changes to support upgraded emscripten SDK
FFMPEG CORE: Hardware accelerated video decoding
FFMPEG CORE: Implement send/receive encoding API, will allow for hardware accelerated AMD video encoding
FFMPEG CORE: The video FIFO can be removed, since we have a ring buffer in its place. This removes unneeded copy operations and as a positive side improves overall decoding speed. Makes 8k60p SW and 4k60p HW decoding feasible on many systems. For now the ring buffer is 32 images deep. This limitation will be removed, once audio and video decoder have their own packet handling.
INPUT: Fix ‘Analog stick controls menu even if autoconfig disabled’
INPUT/TURBO: Added alternate Turbo-Mode ‘Single Button’ – For systems supporting only a single button, the turbo-button will toggle firing that button without the need to hold it. When holding the button turbo will be suspended and resumed when the button is released. Holding the button may have a different function to just tapping it.
IOS: Forcibly disable Threaded Video until UIWindow concurrency issues are fixed
INPUT/ANALOG: Fix radial analog deadzone scaling
INPUT/ANALOG: Implement proper analog button deadzone
INPUT/MENU: Analog stick controls menu even if autoconfig disabled
LOCALIZATION: Update Italian translation
LOCALIZATION: Update French translation
LOCALIZATION: Update Polish translation
LOCALIZATION: Update Portuguese Brazilian Translation
LOCALIZATION: Update Turkish translation
LINUX/LOCALIZATION: Correct Droid Sans Fallback font path in Linux. This should fix Chinese/Korean font display issues on Fedora/RHEL/CentOS/openSUSE/SLE
MENU/BUGFIX: When using a keyboard/gamepad/mouse wheel to navigate, the menu scroll position is always maintained and updated in a consistent (and expected) fashion
MENU/BUGFIX: When resizing the window, or changing the orientation of a mobile device, the current scroll position is correctly preserved
MENU/BUGFIX: All ‘normal’ pointer input is now inhibited when showing message boxes
MENU/BUGFIX: The pointer actions ‘select’ and ‘cancel’ both now properly close a message box if it is currently being shown
MENU/BUGFIX: Pointer ‘select’ and ‘cancel’ actions are now inhibited when an input bind dialog is active
MENU/INPUT: Change ‘User’ terminology to ‘Port’ for input binding
MENU/LINUX: Add proper drives to Load Content
MENU/MATERIALUI: Halt scrolling when pointer is pressed/stationary
MENU/MATERIALUI: Dual thumbnail view
MENU/MATERIALUI: Fullscreen thumbnail viewer for boxart
MENU/MATERIALUI: Scroll rapidly by press and holding the scrollbar
MENU/RGUI: New theme ‘Flux’
MENU/OZONE: Thumbnails now have a fade-in animation
MENU/OZONE: Fullscreen thumbnail viewer for boxart and pictures
MENU/QT/WIMP: Fix dock titles getting cut off
MENU/XMB: Fullscreen thumbnail viewer for boxart and pictures
MENU/USABILITY: Selectively hide ‘Disallow Non-Slave Mode Clients’ if ‘Allow Slave-Mode Clients’ is disabled
MENU/USABILITY: Hide ‘Show desktop menu on startup’ if ‘Desktop menu’ setting itself is disabled

MENU/USABILITY: Reimplement Quick Menu – > Shaders -> Watch shader files for changes – can now be turned on/off through touch
MENU/USABILITY: Refactor Quick Menu – Controls – each port now has its own submenu
MENU/USABILITY: Quick Menu – Cheats – Delete All no longer requires five right button presses – this should fix this functionality for mobile touch users too
MENU/USABILITY: Hide Refresh Rate options when Threaded Video is enabled – these settings do nothing with Threaded Video
MENU/USABILITY: Hide Logging Verbosity levels behind Logging Verbosity
MENU/USABILITY: Get rid of ‘Port Number’ label for Port Binds screen
MENU/USABILITY/MOBILE: Should no longer crash when clicking on a cheat entry
MENU/USABILITY: Shader parameters now have a dropdown list
MENU/USABILITY: Shader passes now has a dropdown list
MENU/USABILITY: Video – Hide Windowed Mode settings selectively
MENU/USABILITY: Video – Hide Fullscreen Mode settings if windowed mode is not supported by context driver
MENU/USABILITY: Selectively hide Network Command Port
MENU/USABILITY: Selectively hide Relay Server Location
MENU/USABILITY: User Interface -> Appearance – Selectively hide XMB Horizontal Animation setting
MENU/USABILITY: Playlists – more selective hiding
MENU/USABILITY: Selectively hide Rewind Settings
MENU/USABILITY: Selectively hide Overlay Settings
MENU/USABILITY: Selectively hide FPS Update Interval based on Display Framerate being enabled
MENU/USABILITY: Selectively hide Onscreen Notifications BG Color Settings
MENU/USABILITY: Settings -> Logging – Hide ‘Log To File Timestamp’ if ‘Log To File’ is disabled
MENU/USABILITY: Video -> Scaling – Hide Custom Viewport X/Y when Integer Scale is enabled as description indicates
MENU/USABILITY: Achievement submenu – selectively hide
MENU/USABILITY: Settings -> Video -> Aspect ratio – selectively hide/show values based on whether you have Custom or Config selected
MENU/USABILITY: Settings -> Video -> Selectively hide Hard Sync
MENU/USABILITY: Settings -> Video -> Implement selective hiding for VSync and Hard Sync
MENU/USABILITY: Selective hiding of Runahead settings based on global setting
MENU/USABILITY: Add Input -> Haptic Feedback submenu
MENU/USABILITY: Add Input -> Menu Controls submenu
MENU/USABILITY: Settings -> Video -> Max Swapchain Images – Add OK action
MENU/USABILITY: Input – Implement OK action for Bind Hold, Turbo Period and Duty Cycle
MENU/USABILITY: Input – Hotkey Binds refactor
MENU/USABILITY: Move ‘Press Quit Twice’ and ‘Menu Toggle Gamepad Combo’ to Input -> Hotkey Binds
MENU/USABILITY: Video – Add sublabel for Video Output submenu
MENU/USABILITY: If ‘Favorites Tab’ is disabled, don’t show ‘Add To Favorites’ option in Quick Menu/Playlist menu
MENU/USABILITY: If On-Demand Thumbnail Downloader is enabled, hide ‘Download Thumbnails’ from playlist menu screen
MENU/USABILITY: Add Audio Driver setting to Audio -> Output
MENU/USABILITY: Add Audio -> Resampler settings
MENU/USABILITY: Add Audio -> Output and Audio -> Synchronization
OPENGL: Shaders are now working properly (only in OpenGL) when rotating both from Core API rotation and from menu video rotation. The fix is clearly visible with crt-royale for example
OPENGL: 1:1 PAR is now correct when rotating (both from Core API rotation and from menu video rotation, as you said, in the latter case you currently have to change Aspect Ratio after menu video rotation for it to work)
OPENGL: When using Custom Aspect Ratio and rotation (both from Core API rotation and from menu video rotation), Integer Scaling is now working properly (correct multiples of internal resolution). Even when Integer Scaling is not activated, the Custom AR width / height are now correctly labeled using (1x), (2x), … suffixes. You also have to activate Integer Scaling after menu video rotation for it to work
OPENGL: For all other Aspect Ratio options, Integer Scaling and rotation (both from Core API rotation and from menu video rotation) are now working properly together (correct multiples of internal resolution). You also have to activate Integer Scaling after menu video rotation for it to work
OPENBSD/POWERPC: Should build now on OpenBSD PowerPC
PLAYLISTS: Pressing ‘Start’ or long touching a playlist will bring you to a Playlist submenu where you can set a default core, setup thumbnail view, delete the playlist, etc
OSX: Forcibly disable Threaded Video until NSWindow concurrency issues are fixed
PSP: Solving issue exiting RetroArch by HOME button
SCANNER: Manual scanner, not dependent on database files
SCANNER/MANUAL: Add option to scan inside archives
SCANNER/MANUAL: Enable automatic naming of arcade content via DAT files. This is compatible with DAT files in either Logiqx XML or MAME List XML format.
VIDEO: Do not reinit video driver on SET_SYSTEM_AV_INFO unless needed
VIDEO: Support DRC even when using a vsync swap interval higher than 1
VIDEO LAYOUT: Fixed XML parsing of attributes with spaces, should fix issues with several video layouts
VITA: GL1 driver support
VITA/VITA2D: Several improvements to Vita 2D driver – menu widgets implemented
VITA/VITA2D: Fix clipping and reduce number of calls
VULKAN/ANDROID: Workaround weird WSI return codes in landscape mode – Android WSI wants you to use preTransform, and if it is not used correctly, Android 10 will return VK_SUBOPTIMAL_KHR, and we would create a new swapchain every frame. This workaround just ignores this error, since it’s not really an error. A more “proper” fix is to use prerotate and modify the MVP matrices, which might help certain devices with crummy display processors
VULKAN/ANDROID: Recreate swapchain on orientation change. ANativeWindow getWidth/Height does not detect any changes when using Vulkan, so use the old onContentRectChanged callback to get notified when size changed. Use those values instead when figuring out how large swapchain to create
WINDOWS/XINPUT: Get rid of 128 byte device name limit for XInput device discover – when device name was too long, it would not be picked up by the XInput driver and would instead fallback to DirectInput
WINDOWS: ANGLE OpenGL ES 2 support
UWP: Fix crashes on startup / prompt for folder permissions when trying to load custom.ini
UWP: Fix – Mouse input is offset on high DPI monitors
UWP: Fix – Keyboard input hangs sometimes
UWP: Fix – Multi-touch support
UWP: Fix – Enable menu touch input by default
UWP: Fix – Get user language
UWP: Fix – Get CPU model name
UWP: Fix – Use GLUI instead of XMB on Windows Mobile 10
UWP: ANGLE OpenGL ES 2 support

[/spoiler]

O Uso da acessiblidade você pode ver no video abaixo:

Download

Retroarch PS4

este port não oficial do retroarch para PS4, feito pelos devs Flatz, Frangar e BigBoss, apenas para quem tem o console desbloqueado na unica firmware existente para desblqueio que é a 5.05, vem com a escolha de 25 cores (emuladores) dos quais são:

[spoiler]

2048_libretro.self – 2048 core
dosbox_libretro.self – DOSbox 0.74, MS-DOS Emulator
desmume2015_libretro.self – Nintendo DS [NDS]
fceumm_libretro.self – FCEUmm, Nintendo Entertainment System [NES]
gearboy_libretro.self – Gearboy, Game Boy [DMG + Color]
genesis_plus_gx_libretro.self – Genesis Plus GX, Sega Genesis/Mega Drive & Sega CD & Sega Master System
mame2000_libretro.self – MAME 0.37b5, Multiple Arcade Machine Emulator
mame2003_libretro.self – MAME 0.72, Multiple Arcade Machine Emulator
mame2003_plus_libretro.self – MAME 0.72+, Multiple Arcade Machine Emulator
mednafen_gba_libretro.self – MednaFen GBA, Game Boy Advance [GBA]
mednafen_lynx_libretro.self – MednaFen Lynx, Atari Lynx
mednafen_ngp_libretro.self – MednaFen NeoPop, Neo-Geo Pocket [Color]
mednafen_snes_libretro.self – MednaFen SNES, Super Nintendo [SNES]
mednafen_vb_libretro.self – MednaFen VB, Virtual Boy
mednafen_wswan_libretro.self – MednaFen WonderSwan, Bandai WonderSwan [+ Color]
mgba_libretro.self – mGBA, Game Boy Advance [GBA]
parallel_n64_libretro.self – Nintendo 64 (Experimental) [N64]
pcsx_rearmed_libretro.self – PCSX ReARMed, PlayStation 1 [PS1]
picodrive_libretro.self – PicoDrive, Sega Genesis/Mega Drive & Sega CD & Sega 32X
quicknes_libretro.self – QuickNES, Nintendo Entertainment System [NES]
snes9x2002_libretro.self – Snes9X 2002, Super Nintendo [SNES]
snes9x2005_libretro.self – Snes9x 2005, Super Nintendo [SNES]
snes9x2005_plus_libretro.self – Snes9x 2005 Plus, Super Nintendo [SNES]
snes9x2010_libretro.self – Snes9x 2010, Super Nintendo [SNES]
snes9x_libretro.self – Snes9x, Super Nintendo [SNES]

[/spoiler]

Download

Fontes:

Retroarch 1.8.2: https://www.retroarch.com/
Retroarch 1.8.1 PS4: https://gbatemp.net/threads/release-ps4-retroarch-port-unofficial.555028/
Changelogs: https://wololo.net

CEMU 1.16 UPDATE

Em muitos meses de espera por hora de comemorar, uma das maiores atualizações do emulador de Nintendo Wii U chegou, agora com suporte a API Vulkan, para você mais leigo que ainda não conhece o Vulkan, com ele o emulador poderá ficar mais estável em PC’s mais humildes, desde que este em si não seja uma completa batata ligada na tomada, tomei a liberdade de pegar meu save de Zelda Breath of the Wild e passar para o emulador e checar como tem se dado em meu setup, o jogo se dá por totalmente jogável e poucos travamentos.

MAS QUE CARALHOS! O QUE É VULKAN, SHADER CACHE?

A placa de vídeo do Wii U, chamada de GX2, para ela ser emulada, necessita-se de uma ”tradução”, imagine você tentando conversar com alguém em Árabe, sem nem nunca ter estudado ou entendido uma palavra ou sentença nesta linguagem, então é exatamente isto que o shader cache faz no emulador, ele traduz toda a parte grafica da arquitetura que existe na placa de vídeo do Wii U para uma placa de vídeo de PC convencional, sem isto os travamentos serão constantes, logo antes de jogar algo no CEMU ou qualquer emulador que venha a usar shader cache, procure baixar todos os caches do jogo em questão, procure no reddit!

Mas ai se existe uma tradução entre as placas de vídeo de um Console e a de PC, então significa que existe UM TRADUTOR! sempre haverá, atualmente temos 3 tipos de ”tradutores”

– Direct X (Microsoft)

– OpenGL (Khronos Group)

– Vulkan (Khronos Group)

Vulkan é o ”tradutor” mais novo e pode ser usado em todas as plataformas possíveis, PC, consoles, Android, havendo uma placa gráfica, vulkan poderá ser usado, sucessor do OpenGL que não era muito difundido e usado, o Vulkan tem dado passos largos e de sucesso, enquanto que o Direct X esta presente apenas no Windows e nada mais, apesar do mercado de PC para jogos ser liderado pelo Windows, não significa que não podemos usar algo que possa ser melhor, então ter o Vulkan em emuladores e até em jogos de PC mesmo, muitos tem usado, pode trazer uma boa corrida para a melhoria de performance, futuras adaptações para outros sistemas (Linux, Android, MAC, exceto iOS), então tudo o que teremos em API Vulkan pode ser a melhor forma de ”rodar melhor”, mas repito, seu pc não pode ser uma batata dentro de um forninho elétrico, milagres não existem, ao menos em tecnologia.

Espero que tenham entendido o que esta update pode trazer a comunidade de emulação do Wii U e qualquer outro emulador que use vulkan,
aliás, estejam surpresos, Nintendo Switch, o console em si e não o emulador Yuzu, USA VULKAN OFICIALMENTE, por isso tantos jogos rodam
naquele hardware mobile com gráficos além da compreensão para algo semi-portatil.

Obs: quem quiser jogar zelda e tudo ja configurado >> http://fitgirl-repacks.site/legend-zelda-breath-wild/

 

só nao esqueça de atualizar o emulador para a 1.16!

[Review] CITRA Nightly 1392 – Emulação de 3DS PC

Por hoje fazemos o review para o emulador CITRA, rodando o jogo Bravely Default da introdução ao primeiro gameplay, praticamente sem travamentos, dêem suas opiniões, como roda no PC de vocês e qual as suas configurações? muito abaixo das usadas no vídeo? querem comparação com a versão de Android? Qual próximo emulador que desejam review?

 

Golfinho AppleFag!

O emulador de Wii/GameCube está sendo portado para iOS pelo/a DEV OatmealDome,
Precisa ainda de mais polimento, mas quanto mais gente for testar, mais poderá ser melhorado seu suporte, atualmente em trabalho para suportar um iOS sem JailBreak, mas por hora ainda é necessario, para poder fazer instalação do emulador você pode ver aqui:

DOWNLOAD

No$GBA 3.0

O que é velho sempre é bom, e o que é bom, pode sempre ficar melhor, isto é o que temos na nova update do No$GBA como carregar e desmontar, arquivos 3DS FIRM.

  • DSi emulation received some low-level tweaks such as an 8MHz SPI bus clock and some things related to MMIO
  • When setting up controls, you are now able to assign DEL/BS keys and the disassembler supports a new opcode
  • Many more components of the Nintendo 3DS (both old and new) have been reverse-engineered
    • Thanks to this, more documentation about the 3DS is available when it comes to emulating it which may led to better 3DS emulators down the line
  • You can load and disassemble 3DS FIRM and MCU files but it must be noted that no 3DS hardware is being emulated right now although this might change some day!DOWNLOAD

 

Ajude o NewsInside:

Que a preservação de jogos antigos jamais acabe!

Internet Archive é sem dúvida a cápsula do tempo da internet, nele possuímos a WayBackMachine, do qual nos dá acesso a ver vários sites dos quais se foram ou como eles eram no seu início, podendo selecionar dia, mês e ano, sendo até uma forma de buscar links ou até downloads inacessíveis, ao menos o nome do arquivo para buscarmos depois em outro local, inclusive até mesmo versões antigas do NewsInside podem serem vistas por lá, é uma incrível ferramenta que já armazena:

384 bilhões de sites

22 milhões de textos

5.1 milhões de vídeos

7.5 milhões de áudios

1.9 milhões programas de TV

472 mil programas

3.4 milhões de imagens

208 mil concertos e shows

Agora a instituição que cuida da WayBackMachine, a Internet Archive adiciona mais de 2500 retrogames, da década de 80 e 90, jogáveis diretamente do browser usando DOSBOX/eXoDOS, a listagem é muito boa para matar aquele tempo no trabalho, antes do almoço e de ir embora, vejam alguns dos jogos listados:

– Night Trap
– The Secreto of Monkey island.
– TES: Daggerfall
– Wolfsbane
– Wipeout
– Yogi Bear visits the National Parks

Entre vários outros clássicos, o bom de rodar direto do navegador é que não exigirá configuração, download direto e muito provavelmente não estará listado na VPN/Firewall do seu trabalho, bom jogos!

Fonte: Internet Archive Blog & User do Telegram: @GAN0ND0RF.

RetroArch 3DS: Velocidade total para jogos de PSX!

A Libretro acaba de anunciar que foi feito milagre, o milagre do qual jogos de PSX/PSOne/PS1 (chame como quiser), estão rodando em velocidade total no New 3DS usando a engine de renderzação UNAI para o Core PCSX ReARMed, quem tiver New 3DS poderá ja testar com as versões nightly, mais precisamente tem as seguintes novidades:

– Velocidade total desde o Homebrew Menu

– Melhor renderizador para o PCSX ReARMed

– Suporte CHD para o PCSX ReARMed

Download: http://buildbot.libretro.com/nightly/nintendo/3ds/

Edit:

– Typo! (obrigado Kaio! SQUIRTLE!SQUIRTLE!!!!!)

EXTRA EXTRA EXTRA! GALINHA SALVA SCENE PS3 SLIM E SUPER SLIM.

O que parecia ser impossível, aconteceu. E aconteceu de forma anônima, ou seja, nenhum Dev se deu os créditos pela tal façanha. Jogaram na mão de um dos membros da PS3Xploit, o HEN (homebrew Enabler) do PS3 para modelos Slim (CECH-3xxxx) e Super Slim (CECH-4xxxx). E estou neste momento testando os módulos, pkg’s, emuladores, jogos, tudo aquilo que no HAN não podíamos fazer, mas poderemos em um futuro próximo. Aliás, nem tudo, mas está bem melhor agora. Ainda existem alguns Homebrews sendo adaptados para o novo HEN (carinhosamente chamado de HENTAI)

Então quais coisas já podemos usar no PS3 sem CFW, mas com os benefícios de uma?

Primeiramente:

JAMAIS, NUNCA E DE FORMA NENHUMA, ATIVE O MODO FSM!!
– JAMAIS, NUNCA E DE FORMA NENHUMA, INSTALE O CCAPI (CONTROL CONSOLE API)
– CONECTAR À PSN É RISCO DE BAN DO CONSOLE E TOTAL RESPONSABILIDADE SUA!

Segundo, se você não estiver na 4.84, terá de fazer qualquer um destes 2 caminhos:

4.82/4.83 OFW > Instalar a 4.84 OFW pela Internet ou USB > Instalar a 4.84 HFW pelo Recovery Menu (USB)

ou

4.82/4.83 OFW > Instalar a 4.84 HFW pelo XMB (USB) DUAS VEZES

Segundo o pessoal do PSX-Place, isso previne que dumps ruins da flash sejam produzidos. O que pode te salvar algum dia, caso saia um CFW pro PS3 3k e 4k.

OPÇÕES DE USO

– Enable HEN, sem esta opção não poderemos rodar multiman e todos os homebrews. Por ser algo novo, ele simplesmente fica travando muito em sua abertura, tendo que reiniciar o PS3 diversas vezes até funcionar. Mas outras vezes ele costuma ir de primeira, e vale aquele teste de ter que limpar o browser. Como é uma HEN, tem que habilitar toda santa vez que o PS3 ligar (ou travar).

– Multiman, só aqui já nos traz a oportunidade de usar jogos em PS3_GAME, e não precisar mais de assinaturas rap/riff. Roda jogos de PSX, PSP e os de PS3, desde que haja o cobra payload.

– IrisManager, tem dado conflitos, erros. Mesmo com a versão HENTAI está dando erro e seus forks estão na mesma. Mas conseguimos acesso ao manager.

– Retroarch 1.7.6, não adianta, está desligando o PS3 e a fonte juntos! Tentei de várias formas:

com HEN > Desliga PS3
com HEN e Debug Packages > Desliga PS3
com HEN, Debug Packages e Dev_Blind > Desliga PS3

– WebMan MOD, muitas opções tem travado o PS3, como Eject Disc, Block Psn Servers, Fix Mounted Games, Insert Disc, Load VSH Menu. Estas opções travam o PS3!

Formatos de Jogo

Por hora poderemos usar:
– PKG assim como usávamos no HAN, demora a instalar.
– PS3_GAME que até sábado passado (29/04/2019), era formato de uso exclusivo de CFW apenas.

A Scene PS3 Ferve, Novamente!

Muita coisa pode e poderá ser feita por hora, melhorar o load para o Enable HEN, alguns homebrews como o IrisManger e seus forks poderão ser atualizados. Apesar de já existir uma versão do Iris para o Hen (IrisMan HENTAI), não está muito bom. Aliás, chega nem a abrir em 90% dos casos. Existem relatos verídicos de soft bricks, então não seja afobado, não seja clemente, simplesmente tem que se esperar testar. Eu estou desde sábado testando, mas ao chegar na segunda, leia abaixo:

Cadê o tutorial Amido? Lhes responderei com uma imagem:

Não posso simplesmente testar 100% das ferramentas sem internet, 4G está quebrando um galho, mas não tenho como simplesmente baixar um jogo sequer. Estou por hora me retendo a testar PKG’s de homebrews que sejam menores.

AGUARDEM, saiu não tem uma semana e nem os devs da PS3exploit estão lidando com a coisa. Segurem as pontas que assim que possível, vou trazer tutorial de forma bem intuitiva e acessível.