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Half a year after RetroArch 1.3.6 was released, now comes the next big stable! Version 1.4.1 is by any yardstick a big massive advance on the previous version. There are about 5000 commits or more to sift through, so let's focus on a few big main standout features that we want to emphasize for this release.

3:20-mc-00416-RBH 3:20-mc-00416-RBH Date Filed 09/18/20 Entry Number 1 Page 1 of 2. 3:20-mc-00416-RBH Date Filed 09/18/20 Entry Number 1 Page 2 of 2. Speed - Speed + Speed +. 4chan is a simple image-based bulletin board where anyone can post comments and share images anonymously.

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We are calling this release an ‘Open Beta' because we want people to put the massively improved Netplay features through its paces! All of your feedback and issues will be taken onboard so that 1.5.0 (which we intend to ship somewhere beginning of March) will deliver on all the promises we have made for netplay.

Netplay has seen a big massive improvement since version 1.3.6.

To set up a netplay game, you have two options: Manual or automatic connection.

Pcalc 4. Naturally, the automatic way is easier:

To host, just load a core and launch some content as usual and, once the game is running, go back into the ‘quick menu' (the default keyboard shortcut is F1) and scroll down to the ‘netplay' submenu. From there, choose ‘Start netplay host' and it will announce your game to the lobby server for other users to join. You can go ahead and start playing and new players can jump in at any time. That is, RetroArch no longer stalls out until clients join.

Joining an existing session is just as easy. From the main menu, navigate over to the netplay tab (the icon looks like a wifi symbol), scroll down to ‘Refresh Room List' and hit the ‘accept' key/button (the default keyboard shortcut is the ‘X' key). RetroArch will fetch the current list of available hosts and display them right there in the netplay tab. From there, just pick the host you wish to join and RetroArch will cycle through your playlists searching for a content match. If it finds a match, you'll jump right into the host's game already in progress.

To use manual connection, the host does the exact same steps. The client must load the same core and game first, then choose the 'connect to netplay host' option from the netplay menu. You will be prompted for the IP address of the host. Enter it to connect.

To keep your games private, the host may set a password, required to connect, in the network settings menu.

We want your feedback and input on netplay, and the aim is that we take your feedback into consideration for 1.5.0 (which we will launch early March) to put the final finishing touches on netplay in general. Things like chat, friend lists and so on will all need to be implemented still.

We have added UTF-8 support and we have added translations for several languages now. Of these, Japanese is probably second to English in terms of being the most complete translation.

In addition to this, the new onscreen keyboard also has multilingual support, and supports Japanese fully (Hiragana, Katakana).

Mr.Boom is a Bomberman clone. It supports up to 8 players and features like pushing bombs, remote controls and kangaroo riding.

This was an old MS-DOS/Windows 9x homebrew game that https://github.com/frranck converted over to C with a self-made tool he calls asm2c.

Amazing 2 9 14 niv. Right now, this core works for Mac/Windows/Linux/ We are still working on Android support!

Mr. Boom currently requires at least a minimum of 2 players. There is no singleplayer mode (yet). It can not yet be used with netplay but that is our ultimate aim! Free 8-player easy Bomberman-like gameplay for everybody! We will make an announcement later when netplay support is fully working for this core!

In addition to the ribbon effects, we have added some new menu effects : Bokeh, and Snow. Grids for instagram 5 4 download free.

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Check the accompanying video to see them in action. You can access these menu effects by going to

Settings -> User Interface -> Menu and setting 'Menu Shader Pipeline' to any effect of your choosing.

NOTE: These two new menu effects are not yet available for Vulkan and Cg. Ports would have to be made first of these menu effects, since they are completely shader-based.

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We have taken all the criticisms of the menu UI to heart and we really pushed ourselves to make the menu much more pleasant to deal with.

  • We have gone to the painstaking effort of making sure that nearly every menu entry now has a small description below it.
  • Loading content has been massively streamlined. There is no longer a separate ‘Load Content' and ‘Load Content (Detect Core)' option. You simply select a starting point directory, you then select your game and you decide which core to use.
  • There is a new onscreen keyboard made for the menu which is compatible with touch and the mouse. It not only supports traditional western characters but thanks to improved multilingual support it will also support Japanese (Kanji, Hiragana, Katakana and Romaji).
  • In fullscreen mode, the mouse cursor inside the menu will only show for about 5 seconds. If there is no mouse activity it will disappear from the screen until you move the mouse again.

Cores should now report an error message back to RetroArch in most instances where a ROM/content fails to load. We went over most cores and we are reasonably comfortable in that we took care of most of the trouble spots.

To read more about these projects, read our past articles here –

ParaLLel (Nintendo 64 core with Vulkan renderer) and Mednafen PSX HW should now work on Android devices that support Vulkan!

Unfortunately, GPU is currently not the bottleneck here. In the case of both of these emulators, more work is required before they will start to run at fullspeed on Android devices. We need to get the LLVM dynarec working on ARM devices.

In the case of Mednafen PSX HW, the interpreter CPU core is the main bottleneck which prevents the emulator from reaching playable speeds right now. An experimental dynarec was written a year ago but it still needs a lot of work before it could be considered ‘usable'.

  • Improved performance
  • (Linux) DRM/KMS context driver should be more compatible now
  • (Linux) The GLX context driver now uses GLX_OML_sync_control when available, leading to much improved swap control. Potential video tearing and frame time deviation will be way lower in general.
  • (Linux) Attaching a PS4 gamepad will allow you to use the audio headphone jack to route sound to your headphones if you use the ALSA audio driver. It will now query the available audio output sampling rates that an audio device supports, and if the recommended output sampling rate that we use in RetroArch doesn't match, we will use a sampling rate that the audio device DOES support instead. The PS4 pad only works with 32Khz audio, hence why we need to switch to it on the fly in order to get sound working with it.
  • (Android) Should fix a longstanding touch input bug that might have prevented touch from working altogether on certain devices.
  • (Android) GLES3/3.1 support, the fancy ribbon effect and Snow/Bokeh should also be available on Android now.
  • (Linux/Wayland) Full input support, keyboard and mouse.
  • Too much stuff to mention

Also read our companion article for more information here –

From now on, all documentation for RetroArch (both development and user-facing info) will be posted here –

May 4, 2018

Retrobatch is the name of my new MacOS app, and it's in public beta right now.

Retrobatch is a node based (not the JS language) batch image processor. A bit like Quartz Composer, and a bit like Audio Hijack. But for images. Lots and lots of images (or maybe a few or even one).

For years, people have wanted me to add batch processing of some kind to Acorn. It's been possible to automate things with JavaScript or AppleScript or Automator in Acorn, but it's never been super easy to set up and you needed to know a bit of programming to get anything really useful done. So I always had ideas in the back of my head for what it would look like.

But to do it right, it would need to be a new app. And then sometime late last summer, I decided it was time and I started working on Retrobatch.

But why node based? Every batch image processor I've come across was linear. You put images in one end, and out they came the other side. But that's so limiting! What if it was possible to take a folder of images and then operate on them twice with the same workflow? What if you could create branches where one would resize images to 50%, and another write out PNG files with the @2x suffix added to the file name? What if you had a workflow that referenced multiple folders which combined into a single output?

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And all the possibilities! What if you could read an image from the clipboard, apply a filter to it, and write it to a folder and to the clipboard? What if you had a way to separate out PNG images of a certain size from a folder and only do an operation to those? What if you could script the application in response to new images being added to a shared folder? What about if it could capture all the open windows of your favorite application as images, then apply a filter to those, and then write out a layered PSD of those windows? What if you wanted to apply a machine learning model against your images, to figure out which contains pictures of hotdogs in them, and then perform some action based on that?

There's like, a trillion possibilities. Probably more. Beta testers have been surprising me with interesting workflows.

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Anyway, you can do all that with the Retrobatch beta today with a free trial.

When it finally hits 1.0, fingers crossed, there will be two versions of Retrobatch- Regular and Pro. Pro will have all the nodes you see today, including advanced features such as machine learning, changing bit depths and color profiles, processing with AppleScript and shell scripts, rules, and advanced metadata entry. The Regular version will allow you to do the basics like cropping, resizing, watermarks, and so on. And there will be two prices as well. But right now, while it's in beta, you can purchase Retrobatch Pro at a reduced price.

Charging for a beta app? Yep- Retrobatch is very useful in its current state and people have been wanting to give me money already. So who am I to argue? In addition to that, bundles are back at the Flying Meat webstore. If you purchase multiple copies of Retrobatch, or a copy of Retrobatch and Acorn, or any of the above, you'll get a nice discount.

So go grab a beta copy of Retrobatch and send us feedback to help shape what it looks like in the future, or chat about it in the new Retrobatch forums.

And finally, here's a quick video showing off a workflow for making @1x and @2x images with Retrobatch.





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