RetroArch v1.7.1 : Emulateur Multi Plates formes - News

RetroArch v1.7.1 : Emulateur Multi Plates formes

   
Posté par le 22/02/18 à 12:00:20
9555 affichages, 1 commentaire
 
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RetroArch est un émulateur multi plates formes utilisant la libRetro, et permettant ainsi d'avoir le même code pour les versions Wii, Xbox, pc etc, et la libRetro s'occupe de tout ce qui est spécifique à la plate forme.

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Version 1.7.1
– 3DS: Now correctly reports amount of CPU cores.
– 3DS: Frontend rating is now correctly implemented for both New 3DS/2DS and Old 3DS/2DS.
– 3DS: Initial networking support, HTTP requests won’t work yet.
– 3DS: Now reports memory and battery state.
– AUDIO: Added ‘Audio Resampler Quality’ setting to Audio Settings. Setting this higher will increase sound quality at the expense of sound latency and/or performance. Setting this value lower will improve sound latency/performance at the expense of sound quality. Only has an effect if the Sinc resampler is used, and you have to restart the game for changes to take effect.
– CHEEVOS: Fix unofficial achievements not being loaded.
– CHEEVOS: Show savestate menu entries when no achievements are found even if hardcore mode is enabled.
– CHEEVOS: Support Neo Geo Pocket.
– COMMON: Bugfix for issue related to ‘Windows mouse pointer visible when running MESS or MAME cores’.
– COMMON: Fix bug ‘Last item in a Playlist is ignored’.
– COMMON: New LED API. Driver implemented for Raspberry Pi, proof of concept implemented for core MAME 2003.
– COMMON: Add quick menu option to watch shader files for changes and recompile them automatically (Linux only for now).
– D3D8: Direct3D 8 can now work on systems that have Direct3D 8 installed.
– D3D9: Add menu support for MaterialUI/XMB.
– D3D10: Initial video driver implementation.
– D3D11: Initial video driver implementation.
– D3D11: SPIRV-Cross/slang shader support for D3D11.
– D3D12: Initial video driver implementation.
– DINPUT: don’t reinitialize input driver on network events / media insertion / network drive connection
– INPUT: show friendly names when available under input binds and system information
– INPUT: show the config name when available under system information
– GUI: Allow changing menu font color.
– GUI: Menu visibility options for RGUI and MaterialUI.
– GUI/MaterialUI: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers.
– GUI/XMB: Add Monochrome Inverted icon theme.
– GUI/XMB: Allow changing menu scale to 200%.
– GUI/XMB: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers. Menu shader effects currently don’t work on D3D8/D3D9 Cg.
– HAIKU: Restored port.
– KEYMAPPER: prevent a condition that caused input_menu_toggle to stop working when a RETRO_DEVICE_KEYBOARD type device is enabled
– GL: ignore hard gpu sync when fast-forwarding
– IOS10/11: Handle hardware keyboards and iCade controllers
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Spanish translation.
– NETPLAY: Add menu option to select different MITM (relay) server locations.
– OSX: Modify HID buttons detection algorithm.
– QB: Added –datarootdir.
– QB: Added –bindir and –mandir and deprecated –with-bin_dir and –with-man_dir.
– QB: Added –docdir.
– SHADERS: Allow saving of shader presets based on the parent directory (Saving one for */foo/bar/mario.sfc* would result in *shaders/presets/corename/bar.ext*). We decided it’s safer to still isolate the presets to a single core because different cores may treat video output differently.
– SHADERS: Don’t save the path to the current preset to the main config. This was causing weird behavior, instead it will try to load *currentconfig.ext* and it will save a preset with that name when select *apply shader preset*. The resulting shader will restore properly after restarting and even after core/parent/game specific presets are loaded
– SOLARIS: Initial port.
– SWITCH: Initial Nintendo Switch port, based on libtransistor SDK.
– PS3: Enable Cheevos.
– PSP: Enable threading support through pthreads.
– SHADERS: SPIRV-Cross/slang shader support for D3D11.
– SHIELD ATV: Allow the remote / gamepad takeover hack to work with the 2017 gamepad
– SUBSYSTEM: Subsystem saves now respect the save directory
– SUBSYSTEM: You can now load subsystem games from the menu (see https://github.com/libretro/RetroArch/pull/6282 for caveats)
– VULKAN: Fix swapchain recreation bug on Nvidia GPUs with Windows 10 (resolved in Windows Nvidia driver version 390.77).
– WINDOWS: Improved Unicode support (for cores/directory creation and 7zip archives).
– WINDOWS: Show progress meter on taskbar for downloads (Windows 7 and up).
– WINDOWS: WS_EX_LAYERED drastically decreases performance, so only set it when needed (transparency in windowed mode).
– WIIU: Overlay support.
– WIIU: Transparency support in menu + overlays.
– WIIU: Increased stability during core switching.
– WIIU: Shader support.
– WIIU: Menu shader effects added (shaders).
– WIIU: Add missing time/clock support. (also fixes RTC [Real Time Clock] in Gambatte)
– XBOX OG: Restored port.

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^ Déconnecté personne10
#1, posté le 03/04/18 à 16:04:46
Membre
16 messages
Petit nouveau
star
Bonjour,
Je viens de telecharger la derniere version de retroarch, j'ai copier le dossier complet decompréssé dans APPs de ma carte SD.
Des que je suis sur le logo de l'emu je le carge et la j'ai le menu mais en mauvaise qualité et je en peux rien faire ( ça me bloque pas la console, je peux revenir en arriere) que dois je faire car je n'ai pas vu de dtuto pour l'utiliser et pas de fichier read me avec le telechargement de la derniere version.
Merci
Choisir un Film : La meilleure solution quand on ne sait pas quel film regarder

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