diff --git a/_typos.toml b/_typos.toml index 1af3382a44..84f35f3d10 100644 --- a/_typos.toml +++ b/_typos.toml @@ -9,3 +9,28 @@ extend-exclude = [ ue = "ue" # Nestopia UE sav = "sav" # .sav file extension kernal = "kernal" # Commodore's low-level Operating System +gam = "gam" # GAM4980 core name / .gam file extension +bload = "bload" # MSX-BASIC BLOAD command (library/bluemsx.md) +consol = "consol" # Atari 8-bit CONSOL_SELECT/CONSOL_START hardware register (library/atari800.md) +pn = "pn" # UPnP substring (ppsspp.md, netplay-faq.md, netplay-getting-started.md) +lod = "lod" # GLSL textureLodOffset substring (development/shader/slang-shaders.md) +accomodate = "accomodate" # ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS, a real CRT-Royale shader macro (shader/crt_royale.md) +betwee = "betwee" # betwee.mp3, a real 8.3-truncated PrBoom DOS asset filename (library/prboom.md) +messag = "messag" # messag.mp3, ditto +openin = "openin" # openin.mp3, ditto +runnin = "runnin" # runnin.mp3, ditto +bumpter = "bumpter" # Vita_Bumpter_Left.png, a real Button_Pack asset filename +outter = "outter" # Remote_Circle_Outter.png, ditto +tilda = "tilda" # Keyboard_*_Tilda.png, ditto +sentris = "sentris" # Sentris, a real game title (image/Button_Pack/Readme.txt) +cruzes = "cruzes" # Cruzes, a real (stub) core entry (guides/core-list.md) +ment = "ment" # part of "Greg DeMent", a real person's surname (library/prosystem.md) +nd = "nd" # part of "Button 2ND" (library/numero.md) +som = "som" # som_msu1.sfc, a real filename (library/snes9x.md) +hsi = "hsi" # .hsi file extension (guides/softwarelist-getting-started.md) +discernable = "discernable" # a widely-accepted alternate spelling of "discernible" (guides/rgui.md) +alis = "alis" # KEY_ALIS, an example keytool placeholder (development/retroarch/compilation/android.md) +ba = "ba" # part of the "ba4980-c-sdk" tool-repo URL slug (library/gam4980.md) +thq = "thq" # THQ, a real video game publisher (library/compatibility/gba.md) +mis = "mis" # part of the valid "mis-matched" hyphenation (guides/softwarelist-getting-started.md) +informations = "informations" # only remaining match is the quick-informations.md FILENAME itself (kept as-is: many other pages link to it by this exact path); every genuine prose occurrence of this typo was fixed diff --git a/docs/development/coding-standards.md b/docs/development/coding-standards.md index 4d92c1b9bf..7fb34a40fe 100644 --- a/docs/development/coding-standards.md +++ b/docs/development/coding-standards.md @@ -26,7 +26,7 @@ Comments use a maximum column width of 80 characters, and each new line of a mul ```c /** * Retrieves the sensor state associated with the provided port and ID. This - * function pointer may be set to NULL if retreiving sensor state is not + * function pointer may be set to NULL if retrieving sensor state is not * supported. * * @param data The input state struct diff --git a/docs/development/cores/core-specific/mame.md b/docs/development/cores/core-specific/mame.md index 55fb70c9da..9b1995e3a4 100644 --- a/docs/development/cores/core-specific/mame.md +++ b/docs/development/cores/core-specific/mame.md @@ -2,7 +2,7 @@ ## Building libretro-mame -### Build environement +### Build environment #### Windows diff --git a/docs/development/cores/developing-cores.md b/docs/development/cores/developing-cores.md index ded605868a..02ee6c3c84 100644 --- a/docs/development/cores/developing-cores.md +++ b/docs/development/cores/developing-cores.md @@ -65,7 +65,7 @@ The program flow of a frontend using the libretro API can be expressed as follow #### `retro_api_version()` -This function should return RETRO_API_VERSION, defined in libretro.h. It is used by the frontend to determine if ABI/API are mismatched. The ver- sion will be bumped should there be any non- compatible changes to the API. Changes to retro_* structures, as well as changes in publically visible functions and/or their arguments will warrant a bump in API version. +This function should return RETRO_API_VERSION, defined in libretro.h. It is used by the frontend to determine if ABI/API are mismatched. The ver- sion will be bumped should there be any non- compatible changes to the API. Changes to retro_* structures, as well as changes in publicly visible functions and/or their arguments will warrant a bump in API version. #### `retro_set_*()` @@ -94,7 +94,7 @@ The frontend will typically request statically known information about the core This function will load content. If the implementation is an emulator, this would be a game ROM image, if it is a game engine, this could be packaged upassets for the game, etc. The function takes a structure that points to the path where the ROM was loaded from, as well as a memory chunk of the already loaded file. -**There are two modes of loading files with libretro.** If the game engine requires to know the path of where the ROM image was loaded from, the `need_fullpath` field in `retro_system_info` must be set to true. If the path is required, the frontend will not load the file into the data/size fields, and it is up to the implementation to load the file from disk. The path might be both relative and absolute, and the implementation must check for both cases. This is useful if the ROM image is too large to load into memory at once. It is also useful if the assests consist of many smaller files, where it is necessary to know the path of a master file to infer the paths of the others. +**There are two modes of loading files with libretro.** If the game engine requires to know the path of where the ROM image was loaded from, the `need_fullpath` field in `retro_system_info` must be set to true. If the path is required, the frontend will not load the file into the data/size fields, and it is up to the implementation to load the file from disk. The path might be both relative and absolute, and the implementation must check for both cases. This is useful if the ROM image is too large to load into memory at once. It is also useful if the assets consist of many smaller files, where it is necessary to know the path of a master file to infer the paths of the others. If `need_fullpath` is set to `false`, the frontend will load the ROM image into memory beforehand. In this mode, the path field is not guaranteed to be non-`NULL`. It should point to a valid path if the file was indeed, loaded from disk, however, it is possible that the file was loaded from `stdin`, or similar, which has no well-defined path. It is recommended that `need_fullpath` is set to `false` if possible, as it allows more features, such as soft-patching to work correctly. diff --git a/docs/development/frontends.md b/docs/development/frontends.md index c572d75924..bb428f0606 100644 --- a/docs/development/frontends.md +++ b/docs/development/frontends.md @@ -20,7 +20,7 @@ Name | Author(s) | Description [Ludo](https://github.com/libretro/ludo) | kivutar | libretro frontend written in Go. [Lemuroid](https://github.com/Swordfish90/Lemuroid) | Swordfish90 | All in 1 emulator on Android. [Merton](https://github.com/snowcone-ltd/merton) | Snowcone Ltd. | Merton is a work-in-progress emulator frontend for libretro built with [libmatoya](https://github.com/snowcone-ltd/libmatoya). -[Mininal reference fronted](https://github.com/bparker06/reference_frontend) | bparker06 | This is a barebones minimal reference frontend for the libretro API. +[Minimal reference fronted](https://github.com/bparker06/reference_frontend) | bparker06 | This is a barebones minimal reference frontend for the libretro API. [minir](https://github.com/Alcaro/minir) | Alcaro | WIMP interface (Windows, Icons, Menus and Pointers), and only cares about the major desktop OSes. Drops flexibility in favor of improved out-of-the-box experience. [minir test fronts](https://github.com/Alcaro/minir/tree/master/subproj) | Alcaro | Three different fronts, none of which has IO drivers: retroprofile just runs the core, intended for performance tests and PGO; retrorepeat runs the core twice, expecting identical output; retrostateverify traces the entire core and verifies whether its savestates are perfect. [miniretro](https://github.com/davidgfnet/miniretro) | davidgfnet | This is a small (Linux only for now) CLI libretro frontend for automated testing of libretro cores. @@ -30,7 +30,7 @@ Name | Author(s) | Description [picoarch](https://git.crowdedwood.com/picoarch/about) | neonloop | picoarch uses libpicofe and SDL to create a small frontend to libretro cores. It's designed for small (320x240 2.0-2.4") screen, low-powered devices like the Trimui Model S (PowKiddy A66). [Phoenix](http://phoenix.vg/) | Phoenix | Upcoming libretro frontend written with the Qt5 cross-platform application framework. [raylib-libretro](https://github.com/RobLoach/raylib-libretro) | RobLoach | Libretro frontend using raylib. -[retro_frontend](https://github.com/ehmry/genode-libretro) | Ehmry | Frontend for the [Genode](http://genode.org) operating system framework. Following the Genode philosophy this frontend strives to be a minimal implemention that is extensible via the abstract OS services provided to it. +[retro_frontend](https://github.com/ehmry/genode-libretro) | Ehmry | Frontend for the [Genode](http://genode.org) operating system framework. Following the Genode philosophy this frontend strives to be a minimal implementation that is extensible via the abstract OS services provided to it. [RePlay OS](https://www.replayos.com/) | RTA | Upcoming libretro based frontend optimized for use with Raspberry Pi boards using both LCD and CRT screens. [replay](https://github.com/avojak/replay) | avojak | Native Linux multi-system emulator built in Vala and GTK for elementary OS. [Retrobot](https://github.com/rossimo/retrobot) | Ross Squires | A self-hosted Discord bot that allows friends to play games over chat. diff --git a/docs/development/input-api.md b/docs/development/input-api.md index 8b7ac65d94..58c7a66fe0 100644 --- a/docs/development/input-api.md +++ b/docs/development/input-api.md @@ -90,7 +90,7 @@ Coordinates in X and Y are reported as `[-0x7fff, 0x7fff]`: `-0x7fff` correspond ## Keyboard Input `RETRO_DEVICE_KEYBOARD`: The libretro API allows a core to poll the frontend for the raw current pressed state of keys. There is also a callback available which is called by the frontend in response to keyboard events. `down` is set if the key is being pressed and `false` if it is being released. -Even though the frontend should try to synchronize keypresses with keycode events, cores should assume that multiple characters can be generated from a single keypress. In other words, keycode events should be treated separately from character events. Similarily if only a keycode event is generated with no corresponding character, the character should be `0`. +Even though the frontend should try to synchronize keypresses with keycode events, cores should assume that multiple characters can be generated from a single keypress. In other words, keycode events should be treated separately from character events. Similarly if only a keycode event is generated with no corresponding character, the character should be `0`. ## Lightgun Input `RETRO_DEVICE_LIGHTGUN`: The libretro lightgun abstraction reports X/Y coordinates in screen space (similar to the pointer) in the range `[-0x8000, 0x7fff]` in both axes, with zero being center and `-0x8000` being out of bounds. The core an query the on/off screen state of the lightgun. It features a trigger, start/select buttons, auxiliary action buttons and a directional pad. A forced off-screen shot can be requested for auto-reloading function in some games. diff --git a/docs/development/licenses.md b/docs/development/licenses.md index e8f4c01f74..df9478933e 100644 --- a/docs/development/licenses.md +++ b/docs/development/licenses.md @@ -196,6 +196,7 @@ See below for a summary of the licenses behind RetroArch and its cores: | [REminiscence](../library/reminiscence.md) | GPLv3 | | | RemoteJoy | [GPLv2](https://github.com/libretro/libretro-remotejoy/blob/master/LICENSE) | | | Remote RetroPad | [MIT](https://github.com/libretro/libretro-samples/blob/master/license) | | +| [RustyNES](../library/rustynes.md) | [MIT OR Apache-2.0](https://github.com/doublegate/RustyNES/blob/main/LICENSE) | | | [RVVM](../library/rvvm.md) | [GPLv3](https://github.com/LekKit/RVVM/blob/staging/LICENSE-GPL), [MPLv2.0](https://github.com/LekKit/RVVM/blob/staging/LICENSE-MPL) | | | [SameBoy](../library/sameboy.md) | [MIT](https://github.com/libretro/SameBoy/blob/master/LICENSE) | | | [SameDuck](../library/sameduck.md) | [MIT](https://github.com/libretro/) | | diff --git a/docs/development/retroarch/compilation/android.md b/docs/development/retroarch/compilation/android.md index 1e0c7a20aa..eeca1ed9f8 100644 --- a/docs/development/retroarch/compilation/android.md +++ b/docs/development/retroarch/compilation/android.md @@ -129,7 +129,7 @@ Next, copy the cores, assets and overlays to an assets folder you create here: mkdir -p assets/cores mkdir assets/overlays - cp ../../../../dist/android/arm64-v8a/* assets/cores/ #replace arm64-v8a here by the archetecture of the device you will be using. Google your phone's specs. + cp ../../../../dist/android/arm64-v8a/* assets/cores/ #replace arm64-v8a here by the architecture of the device you will be using. Google your phone's specs. cp -r ../../../../dist/info/ assets/ cp -r ../../../../retroarch/media/overlays/* assets/overlays/ diff --git a/docs/development/retroarch/compilation/windows98-msvc-cmdline.md b/docs/development/retroarch/compilation/windows98-msvc-cmdline.md index 8187277d03..368dc7171b 100644 --- a/docs/development/retroarch/compilation/windows98-msvc-cmdline.md +++ b/docs/development/retroarch/compilation/windows98-msvc-cmdline.md @@ -2,7 +2,7 @@ ## Environment configuration -To compile RetroArch on the command-line targeting Windows NT4, Windows 98SE, Windows Millenium Edition or Windows 2000, we will use a combination of the MSYS2 shell and Microsoft Visual C++ 2005. +To compile RetroArch on the command-line targeting Windows NT4, Windows 98SE, Windows Millennium Edition or Windows 2000, we will use a combination of the MSYS2 shell and Microsoft Visual C++ 2005. This guide assumes the host OS is Windows Vista or later, as MSYS2 cannot be installed on anything older. diff --git a/docs/development/retroarch/input/overlay.md b/docs/development/retroarch/input/overlay.md index b9e137bf98..ec29af2959 100644 --- a/docs/development/retroarch/input/overlay.md +++ b/docs/development/retroarch/input/overlay.md @@ -118,7 +118,7 @@ For especially overlay buttons which map to analogs, it is useful to allow an im ## Let buttons light up when they are pressed -When using individial overlays per button it will make sense to have buttons light up when they are pressed. To do this, the alpha value per-button will be multiplied by a factor. +When using individual overlays per button it will make sense to have buttons light up when they are pressed. To do this, the alpha value per-button will be multiplied by a factor. overlay0_desc0_alpha_mod = 2.0 # Alpha is multiplied 2x when pressed. @@ -179,7 +179,7 @@ will trigger both left and up at same time. Keyboard keys are an exception; an o To build some kind of menu system, one would need the ability for overlay_next to refer to any overlay. To do this, two extra things must be configured: overlay2_overlay = "some_overlay.png" - overlay2_name = "overview_overlay" # A name which can be referred to. Must be set if it is to be refered to. + overlay2_name = "overview_overlay" # A name which can be referred to. Must be set if it is to be referred to. overlay0_desc0 = "overlay_next,200,180,radial,40,40" overlay0_desc0_next_target = "overview_overlay" # When this overlay_next is pressed, it will go to index 2 directly, instead of the default 1. diff --git a/docs/development/retroarch/netplay.md b/docs/development/retroarch/netplay.md index fad2d338c9..ba2c1c52a7 100644 --- a/docs/development/retroarch/netplay.md +++ b/docs/development/retroarch/netplay.md @@ -58,7 +58,7 @@ Spectators send no input data. When new input data is received from a player, if it is before the currently executing frame, RetroArch will invisibly rewind and replay with the new input data, arriving at the original frame so that the local player's own input is -always seemless. +always seamless. A typical, playing client sends no data other than its own input every frame. During normal play, the server sends its own input data. If the server is not @@ -74,7 +74,7 @@ to send input data until its local frame count has reached the server's. In particular, resets and savestate loads are always synchronized to the server's frame count, and thus only the server may reset the core or load a -savestate. Because input preceeding a savestate load is irrelevant, upon +savestate. Because input preceding a savestate load is irrelevant, upon receiving a savestate load command, all frame counts are updated to be at least the server's frame count, including the local frame count if applicable. This is the only condition under which the frame count will skip at a rate greater diff --git a/docs/development/retroarch/new-menu-options.md b/docs/development/retroarch/new-menu-options.md index 27e82b591b..c20b204101 100644 --- a/docs/development/retroarch/new-menu-options.md +++ b/docs/development/retroarch/new-menu-options.md @@ -59,6 +59,6 @@ Now the menu has to be told how to display the option. # Finishing -This guide only introduces the English menu labels. Translations are handled via Crowdin, after the pull request is accepted, new strings will appear for translators. New items wil be shown to users in English until translation is done. +This guide only introduces the English menu labels. Translations are handled via Crowdin, after the pull request is accepted, new strings will appear for translators. New items will be shown to users in English until translation is done. There are several possibilities that can be done with the menu system, but most require additional functions. Help text may also be defined (a slightly longer description that can be displayed with Select button). Some of the menu code is dynamic depending on e.g. number of users, those items usually require extra care. Icon assignments are handled in the menu drivers (ozone, xmb, glui). diff --git a/docs/development/retroarch/new-translations.md b/docs/development/retroarch/new-translations.md index a0b91d4798..e1c8579e97 100644 --- a/docs/development/retroarch/new-translations.md +++ b/docs/development/retroarch/new-translations.md @@ -190,7 +190,7 @@ else if (string_is_equal(language,"xx")) else if (string_is_equal(language, "xx")) return "yyy"; ``` -3. For Windows. (OS compatiable) +3. For Windows. (OS compatible) 1. Open `frontend/drivers/platform_win32.c`. 2. Go to `accessibility_win_language_code(const char* language)` function. Check if the following block is present, where `Yyyyy` is the [voice name](https://support.microsoft.com/en-us/windows/appendix-a-supported-languages-and-voices-4486e345-7730-53da-fcfe-55cc64300f01#WindowsVersion=Windows_10) for the language and if not, add it before `return ""`: ```c diff --git a/docs/development/shader/cg-shaders.md b/docs/development/shader/cg-shaders.md index 30a3d5a27c..bf7a219664 100644 --- a/docs/development/shader/cg-shaders.md +++ b/docs/development/shader/cg-shaders.md @@ -80,7 +80,7 @@ out_pos = mul(modelViewProj , pos); The `COLOR` semantic isn’t very interesting for us, but the example code in nVidias Cg documentation includes it, so we just follow along. `TEXCOORD` is the texture coordinate we get from the emulator, and generally we just pass it to the fragment shader directly. The coordinate will then be linearly interpolated across the fragments. -More complex shaders can output (almost) as many variables they want, that will be linearily interpolated for free +More complex shaders can output (almost) as many variables they want, that will be linearly interpolated for free to the fragment shader. We also need a fragment shader to go along with the vertex shader, and here's a basic shader that only outputs the pixel as-is. This is pretty much the result you’d get if you didn’t run any shader (fixed-function) at all. ```c @@ -122,7 +122,7 @@ float4 main_fragment ( uniform sampler2D s0 : TEXUNIT0, uniform input IN , float } ``` -Here we use `IN.texture_size` to determine the the size of the texture. Since GL maps the whole texture to the interval `[0.0, 1.0]`, `1.0 / IN.texture_size` means we get the offset for a single pixel, simple enough. Almost every shader uses this. We can calculate these offsets in vertex shader to improve performance since the coordinates are linearily interpolated anyways, but that is for another time. +Here we use `IN.texture_size` to determine the the size of the texture. Since GL maps the whole texture to the interval `[0.0, 1.0]`, `1.0 / IN.texture_size` means we get the offset for a single pixel, simple enough. Almost every shader uses this. We can calculate these offsets in vertex shader to improve performance since the coordinates are linearly interpolated anyways, but that is for another time. ## Putting it together diff --git a/docs/development/shader/glsl-shaders.md b/docs/development/shader/glsl-shaders.md index 1ec8e3e513..92a5a2271e 100644 --- a/docs/development/shader/glsl-shaders.md +++ b/docs/development/shader/glsl-shaders.md @@ -35,4 +35,4 @@ Like Cg shaders, there is a GLSL preset format. Instead of `.cgp` extension, `.g ## Converting from Cg shaders -GLSL shaders are mostly considered a compatibility format. It is possible to compile Cg shaders into GLSL shaders automatically using our [cg2glsl script](https://github.com/libretro/RetroArch/blob/master/tools/cg2glsl.py). It can convert single shaders as well as batch conversion. Shader converstion relies on nVidia's `cgc` tool found in the `nvidia-cg-toolkit` package. +GLSL shaders are mostly considered a compatibility format. It is possible to compile Cg shaders into GLSL shaders automatically using our [cg2glsl script](https://github.com/libretro/RetroArch/blob/master/tools/cg2glsl.py). It can convert single shaders as well as batch conversion. Shader conversion relies on nVidia's `cgc` tool found in the `nvidia-cg-toolkit` package. diff --git a/docs/development/shader/slang-shaders.md b/docs/development/shader/slang-shaders.md index 2355d0fb16..4a3234ecc1 100644 --- a/docs/development/shader/slang-shaders.md +++ b/docs/development/shader/slang-shaders.md @@ -11,7 +11,7 @@ **Design principle: Avoid mandating high-level features which do not work for GLES2.** -RetroArch runs on GL, GL2, and GLES2. GL and GL2 are only relevant from a legacy standpoint, but GLES2 is stil a relevant target platform today and having GLES2 compatibility makes GL2 very easy. We therefore avoid a design which deliberately ruins GLES2 compatibility. +RetroArch runs on GL, GL2, and GLES2. GL and GL2 are only relevant from a legacy standpoint, but GLES2 is still a relevant target platform today and having GLES2 compatibility makes GL2 very easy. We therefore avoid a design which deliberately ruins GLES2 compatibility. However, we also do not want to artificially limit ourselves to shader features which are only available in GLES2. There are many shader builtins, for example, which only work in GLES3/GL3 and we should not hold back support in these cases. diff --git a/docs/guides/arcade-getting-started.md b/docs/guides/arcade-getting-started.md index 8850ee51d1..04ebaf8562 100644 --- a/docs/guides/arcade-getting-started.md +++ b/docs/guides/arcade-getting-started.md @@ -57,7 +57,7 @@ Additionally, there exist different kind of romsets : There are two families of multi-system arcade emulators available as libretro cores: FinalBurn and MAME. These emulators are in turn available in multiple versions to allow users to best match a core to their device. There are also a few console emulators that can alternatively emulate the arcade hardware based on that console. There is no "best arcade core", recommending one is hard without knowing your device and what you intend to play, each of them being differently balanced. -### The criterias for choosing an arcade core +### The criteria for choosing an arcade core #### Integration within the libretro ecosystem A better integration allows for more features to be available from the frontend you are using, like netplay, runahead, rewind, retroachievements, ... but also reduces the risk of bugs. The quality of the integration is directly linked to the availability of a support team for the core. @@ -108,7 +108,7 @@ Last but not least, most of the arcade cores have no real maintainer and are mos * keeps adding support for new games #### FinalBurn Alpha 2012 -* has splitted cores for optimized memory usage if you are using a device with very very limited memory (wii, nds, ...) +* has split cores for optimized memory usage if you are using a device with very very limited memory (wii, nds, ...) * has fixed romsets * is an older version of FinalBurn Neo, and as such should be faster while being less accurate and supporting less games, the libretro integration isn't as good either * should only be considered as an alternative on ultra low-power devices diff --git a/docs/guides/controller-autoconfiguration.md b/docs/guides/controller-autoconfiguration.md index 3884bfa1bf..f5d36bc58e 100644 --- a/docs/guides/controller-autoconfiguration.md +++ b/docs/guides/controller-autoconfiguration.md @@ -56,7 +56,7 @@ The matching algorithm considers several key factors: - **Physical ID (input_phys)**: A locally generated identifier in supported drivers, only valid for one specific controller instance / USB port. ### Matching process -RetroArch compares these factors against the files in the autoconfig directorys. It calculates a matching score for each profile, selecting the one with the highest score to configure the controller. +RetroArch compares these factors against the files in the autoconfig directories. It calculates a matching score for each profile, selecting the one with the highest score to configure the controller. The combination of Vendor ID and Product ID is often referred to as "vid:pid" in technical contexts. @@ -83,7 +83,7 @@ It is also worth to change `display_name`, to immediately see if the match went | Controller driver | input_vendor_id/input_product_id required | input_device usage | input_device name variability policy |-|-|-|-| -| android | Yes | input_device[^3] | Use the Bluetooth name since it's primarly used by Android devices. +| android | Yes | input_device[^3] | Use the Bluetooth name since it's primarily used by Android devices. | udev | Yes | input_device[^3] | For optimal configuration, if you are generating Linux raw autoconfig files, it is advisable to reuse the variables for input_device and alternative_input_device. In cases where input_device is used without alternative names, it is recommended to utilize the USB Device Index for a more descriptive identification. | linuxraw | No | input_device (for Device Index over USB), input_device_alt1 (for Device Index over Bluetooth), input_device_alt2 (for Device Index over USB on another Linux kernel)... | Use both Device Index over USB and Bluetooth from different Linux kernels; Their names can differ depending on the Linux version in use. | sdl2 | Yes | input_device[^3] | No (uses [SDL2 Game Controller community database](https://github.com/mdqinc/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt)) @@ -209,7 +209,7 @@ Most Android devices are not rooted, and RetroArch's default autoconfig director - This adjustment allows the autoconfig files to be saved in `/storage/emulated/0/RetroArch/autoconfig/android` when using `Settings` -> `Input` -> `RetroPad Binds` -> `Port 1 Controls` -> `Save Controller Profile`. #### Addressing controller navigation issues on non-touchscreen devices -Your controller will use the Controller Profile directory `/data/user/0/com.retroarch/autoconfig` by default in Android. Any autoconfig file that mathces your controller (Vendor ID/Product ID) be used by RetroArch automatically. However, you will not be able to generate a **new** autoconfig file for your controller if a default autoconfig file encounter issues with the following components: +Your controller will use the Controller Profile directory `/data/user/0/com.retroarch/autoconfig` by default in Android. Any autoconfig file that matches your controller (Vendor ID/Product ID) be used by RetroArch automatically. However, you will not be able to generate a **new** autoconfig file for your controller if a default autoconfig file encounter issues with the following components: * **DPAD**: Essential for navigating menus. * **OK**: Necessary for applying settings, such as navigating to `Settings -> Input -> RetroPad Binds -> Port 1 Controls`, and selecting `Set All Controls` and `Save Controller Profile`. @@ -353,7 +353,7 @@ input_r2_axis_label = "ZR" To address this bug in RetroArch on other controllers or drivers, you need to manually edit the RetroArch config file to set the correct analog axis mappings for L2 and R2. Here's how to find the proper axis values: -* Install and run jstest avalible for GNU/Linux (`sudo apt-get install joystick` for Debian-like distros), and Windows. +* Install and run jstest available for GNU/Linux (`sudo apt-get install joystick` for Debian-like distros), and Windows. - In GNU/Linux: `jstest /dev/input/js0` - In GNU/Linux virtual machines using QEMU, js0 is designated for the mouse, so you need to use js1 by running the command: `jstest /dev/input/js1` * Slowly press L2 and R2 to identify which axis numbers change @@ -468,7 +468,7 @@ SDL2 uses the [SDL2 Game controller community database](https://github.com/mdqin You can check it using [SDL2 Gamepad Mapper](https://gitlab.com/ryochan7/sdl2-gamepad-mapper/-/releases). #### Appimage issue -Currently, the SDL2 controller driver utilizes UDEV rather than SDL2 in the RetroArch Appimage package. Therfore, use the Flatpak package in order to upload SDL2 autoconfig files. +Currently, the SDL2 controller driver utilizes UDEV rather than SDL2 in the RetroArch Appimage package. Therefore, use the Flatpak package in order to upload SDL2 autoconfig files. ### linuxraw, and udev naming schemes (depends on multiple Device Indexes) diff --git a/docs/guides/core-list.md b/docs/guides/core-list.md index bdd7f86704..7edde189de 100644 --- a/docs/guides/core-list.md +++ b/docs/guides/core-list.md @@ -59,7 +59,7 @@ | [Dolphin](../library/dolphin.md) | Nintendo GameCube/Wii | | | [DOSBox](../library/dosbox.md) | DOS | | | DOSBox-core | DOS | Provides some improvements over the DOSBox-SVN trunk, including native MIDI support, cycle-accurate OPL3 (YMF262) emulation, MT-32 emulation and experimental 3dfx Voodoo support | -| [DOSBox-Pure](../library/dosbox_pure.md) | DOS | A port of DOSBox with a goal of simplicty and ease of use and gameplay. This core includes a streamlined workflow for launching games directly from ZIP archives with automated mapping of controls to gamepads and a native onscreen keyboard. | +| [DOSBox-Pure](../library/dosbox_pure.md) | DOS | A port of DOSBox with a goal of simplicity and ease of use and gameplay. This core includes a streamlined workflow for launching games directly from ZIP archives with automated mapping of controls to gamepads and a native onscreen keyboard. | | DOSBox-SVN | DOS | This core is based on DOSBox-SVN trunk and allows on-the-fly configuration and different sync methods | | [doukutsu-rs](../library/doukutsu-rs.md) | Game engine | An open-source reimplementation of the Cave Story engine compatible with all official (and some unofficial) releases of Cave Story | | Dungeon Crawl Stone Soup | Game | A preliminary port of the Dungeon Crawl Stone Soup strategy game | @@ -226,7 +226,7 @@ | [VICE xvic](../library/vice.md) | Commodore VIC-20 | | | Vircon32 | Game engine | A port of Vircon32 game console to libretro | | [Virtual Jaguar](../library/virtual_jaguar.md) | Atari Jaguar | | -| [VirtualXT](../library/virtualxt.md) | DOS | Runns PC/XT class software. Mainly intended for PC booters from the 80's. | +| [VirtualXT](../library/virtualxt.md) | DOS | Runs PC/XT class software. Mainly intended for PC booters from the 80's. | | vitaQuake 2 | Game engine | A port of the VitaQuake 2 source port of iD's Quake 2 engine to libretro. There is a separate core for each of the Quake 2 mission packs, 'Rogue', 'Zaero' and 'Xatrix'. | | vitaQuake 2 (Rogue) | Game engine | (See vitaQuake 2 note) | | vitaQuake 2 (Xatrix) | Game engine | (See vitaQuake 2 note) | diff --git a/docs/guides/databases.md b/docs/guides/databases.md index 72ee215a91..394fd4f62b 100644 --- a/docs/guides/databases.md +++ b/docs/guides/databases.md @@ -97,7 +97,7 @@ After you've investigated the issue (see above), some possible actions are: - __Open__ an Issue if a relevant one isn't already open. - Open a [Database Issue](https://github.com/libretro/libretro-database/issues) __if__ you observe either of the following: - You see a large-scale issue affecting many data entries or entire dats. - - You found that Upstream Data is _correct_ but libretro or RetroArch doesn't reflect it, and at leat 4 weeks have passed since the Upstream update occurred. + - You found that Upstream Data is _correct_ but libretro or RetroArch doesn't reflect it, and at least 4 weeks have passed since the Upstream update occurred. - Open a [RetroArch Issue](https://github.com/libretro/RetroArch/issues) __if__: you see a problem with RetroArch's scanning behavior or validation, while the databases appear correct and match your file's properties (crc and serial within the game's binary data viewable with a hex editor). - __Submit Upstream Changes.__ Make changes upstream (No-Intro, Redump, GameTDB, etc) by going through the channels of the upstream group responsible for the data at issue __if__: you found that Upstream Data is _Incorrect_ and has been imported to the libretro database repository. The upstream group must make the correction to "fix it at the source", though it may be possible to create alternative data coverage instead (see below). diff --git a/docs/guides/install-genesismini.md b/docs/guides/install-genesismini.md index 057c16f934..bb4e2e79ae 100644 --- a/docs/guides/install-genesismini.md +++ b/docs/guides/install-genesismini.md @@ -2,7 +2,7 @@ -==The installation steps or dowloading file parts of the project may differ over time.== +==The installation steps or downloading file parts of the project may differ over time.== ## Sega Genesis Mini - Genesis diff --git a/docs/guides/install-lakka.md b/docs/guides/install-lakka.md index 6d920d93b5..2a4032be62 100644 --- a/docs/guides/install-lakka.md +++ b/docs/guides/install-lakka.md @@ -24,7 +24,7 @@ Please note that due to the wide variety of PC hardware, Lakka may not work on y ### Flashing Lakka Image -The following softwares are fine however you can use any other software you want. The following softwares are not related to RetroArch or Libretro in any way. You must act consciously when providing or using these softwares. +The following software are fine however you can use any other software you want. The following software are not related to RetroArch or Libretro in any way. You must act consciously when providing or using these software. #### Etcher diff --git a/docs/guides/install-libnx.md b/docs/guides/install-libnx.md index acbf03dca8..d43ee44074 100644 --- a/docs/guides/install-libnx.md +++ b/docs/guides/install-libnx.md @@ -35,7 +35,7 @@ The preferred way of running RetroArch is to use Atmosphère's title takeover fe | :warning: WARNING | |:---------------------------| -| You need at least one title on the console (whether it's a digitally puchased game or a demo or a cartridge game or even an homebrew NSP). If you can pick an up to date game that's better as you won't be nagged everytime you run it. | +| You need at least one title on the console (whether it's a digitally purchased game or a demo or a cartridge game or even an homebrew NSP). If you can pick an up to date game that's better as you won't be nagged everytime you run it. | Atmosphère now contains everything needed to run homebrews out of the box. To do so, simply run any game while holding the R key. Make sure to hold the key until you can actually see the homebrew menu. Select RetroArch in the list to start! diff --git a/docs/guides/install-psc.md b/docs/guides/install-psc.md index 0d3db70148..33ca31b817 100644 --- a/docs/guides/install-psc.md +++ b/docs/guides/install-psc.md @@ -15,7 +15,7 @@ | :warning: DISCLAIMER | |:---------------------------| -| The installation steps or dowloading file parts of the project may differ over time. | +| The installation steps or downloading file parts of the project may differ over time. | ## Downloading and installing diff --git a/docs/guides/install-windows-2000-me-98SE.md b/docs/guides/install-windows-2000-me-98SE.md index 55fd55e6c5..553d93e1f2 100644 --- a/docs/guides/install-windows-2000-me-98SE.md +++ b/docs/guides/install-windows-2000-me-98SE.md @@ -6,7 +6,7 @@ ## Downloading and installing -There are multiple ways of downloading RetroArch for your Windows 2000 / ME / 98SE operating systems. `Installer` or `Download` in [here](https://www.retroarch.com/index.php?page=platforms) both options provide you with the lastest RetroArch, the only difference is that one is a self extracting installer, and the other one an archive you have to extract manually. +There are multiple ways of downloading RetroArch for your Windows 2000 / ME / 98SE operating systems. `Installer` or `Download` in [here](https://www.retroarch.com/index.php?page=platforms) both options provide you with the latest RetroArch, the only difference is that one is a self extracting installer, and the other one an archive you have to extract manually. ## Downloading diff --git a/docs/guides/optimal-vsync.md b/docs/guides/optimal-vsync.md index 3717e6ffd7..b2a0119646 100644 --- a/docs/guides/optimal-vsync.md +++ b/docs/guides/optimal-vsync.md @@ -85,7 +85,7 @@ Notable internal RetroArch statistics regarding frame pacing are: - Windowed mode, and even windowed full-screen mode can contribute to frame pacing issues, so `Settings->Video->Fullscreen Mode->Windowed Full-Screen Mode` can be disabled to test if this improves your frame pacing. - - `Settings->Video->Output->Automatic Refresh Rate Switch` can be considered to be disabled, as if it changes your actual display refresh rate, in non-VRR mode this can interfere with your set Vsync Swap Interval and cause *large* mistiming, and in VRR mode, you want the display to maintain the maximum potential refresh rate so that it can be more accurate in accomodating small requested timing differences. + - `Settings->Video->Output->Automatic Refresh Rate Switch` can be considered to be disabled, as if it changes your actual display refresh rate, in non-VRR mode this can interfere with your set Vsync Swap Interval and cause *large* mistiming, and in VRR mode, you want the display to maintain the maximum potential refresh rate so that it can be more accurate in accommodating small requested timing differences. - `Settings->Video->Output->Threaded Video` is well known to interfere with smooth frame pacing and audio sync, but can be the only choice for hardware otherwise too weak for the intended content to run at near the correct frame rate at all. @@ -101,7 +101,7 @@ Notable internal RetroArch statistics regarding frame pacing are: How low you can set this to without issue can vary per content, but the default value of 64 ms was chosen for avoiding issues like this. If you still decide to push lower, keep in mind a 60Hz NTSC frame is approximately 16.66 ms long, so you might want to try a value a little longer than 2 frames, like 35ms, and then a little longer than 3 frames like 52ms, et cetera. - - Under `System->Video Settings->Synchronization`, `Hard GPU Sync`, `Max Swapchain Images`, or `Waitable Swapchains`, any of which might be available with your current renderer API, are designed to reduce latency by limiting how many frames ahead that the cpu can calculate beyond the currently displayed frame. If you are still experiencing frame pacing issues having reached this poing in the document, and care more about that than increased latency, you can disable `Hard GPU Sync`, `Waitable Swapchains`, or increase the value of `Max Swapchain Images` to give your system more performance headroom. + - Under `System->Video Settings->Synchronization`, `Hard GPU Sync`, `Max Swapchain Images`, or `Waitable Swapchains`, any of which might be available with your current renderer API, are designed to reduce latency by limiting how many frames ahead that the cpu can calculate beyond the currently displayed frame. If you are still experiencing frame pacing issues having reached this point in the document, and care more about that than increased latency, you can disable `Hard GPU Sync`, `Waitable Swapchains`, or increase the value of `Max Swapchain Images` to give your system more performance headroom. ## Further Considerations diff --git a/docs/guides/roms-playlists-thumbnails.md b/docs/guides/roms-playlists-thumbnails.md index 30e5ba004e..b5cd7e0d87 100644 --- a/docs/guides/roms-playlists-thumbnails.md +++ b/docs/guides/roms-playlists-thumbnails.md @@ -232,7 +232,7 @@ follow the steps below. ### Detailed Steps -- __Fork the repository.__ Visit the github.com [libretro thumbnail repository](https://github.com/libretro-thumbnails/libretro-thumbnails) directory that you want to contribute to and click the fork button. You must fork it at the level of specific console. The Fork button won't appear if you're viewing a lower level folder in the respository like "boxart" or "snaps.” _Example_. If you are doing GBA thumbnail work you should fork +- __Fork the repository.__ Visit the github.com [libretro thumbnail repository](https://github.com/libretro-thumbnails/libretro-thumbnails) directory that you want to contribute to and click the fork button. You must fork it at the level of specific console. The Fork button won't appear if you're viewing a lower level folder in the repository like "boxart" or "snaps.” _Example_. If you are doing GBA thumbnail work you should fork [Nintendo_-_Game_Boy_Advance](https://github.com/libretro-thumbnails/Nintendo_-_Game_Boy_Advance/). - **Why "Fork" your own**? Every part RetroArch's code and materials are open and accessible on github for input from any public volunteer (via Pull Request), but only official admins have direct edit access. Forking means copying your own copy of the project to freely draft changes in your own separate work area. Later you’ll send your proposed changes to the official project. - _Warning_: You must visit and fork the _current_ github project for the libretro thumbnail repository, for example [this one for SNES](https://github.com/libretro-thumbnails/Nintendo_-_Super_Nintendo_Entertainment_System), not to be confused with the similar-looking [archived version](https://github.com/libretro/libretro-thumbnails) which is inactive. diff --git a/docs/guides/softpatching.md b/docs/guides/softpatching.md index 14ab7c78ac..c8ccd896b4 100644 --- a/docs/guides/softpatching.md +++ b/docs/guides/softpatching.md @@ -69,6 +69,7 @@ rom.ips2 | [Mesen](../library/mesen.md) | ✔ | | [Nestopia](../library/nestopia.md) | ✔ | | [QuickNES](../library/quicknes.md) | ✔ | +| [RustyNES](../library/rustynes.md) | ✔ | ### Nintendo - SNES / Famicom diff --git a/docs/guides/troubleshooting-retroarch.md b/docs/guides/troubleshooting-retroarch.md index a253b74481..e6880ff220 100644 --- a/docs/guides/troubleshooting-retroarch.md +++ b/docs/guides/troubleshooting-retroarch.md @@ -16,7 +16,7 @@ You can also have RetroArch log the output at the end and configure things more If you're unsure about the result, run this test several times and see if the results are consistent. Some systems tend to have very unreliable vsync behavior and this result will wildly fluctuate. You can use this value in `video_refresh_rate` and the video and audio should ideally be butter smooth if the game's FPS and monitor FPS are relatively close to each other. Playing a PAL game on 60 Hz monitor won't be perfect no matter what you do, however. ### Threaded video -If your video driver has very bad performance, it is possible to run it on a thread to avoid almost all video driver overhead. Set video_threaded = true in config. Butter smooth VSync behavior in this case is impossible however, and latency might increase slighly. Use only if you cannot obtain full speed otherwise. +If your video driver has very bad performance, it is possible to run it on a thread to avoid almost all video driver overhead. Set video_threaded = true in config. Butter smooth VSync behavior in this case is impossible however, and latency might increase slightly. Use only if you cannot obtain full speed otherwise. ### Low frame rate diff --git a/docs/guides/xmb-menu-map.md b/docs/guides/xmb-menu-map.md index 170db27027..00c18a0155 100644 --- a/docs/guides/xmb-menu-map.md +++ b/docs/guides/xmb-menu-map.md @@ -15,7 +15,7 @@ - Update Installed Cores - Playlist Thumbnails Updater - **Content Downloader** - - Update Core Infor Files + - Update Core Info Files - Update Assets - Update Controller Profiles - Update Cheats diff --git a/docs/library/beetle_psx.md b/docs/library/beetle_psx.md index 021ca1e5ea..cd688cf8d8 100644 --- a/docs/library/beetle_psx.md +++ b/docs/library/beetle_psx.md @@ -166,7 +166,7 @@ foo (Disc 3).cue After that, you can load the `foo.m3u` file in RetroArch with the Beetle PSX core. -Here's a m3u example done with Valkryie Profile +Here's a m3u example done with Valkyrie Profile ![](../image/core/beetle_psx_hw/m3u.png) @@ -274,7 +274,7 @@ or To import your old memory cards from other emulators, you need to rename them to either the Libretro savedata format or the Mednafen savedata format. The Libretro (.srm) savedata format, when used with Beetle PSX, is internally identical to the Mednafen PSX (.mcr) savedata format, and can be converted between one another via renaming. !!! warning - Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will **OVEWRITE** the memory card, potentially resulting in lost saved games. **You can set the 'Don't overwrite SaveRAM on loading savestate' option in RetroArch's Saving settings to On to prevent this.** + Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will **OVERWRITE** the memory card, potentially resulting in lost saved games. **You can set the 'Don't overwrite SaveRAM on loading savestate' option in RetroArch's Saving settings to On to prevent this.** ## Core options diff --git a/docs/library/beetle_psx_hw.md b/docs/library/beetle_psx_hw.md index 3a6bca287f..e03cb3c20c 100644 --- a/docs/library/beetle_psx_hw.md +++ b/docs/library/beetle_psx_hw.md @@ -169,7 +169,7 @@ foo (Disc 3).cue After that, you can load the `foo.m3u` file in RetroArch with the Beetle PSX HW core. -Here's a m3u example done with Valkryie Profile +Here's a m3u example done with Valkyrie Profile ![](../image/core/beetle_psx_hw/m3u.png) @@ -215,7 +215,7 @@ To convert content to CHD format, use the chdman tool found inside the latest MA chdman createcd --input foo.cue --output foo.chd ``` -Note that the tool currrently does not integrate .sbi files into the .chd, so these must be placed alongside the resulting .chd file in order to properly play games with LibCrypt protection. +Note that the tool currently does not integrate .sbi files into the .chd, so these must be placed alongside the resulting .chd file in order to properly play games with LibCrypt protection. !!! attention For multi-disc content, make an .m3u file that lists all the .chd files instead of .cue files. Like the PBP files, content must be added to playlists manually. @@ -310,7 +310,7 @@ or To import your old memory cards from other emulators, you need to rename them to either the Libretro (.srm) savedata format or the Mednafen (.mcr) savedata format. The Libretro (.srm) savedata format, when used with Beetle PSX, is internally identical to the Mednafen PSX (.mcr) savedata format, and can be converted between one another via renaming. !!! warning - Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will **OVEWRITE** the memory card, potentially resulting in lost saved games. **You can set the 'Don't overwrite SaveRAM on loading savestate' option in RetroArch's Saving settings to On to prevent this.** + Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will **OVERWRITE** the memory card, potentially resulting in lost saved games. **You can set the 'Don't overwrite SaveRAM on loading savestate' option in RetroArch's Saving settings to On to prevent this.** ## Core options diff --git a/docs/library/bios.md b/docs/library/bios.md index 6b5176323e..7e8694deb1 100644 --- a/docs/library/bios.md +++ b/docs/library/bios.md @@ -80,6 +80,7 @@ MSX | fMSX | [BIOS information](fmsx.md# NES/Famicom | FCEUmm | [BIOS information](fceumm.md#bios) NES/Famicom | Nestopia | [BIOS information](nestopia.md#bios) NES/Famicom | Mesen | [BIOS information](mesen.md#bios) +NES/Famicom | RustyNES | [BIOS information](rustynes.md#bios) Odyssey2/Videopac+ | O2EM | [BIOS information](o2em.md#bios) PC-98 | Neko Project II Kai| [BIOS information](neko_project_ii_kai.md#bios) PC Engine/CD | Beetle PCE FAST | [BIOS information](beetle_pce_fast.md#bios) diff --git a/docs/library/boom3.md b/docs/library/boom3.md index 0237f77e4b..177053c741 100644 --- a/docs/library/boom3.md +++ b/docs/library/boom3.md @@ -71,7 +71,7 @@ The Boom 3 core saves/loads to/from these directories. | File | Description | |:-------------------------:|:-----------:| -| (conten folder)/savegames/*.save | Save | +| (content folder)/savegames/*.save | Save | | (content folder)/libretro.cfg | DOOM 3 Config | ### Geometry and timing diff --git a/docs/library/desmume.md b/docs/library/desmume.md index 59efa5280c..783e23a229 100644 --- a/docs/library/desmume.md +++ b/docs/library/desmume.md @@ -297,7 +297,7 @@ Settings with (Restart) means that core has to be closed for the new setting to Rotate pointer controls - This is can be used in conjuction with RetroArch's Rotation setting. + This is can be used in conjunction with RetroArch's Rotation setting. - **Pointer Mode for Left Analog** [desmume_pointer_device_l] (**none**|emulated|absolute|pressed) diff --git a/docs/library/emuscv.md b/docs/library/emuscv.md index ceac153d76..7e0cd98c2e 100644 --- a/docs/library/emuscv.md +++ b/docs/library/emuscv.md @@ -87,7 +87,7 @@ Settings with (Restart) means that core has to be closed for the new setting to EmuSCV require a Super Cassette Vision BIOS to run. -There is only one version of the BIOS that can use diferent names: +There is only one version of the BIOS that can use different names: - upd7801g.s01 (standard) - upd7801g.bin - upd7801g.bios diff --git a/docs/library/emux_sms.md b/docs/library/emux_sms.md index 818a2d2aa9..94bde32986 100644 --- a/docs/library/emux_sms.md +++ b/docs/library/emux_sms.md @@ -85,7 +85,7 @@ The Emux SMS core supports the following device type(s) in the controls menu, bo ### User 1 device types -- None - Doesn't diable input. There's no reason to switch to this. +- None - Doesn't disable input. There's no reason to switch to this. - **RetroPad** - Joypad - Stay on this. - RetroPad w/Analog - Joypad - There's no reason to switch to this. diff --git a/docs/library/fbneo.md b/docs/library/fbneo.md index 7681f7c7cf..a8006d5330 100644 --- a/docs/library/fbneo.md +++ b/docs/library/fbneo.md @@ -17,7 +17,7 @@ The libretro core provides wide compatibility with platforms and features suppor FBNeo strives for accuracy, just like MAME. There are some arcade boards where one or the other will be more accurate, but for the most part they should be equally accurate. The main difference with MAME is that FBNeo doesn't mind including "quality of life" hacks, while MAME is mostly focused on preservation and documentation. "Quality of life" hacks include things like : -* improving original game's sound (some games like "Burger Time" have noise which was clearly unintended by their developpers, we are removing it) +* improving original game's sound (some games like "Burger Time" have noise which was clearly unintended by their developers, we are removing it) * implementing alternative colors for games where the colors don't look right (sometimes there are controversies about which colors are right for an arcade board, like "Tropical Angel", we implement alternative colors as dipswitches) * having control alternatives that didn't exist on original cabinet (play rotary stick games like twin-stick shooters, use lightguns in "Rambo 3", use simplified 8-way directional controls for "Battlezone", ...) * improving the gaming experience by cutting what we deem as unnecessary aspect of emulation (you don't have to spend 20 minutes "installing" CPS-3 games, neither 100s loading Deco Cassette games) @@ -37,7 +37,7 @@ There are controversies about whether libretro's patreon and retroarch's GPL lic * *If* the libretro project was a commercial activity, it would still be unclear how it does affect this port. Our win32 standalone builds use the directx api, which belongs to a commercial company. Using the libretro api, which would belong to a commercial activity, wouldn't be any different. Furthermore, in all likeliness, there would still be alternative libretro frontends that don't belong to the libretro project and are not commercial. * Actually, alternative commercial libretro frontends already exist, and we consider we are not concerned as long as they neither redistribute FBNeo nor use it as some mean of advertisement. In this scenario, only a manual installation of the core by the user will be considered legal and supported. * While GPL code can't be mixed with non-commercial code, this is a non-issue since this port doesn't contain any GPL-licensed code. -* Under european law, where the libretro buildbots are located, linking GPL and non-commercial softwares doesn't produce a derivative work, and doesn't extend the GPL license to the non-commercial work (source [here](https://joinup.ec.europa.eu/collection/eupl/licence-compatibility-permissivity-reciprocity-and-interoperability)). It is unclear whether the same applies in non-EU countries or not. +* Under european law, where the libretro buildbots are located, linking GPL and non-commercial software doesn't produce a derivative work, and doesn't extend the GPL license to the non-commercial work (source [here](https://joinup.ec.europa.eu/collection/eupl/licence-compatibility-permissivity-reciprocity-and-interoperability)). It is unclear whether the same applies in non-EU countries or not. ## Extensions @@ -120,7 +120,7 @@ The following "device type" also exist, but they won't be compatible with every * **Mouse (full)** : same as above, but the buttons will be on the mouse * **Pointer** : it will use "pointer" device (can be a mouse/trackball) to determine coordinates on screen, buttons will stay on retropad * **Lightgun** : it will use lightgun to determine coordinates on screen, buttons will be on the lightgun too. -* **Analog Arcade Gun** : it will use the analog stick for gun games but in a different way than "Classic" and "Modern", it is particularily useful if you have a "fixed arcade gun" (arcade gun mounted on an analog control). +* **Analog Arcade Gun** : it will use the analog stick for gun games but in a different way than "Classic" and "Modern", it is particularly useful if you have a "fixed arcade gun" (arcade gun mounted on an analog control). The following device types are mostly WIP, they haven't been thoroughly tested and might contain major bugs (please report them) : @@ -490,7 +490,7 @@ This feature doesn't accept achievements made with any kind of cheat, meaning un ### Why do i need to re-enable cheats every time i boot a game ? -It is common for arcade machines to execute self-tests at boot, and in many cases they won't boot if unexpected values have been injected into their memory, which is exactly what cheats do. Disabling cheats at boot is a safety mecanism to prevent those boot issues. +It is common for arcade machines to execute self-tests at boot, and in many cases they won't boot if unexpected values have been injected into their memory, which is exactly what cheats do. Disabling cheats at boot is a safety mechanism to prevent those boot issues. ### Why do the self-tests at boot fail ? diff --git a/docs/library/flycast.md b/docs/library/flycast.md index f712fd76f4..2f170d147c 100644 --- a/docs/library/flycast.md +++ b/docs/library/flycast.md @@ -150,7 +150,7 @@ Configure region, language, BIOS and base hardware settings. Enable emulation of the Dreamcast's audio DSP (digital signal processor). Improves the accuracy of generated sound, but increases performance requirements. -**Force Windows CE Mode** [flycast_force_windows_ce_modee] (**disabled**|enabled) +**Force Windows CE Mode** [flycast_force_windows_ce_mode] (**disabled**|enabled) !!! regular "" @@ -180,7 +180,7 @@ Configure visual buffers & effects, display parameters, framerate/-skip and rend The output signal type. 'TV (Composite)' is the most widely supported. -**Broadcast Standard** [flycast_brodcast] (**Default**|PAL-M (Brazil)|PAL-N (Argentina, Paraguay, Uruguay)|NTSC|PAL (World)) +**Broadcast Standard** [flycast_broadcast] (**Default**|PAL-M (Brazil)|PAL-N (Argentina, Paraguay, Uruguay)|NTSC|PAL (World)) **Screen Orientation** [flycast_screen_orientation] (**Horizontal**|Vertical) @@ -289,7 +289,7 @@ Configure threaded rendering, integer division optimisations and frame skip sett !!! regular "" - Configure per-game VMU save files and on-scren VMU visibility sttings. + Configure per-game VMU save files and on-screen VMU visibility settings. **Per-Game VMUs** [flycast_per_content_vmus] (**disabled**|VMU A1|All VMUs) diff --git a/docs/library/genesis_plus_gx.md b/docs/library/genesis_plus_gx.md index f38be54084..cce07676d2 100644 --- a/docs/library/genesis_plus_gx.md +++ b/docs/library/genesis_plus_gx.md @@ -216,7 +216,7 @@ chdman createcd --input foo.cue --output foo.chd ## Playing with MD+ / MSU-MD modes -Comparable to how MSU-1 modifcations can enhance SNES games; Mega Drive Plus / Genesis Plus (MD+) and MSU-MD (Mega SD flash cartridge) patches can be used to add CD quality level of audio to certain Sega Genesis and Mega Drive games via the emulated Sega CD hardware and its CDDA track functionality. +Comparable to how MSU-1 modifications can enhance SNES games; Mega Drive Plus / Genesis Plus (MD+) and MSU-MD (Mega SD flash cartridge) patches can be used to add CD quality level of audio to certain Sega Genesis and Mega Drive games via the emulated Sega CD hardware and its CDDA track functionality. Regarding Genesis Plus GX's implementation of MD+ mode operation, all CD overlay commands (incl. cue loop commands) described in MegaSD dev manual (see referenced PDF at the end of this section) are supported except the ones that deal with opening/reading files from SD card (starting from command 1Ch) but afaik no MD+ hacks use these commands so far. @@ -296,7 +296,7 @@ When running Sega CD content, specifies whether to share a single save file betw When running Sega CD content, specifies whether to share a single backup [ram cart](https://segaretro.org/CD_BackUp_RAM_Cart) for all games (Per-Cart) or to create a separate backup ram cart for each game (Per-Game). * **Per-Cart [per cart]** - All games share a single backup RAM cart. -* Per-Game [per game] - Creates a seperate backrup RAM cart for each game. +* Per-Game [per game] - Creates a separate backrup RAM cart for each game. **CD add-on (MD mode) (Requires Restart)** [genesis_plus_gx_add_on] diff --git a/docs/library/gpsp.md b/docs/library/gpsp.md index ff75a4d8fc..20ee603f4b 100644 --- a/docs/library/gpsp.md +++ b/docs/library/gpsp.md @@ -128,7 +128,7 @@ The gpSP core supports the following device type(s) in the controls menu, bolded | Koro Koro Puzzle Happy Panechu! |The tilt sensor is not emulated. | | Phantasy Star Collection |Phantasy Star 1 flickers - turn on Interframe Blending in core options to fix.| | Sims 2, The - Pets |Graphics glitches. Heavy flickering, black objects. | -| Street Racing Syndicate |Crashes afer pressing Start.| +| Street Racing Syndicate |Crashes after pressing Start.| | Super Street Fighter II Turbo/X Revival |Small graphics glitch. Selecting speed 'Turbo 1' and beyond on the character select screen makes the game speed window not fully visible. | | WarioWare: Twisted! |The tilt sensor is not emulated.| | Yoshi’s Universal Gravitation |The tilt sensor is not emulated.| diff --git a/docs/library/gw.md b/docs/library/gw.md index 07933ee549..4c45e5ee42 100644 --- a/docs/library/gw.md +++ b/docs/library/gw.md @@ -79,7 +79,7 @@ The GW core supports the following device type(s) in the controls menu, bolded d ### User 1 - 2 device types -- None - Doesn't diable input. +- None - Doesn't disable input. - **Controller** - Joypad - Stay on this. ### Controller tables diff --git a/docs/library/jaxe.md b/docs/library/jaxe.md index d7fc45910e..557346e76c 100644 --- a/docs/library/jaxe.md +++ b/docs/library/jaxe.md @@ -16,7 +16,7 @@ The JAXE core is licensed under A summary of the licenses behind RetroArch and its cores can be found [here](../development/licenses.md). -## Tecnical Info +## Technical Info The original CHIP-8 virtual machine was designed with the following specs: diff --git a/docs/library/kronos.md b/docs/library/kronos.md index 19b0bd19e5..63e114ca54 100644 --- a/docs/library/kronos.md +++ b/docs/library/kronos.md @@ -223,7 +223,7 @@ Must be enabled in core options. - Savestates work but can sometime be quite unstable - Enabling both multitaps at the same time causes some kind of "autofire" bug -- Switching between windowed and fullscreen will cause issues, you need to start the core in your prefered mode and stick with it +- Switching between windowed and fullscreen will cause issues, you need to start the core in your preferred mode and stick with it - It seems there are compatibility issues between RetroArch's "threaded video" setting and this core. ## External Links diff --git a/docs/library/m2000.md b/docs/library/m2000.md index d1ed09ddc9..852c78ab08 100644 --- a/docs/library/m2000.md +++ b/docs/library/m2000.md @@ -123,7 +123,7 @@ For this way of playing the core doesn't have to be in **'Game Focus'** mode. The On-Screen Key Selector lets you simulate key presses using your Joypad controller. This allows you to play almost all P2000T games without the need of an actual keyboard. Next to the regular Joypad mappings (for the Navigation keys + Space to fire), most games will ask simple Yes/No questions or allow you to enter your name in a high score list. -The On-Screen Key Selector is activated by holding your Joypad's Left Bumper/Trigger/Shoulder button. Then with the D-pad you can loop through the keys and with the A/B button you then enter the highligted key. +The On-Screen Key Selector is activated by holding your Joypad's Left Bumper/Trigger/Shoulder button. Then with the D-pad you can loop through the keys and with the A/B button you then enter the highlighted key. In the screenshot below you can see the On-Screen Key Selector in the bottom of the screen, where the player is about the enter the 'N' key to skip showing the "spelregels" (game rules): diff --git a/docs/library/mame2003_plus.md b/docs/library/mame2003_plus.md index 7828c5a42e..5b4ac21f81 100644 --- a/docs/library/mame2003_plus.md +++ b/docs/library/mame2003_plus.md @@ -47,7 +47,7 @@ MAME 2003-Plus has the ability to generate an XML "DAT" file directly from the [ ### Step 1: Obtaining an XML DAT -DAT files describe the exact ROM contents that the emulator needs including filenames, file sizes, and checksums to verify contents are not incorrect or corrupt. mame2003-plus has the ability to generate an XML "DAT" file from the MAME Menu. You can also access the MAME menu by turning it on as a core option, selecting **Generate XML DAT** and then disabing the menu as a core option. +DAT files describe the exact ROM contents that the emulator needs including filenames, file sizes, and checksums to verify contents are not incorrect or corrupt. mame2003-plus has the ability to generate an XML "DAT" file from the MAME Menu. You can also access the MAME menu by turning it on as a core option, selecting **Generate XML DAT** and then disabling the menu as a core option. ### Step 2: Finding a source for ROMs @@ -264,7 +264,7 @@ Core-generated content is placed in sub-directories within `/libretro savefile d | --- | --- | | 4-way joystick emulation on 8-way joysticks | See **4-way joystick simulation** section of this doc. ```mame2003-plus_four_way_emulation = "enabled|disabled"``` | | Mouse Device | Set mouse device input to be read either from a mouse, a pointer (pointer, trackpad, touchscreen), or to be disabled. ``` mame2003-plus_mouse_device = "mouse|pointer|disabled"``` | -| Show Lightgun crosshair | Toggle crosshair visibilty for lightgun games. ```mame2003-plus_crosshair_enabled = "enabled|disabled"``` | +| Show Lightgun crosshair | Toggle crosshair visibility for lightgun games. ```mame2003-plus_crosshair_enabled = "enabled|disabled"``` | |Skip Disclaimer| Skip the copyright disclaimer message. ```mame2003-plus_skip_disclaimer = "disabled|enabled"``` | |Skip Warnings| _Advanced feature: changing from the default is not recommended in most cases._ Skip any driver warnings about emulation quality. ```mame2003-plus_skip_warnings = "disabled|enabled"``` | |Display MAME menu | Enable this core option to display the core's **MAME Menu** and then disable it when you have finished using the **MAME Menu**. ```mame2003-plus_display_setup = "disabled|enabled"``` | diff --git a/docs/library/mame_2003.md b/docs/library/mame_2003.md index 4354137585..824f1a1e24 100644 --- a/docs/library/mame_2003.md +++ b/docs/library/mame_2003.md @@ -54,7 +54,7 @@ BIOS romsets are not needed when using "Full Non-Merged" arcade romsets. For "Sp - **Samples** (**On**/Off): Requires valid sample zip files. | - | - **Sample Rate** (11025-**48000**): Lowering may improve performance on weaker devices. - **Cheats** (On/**Off**): Requires a valid cheat.dat file. -- **Share 2 player dial controls across one X/Y device** (On/**Off**): Some dial/spinner hardware are actually one device with one axis for each player. This supports that setup, by breaking down the normal mouse x/y into two seperate inputs. +- **Share 2 player dial controls across one X/Y device** (On/**Off**): Some dial/spinner hardware are actually one device with one axis for each player. This supports that setup, by breaking down the normal mouse x/y into two separate inputs. - **Mouse Device** (**mouse**/pointer/disabled): Switch between mouse (e.g. hardware mouse, trackball, etc), pointer (touchpad, touchscreen, lightgun, etc), or disabled. - **TATE Mode** (On/**Off**): Enable if rotating display for vertically oriented games (Pac-Man, Galaga, etc). Requires `video_allow_rotate = "false"` setting in RetroArch.cfg or core override file. diff --git a/docs/library/neko_project_ii_kai.md b/docs/library/neko_project_ii_kai.md index 9ebf1962b0..acb462c1ff 100644 --- a/docs/library/neko_project_ii_kai.md +++ b/docs/library/neko_project_ii_kai.md @@ -56,12 +56,12 @@ Required or optional firmware files go in the frontend's system directory. | np2kai/sound.rom | - Required | caf90f22197aed6f14c471c21e64658d | | np2kai/bios9821.rom | - Optional | | | np2kai/d8000.rom | - Optional | | -| np2kai/2608_BD.WAV | YM2608 RYTHM sample - Optional | | -| np2kai/2608_SD.WAV | YM2608 RYTHM sample - Optional | | -| np2kai/2608_TOP.WAV | YM2608 RYTHM sample - Optional | | -| np2kai/2608_HH.WAV | YM2608 RYTHM sample - Optional | | -| np2kai/2608_TOM.WAV | YM2608 RYTHM sample - Optional | | -| np2kai/2608_RIM.WAV | YM2608 RYTHM sample - Optional | | +| np2kai/2608_BD.WAV | YM2608 RHYTHM sample - Optional | | +| np2kai/2608_SD.WAV | YM2608 RHYTHM sample - Optional | | +| np2kai/2608_TOP.WAV | YM2608 RHYTHM sample - Optional | | +| np2kai/2608_HH.WAV | YM2608 RHYTHM sample - Optional | | +| np2kai/2608_TOM.WAV | YM2608 RHYTHM sample - Optional | | +| np2kai/2608_RIM.WAV | YM2608 RHYTHM sample - Optional | | ## Features diff --git a/docs/library/pcsx_rearmed.md b/docs/library/pcsx_rearmed.md index c4481a05ac..41693e4a36 100644 --- a/docs/library/pcsx_rearmed.md +++ b/docs/library/pcsx_rearmed.md @@ -168,7 +168,7 @@ foo (Disc 3).cue After that, you can load the `foo.m3u` file in RetroArch with the PCSX ReARMed core. -Here's a m3u example done with Valkryie Profile +Here's a m3u example done with Valkyrie Profile `Valkyrie Profile (USA).m3u` ``` @@ -253,7 +253,7 @@ or To import your old memory cards from other emulators, you need to rename them to the Libretro savedata format. !!! warning - Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will **OVEWRITE** the memory card, potentially resulting in lost saved games. **You can set the 'Don't overwrite SaveRAM on loading savestate' option in RetroArch's Saving settings to On to prevent this.** + Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will **OVERWRITE** the memory card, potentially resulting in lost saved games. **You can set the 'Don't overwrite SaveRAM on loading savestate' option in RetroArch's Saving settings to On to prevent this.** ## Core options diff --git a/docs/library/ppsspp.md b/docs/library/ppsspp.md index 7578bc717b..85a732cb2c 100644 --- a/docs/library/ppsspp.md +++ b/docs/library/ppsspp.md @@ -20,7 +20,7 @@ A summary of the licenses behind RetroArch and its cores can be found [here](../ The PPSSPP core requires some helper files to be fully functional, including assets such as fonts and backgrounds that are required for memory card screens, and per-game settings that are loaded automatically for compatibility/bugfixing. -In order to acquire PPSSPP's assets files and install them succcessfully, follow these steps: +In order to acquire PPSSPP's assets files and install them successfully, follow these steps: !!! info Lakka users do not need to follow these steps. Lakka image ships with the assets already included. Those assets are compatible with the version of the core provided in the Lakka image. Using not compatible assets may lead to unexpected results. diff --git a/docs/library/rustynes.md b/docs/library/rustynes.md index 5babd2aae7..9ce8613c3f 100644 --- a/docs/library/rustynes.md +++ b/docs/library/rustynes.md @@ -23,12 +23,14 @@ A summary of the licenses behind RetroArch and its cores can be found [here](../ Content that can be loaded by the RustyNES core have the following file extensions: - .nes +- .fds ## Databases RetroArch database(s) that are associated with the RustyNES core: - [Nintendo - Nintendo Entertainment System](https://github.com/libretro/libretro-database/blob/master/rdb/Nintendo%20-%20Nintendo%20Entertainment%20System.rdb) +- [Nintendo - Family Computer Disk System](https://github.com/libretro/libretro-database/blob/master/rdb/Nintendo%20-%20Family%20Computer%20Disk%20System.rdb) ## Features @@ -44,8 +46,8 @@ Frontend-level settings or features that the RustyNES core respects. | Netplay | ✔ | | Core Options | ✕ | | [Memory Monitoring (achievements)](../guides/memorymonitoring.md) | ✔ | -| RetroArch Cheats | ✕ | -| Native Cheats | ✕ | +| RetroArch Cheats | ✔ | +| Native Cheats | ✔ | | Controls | ✔ | | Remapping | ✔ | | Multi-Mouse | ✕ | @@ -55,7 +57,7 @@ Frontend-level settings or features that the RustyNES core respects. | Location | ✕ | | Subsystem | ✕ | | [Softpatching](../guides/softpatching.md) | ✔ | -| Disk Control | ✕ | +| Disk Control | ✔ | | Username | ✕ | | Language | ✕ | | Crop Overscan | ✕ | @@ -67,7 +69,14 @@ The RustyNES core's directory name is 'RustyNES'. ### BIOS -No BIOS files are strictly required to use the RustyNES core. +No BIOS file is required for cartridge (.nes) content. Famicom Disk System +(.fds) content requires the following firmware file in the frontend's system +directory to boot (the core itself will still load without it, since it's +marked optional at the frontend level, but no FDS game will run): + +| Filename | Description | md5sum | +|:-----------:|:----------------------------------------------------------------:|:--------------------------------:| +| disksys.rom | Family Computer Disk System BIOS - required to boot .fds content | ca30b50f880eb660a320674ed365ef7a | ## Joypad diff --git a/docs/library/smsplus.md b/docs/library/smsplus.md index 4de404f8cc..c32b5eac31 100644 --- a/docs/library/smsplus.md +++ b/docs/library/smsplus.md @@ -132,7 +132,7 @@ The SMS Plus GX core supports the following device type(s) in the controls menu, ### User 1 device types -- None - Doesn't diable input. There's no reason to switch to this. +- None - Doesn't disable input. There's no reason to switch to this. - **RetroPad** - Joypad - Stay on this. - RetroPad w/Analog - Joypad - There's no reason to switch to this. diff --git a/docs/library/snes9x.md b/docs/library/snes9x.md index 49f87eaf47..7ffbabbb6b 100644 --- a/docs/library/snes9x.md +++ b/docs/library/snes9x.md @@ -158,7 +158,7 @@ Settings with (Restart) means that core has to be closed for the new setting to - **Reduce Slowdown (Hack, Unsafe)** [snes9x_overclock_cycles] (**disabled**|light|compatible|max) - Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps allievate that at the cost of possible bugs. + Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps alleviate that at the cost of possible bugs. [Example video here](https://www.youtube.com/watch?v=8xA9fosum4Q) diff --git a/docs/library/snes9x_2002.md b/docs/library/snes9x_2002.md index 304854d6a5..6e69cc992c 100644 --- a/docs/library/snes9x_2002.md +++ b/docs/library/snes9x_2002.md @@ -106,7 +106,7 @@ Settings with (Restart) means that core has to be closed for the new setting to - **Reduce Slowdown (Hack, Unsafe, Restart)** [snes9x2002_overclock_cycles] (**disabled**|compatible|max) - Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps allievate that at the cost of possible bugs. + Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps alleviate that at the cost of possible bugs. [Example video here](https://www.youtube.com/watch?v=8xA9fosum4Q) diff --git a/docs/library/snes9x_2005.md b/docs/library/snes9x_2005.md index 9f692bd4ec..8560838a5b 100644 --- a/docs/library/snes9x_2005.md +++ b/docs/library/snes9x_2005.md @@ -112,7 +112,7 @@ Settings with (Restart) means that core has to be closed for the new setting to - **Reduce Slowdown (Hack, Unsafe, Restart)** [catsfc_overclock_cycles] (**disabled**|compatible|max) - Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps allievate that at the cost of possible bugs. + Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps alleviate that at the cost of possible bugs. [Example video here](https://www.youtube.com/watch?v=8xA9fosum4Q) diff --git a/docs/library/snes9x_2005_plus.md b/docs/library/snes9x_2005_plus.md index 715eb791e3..9560e55f96 100644 --- a/docs/library/snes9x_2005_plus.md +++ b/docs/library/snes9x_2005_plus.md @@ -114,7 +114,7 @@ Settings with (Restart) means that core has to be closed for the new setting to - **Reduce Slowdown (Hack, Unsafe, Restart)** [catsfc_overclock_cycles] (**disabled**|compatible|max) - Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps allievate that at the cost of possible bugs. + Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps alleviate that at the cost of possible bugs. [Example video here](https://www.youtube.com/watch?v=8xA9fosum4Q) diff --git a/docs/library/snes9x_2010.md b/docs/library/snes9x_2010.md index de3b85220b..7fb6a363cc 100644 --- a/docs/library/snes9x_2010.md +++ b/docs/library/snes9x_2010.md @@ -109,7 +109,7 @@ Settings with (Restart) means that core has to be closed for the new setting to - **Reduce Slowdown (Hack, Unsafe)** [snes9x_next_overclock_cycles] (**disabled**|compatible|max) - Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps allievate that at the cost of possible bugs. + Many games for the SNES suffered from slowdown due to the weak main CPU. This option helps alleviate that at the cost of possible bugs. [Example video here](https://www.youtube.com/watch?v=8xA9fosum4Q) diff --git a/docs/library/vba_m.md b/docs/library/vba_m.md index 3f7235a0f7..0c89fb810c 100644 --- a/docs/library/vba_m.md +++ b/docs/library/vba_m.md @@ -123,7 +123,7 @@ Settings with (Restart) means that core has to be closed for the new setting to - **Force enable RTC** [vbam_forceRTCenable] (**Off**/On) - Forces the internal real-time clock to be enabled regardless of rom. Usuable for rom patches that requires clock to be enabled (aka Pokemon). + Forces the internal real-time clock to be enabled regardless of rom. Usable for rom patches that requires clock to be enabled (aka Pokemon). - **Sound Interpolation** [vbam_soundinterpolation] (Off/**On**) diff --git a/docs/meta/core-template.md b/docs/meta/core-template.md index ba70c5a986..8e47725c36 100644 --- a/docs/meta/core-template.md +++ b/docs/meta/core-template.md @@ -206,7 +206,7 @@ The [Core name] core saves/loads to/from these directories. ## Usage -// Explain how to use the core if further explaination is needed +// Explain how to use the core if further explanation is needed ## Core options diff --git a/docs/meta/see-also.md b/docs/meta/see-also.md index 99589a27eb..f03c3181fb 100644 --- a/docs/meta/see-also.md +++ b/docs/meta/see-also.md @@ -123,6 +123,7 @@ This is a list of cores that are related to each other in some way. - [Nintendo - NES / Famicom (Mesen)](../library/mesen.md) - [Nintendo - NES / Famicom (Nestopia)](../library/nestopia.md) - [Nintendo - NES / Famicom (QuickNES)](../library/quicknes.md) +- [Nintendo - NES / Famicom (RustyNES)](../library/rustynes.md) ## RPG Maker diff --git a/docs/shader/blurs.md b/docs/shader/blurs.md index 586e199b94..7111b20220 100644 --- a/docs/shader/blurs.md +++ b/docs/shader/blurs.md @@ -11,10 +11,10 @@ Shaders that use low-pass algorithms to remove high-frequency data and blur the + Calculates a weighted mean of surrounding pixels based on color and spatial distance. This can be used to smooth color transitions or blend dithering to some extent while preserving sharp edges. Increasing the radius leads to more pixel lookups and therefore to a lower shader performance. ### **Smart-Blur** + Blurs pixels selectively based on the absolute difference from the neighboring pixels per color channel. Similar to bilateral filtering. -### **BlurX (including seperable, YxY, fast, resize, gamma, etc)** +### **BlurX (including separable, YxY, fast, resize, gamma, etc)** + A huge collection of blurs written by Trogglemonkey (author of CRT-Royale) to cover a wide variety of kernel sizes and gamma configurations for many different use-cases. ### **Blur-Gauss-H/V** - + A seperable, 2-pass implementation based on the article [Efficient Gaussian blur with linear sampling](http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/). + + A separable, 2-pass implementation based on the article [Efficient Gaussian blur with linear sampling](http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/). ## Comments diff --git a/docs/shader/crt.md b/docs/shader/crt.md index 61ad3e140c..3a2d5e35f3 100644 --- a/docs/shader/crt.md +++ b/docs/shader/crt.md @@ -6,7 +6,7 @@ These shaders attempt to reproduce aspects and characteristics of cathode ray tu + ![crt-aperture](../image/shader/crt/crt-aperture.png) ## crt-blurpi - * A lightweight shader designed to run full speed on Raspberry Pi hardware (hence, the name) and on low-res screens (640x480 or less). It cheats a little by rendering scanlines that match your screen resolution instead of the game resolution, to avoid painful aliasing/Moiré efects on low res screens. Comes in **sharp** and **soft** flavors; use the sharp variant when using interger scaling for best results, and the soft variant otherwise. + * A lightweight shader designed to run full speed on Raspberry Pi hardware (hence, the name) and on low-res screens (640x480 or less). It cheats a little by rendering scanlines that match your screen resolution instead of the game resolution, to avoid painful aliasing/Moiré efects on low res screens. Comes in **sharp** and **soft** flavors; use the sharp variant when using integer scaling for best results, and the soft variant otherwise. + ![crt-caligari](../image/shader/crt/crt-blurPi.png) ## crt-caligari diff --git a/docs/support/quick-informations.md b/docs/support/quick-informations.md index a17ab07733..4a8ebe4cd2 100644 --- a/docs/support/quick-informations.md +++ b/docs/support/quick-informations.md @@ -57,18 +57,18 @@ libretro is released under the MIT license. RetroArch is released under the GNU ## Gameplay videos -We regularly post videos on our [second channel](https://www.youtube.com/RetroArchOfficial) to show the performance of RetroArch running on devices. This may differ from device to device as well as be effective in versions. We try to highlight this in the video descriptions and the cards shown in the video. On the cards in the video, the year the content was released, the core used in the content, the video driver, etc. you can see such informations. Below are the types of devices and their distinctive features. +We regularly post videos on our [second channel](https://www.youtube.com/RetroArchOfficial) to show the performance of RetroArch running on devices. This may differ from device to device as well as be effective in versions. We try to highlight this in the video descriptions and the cards shown in the video. On the cards in the video, the year the content was released, the core used in the content, the video driver, etc. you can see such information. Below are the types of devices and their distinctive features. === "XBOX Series S" - - First release serie(November 10, 2020). + - First release series(November 10, 2020). - Always latest OFW(Non-insider). - Self publish and dev mode. - Latest RetroArch version. === "XBOX One S" - - First release serie(August 2, 2016). + - First release series(August 2, 2016). - Always latest OFW(Non-insider). - Self publish instead dev mode. - Latest RetroArch version. @@ -77,7 +77,7 @@ We regularly post videos on our [second channel](https://www.youtube.com/RetroAr Neither RetroArch nor LibRetro recommend hacking the device or use CFW. - - First release serie(March 3, 2017). + - First release series(March 3, 2017). - OFW and CFW isn't latest. - Title takeover instead applet mode. - Nightly RetroArch version. diff --git a/mkdocs.yml b/mkdocs.yml index cd9cae56a1..81153a3c24 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -456,7 +456,7 @@ nav: - 'See Also': 'meta/see-also.md' - 'Support': - 'Privacy Policy': 'support/privacy-policy.md' - - 'Quick informations': 'support/quick-informations.md' + - 'Quick information': 'support/quick-informations.md' - 'Developing Cores': 'tech/developing-cores.md' extra: