libretro / libretro-uae

PUAE libretro
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PUAE LIBRETRO

Based on WinUAE 5.3.0, git commit 5b86c94b9f9161f58340ed15059e4ab61cd0af3b

Default controls

RetroPad button Action
D-Pad Joystick
Left Analog Mouse
Right Analog Mouse
B Fire button 1 / Red
A Fire button 2 / Blue
X Space
L2 Left mouse button
R2 Right mouse button
Select (Short) Toggle virtual keyboard
Select (Long) Toggle statusbar
Select (Hold) Fast-Forward
Keyboard key Action
F12 Toggle statusbar
RControl Switch between joystick/mouse

Virtual keyboard controls

Button Action
B / Enter Keypress
A Toggle transparency
Y (Short) Toggle CapsLock
Y (Long) Quick map button
Y (Very long) Quick clear button
X Press Space
Start Press Return

Long press for sticky keys. Stickying the third key will replace the second.

Joyport control

Some games use mouse instead of joystick. D-Pad can be switched between joystick and mouse control in several ways:

Configuration

The following model presets are provided:

Short Long Kickstart Chipset Memory
A500OG Amiga 500 v1.3 OCS 0.5MB Chip RAM
A500 Amiga 500 v1.3 OCS 0.5MB Chip RAM + 0.5MB Slow RAM
A500+ Amiga 500+ v2.04 ECS 1MB Chip RAM
A600 Amiga 600 v3.1 ECS 2MB Chip RAM + 8MB Fast RAM
A1200OG Amiga 1200 v3.1 AGA 2MB Chip RAM
A1200 Amiga 1200 v3.1 AGA 2MB Chip RAM + 8MB Fast RAM
A2000OG Amiga 2000 v1.3 OCS 0.5MB Chip RAM + 0.5MB Slow RAM
A2000 Amiga 2000 v3.1 ECS 1MB Chip RAM
A4030 Amiga 4000/030 v3.1 AGA 2MB Chip RAM + 8MB Fast RAM
A4040 Amiga 4000/040 v3.1 AGA 2MB Chip RAM + 8MB Fast RAM
CDTV Amiga CDTV v1.3+ext ECS 1MB Chip RAM
CD32 Amiga CD32 v3.1+ext AGA 2MB Chip RAM
CD32FR Amiga CD32 v3.1+ext AGA 2MB Chip RAM + 8MB Fast RAM

Kickstart ROMs

The models require matching Kickstart ROMs in RetroArch system directory.

Amiga Forever and TOSEC filenames are also accepted.

Encrypted Amiga Forever ROMs require rom.key also in system directory.

The core has a somewhat compatible built-in AROS Kickstart, which is used as a fallback when the proper Kickstart is not found.

It is critical to use ROMs with the correct MD5!

System Version Filename Amiga Forever Size MD5
A500-A2000 KS v1.2 rev 33.180 kick33180.A500 amiga-os-120.rom 262 144 85ad74194e87c08904327de1a9443b7a
A500-A2000 KS v1.3 rev 34.005 kick34005.A500 amiga-os-130.rom 262 144 82a21c1890cae844b3df741f2762d48d
A500+ KS v2.04 rev 37.175 kick37175.A500 amiga-os-204.rom 524 288 dc10d7bdd1b6f450773dfb558477c230
A600 KS v2.05 rev 37.350 kick37350.A600 amiga-os-205-a600.rom 524 288 465646c9b6729f77eea5314d1f057951
A600-A2000 KS v3.1 rev 40.063 kick40063.A600 amiga-os-310-a600.rom 524 288 e40a5dfb3d017ba8779faba30cbd1c8e
A1200 KS v3.0 rev 39.106 kick39106.A1200 amiga-os-300-a1200.rom 524 288 b7cc148386aa631136f510cd29e42fc3
A1200 KS v3.1 rev 40.068 kick40068.A1200 amiga-os-310-a1200.rom 524 288 646773759326fbac3b2311fd8c8793ee
A4000 KS v3.0 rev 39.106 kick39106.A4000 amiga-os-300-a4000.rom 524 288 9b8bdd5a3fd32c2a5a6f5b1aefc799a5
A4000 KS v3.1 rev 40.068 kick40068.A4000 amiga-os-310-a4000.rom 524 288 9bdedde6a4f33555b4a270c8ca53297d
CDTV CDTV extended ROM v1.0 kick34005.CDTV amiga-os-130-cdtv-ext.rom 262 144 89da1838a24460e4b93f4f0c5d92d48d

CD32 requires either separate ROMs (Kickstart + extended ROM) or the combined ROM:

System Version Filename Amiga Forever Size MD5
CD32 KS + extended v3.1 rev 40.060 kick40060.CD32 1 048 576 f2f241bf094168cfb9e7805dc2856433
OR
CD32 KS v3.1 rev 40.060 kick40060.CD32 amiga-os-310-cd32.rom 524 288 5f8924d013dd57a89cf349f4cdedc6b1
CD32 Extended ROM rev 40.060 kick40060.CD32.ext amiga-os-310-cd32-ext.rom 524 288 bb72565701b1b6faece07d68ea5da639

Resolution and rendering

These parameters control the output resolution of the core (default bolded):

Name Values
Video Standard PAL 50Hz, NTSC 60Hz
Video Resolution Automatic, Low, High, Super-High
Video Line Mode Automatic, Single Line, Double Line
Aspect Ratio Automatic, PAL, NTSC, 1:1

With these settings all the standard resolutions are available:

PAL 50Hz Resolution Description
360x288 Lores
720x288 Hires Single Line
720x576 Hires Double Line
1440x288 SuperHires Single Line
1440x576 SuperHires Double Line
NTSC 60Hz Resolution Description
360x240 Lores
720x240 Hires Single Line
720x480 Hires Double Line
1440x240 SuperHires Single Line
1440x480 SuperHires Double Line

When using low resolution mode, rendering will be halved horizontally and forced into "Single Line" mode. Scaling shaders looks great, but high resolution games and Workbench are badly rendered.

When using high resolution "Double Line" mode, rendering will be doubled vertically. It is compatible with high resolution games and Workbench, but scaling shaders will look ugly. "Double Line" shows interlaced fields separately (weave) and is suited for deinterlacing shaders.

When using high resolution "Single Line" mode, rendering is presented as is. It delivers the best of both worlds, and looks great with high resolution games, Workbench and shaders. "Single Line" combines interlaced fields into one field (bob), which will make high resolution images blocky and jittery.

Model overriding

You can force a specific model if a game needs one (AGA games for instance) either by the "Model" core option or by file path tags.

The "Model" core option at "Automatic" will default to A500 when booting floppy disks, A1200 when booting hard drives, and CD32 when booting compact discs.

The whole path (filename and directory) will be searched for the following tags if the model is "Automatic":

Floppy HD/LHA CD String Result
x x (A500OG), (512K), (512KB) Amiga 500 (0.5MB Chip RAM)
x x (A500), OCS Amiga 500 (0.5MB Chip RAM + 0.5MB Slow RAM)
x x (A500+), (A500PLUS) Amiga 500+ (1MB Chip RAM)
x x (A600), ECS Amiga 600 (2MB Chip RAM + 8MB Fast RAM)
x x (A1200OG), (A1200NF) Amiga 1200 (2MB Chip RAM)
x x (A1200), AGA, CD32, AmigaCD Amiga 1200 (2MB Chip RAM + 8MB Fast RAM)
x x (A4030), (030) Amiga 4000/030 (2MB Chip RAM + 8MB Fast RAM)
x x (A4040), (040) Amiga 4000/040 (2MB Chip RAM + 8MB Fast RAM)
x CDTV Amiga CDTV (1MB Chip RAM)
x (CD32), (CD32NF) Amiga CD32 (2MB Chip RAM)
x (CD32FR), FastRAM Amiga CD32 (2MB Chip RAM + 8MB Fast RAM)
x x x NTSC, (USA) NTSC 60Hz
x x x PAL, (Europe) ! PAL 50Hz
x (MD) !! Insert each disk in different drives
x x x (CE) Force CPU Cycle-exact

Example: When launching "Alien Breed 2 AGA.hdf" or "AGA/Alien Breed 2.hdf" the model will be Amiga 1200.

Note: CD32 and AmigaCD are a bit misleading, since they have nothing to do with actual CDs. They are for automatically selecting the appropriate model with certain WHDLoad slaves and AmigaCD-to-HDF conversions.

Disk images, WHDLoad and M3U support

Supported formats are:

Floppy drive sounds

The core has embedded internal floppy drive samples. External sound samples have to be copied from https://github.com/libretro/libretro-uae/tree/master/sources/uae_data into a directory named uae_data or uae in RetroArch system directory.

IPF support

Most full-price commercial Amiga games had some form of custom disk format and/or copy protection. For this reason, most commercial Amiga games cannot be stored in ADF files unaltered, but there is an alternative called Interchangeable Preservation Format (IPF) which was specifically designed for this purpose.

IPF support is done through CAPSIMG library. To enable it you have to put the dynamic library called capsimg.dll (Windows) or capsimg.so (Linux, macOS) in RetroArch system or executable directory.

Compatible CAPSIMG libraries for Windows, macOS and Linux can be found at http://www.softpres.org/download and https://fs-uae.net/download#plugins

Compatible CAPSIMG libraries for Android can be found at https://github.com/rsn8887/capsimg/releases/latest

Please be aware that there are 32-bits and 64-bits versions of the library. Choose the one corresponding to your RetroArch executable.

ZIP support

ZIPs are extracted to a temporary directory in saves, bypassing the default frontend extraction. The temporary directory is emptied but not removed on exit. ZIP is not repacked, which means saves and highscores are lost.

This allows:

M3U support

When you have a multi disk game, you can use a M3U playlist file to be able to change disks via RetroArch Disc Control interface.

A M3U file is a simple text file with one disk per line (Wikipedia).

Example:

Simpsons, The - Bart vs. The Space Mutants.m3u

Simpsons, The - Bart vs. The Space Mutants_Disk1.adf
Simpsons, The - Bart vs. The Space Mutants_Disk2.adf

Path can be absolute or relative to the location of the M3U file.

When the game asks for it, you can change the current disk in the RetroArch "Disc Control" menu:

By default, RetroArch will display the filename (without extension) of each M3U entry when selecting a disk via the Current Disc Index drop-down menu. Custom display labels may be set for each disk using the syntax: DISK_FILE|DISK_LABEL. For example, the following M3U file:

Valhalla & the Fortress of Eve.m3u

Valhalla & the Fortress of Eve_Disk1.adf|Game Disk
Valhalla & the Fortress of Eve_Disk2.adf|Data Disk
Valhalla & the Fortress of Eve_Disk3.adf|Level 1 Disk
Valhalla & the Fortress of Eve_Disk4.adf|Level 2 Disk
Valhalla & the Fortress of Eve_Disk5.adf|Level 3 Disk
Valhalla & the Fortress of Eve_Disk6.adf|Level 4 Disk

...will be shown in RetroArch's disk selection menu as:

1: Game Disk
2: Data Disk
3: Level 1 Disk
4: Level 2 Disk
5: Level 3 Disk
6: Level 4 Disk

If DISK_LABEL is intentionally left blank (i.e. DISK_FILE|) then only the disk index will be displayed.

For games that require a dedicated save disk, one may be generated automatically by entering the following line in an M3U file: #SAVEDISK:VolumeName. VolumeName is optional and may be omitted. For example, this will create a blank, unlabelled disk image at disk index 5:

Secret of Monkey Island.m3u

Secret of Monkey Island_Disk 1.adf
Secret of Monkey Island_Disk 2.adf
Secret of Monkey Island_Disk 3.adf
Secret of Monkey Island_Disk 4.adf
#SAVEDISK:

Some games require save disks to have a specific label - for example, It Came from the Desert will only save to a disk named DSAVE:

Virtual keyboard has a key labeled SVDS (CapsLock+STBR) which creates and switches to/from the save disk, which makes this step obsolete.

It Came from the Desert.m3u

It Came from the Desert_Disk 1.adf
It Came from the Desert_Disk 2.adf
It Came from the Desert_Disk 3.adf
#SAVEDISK:DSAVE

Although one save disk is normally sufficient, an arbitrary number of #SAVEDISK:VolumeName lines may be included. Save disks are located in the frontend's save directory, with the following name: [M3U_FILE_NAME].save[DISK_INDEX].adf.

Save disks generated by the #SAVEDISK: keyword are automatically assigned the label: Save Disk [SAVE_DISK_INDEX].

For games that support multiple disk drives, append "(MD)" as in "MultiDrive" to the M3U filename to insert each disk in different drives. Only possible with maximum 4 disks!

Extra features

M3U playlist supports floppy disks, hard drives (all images are mounted at once) and compact discs.

LED interface

Libretro LED interface is presented in the following order:

  1. Power
  2. Floppy drives
  3. HD/CD/MD (NVRAM)
  4. DF0
  5. DF1
  6. DF2
  7. DF3
  8. HD
  9. CD/MD (NVRAM)

WHDLoad

Pre-installed WHDLoad LHA archives can be launched directly without any kind of manual preparing and downloading.

Overrides at startup

WHDLoad Splash Screen core option overrides

New WHDLoad.hdf features for old users

Major changes

Minor changes

Latest changes

Create a HDF image for a game

Not recommended or required anymore, because:

But if you must:

To do this you can use ADF Opus or amitools.

Example, to create a HDF file from a zipped WHDLoad game:

Note the size of the HDF specified by SIZE_OF_HDF must be greater than size of the directory to store the additional filesystem informations (f.ex a 1.25 ratio).

Using configuration files

You can pass .uae configuration files and they will be appended to the core option configuration.

If puae_libretro_[model].uae exists in RetroArch saves it will be appended to the model preset section.

If puae_libretro_global.uae exists in RetroArch saves it will be appended to the configuration.

If [content].uae exists in RetroArch saves it will be appended to the configuration.

The final generated configuration output is available in debug level log.

Note that the use of configuration files is no longer encouraged or necessary. The core has been modified to always use the core options as a base, so that all custom configurations will be appended to the created configuration, effectively overriding the core options. The problem with this is that changing any core option while the core is running will reset all duplicate configurations. Therefore only add configurations which will require a restart or do not exist in the core options, if you must use a custom uae. If there is an option missing that is a must have, please make an issue about it.

Example 1: You want to mount four non-RDB HDF files. You have one bootable 1000 MB file called System.hdf created with surfaces=1, and three non-bootable 2000 MB files called WHDGamesA.hdf, WHDGamesB.hdf, WHDGamesC.hdf created with surfaces=2. Your HDF files are located in the folder with absolute path /emuroms/amiga/hdf/. For that scenario, you should create a .uae text file with the following content:

hardfile=read-write,32,1,2,512,/emuroms/amiga/hdf/System.hdf
hardfile=read-write,32,2,2,512,/emuroms/amiga/hdf/WHDGamesA.hdf
hardfile=read-write,32,2,2,512,/emuroms/amiga/hdf/WHDGamesB.hdf
hardfile=read-write,32,2,2,512,/emuroms/amiga/hdf/WHDGamesC.hdf

Example 2: You want to mount a directory full of extracted data as a hard drive:

filesystem2=rw,DH0:data:/emuroms/amiga/,0

Windows tip:

Linux tip:

If you are using RDB HDF files, please use 0,0,0,512 instead of geometry numbers like 32,1,2,512. The geometry will then be read from the file. This only works for RDB HDF files.

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