Based on WinUAE 5.3.0, git commit 5b86c94b9f9161f58340ed15059e4ab61cd0af3b
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 |
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.
Some games use mouse instead of joystick. D-Pad can be switched between joystick and mouse control in several ways:
Quick Menu > Core Options > RetroPad Joystick/Mouse
Select
button, and press the key labeled J/M
Right Control
Switch Joystick/Mouse
to any RetroPad button under Quick Menu > Core Options
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 |
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 |
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.
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.
Supported formats are:
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.
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.
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:
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!
#SAVEDISK:<label>
saves
<disk>.adf|<label>
<disks>.zip#<disk>.adf
M3U playlist supports floppy disks, hard drives (all images are mounted at once) and compact discs.
Libretro LED interface is presented in the following order:
Pre-installed WHDLoad LHA archives can be launched directly without any kind of manual preparing and downloading.
saves
, WHDLoad.prefs
will be generated to system
WHDLoad.prefs
& WHDLoad.key
& rom.key
will be copied from system
to the helper imageWHDLoad:
simply delete the directory or the HDF.info
launchingReadMe
+ MkCustom
CUSTOM
parametersWHDLoad Splash Screen
core option overridessystem
if they do not exist in the helper image.WHDLoad.key
will be copied from system
if it does not exist in the helper image.WHDLoad.prefs
will be copied from system
on every run.custom
in the root of the game.hdf for passing specific WHDLoad parameters when the slave does not support the config screen or when it should be the default, for example Custom1=1
. It always overrides WHDLoad.prefs
.
custom
is to quit WHDLoad (default Numpad*), type echo custom1=1 >custom
, press enter and reboot the Amiga.MkCustom
for simplest custom
file handling. Launches after quitting WHDLoad.MkCustom
will create a slave-based custom_$SLAVE
in WHDSaves:
. Essential with readonly images.load
in the root of the game.hdf which overrides the whole launch command, aimed at non-WHDLoad installs..slave
is not in the root of the HDF, it will also be searched under the first found directory.WHDSaves.hdf
. Repo provides an empty 4MiB HDF.WHDLoad.hdf
& WHDSaves.hdf
) can be located in either RA system
or saves
.S/startup-sequence
.NTSC
parameter can be used with WHDLoad.ClickNot
for suppressing drive clicking when drive sound emulation is enabled.MEmacs
for file editing (custom
& load
).xpkmaster.library
.ButtonWait
(Waits for a button press in certain slaves when loading is so fast that you can't enjoy a picture or a tune).ReadDelay=0
& WriteDelay=50
(These speed up OS switching on loadings and savings. Saves tend to corrupt HDFs with WriteDelay below 50).kick33180.A500
will be copied automatically).ReadMe
before running MkCustom
after quitting.WBRun
..info
selector. Selector will be launched always when there is no exact match for .slave
.WHDLoad.hdf
+ WHDSaves.hdf
+ WHDLoad.prefs
baked in the core. No more separate downloads!WHDLoad:
and WHDSaves:
volumes defaulted to directory mode.To do this you can use ADF Opus or amitools.
Example, to create a HDF file from a zipped WHDLoad game:
xdftool -f <NAME_OF_HDF> pack <GAME_DIRECTORY> size=<SIZE_OF_HDF>
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).
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:
filesystem2=rw,DH0:data:"c:\\emuroms\\amiga",0
.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.