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Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. I just had a very frustrating experience. Because of this, my save file got overwritten. On Mon, May 4, at PM, robcross notifications github.

retroarch copy save files

To mitigate this, in the future, you could use per-core Savefile paths. Though an issue is currently open on that.

Not sure how this is an edge case. What if I have a game say, a port with the same name on two systems? Every time I switch between them it will overwrite the save file.

It's an edge case because in all this time we've only seen two or three reports of this. If there were hundreds of users then yeah it would be urgent. I already said it's not trivial to reinit paths when reloading the core, tried many different approaches for that and none worked so it will have to wait for someone more knowledgeable than me to change it or be made optional.

There really isn't a good solution I've been able to think of. There are multiple cores per system, so often, it would cause problems if a user loaded a different core to play a specific game. Overrides and per-core options already provide a lot of flexibility, I guess it will be possible to do this as requested eventually. Isn't the RetroArch default to save them insolving this issue if the user kept the default settings?

I don't really want my save files to be littered in my rom directories. It looks like needs to be fixed before that can work. It would just be nice to have a config flag that will ensure that a save file is tied to a certain core to avoid conflicts :. I sent a PR here please test and report back, from what I can see it's working fine with and without overrides.

If it works I'll ask it to be merged and then work on something automated that can be enabled from global config. Something akin to remap auto loading. In the configuration, in the paths menu below savefiles and save states.

It's a pain in the butt compiling all the core names and creating an override for every single one Oh, I just thought of a good solution to that problem. That would make it trivial to loop over the files in a bash loop or something.

No again We can't depend on info files for functionality and the library name is retrieved from the core itself. Anyway the option is even easier to implement than this I just need to know if there are any quirks with this implementation.Retroarch is an all-in-one emulation frontend that removes the bugbear of faffing around in Windows to switch between your different emulators.

However, note that while emulators and frontends like Retroarch are legal, it is not legal to download roms or ISO image files for games that are still under copyright i. First up, download and install the latest version of Retroarch.

Or you can go the other way and try out one of the latest nightly builds. For reference, here are the cores we think work best for each major platform, taking into account performance and accuracy there are plenty of other platforms you can get cores for - these are just the biggies. If you have a gamepad set up with Windows and you really shouldRetroarch should detect it automatically. If you do want to change controls, you can. First, you should set up hot keys for Retroarch features like loading and saving states, fast-forwards, rewinds, and other flashy things.

With the core loaded, select Quick Menu above the Load Core option. To play a game, just select it from this list, then select one of your downloaded cores to load it with.

Each core has its own set of graphics settings that you should play around with and tweak in accordance with how you like your games to look, and the power of your PC. Only the changes you make under Quick Menu can be saved as core or game overrides. Changes you make in the Settings menu need to be changed manually between cores if you need to change them at all. If a given core crashes on startup, you should consider switching between the openGL gl and Vulkan drivers to see if that helps.

We like our pixelated games to retain their original crispness, so prefer to leave it off. On N64 cores you can virtualise extra hardware like the Expansion Pak or even the 64DD anyone remember that? Shaders are layers of filtering that go over the top of your game, capable of adding all kinds of effects such as CRT scanlines for that shabby, authentic feelsmoothed edges via antialiasing, or borders around your play area.

There are three different file formats for shaders. They, by and large, contain the same collections of shaders, though which ones you use will depend on the video driver Vulkan, GL etc. The three shader formats are:.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.

Work fast with our official CLI. Learn more. If nothing happens, download GitHub Desktop and try again.

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If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. RetroArch incoporates a ROM scanning system to automatically produce playlists. Each ROM that is scanned by the playlist generator is checked against a database of ROMs that are known to be good copies. We use optional third-party analytics cookies to understand how you use GitHub. You can always update your selection by clicking Cookie Preferences at the bottom of the page.

For more information, see our Privacy Statement. We use essential cookies to perform essential website functions, e. We use analytics cookies to understand how you use our websites so we can make them better, e. Skip to content. Repository containing cheatcode files, content data files, etc.

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MIT License. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Git stats 2, commits.

Failed to load latest commit information. Sep 14, Jan 25, Sep 26, Updated NES 2.Nothing to explain. Savefiles are fully compatible between versions without doing anything, just run the new version instead of the old one.

If it doesn't work, you're probably doing something wrong. Check the path configuration in the menu. I'm not sure if this was back in 0. You're doing it wrong. Run the game, load the save through the game's menu. It's a normal in-game save. Just make sure the save paths are set right in the emulator's menu. To anyone who would like to know this now find the Desmume Launcher and move it into the file where your old launcher is now all saves will be accessible for both the old version and the new.

Atom topic feed. Index User list Search Register Login. You are not logged in. Topics: Active Unanswered. Re: transferring save files Savefiles yes. Savestates not so much. Re: transferring save files k i dont do save states is there a link you can give me or possibly explain to me yourself i got msn if you can help me out on there Last edited by valvoga Re: transferring save files Nothing to explain.

Re: transferring save files yea sorry man i probably am doing something wrong but what i do not know when i go to run with 9. Re: transferring save files You're doing it wrong. Re: transferring save files yea thats where im losing you man i really have no idea what your asking me to do i know where path settings is but i dont know whats supposed to be there Last edited by valvoga Re: transferring save files the place that has the dsv files from 0.

Re: transferring save files well i appreciate all your help man but im still having no luck. Re: transferring save files yea there all in the same place i got them so what then. Re: transferring save files To anyone who would like to know this now find the Desmume Launcher and move it into the file where your old launcher is now all saves will be accessible for both the old version and the new.

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retroarch copy save files

Atom topic feed Powered by FluxBB.It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, runahead, machine translation, blind accessibility features, and more!

RetroArch is capable of next-frame responsive time. On top of all that, there are various settings you can configure to optimize the results even more. Our advanced settings interface lets you tweak every possible option about how the games are run and displayed.

RetroArch Tutorial

The same mechanism also enables you to live stream your games to platforms like Twitch. And with RetroArch's built-in Core Updater, you can download new programs directly as soon as they become available! Dolphin is a Wii and Gamecube emulator. It has been ported to libretro and an alpha version of the core is available now for Windows and Linux! Version for macOS will be released at a later date. For more information on Dolphin, visit the author's website here.

See also our in-depth article here. For more information on Citra, visit the author's website here. For more information, read our article on this release here. It uses the original data files in order to work. What is nice about this one is that it has some very fancy graphics effects that it adds on top of the old game engine without it resulting in any stylistic clashes.

For more information on melonDS, visit the author's website here. For more information on SameBoy, visit the author's website here. PXK is a Sharp X emulator. It played host to many popular games from the likes of Namco, Konami and Capcom.

All keys are gone. Thanks for participating! As you probably already know, a year ago we announced that RetroArch would be releasing on Steam. We have worked hard on this for a fair while now. The process […]. It supports most libretro features netplay, runahead, retroachievements, … and is part of the libretro steam […].

Retroarch copy save files

We are happy to present one of the expected features, Steam Cloud backups. With this feature, you will be able to back up some files in your RetroArch directory to your Steam Cloud.

retroarch copy save files

The […]. Toggle navigation. RetroArch is a frontend for emulators, game engines and media players. In addition to this, you are able to run original game discs CDs from RetroArch. New Update v1.RetroArch is the official front end for the libretro API. RetroArch and libretro provide a way to take an existing emulator and load that emulator as a library or "core". RetroArch then handles the input controls and output graphics and audio while the emulator core handles the emulation of the original system.

With a few simple changes to the emulator source code, almost any existing emulator could become a libretro core. In RetroPie, the libretro emulator cores are identified with a lr- in front of their name. For example, lr-snes9x is the libretro core of the SNES emulator called snes9x RetroArch and libretro provide ability to configure controllers once for many emulators instead of having to configure each emulator individually.

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However, RetroArch also provides the freedom to configure specific emulators individually and even individual games differently if the user wants. This allows a specific setting or button mapping for a certain console or even just for a certain game. For emulators which are not libretro cores, there are emulator-specific configurations under the respective system's wiki page.

When you configure your controller in EmulationStation, the RetroPie setup script automatically configures RetroArch with the same controls.

RetroArch controls map real-world controller buttons to a virtual controller called a "RetroPad". A RetroPad does not exist in real life, it's a concept only within RetroArch. You don't have to map all of the RetroPad buttons to a real world button. If your real controller has less buttons than a DualShock, then the virtual RetroPad also has less buttons, that's perfectly fine.

As RetroArch starts an emulator core, it maps the RetroPad configuration to the emulated system's original controls. The mapping for many consoles is represented by the pictures below and on each system's wiki page. If you wish, you can reconfigure this control mapping, either for all RetroArch, for a specific system, or even for a specific ROM.

RetroArch controls have been integrated into EmulationStation and will be the first thing you see when you boot from the RetroPie SD image the first time. You can also access it from the start menu within EmulationStation under the Configure Input option.

Your joypad is automagically configured for libretro RetroArch emulators when you configure your controller in EmulationStation. You'll know if your controller has been automagically configured if you see a flash of yellow text on the bottom of the screen with your gamepad ID when you start a game. The following diagrams are for the 3 most common controllers: Super Nintendo, Xboxand PlayStation 3. They can be used as a reference when configuring your controllers. Each emulator page on the wiki has a diagram of the original controller for its respective console that will correspond to the same inputs listed below.

When setting up the controller in EmulationStation, these values are then assigned a respective action on RetroArch. Therefore, the next time you play a game such as Super Mario Bros.

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Hotkeys are combinations of buttons you can press in order to access options such as saving, loading, and exiting games. The following defaults are set automatically the first time you set up your controller from EmulationStation the numbers will vary depending the controller you use.

If you want to edit the entries in the. Usually the relationship between the two can be deduced by looking at the file and noting the entries' names along with the values next to them, assuming that the values have not been jumbled from previous edits or been mixed up due to unknown issues.Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you may not be able to execute some actions.

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Please download a browser that supports JavaScript, or enable it if it's disabled i. Where are save state files located? Where are in game save files located? What's a robust way of backing up those? How's the compability of save states and in game saves with other emulators on other platforms?

This includes related files like. This will be overridden by explicit command line options. Path to directory where emulator save states snapshots are saved.

It works perfect, but not for PSP and Dreamcast. Do you know the default location of save states and save games? If you mount the network share on boot you should be able to use it but makes traveling with it more difficult if you can't mount the share.

I had an arguably over complicated method for backing up my saves that I was meaning to make more robust and share but never made it past the prototype since it worked for me. I was making local versioned backups via git then syncing those periodically with my file server via smb. This had the benefit of working locally but then backup up when it was available. The more low tech version I used to use was just a cronjob that basically did the following for each system and file type I cared about.

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That's very problematic in situations you have games with srm support with same name in different platforms, which could cause data overwrite, would be wise define the srm and savestate directory per core instead using the general config file.

What I've done in my build was creating srm and sstate folders per platform and attribute them permission to pi user very important otherwise the emulators wont have root permission to write the files. And then I edit each retroarch. When I want to back up the files I just copy the folder srm and sstate and I get all data i need. Is it possible to store saves on a LAN address? For example a folder on a rpi 0 W which is always running pihole in the same LAN?

As far as I understand, retropie should mount the pi 0 W's drive on boot to make it works. How to do that? And how to set a network address on Linux? I'm sorry but I'm quite noob Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.

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