├── .gitignore ├── Assets ├── Main.mixer ├── Main.mixer.meta ├── Models │ ├── PortableEmulator.blend │ ├── PortableEmulator.blend1 │ └── PortableEmulator.png ├── Plugins.meta ├── Plugins │ ├── RetroUnity.meta │ └── RetroUnity │ │ ├── Examples.meta │ │ ├── Examples │ │ ├── External.meta │ │ ├── External │ │ │ ├── Flatscreen TV.meta │ │ │ ├── Flatscreen TV │ │ │ │ ├── FlatScreenTV.fbx │ │ │ │ ├── FlatScreenTV.fbx.meta │ │ │ │ ├── FlatScreen_NRM.psd │ │ │ │ ├── FlatScreen_NRM.psd.meta │ │ │ │ ├── FlatScreen_TEX.psd │ │ │ │ ├── FlatScreen_TEX.psd.meta │ │ │ │ ├── Materials.meta │ │ │ │ └── Materials │ │ │ │ │ ├── FlatScreen_TEX.mat │ │ │ │ │ ├── FlatScreen_TEX.mat.meta │ │ │ │ │ ├── TV_TEX.mat │ │ │ │ │ └── TV_TEX.mat.meta │ │ │ ├── FreeFurnitureSet.meta │ │ │ └── FreeFurnitureSet │ │ │ │ ├── Materials.meta │ │ │ │ ├── Materials │ │ │ │ ├── metal.mat │ │ │ │ ├── metal.mat.meta │ │ │ │ ├── wood.mat │ │ │ │ └── wood.mat.meta │ │ │ │ ├── Models.meta │ │ │ │ ├── Models │ │ │ │ ├── cabinet.FBX │ │ │ │ ├── cabinet.FBX.meta │ │ │ │ ├── chair.FBX │ │ │ │ ├── chair.FBX.meta │ │ │ │ ├── desk.FBX │ │ │ │ ├── desk.FBX.meta │ │ │ │ ├── table.FBX │ │ │ │ └── table.FBX.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Prefabs │ │ │ │ ├── cabinet.prefab │ │ │ │ ├── cabinet.prefab.meta │ │ │ │ ├── chair.prefab │ │ │ │ ├── chair.prefab.meta │ │ │ │ ├── desk.prefab │ │ │ │ ├── desk.prefab.meta │ │ │ │ ├── table.prefab │ │ │ │ └── table.prefab.meta │ │ │ │ ├── Textures.meta │ │ │ │ ├── Textures │ │ │ │ ├── wood.png │ │ │ │ └── wood.png.meta │ │ │ │ ├── scenes.meta │ │ │ │ └── scenes │ │ │ │ ├── demo.meta │ │ │ │ ├── demo.unity │ │ │ │ ├── demo.unity.meta │ │ │ │ └── demo │ │ │ │ ├── LightmapFar-0.exr │ │ │ │ └── LightmapFar-0.exr.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Display.mat │ │ │ ├── Display.mat.meta │ │ │ └── MainScreen.mat │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── Main.unity │ │ │ ├── Main.unity.meta │ │ │ └── Main │ │ │ │ ├── LightingData.asset │ │ │ │ ├── Lightmap-0_comp_dir.png │ │ │ │ ├── Lightmap-0_comp_light.exr │ │ │ │ ├── Lightmap-1_comp_dir.png │ │ │ │ ├── Lightmap-1_comp_light.exr │ │ │ │ └── ReflectionProbe-0.exr │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── SmoothMouseLook.cs │ │ │ └── SmoothMouseLook.cs.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ ├── GameManager.cs │ │ ├── GameManager.cs.meta │ │ ├── LibretroInput.cs │ │ ├── LibretroWrapper.cs │ │ ├── LibretroWrapper.cs.meta │ │ ├── Speaker.cs │ │ ├── Speaker.cs.meta │ │ ├── Utility.meta │ │ └── Utility │ │ ├── AndroidDLLHandler.cs │ │ ├── AndroidDLLHandler.cs.meta │ │ ├── IDLLHandler.cs │ │ ├── IDLLHandler.cs.meta │ │ ├── RGB8888Job.cs │ │ ├── WindowsDLLHandler.cs │ │ └── WindowsDLLHandler.cs.meta ├── StreamingAssets.meta ├── StreamingAssets │ ├── Cores │ │ └── Cores go here.txt │ ├── Options.txt │ ├── RAMSaves │ │ └── RAM saves get saved here.txt │ ├── SVDirectory │ │ └── This is in case the core needs a save directory.txt │ ├── SaveStates │ │ └── Save states get saved here.txt │ ├── System │ │ └── This is the system directory.txt │ ├── libwinpthread-1.dll │ └── libwinpthread-1.dll.org ├── mcs.rsp ├── mcs.rsp.meta ├── smcs.rsp └── smcs.rsp.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset ├── README.md ├── RetroUnity.CSharp.Plugins.csproj.DotSettings ├── RetroUnity.CSharp.csproj.DotSettings └── RetroUnity.Plugins.csproj.DotSettings /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | 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10 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Examples/Scripts/SmoothMouseLook.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace RetroUnity.Examples { 4 | [AddComponentMenu("Camera/Smooth Mouse Look ")] 5 | public class SmoothMouseLook : MonoBehaviour { 6 | private Vector2 _mouseAbsolute; 7 | private Vector2 _smoothMouse; 8 | 9 | public Vector2 ClampInDegrees = new Vector2(360, 180); 10 | public bool LockCursor; 11 | public Vector2 Sensitivity = new Vector2(2, 2); 12 | public Vector2 Smoothing = new Vector2(3, 3); 13 | public Vector2 TargetDirection; 14 | public Vector2 TargetCharacterDirection; 15 | 16 | // Assign this if there's a parent object controlling motion, such as a Character Controller. 17 | // Yaw rotation will affect this object instead of the camera if set. 18 | public GameObject characterBody; 19 | 20 | private void Start() { 21 | // Set target direction to the camera's initial orientation. 22 | TargetDirection = transform.localRotation.eulerAngles; 23 | 24 | // Set target direction for the character body to its inital state. 25 | if (characterBody) TargetCharacterDirection = characterBody.transform.localRotation.eulerAngles; 26 | } 27 | 28 | private void Update() { 29 | if (LockCursor) 30 | Cursor.lockState = CursorLockMode.Confined; 31 | 32 | // Allow the script to clamp based on a desired target value. 33 | var targetOrientation = Quaternion.Euler(TargetDirection); 34 | var targetCharacterOrientation = Quaternion.Euler(TargetCharacterDirection); 35 | 36 | // Get raw mouse input for a cleaner reading on more sensitive mice. 37 | var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); 38 | 39 | // Scale input against the sensitivity setting and multiply that against the smoothing value. 40 | mouseDelta = Vector2.Scale(mouseDelta, new Vector2(Sensitivity.x*Smoothing.x, Sensitivity.y*Smoothing.y)); 41 | 42 | // Interpolate mouse movement over time to apply smoothing delta. 43 | _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f/Smoothing.x); 44 | _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f/Smoothing.y); 45 | 46 | // Find the absolute mouse movement value from point zero. 47 | _mouseAbsolute += _smoothMouse; 48 | 49 | // Clamp and apply the local x value first, so as not to be affected by world transforms. 50 | if (ClampInDegrees.x < 360) 51 | _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -ClampInDegrees.x*0.5f, ClampInDegrees.x*0.5f); 52 | 53 | var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation*Vector3.right); 54 | transform.localRotation = xRotation; 55 | 56 | // Then clamp and apply the global y value. 57 | if (ClampInDegrees.y < 360) 58 | _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -ClampInDegrees.y*0.5f, ClampInDegrees.y*0.5f); 59 | 60 | transform.localRotation *= targetOrientation; 61 | 62 | // If there's a character body that acts as a parent to the camera 63 | if (characterBody) { 64 | var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up); 65 | characterBody.transform.localRotation = yRotation; 66 | characterBody.transform.localRotation *= targetCharacterOrientation; 67 | } 68 | else { 69 | var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up)); 70 | transform.localRotation *= yRotation; 71 | } 72 | } 73 | } 74 | } -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Examples/Scripts/SmoothMouseLook.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aaf7309e7e423004696df04cdf3b7a8b 3 | timeCreated: 1455229048 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 69d216f66134a5948ac5836ef6690cac 3 | folderAsset: yes 4 | timeCreated: 1455207495 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/GameManager.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using RetroUnity.Utility; 3 | using UnityEngine; 4 | 5 | namespace RetroUnity { 6 | public class GameManager : MonoBehaviour { 7 | 8 | [SerializeField] private string CoreName = "snes9x_libretro.dll"; 9 | [SerializeField] private string RomName = "Chrono Trigger (USA).sfc"; 10 | private string RAMPath = ""; 11 | private string STATEPath = ""; 12 | private LibretroWrapper.Wrapper wrapper; 13 | 14 | private double _frameTimer; 15 | public float targetFPS = 50.987f; 16 | 17 | public bool overrideSpeed = false; 18 | public int boostedFPS = 60; 19 | 20 | public Renderer Display; 21 | 22 | private bool gameLoaded = false; 23 | 24 | private void Awake() { 25 | //LoadGame(Application.streamingAssetsPath + "/" + RomName); 26 | } 27 | 28 | public void loadGame() 29 | { 30 | string path = UnityEditor.EditorUtility.OpenFilePanel("Select Game ROM File", Application.streamingAssetsPath, ""); 31 | string corePath = UnityEditor.EditorUtility.OpenFilePanel("Select Emulator Core File", Application.streamingAssetsPath, "dll"); 32 | if (path != "" && corePath != "") 33 | LoadRom(path, corePath); 34 | } 35 | 36 | private void Update() { 37 | if (gameLoaded) { 38 | _frameTimer += Time.deltaTime; 39 | double timePerFrame = 1 / targetFPS; 40 | if (!double.IsNaN(wrapper.GetAVInfo().timing.fps)) 41 | { 42 | timePerFrame = 1 / wrapper.GetAVInfo().timing.fps; 43 | targetFPS = (float)wrapper.GetAVInfo().timing.fps; 44 | } 45 | 46 | if (overrideSpeed) 47 | timePerFrame = 1f / boostedFPS; 48 | 49 | while (_frameTimer >= timePerFrame) 50 | { 51 | wrapper.Update(); 52 | _frameTimer -= timePerFrame; 53 | } 54 | 55 | if (Input.GetKeyDown(KeyCode.G)) 56 | saveState(); 57 | else if (Input.GetKeyDown(KeyCode.H)) 58 | loadState(); 59 | else if (Input.GetKeyDown(KeyCode.J)) 60 | unloadROM(); 61 | 62 | if (LibretroWrapper.tex != null) 63 | { 64 | Display.material.mainTexture = LibretroWrapper.tex; 65 | } 66 | } 67 | 68 | if (Input.GetKeyDown(KeyCode.PageUp)) 69 | { 70 | loadGame(); 71 | } 72 | } 73 | 74 | public void LoadRom(string romPath, string corePath = "") { 75 | if (gameLoaded) 76 | unloadROM(); 77 | 78 | RAMPath = romPath.Substring(0, romPath.LastIndexOf('.')); 79 | STATEPath = RAMPath + ".state"; 80 | RAMPath += ".srm"; 81 | STATEPath = STATEPath.Insert(STATEPath.LastIndexOf("/"), "/SaveStates"); 82 | RAMPath = RAMPath.Insert(RAMPath.LastIndexOf("/"), "/RAMSaves"); 83 | 84 | #if !UNITY_ANDROID || UNITY_EDITOR 85 | // Doesn't work on Android because you can't do File.Exists in StreamingAssets folder. 86 | // Should figure out a different way to perform check later. 87 | // If the file doesn't exist the application gets stuck in a loop. 88 | if (!File.Exists(romPath)) { 89 | Debug.LogError(romPath + " not found."); 90 | return; 91 | } 92 | #endif 93 | Display.material.color = Color.white; 94 | 95 | if (corePath == "") 96 | wrapper = new LibretroWrapper.Wrapper(Application.streamingAssetsPath + "/" + CoreName); 97 | else 98 | wrapper = new LibretroWrapper.Wrapper(corePath); 99 | 100 | wrapper.Init(); 101 | 102 | bool returned = wrapper.LoadGame(romPath); 103 | if (RAMPath != null) 104 | wrapper.LoadRAM(RAMPath); 105 | 106 | gameLoaded = returned; 107 | } 108 | 109 | public void saveState() 110 | { 111 | wrapper.SaveState(STATEPath); 112 | } 113 | 114 | public void loadState() 115 | { 116 | wrapper.LoadState(STATEPath); 117 | } 118 | 119 | private void OnDestroy() { 120 | unloadROM(); 121 | } 122 | 123 | public void unloadROM() 124 | { 125 | if (RAMPath != null && RAMPath != "" && wrapper != null) 126 | { 127 | wrapper.SaveRAM(RAMPath); 128 | wrapper.DeInit(); 129 | } 130 | WindowsDLLHandler.Instance.UnloadCore(); 131 | Display.material.mainTexture = null; 132 | RAMPath = ""; 133 | STATEPath = ""; 134 | gameLoaded = false; 135 | } 136 | } 137 | } 138 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 52ea678dff3796c4c92ab162cb5764bd 3 | timeCreated: 1455300169 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/LibretroInput.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace RetroUnity 6 | { 7 | public partial class LibretroWrapper 8 | { 9 | public partial class Wrapper 10 | { 11 | private void RetroInputPoll() 12 | { 13 | } 14 | 15 | public static short RetroInputState(uint port, uint device, uint index, uint id) 16 | { 17 | switch (device) 18 | { 19 | case 1: //retro device joypad 20 | { 21 | switch (id) 22 | { 23 | case 0: 24 | return Input.GetKey(KeyCode.Z) || Input.GetButton("B") ? (short)1 : (short)0; // B 25 | case 1: 26 | return Input.GetKey(KeyCode.A) || Input.GetButton("Y") ? (short)1 : (short)0; // Y 27 | case 2: 28 | return Input.GetKey(KeyCode.Space) || Input.GetButton("SELECT") ? (short)1 : (short)0; // SELECT 29 | case 3: 30 | return Input.GetKey(KeyCode.Return) || Input.GetButton("START") ? (short)1 : (short)0; // START 31 | case 4: 32 | return Input.GetKey(KeyCode.UpArrow) || Input.GetAxisRaw("DpadX") >= 1.0f ? (short)1 : (short)0; // UP 33 | case 5: 34 | return Input.GetKey(KeyCode.DownArrow) || Input.GetAxisRaw("DpadX") <= -1.0f ? (short)1 : (short)0; // DOWN 35 | case 6: 36 | return Input.GetKey(KeyCode.LeftArrow) || Input.GetAxisRaw("DpadY") <= -1.0f ? (short)1 : (short)0; // LEFT 37 | case 7: 38 | return Input.GetKey(KeyCode.RightArrow) || Input.GetAxisRaw("DpadY") >= 1.0f ? (short)1 : (short)0; // RIGHT 39 | case 8: 40 | return Input.GetKey(KeyCode.X) || Input.GetButton("A") ? (short)1 : (short)0; // A 41 | case 9: 42 | return Input.GetKey(KeyCode.S) || Input.GetButton("X") ? (short)1 : (short)0; // X 43 | case 10: 44 | return Input.GetKey(KeyCode.Q) || Input.GetButton("L") ? (short)1 : (short)0; // L || L1 45 | case 11: 46 | return Input.GetKey(KeyCode.W) || Input.GetButton("R") ? (short)1 : (short)0; // R || R1 47 | case 12: 48 | return Input.GetKey(KeyCode.E) ? (short)1 : (short)0; //L2? 49 | case 13: 50 | return Input.GetKey(KeyCode.R) ? (short)1 : (short)0; //R2? 51 | case 14: 52 | return Input.GetKey(KeyCode.T) ? (short)1 : (short)0; //L3? (Left stick press?) 53 | case 15: 54 | return Input.GetKey(KeyCode.Y) ? (short)1 : (short)0; //R3? (Right stick press?) 55 | default: 56 | return 0; 57 | } 58 | break; 59 | } 60 | 61 | case 5: //retro device analog 62 | // * axis values in the full analog range of [-0x7fff, 0x7fff], (-32767 to 32767) 63 | // *although some devices may return -0x8000. 64 | //* Positive X axis is right.Positive Y axis is down. 65 | //* Buttons are returned in the range[0, 0x7fff]. (0 to 32767) 66 | //#define RETRO_DEVICE_INDEX_ANALOG_LEFT 0 67 | //#define RETRO_DEVICE_INDEX_ANALOG_RIGHT 1 68 | //#define RETRO_DEVICE_INDEX_ANALOG_BUTTON 2 69 | //#define RETRO_DEVICE_ID_ANALOG_X 0 70 | //#define RETRO_DEVICE_ID_ANALOG_Y 1 71 | switch (index) 72 | { 73 | case 0: //analog left (stick) 74 | switch (id) 75 | { 76 | case 0: 77 | return Input.GetKey(KeyCode.Y) ? (short)1 : (short)0; //L analog X 78 | case 1: 79 | return Input.GetKey(KeyCode.Y) ? (short)1 : (short)0; //L analog Y 80 | default: return 0; 81 | } 82 | break; 83 | case 1: //analog right (stick) 84 | switch (id) 85 | { 86 | case 0: 87 | return Input.GetKey(KeyCode.Y) ? (short)1 : (short)0; //R analog X 88 | case 1: 89 | return Input.GetKey(KeyCode.Y) ? (short)1 : (short)0; //R analog Y 90 | default: return 0; 91 | } 92 | break; 93 | case 2: //analog button? 94 | return 0; 95 | break; 96 | default: return 0; 97 | } 98 | break; 99 | default: return 0; 100 | } 101 | } 102 | } 103 | } 104 | } -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/LibretroWrapper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa23bc7544cb7424d82395ceb802c073 3 | timeCreated: 1455215465 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Speaker.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace RetroUnity { 5 | [RequireComponent(typeof(AudioSource))] 6 | public class Speaker : MonoBehaviour { 7 | 8 | private AudioSource _speaker; 9 | public AudioSource audioSource { get { return _speaker; } } 10 | 11 | //private void Update() 12 | //{ 13 | // if (!started && LibretroWrapper.Wrapper.AudioBatch.Count != 0) 14 | // { 15 | // startAudio(); 16 | // } 17 | //} 18 | 19 | private void Start() 20 | { 21 | if (_speaker == null) 22 | _speaker = GetComponent(); 23 | } 24 | 25 | public void startAudio() 26 | { 27 | if (_speaker == null) return; 28 | //var audioConfig = AudioSettings.GetConfiguration(); 29 | //audioConfig.sampleRate = 32000; 30 | //AudioSettings.Reset(audioConfig); 31 | //AudioClip clip = AudioClip.Create("Libretro", LibretroWrapper.Wrapper.AudioBatchSize / 2, 2, 44100, true, OnAudioRead); 32 | //AudioClip clip = AudioClip.Create("Libretro", 256, 2, 32000, true); 33 | //_speaker.clip = clip; 34 | _speaker.Play(); 35 | //_speaker.loop = true; 36 | //Debug.Log("Unity sample rate: " + audioConfig.sampleRate); 37 | //Debug.Log("Unity buffer size: " + audioConfig.dspBufferSize); 38 | } 39 | 40 | public void stopAudio() 41 | { 42 | if (_speaker == null) return; 43 | 44 | _speaker.Stop(); 45 | LibretroWrapper.Wrapper.AudioBatch.Clear(); 46 | } 47 | 48 | private int timesReset = 0; 49 | public const int audioResetValue = 10000; 50 | private void OnAudioFilterRead(float[] data, int channels) { 51 | // wait until enough data is available 52 | if (LibretroWrapper.Wrapper.AudioBatch.Count < data.Length) 53 | return; 54 | int i; 55 | for (i = 0; i < data.Length; i++) 56 | data[i] = LibretroWrapper.Wrapper.AudioBatch[i]; 57 | // remove data from the beginning 58 | if (LibretroWrapper.Wrapper.AudioBatch.Count < audioResetValue + data.Length + data.Length) //if there is excess data with room to not skip 59 | LibretroWrapper.Wrapper.AudioBatch.RemoveRange(0, i); 60 | else 61 | { 62 | timesReset++; 63 | LibretroWrapper.Wrapper.AudioBatch.RemoveRange(0, audioResetValue); //clear out excess data, since my method method has no audio lag, but seems to provide trailing numbers 64 | } 65 | } 66 | 67 | private void OnGUI() { 68 | GUI.Label(new Rect(0f, 0f, 300f, 20f), LibretroWrapper.Wrapper.AudioBatch.Count.ToString() + " - " + timesReset); 69 | if (timesReset > 100){timesReset = 0;} 70 | } 71 | } 72 | } 73 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Speaker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6dc3492d41d4c4469b1d488deb77f90 3 | timeCreated: 1455215896 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e53ce51dc32616408921433fb916160 3 | folderAsset: yes 4 | timeCreated: 1455314020 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility/AndroidDLLHandler.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEngine; 3 | 4 | namespace RetroUnity.Utility { 5 | /// 6 | /// Android specific implementation for handling DLL loading. 7 | /// 8 | public sealed class AndroidDLLHandler : IDLLHandler { 9 | 10 | private Assembly currentAssembly; 11 | 12 | // Prevent warning on other platforms. 13 | #pragma warning disable 0414 14 | private static readonly AndroidDLLHandler _instance = new AndroidDLLHandler(); 15 | #pragma warning restore 0414 16 | 17 | /// 18 | /// Prevent 'new' keyword. 19 | /// 20 | private AndroidDLLHandler() { 21 | } 22 | 23 | /// 24 | /// Gets the current instance (singleton). 25 | /// 26 | public static AndroidDLLHandler Instance { 27 | get { 28 | #if UNITY_ANDROID 29 | return _instance; 30 | #else 31 | Debug.LogError("This DLL handler is only compatible with Android."); 32 | return null; 33 | #endif 34 | } 35 | } 36 | 37 | public bool LoadCore(string dllPath) { 38 | // TODO: Not working yet. 39 | using (var www = new WWW(dllPath)) { 40 | while (!www.isDone) { } 41 | currentAssembly = Assembly.Load(www.bytes); 42 | } 43 | 44 | return currentAssembly != null; 45 | } 46 | 47 | public void UnloadCore() { 48 | throw new System.NotImplementedException(); 49 | } 50 | 51 | public T GetMethod(string functionName) where T : class { 52 | throw new System.NotImplementedException(); 53 | } 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility/AndroidDLLHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10c3938dbc12c6d48971c3c1817514c4 3 | timeCreated: 1455315724 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility/IDLLHandler.cs: -------------------------------------------------------------------------------- 1 | namespace RetroUnity.Utility { 2 | /// 3 | /// Interface for loading DLL's and their functions. 4 | /// 5 | interface IDLLHandler { 6 | 7 | /// 8 | /// What core to load. 9 | /// 10 | /// The full path to the core DLL. 11 | /// Returns true if loading was succesful. 12 | bool LoadCore(string dllPath); 13 | 14 | void UnloadCore(); 15 | 16 | /// 17 | /// Get a method from the loaded DLL. 18 | /// 19 | /// The method delegate type. 20 | /// Name of the method. 21 | /// The method delegate. 22 | T GetMethod(string functionName) where T : class; 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility/IDLLHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6cb3d963307e1074bbd8c1a069ca779d 3 | timeCreated: 1455315724 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility/RGB8888Job.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Collections; 5 | using Unity.Collections.LowLevel.Unsafe; 6 | using Unity.Jobs; 7 | using UnityEngine; 8 | using UnityEngine.Profiling; 9 | 10 | public unsafe struct ARGB8888Job : IJob 11 | { 12 | [ReadOnly] [NativeDisableUnsafePtrRestriction] public uint* SourceData; 13 | [ReadOnly] public int Width; 14 | [ReadOnly] public int Height; 15 | [ReadOnly] public uint PitchPixels; 16 | [WriteOnly] public NativeArray TextureData; 17 | 18 | public void Execute() 19 | { 20 | uint* line = SourceData; 21 | for (int y = 0; y < Height; ++y) 22 | { 23 | for (int x = 0; x < Width; ++x) 24 | { 25 | TextureData[y * Width + x] = line[x]; 26 | } 27 | line += PitchPixels / 4; 28 | } 29 | } 30 | } -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility/WindowsDLLHandler.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Runtime.InteropServices; 3 | using UnityEngine; 4 | 5 | namespace RetroUnity.Utility { 6 | /// 7 | /// Windows specific implementation for handling DLL loading. Requires kernel32.dll. 8 | /// 9 | public sealed class WindowsDLLHandler : IDLLHandler { 10 | 11 | [DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)] 12 | private static extern IntPtr LoadLibrary(string dllToLoad); 13 | 14 | [DllImport("kernel32.dll")] 15 | private static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName); 16 | 17 | [DllImport("kernel32.dll")] 18 | private static extern bool FreeLibrary(IntPtr hModule); 19 | 20 | private static IntPtr _dllPointer = IntPtr.Zero; 21 | 22 | // Prevent warning on other platforms. 23 | #pragma warning disable 0414 24 | private static readonly WindowsDLLHandler _instance = new WindowsDLLHandler(); 25 | #pragma warning restore 0414 26 | 27 | /// 28 | /// Prevent 'new' keyword. 29 | /// 30 | private WindowsDLLHandler() { 31 | } 32 | 33 | /// 34 | /// Gets the current instance (singleton). 35 | /// 36 | public static WindowsDLLHandler Instance { 37 | get { 38 | #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN 39 | return _instance; 40 | #else 41 | Debug.LogError("This DLL handler is only compatible with Windows."); 42 | return null; 43 | #endif 44 | } 45 | } 46 | 47 | public bool LoadCore(string dllPath) { 48 | _dllPointer = LoadLibrary(dllPath); 49 | 50 | if (_dllPointer == IntPtr.Zero) { 51 | int errorCode = Marshal.GetLastWin32Error(); 52 | Debug.LogErrorFormat("Failed to load library (ErrorCode: {0})", errorCode); 53 | return false; 54 | } 55 | 56 | return true; 57 | } 58 | 59 | public void UnloadCore() { 60 | FreeLibrary(_dllPointer); 61 | } 62 | 63 | public T GetMethod(string functionName) where T : class { 64 | if (_dllPointer == IntPtr.Zero) { 65 | Debug.LogError("DLL not found, cannot get method '" + functionName + "'"); 66 | return default(T); 67 | } 68 | 69 | IntPtr pAddressOfFunctionToCall = GetProcAddress(_dllPointer, functionName); 70 | 71 | if (pAddressOfFunctionToCall == IntPtr.Zero) { 72 | Debug.LogError("Address for function " + functionName + " not found."); 73 | return default(T); 74 | } 75 | 76 | return Marshal.GetDelegateForFunctionPointer(pAddressOfFunctionToCall, typeof(T)) as T; 77 | } 78 | } 79 | } -------------------------------------------------------------------------------- /Assets/Plugins/RetroUnity/Scripts/Utility/WindowsDLLHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa45bb287b7058e40ba8de97ec0fc117 3 | timeCreated: 1455314040 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/StreamingAssets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f9e1988a9755834794501a5f6006213 3 | folderAsset: yes 4 | timeCreated: 1455217323 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/StreamingAssets/Cores/Cores go here.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Hokage3211/RetroUnity/c0fb83149620d2ed2df0aa5a9e1e38f32fd57e88/Assets/StreamingAssets/Cores/Cores go here.txt -------------------------------------------------------------------------------- /Assets/StreamingAssets/Options.txt: -------------------------------------------------------------------------------- 1 | { 2 | "Cores": [ 3 | { 4 | "CoreName": "mGBA", 5 | "Options": [ 6 | "mgba_allow_opposing_directions;no;no|yes", 7 | "mgba_color_correction;OFF;OFF|GBA|GBC|Auto", 8 | "mgba_frameskip;0;0|1|2|3|4|5|6|7|8|9|10", 9 | "mgba_gb_model;Autodetect;Autodetect|Game Boy|Super Game Boy|Game Boy Color|Game Boy Advance", 10 | "mgba_idle_optimization;Remove Known;Remove Known|Detect and Remove|Don't Remove", 11 | "mgba_interframe_blending;OFF;OFF|mix|mix_fast|mix_smart|mix_smart_fast|lcd_ghosting|lcd_ghosting_fast", 12 | "mgba_sgb_borders;ON;ON|OFF", 13 | "mgba_skip_bios;OFF;OFF|ON", 14 | "mgba_solar_sensor_level;0;sensor|0|1|2|3|4|5|6|7|8|9|10", 15 | "mgba_use_bios;ON;ON|OFF" 16 | ] 17 | }, 18 | { 19 | "CoreName": "Snes9x", 20 | "Options": [ 21 | "snes9x_aspect;4:3;4:3|uncorrected|auto|ntsc|pal", 22 | "snes9x_audio_interpolation;false;gaussian|cubic|sinc|none|linear", 23 | "snes9x_blargg;disabled;disabled|monochrome|rf|composite|s-video|rgb", 24 | "snes9x_block_invalid_vram_access;enabled;enabled|disabled", 25 | "snes9x_echo_buffer_hack;disabled;disabled|enabled", 26 | "snes9x_gfx_clip;enabled;enabled|disabled", 27 | "snes9x_gfx_hires;enabled;enabled|disabled", 28 | "snes9x_gfx_transp;enabled;enabled|disabled", 29 | "snes9x_hires_blend;disabled;disabled|merge|blur", 30 | "snes9x_justifier1_color;Blue;Blue|Blue (blend)|Violet|Violet (blend)|Pink|Pink (blend)|Purple|Purple (blend)|Black|Black (blend)|25% Grey|25% Grey (blend)|50% Grey|50% Grey (blend)|75% Grey|75% Grey (blend)|White|White (blend)|Red|Red (blend)|Orange|Orange (blend)|Yellow|Yellow (blend)|Green|Green (blend)|Cyan|Cyan (blend)|Sky|Sky (blend)", 31 | "snes9x_justifier1_crosshair;4;0|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16", 32 | "snes9x_justifier2_color;Pink;Pink|Pink (blend)|Purple|Purple (blend)|Black|Black (blend)|25% Grey|25% Grey (blend)|50% Grey|50% Grey (blend)|75% Grey|75% Grey (blend)|White|White (blend)|Red|Red (blend)|Orange|Orange (blend)|Yellow|Yellow (blend)|Green|Green (blend)|Cyan|Cyan (blend)|Sky|Sky (blend)|Blue|Blue (blend)|Violet|Violet (blend)", 33 | "snes9x_justifier2_crosshair;4;0|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16", 34 | "snes9x_layer_1;enabled;enabled|disabled", 35 | "snes9x_layer_2;enabled;enabled|disabled", 36 | "snes9x_layer_3;enabled;enabled|disabled", 37 | "snes9x_layer_4;enabled;enabled|disabled", 38 | "snes9x_layer_5;enabled;enabled|disabled", 39 | "snes9x_lightgun_mode;Lightgun;Lightgun|Touchscreen", 40 | "snes9x_overclock_cycles;disabled;disabled|light|compatible|max", 41 | "snes9x_overclock_superfx;100%;50%|60%|70%|80%|90%|100%|150%|200%|250%|300%|350%|400%|450%|500%", 42 | "snes9x_overscan;enabled;enabled|disabled|auto", 43 | "snes9x_randomize_memory;disabled;disabled|enabled", 44 | "snes9x_reduce_sprite_flicker;disabled;disabled|enabled", 45 | "snes9x_region;auto;auto|ntsc|pal", 46 | "snes9x_rifle_color;White;White|White (blend)|Red|Red (blend)|Orange|Orange (blend)|Yellow|Yellow (blend)|Green|Green (blend)|Cyan|Cyan (blend)|Sky|Sky (blend)|Blue|Blue (blend)|Violet|Violet (blend)|Pink|Pink (blend)|Purple|Purple (blend)|Black|Black (blend)|25% Grey|25% Grey (blend)|50% Grey|50% Grey (blend)|75% Grey|75% Grey (blend)", 47 | "snes9x_rifle_crosshair;2;0|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16", 48 | "snes9x_show_advanced_av_settings;disabled;enabled|disabled", 49 | 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VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # RetroUnity 2 | RetroUnity is a frontend for the libretro API built in Unity. 3 | 4 | [webm](https://gfycat.com/PresentUnconsciousAmberpenshell) 5 | 6 | ## Documentation 7 | See [wiki](https://github.com/Scorr/RetroUnity/wiki). 8 | 9 | ## External assets 10 | The following assets were used in this project: 11 | * [Flatscreen TV](https://www.assetstore.unity3d.com/en/#!/content/9721) by Rutger Klunder 12 | * [Free Furniture Set](https://www.assetstore.unity3d.com/en/#!/content/26678) by Lef 13 | 14 | 15 | ## Some helpful resources I found 16 | Save file examples: https://github.com/libretro/ludo/blob/6cb15e863f8febb2ccc3d4c84ca5603f05910be8/savefiles/savefiles.go 17 | libretro sample code: https://github.com/libretro/libretro-samples/blob/094d8d807da9dff5a0ec5ab4958cb68eb8c275ce/tests/test_advanced/libretro.h 18 | -------------------------------------------------------------------------------- /RetroUnity.CSharp.Plugins.csproj.DotSettings: -------------------------------------------------------------------------------- 1 |  2 | True 3 | True 4 | False 5 | True 6 | True -------------------------------------------------------------------------------- /RetroUnity.CSharp.csproj.DotSettings: -------------------------------------------------------------------------------- 1 |  2 | True 3 | True 4 | True -------------------------------------------------------------------------------- /RetroUnity.Plugins.csproj.DotSettings: -------------------------------------------------------------------------------- 1 |  2 | True 3 | True --------------------------------------------------------------------------------