Sega Saturn Retroarch

 admin
  1. +1 that would be great, the Retroarch yabause core is broken right now and bettle Saturn is too demanding and doesn’t have higher resolutions. Hunterk 31 August 2018 12:32 #4.
  2. Some games like Die Hard Trilogy and Panzer Dragoon Saga run fine from the Sega Saturn Playlist (built when I import content/scan directory) Some others like Diehard Arcade and Wipeout 2097 'load' but then lead to a 'drive empty' screen with no way to get the game to start.
Last updated March 31, 2021
Valid as of 1.27.0-UNSTABLE

This is Retroarch Sega Saturn overlay i made for resolution 1680x1050. Settings in retroarch: integer scale=off, aspect ratio=custom, custom viewport x=180, custom viewport y=30, custom viewport width=1320, custom viewport height=990. RetroArch database(s) that are associated with the Beetle Saturn core: Sega - Saturn; BIOS¶ Required or optional firmware files go in the frontend's system directory. Using Retroarch for Sega Saturn I tried Yabause, but it is not cutting it for me. At any rate, even though I have a directory of about 75 games in my Saturn directory, Retroarch is only recognizing 2 games.

Table of Contents:
  • Introduction
  • Firmware/BIOS
  • Default Input Mappings
    • Digital Gamepad on Virtual Port 1
    • Mouse on Virtual Ports 1-12
    • Light Gun on Virtual Ports 1-12
  • Internal Databases
    • Region
    • Cart
    • Cache Mode
    • Horrible Hacks
  • Settings Reference

Introduction

NOTE: The Sega Saturn emulation is currently experimental and under active development. By default(and for the official releases for Windows), Saturn emulation is only compiled in for builds for some 64-bit architectures(x86_64, AArch64, PPC64). The separate SSF playback module does not have this limitation.

Mednafen's Sega Saturn emulation is extremely CPU intensive. The minimum recommended CPU is a quad-core Intel Haswell-microarchitecture CPU witha base frequency of >= 3.3GHz and a turbo frequency of >= 3.7GHz(e.g. Xeon E3-1226 v3), but note that this recommendation does not apply to any unofficial ports or forks,which may have higher CPU requirements.

Save states are supported, but the data is not fully sanitized properly on save state load, so definitely avoid loading save states acquired from sources you don't trust(this includes via netplay).

Enabling CD image preloading into memory via the cd.image_memcache setting is recommended, toavoid short emulator pauses and audio pops due to waiting for disk accesses to complete when the emulated CD is accessed.

A list of known emulation bugs(with workarounds in some cases) in Saturn games with Mednafen is available at https://forum.fobby.net/index.php?t=msg&th=1357

Mednafen's Sega Saturn emulation should not be used in lieu of a Sega Saturn for authoritative game performance/FPS review purposes. The emulation will generallyrun Saturn games with less slowdown than on a real Saturn, even when more accurate emulation modes are enabled via internal databases.

Firmware/BIOS

Place the correct BIOS image files in the correct location.

The filenames listed below are per default ss.bios_* settings.

Key:NOTE: The default mapping for the emulated mouse 'START' button conflicts with the default mapping for the 'Enter' key on the emulated keyboards on all virtual ports, and the default mapping for 'START' on the emulated digital gamepad on virtual port 1. If you want to use an emulated mouse with an emulated keyboard, you should probably remap the 'START' button to a non-keyboard host device. Emulated Button:
Mouse, Right ButtonRight Button
Keyboard, EnterSTART

Light Gun on Virtual Ports 1-12

Emulated Button:
Mouse, Middle ButtonSTART
ID: Region:Purpose:
Preview Sega Saturn Vol. 1 (Europe)10 8f e1 af 55 5a 95 42 04 85 7e 98 8c 53 6a 31Europe
Primal Rage (Europe)ed 4c 0b 87 35 37 86 76 a0 f6 32 c6 a4 c3 99 88Europe
Race Drivin' (Japan)15 fc 3a 82 16 a9 85 a5 a8 ad 30 af 9a ff 03 a9Japan
Riven - A Sequencia de Myst (Brazil) (Disc 1)e1 dd fd a1 8b 47 02 21 36 1e 5a ae 20 c0 59 9fBrazil
Riven - A Sequencia de Myst (Brazil) (Disc 2)bf 5f f8 5f f2 0c 35 f6 c9 8d 03 bc 34 d9 da 7fBrazil
Riven - A Sequencia de Myst (Brazil) (Disc 3)98 b6 6e 09 e6 dc 30 e6 55 db 85 01 33 0c 0b 9cBrazil
Riven - A Sequencia de Myst (Brazil) (Disc 4)a2 34 b0 b9 aa 47 74 1f d4 1e 35 da 3d e7 4d e3Brazil
Sega International Victory Goal (Japan)f7 e9 23 0a 9e 92 f1 93 16 43 f8 6c e8 21 50 66Japan
Virtua Racing (Europe)64 75 25 0c a1 9b 6c 5e 4e a0 6d 69 d9 0f 32 caEurope
Virtua Racing (Japan)0d e3 fa fb 2b b9 6d 79 e0 3a b7 6d cc bf b0 2cJapan
WWF WrestleMania - The Arcade Game (Europe) (Demo)73 91 4b e1 ad 4d af 69 c3 eb b8 43 ee 3e b5 09Europe
Winter Heat (Europe) (Demo)6b 29 33 fc dd ad 8e 0d 95 81 a6 ee fd 90 4b 43Europe

Cart

This database is used to automatically select the type of cart to emulate when the 'ss.cart' setting is set to 'auto', the default. If a game is not found in the database when auto selection is enabled, then the cart used is specified by the 'ss.cart.auto_default' setting, default 'backup'(a backup memory cart). ID:
Cart:Purpose:
Astra Superstars (Japan)T-1521G1MiB Extended RAM
Cotton 2 (Japan)T-9904G1MiB Extended RAM
Cyberbots (Japan)T-1217G1MiB Extended RAM
Daytona USA CCE Net Link EditionMK-81218NoneReserved for future modem support.
Dennou Senki Virtual On (SegaNet)GS-7106NoneReserved for future modem support.
Dezaemon 2 (Japan)T-16804GBackup MemoryAllows saving.
Die Hard Trilogy (Europe/USA)T-16103HBackup MemoryGame will crash when running with a RAM expansion cart.
Die Hard Trilogy (Japan)GS-9123Backup MemoryGame will crash when running with a RAM expansion cart.
Dragon's Dream (Japan)GS-7114NoneReserved for future modem support.
Duke Nukem 3DMK-81071NoneReserved for future modem support.
Dungeons and Dragons Collection (Japan)T-1245G4MiB Extended RAMGame requirement('Shadow over Mystara').
Fighter's History Dynamite (Japan)GS-91071MiB Extended RAMGame requirement.
Final Fight Revenge (Japan)T-1248G4MiB Extended RAMGame requirement.
Friends (Japan)T-20109G1MiB Extended RAM
Groove on Fight (Japan)T-14411G1MiB Extended RAMGame requirement.
Habitat II (Japan)GS-7105NoneReserved for future modem support.
Heart of Darkness (Prototype)4a f9 ff 30 ea 54 fe 3a 79 a7 68 69 ae de 55 bb16MiB A-bus CS1 RAMGame requirement(though it's probable the original dev cart was only around 6 to 8MiB).
Heart of Darkness (Prototype)f1 71 c3 e4 69 d5 99 93 94 09 05 fc 29 d3 8a 5916MiB A-bus CS1 RAMGame requirement(though it's probable the original dev cart was only around 6 to 8MiB).
King of Fighters '95, The (Europe)MK-81088King of Fighters 95 ROMGame requirement.
King of Fighters '95, The (Japan)T-3101GKing of Fighters 95 ROMGame requirement.
Kouryuu Sangoku Engi (Japan)T-26104GBackup Memory
Marvel Super Heroes (Europe)T-7032H-501MiB Extended RAM
Marvel Super Heroes (Japan)T-1215G1MiB Extended RAM
Marvel Super Heroes vs. Street Fighter (Japan)T-1238G4MiB Extended RAMGame requirement.
Metal Slug (Japan)T-3111G1MiB Extended RAMGame requirement.
NOël 3 (Japan)T-22205G1MiB Extended RAM
Pad Nifty (Japan)GS-7101NoneReserved for future modem support.
Pia Carrot e Youkoso!! 2 (Japan)T-20114G1MiB Extended RAM
PlanetWeb Browser (multiple versions)T-319-01HNoneReserved for future modem support.
Pocket Fighter (Japan)T-1230G4MiB Extended RAM
Puzzle Bobble 3 (SegaNet)GS-7113NoneReserved for future modem support.
Real Bout Garou Densetsu (Japan)T-3105G1MiB Extended RAMGame requirement.
Real Bout Garou Densetsu Special (Japan)T-3119G1MiB Extended RAMGame requirement.
Samurai Spirits - Amakusa Kourin (Japan)T-3116G1MiB Extended RAMGame requirement.
Samurai Spirits - Zankurou Musouken (Japan)T-3104G1MiB Extended RAMGame requirement.
Saturn BombermanMK-81070NoneReserved for future modem support.
Saturn Bomberman (SegaNet)T-14305GNoneReserved for future modem support.
Sega Ages - Galaxy Force IIGS-9197Backup MemoryAllows saving replay data.
Sega Rally Championship Plus NetLink EditionMK-81215NoneReserved for future modem support.
SegaSaturn Internet Vol. 1 (Japan)T-31301GNoneReserved for future modem support.
Street Fighter Zero 3 (Japan)T-1246G4MiB Extended RAMGame requirement.
Super Real Mahjong P7 (Japan)T-16509G1MiB Extended RAM
Super Real Mahjong P7 (Japan)T-16510G1MiB Extended RAM
Tech Saturn 1997.6 (Japan)6106360081MiB Extended RAMRequired by 'Groove on Fight' demo.
The King of Fighters '96 (Japan)T-3108G1MiB Extended RAMGame requirement.
The King of Fighters '97 (Japan)T-3121G1MiB Extended RAMGame requirement.
Ultraman - Hikari no Kyojin Densetsu (Japan)T-13308GUltraman ROMGame requirement.
Vampire Savior (Japan)T-1229G4MiB Extended RAMGame requirement.
Virtual On NetLink EditionMK-81072NoneReserved for future modem support.
Waku Waku 7 (Japan)T-1515G1MiB Extended RAMGame requirement.
X-Men vs. Street Fighter (Japan)T-1226G4MiB Extended RAMGame requirement.

Cache Mode

This database is used to automatically select cache emulation mode, to fix various logic and timing issues in games. The default cache mode is is a hack of sorts, to work around cache coherency bugs in games. These bugs are typically masked on a real Saturn due to the effects of instruction fetches on the cache, but become a problem when only data caching is emulated.
Full cache emulation is not enabled globally primarily due to the large increase in host CPU usage. ID:
Cache Mode:Purpose:
3D Baseball (USA)T-15906HFullFixes minor FMV glitches.
3D Baseball - The Majors (Japan)T-18003GFullFixes minor FMV glitches.
Albert Odyssey (Japan)T-1507GFull
Albert Odyssey (USA)T-12705HFullFixes battle text truncation.
Area 51 (Europe)T-25408HData only, with high-level bypassFixes game hang.
Area 51 (USA)T-9705HData only, with high-level bypassFixes game hang.
Clockwork Knight 2 (USA)MK-81036Data only, with high-level bypassFixes game hang that occurred when some FMVs were played.
Corpse Killer (USA)T-16201HFullFixes glitchy rotation-zoom effect.
Crow, The (Europe)T-8124H-50FullFixes minor FMV glitches.
Crow, The (Germany)T-8124H-18FullFixes minor FMV glitches.
Crow, The (USA)T-8124HFullFixes minor FMV glitches.
Dark Seed II (Japan)T-36101GFullFixes game hang.
DeJig - Lassen Art Collection (Japan)T-30304GData only, with high-level bypassFixes graphical glitches.
Die Hard Trilogy (Europe/USA)T-16103HFullFixes game hang.
Die Hard Trilogy (Japan)GS-9123FullFixes game hang.
Doraemon - Nobita to Fukkatsu no Hoshi (Japan)T-19801GData only, with high-level bypassFixes blank Game Over screen.
Dragon Force II (Japan)GS-9184Data only, with high-level bypassFixes math and game logic errors during battles.
Father Christmas (Japan)T-18504GData only, with high-level bypassFixes stuck music and voice acting.
Fighting Vipers (Europe/USA)MK-81041Data only, with high-level bypassFixes computer-controlled opponent turning into a ghost statue.
Fighting Vipers (Japan)GS-9101Data only, with high-level bypassFixes computer-controlled opponent turning into a ghost statue.
Formula Grand Prix - Team Unei Simulation (Japan)T-7309GData only, with high-level bypassFixes game hang.
GeGeGe no Kitarou (Japan)T-13310GFullFixes game hang.
Gex (Europe)T-15904H50FullFixes minor FMV glitches.
Gex (Japan)T-15904GFullFixes minor FMV glitches.
Gex (USA)T-15904HFullFixes minor FMV glitches.
Golden Axe - The Duel (Europe/USA)MK-81045Data only, with high-level bypassFixes flickering title screen.
Golden Axe - The Duel (Japan)GS-9041Data only, with high-level bypassFixes flickering title screen.
Hideo Nomo World Series Baseball (Japan)GS-9061Data only, with high-level bypassFixes severe gameplay logic glitches.
Horror Tour (Japan)T-24301GFullFixes graphical glitches on the save and load screens.
House of the Dead (Japan)GS-9173Data only, with high-level bypassFixes game crash on lightgun calibration screen.
Irem Arcade Classics (Japan)T-22403GFullFixes hang when trying to start 'Zippy Race'.
Kidou Senkan Nadesico - Yappari Saigo wa Ai ga KatsuGS-9142FullFixes game hang.
Linkle Liver Story (Japan)GS-9055Data only, with high-level bypassFixes game crash when going to the world map.
Lunar - Silver Star Story (Japan)T-27901GFullFixes FMV flickering.
Mahjong Doukyuusei Special (Japan)T-25302G1Data only, with high-level bypassFixes missing background layer on disc 2.
Mahjong Doukyuusei Special (Japan)T-25302G2Data only, with high-level bypassFixes missing background layer on disc 2.
Mujintou Monogatari R - Futari no Love Love Island (Japan)T-28901GData only, with high-level bypassFixes glitches when character graphics change.
NBA Action (Europe)MK81103-50FullFixes minor FMV glitches.
NBA Action (USA)MK-81103FullFixes minor FMV glitches.
NFL Quarterback Club 96 (Europe)T-8109H-50FullFixes minor FMV glitches.
NFL Quarterback Club 96 (Japan)T-8105GFullFixes minor FMV glitches.
NFL Quarterback Club 96 (USA)T-8109HFullFixes minor FMV glitches.
Nobunaga no Yabou Shouseiroku (Japan)T-7664GFullFixes game hang.
Policenauts (Japan)T-9510GFullFixes screen flickering on disc 2.
Rampage - World Tour (Europe)T-25416H50FullFixes game hang.
Ronde (Japan)T-14415GData only, with high-level bypassFixes missing graphics on the title screen, main menu, and elsewhere.
Sega Saturn Choice Cuts (USA)81600Data only, with high-level bypassFixes FMV playback hangs and playback failures.
Segakore Sega Bible Mogitate SegaSaturn (Japan)610680501Data only, with high-level bypassFixes graphical glitch on the character select screen in the 'Zero Divide' demo.
Senken Kigyouden (Japan)T-37401GFullFixes dialogue text truncation.
Shunsai (Japan)T-18703GData only, with high-level bypassFixes various graphical glitches.
Slam 'n Jam 96 (Europe)T-15902H50FullFixes minor FMV glitches.
Slam 'n Jam 96 (Japan)T-159056FullFixes minor FMV glitches.
Slam 'n Jam 96 (USA)T-159028HFullFixes minor FMV glitches.
Solar Eclipse (USA)T-15911HFullFixes minor FMV glitches.
Space Jam (Europe)T-8125H-50FullFixes game crash.
Space Jam (Japan)T-8119GFullFixes game crash.
Space Jam (USA)T-8125HFullFixes game crash.
Spot Goes to Hollywood (Japan)T-7014GData only, with high-level bypassFixes hang at corrupted 'Burst' logo.
Spot Goes to Hollywood (USA)T-7001HData only, with high-level bypassFixes hang at corrupted 'Burst' logo.
Street Fighter Zero (Japan)T-1206GData only, with high-level bypassFixes weird color/palette issues during game startup.
Street Fighter Zero 3 (Japan)T-1246GData only, with high-level bypass
Super Puzzle Fighter II Turbo (USA)T-1215HData only, with high-level bypassFixes color/brightness and other graphical issues.
The Lost World - Jurassic Park (Europe/USA)MK-81065FullFixes most graphical glitches in rock faces.
The Lost World - Jurassic Park (Japan)GS-9162FullFixes most graphical glitches in rock faces.
Theme Park (Europe)T-5001HData only, with high-level bypassFixes hang during FMV.
Thunder Force Gold Pack 1 (Japan)T-1807GFullFixes explosion graphic glitches in 'Thunder Force III'.
Thunder Force Gold Pack 2 (Japan)T-1808GData only, with high-level bypassFixes hang when pausing the game under certain conditions in 'Thunder Force AC'.
Titan Wars (Europe)T-15911H50FullFixes minor FMV glitches.
Titan Wars (Japan)T-15903GFullFixes minor FMV glitches.
Virtua Cop (Europe)MK-81015
E
FullFixes game hang.
Virtua Cop 2 (Europe)MK-81043
E
FullFixes game hang.
Virtua Fighter (Europe)MK_8100550FullFixes graphical glitches.
Virtua Fighter (Japan)GS-9001FullFixes graphical glitches.
Virtua Fighter (USA)MK-81005FullFixes graphical glitches.
Virtua Fighter Kids (Japan/Europe)GS-9079
VF. KIDS
Data only, with high-level bypassFixes FMV glitches.
Virtua Fighter Kids (Korea/Java Tea Original)GS-9113
VF. KIDS
Data only, with high-level bypassFixes FMV glitches and/or malfunction of computer-controlled player.
Virtua Fighter Kids (USA)MK-81049
VF. KIDS
Data only, with high-level bypassFixes FMV glitches.
Virtua Fighter Remix (Europe)MK-8102350FullFixes graphical glitches.
Virtua Fighter Remix (Japan)GS-9039FullFixes graphical glitches.
Virtua Fighter Remix (SegaNet)SG-7103FullFixes graphical glitches.
Virtua Fighter Remix (USA)MK-81023FullFixes graphical glitches.
Virtual Mahjong (Japan)T-2206GData only, with high-level bypassFixes graphical glitches on the character select screen.
Virtual Volleyball (Japan)T-15005GData only, with high-level bypassFixes invisible menu items and hang.
Whizz (Europe)T-9515H-50FullFixes quasi-random hangs during startup.
Whizz (Japan)T-36102GFullFixes quasi-random hangs during startup.
WipEout (Europe)T-11301HData only, with high-level bypassFixes hang when trying to exit gameplay back to the main menu.
WipEout (Japan)T-18603GData only, with high-level bypassFixes hang when trying to exit gameplay back to the main menu.
WipEout (USA)T-18601HData only, with high-level bypassFixes hang when trying to exit gameplay back to the main menu.
World Series Baseball (Europe/USA)MK-81109Data only, with high-level bypassFixes severe gameplay logic glitches.
Xian Jian Qi Xia Zhuan (Taiwan)T-37401HFullFixes dialogue text truncation.
Yu-No (Japan)T-28004GFullFixes FMV ending too soon.
Zero Divide - The Final Conflict (Japan)T-31601GData only, with high-level bypassFixes graphical glitch on the character select screen.

Horrible Hacks

This database is used to automatically enable various horrible hacks to fix issues in certain games.
Note that slowing down VDP1 command execution due to SH-2 reads/writes isn't a horrible hack per-se, but it's activated on a per-game basis to avoid the likelihood of breaking some games due to overall Saturn emulation timing inaccuracies. ID:
Horrible Hacks:Purpose:
Albert Odyssey (Japan)T-1507GSH-2 reads/writes from/to VDP1 slow down command execution.Partially fixes battle text truncation.
Albert Odyssey (USA)T-12705HSH-2 reads/writes from/to VDP1 slow down command execution.Partially fixes battle text truncation.
All-Star Baseball 97 (USA)T-8150HSH-2 reads/writes from/to VDP1 slow down command execution.Fixes texture glitches.
Arcade's Greatest Hits (USA)T-9703HSH-2 reads/writes from/to VDP1 slow down command execution.Fixes flickering credits text.
Arcade's Greatest Hits - Atari Collection 1 (USA)T-9706HSH-2 reads/writes from/to VDP1 slow down command execution.Fixes flickering credits text.
Burning Rangers (Europe/USA)MK-81803SH-2 reads/writes from/to VDP1 slow down command execution.Fixes flickering rescue text.
Burning Rangers (Japan)GS-9174SH-2 reads/writes from/to VDP1 slow down command execution.Fixes flickering rescue text.
Burning Rangers Taikenban (Japan)6106856SH-2 reads/writes from/to VDP1 slow down command execution.Fixes flickering rescue text.
Falcom Classics II (Japan)T-31505GSH-2 reads/writes from/to VDP1 slow down command execution.Fixes FMV tearing in 'Ys II'.
Fighters Megamix (Europe/USA)MK-81073Disable slowing down of SH-2 CPU reads/writes during SH-2 DMA.Fixes hang after watching or aborting FMV playback.
Fighters Megamix (Japan)GS-9126Disable slowing down of SH-2 CPU reads/writes during SH-2 DMA.Fixes hang after watching or aborting FMV playback.
Frank Thomas Big Hurt Baseball (Japan)T-8111GSH-2 reads/writes from/to VDP1 slow down command execution.Reduces graphical glitches.
Frank Thomas Big Hurt Baseball (USA)T-8138HSH-2 reads/writes from/to VDP1 slow down command execution.Reduces graphical glitches.
Grandia (Japan)T-4507GPatch VDP1 VRAM to break an infinite loop.Fixes hang at end of first disc.
In The Hunt (Europe/USA)T-10001GSH-2 reads/writes from/to VDP1 slow down command execution.Fixes FMV tearing.
Kaitei Daisensou (Japan)T-15006GSH-2 reads/writes from/to VDP1 slow down command execution.Fixes FMV tearing.
Thunderhawk II (Japan)T-6006GBlock SH-2 DMA on last line of frame. Execute VDP1 commands instantly.Fixes hangs just before and during gameplay.
Thunderstrike II (USA)T-11501H00Block SH-2 DMA on last line of frame. Execute VDP1 commands instantly.Fixes hangs just before and during gameplay.
Tokimeki Memorial - Forever with You (Japan)T-9504GSH-2 reads/writes from/to VDP1 slow down command execution.Fixes glitchy frames on the Konami intro arm sprite.
Virtua Fighter (Europe)MK_8100550SH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Virtua Fighter (Japan)GS-9001SH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Virtua Fighter (USA)MK-81005SH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Virtua Fighter Remix (Europe)MK-8102350SH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Virtua Fighter Remix (Japan)GS-9039SH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Virtua Fighter Remix (SegaNet)SG-7103SH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Virtua Fighter Remix (USA)MK-81023SH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Whizz (Europe)T-9515H-50SH-2 reads/writes from/to VDP1 slow down command execution.Fixes major graphical issues during gameplay.
Whizz (Japan)T-36102GSH-2 reads/writes from/to VDP1 slow down command execution.Fixes major graphical issues during gameplay.
Wolf Fang SS - Kuuga 2001 (Japan)T-26105GSH-2 reads/writes from/to VDP1 slow down command execution.Fixes graphical glitches.
Yu-No (Japan)T-28004GSH-2 reads/writes from/to VDP1 slow down command execution.Reduces FMV tearing.

Settings Reference

Caution: Any settings that change emulation behavior as seen from the emulated game are shown with the setting name bolded in the table. One should be conscious of these settings if one has changed them from the default values when using network play or movies, as they can cause desychronizations if not set the same among hosts(or between the recording emulator and the playing emulator).

  • none - None

  • backup - Backup Memory(512KiB)

  • extram1 - 1MiB Extended RAM

  • extram4 - 4MiB Extended RAM

  • cs1ram16 - 16MiB RAM mapped in A-bus CS1
ss.cart.kof95_pathstringmpr-18811-mx.ic1Path to KoF 95 ROM image.
ss.cart.ultraman_pathstringmpr-19367-mx.ic1Path to Ultraman ROM image.
ss.cd_sanityboolean0
1
1Enable CD (image) sanity checks.
ss.correct_aspectboolean0
1
1Correct aspect ratio.

Disabling aspect ratio correction with this setting should be considered a hack.
If disabling it to allow for sharper pixels by also separately disabling interpolation(though using Mednafen's 'autoipsharper' OpenGL shader is usually a better option), remember to use scale factors that are multiples of 2, or else games that use high-resolution and interlaced modes will have distorted pixels.
Disabling aspect ratio correction with this setting will allow for the QuickTime movie recording feature to produce much smaller files using much less CPU time.

ss.h_blendboolean0
1
0Enable horizontal blend(blur) filter.

Intended for use in combination with the 'goat' OpenGL shader, or with bilinear interpolation or linear interpolation on the X axis enabled. Has a more noticeable effect with the Saturn's higher horizontal resolution modes(640/704).

ss.h_overscanboolean0
1
1Show horizontal overscan area.
ss.input.mouse_sensitivityrealthrough0.50Emulated mouse sensitivity.
ss.input.port1enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 1
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port1.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port1.gun_chairsinteger0x000000 through 0x10000000xFF0000Crosshairs color for lightgun on virtual port 1.

A value of 0x1000000 disables crosshair drawing.

ss.input.port10enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 10
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port10.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port10.gun_chairsinteger0x000000 through 0x10000000x00FF80Crosshairs color for lightgun on virtual port 10.

A value of 0x1000000 disables crosshair drawing.

ss.input.port11enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 11
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port11.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port11.gun_chairsinteger0x000000 through 0x10000000x8080FFCrosshairs color for lightgun on virtual port 11.

A value of 0x1000000 disables crosshair drawing.

ss.input.port12enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 12
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port12.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port12.gun_chairsinteger0x000000 through 0x10000000xFF8080Crosshairs color for lightgun on virtual port 12.

A value of 0x1000000 disables crosshair drawing.

ss.input.port2enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 2
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port2.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port2.gun_chairsinteger0x000000 through 0x10000000x00FF00Crosshairs color for lightgun on virtual port 2.

A value of 0x1000000 disables crosshair drawing.

ss.input.port3enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 3
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port3.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port3.gun_chairsinteger0x000000 through 0x10000000xFF00FFCrosshairs color for lightgun on virtual port 3.

A value of 0x1000000 disables crosshair drawing.

ss.input.port4enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 4
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port4.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port4.gun_chairsinteger0x000000 through 0x10000000xFF8000Crosshairs color for lightgun on virtual port 4.

A value of 0x1000000 disables crosshair drawing.

ss.input.port5enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 5
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port5.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port5.gun_chairsinteger0x000000 through 0x10000000xFFFF00Crosshairs color for lightgun on virtual port 5.

A value of 0x1000000 disables crosshair drawing.

ss.input.port6enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 6
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port6.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port6.gun_chairsinteger0x000000 through 0x10000000x00FFFFCrosshairs color for lightgun on virtual port 6.

A value of 0x1000000 disables crosshair drawing.

ss.input.port7enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 7
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port7.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port7.gun_chairsinteger0x000000 through 0x10000000x0080FFCrosshairs color for lightgun on virtual port 7.

A value of 0x1000000 disables crosshair drawing.

ss.input.port8enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 8
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port8.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port8.gun_chairsinteger0x000000 through 0x10000000x8000FFCrosshairs color for lightgun on virtual port 8.

A value of 0x1000000 disables crosshair drawing.

ss.input.port9enumnone
gamepad
3dpad
mouse
wheel
mission
dmission
gun
keyboard
jpkeyboard
gamepadInput device for Virtual Port 9
  • none - none

  • gamepad - Digital Gamepad
    Standard Saturn digital gamepad.

  • 3dpad - 3D Control Pad
    3D Control Pad

  • mouse - Mouse
    Mouse

  • wheel - Steering Wheel
    Arcade Racer/Racing Controller

  • mission - Mission Stick
    Mission Stick

  • dmission - Dual Mission
    Dual Mission Sticks, useful for 'Panzer Dragoon Zwei'. With 30 inputs to map, don't get distracted by..LOOK A LOBSTER!

  • gun - Light Gun
    Virtua Gun/Stunner. Won't function properly if connected behind an emulated multitap.
    Emulation of the Saturn lightgun in Mednafen is not particularly accurate(in terms of low-level details), unless you happen to be in the habit of using your Saturn with a TV the size of a house and bright enough to start fires.

  • keyboard - Keyboard (US)
    101-key US keyboard.
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.

  • jpkeyboard - Keyboard (JP)
    89-key Japanese keyboard(e.g. HSS-0129).
    Emulated keyboard key state is not updated unless input grabbing(by default, mapped to CTRL+SHIFT+Menu) is toggled on; refer to the main documentation for details.
ss.input.port9.3dpad.mode.defposenumdigital
analog
digitalDefault position for switch 'Mode'.

Sets the position for the switch to the value specified upon startup and virtual input device change.

  • digital - Digital(+)

  • analog - Analog(○)
    Analog mode is not compatible with all games. For some compatible games, analog mode reportedly must be enabled before the game boots up for the game to recognize it properly.
ss.input.port9.gun_chairsinteger0x000000 through 0x10000000xFF80FFCrosshairs color for lightgun on virtual port 9.

A value of 0x1000000 disables crosshair drawing.

ss.input.sport1.multitapboolean0
1
0Enable multitap on Saturn port 1.
ss.input.sport2.multitapboolean0
1
0Enable multitap on Saturn port 2.
ss.region_autodetectboolean0
1
1Attempt to auto-detect region of game.
ss.region_defaultenumjp
na
eu
kr
tw
as
br
la
jpDefault region to use.

Used if region autodetection fails or is disabled.

  • jp - Japan

  • na - North America

  • eu - Europe

  • kr - South Korea

  • tw - Taiwan

  • as - China

  • br - Brazil

  • la - Latin America
ss.scsp.resamp_qualityinteger0 through 104SCSP output resampler quality.

0 is lowest quality and CPU usage, 10 is highest quality and CPU usage. The resampler that this setting refers to is used for converting from 44.1KHz to the sampling rate of the host audio device Mednafen is using. Changing Mednafen's output rate, via the 'sound.rate' setting, to '44100' may bypass the resampler, which can decrease CPU usage by Mednafen, and can increase or decrease audio quality, depending on various operating system and hardware factors.

ss.slendinteger0 through 239239Last displayed scanline in NTSC mode.
ss.slendpinteger-16 through 271255Last displayed scanline in PAL mode.
ss.slstartinteger0 through 2390First displayed scanline in NTSC mode.
ss.slstartpinteger-16 through 2710First displayed scanline in PAL mode.
ss.smpc.autortcboolean0
1
1Automatically set RTC on game load.

Automatically set the SMPC's emulated Real-Time Clock to the host system's current time and date upon game load.

ss.smpc.autortc.langenumenglish
german
french
spanish
italian
japanese
englishBIOS language.

Also affects language used in some games(e.g. the European release of 'Panzer Dragoon').

  • english - English

  • german - Deutsch

  • french - Français

  • spanish - Español

  • italian - Italiano

  • japanese - 日本語
ss.enableboolean0
1
1Enable (automatic) usage of this module.
ss.forcemonoboolean0
1
0Force monophonic sound output.
ss.scanlinesinteger-100 through 1000Enable scanlines with specified opacity.

Opacity is specified in %; IE a value of '100' will give entirely black scanlines.
Negative values are the same as positive values for non-interlaced video, but for interlaced video will cause the scanlines to be overlaid over the previous(if the video.deinterlacer setting is set to 'weave', the default) field's lines.

ss.shaderenumnone
autoip
autoipsharper
scale2x
sabr
ipsharper
ipxnoty
ipynotx
ipxnotysharper
ipynotxsharper
goat
noneEnable specified OpenGL shader.

Obviously, this will only work with the OpenGL 'video.driver' setting, and only on cards and OpenGL implementations that support shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. When a shader is enabled, the '.videoip' setting is ignored.

  • none - None/Disabled

  • autoip - Auto Interpolation
    Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer.

  • autoipsharper - Sharper Auto Interpolation
    Same as 'autoip', but when interpolation is done, it is done in a manner that will reduce blurriness if possible.

  • scale2x - Scale2x

  • sabr - SABR v3.0
    GPU-intensive.

  • ipsharper - Sharper bilinear interpolation.

  • ipxnoty - Linear interpolation on X axis only.

  • ipynotx - Linear interpolation on Y axis only.

  • ipxnotysharper - Sharper version of 'ipxnoty'.

  • ipynotxsharper - Sharper version of 'ipynotx'.

  • goat - Simple approximation of a color TV CRT look.
    Intended for fullscreen modes with a vertical resolution of around 1000 to 1500 pixels. Doesn't simulate halation and electron beam energy distribution nuances.
ss.shader.goat.fprogboolean0
1
0Force interlaced video to be treated as progressive.

When disabled, the default, the 'video.deinterlacer' setting is effectively ignored with respect to what appears on the screen, unless it's set to 'blend' or 'blend_rg'. When enabled, it may be prudent to disable the scanlines effect controlled by the *.goat.slen setting, or else the scanline effect may look objectionable.

ss.shader.goat.hdivreal-2.00 through 2.000.50Constant RGB horizontal divergence.
ss.shader.goat.patenumgoatron
borg
slenderman
goatronMask pattern.
  • goatron - Goatron
    Brightest.

  • borg - Borg
    Darkest.

  • slenderman - Slenderman
    Spookiest?
ss.shader.goat.slenboolean0
1
1Enable scanlines effect.
ss.shader.goat.tpreal0.00 through 1.000.50Transparency of otherwise-opaque mask areas.
ss.shader.goat.vdivreal-2.00 through 2.000.50Constant RGB vertical divergence.
ss.specialenumnone
hq2x
hq3x
hq4x
scale2x
scale3x
scale4x
2xsai
super2xsai
supereagle
nn2x
nn3x
nn4x
nny2x
nny3x
nny4x
noneEnable specified special video scaler.

The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to '2', and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).

  • none - None/Disabled

  • hq2x - hq2x

  • hq3x - hq3x

  • hq4x - hq4x

  • scale2x - scale2x

  • scale3x - scale3x

  • scale4x - scale4x

  • 2xsai - 2xSaI

  • super2xsai - Super 2xSaI

  • supereagle - Super Eagle

  • nn2x - Nearest-neighbor 2x

  • nn3x - Nearest-neighbor 3x

  • nn4x - Nearest-neighbor 4x

  • nny2x - Nearest-neighbor 2x, y axis only

  • nny3x - Nearest-neighbor 3x, y axis only

  • nny4x - Nearest-neighbor 4x, y axis only
ss.stretchenum0
full
aspect
aspect_int
aspect_mult2
aspect_mult2Stretch to fill screen.
  • 0 - Disabled

  • full - Full
    Full-screen stretch, disregarding aspect ratio.

  • aspect - Aspect Preserve
    Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs yscalefs) can be maintained.

  • aspect_int - Aspect Preserve + Integer Scale
    Full-screen stretch, same as 'aspect' except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer.

  • aspect_mult2 - Aspect Preserve + Integer Multiple-of-2 Scale
    Full-screen stretch, same as 'aspect_int', but rounds down to the nearest multiple of 2.
ss.tblurboolean0
1
0Enable video temporal blur(50/50 previous/current frame by default).
ss.tblur.accumboolean0
1
0Accumulate color data rather than discarding it.
ss.tblur.accum.amountreal0 through 10050Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.
ss.videoipenum0
1
x
y
1Enable (bi)linear interpolation.
  • 0 - Disabled

  • 1 - Bilinear

  • x - Linear (X)
    Interpolation only on the X axis.

  • y - Linear (Y)
    Interpolation only on the Y axis.
ss.xresinteger0 through 655360Full-screen horizontal resolution.

A value of '0' will cause the current desktop horizontal resolution to be used.

ss.xscalereal0.01 through 2563.000000Scaling factor for the X axis in windowed mode.
ss.xscalefsreal0.01 through 2561.000000Scaling factor for the X axis in fullscreen mode.

For this setting to have any effect, the '.stretch' setting must be set to '0'.

ss.yresinteger0 through 655360Full-screen vertical resolution.

A value of '0' will cause the current desktop vertical resolution to be used.

ss.yscalereal0.01 through 2563.000000Scaling factor for the Y axis in windowed mode.
ss.yscalefsreal0.01 through 2561.000000Scaling factor for the Y axis in fullscreen mode.

For this setting to have any effect, the '.stretch' setting must be set to '0'.

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-snes9x2010 is the libretro core of the SNES emulator called snes9x2010.

RetroArch and libretro provide ability to configure controllers once for many emulators instead of having to configure each emulator individually. 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.

The RetroPad concept

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. A RetroPad has an ABXY layout like a SNES controller plus four shoulder buttons and dual analog sticks like a Sony DualShock.

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

There are 3 main ways to configure input for RetroArch:

  • Autoconfigurations - made in EmulationStation
  • Hardcoded Configurations - made by editing retroarch.cfg file(s)
  • Core Input Remapping - an easy way to do specific control configurations for specific cores, made in the RetroArch RGUI

AutoConfigurations

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, Xbox 360, and 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.

After you've configured your controller the autoconfig will be created here:

This is an example config for a USB SNES controller

As seen above in the config for the USB SNES controller, each input on the controller has an associated value. When setting up the controller in EmulationStation, these values are then assigned a respective action on RetroArch.

For example, suppose the 'A' button on a USB SNES controller has a value of '1.' When setting up the controller, EmulationStation would prompt you to press the 'A' button on your controller. Pressing the 'A' button would then record into the config file as input_a_btn = '1', so RetroArch will know that the 'A' button on your physical controller corresponds to the 'A' button on RetroArch's virtual controller, the RetroPad. Therefore, the next time you play a game such as Super Mario Bros. pressing the 'A' button will tell RetroArch to press the 'A' button on its RetroPad, causing Mario to jump. If you accidentally pressed the 'B' button with a value of '2' during setup when it prompted for 'A,' then it would be recorded into the config file as input_a_btn = '2', so if you want to jump in Super Mario Bros., you would have to press 'B' on your controller.

Hotkeys

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).

Default joypad hotkeys:

HotkeysActionCode Example
SelectHotkeyinput_enable_hotkey_btn = '6'
Select+StartExitinput_exit_emulator_btn = '7'
Select+Right ShoulderSaveinput_save_state_btn = '5'
Select+Left ShoulderLoadinput_load_state_btn = '4'
Select+RightInput State Slot Increaseinput_state_slot_increase_btn = 'h0right'
Select+LeftInput State Slot Decreaseinput_state_slot_decrease_btn = 'h0left'
Select+XRGUI Menuinput_menu_toggle_btn = '3'
Select+BResetinput_reset_btn = '0'

Determining Button Values

If you want to edit the entries in the .cfg file for your controller, you will need to know the values corresponding to the buttons on your controller. 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. For example, the USB gamepad above has an entry for input_x_btn = '0', indicating that the 'X' button on the controller (or the button that you associated as 'X' during controller setup in EmulationStation) has a value of '0.'

On the other hand, maybe you are not sure if the values in the .cfg file is correct or the file is missing entries for buttons that are available on your own controller, such as a 'Home' button. You can run jstest (joystick test) in the terminal by selecting Quit EmulationStation (a keyboard will be required for the following steps).

In the terminal, type and enter
jstest /dev/input/js0

Replace js0 with js1, js2, js3, etc. as needed if not detected.

A multitude of rows and columns should appear. Pressing buttons or moving analog sticks/joystick will cause various entries in the columns to swap between on and off and fluctuate through a range of numbers. The value next to an on/off entry corresponds to the button that you have pressed. The fluctuation of numbers from -32767 to 32767 correspond to the input on your controller that has a range of motion, such as analog sticks/triggers.

If you are interested in figuring out which is your 'Select' button, pressing and holding 'Select' on your controller will cause one column to switch from off to on. The value next to it corresponds to the 'Select' button. If you have a controller with a 'Home' button, pressing the 'Home' button will also cause one column to switch from off to on. To exit jstest, press Ctrl + c. To return to EmulationStation from the terminal, type and enter emulationstation.

Using these values, you can edit the .cfg file for that controller as needed. For example, if you were interested in switching the your Hotkey button to a 'Home' button available on your controller, you would edit input_enable_hotkey_btn = 'some number', replacing 'some number' with the value you found for your 'Home' button in jstest.

Video Tutorial

Hardcoded Configurations

These configurations are manual edits you can make that are locked to a specific libretro core and controller. Hardcoded controls can be configured either globally, specific to the emulator core, or specific to an individual game.

Config Hierarchy

All RetroArch based emulators can be configured in the following way:

Global settings - that are settings which should apply to all systems - are done in the file:

(example)

System-specific settings are done in the files:

(example)

Here, SYSTEMNAME is atari2600, snes, etc. All settings in these files will override the corresponding global setting as long as they are placed above the #includeconfig line.

ROM-specific settings can be created in the runcommand menu and show up as configuration files by ROM title:

(example)

The ROMNAME includes the original file extension before the .cfg, e.g. supermariobros.zip.cfg These configurations are used when starting this specific ROM.

Custom RetroArch Override Examples

Example Default Per-System retroarch.cfg

Example Per-System Control Override retroarch.cfg

Note the values below are for one person's controller, your values may differ. Make sure that these values are placed above the #includeconfig line:

Example Per-ROM Override retroarch.cfg

Core Input Remapping

Core Input Remapping differs from the other two methods as it remaps how the core receives input rather than how the gamepad is coded, for example you can tell the snes core to switch button A and B on the controller for gameplay, but you can still use 'A' to select in the RGUI and 'B' to go back where as hard-coding would make B select and A back. Core Remapping is much more practical than hard-coded mapping but is limited to the cores that support it.

  • Start a game of the system you want to remap the buttons
  • Invoke RGUI (Hotkey+X with player 1)
  • Go to Quick Menu and then Controls
  • Configure the buttons the way you want
  • Select Save Core Remap File
  • OR, if you want to save this remapping for the current game only, select Save Game Remap File

Remaps are saved as .rmp files in directory:

Retroarch Controls Cheat-Sheet

Video Tutorials

  • Core input remapping: Remapping your controller by Floob
  • Testing Joypad: Testing joystick by Floob
  • Configuring USB Controllers With Retroarch, Controller not configured fix by Herb Fargus
  • Configure a wireless PS3 controller with RetroPie 3 by Floob
  • XBox 360 Wireless Controller Configuration by Herb Fargus

Default Core Controls for All Emulators

3do

Atari 2600

Atari Lynx

Gameboy

Gameboy Color

Gameboy Advance

Game Gear

Mastersystem

Megadrive/Genesis (3 Button)

Megadrive/Genesis (6 Button)

Nintendo 64

Nintendo DS

Sega Saturn Bios

NES

Neo Geo

Neo Geo Pocket

PS1

PSP

SG-1000

Super Nintendo

Sega Saturn Emulator Retroarch

Sega Saturn

Sega Saturn Bios For Yabause

Turbografx16

Videopac/Odyssey2

Vectrex

VirtualBoy

Bios

Sega Dreamcast

Intellivision