Alisa - CCroes
Hello everyone,

I wanted this Sunday to be a day of no work.
But I read that the pulsemeter was still bugged. and gave a wrong code.
So I quickly fixed it because I didn't want to wait until tomorrow.

It was the last number in the row that had a wrong check. So now, hopefully, fully fixed.
I tested it multiple times and didn't give me any wrong code now.


Sorry for the inconvenience!
Unending Dusk - dwayne
Content Update.

Angelic Gifts and Angelic Maps




Angelic Gifts now provide you with Experience and Dark Resistance bonuses when you interact with the mysterious Angel-like creatures. Find them in random encounters with the Engineer or specific random Map areas. The more you interact, the larger the bonus. These are persistent buffs that are specific to your character.

Added Halloween Lobby

Balance Changes
- Increased all Alt Special Buffs from 20 to 30 seconds
- Increased all Block Mod proc Buffs from 20 to 30 seconds
- Increased all Kill Mod proc Buffs from 5 to 15 Seconds
- Made all secret Maps significantly easier to find
- Increased chance to get Engineer encounter by 20%

General Fixes
- Fixed interaction indicators sometimes not spawning during multiplayer game lobbies
- Interaction indicators now emit faster to be more visible
- Fixed some English grammar and text issues
- Added Dark Resistance to the game. This reduces Dark damage but also reduces the chance of increased hit stun frames
- Added a EXP multiplier display to the Spoils page

Thanks for your support!
Happy Halloween.

Oct 24, 2021
Crashers of Aetheria Playtest - Hicksy
Welcome players!

Play games online for the next week to unlock some fun Halloween themed cards, skins, and avatar. Will you be able to get to max level?

Reminder that surrendering does not award experience points towards the event
Oct 24, 2021
Crashers of Aetheria - Hicksy
Welcome players!

Play games online for the next week to unlock some fun Halloween themed cards, skins, and avatar. Will you be able to get to max level?

Reminder that surrendering does not award experience points towards the event
Oct 24, 2021
EarthX - DenisWASD
Hey,

it's been a while since the September devlog, so time to update you on everything. I've been in hospital at the end of September for several days, so I did another break from the projects for about 2 weeks to gain power and focus.

The update itself is currently at ~85-90% completion level. I've completed all main Moon mechanics, added all planned buildings, replaced Starship models, added Superheavy catching animations, and did some other polishing work.

What's left is pretty much only bug fixing and additional missions. I will work on them this week as Adrian sends me new in-game news for new payloads. Once I add new missions, I will do some private testing and then upload an experimental build for everyone to test (if you want to help). I will let you know in an additional Steam post once it's up (and on my Discord server ofc).

Preview into Work-In-Progress Stuff

Firstly, and probably most importantly for me, we've finally replaced the old plane model. Like literally, I did it in like 1 min about 3 years ago "only for testing". It ended up being used in the game for pretty much its entire existence. The plane was currently the oldest model in the game, it was added even before EarthX was released on itch.io;




Lucas also made some new Moon buildings and they were implemented in the game this month. Here's an example of a Moon base you can build.



In October we've finally agreed with the team on how Moon will work in EarthX.

Originally, about 2 years ago, we had plans to add Mars and Moon in one update. We wanted to make a much more complicated game back then. When we've worked on Mars, it turned out to be way more difficult to make and balance than we thought. rykllan spent many days creating all of the Mars buildings, while I tried to make a cool gameplay concept. It partially worked since Mars seems to be playable, maybe not "as cool" as the rest of the game, but it's good enough IMO.

Then we decided to add Moon "later" in the development, and it eventually turned out to be the last EarthX update.

Then, "why don't you make Moon like Mars", you would ask?

Well, the answer is pretty simple and I hope you understand. If we make Moon gameplay like the Mars gameplay, what's the point of flying to Mars after you've conquered the Moon? If the gameplay design/models look and work similar on both planets, it would get repetitive even more than it's now.

We want to avoid that since Mars terraformation is the endgame of EarthX and most of the players would simply stop playing after reaching Moon.



So what's our plan then?

Well, we just make the Moon be a teaser of Mars. Even better, you will still be able to start sending stuff to Mars and build some buildings there before you build a base on the Moon.
However, only after you build a base on the Moon and send a few people there, you will be able to unlock Crew Starship.

The Moon Materials and Moon Crew will come from both Artemis 1 and Artemis 2 contracts you will get when playing the game.



We think this is the best way we can do it. If you have any suggestions, we are pretty open to hearing them, but I will probably not rewrite everything (again hehe).

Full release informations

The full release is close. The hype within our team is enormous and I'm personally pretty excited since this will be the first project that's years old I will actually finish (it's beautiful!).

Let's just keep it short here.

When?
I want to release it on my birthday that's on 11th February, but plans might change. It will be early next year for sure!

Will there be bugfix updates?
Yes, as long as players find some bugs, I will try to recreate them and release a bugfix patch as soon as possible. There will be a few months period between the 0.9.0 release and the full release, so we hope to iron out most of the bugs in that time :D

Cool, but what about content updates?
Sorry to tell you that, but 0.9.0 will be the last content update for EarthX. We might add new missions etc. but that will be probably very rare xD
The reason we're deciding that way is that we just want to move forward. EarthX's code is made mostly by a dumb teenager (hi that's me) and it's very hard to add new content or even extend the current one.
We want to focus our forces and new skill on our next project - EarthX 2. (what an amazingly original name btw!)

Oh no, that's sad, but can I at least have some physical items?
Yes and No. Yes because we actually want to make a few interesting T-Shirt designs and No because we are lazy to do them. However, I hope I will find some time and motivation to make at least two lol

Nice, but when I have an EarthX T-Shirt, I might go show it off to friends or something, can I take EartthX with me? :3
What an amazing question, the short answer is yes, we are in talks with Pineapple Works studio and they are willing to take the challenge of understanding and editing the bad teenager's code and make a Nintendo Switch port out of it. I will personally support them as much as I can :)

Cool, now I have to buy Nintendo Switch... Will I have some moneys left to buy EarthX on full release?
For many months I talk about increasing EarthX price to 17.99€, I think that will change. I might leave EarthX below 15€. The current price is 14.69€ and I just might increase it to 14.99€ and call it a day.
It's only for the Steam version btw.
I have absolutely no idea how much EarthX will cost on Nintendo Switch.

The end
Yes, this is the end. The end of all ends. This year was hard for me, and probably hard for many people as the world goes back to normal and many of you had work or exams or other responsibilities. All I can do from my position is to wish you a good life and thank you for supporting this project.

Byeee and see u next time
Denis
Oct 24, 2021
Ragnorium - Vitali Kirpu
EPISODE 36 / PS1 UPDATE 9
*NEW: ECR Relay Towers are now guarded by ECR Commandos, and Holy Crosses are guarded by Ark Old Guards. Before destroying Tower or Holy Cross, you have to defeat the guard who is quite strong but pacified at the start of the game and will only attack if you decide to do so.
*NEW: Debris Piles are now guarded by Junk Maidens; destroy them before you can harvest that juicy debris.
*NEW: Guard NPC's become hostile during the night and start scanning nearby areas for enemies; make sure to build colony away from them. This change effectively makes nights very dangerous. When the night ends, they will revert to the pacified state if they were not in combat.
*NEW: You can now mute Mini-Bosses and Guards within Context Menu.
*NEW: Guard NPC all have unique voice lines and Guard Badge above their heads.
*Bomb Pastor now has a voice line just like any other Mini-Boss.
*Small prop cactuses won't spawn anymore as they could confuse players sometimes with an actual cactus that yields water.
*Map Music no longer plays during the night on any map, and instead, there is dread ambiance or drone.
*Enemy Indicator sounds during the night are more menacing now.
*Fishing Spot Indicators are no longer shown while in spaceship flight mode.
*Harvest Markers are no longer shown while in spaceship flight mode.
*Balance: Debris Pile Spawn quantity reduced.
*Balance: Debris Pile Loot Table updated and buffed.
*Balance: Reduced amount of Water Canister events by 50%.
*Balance: Tire Spawn rate near Debris Pile reduced by 50%.
*Balance: Combat Knife that few enemies use has been nerfed. Attack Damage reduced from 4 to 3, and Attack Speed changed to 1.0 from 0.6
*Balance: Base Stagger increased to 20 from 18.
*Balance: Staggered Colonists or Enemies now take 50% increased damage rather than 100%,
*Fixed Typo/Miss naming inside BGM Player where there were two ALDON_BMG2 entries.
*Fixed Tooltip Bug where Cactus had two icon overlaps (Refill and Shake Indicator).


What can you expect from PS1 Updates?

Post-Season 1 Updates are intended for polishing the game and preparing the game for Season 2, which by the current pace would happen somewhere in 2022 Fall with the release of Episode 37. These PS1 updates don't have a schedule and will be happening randomly during the last months of EA and after the game is out of EA.

In detail, these updates include Bug fixing, polish of the current systems, balance and some light revamps, and localization. The goal is to perfect all the content that has been introduced during EA/Season 1 of Ragnorium and fill the gaps that might exist.

The best is yet to come.
Princess & Conquest - Towerfag
Just a couple fixes before Spooktime comes!

Size: 80 KBs

Fixes:
  • Fixed crashes during the "jump" event in the Birdcage
  • Fixed Bird NPCs (missing) animations showing other NPC ones instead
  • Fixes indoor climate being shown after resting in the Pullet Inn
RC Rush - Tea Monster Games
Occasional DirectX crash bug fix
Added driver models to Outbacks
Fixed respawn causing some trucks to nose dive(!)
Changed UI highlight states
Tightened up timing at the end of elimination races
Adjusted shaders on some trucks to be more shiny, less metallic
RetroArch - Gadsby

RetroArch 1.9.12 has just been released.

If you'd like to learn more about upcoming releases, please consult our roadmap here.

Remember that this project exists for the benefit of our users, and that we wouldn't keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!
Highlights
Steam

New cores are on the verge of being approved on Steam. First out of the gates is Picodrive, a Sega Genesis/Master System/Sega CD/32X emulator. You can grab that for RetroArch right now here.

We'd also like to remind users that are still using the RetroArch Play Test version on Steam to please migrate over to the mainline Steam release now and to stop using it. The Play Test version is outdated and won't really be updated anymore after this point.


Miyoo - Pocket Go, PowKiddy Q90-V90 and New BittBoy - Over 28 cores now
For version 1.9.11, we added support for Miyoo devices, such as the Pocket GO, PowKiddy Q90-V90 and New BitBoy. Back then, we only had one or two cores available.

Version 1.9.12 now comes with a whopping 28 cores - quite the improvement over 1.9.11.

List of all cores so far -
  • 81
  • CAP32
  • fMSX
  • FUSE
  • Gambatte
  • Genesis Plus GX
  • GW
  • Handy
  • LRMAME2003
  • LRMAME2003 Plus
  • Mednafen PCE Fast
  • Mednafen Wswan
  • mGBA
  • NXEngine
  • O2EM
  • Picodrive
  • PokeMini
  • Potator
  • PrBoom
  • Prosystem
  • QuickNES
  • RACE
  • Retro8
  • ScummVM
  • SMS Plus
  • Stella 2014
  • Theodore
  • Vecx


NOTE: We are not affiliated or have any association with the companies behind these devices.
HID subsystem unification - improvements/bugfixes
1.9.11 added a new unified HID subsystem that works on both Mac and WiiU.

Version 1.9.12 features several crucial bugfixes and additions that were plaguing the initial implementation in 1.9.11. See the CHANGELOG at the end of this blog post for more details.
Increased backwards compatibility for macOS cores
Since the migration to our new infrastructure, the minimum OS requirements for macOS cores unintentionally went up. We have since taken steps to address this.

Here are the current minimum OS requirements:
  • 2048: 10.9
  • 81: 10.9
  • atari800: 10.9
  • bk: 10.1
  • blastem: 10.9
  • bluemsx: 10.9
  • bsnes2014_accuracy: 10.9
  • bsnes2014_balanced: 10.9
  • bsnes2014_performance: 10.9
  • bsnes_cplusplus98: 10.9
  • bsnes_hd_beta: 10.9
  • bsnes: 10.9
  • bsnes_mercury_accuracy: 10.9
  • bsnes_mercury_balanced: 10.9
  • bsnes_mercury_performance: 10.9
  • cannonball: 10.9
  • cap32: 10.9
  • craft: 10.7
  • crocods: 10.9
  • desmume: 10.7
  • dinothawr: 10.8
  • dosbox_core: 10.9
  • dosbox_pure: 10.9
  • dosbox_svn: 10.9
  • duckstation: 10.15
  • easyrpg: 10.9
  • ecwolf: 10.9
  • fbalpha2012_cps1: 10.9
  • fbalpha2012_cps2: 10.9
  • fbalpha2012_cps3: 10.9
  • fbalpha2012: 10.9
  • fbalpha2012_neogeo: 10.7
  • fbneo: 10.9
  • fceumm: 10.9
  • fixgb: 10.9
  • flycast: 10.9
  • fmsx: 10.9
  • freechaf: 10.9
  • freeintv: 10.9
  • frodo: 10.9
  • fuse: 10.9
  • gambatte: 10.9
  • gearboy: 10.9
  • gearcoleco: 10.9
  • gearsystem: 10.9
  • genesis_plus_gx: 10.9
  • genesis_plus_gx_wide: 10.9
  • gme: 10.9
  • gpsp: 10.1
  • gw: 10.9
  • handy: 10.9
  • hatari: 10.9
  • lowresnx: 10.9
  • lutro: 10.9
  • mame2000: 10.9
  • mame2003: 10.9
  • mame2003_plus: 10.9
  • mame2010: 10.9
  • mame: 10.9
  • mednafen_gba: 10.9
  • mednafen_lynx: 10.9
  • mednafen_ngp: 10.9
  • mednafen_pce_fast: 10.7
  • mednafen_pce: 10.7
  • mednafen_pcfx: 10.9
  • mednafen_psx: 10.9
  • mednafen_saturn: 10.9
  • mednafen_snes: 10.9
  • mednafen_supergrafx: 10.9
  • mednafen_vb: 10.9
  • mednafen_wswan: 10.7
  • melonds: 10.9
  • mesen-s: 10.9
  • mesen: 10.9
  • mgba: 10.9
  • mrboom: 10.9
  • mu: 10.9
  • nekop2: 10.9
  • neocd: 10.9
  • nestopia: 10.9
  • np2kai: 10.7
  • nxengine: 10.9
  • o2em: 10.9
  • oberon: 10.9
  • opera: 10.9
  • parallel_n64: 10.7
  • pcsx_rearmed: 10.9
  • picodrive: 10.6
  • play: 10.14
  • pocketcdg: 10.9
  • pokemini: 10.9
  • potator: 10.9
  • ppsspp: 10.9
  • prboom: 10.9
  • prosystem: 10.9
  • puae: 10.6
  • px68k: 10.7
  • quasi88: 10.9
  • quicknes: 10.9
  • race: 10.9
  • reminiscence: 10.9
  • retro8: 10.9
  • sameboy: 10.9
  • scummvm: 10.9
  • smsplus: 10.7
  • snes9x2002: 10.9
  • snes9x2005: 10.9
  • snes9x2005_plus: 10.9
  • snes9x2010: 10.9
  • snes9x: 10.9
  • squirreljme: 10.9
  • stella2014: 10.7
  • stella: 10.9
  • tgbdual: 10.7
  • theodore: 10.7
  • thepowdertoy: 10.15
  • tic80: 10.15
  • tyrquake: 10.9
  • uzem: 10.9
  • vba_next: 10.9
  • vbam: 10.9
  • vecx: 10.9
  • vemulator: 10.9
  • vice_x128: 10.9
  • vice_x64: 10.9
  • vice_x64sc: 10.9
  • vice_xcbm2: 10.9
  • vice_xcbm5x0: 10.9
  • vice_xpet: 10.9
  • vice_xplus4: 10.9
  • vice_xscpu64: 10.9
  • vice_xvic: 10.9
  • virtualjaguar: 10.9
  • vitaquake2: 10.9
  • x1: 10.9
  • xrick: 10.9
  • yabause: 10.9
We intend to drive down the requirements even lower in the coming months. For C++-based cores, the lowest we can go is 10.9. Going lower would require installing an older SDK version. For C-based cores, the lowest we can go is 10.4 for Intel-based architectures.
Project IO - Continued
You've read in our previous blog post that we were working on a long-term project to wrap/abstract all file system I/O in cores, and also correct and improve cores along the way. This work has continued for version 1.9.12, and we are happy to report that various cores have been improved substantially as a result.

Below are all the cores we managed to cover so far. The ones listed in bold are the new cores we have covered since 1.9.11.
Project IO - FCEUmm improvements
We replaced all direct file access in the core with VFS routines (libretro/RetroArch#12949)

In addition, it turned out that this core had been violating the libretro API for some time by setting need_fullpath = false but then requiring the content fullpath to detect the region of iNES v1.0 ROMs. This PR fixes the issue by setting need_fullpath = true by default, but then lifting this restriction for frontends that support the RETRO_ENVIRONMENT_SET_CONTENT_INFO_OVERRIDE environment callback (which allows a valid content name to be extracted even when using a frontend-provided data buffer)

Built-in Game Genie support

FCEUmm has long supported emulation of the Game Genie cartridge add-on, but this is currently unavailable in the libretro core. 1.9.12 wires up said functionality:

A new core option Game Genie Add-On (Restart) has been added (disabled by default)
In order for the option to apply, the Game Genie ROM file named gamegenie.nes must be present in the frontend system directory
Game Genie support is disabled for FDS and arcade content
Save states do not function (and are disabled) while the Game Genie boot screen is open
After enabling Game Genie Add-On (Restart), launching a game will cause the Game Genie boot screen to appear. Codes can be entered with the gamepad (as on real hardware): D-Pad to move, A to select, B to delete. For example:
<blockquote>Super Mario Bros.
YSAOPE + YEAOZA + YEAPYA Start on World 8</blockquote>


Why would we want this functionality, when the regular cheat interface is already available? Because:

* It provides an authentic experience
* It enables cheats when using frontends that don't support the regular cheat interface
* All the code was already in place, and it was easy to enable :)

In addition, during the process of implementing this, the core's OSD messaging code was overhauled and cleaned up. OSD warnings will be displayed when appropriate if the Game Genie ROM file is missing, and also if the FDS bios is missing. OSD message durations have been shortened a little, and the core makes use of the extended messaging interface when available.

Color palette switching



At present it is difficult to compare the core's Color Palette options, because these can only be set via the quick menu. 1.9.12 adds the ability to switch to the next/previous colour palette by holding RetroPad L2 and pressing D-Pad Left/Right while content is running.

Memory leaks fixed

Numerous memory leaks have been fixed while going over this core. This should benefit in particular all the statically linked platforms, such as game consoles.
Project IO - SameBoy improvements
1.9.12 makes the following changes to the core:

Direct file access has been replaced with VFS routines (libretro build only) (Cores with straight stdio file I/O RetroArch#12949)

The core now sets need_fullpath = false, such that content is loaded from the frontend-supplied memory buffer. (Cores that should be turned into need_fullpath = false)

Since the core no longer receives a content path, automatic ROM type detection cannot be based on file extension (.gb, .gbc). We now therefore inspect the ROM header, which means we can also distinguish SGB-enhanced content. As a result, the System - Emulated Model core option has been modified such that the Auto settings are:

Auto Detect DMG/CGB (default): Emulated hardware will be set to either Game Boy or Game Boy Color depending upon the ROM.
Auto Detect DMG/SGB/CGB: Emulated hardware will be set to either Game Boy, Super Game Boy or Game Boy Color depending upon the ROM.
A new Auto Detected SGB Model has also been added, to enable selection of which type of SGB hardware to emulate when content is detected as being SGB-enhanced.

Since it was necessary to edit the core options anyway, these have been updated to v2 and option categories have been added.
Note that all changes here (apart from two .gitignore additions) are limited to the libretro directory - no 'emulator' code has been modified.

Fixes issue #58 - 'Better Auto System Model Support #58'
Fixes issue #52 (since the core no longer loads ROMs directly) - 'Can't load ROM files with special characters in filename'
PCSX ReARMed - Improvements
Lots of improvements have been made to PCSX ReARMEd courtesy of gameblablabla -
  • Literals are deduplicated, so there's no guarantee they will be stored next to each other, even if they're written sequentially. verify_dirty and get_bounds must use the offsets on each instruction, instead of assuming values are stored sequentially. According to neonloop, this fixes a dynarec crash in FF7 on ARMv5 platforms like the F1C200S as used in the TrimUi handheld. Given that the old3DS is ARMv6, it may also possibly fix some crashes there as well.
  • GTE stalls/timings - This is to fix an issue with Battle Arena Toshinden 1 and Zero Divide going too fast. To test the GTE fix with Battle Arena Toshinden : Boot the game and go to "Vs.computer" at the titlescreen. Then, choose any character except rungo and select Rungo for the computer.
    Before, the game would go too fast. Now, it will run at the correct speed. (well very close, PCSX rearmed's clock counting is still kinda finicky). The fix in question was inspired by a similar fix from PCSX-Revolution. Might also fix NBA Jam Extreme.
  • Fix for Armored Core misdetecting a Link cable being detected -fFor some reason, the game would detect that a link cable is plugged in and disables the local multiplayer as a result.
  • Various CDROM fixes from Swanstation and Mednafen. These fixes aim to address the inaccuracies of some CDROM commands and make it on par with nocash's doc and mednafen. So far, it mostly fixes some delay issues in the Simple 1500 sound novel game as well as F1 2000 (which is notoriously time sensitive).
  • Merge several fixes from PCSX Redux and adjust delay for SetLocPending. There's a game, PoPoLoCrois Monogatari II, that unfortunately locks up during the intro screen.
    I should have known that code was wrong as Mednafen did not have anything like that in their code either, hence the confusion.Their fix however still don't include the Driver fix so the game would still crash if we don't have the "+ Seektime".
    To be honest, i'm not sure why the PCSX Reloaded team did it this way...
    In any case, i adjusted it so it doesn't mess up the audio for Driver's titlescreen and doesn't crash in Worms Pinball either.
    Seems like setting it to 100000 was not enough for that game.

    I noticed the fastword and FastBackward were not being used in any way.
    Looked at Mednafen and all they do is just adjust the cursector
    and make sure that fastword & backword trigger the AUTO_REPORT code so i did the latter.
  • CDROM: Rename Reset+Init commands, fix "This is Football 2" lockup
  • CDROM: Ignore sectors with channel number 255 - This was tested on "Blue's Clues : Blue's Big Musical" and it fixed the missing audio there.
    Taxi 2 is also said to be affected by this.
  • ICache emulation (Interpreter) from PCSX redux. Known games to be affected by the lack of or improper ICache emulation : Formula F1 99, Formula F1 2000 (EA), Formula One Champion Season 2000
    Formula One Arcade, Formula F1 2001 (Confirmed to be fixed), Buster Bros. Collection, ISS Pro 98
  • Dare to set MDEC_BIAS to 10 - This based on an original fix by dmitrysmagin in PCSX4ALL. "This fixes graphic artifacts during cinematics in Vandal Hearts and R-Types, other games seem to be unaffected. (?)"
  • GTE: Fix gteH division and sign extension (from PCSX4ALL) - Original comment by senquack :
    "gteH register is u16, not s16. DIVIDE macro/func assumed it was
    s16 for some reason. Behavior now matches Mednafen." I also put in there the "GTE_USE_NATIVE_DIVIDE" stuff but currently unless manually enabled, it's not used.
    You may wish to use this on some low end platforms but that's up to you.
  • [SPU] Emulate SPUSTAT[5:0] as a mirror of SPUCNT[5:0] - I have tested the fix against Loonies 8192 (a PSn00bSDK made homebrew game) and it no longer locks up during loading. This affects all games and demos that uses PSn00bSDK. (I've been told it's unlikely this will affect games that uses the official SDK)
  • Implement fix from Mednafen for Fantastic Pinball Kyuutenkai - this also fixes 'Multi Track games crash on .CHD'.
  • CDROM timing changes - fixes Crash Team Racing's intro music cutting off too soon - FF8 Lunar Cry FMV freeze (Disc 3) - Worms Pinball not booting - Xenogears (Deus fight)
  • Fix CD Volume issue in Star Wars Dark Forces - CD Volume is 16-bits signed, not unsigned.
    Otherwise in Star Wars - Dark Forces : if you lower the music volume slider all the way down, the volume will wrap around and instead be set at the highest volume.
Ozone - new color themes

Solarized Light theme for Ozone menu driver


Solarized Light theme for Ozone menu driver


Solarized Dark theme - Ozone

Two new color themes got added - Solarized Light and Solarized Dark.
Libretro additions - Enable SRAM for contentless cores
Before, the saving/loading of SRAM data is disabled for contentless cores - which means that cores such as 2048 have to handle save data internally instead of utilising frontend-provided functionality.

1.9.12 simply disables this artificial and unnecessary restriction.
Changelog
1.9.12
  • 3DS: Ensure parallax barrier is disabled when '3DS Display Mode' is '2D'
  • COMMAND: Command interface should work again
  • INPUT/HID: Rewrote the HID deregistration algorithm; it should no longer cause issues when dealing with multiple pads of the same HID/VID combo
  • INPUT/HID: Fix initialization bug that caused wiimotes to fail to register without an accessory attached
  • INPUT/HID: Fix Wiimote regression
  • INPUT/HID/MAC: Get Sony Sixaxis (DualShock 3) working on MacOS
  • INPUT/UDEV: Add extra abs check for dolphinbar
  • INPUT/UDEV: Add relative left mouse button when pointer device is not abs
  • INPUT/WAYLAND: Fix keyboard input on Wayland - fixes 'Certain cores ignore user input'
  • NETPLAY: Improvements from Cthulhu
  • OPENDINGUX: Fix HAS_ANALOG/HAS_MENU_TOGGLE defines in sdl_dingux joypad driver
  • LIBRETRO: Enable SRAM for contentless cores
  • LIBRETRO: Add environment callback to get the rate retro_run is called - GET_THROTTLE_STATE and RETRO_THROTTLE_UNBLOCKED environment callback
  • LINUX: Update metadata manifest
  • MENU/OZONE: New themes - Solarized Light, Solarized Dark
  • WINDOWS/WIN9X: Fix non-ASCII text display in window title
Infinite Pixel Battles Playtest - White Rabbit
White Rabbit decided to hold a small contest among the players of Infinite Pixel Battles ːsteamhappyː

You are invited to draw any Halloween related pixel art on the matrix of Infinite Pixel Battles. When your art will be ready upload it to this album of the official VK community. Don't forget to include the link to your Steam profile in the screenshot description so the White Rabbit can send you a prize.

What prize can you win? This will be one of the three Steam Gift Cards:
• Creator of the best work will receive a card with a value of 10 dollars.
• Steam Wallet of the runner-up will become 5 dollars heavier.
• For the third place you will receive a card for 2 dollars.

White Rabbit is waiting for your pixel art by October 31st until 09:00 AM UTC. The results will be announced later that day.

Good luck!
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