retroemu
Terminal-based retro game emulator. Play classic console games directly in your terminal using libretro WASM cores.
- 25+ retro systems — NES, SNES, Game Boy, Genesis, Atari, and more
- Native game formats — run wasmcart
.wascgames (WASM, any language) and jsgame.jsgameJS games — rendered right in the terminal like everything else - Multiple video outputs — terminal (ANSI art), SDL window, or both simultaneously
- Truecolor ANSI rendering — half-block characters for clean pixel art
- 2100+ controllers supported — via SDL2 with automatic mapping
- Low-latency audio — direct SDL2 audio output
- Save states & battery saves — automatic SRAM persistence
retroemu game.nes
Supported Systems
The emulator auto-detects systems by file extension. All cores are from the libretro project, compiled to WebAssembly. The mainstream cores (NES, SNES, Game Boy, Genesis, N64, PlayStation, GameTank, …) are consumed from romdev's pinned, hardened romdev-core-* / romdev-platform-* packages rather than built here — one shared set of core builds instead of two. The remaining, romdev-less cores (Atari 800, PC-Engine CD, MSX/fmsx, ZX Spectrum, ColecoVision, NGP, WonderSwan, mupen64plus-next, PCSX-ReARMed, snes9x2010, Vectrex) are still bundled in cores/.
Nintendo
| System | ROM Extensions | Core |
|---|---|---|
| NES / Famicom | .nes .fds .unf .unif |
fceumm |
| Super Nintendo | .sfc .smc |
snes9x |
| Game Boy | .gb |
gambatte |
| Game Boy Color | .gbc |
gambatte |
| Game Boy Advance | .gba |
mgba |
| Nintendo 64 | .z64 .n64 .v64 |
parallel-n64 |
Sega
| System | ROM Extensions | Core |
|---|---|---|
| Genesis / Mega Drive | .md .gen .smd .bin |
genesis_plus_gx |
| Master System | .sms |
genesis_plus_gx |
| Game Gear | .gg |
genesis_plus_gx |
| SG-1000 | .sg |
genesis_plus_gx |
Atari
| System | ROM Extensions | Core |
|---|---|---|
| Atari 2600 | .a26 |
stella2014 |
| Atari 5200 | .a52 |
atari800 |
| Atari 7800 | .a78 |
prosystem |
| Atari 800/XL/XE | .xex .atr .atx .bas .car .xfd |
atari800 |
| Atari Lynx | .lnx .o |
handy |
NEC
| System | ROM Extensions | Core |
|---|---|---|
| TurboGrafx-16 / PC Engine | .pce .cue .ccd .chd |
beetle_pce_fast |
SNK
| System | ROM Extensions | Core |
|---|---|---|
| Neo Geo Pocket | .ngp |
mednafen_ngp |
| Neo Geo Pocket Color | .ngc |
mednafen_ngp |
Bandai
| System | ROM Extensions | Core |
|---|---|---|
| WonderSwan | .ws |
mednafen_wswan |
| WonderSwan Color | .wsc |
mednafen_wswan |
Other Consoles
| System | ROM Extensions | Core |
|---|---|---|
| ColecoVision | .col |
gearcoleco |
| Vectrex | .vec |
vecx |
Home Computers
| System | ROM Extensions | Core |
|---|---|---|
| ZX Spectrum | .tzx .z80 .sna |
fuse |
| MSX / MSX2 | .mx1 .mx2 .rom .dsk .cas |
fmsx |
Native Game Formats
Beyond emulated consoles, retroemu runs two native game formats — real WASM/JS games (not emulation). They render into the same terminal (ANSI art) / SDL pipeline as every emulated system.
| Format | Extensions | Runtime | Description |
|---|---|---|---|
| wasmcart | .wasm .wasc |
wasmcart (2026) | Standalone WASM games — compile from any language to the wasmcart ABI. Software rendering or GPU-accelerated (OpenGL ES 3.0). |
| jsgame | .jsgame .jsg |
rungame (2024) | JavaScript games (canvas / WebGL) run in a sandboxed realm. retroemu drives them headless and renders the frames itself. |
GL carts (those importing from the gl WASM module) are automatically detected. retroemu creates an EGL context via native-gles and provides GPU-accelerated rendering. The GL output is read back via glReadPixels for terminal display, or rendered directly to an SDL window.
Just run retroemu <rom-file> and the correct core loads automatically based on the file extension.
ZIP support: ROMs can be provided inside .zip archives — the emulator will automatically extract and load the first supported ROM file found.
How It Works
The emulator loads libretro cores compiled to WebAssembly via Emscripten. Each frame, the WASM core executes one tick of the emulated CPU, then calls back into JavaScript with:
- Video: A raw pixel framebuffer (RGB565, XRGB8888, or 0RGB1555) that gets converted to RGBA and rendered to the terminal as truecolor ANSI art via chafa-wasm in a worker thread
- Audio: Interleaved int16 stereo samples sent directly to SDL2 audio device (via @kmamal/sdl)
- Input: Polled from physical gamepads through the W3C Gamepad API (via gamepad-node), with keyboard fallback
retroemu <rom>
│
LibretroHost ── loads WASM core, registers callbacks, drives retro_run() at 60fps
│
core._retro_run()
│
├── input_poll ──► InputManager.poll() ──► navigator.getGamepads()
├── input_state ──► InputManager.getState(port, device, index, id)
├── [emulate one frame]
├── video_refresh ──► VideoOutput ──► worker thread ──► chafa-wasm ──► terminal
└── audio_batch ──► AudioBridge ──► SDL2 ──► speakers
Prerequisites
- Node.js >= 22.0.0 (for ES modules and worker threads)
- Emscripten SDK (only needed for building cores from source)
- A truecolor terminal (iTerm2, Kitty, Alacritty, Windows Terminal, GNOME Terminal, etc.)
Installation
npm install -g retroemu
Building Cores
Cores must be compiled from C/C++ source to WASM using Emscripten.
Build all cores:
npm run build:cores
Build a single core (e.g., NES):
bash scripts/cores/fceumm.sh
The build script clones the libretro core repo, compiles it with emmake, and links it into a WASM module with the correct exported functions. Output goes to cores/{name}_libretro.js + .wasm.
Emscripten Setup
If you don't have Emscripten installed:
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
Usage
retroemu [options] <rom-file>
Options:
--save-dir <dir> Directory for save files (default: <rom-dir>/saves)
--frame-skip <n> Render every Nth frame to terminal (default: 2)
--contrast <n> Contrast boost, 1.0=normal, 1.5+=enhanced (default: 1.0)
Video output:
--video <mode> Output mode: terminal (default), sdl, both
--scale <n> SDL window scale factor (default: 2)
Terminal graphics options:
--symbols <type> Symbol set to use for rendering:
block (default), half, ascii, ascii+block, solid,
stipple, quad, sextant, octant, braille, matrix
--colors <mode> Color mode: true (default), 256, 16, 2
--fg-only Foreground color only (black background)
--dither Enable Floyd-Steinberg dithering
Other:
--no-gamepad Disable gamepad input (keyboard only)
-h, --help Show help
Examples:
retroemu ~/roms/my_game.nes
retroemu ~/roms/my_game.zip # extracts ROM from ZIP automatically
retroemu --video sdl ~/roms/my_game.nes # SDL window instead of terminal
retroemu --video both ~/roms/my_game.nes # terminal + SDL window
retroemu --frame-skip 3 ~/roms/my_game.sfc
retroemu --save-dir ~/.emu/saves ~/roms/my_game.gbc
retroemu --contrast 1.5 ~/roms/my_game.a26 # boost contrast for dark games
retroemu --symbols braille --colors 2 ~/roms/my_game.gb # monochrome braille
retroemu --symbols ascii --fg-only ~/roms/my_game.nes # ASCII on black background
# WASM carts (software rendering or GL-accelerated)
retroemu my_cart.wasm # software cart in terminal
retroemu --video sdl my_game.wasc # GL cart in SDL window
Rendering
The emulator uses @monteslu/chafa-wasm (SIMD-optimized fork) to convert pixel data to ANSI sequences.
Symbol Sets (--symbols)
| Symbol Set | Description | Characters |
|---|---|---|
block (default) |
Full block characters | ▀ ▄ █ ░ ▒ ▓ |
half |
Vertical half blocks only | ▀ ▄ |
ascii |
ASCII printable characters | @ # % & * |
ascii+block |
ASCII + block characters | @ # █ ▀ ▄ (single-byte friendly) |
solid |
Space + background color only | (chunky but fast) |
stipple |
Shading characters | ░ ▒ ▓ |
quad |
2x2 quadrant blocks | ▖ ▗ ▘ ▝ ▚ ▞ █ |
sextant |
2x3 sextant blocks | 🬀🬁🬂... (highest resolution) |
octant |
2x4 octant blocks | 🮖🮗... |
braille |
Braille dot patterns | ⠿ ⡿ ⣿ (great for B&W) |
Color Modes (--colors)
| Mode | Colors | Best For |
|---|---|---|
true (default) |
16 million | Modern terminals |
256 |
256 indexed | Older terminals, lower bandwidth |
16 |
16 ANSI | Very old terminals |
2 |
2 (B&W) | Monochrome display, braille |
Additional Options
--fg-only— Foreground color only with black background. Reduces visual noise and can improve contrast.--dither— Floyd-Steinberg dithering. Best combined with limited color modes (256, 16, 2).--contrast— Some games (especially Atari) have low contrast. Use--contrast 1.5or higher to boost visibility.
Controls
Gamepad
Any gamepad recognized by gamepad-node works automatically. Buttons are mapped positionally — the south face button is always B, east is A, etc. — regardless of the controller's printed labels.
| Gamepad Button | Libretro |
|---|---|
| South face (A/Cross) | B |
| East face (B/Circle) | A |
| West face (X/Square) | Y |
| North face (Y/Triangle) | X |
| L1 / LB | L |
| R1 / RB | R |
| L2 / LT | L2 |
| R2 / RT | R2 |
| Select / Back | Select |
| Start / Options | Start |
| D-Pad | D-Pad |
| Left Stick | Analog Left |
| Right Stick | Analog Right |
Keyboard
Keyboard input is available as a fallback for player 1:
| Key | Action |
|---|---|
| Arrow keys | D-Pad |
| Z | B |
| X | A |
| A | Y |
| S | X |
| Q | L |
| W | R |
| Enter | Start |
| Shift | Select |
Hotkeys
| Key | Action |
|---|---|
| F1 | Reset |
| F5 | Save state (slot 0) |
| F7 | Load state (slot 0) |
| ESC | Quit |
| Ctrl+C | Force quit |
Save System
SRAM (battery-backed saves) is automatically saved when you quit and loaded when you start a ROM. Save files are stored as {rom-name}.srm in the save directory.
Save states capture the full emulation state (CPU registers, memory, video state, etc.) and are stored as {rom-name}.state0. Use F5 to save and F7 to load.
Default save directory: saves/ next to the ROM file, configurable with --save-dir.
Architecture
retroemu/
bin/cli.js CLI entry point (libretro cores + wasmcart runner + GL pre-scan)
index.js Library exports
src/
core/
LibretroHost.js Main engine: WASM loading, callback registration, frame loop
CoreLoader.js Dynamic import of Emscripten WASM modules
LibretroGL.js HW render support (SET_HW_RENDER, FBO readback, context lifecycle)
LibretroGLBridge.js Emscripten GL env imports → native-gles bridge (541 functions)
SystemDetector.js ROM extension -> system/core mapping
SaveManager.js SRAM and save state persistence
RomLoader.js ROM loading + ZIP extraction
video/
VideoOutput.js Pixel format conversion, aspect ratio, terminal/SDL/both modes
SDLRenderer.js SDL2 window rendering with aspect ratio preservation
videoWorker.js Worker thread for chafa-wasm terminal rendering
audio/
AudioBridge.js Direct SDL2 audio output
input/
InputManager.js Gamepad polling + keyboard fallback
InputMap.js W3C <-> libretro button mapping tables
constants/
libretro.js Libretro C API constants
cores/ Pre-built .wasm + .js glue files
scripts/
build-core.sh Emscripten build for any libretro core
build-all-cores.sh Batch build
cores/*.sh Per-core build configs
WASM Cart Runner
When a .wasm or .wasc file is loaded, retroemu uses wasmcart instead of libretro:
retroemu <cart.wasc>
│
CartHost ── loads WASM cart, provides asset API + GL backend, drives wc_render() at 60fps
│
cart.wc_render()
│
├── [GL carts] glClear/glDraw* ──► native-gles ──► EGL pbuffer ──► glReadPixels ──► SDL/chafa
├── [SW carts] write to XRGB framebuffer ──► VideoOutput ──► SDL/chafa
├── read pads[] ──► InputManager.poll() ──► navigator.getGamepads()
└── write audio_ring[] ──► AudioBridge ──► SDL2 ──► speakers
For GL carts, the readback pipeline is: glFinish() → glReadPixels(RGBA) → vertical flip → RGBA→XRGB → display. At 320x240 this adds ~3.5ms per frame.
GPU-Accelerated Libretro Cores (N64)
Some libretro cores use hardware-accelerated GPU rendering via RETRO_ENVIRONMENT_SET_HW_RENDER. retroemu supports this using webgl-node to provide a WebGL2 context backed by native-gles.
retroemu <rom.z64>
│
LibretroHost ── creates WebGL2 context via webgl-node, initializes Emscripten GL
│
core._retro_run()
│
├── GL draw calls ──► Emscripten GLctx ──► webgl-node ──► native-gles EGL pbuffer
└── video_refresh(RETRO_HW_FRAME_BUFFER_VALID)
│
after retro_run():
glFinish() → glReadPixels(FBO 0) → vertical flip → onCartFrameRGBA → SDL/chafa
The N64 core (parallel-n64) uses the Glide64 GPU plugin — the same one used by N64Wasm for full-speed browser N64 emulation.
Key Modules
LibretroHost (src/core/LibretroHost.js) is the central orchestrator. It:
- Loads a WASM core via
CoreLoader - Registers 6 JavaScript callbacks as WASM function pointers using Emscripten's
addFunction():retro_environment— handles 20+ environment commands from the core (pixel format negotiation, directory queries, variable configuration, capability reporting)retro_video_refresh— receives framebuffer data each frameretro_audio_sample_batch— receives batched stereo audio samplesretro_audio_sample— receives individual stereo samples (legacy fallback)retro_input_poll— triggers gamepad state refreshretro_input_state— returns button/axis state for a given port, device, and button ID
- Allocates the ROM and
retro_game_infostruct in WASM memory - Reads
retro_system_av_infoto get screen dimensions, FPS, and audio sample rate - Runs the frame loop at the correct FPS using
setTimeout/setImmediatehybrid timing
VideoOutput (src/video/VideoOutput.js) converts pixel data from the WASM heap into terminal art:
- Supports three pixel formats: RGB565, XRGB8888, 0RGB1555
- Uses pre-computed lookup tables (32-entry and 64-entry
Uint8Arrays) for 16-bit to 8-bit color conversion — no division in the hot loop - Default half-block mode (▀▄) doubles vertical resolution and matches pixel art aesthetic
- Optional detailed mode (
--ascii) uses block/border Unicode symbols for more variety - Contrast boost option for low-contrast games (Atari, etc.)
- Renders every Nth frame (configurable, default 2) to avoid overwhelming terminal I/O
- Runs chafa conversion in a worker thread to keep the main loop responsive
AudioBridge (src/audio/AudioBridge.js) sends audio directly to SDL2:
- Opens an SDL2 audio device in S16 stereo format (matches libretro exactly)
- Zero-copy path: passes WASM memory buffer directly to SDL2's queue
- No sample format conversion needed — libretro and SDL2 both use int16
InputManager (src/input/InputManager.js) multiplexes gamepad and keyboard input:
- Calls
navigator.getGamepads()(provided by gamepad-node) each frame - Maps W3C standard button indices to libretro joypad IDs via
InputMap - Supports input bitmasks for modern cores (mGBA, etc.) that query all buttons at once
- Supports analog sticks (W3C float axes converted to libretro int16 range)
- Falls back to keyboard for player 1 using stdin raw mode with frame-based key hold timing
Build System
scripts/build-core.sh compiles any libretro core to WASM:
- Clones the core repo (
git clone --depth 1) - Builds with
emmake make -f Makefile.libretro platform=emscripten - Links the output with
emccusing flags:-O3— full optimization-s MODULARIZE=1 -s EXPORT_ES6=1— ES module factory-s ENVIRONMENT=node— Node.js target (GPU cores usenode,webfor WebGL context support)-s ALLOW_MEMORY_GROWTH=1— dynamic memory (32MB initial, 256MB max)-s ALLOW_TABLE_GROWTH=1— required foraddFunction()callback registration-s FILESYSTEM=0— no Emscripten FS (host handles I/O)
- Exports 23 libretro API functions + Emscripten runtime helpers (
addFunction,HEAPU8,setValue, etc.)
Programmatic API
import { LibretroHost, VideoOutput, AudioBridge, InputManager, SaveManager } from 'retroemu';
const video = new VideoOutput();
await video.init();
const audio = new AudioBridge();
const input = new InputManager();
const saves = new SaveManager('./saves');
const host = new LibretroHost({
videoOutput: video,
audioBridge: audio,
inputManager: input,
saveManager: saves,
});
await host.loadAndStart('./game.nes');
// Later:
await host.saveState(0);
await host.loadState(0);
host.reset();
await host.shutdown();
Dependencies
| Package | Purpose |
|---|---|
| gamepad-node | W3C Gamepad API for Node.js via SDL2 — 2100+ controllers with standard mapping |
| @kmamal/sdl | Native SDL2 bindings for Node.js — audio output, SDL window rendering, gamepad input |
| chafa-wasm | Image-to-ANSI conversion — auto-detects Sixel, Kitty, or Unicode block art |
| wasmcart | WASM cart host — loads .wasm/.wasc carts, provides ABI (input, audio, assets, GL) |
| native-gles | OpenGL ES 3.0 Node.js addon — EGL pbuffer context + ~100 GL function bindings |
| webgl-node | WebGL2 context for Node.js — provides canvas + WebGL2RenderingContext backed by native-gles |
Acknowledgments
This project is built on top of the amazing work by the libretro team and the RetroArch community. All emulator cores are libretro cores compiled to WebAssembly:
- libretro provides a standardized API that allows emulator cores to be written once and run on many frontends
- RetroArch is the reference frontend implementation and home to most libretro core development
- Individual core authors and maintainers who have created and continue to improve these emulators
Without the libretro ecosystem and the open-source emulation community, this project would not be possible.
License
MIT