<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Daniel Cosenza&apos;s Blog — Retrogaming</title><description>Emulators, cores, and the architecture behind preserving and playing classic games today.</description><link>https://danielcosenza.com/</link><language>en-us</language><lastBuildDate>Fri, 17 Jul 2026 00:00:00 GMT</lastBuildDate><atom:link href="https://danielcosenza.com/categories/retrogaming/rss.xml" rel="self" type="application/rss+xml"/><item><title>How CRT Light Guns Located the Screen—and Why They Fail on Flat Panels</title><link>https://danielcosenza.com/posts/rg-crt-light-guns/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-crt-light-guns/</guid><description>How brightness-sensing and beam-timed light guns worked with CRT raster scanning, why flat panels break them, and how emulators map modern replacements.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>light-gun</category><category>crt</category><category>input</category></item><item><title>Recovering Emulator Save Data After an Interrupted or Incompatible Write</title><link>https://danielcosenza.com/posts/rg-fix-corrupted-saves/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-corrupted-saves/</guid><description>Recover emulator saves by preserving originals, identifying the storage format, validating copies, and testing restoration in an isolated profile.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>save-data</category><category>recovery</category><category>backup</category></item><item><title>Fixing Emulator Netplay Desyncs Without Guessing</title><link>https://danielcosenza.com/posts/rg-fix-netplay-desync/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-netplay-desync/</guid><description>Eliminate emulator netplay desyncs by matching builds, content, firmware, saves, controller types, and deterministic settings before tuning latency.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>netplay</category><category>desync</category><category>rollback</category></item><item><title>Fixing Overscan and Cropped Edges Without Distorting the Original Image</title><link>https://danielcosenza.com/posts/rg-fix-overscan-cropping/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-overscan-cropping/</guid><description>Separate television zoom, frontend viewport, shader masks, core overscan, and intentional border pixels before changing retro-game geometry.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>overscan</category><category>cropping</category><category>display</category></item><item><title>Fixing Periodic Emulator Stutter Caused by Refresh-Rate Mismatch</title><link>https://danielcosenza.com/posts/rg-fix-refresh-rate-stutter/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-refresh-rate-stutter/</guid><description>Diagnose regular emulator judder by measuring content and display rates, separating workload spikes, and configuring VSync or VRR without speed drift.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>stutter</category><category>refresh-rate</category><category>frame-pacing</category></item><item><title>Fixing RetroAchievements That Do Not Unlock or Synchronize</title><link>https://danielcosenza.com/posts/rg-fix-retroachievements-sync/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-retroachievements-sync/</guid><description>Diagnose missing RetroAchievements through account tokens, recognized game hashes, supported cores, Hardcore rules, connectivity, and session logs.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>retroachievements</category><category>troubleshooting</category><category>hashes</category></item><item><title>Frame Pacing and V-Sync: Why Correct Emulator Timing Is More Than Average FPS</title><link>https://danielcosenza.com/posts/rg-frame-pacing-vsync/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-frame-pacing-vsync/</guid><description>How source refresh rates, audio clocks, host displays, queues, and synchronization strategies create smooth motion—or periodic stutter and latency.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>frame-pacing</category><category>vsync</category><category>timing</category></item><item><title>How to Catalog a Physical Game Collection for Preservation and Insurance</title><link>https://danielcosenza.com/posts/rg-howto-document-physical-collection/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-document-physical-collection/</guid><description>Create a privacy-aware game inventory with stable IDs, condition records, calibrated photographs, archival masters, provenance, backups, and valuations.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>collection</category><category>metadata</category><category>documentation</category></item><item><title>How to Build a Reproducible FPGA Retro-Gaming Setup</title><link>https://danielcosenza.com/posts/rg-howto-fpga-retro-system/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-fpga-retro-system/</guid><description>Build an FPGA retro system with documented hardware, trusted firmware and cores, lawful content, safe power/video, tested saves, and reversible updates.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fpga</category><category>hardware</category><category>preservation</category></item><item><title>How to Use RetroAchievements Hardcore Mode Without Invalid Sessions</title><link>https://danielcosenza.com/posts/rg-howto-hardcore-achievements/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-hardcore-achievements/</guid><description>Run an already-configured RetroAchievements Hardcore session with a clean reset boundary, native-save discipline, legal hotkeys, and auditable evidence.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>retroachievements</category><category>hardcore</category><category>retroarch</category></item><item><title>How to Configure a Low-Latency Display Path for Retro Games</title><link>https://danielcosenza.com/posts/rg-howto-low-latency-display/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-low-latency-display/</guid><description>Measure and reduce retro-gaming latency across controller, emulator, renderer, operating system, cable, display mode, scaling, and synchronization.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>latency</category><category>display</category><category>calibration</category></item><item><title>How to Configure a Multi-System Arcade Cabinet Without One Giant Global Profile</title><link>https://danielcosenza.com/posts/rg-howto-multisystem-arcade-cabinet/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-multisystem-arcade-cabinet/</guid><description>Build a maintainable arcade cabinet with safe power, documented controls, stable device IDs, layered per-system profiles, restricted service access, and backups.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>arcade</category><category>controls</category><category>retroarch</category></item><item><title>How to Build Auditable RetroArch Playlists and Thumbnail Sets</title><link>https://danielcosenza.com/posts/rg-howto-retroarch-playlists-thumbnails/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-retroarch-playlists-thumbnails/</guid><description>Build RetroArch playlists from verified content, audit every database match and core assignment, and preserve custom thumbnails across updates.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>retroarch</category><category>playlists</category><category>metadata</category></item><item><title>Nintendo Ends New Purchases on the Wii U and Nintendo 3DS eShops</title><link>https://danielcosenza.com/posts/rg-news-3ds-wiiu-eshop-closure/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-3ds-wiiu-eshop-closure/</guid><description>The staged shutdown that culminated on March 27, 2023—and why continued redownload access is not equivalent to permanent preservation.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>nintendo</category><category>eshop</category><category>digital-preservation</category></item><item><title>Dolphin Introduces RVZ as a Lossless, Emulation-Ready Disc Format</title><link>https://danielcosenza.com/posts/rg-news-dolphin-rvz/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-dolphin-rvz/</guid><description>How Dolphin 5.0-12188 added RVZ in July 2020 to preserve complete GameCube and Wii disc data while achieving practical compression.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>dolphin</category><category>rvz</category><category>preservation</category></item><item><title>MAME Completes Its Move to GPL-Compatible Open-Source Licensing</title><link>https://danielcosenza.com/posts/rg-news-mame-open-source-license/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-mame-open-source-license/</guid><description>Why MAME&apos;s 2016 relicensing mattered for reuse, preservation tooling, and the distinction between emulator source and copyrighted game data.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>mame</category><category>open-source</category><category>licensing</category></item><item><title>Sony Announces the Final PS3 and PS Vita Store Closure Schedule</title><link>https://danielcosenza.com/posts/rg-news-playstation-store-closure-2026/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-playstation-store-closure-2026/</guid><description>After reversing an earlier shutdown in 2021, Sony set staged PS3 closures beginning in 2026 and broader PS3/Vita closure for July 2027.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>playstation</category><category>digital-preservation</category><category>storefronts</category></item><item><title>Preservation-Grade Game Images: Dumps, Hashes, DATs, and Disc Formats Explained</title><link>https://danielcosenza.com/posts/rg-preservation-dumps-hashes-formats/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-preservation-dumps-hashes-formats/</guid><description>How to verify cartridge and disc dumps with hashes, DATs, repeatable acquisition, provenance, lossless masters, documented derivatives, and fixity audits.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>preservation</category><category>no-intro</category><category>redump</category></item><item><title>Retro Sound Chips: PSG, FM, Wavetable, and Sample Playback Architectures</title><link>https://danielcosenza.com/posts/rg-retro-sound-chips/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-retro-sound-chips/</guid><description>Why classic systems sound different: channels, oscillators, envelopes, filters, sample memory, bus timing, and the limits composers turned into instruments.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>audio</category><category>synthesis</category><category>sound-chips</category></item><item><title>Tile-Based Rendering: How 2D Consoles Built Scenes Without a Modern Framebuffer</title><link>https://danielcosenza.com/posts/rg-tile-based-rendering/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-tile-based-rendering/</guid><description>How tile maps, pattern tables, palettes, sprites, scanlines, and hardware limits produced classic 2D graphics—and what an emulator must reproduce.</description><pubDate>Sun, 12 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>graphics</category><category>tiles</category><category>ppu</category></item><item><title>BIOS Files, Copyright, and the Law: The Real Rules Behind Emulation</title><link>https://danielcosenza.com/posts/rg-bios-legal/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-bios-legal/</guid><description>Why emulator code, firmware, game images, dumping, distribution, and anti-circumvention are separate legal questions requiring local analysis.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>legal</category><category>bios</category><category>copyright</category><category>retrogaming</category></item><item><title>How CPU Emulation Works: Interpretation vs. Dynamic Recompilation</title><link>https://danielcosenza.com/posts/rg-cpu-emulation/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-cpu-emulation/</guid><description>A technical comparison of CPU interpreters and dynamic recompilers, including dispatch cost, translation blocks, timing, exceptions, and cache invalidation.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>emulation</category><category>cpu</category><category>retrogaming</category><category>performance</category></item><item><title>Cycle-Accurate Emulation and Why It&apos;s So Hard to Get Right</title><link>https://danielcosenza.com/posts/rg-cycle-accurate/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-cycle-accurate/</guid><description>Why cycle-accurate emulation requires synchronized clocks, bus behavior, interrupts, video timing, hardware tests, and careful performance trade-offs.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>cycle-accurate</category><category>emulation</category><category>retrogaming</category><category>accuracy</category></item><item><title>Emulation vs. Virtualization: Two Different Ways to Run Foreign Software</title><link>https://danielcosenza.com/posts/rg-emulation-vs-virtualization/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-emulation-vs-virtualization/</guid><description>A practical boundary between emulation and hardware-assisted virtualization, including CPU execution, devices, memory, timing, and hybrid systems.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>emulation</category><category>virtualization</category><category>architecture</category><category>retrogaming</category></item><item><title>Fixing Stretched or Wrong Aspect Ratio in Emulators</title><link>https://danielcosenza.com/posts/rg-fix-aspect-ratio-stretching/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-aspect-ratio-stretching/</guid><description>Diagnose stretched retro games by separating core geometry, pixel aspect ratio, integer scaling, overscan, and saved display overrides.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fix</category><category>aspect-ratio</category><category>display</category><category>retroarch</category></item><item><title>Fixing a Black Screen or a Game That Won&apos;t Launch in an Emulator</title><link>https://danielcosenza.com/posts/rg-fix-black-screen-wont-launch/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-black-screen-wont-launch/</guid><description>Isolate emulator black screens with verified content, lawful firmware, verbose logs, core requirements, clean overrides, and safe renderer tests.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fix</category><category>troubleshooting</category><category>retroarch</category></item><item><title>Fixing Analog Stick Drift and Deadzone Problems in Emulators</title><link>https://danielcosenza.com/posts/rg-fix-controller-deadzone-drift/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-controller-deadzone-drift/</guid><description>Separate physical stick drift from mapping and calibration faults, then apply the smallest safe deadzone at the correct input layer.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fix</category><category>controller</category><category>input</category><category>calibration</category></item><item><title>Fixing &apos;BIOS Not Found&apos; and Bad Checksum Errors in Emulators</title><link>https://danielcosenza.com/posts/rg-fix-missing-bios-file/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-missing-bios-file/</guid><description>Resolve missing or invalid emulator firmware by checking core requirements, configured paths, exact names, hashes, permissions, and lawful dumps.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fix</category><category>bios</category><category>emulation</category><category>troubleshooting</category></item><item><title>Fixing Save States That Won&apos;t Load After a Core Update</title><link>https://danielcosenza.com/posts/rg-fix-savestate-incompatible/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-savestate-incompatible/</guid><description>Recover an incompatible save state by preserving every artifact, matching the original trusted core and content, then migrating to an in-game save.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fix</category><category>savestates</category><category>retroarch</category></item><item><title>Fixing Shader Compilation Stutter in Emulators and RetroArch</title><link>https://danielcosenza.com/posts/rg-fix-shader-compilation-stutter/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-shader-compilation-stutter/</guid><description>Separate emulated-GPU shader generation from RetroArch post-processing, then test caches, official drivers, backend, and documented precompile modes.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fix</category><category>shaders</category><category>performance</category><category>retroarch</category></item><item><title>Fixing a Game That Runs Too Fast or Too Slow in an Emulator</title><link>https://danielcosenza.com/posts/rg-fix-wrong-emulation-speed/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-fix-wrong-emulation-speed/</guid><description>Diagnose incorrect emulator speed by separating throttle and region settings, host overload, display synchronization, and intentional console slowdown.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>fix</category><category>performance</category><category>timing</category><category>retroarch</category></item><item><title>How to Build and Use Custom Bezels and Overlays in RetroArch</title><link>https://danielcosenza.com/posts/rg-howto-bezels-overlays/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-bezels-overlays/</guid><description>Build a RetroArch decorative border with licensed artwork, correct alpha, a measured custom viewport, safe overlay configuration, and scoped presets.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>bezels</category><category>overlays</category><category>retroarch</category></item><item><title>How to Configure CRT Shaders for an Authentic Retro Look</title><link>https://danielcosenza.com/posts/rg-howto-crt-shaders/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-crt-shaders/</guid><description>Configure RetroArch CRT shaders from an official preset, then calibrate geometry, scanlines, mask, brightness, scaling, performance, and preset scope.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>shaders</category><category>crt</category><category>retroarch</category></item><item><title>How to Set Up Multi-Tap and Local Multiplayer in RetroArch</title><link>https://danielcosenza.com/posts/rg-howto-multitap-local-multiplayer/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-multitap-local-multiplayer/</guid><description>Configure RetroArch local multiplayer by separating physical controller assignment from emulated multitap device types, port rules, remaps, and hotkeys.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>retroarch</category><category>multiplayer</category><category>controller</category></item><item><title>How to Set Up Netplay for Online Retro Multiplayer</title><link>https://danielcosenza.com/posts/rg-howto-netplay-setup/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-netplay-setup/</guid><description>Set up RetroArch netplay with matched builds and content, private lobby settings, relay-first connectivity, narrow firewall rules, tested ports, and logs.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>netplay</category><category>multiplayer</category><category>retroarch</category></item><item><title>How to Configure Per-Game Overrides in RetroArch</title><link>https://danielcosenza.com/posts/rg-howto-per-game-overrides/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-per-game-overrides/</guid><description>Use RetroArch overrides safely by separating frontend settings, core options, input remaps, and shader presets across core, directory, and game scopes.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>retroarch</category><category>configuration</category></item><item><title>How to Set Up RetroArch and Install Libretro Cores</title><link>https://danielcosenza.com/posts/rg-howto-retroarch-setup/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-retroarch-setup/</guid><description>Install RetroArch and trusted Libretro cores, configure writable data paths, verify firmware and controllers, and prove a clean game launch.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>retroarch</category><category>libretro</category><category>setup</category></item><item><title>How to Set Up a RetroPie Retro Gaming Console on a Raspberry Pi</title><link>https://danielcosenza.com/posts/rg-howto-retropie-setup/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-retropie-setup/</guid><description>Build a supportable RetroPie console with a model-matched official image, secure networking, lawful content, safe updates, and tested backups.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>retropie</category><category>raspberry-pi</category></item><item><title>How to Configure Rewind in RetroArch</title><link>https://danielcosenza.com/posts/rg-howto-rewind-configuration/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-rewind-configuration/</guid><description>Configure RetroArch rewind with verified save-state support, measured memory and frame-time costs, safe hotkeys, narrow overrides, and rollback tests.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>retroarch</category><category>rewind</category><category>savestates</category></item><item><title>How to Reduce Input Lag with Run-Ahead</title><link>https://danielcosenza.com/posts/rg-howto-run-ahead/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-run-ahead/</guid><description>Configure RetroArch run-ahead from measured internal game lag, validate core serialization and performance, and keep a reversible per-game profile.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>input-lag</category><category>run-ahead</category><category>retroarch</category></item><item><title>Controller Input Latency: Tracing the Path From Button to Pixel</title><link>https://danielcosenza.com/posts/rg-input-latency/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-input-latency/</guid><description>A stage-by-stage account of controller-to-photon latency, including polling, game logic, emulation, GPU queues, display scanout, and measurement.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>input-lag</category><category>latency</category><category>retrogaming</category></item><item><title>Nintendo&apos;s DMCA Notice Gets the Dolphin Emulator Pulled From Steam</title><link>https://danielcosenza.com/posts/rg-news-dolphin-steam-removed/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-dolphin-steam-removed/</guid><description>Why Dolphin&apos;s planned 2023 Steam release stopped after Valve consulted Nintendo, what the DMCA dispute did not decide, and how platforms govern access.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>news</category><category>legal</category><category>emulation</category><category>gamecube</category></item><item><title>GGPO Rollback Netcode Goes Open Source</title><link>https://danielcosenza.com/posts/rg-news-ggpo-opensource/</link><guid 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GMT</pubDate><category>Retrogaming</category><category>news</category><category>mame</category><category>mess</category><category>emulation</category></item><item><title>RetroArch 1.0.0.0 Ships Simultaneously on Seven Platforms</title><link>https://danielcosenza.com/posts/rg-news-retroarch-10/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-retroarch-10/</guid><description>RetroArch 1.0.0.0 coordinated one frontend across seven targets in 2014, demonstrating libretro&apos;s separation of cores from platform services.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>news</category><category>retroarch</category><category>libretro</category></item><item><title>Nintendo Switch Online Launches with a Built-In NES Emulator</title><link>https://danielcosenza.com/posts/rg-news-switch-online-nes/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-switch-online-nes/</guid><description>Nintendo Switch Online launched in 2018 with 20 licensed NES games, suspend points, online play, and a subscription-dependent access model.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>news</category><category>nintendo</category><category>emulation</category></item><item><title>Nintendo&apos;s Lawsuit Ends Yuzu: A $2.4 Million Settlement Shuts Down the Switch Emulator</title><link>https://danielcosenza.com/posts/rg-news-yuzu-shutdown/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-yuzu-shutdown/</guid><description>Nintendo&apos;s 2024 case against Yuzu ended in a $2.4 million judgment and permanent injunction, without a contested trial on broader emulation law.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>news</category><category>legal</category><category>emulation</category><category>nintendo</category></item><item><title>Rollback Netcode: How Online Fighting Games Hide Latency</title><link>https://danielcosenza.com/posts/rg-rollback-netcode/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-rollback-netcode/</guid><description>How rollback netcode predicts remote inputs, restores deterministic state, re-simulates missed frames, detects desyncs, and balances delay with artifacts.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>netcode</category><category>rollback</category><category>multiplayer</category><category>retrogaming</category></item><item><title>ROM Dumping and Preservation: From Cartridge to File</title><link>https://danielcosenza.com/posts/rg-rom-dumping/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-rom-dumping/</guid><description>How cartridge dumpers read ROM, mapper banks, save memory, and metadata—and how repeated reads, hashes, provenance, and safe handling establish confidence.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>rom-dumping</category><category>preservation</category><category>retrogaming</category></item><item><title>How Save States Work: Serializing an Entire Virtual Machine to Disk</title><link>https://danielcosenza.com/posts/rg-savestates/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-savestates/</guid><description>How emulators serialize CPU, memory, devices, clocks, and pending events—and why completeness, determinism, versioning, and validation matter.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>savestates</category><category>emulation</category><category>retrogaming</category></item><item><title>How to Set Up Cloud Save Sync Across Multiple Devices in RetroArch</title><link>https://danielcosenza.com/posts/rg-howto-cloud-save-sync/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-cloud-save-sync/</guid><description>Configure RetroArch native cloud sync safely with a primary device, non-destructive backups, matching directory rules, conflict tests, and secret hygiene.</description><pubDate>Fri, 10 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>retroarch</category><category>saves</category><category>sync</category></item><item><title>How to Organize a ROM Collection with Proper Metadata and Artwork</title><link>https://danielcosenza.com/posts/rg-howto-rom-collection-metadata/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-howto-rom-collection-metadata/</guid><description>Organize lawful game dumps without losing provenance: verify hashes, preserve masters, track transformations, and build auditable metadata and artwork.</description><pubDate>Fri, 10 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>howto</category><category>roms</category><category>organization</category><category>preservation</category></item><item><title>PCSX2 Becomes the First Emulator to Boot a PlayStation 2 Game</title><link>https://danielcosenza.com/posts/rg-news-pcsx2-first-boot/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-pcsx2-first-boot/</guid><description>How PCSX2&apos;s early commercial-game boot proved PlayStation 2 emulation viable, and why that milestone was only the start of decades of hardware research.</description><pubDate>Fri, 10 Jul 2026 00:00:00 GMT</pubDate><category>Retrogaming</category><category>news</category><category>pcsx2</category><category>playstation-2</category></item><item><title>The Ninth Circuit Rules That Emulating the PlayStation BIOS Is Fair Use</title><link>https://danielcosenza.com/posts/rg-news-sony-connectix-ruling/</link><guid isPermaLink="true">https://danielcosenza.com/posts/rg-news-sony-connectix-ruling/</guid><description>How the Ninth Circuit treated intermediate BIOS copying in Sony v. 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