You can always close the application immediately using the keyboard, by default the quit shortcut is Alt + F4 on Windows and Linux and Command + Q on macOS. This shortcut can also be changed using the _Keyboard quit shortcut_ menu option.
As for display resolutions, the minimum pixel value is 224 and the maximum is 7680. This means that you can run ES-DE at for instance 320x224 all the way up to 7680x4320 (8K UHD). Vertical screen orientation is also supported, as well as ultra-wide resolutions like 3840x1440.
The installation procedure is just covered briefly here and may differ a bit for your specific operating system, so in case of problems refer to your system documentation.
The AppImage release should be usable on most modern x86 64-bit Linux distributions. After download you may have to set the file as executable, such as this:
To run AppImage files you need libfuse2 installed, but some newer distributions like Ubuntu 22.04 LTS no longer ship with this library preinstalled. You can however easily install it like this:
```
sudo apt install libfuse2
```
Of course, if you're not using a Debian-based distribution, you may need to use another package manager than apt to install the library.
There's not really much to say about these operating systems, just install ES-DE as you would any other application. On macOS it's via the .dmg drag-and-drop installer, and on Windows via the normal application installer or by unpacking the portable zip file somewhere on your filesystem.
On Linux this means `/home/<username>/ES-DE`, on macOS `/Users/<username>/ES-DE` and on Windows `C:\Users\<username>\ES-DE` or `ES-DE\ES-DE` depending on whether the installer release or the portable release is used.
Also on first startup the configuration file `es_settings.xml` will be generated in the `ES-DE/settings` directory, containing all the application settings at their default values. Following this, a file named `es_systems.xml` will be loaded from the resources directory (which is part of the ES-DE installation). This file contains the game system definitions including which emulator to use per platform. For many systems there are also alternative emulators defined which can be applied system-wide or per game. How that works is explained later in this guide. A customized systems configuration file can also be used, as described in the next section below.
In addition to es_systems.xml there's an `es_find_rules.xml` file that gets loaded as well and which contains rules on how to locate the emulators, i.e. how to find out where they've been installed.
There's also a log file created in the `ES-DE/logs` directory named `es_log.txt`, refer to this in case of any issues as it should hopefully provide information on what went wrong. Enabling _Debug mode_ in the _Other settings_ menu or starting ES-DE with the --debug flag outputs even more detailed information to this log file.
After ES-DE finds at least one game file, it will populate that game system and the application will start. If there are no game files, a dialog will be shown explaining that you need to install your game files into your ROM directory. You will also be given a choice to change that ROM directory path if you don't want to use the default one. As well you have the option to generate the complete game systems directory structure based on information in es_systems.xml.
When generating the directory structure, a file named systeminfo.txt will be created in each game system folder which will provide you with some information about the system. Here's an example for the _dos_ system as seen on Linux:
In addition to this, a file named systems.txt will be created in the root of the ROM directory which shows the mapping between the directory names and the full system names.
If a custom es_systems.xml file is present in ~/ES-DE/custom_systems/ any entries from this file will have their names trailed by the text _(custom system)_. So if the _dos_ system in the example above would be present in the custom systems configuration file, the system would be shown as _dos (custom system)_ instead of simply _dos_. This is only applicable for the systems.txt and systeminfo.txt files, the trailing text is not applied or used anywhere else in the application.
_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use the default one, and you can also generate the game systems directory structure. Note that the directory is the physical path, and that your operating system may present this as a localized path if you are using a language other than English._
**Note:** Before upgrading ES-DE, make sure that you have not made any system customizations anywhere in the installation directory structure as these files will be overwritten during the upgrade process. All customizations should go into ~/ES-DE/custom_systems/ as described elsewhere in this guide. None of the upgrade methods mentioned below will ever touch any files inside your ES-DE directory tree.
There is a built-in application updater that can automatically upgrade the Linux AppImages, and for Windows and macOS there is support for downloading the packages directly inside ES-DE. Just be aware that these will need to be manually installed. Using the application updater is straightforward, just follow the on-screen instructions. For the AppImage releases the old file is retained by renaming it, adding its version to the filename followed by the .OLD extension, for example `ES-DE_x64_SteamDeck.AppImage_3.0.0.OLD`
Note that the updater will keep whatever filename you had for your running AppImage file, which could potentially be confusing if you for example added version information to the filename. It's always recommend to keep the default AppImage filenames, i.e. `ES-DE_x64.AppImage` and `ES-DE_x64_SteamDeck.AppImage`
On Windows and macOS you can specify to which directory you want to save the downloaded file. The default is `C:\Users\myusername\Downloads` on Windows and `/Users/myusername/Downloads` on macOS.
To perform the upgrade on macOS simply open the .dmg file and install ES-DE on top of the old installation (i.e. replacing it).
For the Windows installer release simply run the .exe file and select uninstallation of the old version before installing the new version. For the Windows portable release refer to the README.txt file in the zip archive for instructions on how to perform the update.
**Android**
On Android the update process differs depending on whether you have the Patreon release or a release from either the Samsung Galaxy Store or Huawei AppGallery. For the store versions you simply update via the store app. For the Patreon release you'll get an email (sent to the address you used on Patreon) whenever there is a new version. This email contains a download link to the latest APK, and to apply the update you simply run this APK file. This is a safe operation that will not change or remove any of your data such as settings, scraped media etc.
Also for the Patreon release you'll see a popup on application startup whenever there's a new version available, unless you have modifed the option _Check for application updates_ in the _Other settings_ menu. Note that such notifications are not shown for the Galaxy Store and AppGallery releases as those store apps have their built-in update notifications.
For the Patreon release you can also resend the latest update email to yourself using the self-service resend tool:\
Regardless of package format and operating system it's a good idea to update the ROM directory tree after upgrading to a new version. It's possible that the new ES-DE release adds support for more systems and emulators compared to the version you previously had installed. The easiest way to do this is via the _Create/update system directories_ entry in the _Utilities_ menu. Alternatively the _--create-system-dirs_ command line option can be used. Both methods work identically and will create any missing system directories and also update the systems.txt and systeminfo.txt files. This is a safe operation as it will not overwrite or delete your game files.
Likewise it's a good idea to update your themes using the theme downloader after upgrading ES-DE as support for any new systems is likely to have been added.
AUR upgrades should be automatically handled via your package manager and it should be a completely automatic process. When a new release is available you should be notified of this.
Open _Applications_ in Finder and right click on _ES-DE_ and choose _Move to Trash_. Then simply install the new release using the .dmg drag-and-drop installer.
Just run the installer for the new release. A question will be asked whether you would like to uninstall the old version first. Say yes to this question and then proceed with running through the installer.
Refer to the README.txt file inside the ES-DE ZIP archive as it contains instructions on how to safely perform the upgrade. Just make sure to not unpack this archive on top of the old installation as that may lead to all sorts of problems.
As explained above, the basic logic for how ES-DE works is that it expects game files to be placed into a standardized directory structure under the ROMs directory. The location of this directory is configurable so it could for instance be placed on an external storage device or on a file share served by a NAS. The way it's implemented is via the %ROMPATH% variable in the es_systems.xml file which will always point to this ROM directory. For example this is an entry for the Super Nintendo system:
```
<path>%ROMPATH%/snes</path>
```
In theory it's possible to make a custom system entry and hardcode the path to a specific directory instead of using the %ROMPATH% variable, but this is not really supported and it also makes custom collections non-portable as the path to every game will be an absolute path rather than a path relative to the %ROMPATH% variable. So if you move your games to a different directory, you would manually need to modify all your custom collections configuration files as well as your custom es_systems.xml file.
If you really insist on not placing your games into the ES-DE standard directory structure, a much better solution is to symlink the game directories into the standard directory. In this way you don't need to make a custom es_systems.xml file and any additional emulators and other configuration added to future ES-DE releases will just work after upgrading.
The way ES-DE works is that it will always try to load any system for which there are game files available, so to disable a system it needs to be hidden from ES-DE. This is easily accomplished by renaming the system directory to something that is not recognized, for example changing `~/ROMs/c64` to `~/ROMs/c64_DISABLED`. Another approach is to create a subdirectory named DISABLED (or whatever name you prefer that is not matching a supported system) in the ROMs directory and move the system folder there, such as `~/ROMs/DISABLED/c64`. This makes it easy to disable and re-enable systems in ES-DE. Note that the gamelist.xml file and any game media files are retained while the system is disabled so this is an entirely safe thing to do.
For very specific situations such as when the ROM directory tree is shared with another frontend, you may want to exclude some systems from loading even though their directories exist. In this case simply create an empty file named `noload.txt` in the root of the directory and the system will not get populated when ES-DE is started. For example:
Note that if the setting _Only show games from gamelist.xml files_ has been enabled then the noload.txt logic is completely bypassed as this option will make ES-DE load anything present in the gamelist.xml files, regardless of whether the files and directories actually exist.
## Skip loading of individual subdirectories
Sometimes you need to place things inside the ROMs directory tree that will not be visible inside ES-DE, such as texture packs and similar. But as ES-DE always scans all files to determine which ones are valid game files this can add significantly to the application startup time. However loading of such subdirectories can be skipped by placing a `noload.txt` file in the root of the directory, in the same manner as documented in the previous section above regarding disabling of game systems. For example:
```
~/ROMs/psx/textures/noload.txt
```
Just note that you can't clean out stale entries from the gamelist.xml files for any directories that have been hidden in this way. So to get rid of any gamelist.xml entries for such files temporarily remove the noload.txt file, restart or reload ES-DE, run the _Orphaned data cleanup_ utility, then create a new noload.txt file and finally reload or restart ES-DE again.
Note that if the setting _Only show games from gamelist.xml files_ has been enabled then the noload.txt logic is completely bypassed as this option will make ES-DE load anything present in the gamelist.xml files.
Although ES-DE does support placing game ROMs, the `ES-DE` application data directory and the `downloaded_media` directory on network shares, this can lead to serious performance problems in some instances. Especially problematic is the Microsoft SMB protocol as it offers abysmal performance for some disk operations on which ES-DE relies heavily. For small game libraries this can still be acceptable, but for libraries with hundreds or thousands of games the application startup time and overall usage will be very painful or even unusable. Similar issues could occur when using file hosting services like Google Drive.
A general recommendation is to place all game files and other data on drives connected directly to the machine where ES-DE is running. Even using low speed technology like USB thumb drives, SD cards etc. is generally fine and leads to acceptable performance in most instances.
If you insist on placing games and other resources on network drives such as a NAS, the NFS protocol has to be used instead of SMB as testing has shown between 10 and 30 times better performance with this protocol. Starting ES-DE with a certain game collection size could easily take minutes using SMB while it takes just seconds when using the NFS protocol. This is not a network throughput issue and using something like a 2.5 Gigabit or even 10 Gigabit wired interface will not help you as the SMB protocol has exceedingly bad latency regardless of physical adapter speed.
Unix-based operating systems like Linux and macOS ship with an NFS client built-in.
Here's how to mount an NFS drive from a NAS called _MyNAS_ on macOS:
```
sudo mkdir /private/ROMs
sudo mount -t nfs -o resvport MyNAS:/ROMs /private/ROMs
```
On Linux it's quite similar:
```
sudo mkdir /mnt/ROMs
sudo mount MyNAS:/ROMs /mnt/ROMs
```
On Windows 10 and 11 the NFS client first needs to be installed as it's not enabled by default. Open the _Control Panel_, then _Programs and Features_, then select _Turn Windows features on or off_ at the left side of the window and tick the box _Services for NFS_. It's unclear if both child items _Administrative Tools_ and _Client for NFS_ need to be selected, but it's probably safest to enable both of them.
Following this you can mount the NFS share in a terminal window as on a Unix system:
```
mount MyNAS:/ROMs g:
```
Note that the above are only examples to illustrate the general approach, you may need to take additional steps to make the configuration persistent across reboot and you may need to make other preparations. The NAS/file server also needs to be configured of course, but that's beyond the scope of this document.
In general it should be straightforward to run ES-DE on Windows. Almost all emulators are available on this operating system and driver quality and controller support is normally very good.
Just make sure to never place games or other resources on network shares using the Microsoft SMB protocol as that will lead to unacceptable performance degradations and extremely long startup times if you have a large collection. See the point above on how to setup an NFS share if you insist on placing files or other resources on network drives.
Also make sure that you don't use the exFAT filesystem as its very poor disk I/O performance will make ES-DE run really slowly. Using this filesystem will make the theme downloader fail as well.
There is also a limitation in Windows where the complete file path can't exceed 260 characters. So if you have files with extremely long names ES-DE may state that there are file permission problems for various operations such as when scraping or when running the orphaned data cleanup utility. In this case simply renaming the problematic game files to use shorter names should resolve the situation. If you use the portable release of ES-DE you could also relocate the entire application directory closer to the root of the filesystem to have shorter overall paths.
In order for ES-DE to run, graphics drivers with OpenGL support have to be installed. If not, the application simply won't start. For really old graphics cards the available drivers may not provide an OpenGL version that is modern enough for ES-DE to work, and in this case a last resort solution would be to install the _Mesa3D for Windows_ library which provides software-based OpenGL rendering. The 64-bit version of this library can be downloaded from https://fdossena.com/?p=mesa/index.frag and you simply extract the opengl32.dll file into the ES-DE installation directory. Just be aware that the performance may be quite bad.
On some GPUs with buggy drivers, ES-DE may only display a black screen on startup or when launching a game. The problem can be worked around by specifying a window size for ES-DE that is a single pixel wider than the actual screen resolution. So for example for a 1280x800 display, the resolution can be set to 1281x800 and then rendering should work correctly. This is applied using the --resolution command line option, for example:
Another potential workaround for some buggy drivers is to set ES-DE to compatibility mode and/or select _Disable full-screen optimizations_. These options are available when right-clicking on ES-DE.exe in the file manager and chosing _Properties_ and then selecting the _Compatibility_ tab.
Yet another issue with buggy GPU drivers is that for computers with multiple GPUs such as gaming laptops with integrated Intel graphics in addition to a discrete GPU (e.g. from Nvidia) there may be issues when window switching between ES-DE and other applications. In such cases severe screen flickering may get introduced. This is normally worked around by explicitly setting ES-DE to use the discrete GPU in the Windows graphics settings.
Some computers using Intel Iris Xe GPUs refuse to start ES-DE or display excessive graphics corruption. These problems are seemingly caused by driver bugs and do not occur when using Linux with the same hardware. There is no known solution or workaround to this issue other than switching to Linux or waiting for Intel to resolve the problem with a driver update.
Some older games (and possibly emulators too) may not work correctly or even start at all if ES-DE is set to run in the background while a game is launched. So if you experience strange issues with some games, make sure that the setting _Run in background (while game is launched)_ is disabled. If launching any of these problematic games from the _desktop_ system, also make sure to use the default emulator entry _Suspend ES-DE_ and not the alternative emulator _Keep ES-DE running_.
In a similar fashion, some older games may require the compatibility mode to be set to an older Windows release. This is done by right clicking on the .exe file or .lnk shortcut for the game or emulator, selecting _Properties_ and then the _Compatibility_ tab, then checking the box named _Run this program in compatibility mode for:_ and finally selecting an appropriate Windows release. Some experimentation with different Windows versions may be required. Don't attempt to change the compatibility mode for ES-DE itself though as that may cause any types of unforeseen issues.
Installing DS4Windows may break controller input in ES-DE for unknown reasons. Uninstalling this software should resolve the issue. On Windows 11 both DualShock 4 (PS4) and DualSense (PS5) controllers have been tested wired and via Bluetooth and both work fine in both ES-DE and RetroArch without any special drivers or configuration.
There are two ES-DE releases available for Windows; a regular installer and a portable/ZIP version. If going for the first option, an issue is that many emulators are not shipped with proper installers that implement any mechanism to inform ES-DE where they have been installed (like adding a Registry key with their installation path). These emulators are commonly shipped as a ZIP filethat can be unpacked anywhere on the filesystem.
In order for ES-DE to find these emulators you need to add their directories to the operating system's Path environment variable. This is very easy to do, just open the _Settings_ application and then search for _path_ in the _Find a setting_ search box. Select the _Edit the system environment variables_ entry and then click the _Environment variables..._ button and add the emulator directory to the _Path_ variable. You need to restart ES-DE after changing the variable, but following this the emulator should be found when launching a game. If running ES-DE via Steam, you need to restart Steam as well to apply the changes to the Path variable.
The second alternative is to use the portable/ZIP release of ES-DE. This can be unzipped anywhere, including to removable devices such as hard drives or USB memory sticks. Together with games and emulators this makes for a fully portable retrogaming solution. There is a README.txt file distributed with this release that describes the setup, but essentially you just place your games in the ROMs directory and your emulators in the Emulators directory, both of which are included in the portable release.
If you want to create your own portable intallation from scratch or customize the setup, [INSTALL.md](INSTALL.md#portable-installation-on-windows) provides additional details.
A number of systems have alternative emulator entries named _Shortcut or script_ which allows the direct execution of .lnk shortcut files or .bat batch files. It's not possible by default to directly launch .ps1 PowerShell scripts. As running PowerShell scripts is not even enabled by default on Windows they are for sure not recommended. If you still want to use them the best approach is to execute them via either a .lnk shortcut file or a .bat wrapper script where you explicitly call powershell.exe with the -command flag. If you instead insist on running them directly from ES-DE, you'll need to add a custom system or find rule configuration where you execute powershell.exe instead of cmd.exe and you'll also need to add .ps1 as a file extension for each relevant system.
Some disk operations can have abysmal performance on Windows, and this may be especially obvious for the theme downloader. This is often caused by anti-virus software like Microsoft Defender. If it takes say 30 seconds rather than 300 milliseconds to open the theme downloader then it may be a good idea to add an exlusion for the ES-DE\themes\ directory to Microsoft Defender. The same may also be true for other directories like the ROMs folder if disk performance is terrible. Refer to your anti-virus software documentation on how to setup such exclusions.
As macOS does not support Vulkan some emulators are not available, and some that do exist have not been updated for this operating system in recent years. But emulator support is steadily improving and native ARM releases ("Apple Silicon") are also getting more common. One issue though is that some emulators are not codesigned and notarized so macOS refuses to run them by default. You can override the operating system's security settings however, which will work around this problem. Some emulators are also available via the [Homebrew](https://brew.sh) package manager and in many instances ES-DE includes support for these releases using the bundled configuration.
Lack of controller support is a bit of a problem on macOS, and in some instances controller drivers are available but quite buggy. In general it seems as if Sony PlayStation controllers are better supported than Microsoft Xbox controllers. For third party controllers you need to investigate macOS support as it seems to be quite limited.
There is a very annoying default configuration when using Sony controllers like the DualShock 4 and DualSense (and possibly others) where double tapping the Share button starts the screen recording functionality of the operating system. This normally presents a popup window for whether to approve the screen recording. To disable this functionality you need to create a custom controller profile and assign that to your specific controller. This is done via _System Settings_ and then the _Game Controllers_ entry. You'll find the relevant setting under the _Share Gestures_ section of the controller profile configuration screen. Refer to your operating system documentation for more details about this topic.
One macOS-specific requirement is that the RetroArch setting _Start in Fullscreen mode_ is enabled or ES-DE will not be able to switch to the emulator window when launching games. As a workaround you can switch to the window manually using Command + Tab but it probably doesn't make sense to run emulators in windowed mode anyway. This issue has not been observed with any other emulators.
The first time you launch a RetroArch-emulated game from within ES-DE the operating system will present you with a security option with the following description:
If you don't allow this, you will not be able to place system BIOS ROMs in the RetroArch default system directory `~/Documents/RetroArch/system` even if you've already given RetroArch access to this folder. This is so because RetroArch runs as a subprocess to ES-DE and therefore inherits the security settings from the parent application. Attempting to launch a game without enabling the access will simply display an error message in the emulator that the BIOS files are missing. This of course only applies to emulators that require BIOS ROMs, all other games should work fine regardless of this security setting.
If you accidentally refused ES-DE the folder access, you can fix this by opening _System Settings_, selecting _Privacy & Security_ and within the GUI choose _Files and Folders_. The option you need to enable is _Documents Folder_ under _ES-DE_.
A minor annoyance is that macOS creates metadata files starting with ._ in the filename when placing game/ROM files on some filesystem types such as exFAT. This means that you will see double entries inside ES-DE for all such games. To hide these extra files, the option _Show hidden files and folders (requires restart)_ in the _Other settings_ menu can be set to disabled.
As the Steam Deck is essentially a Linux desktop computer with a custom user interface, there is really not much to consider when running ES-DE on this device, except that SteamOS uses an immutable filesystem which adds some restrictions not present in most other Linux distributions. There is a specific AppImage available for the Steam Deck though that is recommended to use, as some settings have been tuned for the best possible experience on this device.
Another way to install ES-DE is via [RetroDECK](http://retrodeck.net) which is shipped as a Flatpak and can be easily installed via Discover. As RetroDECK bundles both ES-DE and all its emulators inside the Flatpak you don't need to update any emulators separately or set Flatpak permissions manually. The drawback compared to running ES-DE standalone is that less systems and emulators are supported. Most popular systems should work fine though and more emulators are getting added continuously so the situation will improve over time. Also note that if going for RetroDECK you will have a non-standard ES-DE installation so some parts of this user guide will no longer apply. For documentation specific to RetroDECK, refer to their [wiki](https://github.com/XargonWan/RetroDECK/wiki).
It's also possible to install ES-DE using [EmuDeck](https://www.emudeck.com) which will automatically download the latest Steam Deck-specific AppImage. Just be aware that if using EmuDeck you will have a non-standard ES-DE installation as their installer makes some customizations to paths and other settings. For this and other reasons it's therefore not recommended to use EmuDeck, it's generally better to make a manual installation of ES-DE and your emulators and set everything up exactly to your liking.
Unless RetroDECK is used, Flatpak releases of some emulators may need some extra permissions to be able to launch games placed on external devices such as a memory card. This is the case for instance for melonDS and RPCS3. The easiest way to do this is by using [Flatseal](https://flathub.org/apps/details/com.github.tchx84.Flatseal). The option you need to enable is generally _All system files_ in the _Filesystem_ section. If using EmuDeck some of these settings will be applied automatically via their installer.
If you are unfamiliar with Linux/Unix operating systems, make sure to at least read up on the concepts of _dotfiles_ (hidden files and directories), _home directories_ (including use of the tilde ~ character) and _symbolic links_ (symlinks):
The Android port of ES-DE is quite different than the other versions, so it has its specifics covered by a dedicated [ANDROID.md](ANDROID.md) document.
The [Haiku](https://www.haiku-os.org) port of ES-DE is currently experimental as the OS itself is experimental and has some issues. Still most functionality is working and there is support for a quite large number of systems and emulators. If you're interested in Haiku it's for sure worth trying it out as ES-DE can be easily installed via HaikuDepot. See the dedicated [HAIKU.md](HAIKU.md) document for more details.
If instead going for regular Linux, then by default ES-DE on the Raspberry Pi requires a desktop environment to run, or more specifically a window manager and a sound server (like PulseAudio or PipeWire). It is however possible to use KMS/direct framebuffer access if the DEINIT_ON_LAUNCH flag is used when building ES-DE, as documented in the _Building on Unix_ section of the [INSTALL.md](INSTALL.md#building-on-unix) document.
Note that there are no prebuilt Linux packages for the Raspberry Pi, so you will need to compile ES-DE yourself.
In general, 720p works fine with the RPi 4, and 1080p is tolerable on the RPi 5, but due to the relative weakness of the Rasperry Pi GPU, the video scanline rendering options for the screensaver and media viewer have been disabled (only for Linux and not for Android). These options can be re-enabled via the menu if you don't mind lower video framerates.
The game systems configuration file `es_systems.xml` is located in the ES-DE resources directory which is part of the application installation. As such this file is not intended to be modified directly. If system customizations are required, a separate es_systems.xml file should instead be placed in the `custom_systems` folder in the ES-DE application data directory.
On Linux this means `/home/<username>/ES-DE/custom_systems/es_systems.xml`, on macOS `/Users/<username>/ES-DE/custom_systems/es_systems.xml`, on Windows `C:\Users\<username>\ES-DE\custom_systems\es_systems.xml` or `ES-DE\ES-DE\custom_systems\es_systems.xml` depending on whether the installer release or the portable release is used, and on Android it's `ES-DE/custom_systems/es_systems.xml`.
If you're using the AppImage release of ES-DE then the bundled es_systems.xml file is embedded in the AppImage together with the rest of the resources. You can extract it if you need it as a reference when creating your customized entries, or you can find it [here](https://gitlab.com/es-de/emulationstation-de/-/tree/master/resources/systems/linux).
Although it's possible to make a copy of the bundled configuration file, to modify it and then place it in this directory, that is not how the system customization is designed to be used. Instead the intention is that the file in `custom_systems` complements the bundled configuration, meaning only systems that are to be customized should be included.
For example you may want to replace the emulator launch command, modify the full name or change the supported file extensions for a single system. In this case it wouldn't make sense to copy the complete bundled file and just apply these minor modifications, instead an es_systems.xml file only containing the configuration for that single system should be placed in the custom_systems directory.
Instructions on how to customize the es_systems.xml file can be found in [INSTALL.md](INSTALL.md#es_systemsxml).
In addition to the above it's also possible to customize the find rules via the `es_find_rules.xml` file. The logic is essentially identical to what is described for es_systems.xml, and details regarding this file can be found in [INSTALL.md](INSTALL.md#es_find_rulesxml) as well.
While the es_systems.xml and es_find_rules.xml files for Android in principle work identically to the desktop ports, there are still some important differences as far as the syntax is concerned. For this reason there's a specific section in the [INSTALL.md](INSTALL.md#es_find_rulesxml-and-es_systemsxml-on-android) document that covers the Android configuration.
ES-DE is partially compatible with EmulationStation as both frontends originally shared the same source code. That is, ES-DE should generally be able to read data from EmulationStation. But the opposite is not true and it's a one-way ticket for your gamelist.xml files and your custom collection files when migrating to ES-DE as they will be modified in ways that EmulationStation will see as data loss. For instance ES-DE does not use tags inside the gamelist.xml files to find game media but instead matches the media to the names of the game/ROM files. So it will not save any such tags back to the gamelist files during updates, effectively disabling the game media if the files are opened in EmulationStation.
Another potential issue when migrating gamelist.xml files from EmulationStation is that the path tag requires a leading ./ in ES-DE while that may not be present in files coming from EmulationStation. If you don't see any metadata for your games inside ES-DE, then simply add the ./ characters to each path tag and it should hopefully work.
And if you have gamelist.xml files in your ROMs directory tree then ES-DE will ignore those by default, so you need to move them to the ~/ES-DE/gamelists/ tree.
If migrating from Batocera, RetroBat or Recalbox, be aware that ES-DE does not always use the same system names as those frontends. This means that your game files may not be found unless the folders are renamed accordingly. Such an example is the Sega SG-1000 system which in Batocera, RetroBat and Recalbox has the _sg1000_ system name, but is _sg-1000_ in ES-DE. See the [Supported game systems](USERGUIDE.md#supported-game-systems) table at the bottom of this guide for the correct system names in ES-DE.
Manually removing game files from the ROMs directory tree instead of deleting them from ES-DE using the metadata editor will make any corresponding scraped media files, gamelist.xml entries and custom collection entries orphaned, i.e. they will refer to non-existent files. Although this is correctly handled by ES-DE and is not causing any serious issues, it does lead to unnecessary disk space usage and it does produce log warnings in es_log.txt on application startup. If a huge amount of game files have been manually removed it can also lead to performance problems.
In order to remove such unnecessary media files and configuration file entries, the _Orphaned data cleanup_ utility in the _Utilities_ menu can be used. This tool should be largely self-explanatory. And although it should generally be safe to use, unforeseen issues can occur so make sure to make backups of at least your `ES-DE/gamelists` and `ES-DE/collections` directories before attempting to use this tool.
It's recommended to run this utility with the _Show hidden games_ setting enabled as orphaned gamelist.xml folder entries may otherwise not get purged.
If a system has a flatten.txt file present in the root of its directory, then the system will be completely skipped and an error will be logged (using folder flattening is strongly discouraged in general).
Note that there are no guarantees that any processed gamelist.xml files will be usable in any other applications than ES-DE. An attempt is made to retain the file structure but data unknown to ES-DE may get purged during cleanup.
If the utility finds any data to be removed, a backup of the old files will be made. This will end up in a `CLEANUP` directory and will contain a date and time stamp. For example:
All files and entries that are removed are logged to `~/ES-DE/logs/es_log.txt` so it could be a good idea to make a backup copy of this file after running the cleanup, for future reference.
ES-DE fully supports high resolution displays such as 1440p, 4K, 6K, 8K, ultrawide monitors etc. But many emulators (e.g. RetroArch) will also run using the same resolution which may cause performance problems on slower machines or when using resource intensive shaders. Although some emulator cores will have options to set their internal resolution, they still need to be scaled up to the screen resolution.
A solution to this is to use the custom event scripts functionality to set a temporary resolution upon launching a game that will be reverted when returning to ES-DE. Such a setup is detailed in [INSTALL.md](INSTALL.md#custom-event-scripts) for Linux, but should hopefully be possible to implement similarly on Windows. When going for this setup it's important that the setting _Run in background (while game is launched)_ is disabled or ES-DE may not be able to correctly switch to the emulator window when launching games.
On macOS it's problematic to change screen resolutions on the fly or on a per-application basis as Apple has seemingly disabled most of this functionality in recent operating system releases. The only real option here is to lower the display resolution prior to launching ES-DE.
ES-DE supports a number of advanced settings to fine-tune the display output. By default the application will run in fullscreen mode at the native display resolution, but using the --resolution command line option it's possible to set this to an arbitrary resolution. By default this will change ES-DE into running in windowed mode, but if also using the --fullscreen-padding command line option the window will be fullscreen with the application contents centered, padded on a black background. This can be useful for displays where a bezel or similar covers parts of the monitor, and it can be combined with the --screenoffset command line option to adjust the positioning within the application window.
Tate mode (vertical screen orientation) is also fully supported including both running at a vertical resolution as set on the OS level, or to rotate the screen contents within the application window and keep the display resolution at its non-rotated default state. The latter is sometimes required as some emulators don't work well on rotated screen layouts. Screen rotation can be applied either via the --screenrotate command line option or via the corresponding setting in the _Other settings_ menu.
Below are some examples. For consistency it's assumed that the display resolution is set to 1920x1080 although in practice it's perhaps more likely that a lower resolution CRT monitor is used for some of these scenarios.
Running at a lower application resolution in a window:
ES-DE automatically configures the keyboard and any connected controllers using default button mappings, and normally no additional setup is required. But if you would like to apply custom button mappings for your devices or if you have an unusual device which isn't automatically configured, you can run the _Configure keyboard and controllers_ tool from the _Input device settings_ entry on the main menu.
The actual procedure to map the inputs should be self-explanatory, just follow the on-screen instructions. Note that custom button mappings will not change the help system entries.
Any custom configuration is applied per unique device ID (GUID). So if two identical controllers are used with ES-DE, both will have the same configuration applied. If connecting controllers of the same type but of different revisions, the GUID may differ and therefore the custom configuration would need to be applied to each device individually.
If you have issues with your input configuration, as a last resort you can reset all mappings by deleting or renaming the file `~/ES-DE/settings/es_input.xml`
When starting ES-DE with the default settings, you will see the System view first. From here you can navigate your game systems and enter their respective gamelists.
Systems are sorted by their full names by default, as defined in the es_systems.xml file. It's however possible to change their sorting using the _Systems sorting_ option in the _UI settings_ menu, or to create a custom sorting configuration file as documented in the [INSTALL.md](INSTALL.md#es_systems_sortingxml) document.
For themes that include variant trigger configuration you may see different layouts per system depending on whether you have scraped game media or not. This functionality can be disabled via the _Enable theme variant triggers_ option in the _UI Settings_ menu.
If the theme supports it, there's a gamelist information field displayed in the gamelist view, showing the number of games for the system (total and favorites) as well as a folder icon if a folder has been entered. When applying any filters to the gamelist, the game counter is replaced with the amount of games filtered, as in 'filtered / total games', e.g. '19 / 77'. If there are game entries in the filter result that are marked not to be counted as games, the number of such files will be indicated as 'filtered + filtered non-games / total games', for example '23 + 4 / 77' indicating 23 normal games, 4 non-games out of a total of 77. Due to this approach it's theoretically possible that the combined filtered game amount exceeds the number of counted games in the collection, for instance '69 + 11 / 77'. This is not considered a bug and is so by design. This gamelist information field functionality is specific to ES-DE so older themes will not support this.
Another feature which requires theme support is _badges_, which is a set of icons displaying the status for various metadata fields. The currently supported badge types are _favorite, completed, kidgame, broken, collection, folder, manual, controller_ and _alternative emulator_. If any of the first four metadata fields have been set for a game, their corresponding badges will be displayed. If a game-specific controller has been selected via the metadata editor, the corresponding controller badge will be shown, and if an alternative emulator has been selected for the specific game, that badge will be displayed. Setting an alternative emulator system-wide will not display this badge as it's only intended to indicate game-specific overrides. As well, disabling the option _Enable alternative emulators per game_ will also hide the alternative emulator badges.
_Here's an example of a theme variant trigger applying a simplified layout if there is no scraped game media available for the system. After scraping at least one game the layout will automatically change to the full design._
* Kiosk - The main menu will be severely restricted, only displaying an entry to adjust the different audio volume levels. The gamelist options menu will be restricted as well, removing the metadata editor and the ability to modify custom game collections. And finally the ability to flag or unflag games as favorites will be removed. Apart from this all games will be playable.
* Kid - Only games marked as being suitable for children will be displayed (this flag is set manually per game using the metadata editor). Additionally, the gamelist options menu is disabled as is the ability to flag and unflag games as favorites. There is also a separate option available to enable or disable the main menu when in Kid mode, see _Enable menu in kid mode_ for additional information.
There is an unlock code available to revert to the Full mode from the Kiosk or Kid mode, as is described when changing this setting from the main menu. By default the button sequence is **Up, Up, Down, Down, Left, Right, Left, Right, B, A** (or equivalent buttons if an Xbox controller is not used). Either the keyboard or a controller can be used to input the passkey sequence, but it can't be entered when a menu is open.
The application can also be forced into any of the three modes via the command line options `--force-full`, `--force-kiosk` and `--force-kid`. This is only temporary until the restart of the application, unless the settings menu is entered and the setting is saved to the configuration file (this assumes that the main menu is available in the selected UI mode of course).
There is a help system available throughout the application that provides an overview of possible actions and buttons that can be used. Note that some general actions are never shown, such as the ability to quick jump in gamelists, menus and text input fields using the shoulder and trigger buttons. It's possible to disable the help system via the _Display on-screen help_ option in the _UI settings_ menu.
The built-in help system will provide a contextual summary of the available navigation options, but here's still a general overview. These are the buttons mappings automatically applied by ES-DE, but they can be customized using the input configurator as described earlier in this document. It's not an exhaustive list, but it covers most situations. The button names are based on the Xbox 360 controller as that is the naming convention used by the SDL library which handles the controller input in ES-DE.
When editing text using the virtual keyboard but using a physical keyboard as input device instead of a controller, then there are some slight exceptions to the normal input logic. The _Enter_ key will always apply the changes and the _Escape_ key will always go back. As well, if you have mapped any regular keys to the _left_, _right_ or _down_ buttons or to the _shoulder_ or _trigger_ buttons, then these will not be usable in the text input field. You will instead have to use the virtual keyboard buttons to enter these characters. Note that this is not an issue if using the default keyboard configuration as the buttons just mentioned are then mapped to special keys only, as detailed below.
When editing text it's also possible to paste from the clipboard into ES-DE using Command + V on macOS and Ctrl + V or Shift + Insert on all other operating systems.
Default keyboard mappings are shown in brackets below.
It's assumed that the option _Swap the A/B and X/Y buttons_ in the _Input device settings_ menu is disabled as some buttons will otherwise obviously be swapped.
Navigates between system and game entries where these buttons are applicable, such as for textlists, grids and vertical carousels. Also used in menus for general navigation. For the media viewer it changes viewing mode between game media and PDF manuals.
Navigates between system and game entries where these buttons are applicable, such as for grids and horizontal carousels. Navigates between gamelists if the _Quick system select_ option has been set to use these buttons and the primary element supports it. Navigates between media files in the media viewer and selects a random game when using the _Video_ or _Slideshow_ screensavers if the _Enable screensaver controls_ option has been enabled. Also used in menus for general navigation.
Provides quick jumping in textlists and menus, jumps 10 games in the gamelists and 6 entries in the menus. Navigates between gamelists if the _Quick system select_ option has been set to use these buttons and the primary element supports it. Also used as back and blankspace keys in text edit dialogs and for zooming in and out when viewing PDF game manuals.
Jumps to the first or last entries in carousels, grids and textlists as well as in menus and text edit dialogs. Navigates between gamelists if the _Quick system select_ option has been set to use these buttons and the primary element supports it. Also jumps to the first or last entry/page when using the media viewer.
Jumps to a random game or system depending on whether pressed when in the system view or gamelist view. Only applicable if the _Random entry button_ option has been configured accordingly.
Starts the media viewer in the gamelist view or the screensaver in the system view (if the _Enable screensaver controls_ setting is enabled). Used by some other minor functions as explained by the help system and/or this guide.
Marks games as favorites in the gamelist view (if the _Enable toggle favorites button_ option has been enabled). Used by some other minor functions as explained by the help system and/or this guide.
Quits the application. This key combination can be changed to Ctrl + Q, Alt + Q or F4 using the _Keyboard quit shortcut_ menu option described later in this document.
ES-DE ships with the Linear, Modern and Slate themes and additional ones can be installed using the built-in theme downloader. More themes made specifically for ES-DE can be found on the Internet, and you can customize or create your own ones too. Note that on Android specifically only the Linear theme is bundled with the application, but Modern and Slate can be installed via the theme downloader.
There are several user-selectable theme options in the _UI Settings_ menu, most notably _Theme variant_ which is essentially a form of theme profile. This could be anything, like different ways to navigate the themes, different layouts and designs etc. Additionally the _Theme color scheme_ setting makes it possible to select between different color schemes, if supported by the theme. You can change the font size too for themes that offer this, via the _Theme font size_ setting. The two remaining options _Theme aspect ratio_ and _Theme transitions_ are also important but you can normally leave them at their default _Automatic_ values, especially the _Theme aspect ratio_ option as it will be automatically detected. Be aware that all these theme settings are optional, it's up to the theme developer whether to add support for them to their themes.
Themes are most easily installed using the built-in theme downloader, but you can also manually add them to your ES-DE home directory, i.e. `ES-DE/themes/`. By just adding them there, one folder each, they will be found during startup and you can then choose between them via the _UI Settings_ menu on the main menu. If using the portable release of ES-DE on Windows, the ES-DE application data can be found in the root of the ES-DE directory.
Although you should place additional themes in your ES-DE application data directory, the Linear, Modern and Slate themes are located in the installation folder as they come bundled with the application. For example this could be `/usr/share/es-de/themes/` on Linux, `/Applications/ES-DE.app/Contents/Resources/themes/` on macOS or `C:\Program Files\ES-DE\themes\` on Windows. If using the portable ES-DE release on Windows, the themes folder will be located in the root of the ES-DE directory.
If you would like to customize the Linear, Modern or Slate themes, simply make a copy of their directories to `ES-DE/themes/` and then those copies will take precedence over the ones in the application installation directory.
There is a built-in theme downloader that can be accessed from the _UI Settings_ menu. It lets you download new themes and apply updates to installed themes. You can also delete installed themes directly from this user interface.
The basic functionality is hopefully largely self-explanatory, check the on-screen helpsystem for information on available actions. There are also popup dialogs displayed for actions that require user confirmation, or if there are any errors.
Information about each theme is displayed in the user interface including the number of available variants, color schemes and aspect ratios as well as a screenshot. You can also view additional screenshots in fullscreen mode by pressing the _X_ button.
Themes are downloaded from their respective GitHub or GitLab sites using _Git_ (or more specifically using _libgit2_) so apart from the initial download, subsequent updates should be fast as only new or modified files will be fetched. Compression is also applied during transfer to speed up things further. Due to the complex nature of Git repositories it's not possible to abort downloads as that could lead to data corruption. If that would still happen, such as if you have a power failure or kill the ES-DE process while a download is running, the theme downloader should detect the corrupt repository on next startup and display an error message. It will in this case also rename the theme directory by adding the _CORRUPT_DISABLED extension to it and start a new fresh download.
If you have manually downloaded any of the themes from the [official themes list](https://gitlab.com/es-de/themes/themes-list) then these would need to be downloaded again as they will not contain the necessary information required by the theme downloader. A dialog will be presented to inform you about this and the theme directory will be renamed by adding the _DISABLED extension to its name. To conserve disk space it's a good idea to manually delete these _DISABLED directories outside of ES-DE. Alternatively you could just completely delete the theme from the user interface using the _Y_ button and start a fresh download.
On Android specifically all theme directories that were previously renamed with the _DISABLED suffix are automatically deleted every time the theme downloader is started. This is the case as Android prevents direct access to the theme directory due to it being located on application-internal storage, meaning it's not possible to manually delete these directories.
If you have customized a theme by for instance modifying any of its XML files, then this will be highlighted with an exclamation mark and the text _LOCAL CHANGES_ in the theme downloader interface. If you attempt to fetch updates for such a theme you will be asked a question of whether to overwrite your local changes, or whether to cancel. If you have however added additional files to the theme that are not included in the theme repository, then these will not interfere and you can go ahead and fetch theme updates without any risk of having your local files being deleted. But there is a special (although unlikely) situation, if you add files that are not part of the theme repository but that are later added by the theme developer as well, then your local copies of any such files will be ovewritten when fetching theme updates.
In worst case there could be a situation where a repository is corrupted and the theme downloader can't properly identify or handle the corruption. In this case you will have to rename or delete that directory. This could also apply to the actual themes list repository. The latter is named _themes-list_ so by just deleting this directory (i.e. `~/ES-DE/themes/themes-list`) you'll reset the theme downloader to its initial state.
Note that the exFAT filesystem can't be used as it makes the theme downloader fail. But using this filesystem is strongly discouraged anyway as it offers very poor disk I/O performance which makes ES-DE run really slowly.
ES-DE is a frontend application and does not provide any emulation by itself. It does however come preconfigured for use with emulators as setup in the `es_systems.xml` file. Most systems are by default configured to use [RetroArch](https://www.retroarch.com) but in many instances alternative standalone emulators can be selected instead as described elsewhere in this guide.
Installation and configuration of RetroArch and other emulators is beyond the scope of this guide, but many good resources can be found online on how to do this.
Keep in mind that ES-DE will not install any RetroArch cores, you need to do this manually from within the RetroArch user interface.
If ES-DE is unable to find an emulator when a game is launched, a notification popup will be shown. Likewise a notification will be shown if the defined emulator core is not installed. The es_log.txt file will also provide additional details.
As this release of RetroArch is executed via the Steam application it's behaving a bit glitchy and strange with ES-DE (which is due to the nature of Steam). The following issues have been observed:
* Core searches will not work, if an emulator core is missing there will be no error notification inside ES-DE and game launching will just silently fail
* Logging output from emulators is not possible due to ES-DE running in the background
As well, adding support for the Steam release of RetroArch for all systems that ES-DE supports requires hundreds of additional alternative emulator entries. For all these reasons there will be no official support for this release of RetroArch. If you insist on still using it, it's quite easy to make [custom system configuration](USERGUIDE.md#game-system-customizations) entries as the setup has been partly prepared for in the bundled configuration.
AppImages is a great way to package emulators on Linux as they work across many different distributions. There is one small problem though in that there is no standardized directory for storing these files, meaning ES-DE could have issues locating them.
It's generally recommended to go for the ~/Applications/ directory, but depending on your Linux distribution this may or may not exist by default. If the directory doesn't exist, then just go ahead and create it. Keep in mind that Linux is case-sensitive so make sure to spell it with a capital A.
As AppImages often embed version information into the actual filename, the bundled configuration uses wildcards to locate these files, such as `rpcs3*.AppImage` which would match the filename `rpcs3-v0.0.19-13103-cc21d1b3_linux64.AppImage` for instance. Note that if multiple files match the wildcard pattern, the first file returned by the operating system will be selected.
This approach also works when using [AppImageLauncher](https://github.com/TheAssassin/AppImageLauncher). When first launching an AppImage with AppImageLauncher installed a question will be asked whether to integrate the application. If accepting this, the AppImage will be moved to the `~/Applications` directory and a hash will be added to the filename, like in this example:
Just be aware that AppImageLauncher causes multiple issues and its use is therefore not recommended. You can read more about this in the next section below.
[AppImageLauncher](https://github.com/TheAssassin/AppImageLauncher) will by default move any AppImage you attempt to run to the root of the ~/Applications directory and integreate it into the desktop environment's application menu. While this may sound convenient it causes multiple issues.
It's a gross oversimplification to assume that people want all their AppImages in the ~/Applications directory. For example OpenBOR games are supposed to be packaged as standalone units with the AppImage game engine together with all game assets as different games may require different game engine versions. Another example would be Windows games that are packaged together with Wine or Proton into an AppImage. In ES-DE there are multiple systems that can scrape and launch AppImages directly, which means they need to be placed into the ROMs directory tree.
For these and other reasons it's not recommended to use AppImageLauncher. If you still insist on using it you will need to setup some symlinks to point the relocated AppImages back to their expected locations. This is covered in some specific sections of this user guide, but not everywhere as AppImageLauncher is not a recommended solution for ES-DE.
The _staticpath_ rules are always parsed in the order they are defined, and as the AppImage entries are listed above the Flatpak entries, these will be searched first.
There is however a workaround available to launch the Flatpak first, should you prefer that. As you can see in the above example there is also a _systempath_ entry for the Flatpak launch file, and by manually defining the path to your Flatpak bin directory you can make use of this systempath entry instead, which will always be executed before the staticpath entries.
For example if using the ES-DE AppImage release, this would be the command to execute:
Refer to your operating system documentation for more details on how the PATH environmental variable works and how to customize your shell environment.
Normally on Linux you would install emulators using either one of the established cross-distribution package formats, i.e. AppImage, Snap or Flatpak, or you would install them using the operating system repository (including the AUR if available on your OS). Less likely would be to manually build from source code and install to a standard system directory. In all these instances ES-DE should be able to find the emulator when launching a game. But in some cases you may instead manually download an emulator as an archive file to unzip somewhere on the file system. Normally you would want to place these files in your home directory, and if running a distribution that has an immutable filesystem (such as SteamOS or Fedora Silverblue), you don't even have the choice to install them to a standard system directory.
It's generally recommended to go for the ~/Applications/ directory, but depending on your Linux distribution this may or may not exist by default. If the directory doesn't exist, then just go ahead and create it. Keep in mind that Linux is case-sensitive so make sure to spell it with a capital A.
## Running Windows emulators on Linux using Wine or Proton
On Linux it's possible to run emulators developed specifically for Microsoft Windows via the Wine compatibility layer. Support is also included for the Proton fork of Wine.
ES-DE will look for Wine, Proton and the Windows emulators in the same directories where it looks for emulator AppImages and manually downloaded emulators (as explained in the sections above), meaning:
```
~/Applications/
~/.local/share/applications/
~/.local/bin/
~/bin/
```
It's generally recommended to go for the ~/Applications/ directory, but depending on your Linux distribution this may or may not exist by default. If the directory doesn't exist, then just go ahead and create it. Keep in mind that Linux is case-sensitive so make sure to spell it with a capital A.
The AppImage release of Wine or Proton is required, which can be downloaded from here:\
https://github.com/mmtrt/WINE_AppImage/releases
For regular Wine, make sure to get the stable x86_64 release, for this example we assume that the file `wine-stable_8.0.2-x86_64.AppImage` has been downloaded.
For Proton we assume that the file `wine-staging_ge-proton_8-14-x86_64.AppImage` has been downloaded.
For Wine, create an `~/Applications/Wine` directory and be mindful that the letter case is correct. Then move the Wine AppImage into this new directory and set executable permissions for the file:
```
cd ~/Applications/Wine
chmod +x wine-stable_8.0.2-x86_64.AppImage
```
Likewise for Proton, create an `~/Applications/Proton` directory, move the AppImage there and run the chmod command:
As an optional final touch it's a good idea to add entries for the Wine configuration tool WineCfg so it can be easily launched from inside ES-DE. The _desktop_ system is most suitable for this. Simply create two .sh files for this purpose, for example:
[AppImageLauncher](https://github.com/TheAssassin/AppImageLauncher) will by default move any AppImage you attempt to run to the root of the ~/Applications directory. This annoyingly also includes files in subdirectories in the ~/Applications tree, so the Wine and Proton AppImages would get relocated there too.
While it's possible to setup a custom find rule entry to look for the Wine and Proton AppImages directly in ~/Applications this is not a good idea as the filename similarities between these two files can lead to a mixup, you really want them separated into their own directories.
An alternative and recommended solution to avoid the symlinking would be to not use AppImageLauncher at all.
In general ES-DE does not pass command line parameters to emulators to start them in fullscreen mode. This is so as for most (if not all) emulators, command line arguments overrides the settings the user has defined. This means that windowed mode would become impossible to achieve without creating custom systems configuration entries if ES-DE enforced fullscreen mode. There are only a very few exceptions for emulators where there is no other way to enter fullscreen mode than by passing such options during game launch.
So if an emulator starts in windowed mode and you prefer to have it running in fullscreen mode instead, make sure to enable that option in the emulator settings or configuration file (which should be a one-time job).
For most systems game setup is straightforward, just put your game files into the folder corresponding to the platform name (these names can be found at the [end](USERGUIDE.md#supported-game-systems) of this guide) and you're good to go.
Let's start with the simple scenario of a single ROM file per game, which is the case for the majority of platforms. For this example we're setting up ES-DE to play Nintendo Entertainment System games.
The supported file extensions are listed in [linux/es_systems.xml](resources/systems/linux/es_systems.xml), [macos/es_systems.xml](resources/systems/macos/es_systems.xml) and [windows/es_systems.xml](resources/systems/windows/es_systems.xml) but if you generated the game system directories on first application startup or later via _Create/update system directories_ in the _Utilities_ menu, then there will be a file named systeminfo.txt in each game system directory that includes the list of supported file extensions.
It's highly recommended to use filenames that correspond to the full name of the game (except for special cases like arcade games), otherwise you may need to manually feed the scraper the game name when scraping which is very tedious.
Symlinks are supported for both ROM directories and individual game files, but make sure to never symlink between files within the same system directory or there may be undefined application behavior when scraping, launching games etc.
The default game folder is ~/ROMs. On Linux this defaults to `/home/<username>/ROMs`, on macOS `/Users/<username>/ROMs` and on Windows `C:\Users\<username>\ROMs` or `ES-DE\ROMs` depending on whether the installer release or the portable release is used. If the --home command line option was used to start ES-DE, the tilde symbol will resolve to whatever directory was passed as an argument to this option.
Assuming the default ROM directory is used, we need to create a subdirectory corresponding to the \<path\> tag in es_systems.xml, for this example it's `nes`.
That's it, start ES-DE and the NES game system should be populated. You can now scrape information and media for the games, and assuming you've setup RetroArch correctly with the Mesen core, you can launch games. If you instead prefer to use any of the three alternative emulators listed above (Nestopia UE, FCEUmm or QuickNES) then you can install one of those cores instead and change your emulator preference using the _Alternative emulators_ interface in the _Other settings_ menu or on a per-game basis via the metadata editor. Note that alternative emulators are only available for some game systems.
For some systems, there are sometimes (or always) multiple files per game. Such an example would be the Commodore 64 when multidisk games are being played. For such instances, simply group the files inside folders.
It's highly recommended to create `.m3u` playlist files for multi-disc images as this normally automates disk swapping in the emulator. It's then this .m3u file that should be selected for launching the game.
Setting the directories to the same name as the .m3u files will interpret them as files, meaning they will behave just like any normal files inside ES-DE instead of being displayed as folders. When launching such a game, the file inside the directory that matches the directory name will be passed to the emulator. See the following section below for more information about this functionality.
This setup is of course entirely optional, you can also leave the directories as normal folders, meaning they will behave just like you would expect, i.e. you will have to enter them and select the file you want to launch. If going for this setup it's possible to easily hide the files that are not relevant using the metadata editor.
There are two scenarios where it's useful to interpret directories as files inside ES-DE. The first one is to hide the directory structure for multi-file/multi-disc games while still being able to directly launch files inside these folders, and the second is that some emulators support passing a directory rather than an individual file as the game ROM argument.
In both cases, renaming a directory to one of the supported file extensions will automatically make ES-DE interpret it as a file. This also means that the directory can be part of the automatic collections and any custom collections.
The only difference between a real file and a directory interpreted as a file is that the _Delete_ button in the metadata editor will be disabled as ES-DE does not support deletion of directories for safety reasons.
For the first scenario, to automatically launch a file inside a directory, just rename the directory to the same name as the file inside the folder that you would like to launch. For example:
In this case the directory is named _Jet Grind Radio.cue_, i.e. exactly the same name as one of the files inside the directory. This means that when launching the game, `~/ROMs/dreamcast/Jet Grind Radio.cue/Jet Grind Radio.cue` will actually be passed to the emulator.
In exactly the same manner, the file `~/ROMs/psx/Final Fantasy VII.m3u/Final Fantasy VII.m3u` will be passed to the emulator on game launch. See the section just above this one, _Multiple game files installation_ for an explanations of how .m3u files work.
The second scenario is when an emulator supports passing a directory rather than a file to launch a game. Such an example is the PlayStation 3 emulator RPCS3.
Also in this case the directory will be displayed as a regular game file inside ES-DE and when launching the game the directory is passed as the game ROM argument to RPCS3.
**This functionality is experimental and may cause all sorts of issues like corrupting your gamelist.xml files, so make sure to have backups of your data prior to attempting to use this.**
ES-DE works according to the filesystem paradigm used on most operating systems, meaning the file and directory structure of your ROMs directory is reflected inside the application. So if you create a directory on the filesystem and place some games in there, it will be reflected inside ES-DE as a folder that you can enter and launch games from.
A slight exception to this is the _Directories interpreted as files_ functionality where you can display a folder as a single entry. But even then, the basic directory structure is retained.
However, some users have a setup where they have separated games inside their systems into folders but would still want to see these as a flat structure in ES-DE. While this is possible to accomplish, it's discouraged as it will cause multiple issues:
* It completely disables folder support for the system
* Any identically named files will be added only once in a semi-random fashion, meaning you could miss some games
* If there is metadata available for multiple games with the same filename (which could happen if scraping was done prior to flattening the folders) then the behavior is undefined and metadata from the wrong game may get used
* Some systems like MS-DOS and ScummVM may be completely broken
* The setup may cause confusion when reorganizing your collection and similar because what you'll see inside ES-DE will not reflect what you see when navigating the ROM directory in your operating system's file manager
Only enable this functionality if you know exactly what you're doing and understand the adverse side effects mentioned above. If you have any name collisions in your directory structure then make sure to rename each file to have a unique name. Also delete your gamelist.xml file and rescrape the entire system after fixing any collisions as it's otherwise random which metadata will be used for those games.
If you still want to go ahead and enable folder flattening, then place an empty file named `flatten.txt` in the root of each system where you would like to have this applied.
Here's an example setup:
```
~/ROMs/nes/EU/Kid Icarus.zip
~/ROMs/nes/EU/Metal Gear (EU).zip
~/ROMs/nes/USA/Kid Icarus.zip
~/ROMs/nes/USA/Metal Gear (USA).zip
~/ROMs/nes/Contra.zip
~/ROMs/nes/Recca.zip
~/ROMs/nes/flatten.txt
```
For this example the following entries will show up inside ES-DE:
```
Contra
Kid Icarus
Metal Gear (EU)
Metal Gear (USA)
Recca
```
Note that _Kid Icarus_ will only show up once since there is a name collision present and in this case only the first file processed will be added and any other identically named files will be ignored. Also note that in this case it's random whether metadata from _EU/Kid Icarus_ or _USA/Kid Icarus_ will be used.
Not all systems are as simple to setup as what was described in the previous sections, and in some cases there may be multiple ways to perform the configuration. Specifics for such platforms are covered below.
On Android only MAME4droid 2024 is supported for the apple2 system. Make sure you've read the _MAME4droid 2024 and MAME4droid_ section of the [Android documentation](ANDROID.md#mame4droid-2024-and-mame4droid) and that your ROM directory is configured correctly inside the emulator.
On Linux the default emulator for the apple2 system is [LinApple](http://linapple.sourceforge.net) and on Windows it's [AppleWin](https://github.com/AppleWin/AppleWin). Additionally the alternative emulators [Mednafen](https://mednafen.github.io) and [MAME](https://www.mamedev.org) standalone are supported. On macOS there is a port of AppleWin available named [Mariani](https://github.com/sh95014/AppleWin) but it appears broken at the moment as it does not accept any command line parameters. So instead only Mednafen and MAME are supported on macOS.
Depending on which Linux operating system you're using, LinApple may not be readily available and you may have to build it from source code or obtain a binary from somewhere on the Internet. See the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide for more details on where it needs to be installed. If you're using an OS with access to the AUR, such as Arch or Manjaro, then LinApple is available there. Note that you need to use the _linapple-git_ package as the regular _linapple_ package does not work correctly.
Once the LinApple or AppleWin emulator is installed no additional configuration is required, just drop your games into the ~/ROMs/apple2 folder and launch them from inside ES-DE.
If using Mednafen you need to place some Apple II ROM files in the emulator firmware directory, refer to the Mednafen documentation for details about this.
Note that you will need to enable UI controls in MAME to be able to exit the emulator via the normal exit key. The following page documents the default keys for exiting and toggling UI mode:\
The Apple IIGS computer is emulated using MAME. On desktop operating systems there is a dedicated emulator available for this system named [GSplus](https://apple2.gs/plus) but it appears to not be able to parse command line parameters correctly so disk images can't be supplied to it. As such it's currently unsupported.
If using Android then make sure you've read the _MAME4droid 2024 and MAME4droid_ section of the [Android documentation](ANDROID.md#mame4droid-2024-and-mame4droid) and that your ROM directory is configured correctly inside the emulator.
Note that you will need to enable UI controls in MAME to be able to exit the emulator via the normal exit key. The following page documents the default keys for exiting and toggling UI mode:\
On Android only MAME4droid 2024 is supported for the macintosh system. Make sure you've read the _MAME4droid 2024 and MAME4droid_ section of the [Android documentation](ANDROID.md#mame4droid-2024-and-mame4droid) and that your ROM directory is configured correctly inside the emulator.
There are two approaches to emulating these computers, the first is using games booted from diskettes and the second is to setup an entire OS installation as a hard disk image and run the games from there (this latter approach is not supported on Android). The first approach is only applicable for older models like the Macintosh SE and Macintosh Plus (i.e. the era prior to hard drives becoming prevalent), and the second approach can be used for more modern models.
Booting from diskettes is the default approach and MAME standalone is used for this. The games need to be in the .dsk file format and only 400K and 800K diskettes are supported. There are four relevant emulator entries available:
The _Bootable_ entries are straightforward, these are games that are self-contained on a single diskette and that can simply be booted as-is. The _Boot Disk_ entries are games that can't be booted directly but instead require a separate boot diskette. To run these you need to place a disk image named `boot.dsk` together with the game files and ES-DE will then insert this into the first floppy drive on game launch and place the game diskette in the second floppy drive. Once Mac OS has started up you can then start the game from inside the operating system. Basically any bootable diskette can be used as long as it's 400K or 800K in size and runs a Mac OS release compatible with the game you intend to play. For example the _System Tools_ diskette from the System 6.0.8 installation media works fine for this purpose.
The second approach to Macintosh emulation is to setup a hard disk image, boot into this and run the games from there. For this setup the Basilisk II emulator is used for older Macintosh II and Quadra computers and SheepShaver for more modern PowerPC-based models.
Emulation for this system works quite differently than other platforms as ES-DE only acts as a game browser which simply launches the emulator. The game then needs to be manually started from inside Mac OS.
Once the emulator is up and running and you can boot into Mac OS 7 or 8 you need to install your games. These are commonly distributed with the .sit file extension which are compressed archives in the proprietary StuffIt Expander format. You should uncompress these files inside the emulator or otherwise you will very likely run into problems with running your games. This is also covered in the YouTube video.
As for game locations it's possible to uncompress the games inside the ~/ROMs/macintosh folder and mount this inside the emulator, but this is not recommended. It's instead better to create a _Games_ folder or similar inside Mac OS and place your installed games there.
The setup of SheepShaver is essentially identical to that of Basilisk II as these two emulators are developed by the same team and are therefore very similar.
On macOS you need to download the separate Basilisk II GUI application to configure the emulator and with SheepShaver you need to start the emulator using a command line option to point to a valid ROM file. Only then can you reach the Preferences from the menu (this is however only needed the first time you setup SheepShaver). Quite a strange and unusual approach.
To add a game entry in ES-DE just create an empty file with the .game extension, for example `Marathon.game`. This entry can then be scraped and edited in the same way as any regular system. But as mentioned above, ES-DE will only act as a browser and individual games cannot be started directly. So when you launch a game, the emulator will boot into the Mac OS desktop and you will have to manually navigate to your game folder to run the game.
Note that scraper support is currently very poor for this system, so you may need to manually add images and information for your games. It's encouraged to support ScreenScraper and TheGamesDB by contributing game media and metadata so this situation improves over time.
If using Android then make sure you've read the _MAME4droid 2024 and MAME4droid_ section of the [Android documentation](ANDROID.md#mame4droid-2024-and-mame4droid) and that your ROM directory is configured correctly inside the emulator.
For all the supported MAME variants as well as Final Burn Alpha/FinalBurn Neo and Neo Geo, single file archives should be used. These files should retain the MAME software list filenames as ES-DE ships with MAME lookup tables, meaning the software list names are automatically expanded to full game names.
This is required by the TheGamesDB scraper where the expanded filenames are used for game searches. (Screenscraper natively supports searches using the MAME names). It's also quite nice to have the gamelist populated with the expanded game names even before any scraping has taken place.
BIOS and device files must be placed together with the ROM files in the game system directory and not in the MAME configuration/home directory. It's pointless to separate potentially hundreds of BIOS and device files from the game files, and ES-DE will also automatically filter out such files. This means they will never show up in the gamelist. But this only applies to files that are listed in the regular MAME driver file, so BIOSes and devices for systems like MESS will not be filtered out. You'll instead need to manually hide these files using the _Hidden_ option in the metadata editor.
If using the standalone release of FinalBurn Neo you need to define the ROM directory in the fbneo.ini file or via the user interface as this emulator does not support passing the full path to the game ROM on game launch (see the comments about Model 2 Emulator below for more details).
Likewise if using AdvanceMAME you need to define the ROM directory in the advmame.rc configuration file.
If emulating Sega Model 2 games using _Model 2 Emulator_ (natively on Windows or using Wine or Proton on Linux), then you need to change the ROM directory path in the EMULATOR.INI file to point to your Model 2 ROMs.
On Linux it could look something like the following:
Note that Model 2 Emulator is a bit broken and on Windows most GPU drivers it will only work correctly if ES-DE keeps running in the background while the game is launched. However, for some GPU drivers the opposite is true and the emulator will only work if ES-DE is suspended. To use the latter setup, switch to the alternative emulator entry _Model 2 Emulator [Suspend ES-DE] (Standalone)_.
To run Model 2 Emulator on Linux you need Wine or Proton, how to setup this is covered in the [Running Windows emulators on Linux using Wine or Proton](USERGUIDE.md#running-windows-emulators-on-linux-using-wine-or-proton) section.
After Wine or Proton has been installed, unpack the emulator files into the `~/Applications/m2emulator/` directory.
Depending on your setup you may also need to add the `d3dcompiler_47.dll` file to this directory or the emulator could crash on startup. You can download this file from here:
On macOS, the only available emulator for Sega Model 2 is MAME, either the RetroArch - Current core or MAME standalone. Compatibility is still quite poor with only a handful of games working correctly, but this is likely to improve going forward as almost all games for this platform can already start and run to a certain degree. Some games flagged as not working by MAME are still playable with only minor glitches to audio and graphics, just make sure to use a recent ROM set for maximum compatibility.
In the past a custom Supermodel build was provided for Linux as there was no other way to run this emulator on devices like the Steam Deck. As there is now a Flatpak available this should be used instead and no further custom builds will be provided by the ES-DE project.
However, for this Flatpak to work you need to copy the Assets and Config directories from the Flatpak installation folder to the model3 ROM directory, for example:
An alternative approach which is recommended is to download the ES-DE specific [Supermodel_config_2023-10-29.zip](https://gitlab.com/es-de/emulationstation-de/-/package_files/99624455/download) configuration package. Follow the instructions in the included Readme.txt file, in summary you need to place the `Assets`, `Config` and `NVRAM` directories into `~/ROMs/model3/` and you should be good to go. This package provides per-game button mappings and NVRAM files.
This approach should hopefully work fine if you have installed Supermodel via the AUR as well, and it may work on Windows too although you probably need to customize the Supermodel.ini file a bit. However, on Windows the files should go into the emulator installation directory and not into the ~/ROMs/model3/ directory.
To enable fullscreen mode on Windows, add `FullScreen=1` to Config/Supermodel.ini as this setting does not seem to be included by default.
The following page provides a lot of additional useful information on how to configure Supermodel (the contents of the custom config package is based on this work):\
It's also possible to add per-game command line parameters that will be passed to Supermodel on launch. To accomplish this, create a file named _\<game\>.commands_ in the same directory as the game file, for example `daytona2.commands` and add the options to this file. Here is an example of what the file contents could look like:
Although there is a Homebrew release of Supermodel for macOS this seems to be quite old and is apparently not working correctly so for the time being the model3 system is unsupported on this operating system.
If using the Homebrew release of MAME standalone on macOS and emulating MESS systems like astrocde and ti99, then you need to configure the path to the MAME hash files in the mame.ini file. Alternatively you can symlink the installed hash directory to `~/.mame/` like the following (you will of course need to modify the command depending on which MAME version you have installed):
These systems are generally straightforward to setup. For regular Atari Jaguar games you'll have a single ROM or zip archive per game that you place in the root of the `~/ROMs/atarijaguar` system directory. For Atari Jaguar CD games it's recommended to go for the .cdi format and you place these directly in the root of the `~/ROMs/atarijaguarcd` directory.
The only emulator that can run Atari Jaguar CD games is [BigPEmu](https://www.richwhitehouse.com/jaguar/) which is available for Linux and Windows. On Linux you can also run the Windows release of this emulator, should you want to. To accomplish this you need to run it via the Wine (or Proton) translation layer.
How to setup Wine is covered in the [Running Windows emulators on Linux using Wine or Proton](USERGUIDE.md#running-windows-emulators-on-linux-using-wine-or-proton) section.
That's basically it, for the atarijaguar system just make sure to select _BigPEmu (Wine)_ or _BigPEmu (Proton)_ from the _Alternative emulators_ interface or set it on a per-game basis using the metadata editor.
There are many settings in Wine that may affect compatibility, performance etc. but covering all that is beyond the scope of this guide.
There are multiple ways to run these games, for the computer models like the A500, A1200 etc. it's either via diskette images, hard disk images or using specially packaged WHDLoad games. For the CD32 and CDTV you normally run games via CD-ROM disc images. As for emulators all operating systems that ES-DE runs on support the PAUE RetroArch core and the FS-UAE standalone emulator. On Linux and macOS there is also support for the Amiberry standalone emulator.
This emulator is by far the most straightforward Amiga emulator to use, it's easy to configure and it runs all file types that ES-DE supports. It can run zipped files too for all supported formats.
PUAE requires Amiga Kickstart ROMs to run, you can find more information about that topic here:\
For the Amiga computer models the recommended approach is to go for WHDLoad-packaged files in the `.lha` or `.zip` format. While it's also possible to use WHDLoad hard drive images in `.hdf` or `.hdz` format these will only work in PAUE so they are not really recommended as you may want to use another emulator in the future.
An alternative would be to use `.adf` or `.ipf` diskette images as not all games may be available with WHDLoad support. For this you can either place single-diskette images in the root folder or in a dedicated diskette directory, or multi-diskette games in separate folders. It's recommended to create `.m3u` playlist files for multi-diskette games as described [here](USERGUIDE.md#multiple-game-files-installation) (although this feature is only supported by PUAE and not by FS-UAE and Amiberry).
For the Amiga CD32 and Commodore CDTV you can run games in several disc image formats like .chd, .cue and .iso. The setup is straightforward, just add an image file per game or make a subdirectory for games with multiple files and use the _directories interpreted as files_ functionality to present these games as single entries inside ES-DE. Here's an example setup:
In some cases like for CDTV games, the Amiga model autodetection may not work correctly and you may therefore need to explicitly select it in the RetroArch menu system. The relevant documentation can be found here:\
https://docs.libretro.com/library/puae/
**FS-UAE**
This emulator is a bit confusing in that both the core FS-UAE binary as well as the separate FS-UAE Launcher binary are needed in order for it to by usable be ES-DE. Adding to to the confusion is the fact that sometimes these two are packaged together and sometimes they aren't.
If installing FS-UAE from the AUR then the Launcher is not included, but if you instead install the FS-UAE Launcher specifically then FS-UAE will be installed as it's a dependency. For the Flatpak release the Launcher is included together with the emulator even though the Flatpak doesn't mention this fact.
On macOS and Windows you need to manually download and install both FS-UAE and FS-UAE Launcher:\
If you however install the fs-uae-launcher Cask via Homebrew in macOS then it will also install the emulator.
On Windows you need to place FS-UAE and FS-UAE Launcher next to each other on the filesystem or it will not work. If using the portable release this is clearly indicated in the README.txt file bundled with ES-DE, like so:
FS-UAE needs Amiga Kickstart ROMs to run correctly, you can read about the specific files needed on the following page:\
https://fs-uae.net/docs/kickstarts
It's also recommended to place the first installation diskette for Workbench v3.0 into the `FS-UAE/Floppies/` directory.
Following the addition of the Kickstart ROMs and the Workbench floppy disk, open FS-UAE Launcher and select _Update File Database_ from the menu. Then press the _Scan_ button and all Kickstart ROMs should be marked with a green checkmark.
For additional details about the FS-UAE and FS-UAE Launcher setup and configuration refer to the official emulator documentation:\
https://fs-uae.net/docs
Once you have FS-UAE up and running it's pretty straightforward although the emulator comes with some limitations. For the Amiga computer models the recommended approach is to go for WHDLoad-packaged games in the `.lha` or `.zip` format. Note that the `.hdf` and `.hdz` formats are not supported by FS-UAE in this context.
An alternative would be to use `.adf` or `.ipf` diskette images as not all games may be available with WHDLoad support. If you want to use .ipf files then you need to install the CAPSImg plugin which can be downloaded from here:\
https://fs-uae.net/download#plugins
Note that .m3u files are not supported by FS-UAE.
For the Amiga CD32 and Commodore CDTV you can run games in several disc image formats like .chd, .cue and .iso but unlike PUAE you can't run zipped disc image files.
For example game setups refer to the PUAE section above as it's virtually identical to what you'll want with FS-UAE.
**Amiberry**
The Amiberry emulator is only available on Linux and macOS and it's a bit limited at the time of writing. So for the time being ES-DE only supports WHDLoad games when using it for the Amiga computer models. Although the official emulator documentation states that it should work to launch WHDLoad-packaged games in .zip format this does not seem to be the case. Instead only the .lha format seems to work.
For the Amiga CD32 and Commodore CDTV you can run games in the .cue and .iso formats.
Amiberry needs Amiga Kickstart ROMs to run correctly, you can read about the specific files needed on the following page:\
The _consolearcade_ system is intended for the various arcade boards that were based on home console platforms. For many of the older systems MAME can be used for emulation, but some of the more modern systems require the use of other emulators, which is precisely what is provided by this system.
| Sega Chihiro | Microsoft Xbox | xemu, Cxbx-Reloaded, MAME |
| Sega Naomi/Naomi 2/SP | Sega Dreamcast | Flycast |
| Sega Mega Play/Mega-Tech/C-2 | Sega Mega Drive/Genesis | MAME |
| Sega Shooting Zone/System E | Sega Master System | MAME |
| Sega Titan Video Game System (ST-V) | Sega Saturn | Kronos, Mednafen, MAME |
| SETA Aleck 64 | Nintendo 64 | MAME |
| Taito FX-1A/FX-1B | Sony PlayStation | MAME |
Note that not all emulators are supported on all operating systems that ES-DE runs on, see the [Supported game systems](USERGUIDE.md#supported-game-systems) section for more details.
You can also read more about the console arcade boards here:\
http://system16.com/base.php
When it comes to practically organizing these games it's recommended to use a folder structure, especially since it's necessary to assign per-game alternative emulators via the metadata editor. So a setup could look something like the following:
How to configure each emulator is far beyond the scope of this document, but there are many resources available on the Internet on how to accomplish this.
For this platform there are two basic approaches for how the setup could be done; either to present each game as a single entry inside ES-DE, or to retain each game's directory structure. The first alternative is more user-friendly, tidy and requires less setup but basically restricts the emulator selection to the DOSBox-Pure RetroArch core. There is an alternative way to setup single entries to work with all DOSBox forks, but it has some drawbacks as discussed below.
If you want to emulate older DOS games and applications then there's also support for the VirtualXT RetroArch core, but this emulator can only run .img and .zip files and it probably won't be able to run most games from the 1990s. For these reasons this documentation does not cover VirtualXT in more detail.
Additionally, for a limited set of LucasArts games [DREAMM](https://aarongiles.com/dreamm) can be used. Note that DREAMM works a bit differently than both DOSBox and VirtualXT in that it just receives the game directory as an argument on game launch and will autodetect the game based on the content of this directory. This also means that DREAMM does not support launching of .zip files, i.e. the games need to be unpacked into separate directories. You can however use the _directories interpreted as a files_ functionality to present them as single entries in the gamelist view instead of as folders that you would have to go into to launch the games.
Moving on to the DOSBox setup, if you prefer to present the games as single entries you could compress each game directory into a ZIP file with either the .zip or .dosz file extension. On game launch a menu will be displayed by DOSBox-Pure, asking which file inside the archive you would like to execute. This makes it possible to select the actual game file, or for example a setup utility like SETUP.EXE or INSTALL.EXE. Attempting to launch such an archive file with any other DOSBox fork will fail, or not work as expected.
The alternative setup to get single entries working is to use the _Directories interpreted as files_ functionality explained elsewhere in this guide. This makes it possible to use other DOSBox forks than DOSBox-Pure, but requires some additional setup. How this works is that you create a .bat file inside each game directory with the name of the game, and inside this .bat file you enter the game file you would like to launch. You then rename the game directory to the name of the .bat file including the file extension.
There are however multiple issues with this approach, the first being that only DOSBox-X supports long filenames (LFN) so you can only use directory names with a maximum of 8 characters plus the .bat extension if using another DOSBox fork. The second issue is that as of the time of writing, this setup does not seem to work at all with DOSBox-Core.
The third issue is that by this setup you will no longer be able to reach any other file than the binary you have defined inside the .bat file. So if you want to be able to reach both the game itself and a configuration utility like SETUP.EXE or INSTALL.EXE, then you would have to create some kind of simple menu inside the batch file that will be displayed on game launch. While this is certainly doable, it's beyond the scope of this guide.
Here's an example of the _Directories interpreted as files_ setup for use with any DOSBox fork except DOSBox-Core:
The second approach for DOS games is to keep the directory structure intact for each game, just as if running the game on a real DOS PC. If going for this approach it's recommended to set the metadata field _Exclude from game counter_ to enabled for all files except the actual file used to launch the game, i.e. the binary or the .bat batch file. This is done so that the game counter correctly reflects the number of games you have installed. It's also possible to mark files and subdirectories as hidden to avoid seeing them in ES-DE. Both of these fields can be set using the metadata editor. While this setup is a bit tedious and not as tidy, it can be used with all DOSBox forks while still being able to easily access all files inside the game directory, such as any game configuration utilities.
When going for this approach the game folders can be scraped so that it looks nice when browsing the gamelist, but make sure to also scrape the files used to launch the games or otherwise their entries in the collections _All games, Favorites_ and _Last played_ as well as any custom collections will miss the game metadata and game media. If you don't have these collections activated, then this can of course be skipped.
Regardless of game setup method, per-game settings can be applied. If using the DOSBox RetroArch cores this is done via the RetroArch GUI and for DOSBox-X and DOSBox Staging it's accomplished by placing a custom dosbox.conf in the game directory.
The Dragon 32, Dragon 64 and Tano Dragon are all slight variations of the Tandy Color Computer, so these machines are largely compatible with each other. They're all emulated using MAME standalone (MAME4droid 2024 on Android) or the [XRoar](http://www.6809.org.uk/xroar) emulator.
**MAME**
To use MAME you need the `dragon32.zip` and `dragon_fdc.zip` BIOS files in the ROMs/dragon32 directory and you need the `tanodr64.zip` BIOS file in ROMs/tanodragon.
For the dragon32 system there are four MAME emulator entries for tape and cartridge for the Dragon 32 and Dragon 64 models respectively and for the tanodragon system there are two entries for tape and cartridge.
This emulator is available for Linux, macOS and Windows, although on Linux you may need to build it from source code depending on which distribution you're using. Refer to the XRoar website for more information. If you manually download or build the emulator yourself then see the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide for more details on where you need to install it.
In order to emulate the Dragon 32 you need the ROM file `d32.rom` and to emulate the Dragon 64 or Tano Dragon you need the `d64rom1.rom` and `d64rom2.rom` files. It's unclear whether `ddos10.rom` will also be needed for some games and applications. Even without these files the emulator will probably start, but you will likely see random character on screen and few if any games will run correctly. On Linux these files need to be placed into the `~/.xroar/roms` directory and on macOS you need to place them in `~/Library/XRoar/roms`. Note that neither of these directories are automatically created by the emulator so you need to create them yourself. On Windows you simply place the ROM files into the emulator installation directory next to the xroar.exe binary.
Some Linux distributions ship with the standalone EasyRPG Player in the repository and on Ubuntu-based systems it's available as a Snap. But for some distributions it may need to be built from source code or manually downloaded. For these scenarios see the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide.
If using the RetroArch core you can either launch games compressed as .zip archives, or you can uncompress and rename them by adding .easyrpg to the directory name. The latter alternative is recommended.
Using either approach, the games should go into the `~/ROMs/easyrpg` directory. This is all the setup required, and here's an example of what it could look like:
Setup for the standalone EasyRPG Player is identical with the exception that running games compressed as .zip files is not supported. So in this case the setup should look like the following:
If using Android then make sure you've read the _MAME4droid 2024 and MAME4droid_ section of the [Android documentation](ANDROID.md#mame4droid-2024-and-mame4droid) and that your ROM directory is configured correctly inside the emulator.
When using MAME only CD-ROM games are supported and the .chd format is recommended. It's not adviced to go for game files using MAME software list names as these can't be scraped by either ScreenScraper or TheGames DB. It's instead better to use files with full game names.
You also need the `fmtowns.zip` BIOS archive placed in ~/ROMs/fmtowns/ for the games to run.
Here's an example setup:
```
~/ROMs/fmtowns/Flying Shark (Jp-En).chd
~/ROMs/fmtowns/Shadow of the Beast (1994)(Psygnosis)(Jp-En).bin
~/ROMs/fmtowns/Shadow of the Beast (1994)(Psygnosis)(Jp-En).cue
~/ROMs/fmtowns/fmtowns.zip
```
Note that if you're using MAME standalone you will need to enable UI controls to be able to exit the emulator via the normal exit key. The following page documents the default keys for exiting and toggling UI mode:\
While there's a macOS release available it's not packaged properly and it does not include a command line binary which makes it unusable with ES-DE. Also note that there is no AppImage release for Linux and the binary build is made specifically for Ubuntu. It may work on other distributions but you'll need to test it.
For both the Windows and Linux release you need to create a `roms` subdirectory inside the emulator directory where the system BIOS/ROM files need to be located. These are the required files, and they have to be named in uppercase:
See the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide for more details on where to locate the emulator directory.
Optionally you can provide custom emulator command line flags on a per-game basis. This can be used to set things like the CPU frequency of the emulated machine, controller/input settings and more. Refer to the Tsugaru emulator documentation for more details about available options.
On Linux controller input seems to be broken for the time being, so you will likely need to map this input to the keyboard instead. Mouse input is also very laggy and it's unclear whether this can be improved via some emulator setting.
Note that on Android the Hypseus Singe emulator is not available. However the setup for MAME (using MAME4droid 2024) and DirkSimple still applies. If using Android also make sure you've read the _MAME4droid 2024 and MAME4droid_ section of the [Android documentation](ANDROID.md#mame4droid-2024-and-mame4droid) and that your ROM directory is configured correctly inside the emulator.
There are three ways to run LaserDisc games in ES-DE, via MAME, via Hypseus Singe or via the DirkSimple RetroArch core. There are also two separate systems available, _daphne_ and _laserdisc_. The latter is recommended as the _daphne_ system is mostly existing for legacy reasons and may be removed in a future ES-DE release. The configuration for these two systems is identical as they are essentially clones.
At the time of writing MAME and Hypseus Singe are mostly mutually exlusive as MAME tends to primarily support the games that Hypseus Singe doesn't support. In the future this is likely to change with MAME getting support for more LaserDisc games.
The following page lists support for LaserDisc games for these two emulators:\
Running LaserDisc games via MAME is very straightforward. Essentially you need the game packaged for MAME with its software list name as filename, and you'll need to place the LaserDisc image file in .chd format in its separate subdirectory. Here's such an example setup:
```
~/ROMs/laserdisc/cubeqst/cubeqst.chd
~/ROMs/laserdisc/firefox/firefox.chd
~/ROMs/laserdisc/cubeqst.zip
~/ROMs/laserdisc/firefox.zip
```
Following this setup you simply select either the _MAME - Current_ or _MAME (Standalone)_ alternative emulator and launch the .zip file to start the game.
**DirkSimple**
At the time of writing this is a new emulator and it only supports two games: Dragon's Lair (lair) and Cliff Hanger (cliff). As time goes by support is hopefully added for more games. Note that this emulator is currently missing some functionality like the scoreboard, it really is a bare-bones approach to running these games.
As the name implies setup is indeed simple, the only prerequisites is to have the game's video and audio tracks combined into a single Ogg Theora file with the .ogv file extension, and to place the game's data files in the RetroArch system directory. How this is accomplished is documented on the DirkSimple GitHub page:\
https://github.com/icculus/DirkSimple
The game files need to retain their Daphne short names or it will not work. Here's an example setup:
```
~/ROMs/laserdisc/lair.ogv
~/ROMs/laserdisc/cliff.ogv
```
There's not much more to it, just make sure to select the _DirkSimple_ alternative emulator entry and then it should work fine to run the .ogv files.
Hypseus Singe is a fork of the Daphne arcade LaserDisc emulator that is still maintained. The setup is quite particular so make sure to read this section thoroughly to get it to work.
Similarly on Linux, download the ES-DE specific build that contains an AppImage of the emulator as well as some additional required files. It should be unpacked into the ~/Applications directory, such as:
If the Applications directory doesn't exist yet, then just go ahead and create it and unpack the emulator inside it. Just be aware that the name has to start with a capital A.
Although there is an official Hypseus Singe release available for macOS ARM this appears somehow broken so you may need to compile it yourself. This is a bit involved so it's beyond the scope of this document to describe it. For this reason macOS is not listed as supported but the configuration is still bundled so if you're persistent and manage to get the emulator to work, it will hopefully work from within ES-DE as well.
After the emulator has been installed, copy the required BIOS ROMs into `Hypseus Singe\roms\` on Windows or `~/Applications/hypseus-singe/roms/` on Linux.
Controller configuration using the `hypinput.ini` file is described in the official Hypseus Singe documentation, but the following example is usable with Xbox 360-compatible controllers:
There are two types of games supported by Hypseus and these are _Daphne_ and _Singe_. It's beyond the scope of this document to describe these game formats in detail but there are many resources available online for this. The setup differs a bit between these two types however, and you need to use an alternative emulator entry in ES-DE to launch Singe games.
The directory name has to keep this naming convention with the name consisting of the Daphne game type (_lair_ for this example) followed by the .daphne extension. This name logic with a short name per game is similar to how it works in MAME and ScummVM. A list of available games can be found here: \
In order to get the games to work, simply create an empty file named _\<game\>.daphne_ inside the game directory, for example `lair.daphne` in this case. The _Directories interpreted as files_ functionality will then allow the game to be launched even though it shows up as a single entry inside ES-DE.
There is also the option to add command line parameters for each game which is somehow important as different games may require different DIP switches to be set and you may also want to apply general options like fullscreen mode.
To accomplish this, create a file named _\<game\>.commands_ such as `lair.commands` for this example. The content of this file could look something like the following:
```
-fastboot -fullscreen
```
The -fastboot option is recommended in particular since it leads to a much shorter startup time for those games that support it. All command line options are described at the daphne-emu.com URL posted above.
With these files in place, the game directory should look something like this:
Singe games work a bit differently compared to Daphne games. They come packaged with a lot of files and the game directories normally just consist of the game names, such as:
Note that the tilde ~ character can not be used inside this file to point to your home directory, you have to set the absolute path. And you should of course replace _myusername_ with your own username. The forward slash at the end of the path is also required.
If on Windows, it could look like the following instead:
You have to put double backslash characters as shown above (including at the end of the path), otherwise the game won't start.
The last step to get Singe games to work is to assign the alternative emulator _Hypseus [Singe] (Standalone)_ to these games. This is done via the _Alternative emulator_ entry in the metadata editor. Attempting to launch a Singe game using the default emulator will not work.
This section applies to both the _gameandwatch_ and _lcdgames_ systems as they are essentially identical, except a slightly different scraper configuration.
There are two ways to play these games, either via emulation or via simulation.
Proper emulation is done via the MAME - Current RetroArch core or the MAME standalone emulator. The games need to be in the MAME format and follow the MAME software list naming conventions, i.e. it will not be possible to run .mgw games with this emulator. The example game _Donkey Kong_ would have the filename `gnw_dkong.zip` and you'll place this file in the `gameandwatch` or `lcdgames` directory.
However the game is only half of what's needed to properly emulate these games as you'll also need the artwork to see an image of the actual physical device when running the game. The artwork would also come in a .zip file with the same name as the game itself, e.g. `gnw_dkong.zip` and it must be located in the MAME artwork directory so it can be found by MAME.
For the RetroArch core this means it has to be placed in the system directory, specifically in `system/mame/artwork/`
For MAME standalone there are two options available for the artwork location in the form of two separate MAME emulator entries, either the default _MAME Local Artwork (Standalone)_ entry or _MAME (Standalone)_. The former will require the artwork files to be placed in a directory inside the `gameandwatch` or `lcdgames` folder, which can be quite convenient as it's then bundled with the game files. Simply create an `artwork` subdirectory and place the files there. The second emulator entry will require the artwork files to be placed in the default MAME artwork directory. This location differs between operating systems and distributions so refer to the MAME documentation on where to find this folder. Here's an example of what _Donkey Kong_ would look like when going for the default option using the `gameandwatch` system:
As the artwork files also come with the .zip file extension they will show up inside ES-DE as if they were game files. So it's recommended to hide the entire artwork directory using the _Hidden_ option in the metadata editor, or alternatively exclude them from the multi-scraper using the _Exclude from multi-scraper_ option.
Be aware that neither ScreenScraper nor TheGamesDB currently support the MAME software list names natively so you'll need to refine the searches or the scraper services are unlikely to return any results at all (or very inaccurate results at best). However, if you have game files that match the MD5 hashes in the ScreenScraper database, then the games will scrape correctly regardless of their names.
Simulation is done via the Handheld Electronic (GW) RetroArch core, in which case games come with the .mgw file extension. You simply place these files in the `gameandwatch` or `lcdgames` directory and they can be launched and played. The filenames will probably be verbose and include the complete game name, for example `Donkey Kong (Nintendo, Multi Screen).mgw` so both ScreenScraper and TheGamesDB should be able to find the game entries when scraping. Here's an example using the `gameandwatch` system:
```
~/ROMs/gameandwatch/Donkey Kong (Nintendo, Multi Screen).mgw
Adding these games is most easily accomplished by using .desktop files that can be created from inside the Lutris application. Right click on each game you would like to add to ES-DE and select _Create desktop shortcut_, then simply move these shortcuts from your desktop to the `lutris` system directory. You may also want to rename some of the files as their names may be a bit cryptic which could confuse the scraper. Remember that it's the physical filenames that will show up inside ES-DE.
There are multiple ways to run Windows 3.x and Windows 9x games and two different approaches are covered here. The first option is to run these games inside a complete operating system emulated via DOSBox and the second option is to use shortcuts, scripts or AppImages to run the games separately via applications like Wine or Lutris or by using source ports and similar. It may also be possible to run these games as zip files via DOSBox-Pure (which is available as an alternative emulator for these systems), but it's not covered here.
The second approach is very flexible but does not lead to the most authentic experience in many cases. It will also not be covered in detail here. As long as you have a script, shortcut or AppImage that can be launched outside ES-DE you should be able to place it into the `~/ROMs/windows3x` or `~/ROMs/windows9x` directories and launch it inside ES-DE as well (assuming you have selected the correct alternative emulator entry). If you've named the files appropriately it should also be possible to scrape them.
As for the default approach which is to emulate an entire operating system and launch games from there, the DOSBox-X standalone emulator is required. Although it should be possible to use another DOSBox fork, this is something that would need a custom system configuration entry and possibly a slightly different configuration than what is described below.
The setup example covered here is for Windows 3.x but the process is virtually identical for Windows 9x.
Some preparation steps are not described here as they are way beyond the scope of this guide, the most important of these is to prepare a bootable harddisk image with the operating system and all necessary drivers. There are many good DOSBox resources available online on how to accomplish this.
Assuming you have a bootable harddisk image, the following directory structure could be setup:
```
~/ROMs/windows3x/CD Images/
~/ROMs/windows3x/Disk Images/
~/ROMs/windows3x/Install/
```
The `CD Images` directory is optional and will only be needed if you intend to run CD-based games. The `Disk Images` directory is where you'll place your harddrive images. You may choose to have a single image or multiple images depending on your requirements. For instance it could be a good idea to prepare separate images for different emulated hardware or screen resolutions so you won't have to change settings back and forth when launching games that have different prerequisites.
The `Install` directory is optional and could be used to access installation media that is not CD-based, such as unpacked floppy images or .exe installers. It's probably a good idea to only mount this directory when needed.
For this example we assume you have setup Windows 3.11 at 640x480 and 1024x768 screen resolutions:
```
~/ROMs/windows3x/CD Images/
~/ROMs/windows3x/Disk Images/Win311_640x480.img
~/ROMs/windows3x/Disk Images/Win311_1024x768.img
~/ROMs/windows3x/Install/
```
We now want to setup two games, the CD-based game MYST that should run at 640x480 resolution and the floppy-installed game SimTower which should run at 1024x768 resolution. It's assumed that both of these games have already been installed to the disk images.
There are multiple ways to configure DOSBox to launch games and mount disk images, but the recommended approach covered here is to use a dummy .bat file and a different DOSBox configuration file per game that contains custom _autoexec_ entries.
As a first step create an empty .bat file per game. As we need a separate directory per game it's recommened to use the _directories interpreted as files_ functionality so the games will be displayed as if they were single file entries:
```
~/ROMs/windows3x/MYST.bat/MYST.bat
~/ROMs/windows3x/SimTower.bat/SimTower.bat
```
Following this add a `dosbox-x.conf` file to each of the game directories. This is a good thing as it makes it possible to tune setting like CPU speed and available memory on a per-game basis and it's also required to use specific autoexec entries per game.
The multitude of settings in these configuration files are beyond the scope of this guide and are instead covered by the DOSBox-X documentation, but the autoexec section is relevant for our setup and is therefore covered briefly here.
The entire file structure could now look something like the following:
```
~/ROMs/windows3x/CD Images/MYST/MYST.iso
~/ROMs/windows3x/Disk Images/Win311_640x480.img
~/ROMs/windows3x/Disk Images/Win311_1024x768.img
~/ROMs/windows3x/Install/
~/ROMs/windows3x/MYST.bat/MYST.bat
~/ROMs/windows3x/MYST.bat/dosbox-x.conf
~/ROMs/windows3x/SimTower.bat/SimTower.bat
~/ROMs/windows3x/SimTower.bat/dosbox-x.conf
```
Here is the autoexec section of the dosbox-x.conf file for MYST:
```
[autoexec]
@echo off
rem mount e "..\Install"
imgmount d "..\CD Images\MYST\MYST.iso" -t cdrom
imgmount c "..\Disk Images\Win311_640x480.img" -size 512,63,32,520
boot -l c
```
And for SimTower:
```
[autoexec]
@echo off
rem mount e "..\Install"
imgmount c "..\Disk Images\Win311_1024x768.img" -size 512,63,32,520
boot -l c
```
The -size flag will need to be adapted to the geometry of the virtual harddrive as explained by the DOSBox-X documentation. Mounting of the `Install` directory is probably best left commented out until you actually need to install more games, utilities or drivers to the harddisk image.
If you perform the setup as described above you'll have a single entry per game in the gamelist view that can be scraped and handled as any normal game, and you'll be able to apply per-game DOSBox settings while still limiting the number of harddisk images by sharing them between your games.
### Microsoft Xbox 360
This system is emulated using [xenia](https://xenia.jp/), and although there are a lot of topics to consider for this emulator such as how to handle multi-disc games, DLCs etc. this section will only cover the basics on how to run single-disc ISO images and XBLA games. For the remaining details there are many resources available online.
**General**
Single-disc ISO images can simply be placed in the root of the `~/ROMs/xbox360` system directory, like the following:
```
~/ROMs/xbox360/Gears of War.iso
~/ROMs/xbox360/Gears of War 3.iso
```
Xbox Live Arcade (XBLA) games work quite differently, these are generally shipped in directory structures with quite cryptic filenames that are also extensionless. Here's an example:
For this example it's F9432A7FE407A3C196C95D0FFD4A540937FD4EEC58 that is the actual game file. It's recommended to move this file to the root of the `~/ROMs/xbox360` system directory and to rename it to the game name followed by _(XBLA)_ to make it clear that it's an Xbox Live Arcade game. After doing this our example directory structure would look like the following:
```
~/ROMs/xbox360/Castle Crashers (XBLA)
~/ROMs/xbox360/Gears of War.iso
~/ROMs/xbox360/Gears of War 3.iso
```
Note again that the Castle Crashers game does not have a file extension, this is correct and the game can still be launched from inside ES-DE.
There is also a handy tool available to automate the XBLA renaming process, you can find it here:\
https://github.com/cmclark00/XBLA-Automation
**Running xenia on Linux**
Although xenia is officially only available for the Windows operating system it's still possible to run it on Linux. To accomplish this you need to run it via the Wine (or Proton) translation layer.
How to setup Wine is covered in the [Running Windows emulators on Linux using Wine or Proton](USERGUIDE.md#running-windows-emulators-on-linux-using-wine-or-proton) section.
Once Wine or Proton has been setup, download xenia and unzip it into `~/Applications/xenia/`
Also create an empty file named `portable.txt` inside this directory. You should now have something similar to this on your filesystem:
```
~/Applications/xenia/LICENSE
~/Applications/xenia/portable.txt
~/Applications/xenia/xenia.exe
~/Applications/xenia/xenia.pdb
```
Make sure that you have placed a valid game file into `~/ROMs/xbox360` and then go ahead and start ES-DE and run the game. You should see xenia starting up and you may hear some sound from the loaded game, but the screen will be black. Quit xenia and check inside the `~/Applications/xenia` directory where there should now be a file named `xenia.config.toml`
You'll need to modify the following lines in this file:
fullscreen = true # Whether to launch the emulator in fullscreen.
```
There are of course many more settings for xenia and Wine that may be adjusted for optimal performance and compatibility but that's beyond the scope of this guide.
The canary release of xenia can also be used but it's not possible to set the xenia release per game. Instead the find rules will first look for `xenia.exe` and if that can't be found it will look for `xenia_canary.exe`. Be aware that if using the canary release of xenia, the configuration file is named `xenia-canary.config.toml` instead of `xenia.config.toml`
For a more complex setup like requiring different Wine or xenia versions per game or similar the xbox360 system on Linux also supports the _Shortcut or script_ alternative emulator entry. Using this you can create shell scripts with specific configuration or you could alternatively install Xbox 360 games via Lutris or similar and export .desktop shortcuts from there and place these inside the `~/ROMs/xbox360` directory. Just make sure to select the appropriate alternative emulator entry if doing this, or it will not work.
M.U.G.E.N games can be played using the Ikemen GO game engine which is being actively developed and is available on Linux, macOS and Windows. The original M.U.G.E.N engine which only exists for Windows has not had any updates in years and is therefore considered obsolete and won't be covered here. But it's still possible to use it on Windows via the same approach described for Ikemen GO so if you really want to use it, then you can.
**Basic setup**
These games are shipped as self-contained units with the game engine binary included in the game directory structure. On Windows .lnk files are used to launch the games and on Linux and macOS files or symlinks with the .mugen extension are required.
For this example we'll go with the game _Ultimate Sonic Mugen_.
On Windows, go into the game directory, right click on the `Ikemen_GO.exe` file, select _Create Shortcut_ followed by _Create Desktop Shortcut_. This will create a file with the .lnk extension. Rename the file to `Ultimate Sonic Mugen.lnk` and try to run this file to make sure that the game starts and runs correctly. Note that this setup is not portable, if you move your game files somewhere else you will need to manually update your shortcut files as these contain absolute paths.
On Linux and macOS, go into the game directory and rename the `Ikemen_GO_Linux` or `Ikemen_GO_MacOS` binary to the name of the game and add the .mugen extension to the filename, for example `Ultimate Sonic Mugen.mugen`. Try to run this file to make sure that the game starts and runs correctly.
Starting ES-DE and launching the game should now work fine, but a further improvement is to use the _directories interpreted as files_ functionality to display the game as a single entry instead of a directory. To accomplish this, simply rename the game directory to the same name as the game file, which for this example would be `Ultimate Sonic Mugen.lnk` or `Ultimate Sonic Mugen.mugen` depending on which operating system you use.
The setup should now look something like the following on Windows:
```
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\chars\
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\data\
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\external\
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\font\
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\sound\
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\stages\
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\Ikemen_GO.exe
~\ROMs\mugen\Ultimate Sonic Mugen.lnk\Ultimate Sonic Mugen.lnk
```
And like this on Linux or macOS:
```
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/chars/
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/data/
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/external/
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/font/
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/sound/
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/stages/
~/ROMs/mugen/Ultimate Sonic Mugen.mugen/Ultimate Sonic Mugen.mugen
```
**Configuring M.U.G.E.N games for use with Ikemen GO**
This section is only included to provide some general understanding on how to convert M.U.G.E.N games to run with Ikemen GO, it's in no way a complete tutorial and the steps needed are likely slightly different for each game. Refer to the Ikemen GO support forums and documentation for more thorough information.
We'll use the game _Ultimate Sonic Mugen_ for this example.
Download Ikemen GO from https://github.com/ikemen-engine/Ikemen-GO/releases, the package you want is _Ikemen_GO_v0.98.2.zip_ or similar, depending on which version you're downloading. Unpack the file to a suitable location.
Download the game _Ultimate Sonic Mugen_ and unpack it to a suitable location.
Create a new game directory, for example `~/ROMs/mugen/Ultimate Sonic Mugen`
Copy the following directories from the downloaded game directory to the empty game directory you just created:
* chars
* data
* font
* sound
* stages
If you're using an operating system with a case-sensitive file system like Linux, then you also need to rename every file inside the `data` directory to lowercase characters. This includes also the file extensions.
Copy the following directories from the Ikemen GO directory to the game directory:
* data
* external
* font
* The game binary, either Ikemen_GO.exe, Ikemen_GO_Linux or Ikemen_GO_MacOS
Do NOT overwrite any files when copying over the `data` and `font` directories, or the game will not work correctly.
The Japan-only 64DD floppy disk addon for the Nintendo 64 is of limited use since there were almost no games released for it, but ES-DE still supports it. The setup below is applicable to both the regular n64 system and the specific n64dd system, with the exception of ares which can't launch 64DD games if they are placed in the regular n64 system.
For ParaLLEl N64, place a file named `64DD_IPL.bin` in the root of the RetroArch system directory. Refer to the RetroArch documentation if you're uncertain where this directory is located.
This file which is commonly referred to as _Nintendo 64DD IPL v1.2_ or similar has to have an MD5 hash value of 8d3d9f294b6e174bc7b1d2fd1c727530 or it will not work.
The final step is to enable the option _64DD Hardware_ in the ParaLLEl N64 core options inside RetroArch. Following this you should be able to launch games with the .ndd file extension, or such files compressed into .zip or .7z archives.
**Mupen64Plus-Next**
For Mupen64Plus-Next you should use the exact same IPL file as for ParaLLEl N64 but it has to be placed inside the Mupen64plus subdirectory in the RetroArch system directory. The file also has to be named `IPL.n64` instead of 64DD_IPL.bin.
For this emulator you can't launch .ndd files directly, instead you have to place the non-disk version of the game next to the disk version and launch the non-disk version.
This is such an example setup for Super Mario 64:
```
~/ROMs/n64dd/Super Mario 64.v64
~/ROMs/n64dd/Super Mario 64.v64.ndd
```
So to clarify it's `Super Mario 64.v64` that has to be launched. Compressing this file into a .zip or .7z file will not work, the game has to be uncompresssed. If using Mupen64Plus-Next it's probably also a good idea to hide the .ndd files from the gamelist (using the _Hidden_ option in the metadata editor) for a more tidy setup.
**Rosalie's Mupen GUI**
For RMG you should use the exact same IPL file as for ParaLLEl N64 but it has to be named `IPL.n64` and you can browse to its location from the emulator settings menu.
For ares you need the `64DD_IPL.bin` file added to the Firmware configuration screen inside the emulator. Following this you should be able to launch games with the .ndd file extension or such files compressed into .zip archives.
There is a commercial and proprietary emulator named [3dSen](http://www.geodstudio.net) that can be used to run NES and Famicom games in 3D. Only a limited set of games are supported and the quality of the 3D effect varies, but it's an interesting effect if you don't mind supporting closed-source emulator projects.
For this guide it's assumed that you have purchased the emulator via Steam. ES-DE will however not run it via the Steam frontend, you'll instead need to relocate the 3dSen installation directory as detailed below.
**Linux-specific installation**
As 3dSen is a Windows-only emulator you'll need Wine (or Proton) to run it.
How to setup Wine is covered in the [Running Windows emulators on Linux using Wine or Proton](USERGUIDE.md#running-windows-emulators-on-linux-using-wine-or-proton) section.
Once Wine or Proton has been setup, move or copy all 3dSen files to `~/Applications/3dSen/`
**Windows-specific installation**
If using the installer release of ES-DE you need to add the location of the 3dSen directory to your Path environment variable and if using the portable release you need to copy the 3dSen directory to the `Emulators` folder.
**Game setup**
In order to launch games using 3dSen you first need to add each game to the emulator interface. This is required as 3dSen does not support passing a game file location from the command line. Refer to the 3dSen documentation on how to accomplish this.
After adding the games inside 3dSen you need to create launch files for use with ES-DE. These are simply named the same as the game files, but with the .3dsen extension:
```
~/ROMs/nes/Contra.3dsen
~/ROMs/nes/Contra.nes
~/ROMs/nes/Ice Climber.3dsen
~/ROMs/nes/Ice Climber.nes
```
You could of course separate the 3D files into their own directory if you prefer that:
```
~/ROMs/nes/3D/Contra.3dsen
~/ROMs/nes/3D/Ice Climber.3dsen
~/ROMs/nes/Contra.nes
~/ROMs/nes/Ice Climber.nes
```
Finally you need to add the 3dSen game ID to each file. The RetroBat project maintains a list of supported game IDs for the 3dSen emulator that you can find here:\
To launch the .3dsen files you'll need to use the alternative emulator entry _3dSen (Wine)_, _3dSen (Proton)_ or _3dSen (Standalone)_ depending on your operating system. As you're unlikely to use 3dSen as your primary NES or Famicom emulator it's recommended to set this on a per-game basis using the metadata editor.
Start Cemu and install the game, any updates as well as optional DLCs to the Cemu NAND. After the installation is completed, open the _Title Manager_ from the _Tools_ menu, select your game, right click and select _Convert to compressed Wii U archive (.wua)_ and select your `wiiu` system directory as the target. You can modify the file name if you want to, or keep it at its default value. Press the _Save_ button and the game will be automatically packaged as a .wua file.
The first step is to prepare the target directory in the `wiiu` system directory, for this example we'll go for the game _Super Mario 3D World_. So simply create a directory with this name inside the wiiu folder. It should look something like the following:
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\
```
The next step is done inside the Cemu user interface. You should install the game, any updates as well as optional DLCs to the Cemu NAND. After the installation is completed, right click on the game and choose _Game directory_. An Explorer window should now open showing the content of the game. Here's the game directory for our example:
Go up one level and copy the _code, content_ and _meta_ directories and paste them into the C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\ directory. It should now look something like the following:
```
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\code
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\content
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\meta
```
Starting ES-DE should now show the _Super Mario 3D World_ entry for the Wii U system. The actual game file with the extension .rpx is stored inside the _code_ directory, and does not normally match the name of the game. For this example it's named `RedCarpet.rpx`. When scraping the .rpx file you therefore need to refine the search and manually enter the game name. ES-DE fully supports scraping of directories, so you can scrape the _Super Mario 3D World_ folder as well.
These games are often but not always distributed together with the game engine as specific engine versions may be required for some games. The setup is slightly different between Windows and Linux so they are described separately here.
Unfortunately there does not seem to be a way to launch individual OpenBOR games from ES-DE on Android, instead the OpenBOR user interface will open on game launch and you need to manually start your game from there. This means games need to be installed upfront in OpenBOR and .openbor dummy files should be added to the `ROMs/openbor` directory. These will then appear as individual games inside ES-DE and you can add metadata to them, scrape them etc. Refer to the OpenBOR documentation on how to add your game PAKs.
Here's an example setup:
```
/storage/emulated/0/ROMs/openbor/D&D - K&D - The Endless Quest LNS.openbor
There are two different OpenBOR setup methods supported on Windows, either to place the game directories directly inside the ROMs\openbor directory or to place the games somewhere else on the filesystems and create .lnk shortcuts and place these inside the ROMs\openbor directory.
Let's use the game _Knights & Dragons The Endless Quest_ as an example. When the game archive has been uncompressed it looks like the following:
```
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\Logs\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\Paks\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\Saves\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\ScreenShots\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\OpenBOR.exe
```
Starting ES-DE with this setup actually works fine, you can enter the game folder and launch the OpenBOR.exe file which will run the game. But to make it a bit tidier you can rename the OpenBOR.exe file to the name of the game, such as:
```
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\The Endless Quest.exe
```
This will make the game show up with that name inside ES-DE and it will also make it easy to scrape. A further improvement is to use the _directories interpreted as files_ functionality to display the game as a single entry instead of a directory. To accomplish this, simply rename the game directory to the same name as the .exe file, for example:
Doing this will make the game show up as if it was a single file inside ES-DE and it can be included in automatic collections, custom collections and so on.
The second option on Windows is to unpack the game somewhere outside the ROMs directory tree and make a shortcut to the OpenBOR.exe binary. Just right click on this file in Explorer and select _Create shortcut_. You can then rename this .lnk file to the name of the game and move it to the ROMs\openbor directory, for example:
The drawback to using shortcuts is that they're not portable, if you change the location of your games, you will need to manually update the shortcut files as well.
On Linux you need to supply your own game engine binary as few (if any) games are distributed with the Linux release of OpenBOR. Download the .7z archive from the https://github.com/DCurrent/openbor repository. The file you want is _OpenBOR_3.0_6391.AppImage_ which is located inside the LINUX/OpenBOR folder. If you need an older engine for some specific game, then you may need to download an earlier release instead.
Copy this file to the game directory and make it executable using the command `chmod +x OpenBOR_3.0_6391.AppImage`
Using the same game example as for the Windows instructions above, the directory structure should look like the following:
```
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/Logs/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/Paks/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/Saves/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/ScreenShots/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/OpenBOR_3.0_6391.AppImage
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/OpenBOR.exe
```
You can delete the OpenBOR.exe file since you don't need it, and it's recommended to rename the OpenBOR_3.0_6391.AppImage file to the name of the game, such as:
```
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/The Endless Quest.AppImage
```
Starting ES-DE and launching the game should now work fine, but a further improvement is to use the _directories interpreted as files_ functionality to display the game as a single entry instead of a directory. To accomplish this, simply rename the game directory to the same name as the .AppImage file, such as:
Doing this will make the game show up as if it was a single file inside ES-DE and it can be included in automatic collections, custom collections and so on.
PICO-8 Fantasy Console is a game engine developed by [Lexaloffle Games](https://www.lexaloffle.com/pico-8.php) that you need to buy a license to use. Doing so will provide you with download links to releases for Linux, macOS and Windows. Make sure to use the 64-bit release as the 32-bit release reportedly has some technical issues. On macOS and Windows the installation is straightforward, but on Linux you need to place PICO-8 in a location recognized by ES-DE. See the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide for more details.
On Android it's recommended to use the Fake-08 RetroArch core, although this needs to be manually downloaded. How that is done is covered briefly in the [ANDROID.md](ANDROID.md#fake-08) document.
After the emulator has been installed you are ready to add some games. There are two ways to play games using PICO-8, either to add them to ES-DE as for any other system, or using the built-in Splore tool to explore and run games all through the PICO-8 user interface.
For the first approach you can download games from the [PICO-8 forum](https://www.lexaloffle.com/bbs/?cat=7) and these are quite uniquely distributed as .png images. You just download these and place them inside the ~/ROMs/pico8 directory, for example:
```
~/ROMs/pico8/c_e_l_e_s_t_e-0.p8.png
~/ROMs/pico8/xzero-3.p8.png
```
After this you just launch them like any regular game. You can also scrape many of these games using ScreenScraper, but you will need to refine the game names in most instances since most have filenames that the scraper service won't recognize. It's therefore recommended to run the scraper in interactive mode for these games or to scrape them one by one from the metadata editor.
The second alternative for playing PICO-8 games is to run Splore to browse and launch games from inside the game engine user interface. To do this, first add a dummy game file to the `ROMs/pico8` directory. It can be named anything but `splore.png` is recommended. The file content doesn't matter, it can even be an empty file. Following this, change to the alternative emulator _PICO-8 Splore (Standalone)_ for this specific entry using the metadata editor. If you now launch the file, you will be brought straight to the Splore browser inside PICO-8.
On Android the Fake-08 core provides a good alternative to the official PICO-8 engine which is not available on this operating system. ES-DE also includes support for the Retro8 RetroArch core across all platforms, but it's borderline unusable and does not seem to be actively developed any longer.
To use the .png file extension with Fake-08 and Retro8 you need to disable the built-in image viewer in RetroArch, otherwise you'll have to rename your game files to only use the .p8 extension, such as this:
_The emulators system is essentially a clone of the desktop system so it's not discussed specifically in this section._
As ports and desktop applications are handled in almost exactly the same way in ES-DE both of these are described in this section. For these systems it's generally native applications rather that emulated games that are executed. There are two main approaches to setting up such entries and these are _shortcuts_ and _scripts_. Note that these can be mixed in the same system, you can have some entries that are shortcuts and some that are scripts and they will still all work. On Linux there is also a third option to launch AppImages directly, which is covered below as well.
For the _ports_ system specifically there are also some alternative emulator entries which run RetroArch cores for source ports/game engines. How to setup these is beyond the scope of this document, but it's described in detail in the RetroArch documentation:\
For the _desktop_ system specifically, you can choose to suspend ES-DE while an application or game is launched, or you can choose to keep ES-DE running in the background. This is controlled by the selection of either the default emulator _Suspend ES-DE_ or the alternative emulator _Keep ES-DE running_. As is the case for all alternative emulator entries, this can be configured system-wide or on a per-game basis.
Shortcuts are very easy to setup, on Windows you can simply copy any .lnk file from the Start Menu into the `ports` or `desktop` system folders and then you can launch them directly from inside ES-DE. You can also create shortcuts manually to any file by right clicking on it in Explorer and selecting _Create shortcut_.
On macOS there are two ways to create shortcuts to applications, the first option is .app folders which can be directly executed by ES-DE and the second option is aliases. The easiest way to create an alias is to open two Finder windows, one for your Applications folder and one for your ~/ROMs/desktop folder. Then you can simply drag an application over to the desktop folder which will automatically create an alias file. Alternatively you can right click on an application and select _Make Alias_ and then copy the file over. As a final step you need to add the .app extension to the alias file so that ES-DE can find it on startup. Note that this extension will not be visible in Finder, but if you right click on the file and select _Get Info_ you will see the .app extension in the info window.
For more advanced setups you may want to use scripts. While it's possible to add these files directly to the root of the system directories it's instead generally recommended to setup a separate directory per game as there may be more than a single file required. For instance you may have multiple game variants or mods or you may want to keep game data files within the ROM directory tree. Only examples for Linux are provided here, but it's the same process for Windows and macOS except that in Windows .bat batch files are used instead of shell scripts.
On Linux it's also possible to launch AppImages directly without having to call them from a shell script. For emulators it's generally required to keep their AppImages in the `~/Applications/` directory and symlink them into the ROMs directory tree, but for other applications and games it may be fine to store them directly in the ROMs tree. In order for this to work you need to use one of the alternative emulator entries that enable AppImages to be launched. It will not work if attempting to use the emulator entries that run scripts and shortcuts. You can set the alternative emulator per game/file from the metadata editor.
Note that the Android release of ScummVM standalone differs from the releases for desktop operating systems in that all games need to be installed in the app before they can be launched from ES-DE. There are some very specific configuration steps that need to be followed to get this to work, but they are thoroughly described in the ScummVM user interface the first time you launch the app, and there is also a built-in help system that you can peruse. Apart from that the setup is identical to the other platforms.
ScummVM overlaps a bit with DOS when it comes to the logic of setting it up. It's recommended to keep games in separate folders, so if you have a game distributed as a ZIP file, uncompress it to its own directory.
Although ScummVM supports launching of .exe files, ES-DE is currently not configured as such and it's instead recommended to create a .scummvm file in each game directory and launch that. This makes for a cleaner setup as you don't need to run game configuration utilities like INSTALL.EXE or SETUP.EXE directly as you would with DOSBox. Rather the game configuration is done within the ScummVM emulator.
The .scummvm file must be named using the correct _Game Short Name_ and it must also contain this short name as a single string/word. You can find the complete list of supported ScummVM games with their corresponding short names here:\
To clarify, the sky.scummvm file should contain just the single word _sky_ and likewise the queen.scummvm file should only contain the word _queen_.
However, note that ScummVM on Android (and possibly on other operating systems as well) sometimes changes the short name inside its user interface, for example an index could be added so that instead of _sky_ it says _sky-1_ or some variation of that. In this case you need to have this exact string inside the .scummvm file instead of the default name from the compatibility list linked above.
In order to avoid having to display each game as a directory inside ES-DE (that needs to be entered each time you want to launch a game), you can optionally interpret each game directory as a file. Make sure to read the _Directories interpreted as files_ section [here](USERGUIDE.md#directories-interpreted-as-files) to understand how this functionality works, but essentially the following would be the setup required for our example:
```
~/ROMs/scummvm/sky.scummvm/sky.scummvm
~/ROMs/scummvm/queen.scummvm/queen.scummvm
```
In this case the two entries _sky_ and _queen_ will show up inside ES-DE and these will be handled like any other game files and can be part of automatic and custom collections for instance.
The only drawback of this approach is that when scraping using TheGamesDB you will get very inaccurate results as this scraper service does not support ScummVM short names. It can however be worked around by refining the searches. ScreenScraper does natively support ScummVM short names and you should get very accurate results with this scraper service.
A final alternative is to use _folder links_ to keep the directory structure intact while still being able to launch the game file directly without having to enter the directory, but for ScummVM specifically that is not really recommended.
If you're using the Flatpak release of ScummVM on Linux then you need to manually grant the application the necessary permissions using Flatseal or similar, otherwise you won't be able to launch any games.
For Linux, macOS and Windows there's an alternative to using ScummVM for a limited set of games, more specifically those from LucasArts. For these games [DREAMM](https://aarongiles.com/dreamm) can be used instead. It works a bit differently than ScummVM in that games will be autodetected based on the content of the game directory. So the way ES-DE launches these games is to pass the directory of the launched game file to DREAMM which will then autodetect which game it is. This means the ScummVM setup described above can be used without any extra configuration. Here's an example setup of two games, one using a game file inside a normal folder, and one using the _directories interpreted as a files_ approach:
There are three ways to add PS3 games to ES-DE, by using shortcuts, by adding game serial files and by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as they're easier to setup. Launching as directories also doesn't work for HDD/pkg games unless you symlink from the internal RPCS3 directory structure. So another benefit with shortcuts and game serials is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcut files as well.
Be aware that if you still want to have games installed using the directory method, then you will need to change to the alternative emulator _RPCS3 Directory (Standalone)_ or you won't be able to launch these games. As is the case for all alternative emulator entries, this can be configured system-wide or on a per-game basis.
If using the Flatpak release of RPCS3 on Linux and your games are stored on an external device (such as a memory card), then you need to give RPCS3 the necessary permissions. The easiest way to do this is by using [Flatseal](https://flathub.org/apps/details/com.github.tchx84.Flatseal). The option you need to enable is _All system files_ in the _Filesystem_ section.
First install your games inside RPCS3, then right click on each entry and select _Manage Game_ followed by _Create Desktop Shortcut_. On Windows this will create shortcuts with the .lnk extension, on macOS they will have the .app extension and on Linux they will have the .desktop extension.
Note that if using the Flatpak release of RPCS3 on Linux there is currently a bug where the .desktop files will include the wrong path to the emulator binary. The Exec key will look something like this:
If using the AppImage release of RPCS3 on Linux then another issue may be that the path to the emulator could change when upgrading to a newer release, which may or may not require manual updates to the desktop files.
Regardless of how you've installed RPCS3, make sure to always test the shortcuts outside ES-DE first, because if they don't work from the desktop, then they will not work from inside ES-DE either.
First install your games inside RPCS3, then create an empty file in `~/ROMs/ps3` and name it as the game name followed by the .ps3 file extension, such as the following:
```
~/ROMs/ps3/Braid.ps3
```
Then add the game serial to this file. This ID can be found inside the RPCS3 GUI, in the _Serial_ column. For example the game _Braid_ has a serial that is NPUB30133. So simply add the string NPUB30133 to the `Braid.ps3` file using a text editor or similar and the setup for this game is complete.
To simplify the setup described above there is a convenient archive of .ps3 files available that covers most of the game library for this console. It can be downloaded from here:\
This approach is only intended for disc-based games as for HDD/pkg games you should use shortcuts instead. When using this method you need to retain the directory structure of the Blu-ray disc, and each directory needs to be renamed by adding the .ps3 extension. This will make ES-DE interpret the directory as if it were a file and pass that directory to the emulator when launching a game.
Here's an example of what a game entry could look like:
It's possible to create a symlink instead, and in this case only the symlink needs to have the .ps3 extension. But if you want to locate your games outside the ~/ROMs/ps3 directory anyway, then it's probably easier to just use shortcuts.
There are three ways to add PS4 games to ES-DE, by using shortcuts, by adding game serial files and by running the eboot.bin files directly. Running eboot.bin files is not really recommended though and it's better to go for one of the other alternatives.
The drawback to using shortcuts is that they're not portable, if you change the location of shadPS4, you need to manually update the shortcut files as well.
Unless you want to run eboot.bin files directly from inside ES-DE it's recommended to install the games outside of the ROMs directory tree so they don't need to be scanned on startup. This could take quite some time as these games may contain many thousands of files each. An alternative would be to place a `noload.txt` file inside each game directory but it's easier to just install the games elsewhere.
_On macOS you need to configure shadPS4 to run in fullscreen mode or otherwise window switching will not work when launching games from ES-DE._
**Method 1, shortcuts**
_Note that this option is not currently available on macOS due to shadPS4 not exporting proper shortcut files on this operating system at the time of writing._
First install your games inside shadPS4, then right click on each entry and select _Create Shortcut_. On Windows this will create shortcuts with the .lnk extension and on Linux they will have the .desktop extension.
Then simply move these files from your desktop to your ~/ROMs/ps4 directory and you're done. Here's an example of what this could look like on Linux:
```
~/ROMs/ps4/Bloodborneâ„¢.desktop
~/ROMs/ps4/Sonic Mania.desktop
```
Note that if using the AppImage release of shadPS4 there is currently a bug where the .desktop files will include the wrong path to the emulator binary. The Exec key will look something like this:
Regardless of how you've installed shadPS4, make sure to always test the shortcuts outside ES-DE first, because if they don't work from the desktop, then they will not work from inside ES-DE either.
**Method 2, game serial**
First install your games inside shadPS4, then create an empty file in `~/ROMs/ps4` and name it as the game name followed by the .ps4 file extension, such as the following:
```
~/ROMs/ps4/Sonic Mania.ps4
```
Then add the game serial to this file. This ID can be found inside the shadPS4 GUI, in the _Serial_ column. For example the game _Sonic Mania_ has a serial that is CUSA07010. So simply add the string CUSA07010 to the `Sonic Mania.ps4` file using a text editor or similar and the setup for this game is complete.
Be aware that you need to change to the alternative emulator entry _shadPS4 Game Serial (Standalone)_ for this to work.
**Method 3, eboot.bin**
This method which is not really recommended requires that you install the games directly to the `~/ROMs/ps4` directory and browse to the eboot.bin file for each game to launch it. You can optionally use the _Folder link_ functionality to launch the games directly from the main gamelist view, as explained elsewhere in this guide.
Be aware that you need to change to the alternative emulator entry _shadPS4 eboot.bin (Standalone)_ for this to work.
On Android, macOS and Windows the Vita3K installation is straightforward, but on Linux you may need to place the emulator in a location recognized by ES-DE. See the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide for more details. If using a Linux distribution that provides Vita3K via the repository (such as the AUR on Arch/Manjaro) then you can skip this step and install the emulator using your OS package manager.
To add an installed game to ES-DE, create an empty file in `~/ROMs/psvita` and name it as the game name followed by the .psvita file extension, such as the following:
Then add the game Title ID to this file. This ID can be found inside the Vita3K GUI, in the _Title ID_ column. For example the game _WipEout 2048_ has an ID that is PCSF00007. So simply add the string PCSF00007 to the `WipEout 2048.psvita` file and the setup for this game is complete.
To simplify the setup described above there is a convenient archive of .psvita files available that covers most of the game library for this console. It can be downloaded from here:\
These games can easily be added to ES-DE using shortcuts, just be aware that this requires that the games have been installed locally.
Make sure to have the Steam application minimized when launching games from ES-DE or otherwise Steam may try to steal focus and you would need to manually switch to the ES-DE window after quitting a game. Unfortunately this does not seem to work on macOS as Steam insists on stealing focus on this operating system.
**Windows**
Simply copy the Start Menu entries for your Steam games into the ~\ROMs\steam directory. These files have the .url extension and can be launched directly from within ES-DE. For example you may end up with something like the following:
Copy the .desktop shortcuts for your games into the ~/ROMs/steam directory. If your desktop environment does not allow you to copy them directly from the application menu then you may need to navigate to `~/.local/share/applications` using your file manager and copy the .desktop files from there. Alternatively you can also create shortcuts from inside Steam by right clicking on a game, selecting _Manage_ and then _Add desktop shortcut_. These file can then be moved from your desktop to your ~/ROMs/steam directory. This is an example of what you could end up with:
On macOS the shortcuts come with the .app extension and are actually directories rather than files. They work exactly as regular shortcuts though. Unless you already have shortcuts available for your games, then go into Steam, right click on a game and select _Manage_ followed by _Add desktop shortcut_. Then move these .app directories to the ~/ROMs/steam directory. You should have something like the following after making these steps:
**At the time of writing the Linux AppImage release of EKA2L1 is partially broken and can't be used to run N-Gage games, instead an alternative emulator entry to run the Windows version of EKA2L1 can be used. This should only be temporary until the bugs have been resolved by the EKA2L1 team, so detailed instructions on how to setup the Windows version on Linux will not be provided below. The documentation instead assumes that the AppImage works as intended.**
As the Nokia N-Gage was running Symbian it may seem like the _ngage_ and _symbian_ systems would be identical. There is however a difference in that N-Gage games were shipped on MMC memory cards while regular Symbian games were packaged as _Software Installation Script_ files with the .sis or .sisx extension. Although the EKA2L1 emulator is used for both systems the setup is quite different, as detailed below.
For both the ngage and symbian systems it's possible to launch individual games directly from ES-DE, although they need to be installed upfront in EKA2L1.
After installing the games in EKA2L1, long press the game icon and select _Create launch file_ from the popup list which will export a JSON file for the game. Then select the directory where the file should be saved, i.e. ROMs/ngage or ROMs/symbian. Following this, game launching from ES-DE will work as expected.
The EKA2L1 installation should be fairly straightforward, for Linux there is an official AppImage, for macOS there is a DMG installer and for Windows a zip archive release.
After you have the emulator up and running you need to install ROMs for the devices you want to emulate. For the _ngage_ system you want to use the RH-29 ROM, and for the _symbian_ system ES-DE comes preconfigured with emulator entries for the RH-29 (Nokia N-Gage), RM-84 (Nokia N70) and RM-507 (Nokia N97) models. In addition to those there's a custom device entry that is explained in more depth later below. The details of ROM installation and how to setup the emulator is covered by this official YouTube video by the EKA2L1 team:
The following URL also contains links to important information regarding ROMs and other topics:
https://eka2l1.miraheze.org/wiki/Important_Links
In summary EKA2L1 works quite differently than other emulators, when you install a game it will be available to the devices that support this type of game, it means that after adding a game it will likely not be visible for all the devices you have installed. Likewise you need to tell EKA2L1 which device to use when launching a game, which is precisely why there are multiple emulator entries for the symbian system. But more about that below in the specific ngage and symbian sections.
**Nokia N-Gage**
These games were shipped as MMC cards, and there are two ways to run them from ES-DE, either to install them in EKA2L1 first and call the game name when launching the game, or to mount a .zip file for the game and run it directly. The latter is the recommended approach and it's provided by the default emulator entry _EKA2L1 [Mounted] (Standalone)_. As long as you have the RH-29 ROM installed in EKA2L1 and games properly packaged in zip format you can just launch the files in ES-DE and everything should work fine.
There is however two specific requirements when it comes to this approach. First the games need to be packaged properly, and this means that each zip archive needs to contain the `system` folder directly in the root of the archive. Take this example for the game Bomberman, the zip contents need to look like the following:
```
system/
```
An archive with the following layout will for example not work:
```
Bomberman/
Bomberman/system/
```
The second requirement is correct naming of the zip files, they have to have the same name as what you see inside EKA2L1 when you've mounted or installed the game there. The following Wikipedia entry contains the list of all N-Gage games.
The table below shows the game name from this list and the required filenames. It's obviously not complete so you'll need to figure out the proper names on your own for the remaining games. Fortunately the N-Gage game library isn't that big so it's not an overwhelming task.
Note that the case has to be right, naming Bomberman.zip as BomberMan.zip will for instance not work. The emulator is completely unforgiving and will hang forever if you attempt to launch a game with the wrong filename.
The second approach of installing the games first in EKA2L1 is essentially identical to the zip archive approach. You'll use the alternative emulator entry _EKA2L1 [Installed] (Standalone)_ to lauch such games. Only difference is that you'll have the option between running the zip files as for the primary approach, or you can setup an empty dummy file in ES-DE and run that instead. Such dummy files must have the .ngage extension. But regardless of method the game files need to follow the naming described above.
A minor drawback is that scraping can be a bit problematic for some games like _CallofDuty_ which may require you to refine the name to find a match. However most filenames will correspond closely enough to their real names that the scraper service should be able to identify them correctly.
Here's an example of what an installation could look like:
```
~/ROMs/ngage/Asphalt 2.zip
~/ROMs/ngage/Bomberman.zip
~/ROMs/ngage/CallofDuty.ngage
```
**Symbian**
Symbian games are shipped as _Software Installation Script_ files with the .sis or .sisx extension. You always need to install these games in EKA2L1 before they can be launched from ES-DE. In the same manner as for N-Gage games, you can then decide to run the actual game file from inside ES-DE or a dummy file. Dummy files must have the .symbian extension.
As is the case for N-Gage games, whatever file you launch from ES-DE has to perfectly match the name that you see for the installed game inside EKA2L1. If even a single character is wrong the emulator will hang forever on game launch.
```
~/ROMs/symbian/Animal Farm.sis
~/ROMs/symbian/AnotherWorld.symbian
~/ROMs/symbian/Rodland.sis
```
The default emulator for the symbian system is _EKA2L1 [Nokia N-Gage] (Standalone)_ and as the name implies it's using the RH-29 device in EKA2L1. If you want to run a game using the Nokia N70 phone model (device RM-84) then you need to use the emulator entry _EKA2L1 [Nokia N70] (Standalone)_ and for Nokia N97 (device RM-507) it's _EKA2L1 [Nokia N97] (Standalone)_.
Finally there's an emulator entry named _EKA2L1 [Custom device] (Standalone)_ which let's you use any custom device type you want. To use this, simply create a text file with the .device extension that is named the same way as the game file. In this file enter the device type you want to use and it will be injected into the launch command on game launch. Here's an example of such a setup:
This computer (which is confusingly also known as _TRS-80 Color Computer_ even though it's a completely different machine than the _TRS-80_) is emulated using MAME standalone or the [XRoar](http://www.6809.org.uk/xroar) emulator.
**MAME**
To use MAME you simply need the `coco.zip` and `coco_fdc.zip` BIOS files in the ROMs/coco directory and your games should work. Note however that only cartridge and tape files can be used with MAME (via two separate emulator entries), and not diskettes.
When running tape files there is quite some loading time involved, so it's recommended to fast-forward through the loading process. How this is done differs per platform but usually it's via the page down key on Linux and via the insert key on Windows. For this to work you may first need to disable UI controls in MAME via the scroll lock key. For MAME4droid 2024 you can hold the Start and A buttons to fast-forward. For additional details about this functionality refer to the MAME documentation.
This emulator is available for Linux, macOS and Windows, although on Linux you may need to build it from source code depending on which distribution you're using. Refer to the XRoar website for more information. If you manually download or build the emulator yourself then see the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide for more details on where you need to install it.
In order for XRoar to work correctly you need the ROM files `bas13.rom`, `disk11.rom` and `extbas11.rom`. Even without these files the emulator will probably start, but you will likely see random character on screen and few if any games will run correctly. On Linux these files need to be placed into the `~/.xroar/roms` directory and on macOS you need to place them in `~/Library/XRoar/roms`. Note that neither of these directories are automatically created by the emulator so you need to create them yourself. On Windows you simply place the ROM files into the emulator installation directory next to the xroar.exe binary.
Following this setup there is not much to it, launching a cartridge or cassette image file will automatically run the game. If launching a diskette image you will probably need to manually run the game file from inside the emulated operating system. Such commands are beyond the scope of this document, but the following [quick reference PDF](https://colorcomputerarchive.com/repo/Documents/Manuals/Hardware/Color%20Computer%20Disk%20System%20-%20Quick%20Reference%20Guide%20(Tandy).pdf) provides a good command overview.
Two emulator entries are available for this system, _XRoar CoCo 2 NTSC (Standalone)_ and _XRoar CoCo 2 PAL (Standalone)_ which should hopefully be self-explanatory.
Tandy Corporation made the somewhat dumb decision of naming several unrelated computers as TRS-80 which has caused decades of confusion. The _Tandy TRS-80_ system in ES-DE emulates the original black-and-white TRS-80 Model I. If you want to emulate the TRS-80 Color Computer then you'll want to use the _Tandy Color Computer_ system instead.
The TRS-80 is emulated using [sdl2trs](https://gitlab.com/jengun/sdltrs) which is available for Linux and Windows, seemingly there is no macOS port. If you use a Debian-based Linux distribution there is a .deb package made by the developers and if you're using an Arch-based distribution you can install it using the AUR. For other distributions you may have to build from source code or download a pre-built binary from some other location. See the [Using manually downloaded emulators on Linux](USERGUIDE.md#using-manually-downloaded-emulators-on-linux) section of this guide for more details on where sdl2trs will need to be installed in that case.
On Windows only the 64-bit release of the emulator is supported, with the filename `sdl2trs64.exe`.
The setup requires the files `level2.rom` and `boot.dsk` to be placed in the root of the `~/ROMs/trs-80` directory. Note that both filenames are case sensitive. The boot.dsk file has to be a copy of one of the supported DOS operating systems for the TRS-80, but _NewDos/80 v2.0_ is recommended.
The setup in ES-DE supports three types of game files:
* Diskette images (.dsk extension) that have to be accessed via DOS
* Diskette images (.dsk extension) that can be booted directly
* Direct launch of program files (.cmd extension)
These modes are executed using three separate emulator entries, so you will need to change to either of the alternative emulator entries if you want to use option two or three above.
Most games and software needs to be executed via the DOS operating system so in most instances you should leave the emulator set to _sdl2trs DOS Diskette (Standalone)_. In this case the DOS operating system on the boot.dsk diskette image will be inserted into the first virtual floppy drive and automatically loaded. The launched .dsk image will be in the second drive. No automatic startup of the content of this diskette will take place, instead you need to run the game file manually. You can use the DIR command to see a listing of files on the diskette, and you simply run any CMD file by typing its name, for instance ZORK2. Running BASIC games require additional commands but that is beyond the scope of this document, there are many resources available online on how to use the TRS-80 computer.
To instead run a bootable floppy image you need to change to the alternative emulator entry _sdl2trs Bootable Diskette (Standalone)_. Launching such a diskette image will insert it into the first virtual floppy drive and automatically load the game.
The third option requires the _sdl2trs CMD File (Standalone)_ emulator entry. In the same manner as a bootable diskette image, the game file with the .cmd extension will be automatically loaded when launched.
There is no scraper support specifically for the TRS-80, instead these games will be scraped as TRS-80 Color Computer (also known as Tandy Color Computer) which is likely highly inaccurate.
These games can be run using either MAME standalone or the Oricutron emulator. The latter is readily available on Windows but quite problematic to get hold on for Linux and macOS. It's also not available for Android at all.
**MAME**
To use MAME you simply need the `oric1.zip` BIOS file in the ROMs/oric directory and your games should work. Note however that only tape files can be used with MAME, and not diskettes. To run diskette files you will need to use Oricutron instead.
When running tape files there is quite some loading time involved, so it's recommended to fast-forward through the loading process. How this is done differs per platform but usually it's via the page down key on Linux and via the insert key on Windows. For this to work you may first need to disable UI controls in MAME via the scroll lock key. For MAME4droid 2024 you can hold the Start and A buttons to fast-forward. For additional details about this functionality refer to the MAME documentation.
Although there is a macOS build available at the Oricutron [download page](http://www.petergordon.org.uk/oricutron/) this seems to not work properly, or it's unclear how it should be used. Likewise on Linux there seems to be no binaries available for download so you need to build the emulator yourself. As multiple files like images and roms are needed to run this emulator, it's easiest to download and extract the Windows version which contains all this data and then build from source code and simply copy over the `Oricutron` binary (example below using Ubuntu):
The TI-99 is emulated via MAME, and only the standalone release of this emulator is supported. Unfortunately it seems as if the Homebrew build on macOS is broken as no TI-99 games can be launched. As such this system is unsupported on macOS, but the configuration entries still exist in the bundled es_find_rules.xml and es_systems.xml files so if you manage to get the emulator to run, ES-DE should work with these games.
If using Android then make sure you've read the _MAME4droid 2024 and MAME4droid_ section of the [Android documentation](ANDROID.md#mame4droid-2024-and-mame4droid) and that your ROM directory is configured correctly inside the emulator.
Emulating the TI-99 can be quite confusing as games are available in various incompatible formats, and most emulators are particular when it comes to what file types they support. In ES-DE only cartridge-based games are supported, so you can't for instance play games distributed as floppy disk images. And only games packaged for MAME using the MAME software list name standard can be used. This includes .7z and .zip files as well as .rpk cartridge images. It's strongly recommended to go for the MAME TI-99 ROM set that consists only of .zip files as these have the highest chance of working correctly.
In addition to the game files you need the `ti99_4a.zip` archive which contains the TI-99 system ROMs. This file has to be placed in the root of the `~/ROMs/ti99` directory.
Note that you will need to enable UI controls in MAME to be able to exit the emulator via the normal exit key. The following page documents the default keys for exiting and toggling UI mode:\
Scraping can also be a bit challenging as MAME software list names are used and neither ScreenScraper nor TheGamesDB can parse these names. So it's recommended to run the scraper in interactive mode and refine the searches for all games that are not properly identified.
Unfortunately there does not seem to be a way to launch individual Visual Pinball tables from ES-DE on Android, instead the Visual Pinball user interface will open on game launch and you need to manually start your table from there. This means tables need to be installed upfront in Visual Pinball and .vpinball dummy files should be added to the `ROMs/vpinball` directory. These will then appear as individual games inside ES-DE and you can add metadata to them, scrape them etc.
The pinball simulator Visual Pinball can be a bit tricky to setup as it supports a wide range of tables. Some of these require [PinMAME](https://github.com/vpinball/pinmame) and some don't. Some simulated tables are older electromechnical design and some are of more modern solid state designs. Some are recreations of real physical games and some are purely virtual and don't exist in physical form. In many cases there is not a definitive release for a table and you may need to assemble various files to get to a fully working game.
As pinball games is a complex topic it will only be covered briefly here, refer to the official Visual Pinball [documentation](https://github.com/vpinball/vpinball/blob/standalone/standalone/README.md) for more details.
The Windows release of Visual Pinball can be downloaded here (make sure to get the GL version):\
https://github.com/vpinball/vpinball/releases
Apart from this the Windows-specific setup is not covered in this document, but you should be able to find a lot of resources online on this topic.
The Linux and macOS releases need to be downloaded from the GitHub Actions page for the time being:\
https://github.com/vpinball/vpinball/actions
On Linux simply unpack the archive into `~/Applications/VPinballX` and make sure to give the binary executable permissions:
```
cd ~/Applications/VPinballX
chmod +x VPinballX_GL
```
On macOS there is a DMG package that you simply install.
Once you've installed Visual Pinball start it once outside ES-DE and its .ini configuration file will be created. On Linux and macOS this is `~/.vpinball/VPinballX.ini`
Set the following entries in this file:
```
VPRegPath = ./
PinMAMEPath = ./
PinMAMEIniPath = ./
```
If you don't do this the table may still start but won't work properly and you'll not be able to actually start a game.
ES-DE launches .vpx and .vpt files for the vpinball system, but most tables come shipped with multiple additional files that are needed for the table to work, for example:
Assembling the necessary files to run a table is beyond the scope of this guide but there are various resources available online for this.
This specific table requires PinMAME to run, and the _fh_ directory name is an example of the abbreviations commonly used in the pinball community. You can for instance find these names in the [Internet Pinball Database](https://www.ipdb.org/) where they are referred to as _Common Abbreviations_.
If you don't need to retain these abbreviations then you can simply setup your games using the _directories interpreted as files_ functionality:
If you however insist on retaining the abbreviations then you could use folder links to launch the .vpx or .vpt file inside the fh directory by editing the folder in the metadata editor and selecting the game file via the _Folder link_ entry.
A final option would be to use the _folder flattening_ functionality, although this has many negative side effects that you need to be aware of. If going for this approach make sure to thoroughly read the [Folder flattening](USERGUIDE.md#folder-flattening) section of this document.
ES-DE supports the two scraper services [ScreenScraper.fr](https://www.screenscraper.fr) and [TheGamesDB.net](https://thegamesdb.net). In general TheGamesDB supports less formats and less systems but in some areas such PC gaming the quality is better and sometimes ScreenScraper is missing some specific information such as release dates where TheGamesDB may be able to fill in the gaps.
_Here's an example of the multi-scraper running in interactive mode, asking the user to make a selection from the multiple matching games returned by the scraper service._
The single-game scraper is launched from the metadata editor. You navigate to a game, open the gamelist options menu, choose _Edit this game's metadata_ and then select the _Scrape_ button (alternatively the _Y_ button shortcut can be used to start the scraper).
The multi-scraper is accessed from the main menu by entering the _Scraper_ menu and then selecting the _Start_ button (or the _Y_ button shortcut can be used).
The default mode for the scraper is _Non-interactive_ mode, also referred to as _Automatic_ mode. When using this mode the selected systems are scraped without requiring any user input. This is quite convenient, but has the drawback of not asking for input if there are multiple matching games. In this case the game that the scraper service thinks is the most accurate match will be returned. However, if the _Search using file hashes_ scraper option is enabled and you're using ScreenScraper, then a hash value will be calculated from the actual game file and searches will be performed based on this. When using hash searches it's often a good idea to uncompress zip archives for systems with single game files (for instance a .bin file inside a .zip archive) as it's more likely that there's a match for such a file than for a compressed archive. Assuming there is a match for your file in the ScreenScraper database, this will lead to 100% accurate results. But if no matching file is found then it's possible that the fallback name search will return the wrong game, and therefore leading to the wrong game metadata and media being downloaded. In practice this issue is quite rare so it's generally recommended to keep the automatic mode enabled. If no result is found for a game, the scraper will skip to the next one in queue.
If _interactive mode_ is instead enabled, the process of scraping games is basically identical between the single-game scraper and the multi-scraper. You're presented with the returned scraper results, and you're able to refine the search if the scraper could not find your game. Sometimes small changes like adding or removing a colon or a minus sign can yield better results. Note that searches are handled entirely by the scraper service, ES-DE just presents the results returned from the service. File hash searching is not supported by ScreenScraper if using this search method.
When scraping in interactive mode it's recommended to keep the _Auto-accept single game matches_ option enabled as it will run the scraper in semi-automatic mode, only stopping to ask for user input if there are multiple results returned or if no game was found. If this option is disabled, the scraper will stop and ask for confirmation for every game.
Under normal circumstances the scraper service will only return games for the platforms used for searching, but sometimes when it's not sure about the results it will also include games from other platforms. If this happens, these additional platform names will be displayed within square brackets after the game name in the result list. And if a game system is configured for multiple platforms, then the specific platform returned per result will always be displayed within square brackets. The exception for these two scenarios is if the multi-scraper is running in fully automatic mode as the additional platform information is then always omitted. Note that the additional platform information will not be included in the scraped game name, it's only used for clarification within the scraper result list.
It's also possible to apply a filter for which games to scrape, which is very useful if for example continuing scraping a system that was previously not fully completed, or for re-scraping after new games have been added. This is accomplished using the _Scrape these games_ option in the main scraper menu. Possible values are _All games, Favorite games, No metadata, No game image, No game video_ or _Folders only_.
By default, ES-DE will search using the metadata name of the game. If no name has previously been defined via scraping or via manually entering it using the metadata editor, then the name used for searching will correspond to the physical filename minus all text inside either normal brackets `()` or square brackets `[]`. So for example the physical filename `Mygame (U) [v2].zip` will be stripped to simply `Mygame` when performing the scraper search.
By disabling the option _Search using metadata name_, the physical filename will be used even if there is a scraped or manually entered name for the game.
There is however an exception to this for arcade games (MAME and Neo Geo) when using the TheGamesDB scraper. As this service does not support searches using the short software list MAME names, these will instead be automatically expanded to their full game names. This is done via a MAME name translation file supplied with the ES-DE installation. But when using ScreenScraper the _Search using metadata name_ option is always respected as this service fully support scraping based on the software list MAME names.
If you already have a library of game media (images, videos and PDF manuals) you can manually copy these files into ES-DE. The same procedure applies if you want to add media for individual games, for instance when the scraper did not return any results or if you didn't like the media it provided.
This directory can however be changed using the _Game media directory_ setting in the _Other settings_ menu so make sure to check this setting before attempting to follow the instructions below. If the setting is blank, then the default directory is in use.
The miximages are generated by ES-DE. Normally that takes place automatically when scraping, but in this example of manually copying existing media files, the miximage offline generator should be used instead. This tool can generate the miximages for the complete game collection in one go. How that works is explained elsewhere in this guide.
The `custom` directory is not created automatically, it's an optional folder where it's possible to place an image per game that can be viewed as the last entry in the media viewer. It's intended for things like diagrams of game controller mappings that you may want to consult before starting a game. These files have to be saved with the .jpg or .png extension and they follow the same naming logic as all other media files, as explained next.
Note that there is seemingly an exception to this logic if the _Directories interpreted as files_ functionality has been used, in which case the "file extension" added to the directory is also included in the game media filenames. Take for example the following ScummVM game:
```
~/ROMs/scummvm/dig.scummvm/dig.scummvm
```
The media files for this directory which is interpreted as a file will be:
This is not a bug as these are not really file extensions after all, it's just a directory with a dot in the filename that happens to look like a file extension because that's how the _Directories interpreted as files_ logic works.
Remember that on Linux filenames are case sensitive, and as well the file extensions must be in lower case, such as .png instead of .PNG or .Png or the file won't be found.
It's possible to change the game media directory location from within ES-DE, for this see the option _Game media directory_ in the _Other settings_ menu.
This menu can be accessed from both the system view and gamelist view. It contains the scraper, application settings and various tools such as the input configurator and the miximage generator. Settings are saved when navigating back from any menu screen, assuming at least one setting was changed. Using the keyboard quit shortcut (Alt + F4 / Command + Q by default) will also save any pending changes.
Criteria for what games to include. It can be set to _All games, Favorite games, No metadata, No game image, No game video_ or _Folders only_. The _No metadata_ option checks if the game has a description and the _No game image_ checks for a miximage, then screenshot, then title screen and last box cover and if any of these images exist then the game is considered as already scraped.
The password as registered on screenscraper.fr. This is masked using asterisks on the screen, and the password input field will be blank when attempting to update an existing password. This is by design and not a bug. Be aware that the es_settings.xml file contains the password in clear text.
Whether to use the account that has been configured. If this is disabled, the username and password setup on this screen will be ignored during scraping. This can be useful if you have scraping issues and want to check whether it's related to your account or if it's a general problem. Note that screenscraper.fr does not return a proper error message regarding incorrect username and password, but enabling the _Debug mode_ setting in the _Other settings_ menu or starting ES-DE with the --debug flag will indicate in the es_log.txt file whether the username was included in the server response.
Whether to scrape the names of the games. This does not affect the actual files on the filesystem and the game name is primarily used for appearance and sorting purposes. The downloaded media files are matched against the physical game files on the filesystem, and not against this metadata. See the comments under _Overwrite files and data_ below to understand some additional implications regarding game names.
These are the settings for the miximage generator, which can either be run from the scraper (single-game scraper or multi-scraper) or from the offline generator. The miximage combines the screenshot, marquee, box/cover and physical media images to make a composite picture that is displayed in the gamelist view. There are various settings for the generator.