**Note:** This is a quite technical document intended for those that are interested in compiling EmulationStation from source code, or would like to customize the configuration. If you just want to start using the software, check out the [User Guide](USERGUIDE.md) instead.
EmulationStation-DE is developed and compiled using both Clang/LLVM and GCC on Unix, Clang/LLVM on macOS and GCC (MinGW) on Windows. I'm intending to get Clang/LLVM working on Windows as well.
The code has a few dependencies. For building, you'll need CMake and development packages for cURL, FreeImage, FreeType, libVLC, pugixml, SDL2 and RapidJSON.
Running multiple compile jobs in parallel is a good thing as it speeds up the build time a lot (scaling almost linearly). Here's an example telling make to run 6 parallel jobs:
It's important to know that this is not only the directory used by the install script, the CMAKE_INSTALL_PREFIX variable also modifies code inside ES used to locate the required program resources. So it's necessary that the install prefix corresponds to the location where the application will actually be installed.
Both Clang/LLVM and GCC work fine for building ES.
I did some small benchmarks comparing Clang to GCC with the ES codebase (as of writing it's year 2020) and it's pretty interesting.
Advantages with Clang (vs GCC):
* 10% smaller binary size for a release build
* 17% smaller binary size for a debug build
* 2% faster compile time for a release build
* 16% faster compile time for a debug build
* 4% faster application startup time for a debug build
Advantage with GCC (vs Clang):
* 1% faster application startup time for a release build
*Release build: Optimizations enabled, debug info disabled, binary stripped.* \
*Debug build: Optimizations disabled, debug info enabled, binary not stripped.*
This Clang debug build is LLVM "native", i.e. intended to be debugged using the LLVM project debugger LLDB. The problem is that this is still not well integrated with VSCodium that I use for development so I need to keep using GDB. But this is problematic as the libstd++ data required by GDB is missing in the binary, making it impossible to see the values of for instance `std::string` variables.
It's possible to activate the additional debug info needed by GDB by using the flag `-D_GLIBCXX_DEBUG`. I've added this to CMakeLists.txt when using Clang, but this bloats the binary and makes the code much slower. Actually, instead of a 4% faster application startup, it's now 36% slower! The same goes for the binary size, instead of 17% smaller it's now 17% larger.
I'm expecting this to be resolved in the near future though, and as I think Clang is an interesting compiler, I use it as the default when working on the project (I sometimes test with GCC to make sure that it still builds the software correctly).
The home directory will always take precedence, and any resources or themes located there will override the ones in the installation path or in the path of the ES executable.
EmulationStation for macOS is built using Clang/LLVM which is the default compiler for this operating system. It's pretty straightforward to build software on this OS. Although it's a bizarre Unix variant, it is still a proper system with good tools. The main deficiency (apart from a very strange window manager) is that there is no package manager and you need to register an account to install software from the App Store. There are several third party package managers though, and the use of one of them, `Homebrew`, is detailed below.
Install the Command Line Tools which include Clang/LLVM, Git, make etc. Simply open a terminal and enter the command `clang`. This will open a dialog that will let you download and install the tools.
Following this, install the Homebrew package manager which will simplify the rest of the installation greatly. Install it by runing the following in a terminal window:
Curl could optionally be installed too, but normally the version shipped with macOS is fine to use.
Finally, install VLC/libVLC:
```
brew cask install vlc
```
**Some additional/optional steps:**
Enable developer mode to avoid annoying password requests when attaching the debugger to a process:
```
sudo /usr/sbin/DevToolsSecurity --enable
```
It makes me wonder who designed this functionality and what was their thinking, but a simple command is enough to not having to ponder this any further.
If required, define SDKROOT. This is only needed if during compilation you get error messages regarding missing include files. Running the following will properly setup the development environment paths:
As macOS does not have any package manager which would have handled the library dependencies, we need to bundle the required shared libraries with the application. Copy the following .dylib files from their respective installation directories to the emulationstation-de build directory:
```
libSDL2-2.0.0.dylib
libcurl.4.dylib
libfreeimage.dylib
libfreetype.6.dylib
libvlc.dylib
libvlccore.dylib
```
Note that the filenames could be slightly different depending on what versions you have installed on your system.
In addition to these, you need to create a `plugins` directory and copy over the following VLC libraries, which are normally located in `/Applications/VLC.app/Contents/MacOS/plugins/`:
```
libaudio_format_plugin.dylib
libavcodec_plugin.dylib
libconsole_logger_plugin.dylib
libfilesystem_plugin.dylib
libfreetype_plugin.dylib
libswscale_plugin.dylib
libtrivial_channel_mixer_plugin.dylib
libvmem_plugin.dylib
libwave_plugin.dylib
libx264_plugin.dylib
libx265_plugin.dylib
```
If you only want to build EmulationStation to be used on your own computer, there's the option to skip the entire bundling of the libraries and use the ones already installed using Homebrew, meaning you can skip the previous .dylib copying. To do so, run CMake with the following option:
```
cmake -DAPPLE_SKIP_INSTALL_LIBS=ON .
```
**Note:** This also affects the .dmg package generation using cpack, so if this options is enabled, the package will be unusable for everyone but yourself as the required libraries will not be bundled with the application.
On macOS you can then install the application as a normal user, i.e. no root privileges are required. Simply run the following to install the application to `/Applications/EmulationStation Desktop Edition.app`:
```
make install
```
This will be the directory structure for the installation:
**Note:** The resources directory is critical, without it the application won't start.
And it will look in the following locations for the themes, also in the listed order:
*`[HOME]/.emulationstation/themes/`
*`[ES EXECUTABLE DIRECTORY]/../Resources/themes/`
*`[ES EXECUTABLE DIRECTORY]/themes/`
A theme is not mandatory to start the application, but ES will be basically useless without it.
The home directory will always take precedence, and any resources or themes located there will override the ones in the installation path or in the path of the ES executable.
**Creating a .dmg installer:**
Simply run `cpack` to build a .dmg disk image/installer:
Even after considerable effort I've been unable to make CMake natively set correct rpaths for the EmulationStation binary on macOS. Therefore a hack/workaround is in place that uses install_name_tool to change absolute paths to rpaths for most of the bundled libraries.
This is certainly not perfect as the versions of the libraries are hardcoded inside es-app/CMakeLists.txt. Therefore always check that all the rpaths are set correctly if you intend to create a .dmg image that will be used on other computers than your own.
Simply run `otool -L EmulationStation` and verify that the result looks something like this:
```
EmulationStation:
@rpath/libcurl.4.dylib (compatibility version 7.0.0, current version 8.0.0)
@rpath/libfreeimage.dylib (compatibility version 3.0.0, current version 3.18.0)
@rpath/libfreetype.6.dylib (compatibility version 24.0.0, current version 24.2.0)
@rpath/libSDL2-2.0.0.dylib (compatibility version 13.0.0, current version 13.0.0)
/System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 22.0.0)
@rpath/libvlc.dylib (compatibility version 12.0.0, current version 12.0.0)
/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 120.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1226.10.1)
```
If any of the lines that should start with @rpath instead has an absolute path, then you have a problem and need to modify the install_name_tools parameters in es-app/CMakeLists.txt, for example:
`/usr/local/opt/sdl2/lib/libSDL2-2.0.0.dylib (compatibility version 13.0.0, current version 13.0.0)`
This is the section that would need to be modified:
I did a brief evaluation of the Microsoft Visual C++ compiler (MSVC) but as far as I'm concerned it's an abomination so I won't cover it here and it won't be supported.
Make a copy of `mingw64/bin/mingw32-make` to `make` just for convenience and make sure that the necessary paths are defined for the PATH environmental variable.
I won't get into the details on how to configure Git, but there are many resources available online to support with this. The `Git Bash` shell is very useful though as it's somewhat reproducing a Unix environment using MinGW/MSYS.
Install your editor of choice. As for VSCodium it's unfortunately broken or crippled under Windows, making some important extensions impossible to install. VSCode can however be used instead.
It's strongly recommended to set line breaks to Unix-style (linefeed only) directly in the editor, although it can also be configured in Git for conversion during commit. The source code for EmulationStation-DE only uses Unix-style line breaks.
Note that most GDB builds for Windows have broken Python support so that pretty printing won't work. The MinGW installation recommended in the previous step works fine though.
As there is no standardized include directory structure in Windows and no package manager, you need to provide the include files manually.
Make a directory in your build environment tree, for instance under `C:/Programming/include`.
Copy the include files from cURL, FreeImage, FreeType, pugixml, RapidJSON, SDL2 and VLC to this directory.
It should then look something like this:
```
$ ls -1 include/
curl/
FreeImage.h
freetype/
ft2build.h
pugiconfig.hpp
pugixml.hpp
rapidjson/
SDL2/
vlc/
```
**Copy the required DLL files to the EmulationStation build directory:**
As there's no package manager in Windows and no way to handle dependencies, we need to ship all the required shared libraries with the application.
Copy the following files to the `emulationstation-de` build directory. Most of them will come from the packages that were provided in the previous steps of this guide:
```
FreeImage.dll
libcrypto-1_1-x64.dll (from the OpenSSL package, located in Git MinGW/MSYS under /mingw/bin/)
libcurl-x64.dll
libfreetype.dll
libgcc_s_seh-1.dll (located in Git MinGW/MSYS under /mingw/bin/)
libpugixml.dll
libssl-1_1-x64.dll (from the OpenSSL package, located in Git MinGW under /mingw/bin/)
libstdc++-6.dll
libvlc.dll
libvlccore.dll
libwinpthread-1.dll (located in Git MinGW under /mingw/bin/)
SDL2.dll
libSDL2main.a
```
The files from the MinGW installation must correspond to the version used to compile the binary.
*So if the MinGW installation is upgraded to a newer version or so, make sure to copy the .dll files again, overwriting the old ones.*
In addition to these, you need to copy some libraries from the VLC `plugins` folder to be able to play video files. There is a subdirectory structure under the plugins folder and although there is no requirement to retain these as libVLC apparently looks recursively for the required .dll files, it still makes it a bit more tidy to keep the folder names for each type of plugin. The CMake install script will however copy all the contents of this plugins folder regardless of whether subdirectories are in use or not.
It's a bit tricky to know which libraries are really needed. But as the plugins directory is around 120 MB (as of VLC version 3.0.11), we definitely only want to copy the files we need.
The following files seem to be required to play most video and audio formats (place them in `emulationstation-de\plugins\`):
For some reason defining the '../include' path doesn't work when running CMake from PowerShell (and no, changing to backslash doesn't help). Instead use Bash, by running from a `Git Bash` shell.
The make command works fine directly in PowerShell though so it can be run from the VSCode terminal. Unfortunately I haven't been able to find a way to use a civilized shell from inside VSCode so we're stuck with PowerShell.
Note that compilation time is much longer than on Unix, and linking time is excessive for a debug build (around 10 times longer on my computer). The debug binary is also much larger than on Unix.
The default installation directory suggested by the installer is `C:\Program Files\EmulationStation`. However this can of course be changed by the user.
ES will look in the following locations for the resources, in the listed order:
*`[HOME]\.emulationstation\resources\`
*`[ES EXECUTABLE DIRECTORY]\resources\`
**Note:** The resources directory is critical, without it the application won't start.
And it will look in the following locations for the themes, also in the listed order:
*`[HOME]\.emulationstation\themes\`
*`[ES EXECUTABLE DIRECTORY]\themes\`
The theme is not mandatory to start the application, but ES will be basically useless without it.
So the home directory will always take precedence, and any resources or themes located there will override the ones in the path of the ES executable.
The contents of f:\ should now look something like this:
```
EmulationStation
ES-Home
RetroArch
start_es.bat
```
Now run the batch script, ES should start and ask you to configure any attached controllers. Following this, check that everything works as expected, i.e. the gamelists are properly populated etc.
You can optionally skip the configuration of the controllers by copying any existing `es_input.cfg` file to `f:\ES-Home\.emulationstation\es_input.cfg`.
Exit ES and modify the file `f:\ES-Home\.emulationstation\es_systems.cfg` to point to the emulators on the portable media.
EmulationStation Desktop Edition ships with a comprehensive `es_systems.cfg` configuration file, and as the logic is to use a `%ROMPATH%` variable to locate the ROM files (with a corresponding setting in `es_settings.cfg`), normally you shouldn't need to modify this file to the same extent as previous versions of EmulationStation. Still, see below in this document on how to adjust the es_systems.cfg file if required.
Upon first startup of the application, if there is no es_systems.cfg file present, it will be copied from the template subdirectory inside the resources directory. This directory is located in the installation path of the application, for instance `/usr/local/share/emulationstation/resources/templates` on Unix, `/Applications/EmulationStation.app/Contents/Resources/resources/templates` on macOS and `C:\Program Files\EmulationStation\resources\templates` on Windows.
`~` is `$HOME` on Unix and macOS, and `%HOMEPATH%` on Windows.
**Note:** Keep in mind that you have to set up your emulators separately from EmulationStation, the es_systems.cfg file assumes that your emulator environment is properly configured.
This file contains all the settings supported by ES, at their default values. Normally you shouldn't need to modify this file manually, instead you should be able to use the menu inside ES to update all the necessary settings.
For the ROM directory, you can either change it manually in es_settings.cfg, or use the dialog that is shown on application startup to change the path to your liking.
**Note:** This complete configuration step can normally be skipped as you're presented with a dialog to change the ROM directory upon application startup if no game files are found.
By default, ES looks in `~/ROMs` for the ROM files, where they are expected to be grouped into directories corresponding to the game systems, for example:
There is also support to add the variable %ESPATH% to the ROM directory setting, this will expand to the path where the ES executable is started from. You would normally not need this, but the option is there, should you require it for some reason.
You normally don't need to modify this file manually as it's created by the built-in input configuration step. This procedure is detailed in the [User Guide](USERGUIDE.md#input-device-configuration).
If your controller and keyboard stop working, you can delete the `~/.emulationstation/es_input.cfg` file to make the input configuration screen re-appear on the next run.
As you can see above, you can override the home directory path using the `--home` flag. So by running for instance the command `emulationstation --home ~/games/emulation`, ES will use `~/games/emulation/.emulationstation` as its base directory.
The order EmulationStation displays systems reflects the order you define them in. In the case of the default es_systems.cfg file, the systems are listed in alphabetical order.
**Note:** A system *must* have at least one game present in its `path` directory, or ES will ignore it! If no valid systems are found, ES will report an error and quit.
`%BASENAME%` - Replaced with the "base" name of the path to the selected ROM. For example, a path of `/foo/bar.rom`, this tag would be `bar`. This tag is useful for setting up AdvanceMAME.
`%ROM_RAW%` - Replaced with the unescaped, absolute path to the selected ROM. If your emulator is picky about paths, you might want to use this instead of %ROM%, but enclosed in quotes.
`%EMUPATH%` - Replaced with the path to the emulator binary. This is expanded either using the PATH environmental variable of the operating system, or if an absolute emulator path is defined, this will be used instead. This variable is mostly useful to define the emulator core path for Windows, as this operating system does not have a standardized program installation directory structure.
`%ESPATH%` - Replaced with the path to the EmulationStation binary. Mostly useful for portable emulator installations, for example on a USB memory stick.
As of the fork to EmulationStation Desktop Edition, game media information no longer needs to be defined in the gamelist.xml files. Instead the application will look for any media matching the ROM filename. The media path where to look for game art is configurable either manually in `es_settings.cfg` or via the GUI. If configured manually in es_settings.cfg, it looks something like this:
You can use ES's [scraping](http://en.wikipedia.org/wiki/Web_scraping) tools to populate the gamelist.xml files. There are two ways to run the scraper:
* **If you want to scrape multiple games:** press the Start button to open the menu and choose the "SCRAPER" option. Adjust your settings and press "START".
* **If you just want to scrape one game:** find the game on the game list in ES and press the Select button. Choose "EDIT THIS GAME'S METADATA" and then press the "SCRAPE" button at the bottom of the metadata editor.
You can also edit metadata within ES by using the metadata editor - just find the game you wish to edit on the gamelist, press Select, and choose "EDIT THIS GAME'S METADATA."
The home directory can be overridden using the `--home` option from the command line, see above in this document for details regarding that.
An example gamelist.xml:
```xml
<gameList>
<game>
<path>./mm2.nes</path>
<name>Mega Man 2</name>
<desc>Mega Man 2 is a classic NES game which follows Mega Man as he murders eight robot masters in cold blood.</desc>
</game>
</gameList>
```
Everything is enclosed in a `<gameList>` tag. The information for each game or folder is enclosed in a corresponding tag (`<game>` or `<folder>`). Each piece of metadata is encoded as a string.
**gamelist.xml reference:**
There are a few types of metadata:
*`string` - just text.
*`float` - a floating-point decimal value (written as a string).
*`integer` - an integer value (written as a string).
*`datetime` - a date and, potentially, a time. These are encoded as an ISO string, in the following format: "%Y%m%dT%H%M%S%F%q". For example, the release date for Chrono Trigger is encoded as "19950311T000000" (no time specified).
Some metadata is also marked as "statistic" - these are kept track of by ES and do not show up in the metadata editor. They are shown in certain views (for example, the detailed view and the video view both show `lastplayed`, although the label can be disabled by the theme).
* If a value matches the default for a particular piece of metadata, ES will not write it to the gamelist.xml (for example, if `genre` isn't specified, ES won't write an empty genre tag)
There are numerous locations throughout ES where custom scripts will be executed if the option to do so has been enabled in the settings. You'll find the option on the Main menu under **Other settings**. By default it's deactivated so be sure to enable it to use this feature.
The approach is quite straightforward, ES will look for any files inside a script directory that correspond to the event that is triggered and execute all files located there.
As an example, let's create a log that will record the start and end time for each game we play, letting us see how much time we spend on retro-gaming.
**Note: The following example is for Unix systems, but it works the same in Windows (though .bat batch files are then used instead of shell scripts).**
The events when the game starts and ends are called **game-start** and **game-end** respectively. Finding these event names is easily achieved by starting ES with the **--debug** flag. If this is done, all attempts to execute custom event scripts will be logged to es_log.txt, including the event names.
So let's create the folders for these events in the scripts directory. The location of this directory is **~/.emulationstation/scripts/**.
After creating the directories, we need to create the scripts to log the actual game launch and game ending. The parameters that are passed to the scripts varies depending on the type of event, but for these events the two parameters are the absolute path to the game file, and the game name as shown in the gamelist.
Let's name the start script **game_start_logging.sh** with the following contents:
```
#!/bin/bash
TIMESTAMP=$(date +%Y-%m-%d' '%H:%M:%S)
echo Starting game "\""${2}"\"" "(\""${1}"\")" at $TIMESTAMP >> ~/.emulationstation/game_playlog.txt
```
And let's name the end script **game_end_logging.sh** with the following contents:
```
#!/bin/bash
TIMESTAMP=$(date +%Y-%m-%d' '%H:%M:%S)
echo "Ending game " "\""${2}"\"" "(\""${1}"\")" at $TIMESTAMP >> ~/.emulationstation/game_playlog.txt
```
After creating the two scripts, you should have something like this on the filesystem:
Don't forget to make the scripts executable (e.g. 'chmod 755 ./game_start_logging.sh').
If we now start ES with the debug flag and launch a game, something like the following should show up in es_log.txt:
```
Aug 05 14:19:24 Debug: Scripting::fireEvent(): game-start "/home/myusername/ROMs/nes/Legend\ of\ Zelda,\ The.zip" "The Legend Of Zelda"
Aug 05 14:19:24 Debug: Executing: /home/myusername/.emulationstation/scripts/game-start/game_start_logging.sh "/home/myusername/ROMs/nes/Legend\ of\ Zelda,\ The.zip" "The Legend Of Zelda"
.
.
Aug 05 14:27:15 Debug: Scripting::fireEvent(): game-end "/home/myusername/ROMs/nes/Legend\ of\ Zelda,\ The.zip" "The Legend Of Zelda"
Aug 05 14:27:15 Debug: Executing: /home/myusername/.emulationstation/scripts/game-end/game_end_logging.sh "/home/myusername/ROMs/nes/Legend\ of\ Zelda,\ The.zip" "The Legend Of Zelda"
```
Finally after running some games, ~/.emulationstation/game_playlog.txt should contain something like the following:
```
Starting game "The Legend Of Zelda" ("/home/myusername/ROMs/nes/Legend\ of\ Zelda,\ The.zip") at 2020-08-05 14:19:24
Ending game "The Legend Of Zelda" ("/home/myusername/ROMs/nes/Legend\ of\ Zelda,\ The.zip") at 2020-08-05 14:27:15
Starting game "Quake" ("/home/myusername/ROMs/ports/Quakespasm/quakespasm.sh") at 2020-08-05 14:38:46
Ending game "Quake" ("/home/myusername/ROMs/ports/Quakespasm/quakespasm.sh") at 2020-08-05 15:13:58
Starting game "Pirates!" ("/home/myusername/ROMs/c64/Multidisk/Pirates/Pirates!.m3u") at 2020-08-05 15:15:24
Ending game "Pirates!" ("/home/myusername/ROMs/c64/Multidisk/Pirates/Pirates!.m3u") at 2020-08-05 15:17:11