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Documentation update
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@ -29,6 +29,7 @@
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* (Android) Added support for the Tano Dragon (tanodragon) game system
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* (Android) Added a new default find rule entry for Flycast as its application ID has been changed
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* (Android) Changed the find rule for Ruffle to make game launching work again after a code change in the emulator
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* (Android) Changed ePSXe to use %ROM% instead of %ROMSAF% as the latter caused game launching to fail on some devices
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* (Android) Added J2ME Loader standalone as the default emulator for the j2me system
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* (Android) Added JL-Mod standalone as an alternative emulator for the j2me system
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* (Android) Added support for launching individual games directly with EKA2L1 for the symbian system
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@ -44,8 +45,9 @@
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* Renamed the "Menu opening effect" setting in the UI settings menu to "Menu opening animation"
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* Added a "backgroundMargins" property to the datetime element
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* Added a "backgroundCornerRadius" property to the datetime element
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* Added a check for whether a text element has a width defined when the container property is set
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* Game files with only an extension and no filename will now get skipped on application startup
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* StringUtil::toCapitalized() will now capitalize characters following the ([" characters
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* StringUtil::toCapitalized() will now capitalize text more accurately by using ICU boundary analysis
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* Removed some obsolete code from DateTimeEditComponent
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* Added the libintl library as a dependency
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* Added the HarfBuzz library as a dependency
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@ -8,7 +8,7 @@ Yes it's the exact same application, with only some minor differences. This mean
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## Why is it named ES-DE as in "Desktop Edition" if this is a release for a mobile operating system?
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First it's branding, it would be very confusing to have different names for the same application when it's available cross-platform. Second, the _Desktop Edition_ part is now a legacy, nowadays instead think of the D as standing for _Deck, Droid_ or _Desktop_. The _EmulationStation Desktop Edition_ subtitle used on the splash screen is only temporary during a transition period, it will be removed.
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First it's branding, it would be very confusing to have different names for the same application when it's available cross-platform. Second, the _Desktop Edition_ part is now basically legacy. Actually the entire _EmulationStation Desktop Edition_ subtitle used on the splash screen is only temporary during a transition period and it will be removed at some point. The official name of the project is already ES-DE Frontend or ES-DE for short.
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## Is it available for free, and is it open source?
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@ -24,7 +24,11 @@ You only need to buy the Patreon release once, and then you can use it on all yo
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## ES-DE doesn't work on my device, can I get a refund?
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Although the overwhelming majority of people have successfully got ES-DE to run on their devices (assuming they are fulfilling the basic requirements of 64-bit Android 10 or later) there are some devices that have been problematic. Unfortunately Android is not really a standardized operating system and hardware manufacturers are sometimes applying custom patches and such which may prevent ES-DE from working correctly. We will refund anyone that bought ES-DE on Patreon within one month from the purchase date if they are unable to get ES-DE to run on their device. Just send a DM on Patreon and we will issue a refund as soon as possible. We are however unfortunately not able to refund purchases on the Samsung Galaxy Store and Huawei AppGallery.
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Although the overwhelming majority of people have successfully got ES-DE to run on their devices (assuming they are fulfilling the basic requirements of 64-bit Android 10 or later) there are some devices that have been problematic. Unfortunately Android is not really a standardized operating system and hardware manufacturers are sometimes applying custom patches and such which may prevent ES-DE from working correctly. We will refund anyone that bought ES-DE on Patreon within one month from the purchase date if they are unable to get ES-DE to run on their device. Just send a DM on Patreon and we will issue a refund as soon as possible. We are however unfortunately not able to refund purchases on the Samsung Galaxy Store and Huawei AppGallery. But make sure to read the next question below as your device may be compatible after all.
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## ES-DE hangs at the onboarding configurator, is the app not compatible with my device?
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There are some Android developer options that break ES-DE (and probably many other apps too) so make sure to never change such settings unless you know exactly what you are doing. For instance the option _Don't keep activities_ will make the configurator hang so that you'll never be able to get past the onboarding step.
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## I received an update email to my Gmail account but the APK download link doesn't seem to work?
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@ -416,11 +416,15 @@ Both _appimagetool_ and _linuxdeploy_ are required for the build process but the
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## Building on Haiku
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Note that support for Haiku is currently very experimental, for instance the video player behaves a bit erratic and the PDF viewer doesn't work at all. You'll also need to run a recent nightly Haiku release to build ES-DE as using R1/beta4 will not work.
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Note that support for Haiku is currently experimental as the operating system itself is experimental. When OS updates are rolled out things may break in ES-DE or they could make the application crash. The video player also behaves erratic and the platform does not provide 3D acceleration meaning performance may not be that great. Apart from that most things should work fine.
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You'll need to run a recent nightly Haiku release to build ES-DE as using R1/beta4 will not work. At the moment there is also no packaging support (i.e. for ES-DE specifically), so you'll need to run ES-DE from the build directory.
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If running Haiku in KVM/Qemu, make sure to use SATA storage intead of VirtIO storage as you may otherwise experience stability issues and filesystem corruption.
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Use pkgman to install the required dependencies:
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```
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pkgman install cmake gettext curl_devel harfbuzz_devel freeimage_devel pugixml_devel libsdl2_devel libgit2_devel freetype_devel ffmpeg_devel
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pkgman install cmake gettext curl_devel harfbuzz_devel freeimage_devel pugixml_devel libsdl2_devel libgit2_devel freetype_devel ffmpeg_devel poppler24_devel
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```
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To clone the ES-DE source repository, run the following:
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@ -433,8 +437,6 @@ cmake .
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make -j8
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```
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Note that there is no Haiku packaging support, you'll need to run ES-DE from the build directory. As well very few systems and emulators are currently supported. There is also no 3D acceleration available in Haiku so performance in ES-DE will likely be quite lacklustre. Consider the Haiku build a proof of concept port at this moment in time.
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## Building on macOS
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ES-DE 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. The main problem is that there is no native package manager, but as there are several third party package managers available, this can be partly compensated for. The use of one of them, [Homebrew](https://brew.sh), is detailed below.
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@ -2804,8 +2804,9 @@ Properties:
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* `container` - type: BOOLEAN
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- Whether the text should be placed inside a scrollable container.
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- Default is `true` if `metadata` is set to `description`, otherwise `false`
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- This property can only be used if `size` has a width defined.
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* `containerType` - type: STRING
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- If `container` has been set, then it's possible to select between a vertically or horizontally scrolling type using this property. If selecting the horizontal container then all line breaks in the text will be automatically converted to spaces. If selecting the vertical container then any value defined for `rotation` will be ignored as this container type can't be rotated. If using this property make sure to set an explicit size for the element, as leaving it as `0 0` will lead to unpredictable results.
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- If `container` has been set, then it's possible to select between a vertically or horizontally scrolling type using this property. If selecting the horizontal container then all line breaks in the text will be automatically converted to spaces. If selecting the vertical container then any value defined for `rotation` will be ignored as this container type can't be rotated.
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- Valid values are `vertical` or `horizontal`
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- Default is `vertical`
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- This property can only be used when `container` has been explicitly set to `true`
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@ -67,7 +67,7 @@ Also on first startup the configuration file `es_settings.xml` will be generated
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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.
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There's an application log file created in the ES-DE home 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.
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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.
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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.
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@ -327,7 +327,7 @@ In general, 720p works fine with the RPi 4, and 1080p is tolerable but not reall
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## Game system customizations
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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 home directory.
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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.
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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`.
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@ -65,7 +65,7 @@ Also on first startup the configuration file `es_settings.xml` will be generated
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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.
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There's an application log file created in the ES-DE home 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.
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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.
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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.
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@ -313,7 +313,7 @@ In general, 720p works fine with the RPi 4, and 1080p is tolerable but not reall
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## Game system customizations
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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 home directory.
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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.
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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`.
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