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Documentation update
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@ -8,27 +8,33 @@
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* Added a PDF game manual viewer, accessible from the media viewer
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* Added an option to scrape game manuals using ScreenScraper
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* Added a game manual badge to indicate whether a game has a downloaded PDF manual
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* Added a separate es-pdf-convert binary to render PDF pages using Poppler (needed due to the restrictive GPL license for this library)
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* Added help prompts to the media viewer
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* Added trigger button support to the media viewer for jumping to the first and last entries
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* Added trigger button support to the theme downloader screenshot viewer for jumping to the first and last entries
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* Added options to the miximage generator for how to fit screenshots that do not match the aspect ratio of the miximage frame
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* Added support for changing between light and dark color schemes for the menu system
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* Changed the scraper auto-retry functionality to never run on non-recoverable errors such as insufficient file permissions
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* Added support for a dedicated es_systems_sorting.xml file to change systems sorting without having to modify es_systems.xml
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* Placing an es_find_rules.xml file in custom_systems will now complement rather than override the bundled file
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* Added the SameBoy RetroArch core as an alternative emulator for the sgb system
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* Added MAME standalone as an alternative emulator for the cdimono1 system
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* Added the .sh file extension to the ags system on Unix and macOS and set the %STARTDIR% variable to the game directory
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* (Linux) Added "AppImage (Suspend ES-DE)" and "AppImage (Keep ES-DE running)" as alternative emulators for the windows system
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* (Linux) Added the .AppImage file extension to the windows system
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* (Linux) Added support for the official Citra AppImage release
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* (Windows) Added pcsx2-qt.exe as the primary executable name for the PCSX2 emulator
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* Added support for scraping the arduboy and ps4 systems using ScreenScraper
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* Removed the experimental status for the theme downloader
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* Improved resilience to buggy controller drivers which could previously crash the application (mostly relevant for macOS)
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* Removed the custom SDL patch for the Linux AppImage builds that prevented the device virtual keyboard from being automatically displayed
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* If the SDL library release is higher than 2.28.0, then the automatic popup of the device's virtual keyboard is now disabled
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* If the SDL library release is 2.28.0 or higher, then the automatic popup of the device's virtual keyboard is now disabled
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* The SDL library version is now printed to es_log.txt on application startup
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* (Windows) A check is now performed on startup that OpenGL is actually supported by the GPU driver, to avoid crashes if it isn't
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* Added a setRawImage function to ImageComponent to load raw pixel data into textures (needed by PDFViewer)
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* Added the Poppler PDF rendering library as a dependency
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* Removed the unused graphics files resources/graphics/cartridge.svg and resources/graphics/folder.svg
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* Updated FFmpeg to 6.0, FreeType to 2.13.0, libgit2 to 1.6.4 and pugixml to 1.13 on Windows and macOS
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* Updated SDL to 2.28.0 on Windows, macOS and the Linux AppImage builds
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* (Windows) Updated curl to 8.1.2
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@ -2190,6 +2190,7 @@ Properties:
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- `broken` - Will be shown when the game is marked as broken.
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- `controller` - Will be shown and overlaid by the corresponding controller icon if a controller type has been selected for the game (using the metadata editor or via scraping).
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- `altemulator` - Will be shown when an alternative emulator is setup for the game.
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- `manual` - Will be shown when a PDF manual has been downloaded for the game.
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- `all` - Including this value will enable all badges. If some badges have been added already they will be shown in the order they were defined and the remaining ones will be added at the end, in the order listed above. Using the `all` value can be used as a way to future-proof the theme, because if additional badges are added in future ES-DE releases, no theme updates would be needed to accomodate them. Just make sure to include space for a few extra badges in the layout, and increase the `lines` and `itemsPerLine` accordingly.
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* `controllerPos` - type: NORMALIZED_PAIR
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- The position of the controller icon relative to the parent `controller` badge.
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@ -2152,6 +2152,22 @@ These are the settings for the miximage generator, which can either be run from
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It's possible to select betweeen the 1280x960, 1920x1440 and 640x480 resolutions for the generated miximages. It's normally recommended to use the default option 1280x960 which gives good image quality without slowing down ES-DE too much. But for very weak machines, 640x480 may be a better option. The 1920x1440 resolution is normally not recommended as it brings little quality improvements over 1280x960 and slows down the gamelist browsing.
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**Horizontal screenshot fit**
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For horizontally oriented screenshots which do not match the aspect ratio of the miximage frame, this option defines how to fit the image. Valid options are _contain_ which will keep the entire image within the frame while maintaining its aspect ratio, _crop_ which will crop the image so it fills the entire frame, and _stretch_ which will fill the entire frame while possibly breaking the aspect ratio of the image. Generally _crop_ is the best option for widescreen images like games running at 16:9 aspect ratios and similar.
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**Vertical screenshot fit**
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For vertically oriented screenshots which do not match the aspect ratio of the miximage frame, this option defines how to fit the image. Valid options are _contain_ which will keep the entire image within the frame while maintaining its aspect ratio, _crop_ which will crop the image so it fills the entire frame, and _stretch_ which will fill the entire frame while possibly breaking the aspect ratio of the image. Generally _contain_ is the best option for vertically oriented images like vertical arcade shooters and similar.
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**Screenshot aspect ratio threshold**
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This option defines the tolerated deviation from the miximage frame's aspect ratio before applying _crop_ and _contain_ to a screenshot. As such this option has no effect if _stretch_ has been selected as the screenshot fit. When set to _low_ only very small deviations are accepted which will more strictly enforce the aspect ratio of the screenshot with the drawback of possibly adding a small amount of crop and blank area around the image. It's usually best to keep this option set to _high_ which will stretch screenshots to a reasonable degree before applying any _crop_ or _contain_ fitting.
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**Blank areas fill color**
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When setting the screenshot fit to _contain_ there will be blank areas around the screenshot as it's fitted within the miximage frame. This option defines whether to fill this area with a _black_ color or if the _frame_ color should be used instead.
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**Screenshot scaling method**
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The _sharp_ scaling method uses nearest-neighbor interpolation which retains sharp pixels and looks better for most low-resolution retro games. The _smooth_ scaling method uses the Lanczos algorithm and produces smoother pixels. This may look better on some more modern games at higher resolutions. If unsure, use the _sharp_ method.
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@ -3090,7 +3106,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
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| bbcmicro | Acorn Computers BBC Micro | MAME **(Standalone)** | | Yes | Single archive or diskette image file |
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| c64 | Commodore 64 | VICE x64sc Accurate | VICE x64sc Accurate **(Standalone)**,<br>VICE x64 Fast,<br>VICE x64 SuperCPU,<br>VICE x128,<br>Frodo | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games |
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| cavestory | Cave Story (NXEngine) | NXEngine | | | |
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| cdimono1 | Philips CD-i | SAME CDi | CDi 2015 | Yes | Single .bin/.cue pair |
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| cdimono1 | Philips CD-i | SAME CDi | CDi 2015,<br>MAME **(Standalone)** | Yes | Single .bin/.cue pair |
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| cdtv | Commodore CDTV | PUAE | PUAE 2021 | Yes | |
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| chailove | ChaiLove Game Engine | ChaiLove | | | |
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| channelf | Fairchild Channel F | FreeChaF | | | |
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