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Documentation update.
This commit is contained in:
parent
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13
CHANGELOG.md
13
CHANGELOG.md
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@ -123,13 +123,20 @@ v1.2 maintenance release.
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### Detailed list of changes
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* Added fallback for high resolution marquee/wheel image for ScreenScraper if no regular wheel image was found
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* Added the SwanStation RetroArch core as an alternative emulator
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* ScreenScraper searches in automatic mode are now faster and much more accurate
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* Added fallback to high resolution marquee/wheel images for ScreenScraper if no regular wheel image was found
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* Added support for the Nintendo SFC (Super Famicom) game system
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* Added the SwanStation RetroArch core as an alternative emulator for the psx system
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* Added the a5200 RetroArch core for the atari5200 system and set it as default, with atari800 as the alternative
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* Added the .chd file extension to the ps2 system
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* Added the .dosz file extension to the dos and pc systems
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* Emulator Flatpaks can now be installed to the home directory on Debian
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* Increased the default VRAM limit from 256 MiB to 512 MiB on the Steam Deck
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### Bug fixes
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* Fixed a font loading crash caused by an insufficient font texture size
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* A crash could occur under some circumstances due to an insufficient font texture size
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* The systems were not always sorted correctly
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* The help system was not properly updated after results were returned by the scraper
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## Version 1.2.1
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109
THEMES-LEGACY.md
109
THEMES-LEGACY.md
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@ -2,7 +2,7 @@
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**This document covers the creation of legacy themes only, which is a theme structure that is backward compatible with RetroPie EmulationStation. As ES-DE v2.0 and later has a new theme engine with much improved theming capabilities, this document is mostly intended for historical reference. For creating or porting themes to ES-DE the documentation in [THEMES.md](THEMES.md) should be used instead.**
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If creating theme sets specifically for ES-DE, please add `-DE` to the theme name, as in `rbsimple-DE`. Because the ES-DE theme support has already deviated somehow from the RetroPie EmulationStation fork and will continue to deviate further in the future, the theme set will likely not be backwards compatible. It would be confusing and annoying for a user that downloads and attempts to use an ES-DE theme set in another EmulationStation fork only to get crashes, error messages or corrupted graphics. At least the -DE extension is a visual indicator that it's an ES-DE specific theme set.
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In general ES-DE is backward compatible with RetroPie theme sets with the notable exception of the _Grid_ view style which is not supported. Themes with grid view styles included will still load correctly, but you can't actually use this view style.
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Table of contents:
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@ -331,11 +331,10 @@ Below are the default zIndex values per element type:
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* `carousel name="systemcarousel"` - 40
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* `text name="systemInfo"` - 50
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#### basic, detailed, video, grid
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#### basic, detailed, video
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* `image name="background"` - 0
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* Extra Elements `extra="true"` - 10
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* `textlist name="gamelist"` - 20
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* `imagegrid name="gamegrid"` - 20
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* Media
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* `image name="md_image"` - 30
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* `video name="md_video"` - 30
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@ -546,62 +545,6 @@ or to specify only a portion of the value of a theme property:
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* `text name="md_name"` - ALL
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- The "name" metadata (the game name). Unlike the others metadata fields, the name is positioned offscreen by default
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#### grid
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* `helpsystem name="help"` - ALL
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- The help system style for this view.
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* `image name="background"` - ALL
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- This is a background image that exists for convenience. It goes from (0, 0) to (1, 1).
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* `text name="logoText"` - ALL
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- Displays the name of the system. Only present if no "logo" image is specified. Displayed at the top of the screen, centered by default.
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* `image name="logo"` - ALL
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- A header image. If a non-empty `path` is specified, `text name="logoText"` will be hidden and this image will be, by default, displayed roughly in its place.
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* `imagegrid name="gamegrid"` - ALL
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- The gamegrid. The number of tile displayed is controlled by its size, margin and the default tile max size.
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* `gridtile name="default"` - ALL
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- Note that many of the default gridtile parameters change the selected gridtile parameters if they are not explicitly set by the theme. For example, changing the background image of the default gridtile also change the background image of the selected gridtile. Refer to the gridtile documentation for more informations.
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* `gridtile name="selected"` - ALL
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- See default gridtile description right above.
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* `text name="gamelistInfo"` - ALL
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- Displays the game count (all games as well as favorites), any applied filters, and a folder icon if a folder has been entered. If this text is left aligned, the folder icon will be placed to the right of the other information, and if it's right aligned, the folder icon will be placed to the left. Left aligned by default.
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- Metadata
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- Labels
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* `text name="md_lbl_rating"` - ALL
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* `text name="md_lbl_releasedate"` - ALL
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* `text name="md_lbl_developer"` - ALL
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* `text name="md_lbl_publisher"` - ALL
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* `text name="md_lbl_genre"` - ALL
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* `text name="md_lbl_players"` - ALL
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* `text name="md_lbl_lastplayed"` - ALL
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* `text name="md_lbl_playcount"` - ALL
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* Values
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- _All values will follow to the right of their labels if a position isn't specified._
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* `rating name="md_rating"` - ALL
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- The "rating" metadata.
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* `datetime name="md_releasedate"` - ALL
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- The "releasedate" metadata.
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* `text name="md_developer"` - ALL
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- The "developer" metadata.
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* `text name="md_publisher"` - ALL
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- The "publisher" metadata.
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* `text name="md_genre"` - ALL
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- The "genre" metadata.
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* `text name="md_players"` - ALL
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- The "players" metadata (number of players the game supports).
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* `badges name="md_badges"` - ALL
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- The "badges" metadata. Displayed as a group of badges that indicate metadata such as favorites and completed games.
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* `datetime name="md_lastplayed"` - ALL
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- The "lastplayed" metadata. Displayed as a string representing the time relative to "now" (e.g. "3 hours ago").
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* `text name="md_playcount"` - ALL
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- The "playcount" metadata (number of times the game has been played).
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* `text name="md_description"` - POSITION | SIZE | FONT_PATH | FONT_SIZE | COLOR | Z_INDEX
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- Text is the "desc" metadata. If no `pos`/`size` is specified, will move and resize to fit under the lowest label and reach to the bottom of the screen.
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* `text name="md_name"` - ALL
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- The "name" metadata (the game name). Unlike the others metadata fields, the name is positioned offscreen by default
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### Types of properties
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* NORMALIZED_PAIR - two decimals, in the range [0..1], delimited by a space. For example, `0.25 0.5`. Most commonly used for position (x and y coordinates) and size (width and height).
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* `zIndex` - type: FLOAT.
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- z-index value for component. Components will be rendered in order of z-index value from low to high.
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#### imagegrid
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* `pos` - type: NORMALIZED_PAIR.
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* `size` - type: NORMALIZED_PAIR.
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- The size of the grid. Take care the selected tile can go out of the grid size, so don't position the grid too close to another element or the screen border.
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* `margin` - type: NORMALIZED_PAIR. Margin between tiles.
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* `padding` - type: NORMALIZED_RECT.
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- NEW : Padding for displaying tiles.
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* `autoLayout` - type: NORMALIZED_PAIR.
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- NEW : Number of column and rows in the grid (integer values).
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* `autoLayoutSelectedZoom` - type: FLOAT.
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- NEW : Zoom factor to apply when a tile is selected.
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* `gameImage` - type: PATH.
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- The default image used for games which doesn't have an image.
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* `folderImage` - type: PATH.
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- The default image used for folders which doesn't have an image.
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* `imageSource` - type: STRING.
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- Selects the image to display. `thumbnail` by default, can also be set to `image`, `miximage`, `screenshot`, `cover`, `marquee` or `3dbox`. If selecting `image`, the media type `miximage` will be tried first, with fallback to `screenshot` and then `cover`.
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* `scrollDirection` - type: STRING.
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- `vertical` by default, can also be set to `horizontal`. Not that in `horizontal` mod, the tiles are ordered from top to bottom, then from left to right.
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* `centerSelection` - type: BOOLEAN.
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- `false` by default, when `true` the selected tile will be locked to the center of the grid.
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* `scrollLoop` - type: BOOLEAN.
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- `false` by default, when `true` the grid will seamlessly loop around when scrolling reaches the end of the list. Only works when `centerSelection` is `true`.
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* `animate` - type : BOOLEAN.
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- `true` by default, when `false` the grid scrolling will not be animated.
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* `zIndex` - type: FLOAT.
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- z-index value for component. Components will be rendered in order of z-index value from low to high.
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#### gridtile
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* `size` - type: NORMALIZED_PAIR.
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- The size of the default gridtile is used to calculate how many tiles can fit in the imagegrid. If not explicitly set, the size of the selected gridtile is equal the size of the default gridtile * 1.2
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* `padding` - type: NORMALIZED_PAIR.
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- The padding around the gridtile content. Default `16 16`. If not explicitly set, the selected tile padding will be equal to the default tile padding.
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* `imageColor` - type: COLOR.
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- The default tile image color and selected tile image color have no influence on each others.
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* `backgroundImage` - type: PATH.
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- If not explicitly set, the selected tile background image will be the same as the default tile background image.
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* `backgroundCornerSize` - type: NORMALIZED_PAIR.
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- The corner size of the ninepatch used for the tile background. Default is `16 16`.
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* `backgroundColor` - type: COLOR.
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- A shortcut to define both the center color and edge color at the same time. The default tile background color and selected tile background color have no influence on each others.
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* `backgroundCenterColor` - type: COLOR.
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- Set the color of the center part of the ninepatch. The default tile background center color and selected tile background center color have no influence on each others.
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* `backgroundEdgeColor` - type: COLOR.
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- Set the color of the edge parts of the ninepatch. The default tile background edge color and selected tile background edge color have no influence on each others.
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#### video
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* `pos` - type: NORMALIZED_PAIR.
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@ -581,7 +581,7 @@ It's highly recommended to use filenames that are corresponding to the full name
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**Note:** Symlinks are supported for both ROM directories and individual game files, but make sure to not symlink between files within the same system directory or there may be undefined application behavior when scraping, launching games etc.
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The default game folder is ~/ROMs. On Unix this defaults to /home/\<username\>/ROMs, on macOS /Users/\<username\>/ROMs and on Windows C:\Users\\<username\>\ROMs\. 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.
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The default game folder is ~/ROMs. On Unix this defaults to /home/\<username\>/ROMs, on macOS /Users/\<username\>/ROMs and on Windows C:\Users\\<username\>\ROMs\. 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.
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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`.
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@ -686,6 +686,32 @@ For Windows, ES-DE will look for _yuzu.exe_ in the system Path as well as in the
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Apart from the potential difficulty in locating the emulator binary, there are some special configuration steps required for the emulator, refer to the Yuzu website for more information about this.
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#### Nintendo Wii U
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This section is specific to Windows as Cemu is currently only supported on this operating system.
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Cemu works a bit different compared to most other emulators, with games stored in an unpacked format. The content of each game is divided into the three directories _code, content_ and _meta_.
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The first step is to prepare the target directory in the `wiiu` ROMs 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:
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```
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\
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```
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The next step is done inside the emulator 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:
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```
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C:\Games\cemu\mlc01\usr\title\00050000\10145d00\code
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```
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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:
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```
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\code
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\content
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\meta
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```
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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.
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#### Sony PlayStation 3
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The RPCS3 emulator requires a bit of special setup.
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| arcade | Arcade | MAME - Current | MAME 2000,<br>MAME 2003-Plus,<br>MAME 2010,<br>FinalBurn Neo,<br>FB Alpha 2012,<br>MAME **(Standalone)** [UW*] | Depends | Single archive file following MAME name standard in root folder |
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| astrocade | Bally Astrocade | _Placeholder_ | | | |
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| atari2600 | Atari 2600 | Stella | Stella 2014 | No | Single archive or ROM file in root folder |
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| atari5200 | Atari 5200 | Atari800 | | | |
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| atari5200 | Atari 5200 | a5200 | Atari800 | | |
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| atari7800 | Atari 7800 ProSystem | ProSystem | | | |
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| atari800 | Atari 800 | Atari800 | | | |
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| atarijaguar | Atari Jaguar | Virtual Jaguar | | | |
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| sega32xjp | Sega Super 32X [Japan] | PicoDrive | | No | Single archive or ROM file in root folder |
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| sega32xna | Sega Genesis 32X [North America] | PicoDrive | | No | Single archive or ROM file in root folder |
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| segacd | Sega CD | Genesis Plus GX | Genesis Plus GX Wide,<br>PicoDrive | | |
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| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,<br>bsnes,<br>bsnes-mercury Accuracy,<br>Beetle Supafaust [UW],<br>Mesen-S | No | Single archive or ROM file in root folder |
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| sg-1000 | Sega SG-1000 | Gearsystem | Genesis Plus GX,<br>Genesis Plus GX Wide,<br>blueMSX | | |
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| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,<br>bsnes,<br>bsnes-mercury Accuracy,<br>Beetle Supafaust [UW],<br>Mesen-S | No | Single archive or ROM file in root folder |
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| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,<br>bsnes,<br>bsnes-mercury Accuracy,<br>Beetle Supafaust [UW],<br>Mesen-S | No | Single archive or ROM file in root folder |
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28
USERGUIDE.md
28
USERGUIDE.md
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@ -597,7 +597,7 @@ It's highly recommended to use filenames that are corresponding to the full name
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**Note:** Symlinks are supported for both ROM directories and individual game files, but make sure to not symlink between files within the same system directory or there may be undefined application behavior when scraping, launching games etc.
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The default game folder is ~/ROMs. On Unix this defaults to /home/\<username\>/ROMs, on macOS /Users/\<username\>/ROMs and on Windows C:\Users\\<username\>\ROMs\. 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.
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The default game folder is ~/ROMs. On Unix this defaults to /home/\<username\>/ROMs, on macOS /Users/\<username\>/ROMs and on Windows C:\Users\\<username\>\ROMs\. 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.
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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`.
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@ -702,6 +702,32 @@ For Windows, ES-DE will look for _yuzu.exe_ in the system Path as well as in the
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Apart from the potential difficulty in locating the emulator binary, there are some special configuration steps required for the emulator, refer to the Yuzu website for more information about this.
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#### Nintendo Wii U
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This section is specific to Windows as Cemu is currently only supported on this operating system.
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Cemu works a bit different compared to most other emulators, with games stored in an unpacked format. The content of each game is divided into the three directories _code, content_ and _meta_.
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The first step is to prepare the target directory in the `wiiu` ROMs 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:
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```
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\
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```
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The next step is done inside the emulator 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:
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```
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C:\Games\cemu\mlc01\usr\title\00050000\10145d00\code
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```
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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:
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```
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\code
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\content
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C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\meta
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```
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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.
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#### Sony PlayStation 3
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The RPCS3 emulator requires a bit of special setup.
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