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Documentation update.
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CHANGELOG.md
11
CHANGELOG.md
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@ -13,6 +13,7 @@
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* Made fundamental changes to the application logic by removing most view styles and replacing them with a new theme variants concept
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* Added theme support for defining and applying different layouts for various display aspect ratios such as 16:9 and 4:3
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* Added theme support for defining and applying different color schemes
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* Added a new grid component that is usable in both the system and gamelist views
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* Made gamelist theming much more flexible by allowing any number of elements of any types to be defined
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* Deprecated multiple older theming concepts like features, extras and hardcoded metadata attributes
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* Renamed the default theme set from rbsimple-DE to slate-DE
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@ -21,10 +22,14 @@
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* Added support for caching of SVG images
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* Added support for sizing SVG images arbitrarily (overriding the image aspect ratio by stretching and squashing)
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* (Windows) Made game launching more seamless by making the application window one pixel wider instead of one pixel less in height
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* Changed the order of the help system entries Y, X, B and A to instead be listed as A, B, X and Y
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* Changed the start button for the screensaver from "Back" to "X"
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* Changed the help system description for the "A" button in the gamelist view from "Launch" to "Select"
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* Changed the menu header for the gamelist options menu from "Options" to "Gamelist options"
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* Added support for the Nintendo Wii U (wiiu) game system on Linux and macOS by adding the Cemu standalone emulator
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* Added ares standalone as an alternative emulator for many systems
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* Added MAME standalone as an alternative emulator for the gameandwatch system
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* Added openMSX standalone as an alternative emulator for the colecovision, msx, msx1, msx2 and msxturbor systems
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* (Linux) Added support for the Nintendo Wii U (wiiu) game system by adding the Cemu standalone emulator
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* (Linux) Added support for the Sega Model 3 (model3) game system by adding the Supermodel standalone emulator
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* (Linux) Added Supermodel standalone as an alternative emulator for the arcade and mame systems
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* Added support for the Sega Model 2 (model2) game system on Linux on macOS by adding the MAME - Current RetroArch core
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@ -34,7 +39,7 @@
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* Added a %GAMEDIR% variable to the -rompath option for all MAME standalone entries to allow launching games from subdirectories
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* Added Triforce (Dolphin fork) standalone as an alternative emulator for the gc system on Linux and Windows
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* Added simple64 standalone as an alternative emulator for the n64 system on Linux and Windows
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* (Linux) Added Rosalie's Mupen GUI standalone as an alternative emulator for the n64 system
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* Added Rosalie's Mupen GUI standalone as an alternative emulator for the n64 system on Linux and Windows
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* Added VICE standalone as an alternative emulator for the c64 (x64sc only) and vic20 systems
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* (Windows) Added PrimeHack as an alternative emulator for the gc and wii systems
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* (Windows) Added Project64 as an alternative emulator for the n64 system
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@ -212,6 +217,7 @@
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* Text wrapping did not work correctly for text that typically does not contain spaces, like Japanese
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* Changing some values using the metadata editor could lead to an incorrect sort order if the changes were done from within a grouped custom collection
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* Changing the setting "Group unthemed custom collections" could lead to incorrect custom collections sorting under some circumstances
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* For gamelists which mixed files and folders, the folder sorting was sometimes incorrect
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* Games located in subdirectories were not added back to custom collections when disabling the "Exclude from game counter" metadata option
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* Enabling and then disabling the "Exclude from game counter" metadata option would remove a game from all currently disabled custom collections
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* Navigation sounds for the trigger buttons would play when repeatedly pressed at the start or end of text lists
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@ -227,6 +233,7 @@
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* The video player output frame width was not set correctly which made some videos render as garbled when using FFmpeg 5.1 and later
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* If a gamelist scroll fade-in animation was playing when opening a menu, it would continue to play after closing the menu
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* The gamelist quick list scrolling overlay would not disappear as intended under some circumstances
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* Using the trigger buttons to jump to the start or end of a gamelist did not reset any currently held navigation buttons
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* When a legacy theme set had a video view style but did not have a valid md_video entry then the video player would still start (and play the audio)
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* Clearing a game in the metadata editor would sometimes not remove all media files (if there were both a .jpg and a .png for a certain file type)
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* The tile property for the image element did not work correctly with SVG images
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@ -1804,7 +1804,7 @@ In addition to this extra logging, a few key combinations are enabled when in de
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**Ctrl + i**
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This will draw a semi-transparent red frame behind all image and animation components. It will also draw a green frame around the carousel.
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This will draw a semi-transparent red frame behind all image and animation components. It will also draw a green frame around the carousel and grid.
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**Ctrl + t**
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@ -1163,7 +1163,7 @@ Properties:
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**The grid component is currently in active development which means that properties and values may change without prior warning up until the final 2.0.0 release.**
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An X*Y grid for navigating and selecting games or systems using the left/right and up/down buttons.
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An X*Y grid for navigating and selecting games or systems using the left/right and up/down buttons. The layout including the amount of columns and rows is automatically calculated based on the relevant property values.
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Supported views:
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* `system`
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@ -1176,15 +1176,12 @@ Properties:
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* `pos` - type: NORMALIZED_PAIR
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- Default is `0 0.1`
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* `size` - type: NORMALIZED_PAIR
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- Minimum value per axis is `0.05` and maximum value per axis is `1`
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- Default is `1 0.8`
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* `origin` - type: NORMALIZED_PAIR
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- Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the textlist exactly in the middle of the screen. If the position and size attributes are themeable, origin is implied.
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- Minimum value per axis is `0` and maximum value per axis is `1`
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- Default is `0 0`
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* `columns` - type: UNSIGNED_INTEGER
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- The number of columns to add to the grid. The row count will be automatically calculated by dividing the overall number of items by the value of this property.
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- Minimum value is `1` and maximum value is `100`
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- Default is `5`
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* `staticItem` - type: PATH
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- Path to a static image file. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif). This property can only be used in the `system` view.
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* `itemType` - type: STRING
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@ -1203,6 +1200,9 @@ Properties:
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- Default is `marquee`
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* `defaultItem` - type: PATH
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- Path to the default image file which will be displayed if the image defined via the `staticItem` or `itemType` property is not found. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif).
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* `fractionalRows` - type: BOOLEAN
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- Whether to allow rendering of fractional rows of items. If set to false then the effective area of the overall element size will be snapped to the item height multiplied by `itemScale`. Note that if setting `itemScale` too high relative to the `itemSpacing` Y axis value then fractional rows may still be rendered even if the `fractionalRows` property is set to false.
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- Default is `false`
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* `itemSize` - type: NORMALIZED_PAIR
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- Size of the item prior to multiplication by the `itemScale` value, i.e. the size of all unselected items. Both axes need to be defined.
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- Minimum value per axis is `0.05` and maximum value per axis is `1`
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@ -1215,15 +1215,13 @@ Properties:
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- How to render item transitions when navigating the grid. By default a scaling and opacity fade animation will be played when moving between items (assuming `itemScale` and `unfocusedItemOpacity` have not been set to `1`) but if this property is set to `instant` then the transitions will be immediate.
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- Valid values are `animate` or `instant`
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- Default is `animate`
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* `rowTransitions` - type: STRING
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- How to render row transitions when navigating the grid. By default a sliding animation will be rendered when moving between rows but if this property is set to `instant` then the transitions will be immediate.
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- Valid values are `animate` or `instant`
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- Default is `animate`
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* `itemSpacing` - type: NORMALIZED_PAIR
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- The horizontal and vertical space between items. This value is added to the unscaled item size, i.e. `itemSize` before it's been multiplied by `itemScale`. This means that if an axis is set to `0` then unscaled items will be perfectly adjacent to each other on that axis but if `itemScale` has been set to higher than `1` then the currently selected item may overlap adjacent items. If this property is omitted then spacing will be automatically calculated so that no overlaps occur during scaling. However you'd normally want to define and adjust this property for an optimal layout. If one of the axis is defined as `-1` then it will be set to the same pixel value as the other axis. Note that all spacing calculations are based on the value defined by `itemSize` which may or may not be the same as the actual image sizes, depending on their aspect ratios.
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- Minimum value per axis is `0` and maximum value per axis is `0.1`
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* `horizontalOffset` - type: FLOAT
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- Offsets the grid horizontally inside its designated area, as defined by the `size` property. The value is relative to the size of the grid with `1` being equivalent to its entire width. This property is primarily used to make sure scaled items are not clipped at grid boundaries, but if omitted the offset is automatically calculated so you normally don't need to define it unless you have a very specific need to fine-tune the layout.
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- Minimum value is `-0.5` and maximum value is `0.5`
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* `verticalOffset` - type: FLOAT
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- Offsets the grid vertically inside its designated area, as defined by the `size` property. The value is relative to the size of the grid with `1` being equivalent to its entire height. This property is primarily used to make sure scaled items are not clipped at grid boundaries, but if omitted the offset is automatically calculated so you normally don't need to define it unless you have a very specific need to fine-tune the layout.
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- Minimum value is `-0.5` and maximum value is `0.5`
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* `unfocusedItemOpacity` - type: FLOAT
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- Sets the opacity for the items that are not currently focused.
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- Minimum value is `0.1` and maximum value is `1`
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@ -481,8 +481,8 @@ ES-DE supports three separate modes, **Full**, **Kiosk** and **Kid**.
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These modes mandate the functionalty provided by the application in the following way:
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* Full - This is the default mode which enables all functionality.
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* Kiosk - The main menu will be severely restricted, only displaying the entry to change the audio volume. The game 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.
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* 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 game 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.
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* Kiosk - The main menu will be severely restricted, only displaying the entry to change the audio volume. 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.
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* 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.
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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.
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@ -521,7 +521,7 @@ Opens and closes the main menu.
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**Back button**\
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_(F1)_
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Opens and closes the game options menu in the gamelist view, or toggles the screensaver in the system view (if the _Enable screensaver controls_ setting is enabled).
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Opens and closes the gamelist options menu in the gamelist view.
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**Left and right shoulder buttons**\
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_(Page up / Page down)_
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@ -541,7 +541,7 @@ Jumps to a random game or system depending on whether pressed when in the system
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**A button**\
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_(Enter)_
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Opens gamelists from the system view, launches games, enters folders, selects menu entries etc.
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Select button which opens gamelists from the system view, launches games, enters folders, selects menu entries etc.
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**B button**\
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_(Back key)_
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@ -551,7 +551,7 @@ Back button, self explanatory.
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**X button**\
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_(Delete)_
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Starts the game media viewer (which is accessible from the gamelist views). Used by some other minor functions as explained by the help system and/or this guide.
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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.
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**Y button**\
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_(Insert on Unix and Windows, F13 on macOS)_
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@ -1000,11 +1000,9 @@ Apart from the potential difficulty in locating the emulator binary, there are s
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#### Nintendo Wii U
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Cemu is available for Windows and Linux.
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The .wua archive format is the preferred method to use for Wii U games, but the method of using unpacked games is also documented here for reference.
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Some time ago Cemu added support for the .wua archive format which is much easier to use than the unpacked game format. Therefore this is now the recommended approach, but both this and the traditional method of adding unpacked games are covered here.
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.wud and .wux files are also supported, but these two formats are not discussed here as the .wua format is clearly the way to go in the future.
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.wud and .wux files are supported as well, but these two formats are not discussed here as the .wua format is clearly the way to go in the future.
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**Method 1, using .wua files**
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**Method 2, unpacked games**
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Only the setup on Windows is covered here, but it's the same principle in Linux and macOS.
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Using this unpacked approach, 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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@ -1942,11 +1942,11 @@ _Here's an example of the multi-scraper running in interactive mode, asking the
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### Single-game scraper
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The single-game scraper is launched from the metadata editor. You navigate to a game, open the game 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).
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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).
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### Multi-scraper
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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).
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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).
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### Scraping process
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**Default sort order**
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The order in which to sort your gamelists. This can be overriden per game system using the game options menu, but that override will only be persistent during the application session. The _System_ sorting can not be selected here as it's only applicable to collection systems.
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The order in which to sort your gamelists. This can be overriden per game system using the gamelist options menu, but that override will only be persistent during the application session. The _System_ sorting can not be selected here as it's only applicable to collection systems.
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**Menu opening effect**
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Animation to play when opening the main menu or the game options menu. Also sets the animation for the game launch screen. Can be set to _Scale-up_ or _None_.
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Animation to play when opening the main menu or the gamelist options menu. Also sets the animation for the game launch screen. Can be set to _Scale-up_ or _None_.
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**Launch screen duration**
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Self explanatory.
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## Game options menu
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## Gamelist options menu
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This menu is opened from the gamelist view, and can't be accessed from the system view. The menu changes slightly depending on the context, for example if a game file or a folder is selected, or whether the current system is a collection or a normal game system.
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You open the menu using the **Back** button, and by pressing **B** or selecting the **Apply** button any settings such as letter jumping using the quick selector or sorting changes are applied. If you instead press the Back button again or select the **Cancel** button, the menu is closed without applying any changes.
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![alt text](images/es-de_game_options_menu.png "ES-DE Game Options Menu")
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_The game options menu as laid out when opening it from within a custom collection, which adds the menu entry to add or remove games from the collection._
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![alt text](images/es-de_game_options_menu.png "ES-DE Gamelist Options Menu")
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_The gamelist options menu as laid out when opening it from within a custom collection, which adds the menu entry to add or remove games from the collection._
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Here's a summary of the menu entries:
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### Sort games by
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This is the sort order for the gamelist. The default sorting shown here is taken from the setting _Default sort order_ under _UI settings_ in the main menu. Any sorting that is applied via the game options menu will be persistent throughout the program session, and it can be set individually per game system and per collection.
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This is the sort order for the gamelist. The default sorting shown here is taken from the setting _Default sort order_ under _UI settings_ in the main menu. Any sorting that is applied via the gamelist options menu will be persistent throughout the program session, and it can be set individually per game system and per collection.
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Sorting can be applied using the following metadata, in either ascending or descending order:
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Choosing this entry opens a separate screen where it's possible to apply a filter to the gamelist. The filter is persistent throughout the program session, or until it's manually reset. The option to reset all filters is shown on the same screen.
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![alt text](images/es-de_gamelist_filters.png "ES-DE Gamelist Filters")
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_The gamelist filter screen, accessed from the game options menu._
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_The gamelist filter screen, accessed from the gamelist options menu._
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The following filters can be applied:
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**Sortname** _(files only)_
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This entry makes it possible to change the sorting of a game without having to change its name. For instance it can be used to sort _Mille Miglia_ as _1000 Miglia_ or _The Punisher_ as _Punisher, The_. Note that the _Jump to..._ quick selector on the game options menu will base its index on the first character of the sortname if it exists for a game, which could be slightly confusing in some instances when quick jumping in the gamelist. The _sortname_ entry also affects custom collections, although for these it's possible to override the value as described below. This entry only applies if the sort order has been set to _Filename, Ascending_ or _Filename, Descending_.
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This entry makes it possible to change the sorting of a game without having to change its name. For instance it can be used to sort _Mille Miglia_ as _1000 Miglia_ or _The Punisher_ as _Punisher, The_. Note that the _Jump to..._ quick selector on the gamelist options menu will base its index on the first character of the sortname if it exists for a game, which could be slightly confusing in some instances when quick jumping in the gamelist. The _sortname_ entry also affects custom collections, although for these it's possible to override the value as described below. This entry only applies if the sort order has been set to _Filename, Ascending_ or _Filename, Descending_.
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**Custom collections sortname** _(only visible when editing a game from within a custom collection)_
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**Folder link** _(folders only)_
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Using this option it's possible to link a specific file inside the game's folder structure that will be launched directly instead of entering the folder when pressing the _A_ button. This is very useful for systems where there are multiple files per game, such as multi-disc games where an .m3u file is used to launch the game. As the name implies this is only a link, and as folders can't be part of collections (the automatic collections _All games, Favorites_ and _Last played_ as well as any custom collections) it's the linked file inside the folder that is included in such collections. So for instance, launching a game via a linked folder will have the linked file show up in the _Last played_ collection rather than the folder itself. This also means that you should scrape the linked file in addition to the folder to be able to see game media and metadata throughout the application. To override the folder link and enter the directory, there is an entry available in the game options menu.
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Using this option it's possible to link a specific file inside the game's folder structure that will be launched directly instead of entering the folder when pressing the _A_ button. This is very useful for systems where there are multiple files per game, such as multi-disc games where an .m3u file is used to launch the game. As the name implies this is only a link, and as folders can't be part of collections (the automatic collections _All games, Favorites_ and _Last played_ as well as any custom collections) it's the linked file inside the folder that is included in such collections. So for instance, launching a game via a linked folder will have the linked file show up in the _Last played_ collection rather than the folder itself. This also means that you should scrape the linked file in addition to the folder to be able to see game media and metadata throughout the application. To override the folder link and enter the directory, there is an entry available in the gamelist options menu.
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### Buttons
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@ -2901,7 +2901,7 @@ Numerous options can be set for these screensavers, as detailed [here](USERGUIDE
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The Dim screensaver simply dims and desaturates the current view and Black will show a black screen. The Slideshow and Video screensavers are more interesting as they can display images and videos from your game collection. In addition to this, the Slideshow screensaver can be configured to only show images from a specified directory.
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If the option _Enable screensaver controls_ has been activated, you can manually toggle the screensaver from the system view by pressing the _Back_ button. In addition to this, for the Slideshow and Video screensavers, the controls will allow you to jump to a new random image or video by using the _Left_ and _Right_ buttons on your keyboard or controller. It's also possible to launch the game currently displayed using the _A_ button, and the _Y_ button will jump to the game in its gamelist without starting it.
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If the option _Enable screensaver controls_ has been activated, you can manually toggle the screensaver from the system view by pressing the _X_ button. In addition to this, for the Slideshow and Video screensavers, the controls will allow you to jump to a new random image or video by using the _Left_ and _Right_ buttons on your keyboard or controller. It's also possible to launch the game currently displayed using the _A_ button, and the _Y_ button will jump to the game in its gamelist without starting it.
|
||||
|
||||
For the video and slideshow screensavers, an overlay can be enabled via the screensaver options that displays the game name and the game system as well as a star symbol if the game is marked as a favorite.
|
||||
|
||||
|
@ -2944,9 +2944,9 @@ During the time that the collection is being edited, any game that is part of th
|
|||
|
||||
As well, when editing custom collections the _folder link_ configuration is disabled, making it possible to enter folders with such configuration just as if there were no folder links configured.
|
||||
|
||||
When you are done adding games, you can either open the main menu and go to **Game collection settings** and select the **Finish editing 'Platform' collection** or you can open the game options menu and select the same option there. The latter works from within any gamelist, so you don't need to first navigate back to the collection that you're editing.
|
||||
When you are done adding games, you can either open the main menu and go to **Game collection settings** and select the **Finish editing 'Platform' collection** or you can open the gamelist options menu and select the same option there. The latter works from within any gamelist, so you don't need to first navigate back to the collection that you're editing.
|
||||
|
||||
You can later add additional games to the collection by navigating to it, bringing up the game options menu and choosing **Add/remove games to this game collection**.
|
||||
You can later add additional games to the collection by navigating to it, bringing up the gamelist options menu and choosing **Add/remove games to this game collection**.
|
||||
|
||||
![alt text](images/es-de_custom_collections.png "ES-DE Custom Collections")
|
||||
_Example of custom collections, here configured as genres._
|
||||
|
@ -3071,7 +3071,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
|
|||
| android | Google Android | BlueStacks **(Standalone)** [W] | | No | Shortcut (.lnk) file in root folder |
|
||||
| apple2 | Apple II | LinApple **(Standalone)** [U],<br>Mednafen **(Standalone)** [M],<br>AppleWin **(Standalone)** [W*] | Mednafen **(Standalone)** [UW*],<br>MAME **(Standalone)** [UMW*] | Yes for Mednafen and MAME | See the specific _Apple II_ section elsewhere in this guide |
|
||||
| apple2gs | Apple IIGS | MAME **(Standalone)** [UMW*] | | Yes | See the specific _Apple IIGS_ section elsewhere in this guide |
|
||||
| arcade | Arcade | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FB Alpha 2012,<br>Flycast,<br>Flycast **(Standalone)** [UMW*],<br>Kronos [UW],<br>Model 2 Emulator **(Standalone)** [W*],<br>Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W*],<br>Supermodel **(Standalone)** [UW*] | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
| arcade | Arcade | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FB Alpha 2012,<br>Flycast,<br>Flycast **(Standalone)** [UMW*],<br>Kronos [UW],<br>Model 2 Emulator **(Standalone)** [W*],<br>Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W*],<br>Supermodel **(Standalone)** [UW*],<br>Supermodel [Fullscreen] **(Standalone)** [UW*] | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
| astrocde | Bally Astrocade | MAME - Current | MAME **(Standalone)** [UMW*] | | See the specific _Bally Astrocade_ section elsewhere in this guide |
|
||||
| atari2600 | Atari 2600 | Stella | Stella 2014,<br>ares **(Standalone)** [UMW*] | No | Single archive or ROM file in root folder |
|
||||
| atari5200 | Atari 5200 | a5200 | Atari800,<br>Atari800 **(Standalone)** [UMW*] | Yes | |
|
||||
|
@ -3121,7 +3121,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
|
|||
| lutris | Lutris Open Gaming Platform | Lutris application **(Standalone)** [U] | | No | See the specific _Lutris_ section elsewhere in this guide |
|
||||
| lutro | Lutro Game Engine | Lutro | | | |
|
||||
| macintosh | Apple Macintosh | Basilisk II **(Standalone)** [UMW*] | SheepShaver **(Standalone)** [UMW*] | Yes | See the specific _Apple Macintosh_ section elsewhere in this guide |
|
||||
| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FB Alpha 2012,<br>Flycast,<br>Flycast **(Standalone)** [UMW*],<br>Kronos [UW],<br>Model 2 Emulator **(Standalone)** [W*],<br>Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W*],<br>Supermodel **(Standalone)** [UW*] | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FB Alpha 2012,<br>Flycast,<br>Flycast **(Standalone)** [UMW*],<br>Kronos [UW],<br>Model 2 Emulator **(Standalone)** [W*],<br>Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W*],<br>Supermodel **(Standalone)** [UW*],<br>Supermodel [Fullscreen] **(Standalone)** [UW*] | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
| mame-advmame | AdvanceMAME | _Placeholder_ | | Depends | |
|
||||
| mame-mame4all | MAME4ALL | _Placeholder_ | | Depends | |
|
||||
| mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,<br>SMS Plus GX,<br>Gearsystem,<br>PicoDrive,<br>Mednafen **(Standalone)** [UMW*],<br>ares **(Standalone)** [UMW*] | No | Single archive or ROM file in root folder |
|
||||
|
@ -3131,7 +3131,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
|
|||
| megaduck | Creatronic Mega Duck | SameDuck | | No | Single archive or ROM file in root folder |
|
||||
| mess | Multi Emulator Super System | MESS 2015 | | | |
|
||||
| model2 | Sega Model 2 | Model 2 Emulator **(Standalone)** [W*],<br>MAME - Current [UM] | Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W*],<br>MAME - Current [W],<br>MAME **(Standalone)** [UMW*] | Yes for MAME | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
| model3 | Sega Model 3 | Supermodel **(Standalone)** [UW*] | | No | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
| model3 | Sega Model 3 | Supermodel **(Standalone)** [UW*] | Supermodel [Fullscreen] **(Standalone)** [UW*] | No | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
| moonlight | Moonlight Game Streaming | _Placeholder_ | | | |
|
||||
| moto | Thomson MO/TO Series | Theodore | | | |
|
||||
| msx | MSX | blueMSX | fMSX,<br>openMSX **(Standalone)** [UMW*],<br>openMSX No Machine **(Standalone)** [UMW*],<br>ares **(Standalone)** [UMW*] | Yes | |
|
||||
|
@ -3143,7 +3143,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
|
|||
| naomi | Sega NAOMI | Flycast | Flycast **(Standalone)** [UMW*] | | |
|
||||
| naomigd | Sega NAOMI GD-ROM | Flycast | Flycast **(Standalone)** [UMW*] | | |
|
||||
| n3ds | Nintendo 3DS | Citra [UW],<br>Citra **(Standalone)** [M] | Citra 2018 [UW],<br>Citra **(Standalone)** [UW*] | No | Single ROM file in root folder |
|
||||
| n64 | Nintendo 64 | Mupen64Plus-Next [UW],<br>ParaLLEl N64 [M] | Mupen64Plus **(Standalone)** [UMW*],<br>ParaLLEl N64 [UW],<br>simple64 **(Standalone)** [UW*],<br>Rosalie's Mupen GUI **(Standalone)** [U],<br>Project64 **(Standalone)** [W*],<br>ares **(Standalone)** [UMW*],<br>sixtyforce **(Standalone)** [M] | No | Single archive or ROM file in root folder |
|
||||
| n64 | Nintendo 64 | Mupen64Plus-Next [UW],<br>ParaLLEl N64 [M] | Mupen64Plus **(Standalone)** [UMW*],<br>ParaLLEl N64 [UW],<br>simple64 **(Standalone)** [UW*],<br>Rosalie's Mupen GUI **(Standalone)** [UW],<br>Project64 **(Standalone)** [W*],<br>ares **(Standalone)** [UMW*],<br>sixtyforce **(Standalone)** [M] | No | Single archive or ROM file in root folder |
|
||||
| n64dd | Nintendo 64DD | ParaLLEl N64 | Mupen64Plus-Next [UW] | Yes | See the specific _Nintendo 64DD_ section elsewhere in this guide |
|
||||
| nds | Nintendo DS | DeSmuME | DeSmuME 2015,<br>DeSmuME **(Standalone)** [U],<br>melonDS,<br>melonDS **(Standalone)** [UMW*] | No | |
|
||||
| neogeo | SNK Neo Geo | FinalBurn Neo | FinalBurn Neo **(Standalone)** [UW*],<br>MAME **(Standalone)** [UMW*] | Yes | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
|
||||
|
@ -3207,7 +3207,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
|
|||
| videopac | Philips Videopac G7000 | O2EM | | | |
|
||||
| virtualboy | Nintendo Virtual Boy | Beetle VB | Mednafen **(Standalone)** [UMW*] | No | |
|
||||
| wii | Nintendo Wii | Dolphin | Dolphin **(Standalone)** [UMW*],<br>PrimeHack **(Standalone)** [UW*] | No | |
|
||||
| wiiu | Nintendo Wii U | Cemu **(Standalone)** [UW*] | | No | See the specific _Nintendo Wii U_ section elsewhere in this guide |
|
||||
| wiiu | Nintendo Wii U | Cemu **(Standalone)** [UMW*] | | No | See the specific _Nintendo Wii U_ section elsewhere in this guide |
|
||||
| wonderswan | Bandai WonderSwan | Beetle Cygne | Mednafen **(Standalone)** [UMW*],<br>ares **(Standalone)** [UMW*] | No | |
|
||||
| wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Mednafen **(Standalone)** [UMW*],<br>ares **(Standalone)** [UMW*] | No | |
|
||||
| x1 | Sharp X1 | x1 | | | Single archive or ROM file in root folder |
|
||||
|
|
Loading…
Reference in a new issue