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Documentation update.
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@ -35,6 +35,8 @@
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* Added the .bin file extension to the gx4000 system
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* Added the .bin file extension to the gx4000 system
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* Added the .m3u file extension to the pcfx system
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* Added the .m3u file extension to the pcfx system
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* Removed the .7z and .zip file extensions from the 3do system
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* Removed the .7z and .zip file extensions from the 3do system
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* Set DOSBox-X and DOSBox Staging to start in the game directory so per-game dosbox.conf files can be used
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* (macOS) Added an additional find rule entry for DOSBox-X as the binary name has been changed
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* (Linux) Added Flatpak support for Mednafen using the Mednaffe package
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* (Linux) Added Flatpak support for Mednafen using the Mednaffe package
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* (Linux) Added Flatpak support for Solarus using the Solarus Launcher package
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* (Linux) Added Flatpak support for Solarus using the Solarus Launcher package
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* Added support for folder links, used for launching game files inside folders without having to enter them
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* Added support for folder links, used for launching game files inside folders without having to enter them
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@ -48,6 +50,7 @@
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* Greatly improved the performance of shader post-processing such as scanlines and blur rendering
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* Greatly improved the performance of shader post-processing such as scanlines and blur rendering
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* Greatly improved application startup speed by avoiding a lot of unnecessary SVG rasterizations
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* Greatly improved application startup speed by avoiding a lot of unnecessary SVG rasterizations
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* Added support for texture mipmapping with trilinear filtering
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* Added support for texture mipmapping with trilinear filtering
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* Added on-demand texture loading to the carousel
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* Improved the renderer scaling accuracy
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* Improved the renderer scaling accuracy
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* Added new tileSize, tileHorizontalAlignment and tileVerticalAlignment properties to the image element for better tiling support
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* Added new tileSize, tileHorizontalAlignment and tileVerticalAlignment properties to the image element for better tiling support
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* Added support for substituting the emulator binary in staticpath rules with an explicit command (useful for launching specific binaries in Flatpaks)
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* Added support for substituting the emulator binary in staticpath rules with an explicit command (useful for launching specific binaries in Flatpaks)
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@ -85,7 +85,8 @@ The following are the most important changes compared to the legacy theme struct
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* Many property names for the carousel have been renamed, with _logo_ being replaced by _item_ as this element can now be used in both the gamelist and system views. As well, setting the alignment will not automatically add any margins as is the case for legacy themes. These can still be set manually using the `horizontalOffset` and `verticalOffset` properties if needed. The way that alignment works in general for both carousel items and the overall carousel has also changed
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* Many property names for the carousel have been renamed, with _logo_ being replaced by _item_ as this element can now be used in both the gamelist and system views. As well, setting the alignment will not automatically add any margins as is the case for legacy themes. These can still be set manually using the `horizontalOffset` and `verticalOffset` properties if needed. The way that alignment works in general for both carousel items and the overall carousel has also changed
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* The rating elements were previously not sized and overlaid consistently, this has now been fixed and rating images should now be centered on the image canvas in order for this element to render correctly rather than being left-adjusted as has previously been done by some theme authors (likely as a workaround for the previous buggy implementation). Images of any aspect ratios are now also supported where previously only square images could be used
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* The rating elements were previously not sized and overlaid consistently, this has now been fixed and rating images should now be centered on the image canvas in order for this element to render correctly rather than being left-adjusted as has previously been done by some theme authors (likely as a workaround for the previous buggy implementation). Images of any aspect ratios are now also supported where previously only square images could be used
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* The carousel text element hacks `systemInfo` and `logoText` have been removed and replaced with proper carousel properties
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* The carousel text element hacks `systemInfo` and `logoText` have been removed and replaced with proper carousel properties
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* The carousel property maxItemCount (formerly named maxLogoCount) is now in float format for more granular control of logo placement compared to integer format for legacy themes. However some legacy theme authors thought this property supported floats (as the theme documentation incorrectly stated this) and have therefore set it to fractional values such as 3.5. This was actually rounded up when loading the theme configuration, and this logic is retained for legacy themes for backward compatibility. But for current themes the float value is correctly interpreted which means a manual rounding of the value is required in order to retain an identical layout when porting theme sets to the new theme engine. As well carousels of the wheel type now have the amount of entries controlled by the two new properties `itemsBeforeCenter` and `itemsAfterCenter`. This provides more exact control, including the ability to setup asymmetric wheels.
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* The carousel property `maxItemCount` (formerly named maxLogoCount) is now in float format for more granular control of logo placement compared to integer format for legacy themes. However some legacy theme authors thought this property supported floats (as the theme documentation incorrectly stated this) and have therefore set it to fractional values such as 3.5. This was actually rounded up when loading the theme configuration, and this logic is retained for legacy themes for backward compatibility. But for current themes the float value is correctly interpreted which means a manual rounding of the value is required in order to retain an identical layout when porting theme sets to the new theme engine. As well carousels of the wheel type now have the amount of entries controlled by the two new properties `itemsBeforeCenter` and `itemsAfterCenter`. This provides more exact control, including the ability to setup asymmetric wheels.
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* The carousel now has a zIndex value of 50 instead of 40. This means it's aligned with the textlist element which already had a zIndex value of 50.
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* The helpsystem `textColorDimmed` and `iconColorDimmed` properties (which apply when opening a menu) were always defined under the system view configuration which meant these properties could not be separately set for the gamelist views. Now these properties work as expected with the possibility to configure separate values for the system and gamelist views
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* The helpsystem `textColorDimmed` and `iconColorDimmed` properties (which apply when opening a menu) were always defined under the system view configuration which meant these properties could not be separately set for the gamelist views. Now these properties work as expected with the possibility to configure separate values for the system and gamelist views
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* Correct theme structure is enforced more strictly than before, and deviations will generate error log messages and make the theme loading fail
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* Correct theme structure is enforced more strictly than before, and deviations will generate error log messages and make the theme loading fail
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* Many additional elements and properties have been added, refer to the [Reference](THEMES-DEV.md#reference) section for more information
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* Many additional elements and properties have been added, refer to the [Reference](THEMES-DEV.md#reference) section for more information
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@ -1198,6 +1198,8 @@ The second approach for DOS games is to keep the directory structure intact for
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When going for this approach the game folders can be scraped so that it looks nice when browsing the gamelist, but make sure to also scrape the files used to launch the games or otherwise their entries in the collections _All games, Favorites_ and _Last played_ as well as any custom collections will miss the game metadata and game media. If you don't have these collections activated, then this can of course be skipped.
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When going for this approach the game folders can be scraped so that it looks nice when browsing the gamelist, but make sure to also scrape the files used to launch the games or otherwise their entries in the collections _All games, Favorites_ and _Last played_ as well as any custom collections will miss the game metadata and game media. If you don't have these collections activated, then this can of course be skipped.
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Regardless of game setup method, per-game settings can be applied. If using the DOSBox RetroArch cores this is done via the RetroArch GUI and for DOSBox-X and DOSBox Staging it's accomplished by placing a custom dosbox.conf in the game directory.
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#### ScummVM
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#### ScummVM
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ScummVM overlaps a bit with DOS when it comes to the logic of setting it up. It's recommended to keep games in separate folders, so if you have a game distributed as a ZIP file, uncompress it to its own directory.
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ScummVM overlaps a bit with DOS when it comes to the logic of setting it up. It's recommended to keep games in separate folders, so if you have a game distributed as a ZIP file, uncompress it to its own directory.
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@ -1865,7 +1867,7 @@ Apart from this, hopefully the scraping process should be self-explanatory.
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### Manually copying game media files
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### Manually copying game media files
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If you already have a library of game media (images and videos) you can manually copy these files into ES-DE.
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If you already have a library of game media (images and videos) you can manually copy these files into ES-DE. The same procedure applies if you want to add media for individual games, for instance when the scraper did not return any results or if you didn't like the media it provided.
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The default media directory is `~/.emulationstation/downloaded_media/<system name>/<media type>`
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The default media directory is `~/.emulationstation/downloaded_media/<system name>/<media type>`
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@ -1884,12 +1886,18 @@ An example on macOS:
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/Users/myusername/.emulationstation/downloaded_media/c64/screenshots/
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/Users/myusername/.emulationstation/downloaded_media/c64/screenshots/
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```
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```
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An example on Windows:
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An example on Windows (installer release):
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```
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```
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C:\Users\Myusername\.emulationstation\downloaded_media\c64\screenshots\
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C:\Users\Myusername\.emulationstation\downloaded_media\c64\screenshots\
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```
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```
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An example on Windows (portable release):
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```
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EmulationStation-DE\.emulationstation\downloaded_media\c64\screenshots\
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```
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The media directories per game system are:
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The media directories per game system are:
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* 3dboxes
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* 3dboxes
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14
USERGUIDE.md
14
USERGUIDE.md
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@ -1818,7 +1818,7 @@ Apart from this, hopefully the scraping process should be self-explanatory.
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### Manually copying game media files
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### Manually copying game media files
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If you already have a library of game media (images and videos) you can manually copy these files into ES-DE.
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If you already have a library of game media (images and videos) you can manually copy these files into ES-DE. The same procedure applies if you want to add media for individual games, for instance when the scraper did not return any results or if you didn't like the media it provided.
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The default media directory is `~/.emulationstation/downloaded_media/<system name>/<media type>`
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The default media directory is `~/.emulationstation/downloaded_media/<system name>/<media type>`
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/Users/myusername/.emulationstation/downloaded_media/c64/screenshots/
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/Users/myusername/.emulationstation/downloaded_media/c64/screenshots/
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```
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```
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An example on Windows:
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An example on Windows (installer release):
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```
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C:\Users\Myusername\.emulationstation\downloaded_media\c64\screenshots\
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```
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An example on Windows (portable release):
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```
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EmulationStation-DE\.emulationstation\downloaded_media\c64\screenshots\
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```
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The media directories per game system are:
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The media directories per game system are:
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