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Documentation update.
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@ -88,6 +88,7 @@ Overall application speed and performance has been greatly improved with faster
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* Added the .car file extension to the atari800 system
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* Added the .car file extension to the atari800 system
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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 pc98 and pcfx systems
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* Added the .m3u file extension to the pc98 and pcfx systems
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* Added the .minipsf file extension to the psx system
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* Removed the .7z and .zip file extensions from the 3do, neogeocd, neogeocdjp and switch systems
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* Removed the .7z and .zip file extensions from the 3do, neogeocd, neogeocdjp and switch systems
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* Removed the .ccd and .cue file extensions from the fbneo system
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* Removed the .ccd and .cue file extensions from the fbneo system
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* Removed the .ccd, .cue and .iso file extensions from the neogeo system
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* Removed the .ccd, .cue and .iso file extensions from the neogeo system
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@ -155,6 +156,7 @@ Overall application speed and performance has been greatly improved with faster
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* Removed the "Use plain ASCII for special gamelist characters" menu option as it's now theme-controlled
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* Removed the "Use plain ASCII for special gamelist characters" menu option as it's now theme-controlled
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* Removed the "Enable menu scroll indicators" menu option
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* Removed the "Enable menu scroll indicators" menu option
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* Removed the "Show system names in collections" menu option
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* Removed the "Show system names in collections" menu option
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* Added a menu option to retain extra MAME name information (region, version/revision, license, release date etc.) for unscraped game names
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* Added theme support for appending system names to game names in collection systems
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* Added theme support for appending system names to game names in collection systems
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* Changed the badges default lines property value from 2 to 3
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* Changed the badges default lines property value from 2 to 3
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* Made it possible to set any text element as a scrollable container using either metadata values or literal strings
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* Made it possible to set any text element as a scrollable container using either metadata values or literal strings
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@ -265,6 +267,8 @@ Overall application speed and performance has been greatly improved with faster
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* Added carousel theme support for controlling item stacking for overlapping items
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* Added carousel theme support for controlling item stacking for overlapping items
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* Added carousel theme support for defining margins around the currently selected item
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* Added carousel theme support for defining margins around the currently selected item
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* Added carousel theme support for rotating items around their own axis (although not supported for wheel carousels)
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* Added carousel theme support for rotating items around their own axis (although not supported for wheel carousels)
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* Added carousel theme support for color shifting the selected item
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* Added carousel theme support for offsetting items to achieve a diagonal layout
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* Added a fadeAbovePrimary property to control whether elements above the system view carousel and textlist should be rendered during fade transitions
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* Added a fadeAbovePrimary property to control whether elements above the system view carousel and textlist should be rendered during fade transitions
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* Removed support for the thumbnail game media type
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* Removed support for the thumbnail game media type
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* Changed all occurances of "GameList" to "Gamelist" throughout the codebase
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* Changed all occurances of "GameList" to "Gamelist" throughout the codebase
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@ -289,6 +293,7 @@ Overall application speed and performance has been greatly improved with faster
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* Removed the deprecated tools/update_theme_formatversion.sh script
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* Removed the deprecated tools/update_theme_formatversion.sh script
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* Lots of general code cleanup and refactoring
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* Lots of general code cleanup and refactoring
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* (Windows) Added error handling to StringUtil::stringToWideString() and StringUtil::wideStringToString() to perform an emergency shutdown if needed
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* (Windows) Added error handling to StringUtil::stringToWideString() and StringUtil::wideStringToString() to perform an emergency shutdown if needed
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* Updated the MAME index files to include ROMs up to MAME version 0.251
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* Changed tools/create_AppImage.sh to not include version information in the AppImage filename
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* Changed tools/create_AppImage.sh to not include version information in the AppImage filename
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* Updated and improved the theming documentation
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* Updated and improved the theming documentation
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@ -1294,6 +1294,11 @@ Properties:
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- How to render item transitions when navigating the carousel. By default a slide, scale and opacity fade animation will be played when moving between items (the latter two assuming `itemScale` and `unfocusedItemOpacity` have not been set to `1`) but if this property is set to `instant` then transitions will be immediate.
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- How to render item transitions when navigating the carousel. By default a slide, scale and opacity fade animation will be played when moving between items (the latter two assuming `itemScale` and `unfocusedItemOpacity` have not been set to `1`) but if this property is set to `instant` then transitions will be immediate.
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- Valid values are `animate` or `instant`
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- Valid values are `animate` or `instant`
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- Default is `animate`
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- Default is `animate`
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* `itemDiagonalOffset` - type: FLOAT
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- Offsets all items to the left/right or above/below the selected item (depending on the carousel orientation) to achieve a diagonal layout. The defined value is the per-item offset (screen height percentage if `type` is `horizontal` or screen width percentage if `type` is `vertical`)
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- Minimum value is `-0.5` and maximum value is `0.5`
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- Default is `0`
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- This property can only be used when `type` is `horizontal` or `vertical`
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* `itemHorizontalAlignment` - type: STRING
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* `itemHorizontalAlignment` - type: STRING
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- Sets `staticImage` / `imageType` and `text` alignment relative to the carousel on the X axis.
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- Sets `staticImage` / `imageType` and `text` alignment relative to the carousel on the X axis.
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- Valid values are `left`, `center` or `right`
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- Valid values are `left`, `center` or `right`
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@ -427,6 +427,34 @@ A solution to this is to use the custom event scripts functionality to set a tem
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On macOS it's problematic to change screen resolutions on the fly or on a per-application basis as Apple has seemingly disabled most of this functionality in recent operating system releases. The only real option here is to lower the display resolution prior to launching ES-DE.
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On macOS it's problematic to change screen resolutions on the fly or on a per-application basis as Apple has seemingly disabled most of this functionality in recent operating system releases. The only real option here is to lower the display resolution prior to launching ES-DE.
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## Advanced display configuration
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ES-DE supports a number of advanced settings to fine-tune the display output. By default the application will run in fullscreen mode at the native display resolution, but using the --resolution command line option it's possible to set this to any arbitrary resolution. By default this will change ES-DE into running in windowed mode, but if also using the --fullscreen-padding command line option the window will be fullscreen with the application contents centered, padded on a black background. This can be useful for displays where a bezel or similar covers parts of the monitor, and it can be combined with the --screenoffset command line option to adjust the positioning within the application window.
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Tate mode (vertical screen orientation) is also fully supported including both running at a vertical resolution as set on the OS level, or to rotate the screen contents within the application window and keep the display resolution at its non-rotated default state. The latter is sometimes required as some emulators don't work well on rotated screen layouts. Screen rotation can be applied either via the --screenrotate command line option or it can be configured from inside the _Other settings_ menu.
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Below are some examples. For consistency it's assumed that the display resolution is set to 1920x1080 although in practice it's perhaps more likely that a lower resolution CRT monitor is used for some of these scenarios.
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Running at a lower application resolution in a window:
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```
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emulationstation --resolution 1280 720
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```
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Running at a lower application resolution in padded fullscreen mode:
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```
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emulationstation --resolution 1824 1026 --fullscreen-padding 1
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```
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Same as above but also offsetting the screen slighty to the left and downwards:
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```
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emulationstation --resolution 1824 1026 --fullscreen-padding 1 --screenoffset -40 22
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```
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Rotate application screen contents 90 degrees while running at the native 1920x1080 screen resolution:
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```
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emulationstation --screenrotate 90
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```
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## Input device configuration
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## Input device configuration
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ES-DE automatically configures the keyboard and any connected controllers using default button mappings, and normally no additional setup is required. But if you would like to apply custom button mappings for your devices or if you have an unusual device which isn't automatically configured, you can run the _Configure keyboard and controllers_ tool from the _Input device settings_ entry on the main menu.
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ES-DE automatically configures the keyboard and any connected controllers using default button mappings, and normally no additional setup is required. But if you would like to apply custom button mappings for your devices or if you have an unusual device which isn't automatically configured, you can run the _Configure keyboard and controllers_ tool from the _Input device settings_ entry on the main menu.
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@ -1482,7 +1510,7 @@ So to clarify it's `Super Mario 64.v64` that has to be launched. Compressing thi
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For RMG you should use the exact same IPL file as for ParaLLEl N64 but it has to be named `IPL.n64` and you can browse to its location from the emulator settings menu.
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For RMG you should use the exact same IPL file as for ParaLLEl N64 but it has to be named `IPL.n64` and you can browse to its location from the emulator settings menu.
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Following this setup you will be able to launch games with the .ndd and .d64 file extensions, meaning it works similar to ParaLLEl N64 with the exception that zipped files are not supported.
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Following this setup you will be able to launch games with the .ndd, .d64 and .zip file extensions, meaning it works similar to ParaLLEl N64 with the exception that .7z archives are not supported.
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#### Nintendo Wii U
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#### Nintendo Wii U
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@ -2639,6 +2667,10 @@ It's possible to trigger custom scripts for a number of actions in ES-DE, as is
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If enabled, only ROMs that have metadata saved to the gamelist.xml files will be shown in ES-DE. This option is intended primarily for testing and debugging purposes so it should normally not be enabled.
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If enabled, only ROMs that have metadata saved to the gamelist.xml files will be shown in ES-DE. This option is intended primarily for testing and debugging purposes so it should normally not be enabled.
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**Strip extra MAME name info (requires restart)**
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MAME short names for all arcade systems are automatically expanded to their full game names using a bundled MAME driver file. By default any extra information from this file that is located inside brackets is removed, which includes information like region, version/revision, license, release date and more. By setting this option to disabled that information is retained. Note that this is only applicable for any game names which have not been scraped as the scaper will overwrite the expanded information with whatever value the scraper service returns. It is however possible to disable scraping of game names altogether as covered elsewhere in this guide.
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**Disable desktop composition (requires restart)** _(Unix and X11/Xorg only)_
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**Disable desktop composition (requires restart)** _(Unix and X11/Xorg only)_
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The window manager desktop composition can adversely affect the framerate of ES-DE, especially on weaker graphics cards and when running at higher resolution. As such the desktop compositor can be disabled when running ES-DE, although the window manager has to be configured to allow applications to do this for the option to have any effect. Note that enabling this setting can cause problems with some graphics drivers so if you experience strange flickering and similar, then make sure to keep this setting disabled. In case of such issues, make sure that the emulator is also not blocking the composition (e.g. RetroArch has a corresponding option). This setting has no effect if using Wayland, it only applies to X11/Xorg.
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The window manager desktop composition can adversely affect the framerate of ES-DE, especially on weaker graphics cards and when running at higher resolution. As such the desktop compositor can be disabled when running ES-DE, although the window manager has to be configured to allow applications to do this for the option to have any effect. Note that enabling this setting can cause problems with some graphics drivers so if you experience strange flickering and similar, then make sure to keep this setting disabled. In case of such issues, make sure that the emulator is also not blocking the composition (e.g. RetroArch has a corresponding option). This setting has no effect if using Wayland, it only applies to X11/Xorg.
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