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Documentation update.
This commit is contained in:
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e8e7465935
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b19527633f
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@ -160,16 +160,20 @@ v1.2 maintenance release.
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* Added the Gearcoleco RetroArch core for the colecovision system and set it as the default emulator
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* Added DOSBox-X standalone as an alternative emulator for the dos and pc systems
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* Added AetherSX2 standalone as an alternative emulator for the ps2 system on macOS
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* Added the file extensions .ciso, .dump, .gz, .m3u, .mdf, .img and .nrg to the ps2 system
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* Added the "citra" binary for Citra standalone on Linux (makes it possible to use the repository or AUR release)
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* Changed the steam platform to use the ScreenScraper "PC Windows" platform ID
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* Added a new pcwindows platform for scraping PC (Windows) games
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* Changed the platform to pcwindows for the epic system
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* Added scraper support for the platforms arcadia (Emerson Arcadia 2001) and crvision (VTech CreatiVision)
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* Enabled screensaver controls when running in Kid UI mode
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* Added custom event script triggers on application startup, screensaver start and screensaver end
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* Added a --create-systemdirs command line option to generate the game system directories
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* Added a --create-system-dirs command line option to generate the game system directories
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* Added an Xbox Kinect controller badge icon
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* (macOS) Categorized the application as a game so it shows up in the Launchpad games section
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* Replaced the explicit shell commands in es_systems.xml with %EMULATOR_OS-SHELL% find rules
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* Added a new %GAMEDIR% variable to be used in conjunction with the %STARTDIR% variable (required by OpenBOR)
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* Added a %GAMEDIR% variable that expands to the game directory (required by Hypseus Singe)
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* Made the %GAMEDIR% variable usable with the %STARTDIR% variable (required by OpenBOR)
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* (Windows) Set %RUNINBACKGROUND% when launching MAME standalone as this emulator may otherwise hang on exit
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* (Windows) Added an %ESCAPESPECIALS% variable that escapes the special characters &()^=;,
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* (Windows) Added %ESCAPESPECIALS% to the desktop, epic, kodi, ports and steam systems
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@ -181,6 +185,7 @@ v1.2 maintenance release.
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* Chinese characters would sometimes not render correctly
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* The "Jump to.." quick selector didn't work correctly with multi-byte Unicode characters
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* All games were included in the video and slideshow screeensavers when in Kid UI mode
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* The %BASENAME% variable didn't work correctly with the "Directories interpreted as files" functionality
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* The game-end event was triggered immediately on game launch if running in the background
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* The "quit" custom event script trigger was not executed when quitting the application using the quit key combo
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* (Linux) Flatpak directories were missing for user installations of the standalone emulators BlastEm, Play! and Snes9x
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@ -111,8 +111,6 @@ https://wiki.mozilla.org/CA
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# slate-DE theme set
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Original vector graphics by Matthew Stapleton
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Recalbox Multi (slate-DE is based on this theme, using assets from before their change to a more restrictive license in 2018) \
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https://gitlab.com/recalbox/recalbox-themes
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8
FAQ.md
8
FAQ.md
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@ -18,7 +18,7 @@ ES-DE runs on Windows, macOS and BSD Unix as well as on multiple Linux distribut
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## What is the relationship between ES-DE and EmuDeck?
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ES-DE and EmuDeck are completely different projects, but we are friends and we collaborate to give the best possible user experience. EmuDeck is an installation script that downloads emulators and applies configuration to these, and it can also download and install ES-DE. EmuDeck is not needed to run ES-DE, but on the Steam Deck it provides a fast and convenient way of setting up an emulator environment, so its use is recommended.
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ES-DE and EmuDeck are completely separate projects, but we collaborate to give the best possible user experience. EmuDeck is an installation script that downloads emulators and applies configuration to these, and it can also download and install ES-DE. EmuDeck is not needed to run ES-DE, but on the Steam Deck it provides a convenient way of setting up an emulator environment.
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## What systems/platforms and emulators are supported by ES-DE?
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@ -38,7 +38,7 @@ You're probably missing the OpenGL drivers required to run ES-DE. Try to downloa
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## The emulators don't seem to be properly configured?
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ES-DE acts strictly as a frontend, it does not interfere with the emulator configuration. The only instance when ES-DE passes specific options to an emulator is when there is no choice, like when fullscreen mode can't be enabled except via a command line option, or when a flag is needed to place the emulator in batch mode to work properly with a frontend. So you need to configure your emulators separately. This includes your controllers as well since the controller configuration inside ES-DE will have no effect on the emulators. You could of course also use an automated tool to setup your emulator environment, such as using EmuDeck on the Steam Deck.
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ES-DE acts strictly as a frontend, it does not interfere with the emulator configuration. The only instance when ES-DE passes specific options to an emulator is when there is no choice, like when fullscreen mode can't be enabled except via a command line option, or when a flag is needed to place the emulator in batch mode to work properly with a frontend. So you need to configure your emulators separately. This includes your controllers as well since the controller configuration inside ES-DE will have no effect on the emulators.
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## On game launch the screen just flashes black and the game won't start, how do I solve this?
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@ -56,10 +56,6 @@ Yes, as from version 1.2.3 there is support to display such games as single entr
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See the question above for a possible solution. Another approach would be to hide the game files you don't want to see using the metadata editor. Yet another solution which is actually recommended is to convert your games to the .chd format. This combines the .bin/.cue files into a single file that is also compressed, leading to space savings. A custom systems configuration entry could also be created, but that is not really recommended or required due to the solutions just mentioned. The reason why .bin files are included in the first place is that some emulators can launch these files directly, and some users have game collections comprised of such files. If the .bin files were filtered out in the bundled configuration, then all these users would have their games removed from within ES-DE next time they upgrade the application.
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## Can I "flatten" directories to not show them as folders inside ES-DE?
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No.
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## When I hide a game using the metadata editor it's not really getting hidden, is this a bug?
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No, by default games are not removed from the gamelists when they are hidden and are instead only marked with a much lower text opacity. You need to disable the setting _Show hidden games (requires restart)_ from the _Other settings_ menu to make them disappear entirely. The reason this option is not disabled by default is that new users could very easily make a mistake by hiding some files accidentally without realizing it, only to have the entries being immediately removed from the gamelist view. It's also good practice to hide all your games with this option enabled and verify that it's all correct before going ahead and disabling it.
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@ -1059,7 +1059,7 @@ You can use **--help** or **-h** to view the list of command line options, as sh
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--force-kiosk Force the UI mode to Kiosk
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--force-kid Force the UI mode to Kid
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--force-input-config Force configuration of input device
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--create-systemdirs Create game system directories
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--create-system-dirs Create game system directories
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--home [path] Directory to use as home path
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--debug Print debug information
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--version, -v Display version information
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@ -1070,7 +1070,7 @@ As you can see above, you can override the home directory path using the `--home
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Setting the resolution to a lower or higher value than the display resolution will add a border to the application window.
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Running with the --create-systemdirs option will generate all the game system directories in the ROMs folder. This is equivalent to starting ES-DE with no game ROMs present and pressing the _Create directories_ button. Detailed output for the directory creation will be available in es_log.txt and the application will quit immediately after the directories have been created.
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Running with the --create-system-dirs option will generate all the game system directories in the ROMs folder. This is equivalent to starting ES-DE with no game ROMs present and pressing the _Create directories_ button. Detailed output for the directory creation will be available in es_log.txt and the application will quit immediately after the directories have been created.
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For the following options, the es_settings.xml file is immediately updated/saved when passing the parameter:
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```
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@ -1236,6 +1236,8 @@ The following variables are expanded for the `command` tag:
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`%EMUDIR%` - Replaced with the path to the emulator binary. This is a general purpose variable as opposed to %EMUPATH% which is intended specifically for core locations.
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`%GAMEDIR%` - Replaced with the path to the game.
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`%ESPATH%` - Replaced with the path to the ES-DE binary. Mostly useful for portable emulator installations, for example on a USB memory stick.
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`%EMULATOR_` - This utilizes the emulator find rules as defined in `es_find_rules.xml`. This is the recommended way to configure the launch command. The find rules are explained in more detail below.
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@ -1819,7 +1821,7 @@ Just make sure to not place the portable installation on a network share that us
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## Custom event scripts
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There are numerous locations throughout ES-DE where custom scripts will be executed if the option to do so has been enabled in the settings. You'll find the option on the Main menu under _Other settings_. By default this setting is deactivated so make sure to enable it to use this feature.
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There are numerous locations throughout ES-DE where custom scripts can be executed if the option to do so has been enabled in the settings. You'll find the option _Enable custom event scripts_ on the Main menu under _Other settings_. By default this setting is deactivated so make sure to enable it to use this feature.
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The approach is quite straightforward, ES-DE will look for any files inside a script directory that corresponds to the event that is triggered and will then execute all these files. There are up to four parameters that will be passed to these scripts, as detailed below:
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@ -1355,7 +1355,7 @@ You can use **--help** or **-h** to view the list of command line options, as sh
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--force-kiosk Force the UI mode to Kiosk
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--force-kid Force the UI mode to Kid
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--force-input-config Force configuration of input device
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--create-systemdirs Create game system directories
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--create-system-dirs Create game system directories
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--home [path] Directory to use as home path
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--debug Print debug information
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--version, -v Display version information
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Setting the resolution to a lower or higher value than the display resolution will add a border to the application window.
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Running with the --create-systemdirs option will generate all the game system directories in the ROMs folder. This is equivalent to starting ES-DE with no game ROMs present and pressing the _Create directories_ button. Detailed output for the directory creation will be available in es_log.txt and the application will quit immediately after the directories have been created.
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Running with the --create-system-dirs option will generate all the game system directories in the ROMs folder. This is equivalent to starting ES-DE with no game ROMs present and pressing the _Create directories_ button. Detailed output for the directory creation will be available in es_log.txt and the application will quit immediately after the directories have been created.
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For the following options, the es_settings.xml file is immediately updated/saved when passing the parameter:
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```
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@ -713,7 +713,7 @@ This setup is of course entirely optional, you can also leave the directories as
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### Directories interpreted as files
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There are two scenarios where it's useful to interpret directories as files inside ES-DE. The first one is to hide the directory structure for multi-disc games and similar while still being able to directly launch files inside these folders, and the second is that some emulators support passing a directory rather than an individual file as the game ROM argument.
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There are two scenarios where it's useful to interpret directories as files inside ES-DE. The first one is to hide the directory structure for multi-file/multi-disc games while still being able to directly launch files inside these folders, and the second is that some emulators support passing a directory rather than an individual file as the game ROM argument.
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In both cases, renaming a directory to one of the supported file extensions will automatically make ES-DE interpret it as a file. This means that the directory can be part of the automatic collections and any custom collections.
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@ -759,20 +759,20 @@ Also in this case the directory will be displayed as a regular game file inside
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### Folder flattening
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**This functionality is unsupported and experimental and may cause all sorts of issues including corrupting your gamelist.xml files, so make sure to have backups of your data prior to attempting to use this.**
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**This functionality is experimental and may cause all sorts of issues including corrupting your gamelist.xml files, so make sure to have backups of your data prior to attempting to use this.**
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ES-DE works according to the filesystem paradigm used on most operating systems, meaning the file and directory structure of your ROMs directory is reflected inside the application. So if you create a directory on the filesystem and place some games in there, it will be reflected inside ES-DE as a folder that you can enter and launch games from.
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A slight exception to this is the _Directories interpreted as files_ functionality where you can display a folder as a single entry. But even then, the basic directory structure is retained.
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However, some users have a setup where they have separated games inside their systems into folders but would still want to see these as a flat structure in ES-DE. While this is possible to accomplish, it's strongly discouraged as it will cause multiple issues:
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However, some users have a setup where they have separated games inside their systems into folders but would still want to see these as a flat structure in ES-DE. While this is possible to accomplish, it's discouraged as it will cause multiple issues:
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* It completely disables folder support for the system
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* Any identically named files will be added only once in a semi-random fashion, meaning you could miss a lot of games
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* Any identically named files will be added only once in a semi-random fashion, meaning you could miss some games
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* If there is metadata available for multiple games with the same filename (which could happen if scraping was done prior to flattening the folders) then the behavior is undefined and metadata from the wrong game may get used
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* Some systems like MS-DOS and ScummVM may be completely broken
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* The setup may cause confusion when reorganizing your collection and similar as what you'll see inside ES-DE will not reflect what you see if navigating the ROM directory in your operating system's file manager
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Again, it's not recommended to flatten the folder structure, only enable this functionality if you know exactly what you're doing and understand the adverse side effects mentioned above. If you have any name collisions in your directory structure then make sure to rename each file to have a unique name. Also delete your gamelist.xml file and rescrape the entire system after fixing any collisions as it's otherwise random which metadata will be used for those games.
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Only enable this functionality if you know exactly what you're doing and understand the adverse side effects mentioned above. If you have any name collisions in your directory structure then make sure to rename each file to have a unique name. Also delete your gamelist.xml file and rescrape the entire system after fixing any collisions as it's otherwise random which metadata will be used for those games.
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If you still want to go ahead and enable folder flattening, then place an empty file named `flatten.txt` in the root of each system where you would like to have this applied.
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~/.emulationstation/downloaded_media/c64/videos/Multidisk/Last Ninja 2/Last Ninja 2.mp4
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```
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Note that there is seemingly an exception to this logic if the _Directories interpreted as files_ functionality has been used, in which case the "file extension" added to the directory is also included in the game media filenames. Take for example the following ScummVM game:
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```
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~/ROMs/scummvm/dig.scummvm/dig.scummvm
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```
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The media files for this directory which is interpreted as a file will be:
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```
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~/.emulationstation/downloaded_media/scummvm/screenshots/dig.scummvm.png
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~/.emulationstation/downloaded_media/scummvm/videos/dig.scummvm.mp4
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```
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This is not a bug as these are not really file extensions after all, it's just a directory with a dot in the filename that happens to look like a file extension because that's how the _Directories interpreted as files_ logic works.
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For images .jpg and .png file extensions are supported and for videos .avi, .mkv, .mov, .mp4 and .wmv are supported.
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Remember that on Unix filenames are case sensitive, and as well the file extensions must be in lower case, such as .png instead of .PNG or .Png or the file won't be found.
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16
USERGUIDE.md
16
USERGUIDE.md
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@ -729,7 +729,7 @@ This setup is of course entirely optional, you can also leave the directories as
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### Directories interpreted as files
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There are two scenarios where it's useful to interpret directories as files inside ES-DE. The first one is to hide the directory structure for multi-disc games and similar while still being able to directly launch files inside these folders, and the second is that some emulators support passing a directory rather than an individual file as the game ROM argument.
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There are two scenarios where it's useful to interpret directories as files inside ES-DE. The first one is to hide the directory structure for multi-file/multi-disc games while still being able to directly launch files inside these folders, and the second is that some emulators support passing a directory rather than an individual file as the game ROM argument.
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In both cases, renaming a directory to one of the supported file extensions will automatically make ES-DE interpret it as a file. This means that the directory can be part of the automatic collections and any custom collections.
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~/.emulationstation/downloaded_media/c64/videos/Multidisk/Last Ninja 2/Last Ninja 2.mp4
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```
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Note that there is seemingly an exception to this logic if the _Directories interpreted as files_ functionality has been used, in which case the "file extension" added to the directory is also included in the game media filenames. Take for example the following ScummVM game:
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```
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~/ROMs/scummvm/dig.scummvm/dig.scummvm
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```
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The media files for this directory which is interpreted as a file will be:
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```
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~/.emulationstation/downloaded_media/scummvm/screenshots/dig.scummvm.png
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~/.emulationstation/downloaded_media/scummvm/videos/dig.scummvm.mp4
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```
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This is not a bug as these are not really file extensions after all, it's just a directory with a dot in the filename that happens to look like a file extension because that's how the _Directories interpreted as files_ logic works.
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For images .jpg and .png file extensions are supported and for videos .avi, .mkv, .mov, .mp4 and .wmv are supported.
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Remember that on Unix filenames are case sensitive, and as well the file extensions must be in lower case, such as .png instead of .PNG or .Png or the file won't be found.
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@ -6,7 +6,6 @@ Some graphics was also taken from the carbon theme by Rookervik.
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## Original vector graphics for slate-DE
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- Matthew Stapleton
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- Leon Styhre
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## recalbox-multi
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