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Documentation update
This commit is contained in:
parent
193d57445a
commit
c4d2cc5598
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@ -21,6 +21,7 @@
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* Enabled the setting "Show hidden files and folders" to be changed without requiring an application restart
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* Enabled the setting "Show hidden games" to be changed without requiring an application restart
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* Enabled the setting "Only show ROMs from gamelist.xml files" to be changed without requiring an application restart
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* Renamed the setting "Only show ROMs from gamelist.xml files" to "Only show games from gamelist.xml files
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* Added support for deleting installed themes from the theme downloader interface
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* Added ares standalone as an alternative emulator for the gamegear, gb, gba, gbc and satellaview systems
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* Removed atarijaguarcd as an extra platform for the atarijaguar system as it actually made scraping worse
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12
CREDITS.md
12
CREDITS.md
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@ -2,17 +2,17 @@
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# Programming
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**Original version**\
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Alec Lofquist
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**RetroPie fork**\
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RetroPie community
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**Desktop Edition**\
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Leon Styhre \
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Sophia Hadash \
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Joseph Geumlek
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**RetroPie fork**\
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RetroPie community
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**Original version**\
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Alec Lofquist
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# UI Art & Design
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Nils Bonenberger
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2
FAQ.md
2
FAQ.md
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@ -10,7 +10,7 @@ The correct name is EmulationStation Desktop Edition, which is for practical rea
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## Is this software available for free, and is it open source?
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ES-DE is available for free, and will continue to be available for free. It's released under the MIT open source license with the source code being publicly and freely available. Voluntary donations to support the project are however very welcome.
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ES-DE is available for free, and will continue to be available for free, if someone is asking you to pay money to use ES-DE in any form then you are being scammed. The software is released under the MIT open source license with the source code being publicly and freely available. Voluntary donations to support the project are however very welcome.
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## Which operating systems are supported?
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@ -1076,7 +1076,7 @@ You can use **--help** or **-h** to view the list of command line options, as sh
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--anti-aliasing [0, 2 or 4] Set MSAA anti-aliasing to disabled, 2x or 4x
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--no-splash Don't show the splash screen during startup
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--no-update-check Don't check for application updates during startup
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--gamelist-only Skip automatic game ROM search, only read from gamelist.xml
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--gamelist-only Skip automatic game search, only read from gamelist.xml
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--ignore-gamelist Ignore the gamelist.xml files
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--show-hidden-files Show hidden files and folders
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--show-hidden-games Show hidden games
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@ -1114,7 +1114,7 @@ For the following options, the es_settings.xml file is immediately updated/saved
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As well, passing the option --ignore-gamelist will disable the ParseGamelistOnly setting controlled by --gamelist-only and immediately save the es_settings.xml file. If passing both the --ignore-gamelist and --gamelist-only parameters then --ignore-gamelist will take precedence and --gamelist-only will be ignored.
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The --ignore-gamelist option is only active during the program session and is not saved to es_settings.xml. But --gamelist-only is however saved, so in order to return to the normal operation of parsing the gamelist.xml files after starting ES-DE with the --gamelist-only option, you will need to disable the setting _Only show ROMs from gamelist.xml files_ in the _Other settings_ menu (or manually change the ParseGamelistOnly entry in es_settings.xml).
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The --ignore-gamelist option is only active during the program session and is not saved to es_settings.xml. But --gamelist-only is however saved, so in order to return to the normal operation of parsing the gamelist.xml files after starting ES-DE with the --gamelist-only option, you will need to disable the setting _Only show games from gamelist.xml files_ in the _Other settings_ menu (or manually change the ParseGamelistOnly entry in es_settings.xml).
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## Settings not configurable via the GUI
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@ -1126,11 +1126,11 @@ Enabling this will skip all input event logging (button and key presses). Defaul
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**DebugSkipMissingThemeFiles**
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Enabling this will skip all debug messages about missing files when loading a theme set. Default value is false.
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Enabling this will skip all debug messages about missing files when loading a theme. Default value is false.
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**DebugSkipMissingThemeFilesCustomCollections**
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Enabling this will skip all debug messages about missing files specifically for custom collections when loading a theme set. Note that DebugSkipMissingThemeFiles takes precedence, so if that setting is set to true then the DebugSkipMissingThemeFilesCustomCollections setting will be ignored. Default value is true.
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Enabling this will skip all debug messages about missing files specifically for custom collections when loading a theme. Note that DebugSkipMissingThemeFiles takes precedence, so if that setting is set to true then the DebugSkipMissingThemeFilesCustomCollections setting will be ignored. Default value is true.
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**LegacyGamelistFileLocation**
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@ -1299,10 +1299,9 @@ Below is an overview of the file layout with various examples. For the command t
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You can use multiple platforms too, delimited with any of the whitespace characters (", \r\n\t"), e.g. "megadrive, genesis". -->
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<platform>snes</platform>
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<!-- The theme to load from the current theme set. See THEMES.md for more information.
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This tag is optional and if it doesn't exist, ES-DE will attempt to find a theme with the same name as the system name.
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If no such match is made, the system will be unthemed.
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It's recommended to include this tag even if it's just to clarify that the theme should correspond to the system name. -->
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<!-- The theme system name, see THEMES.md for more information. This tag is optional and if it doesn't exist, ES-DE will
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use the system name instead. It's still recommended to include this tag even if it's just to clarify that it should
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correspond to the system name. -->
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<theme>snes</theme>
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</system>
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</systemList>
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This file makes it possible to apply a custom systems sorting without having to modify the es_systems.xml file directly. It should be placed in the custom_systems directory, e.g. `~/.emulationstation/custom_systems/es_systems_sorting.xml`
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Note that in order for ES-DE to load this file you'll need to set the _Systems sorting_ option in the _Other settings_ menu to _Full names or custom_.
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The structure of this file is essentially a simplified version of the es_systems.xml file, but with only the `<name>` and `<systemsortname>` tags present per system.
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Here's an example where three systems have been sorted by release year instead of the default full system name:
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These files include all systems supported by ES-DE and provide the following sorting options:
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* Release year
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* Manufacturer, release year
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* Hardware type, release year
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* Manufacturer, hardware type, release year
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* Manufacturer, release year
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* Release year
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You can apply any of these sorting files via the _Systems sorting_ option in the _Other settings_ menu. Note that in order to load a es_systems_sorting.xml file placed in the custom_systems directory you'll need to set this option to _Full names or custom_.
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## es_find_rules.xml
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| config-changed | | On saving application settings or controller configuration |
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| settings-changed | | On saving application settings (config-changed event triggered as well) |
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| controls-changed | | On saving controller configuration (config-changed event triggered as well) |
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| theme-changed | New theme name, old theme name | When manually changing theme sets in the UI Settings menu |
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| theme-changed | New theme name, old theme name | When manually changing themes in the UI Settings menu |
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| game-start | ROM path, game name, system name, system full name | On game launch |
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| game-end | ROM path, game name, system name, system full name | On game end (or on application wakeup if running in the background) |
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| screensaver-start | _timer_ or _manual_ | Screensaver started via timer or manually |
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@ -2,9 +2,9 @@
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**Note:** This document is only relevant for the current ES-DE development version, if you would like to see the documentation for the latest stable release, refer to [THEMES.md](THEMES.md) instead.
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If creating theme sets specifically for ES-DE, please add `-es-de` to the repository/directory name, as in `slate-es-de`. Because ES-DE theme engine functionality has deviated greatly from the RetroPie EmulationStation fork on which it was originally based, any newer themes will not work on such older forks. At least the -es-de extension is an indicator that it's an ES-DE specific theme set. The actual theme name as defined using the `themeName` tag in capabilities.xml does of course not need to include the `-es-de` extension as that's the actual theme name that will be displayed when selecting theme sets from the _UI Settings_ menu. For example slate-es-de will be listed simply as _Slate_ in this menu.
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If creating themes specifically for ES-DE, please add `-es-de` to the repository/directory name, as in `slate-es-de`. Themes made for ES-DE are not compatible with any other EmulationStation forks (and vice versa) and the -es-de extension makes it clear that it's an ES-DE theme. The actual theme name as defined using the `themeName` tag in capabilities.xml does of course not need to include the `-es-de` extension as that's the actual theme name that will be displayed when selecting themes from the _UI Settings_ menu. For example slate-es-de will be listed simply as _Slate_ in this menu.
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Before your start, make sure to download the _Theme engine examples_ theme set that contains a number of example variants for things like vertical and horizontal carousels, wheel carousels, system view textlists, grids etc:
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Before your start, make sure to download the _Theme engine examples_ theme that contains a number of example variants for things like vertical and horizontal carousels, wheel carousels, system view text lists, grids etc:
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https://gitlab.com/es-de/themes/theme-engine-examples-es-de
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@ -16,7 +16,7 @@ There is also some documentation written by lilbud covering general tips and tri
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https://github.com/lilbud/es-de-theme-stuff
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To test whether your theme set includes support for all ES-DE systems, download one of the following archives which contain ROMs directory structures fully populated with dummy files:
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To test whether your theme includes support for all ES-DE systems, download one of the following archives which contain ROM directory trees fully populated with dummy files:
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[ROMs_ALL_Unix.zip](tools/system-dirs-dummy-files/ROMs_ALL_Unix.zip)\
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[ROMs_ALL_macOS.zip](tools/system-dirs-dummy-files/ROMs_ALL_macOS.zip)\
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## Introduction
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ES-DE allows the grouping of themes for multiple game systems into a **theme set**. A theme is a collection of **elements**, each with their own **properties** that define the way they look and behave. These elements include things like text lists, carousels, images and animations.
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An ES-DE theme is a collection of assets like images, videos and fonts as well as XML configuration files which contain various **elements**, each with their own **properties** that define the way the theme looks and behaves. These elements include things like text, images, videos, animations, carousels, grids etc.
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Internally ES-DE uses the concept of **components** to actually implement the necessary building blocks to parse and render the elements, and although this is normally beyond the scope of what a theme author needs to consider, it's still good to be aware of the term as it's sometimes used in the documentation.
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Every game system has its own subdirectory within the theme set directory structure, and these are defined in the systems configuration file `es_systems.xml` either via the optional `<theme>` tag, or otherwise via the mandatory `<name>` tag. When ES-DE populates a system on startup it will look for a file named `theme.xml` in each such directory.
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Every game system may have its own subdirectory within the theme directory tree, and these directory names are defined in the systems configuration file `es_systems.xml` either via the optional `<theme>` tag, or otherwise via the mandatory `<name>` tag. When ES-DE populates a system on startup it will look for a file named `theme.xml` in each such directory.
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By placing a theme.xml file directly in the root of the theme set directory, that file will be processed as a default if there is no system-specific theme.xml file available.
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By placing a theme.xml file directly in the root of the theme directory, that file will be processed as a default if there is no system-specific theme.xml file available. This means that the structure of having a separate directory per supported game system is entirely optional.
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In the example below, we have a theme set named `mythemeset-es-de` which includes the `snes` and `nes` systems. Assuming you have some games installed for these systems, the files `mythemeset-es-de/nes/theme.xml` and `mythemeset-es-de/snes/theme.xml` will be processed on startup. If there are no games available for a system, its theme.xml file will be skipped.
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In the example below, we have a theme named `mytheme-es-de` which includes the `snes` and `nes` systems. Assuming you have some games installed for these systems, the files `mytheme-es-de/nes/theme.xml` and `mytheme-es-de/snes/theme.xml` will be processed on startup. If there are no games available for a system, its theme.xml file will be skipped.
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The directory structure of our example theme set could look something like the following:
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The directory structure for our example theme could look something like the following:
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```
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...
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themes/
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mythemeset-es-de/
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mytheme-es-de/
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core/
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font.ttf
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bold_font.ttf
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theme.xml
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```
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The theme set approach makes it easy for users to install different themes and choose between them from the _UI Settings_ menu.
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The ES-DE theme functionality makes it easy for users to install different themes and to choose between them from the _UI Settings_ menu.
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There are two places that ES-DE can load theme sets from:
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* `[HOME]/.emulationstation/themes/[THEME_SET]/`
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* `[INSTALLATION PATH]/themes/[THEME_SET]/`
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There are two places that ES-DE can load themes from:
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* `[HOME]/.emulationstation/themes/`
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* `[INSTALLATION PATH]/themes/`
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An example installation path would be: \
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`/usr/share/emulationstation/themes/slate-es-de/`
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An installation path could be something like this:
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```
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/usr/share/emulationstation/themes/slate-es-de/
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/Applications/EmulationStation Desktop Edition.app/Contents/Resources/themes/
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C:\Program Files\EmulationStation-DE\themes\
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```
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If a theme set with the same name exists in both locations, the one in the home directory will be loaded and the other one will be skipped.
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If a theme with the same name exists in both locations, the one in the home directory will be loaded and the other one will be skipped.
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## Differences to legacy RetroPie themes
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If you are not familiar with theming for RetroPie or similar forks of EmulationStation then you can skip this section as it only describes the key differences between the updated ES-DE themes and these legacy theme sets. The term _legacy_ is used throughout this document to refer to this older style of themes. ES-DE as of 2.2.0 can no longer load legacy themes, so if you need to view them when porting them to ES-DE, either use a legacy EmulationStation fork or ES-DE 2.1.1.
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If you are not familiar with theming for RetroPie or similar forks of EmulationStation then you can skip this section as it only describes the key differences between the updated ES-DE themes and these legacy themes. The term _legacy_ is used throughout this document to refer to this older style of themes. ES-DE as of 2.2.0 can no longer load legacy themes, so if you need to view them when porting them to ES-DE, either use a legacy EmulationStation fork or ES-DE 2.1.1.
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With ES-DE 2.0.0 a new theme engine was introduced that fundamentally changed some aspects of how theming works. The previous design used specific view styles (basic, detailed, video and grid) and this was dropped completely and replaced with _variants_ that can accomplish the same thing while being much more powerful and flexible.
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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 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 themes 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 full names of unthemed systems (or systems where the defined staticImage file is missing) will now be displayed in the system carousel instead of the short names shown for legacy themes. So for instance, instead of "cps" the full name "Capcom Play System" (as defined in es_systems.xml) will be displayed.
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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 textlist property `selectorOffsetY` has been renamed to `selectorVerticalOffset` and a `selectorHorizontalOffset` property has been added as well.
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## How it works
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All configuration must be contained within a `<theme>` tag pair. That is true for each separate .xml file used to build the completely theme set.
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All configuration must be contained within a `<theme>` tag pair. That is true for each separate .xml file used to build the completely theme.
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The `<view>` tag pair refers to the available views within ES-DE, which is either _system_ or _gamelist_. There is a special _all_ view available as well, but that is only used for defining the navigation sounds as these are always applied globally to both view types.
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Enforcement of a correct theme configuration is quite strict, and most errors will abort the theme loading, leading to an unthemed system. In each such situation the log output will be very clear of what happened, for instance:
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```
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Jan 28 17:17:30 Error: ThemeData::parseElement(): "/home/myusername/.emulationstation/themes/mythemeset-es-de/theme.xml": Property "origin" for element "image" has no value defined (system "collections", theme "custom-collections")
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Jan 28 17:17:30 Error: ThemeData::parseElement(): "/home/myusername/.emulationstation/themes/mytheme-es-de/theme.xml": Property "origin" for element "image" has no value defined (system "collections", theme "custom-collections")
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```
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Note that an unthemed system means precisely that, the specific system where the error occured will be unthemed but not necessarily the entire theme set. The latter can still happen if the error is global such as a missing variable used by all XML files or an error in a file included by all XML files. The approach is to only untheme relevant sections of the theme set to be able to pinpoint precisely where the problem lies.
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Note that an unthemed system means precisely that, the specific system where the error occured will be unthemed but not necessarily the entire theme. The latter can still happen if the error is global such as a missing variable used by all XML files or an error in a file included by all XML files. The approach is to only untheme relevant sections of the theme to be able to pinpoint precisely where the problem lies.
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Sanitization for valid data format and structure is done in this manner, but verification that property values are actually correct (or reasonable) is handled by the individual component that takes care of creating and rendering the specific theme element. What happens in many instances is that a warning log entry is created and the invalid property is reset to its default value. So for these situations, the system will not become unthemed. Here's an example where a badges element accidentally had its horizontalAlignment property set to _leftr_ instead of _left_:
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```
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Error handling for missing files is handled a bit differently depending on whether the paths have been defined explicitly or via a variable. For explicitly defined paths a warning will be logged for element properties and an error will be triggered for include files. Here's an example of the latter case:
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```
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Jan 28 17:32:29 Error: ThemeData::parseIncludes(): "/home/myusername/.emulationstation/themes/mythemeset-es-de/theme.xml" -> "./colors_dark.xml" not found (resolved to "/home/myusername/.emulationstation/themes/mythemeset-es-de/colors_dark.xml")
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Jan 28 17:32:29 Error: ThemeData::parseIncludes(): "/home/myusername/.emulationstation/themes/mytheme-es-de/theme.xml" -> "./colors_dark.xml" not found (resolved to "/home/myusername/.emulationstation/themes/mytheme-es-de/colors_dark.xml")
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```
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However, if a variable has been used to define the include file, only a debug message will be generated if the file is not found:
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```
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Jan 28 17:34:03 Debug: ThemeData::parseIncludes(): "/home/myusername/.emulationstation/themes/mythemeset-es-de/theme.xml": Couldn't find file "./${system.theme}/colors.xml" which resolves to "/home/myusername/.emulationstation/themes/mythemeset-es-de/amiga/colors.xml"
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Jan 28 17:34:03 Debug: ThemeData::parseIncludes(): "/home/myusername/.emulationstation/themes/mytheme-es-de/theme.xml": Couldn't find file "./${system.theme}/colors.xml" which resolves to "/home/myusername/.emulationstation/themes/mytheme-es-de/amiga/colors.xml"
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```
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It works essentially the same way for element path properties as for include files. This distinction between explicit values and variables makes it possible to create a theme configuration where both include files and files for fonts, images, videos etc. will be used if found, and if not found a fallback configuration can still be applied so the system will be themed.
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@ -352,19 +356,19 @@ By default all debug messages regarding missing files will be logged for regular
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## Variants
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|
||||
A core concept of ES-DE is the use of theme set _variants_ to provide different theme profiles. These are not fixed presets and a theme author can instead name and define whatever variants he wants for his theme (or possibly use no variants at all as they are optional).
|
||||
A core concept of ES-DE is the use of theme _variants_ to provide different theme profiles. These are not fixed presets and a theme author can instead name and define whatever variants he wants for his theme (or possibly use no variants at all as they are optional).
|
||||
|
||||
The variants could be purely cosmetic, such as providing different designs for a theme set, or they could provide distinctive functionality by for instance using different primary elements like a carousel or a text list.
|
||||
The variants could be purely cosmetic, such as providing different designs for a theme, or they could provide distinctive functionality by for instance using different primary elements like a carousel or a text list.
|
||||
|
||||
Before a variant can be used it needs to be declared, which is done in the `capabilities.xml` file that must be stored in the root of the theme set directory tree. How to setup this file is described in detail later in this document.
|
||||
Before a variant can be used it needs to be declared, which is done in the `capabilities.xml` file that must be located in the root of the theme directory tree. How to setup this file is described in detail later in this document.
|
||||
|
||||
The use of variants is straightforward, a section of the configuration that should be included for a certain variant is enclosed inside the `<variant>` tag pair. This has to be placed inside the `<theme>` tag pair, and it can only be used at this level of the hierarchy and not inside a `<view>` tag pair for example.
|
||||
|
||||
The mandatory _name_ attribute is used to specificy which variants to use, and multiple variants can be specified at the same time by separating them by commas or by whitespace characters (tabs, spaces or line breaks). It's also possible to use the special _all_ variant that will apply the configuration to all defined variants (although this is only a convenient shortcut and you can explicitly define every variant individually if you prefer that). Note that _all_ is a reserved name and attempting to use it in the capabilities.xml file will trigger a warning on application startup.
|
||||
|
||||
It could sometimes be a good idea to separate the variant configuration into separate files that are then included from the main theme file as this could improve the structure and readability of the theme set configuration.
|
||||
It could sometimes be a good idea to separate the variant configuration into separate files that are then included from the main theme file as this could improve the structure and readability of the theme configuration.
|
||||
|
||||
It's also possible to apply only portions of the theme configuration to the variants and keep a common set of elements that are shared between all variants. This is accomplished by simply adding the shared configuration without specifying a variant, as is shown in the first example below for the `infoText01` text element. Just be aware that the variant-specific configuration will always be loaded after the general configuration even if it's located above the general configuration in the XML file. As this is potentially confusing and error-prone it's instead generally recommended to use the special _all_ variant to define common configuration used by all variants in the theme set rather than mixing variants configuration with non-variants configuration.
|
||||
It's also possible to apply only portions of the theme configuration to the variants and keep a common set of elements that are shared between all variants. This is accomplished by simply adding the shared configuration without specifying a variant, as is shown in the first example below for the `infoText01` text element. Just be aware that the variant-specific configuration will always be loaded after the general configuration even if it's located above the general configuration in the XML file. As this is potentially confusing and error-prone it's instead generally recommended to use the special _all_ variant to define common configuration used by all variants in the theme rather than mixing variants configuration with non-variants configuration.
|
||||
|
||||
Here are some example uses of the `<variant>` functionality:
|
||||
|
||||
|
@ -475,13 +479,13 @@ Color schemes are essentially a collection of variables that can be selected bet
|
|||
|
||||
To understand the basics on how to use variables, make sure to read the _Theme variables_ section elsewhere in this document.
|
||||
|
||||
Before a color scheme can be used it needs to be declared, which is done in the `capabilities.xml` file that must be stored in the root of the theme set directory tree. How to setup this file is described in detail later in this document.
|
||||
Before a color scheme can be used it needs to be declared, which is done in the `capabilities.xml` file that must be located in the root of the theme directory tree. How to setup this file is described in detail later in this document.
|
||||
|
||||
The `<colorScheme>` tag pair can be placed directly inside the `<theme>` tags, inside the `<variants>` tags or inside the `<aspectRatio>` tags.
|
||||
|
||||
The mandatory name attribute is used to specificy which color scheme to use, and multiple values can be specified at the same time by separating them by commas or by whitespace characters (tabs, spaces or line breaks).
|
||||
|
||||
Note that the use of color schemes for a theme set is entirely optional.
|
||||
Note that the use of color schemes for a theme is entirely optional.
|
||||
|
||||
Here's an example configuration:
|
||||
|
||||
|
@ -525,9 +529,9 @@ Here's an example configuration:
|
|||
|
||||
## Aspect ratios
|
||||
|
||||
The aspect ratio support works almost identically to the variants and color schemes with the main difference that the available aspect ratios are hardcoded into ES-DE. The theme set can still decide which of the aspect ratios to support (or none at all in which case the theme aspect ratio is left undefined) but it can't create entirely new aspect ratio entries.
|
||||
The aspect ratio support works almost identically to the variants and color schemes with the main difference that the available aspect ratios are hardcoded into ES-DE. The theme can still decide which of the aspect ratios to support (or none at all in which case the theme aspect ratio is left undefined) but it can't create entirely new aspect ratio entries.
|
||||
|
||||
In the same manner as for the variants and color schemes, the aspect ratios that the theme set provides need to be declared in the `capabilities.xml` file that must be stored in the root of the theme set directory tree. How to setup this file is described in detailed later in this document.
|
||||
In the same manner as for the variants and color schemes, the aspect ratios that the theme provides need to be declared in the `capabilities.xml` file that must be located in the root of the theme directory tree. How to setup this file is described in detailed later in this document.
|
||||
|
||||
The `<aspectRatio>` tag pair can be placed directly inside the `<theme>` tags or inside the `<variants>` tags.
|
||||
|
||||
|
@ -681,9 +685,9 @@ Finally it's possible to apply theme-defined transition profiles on a per-varian
|
|||
|
||||
## capabilities.xml
|
||||
|
||||
Variants, variant triggers, color schemes, aspect ratios and transition animation profiles need to be declared before they can be used inside the actual theme set configuration files and that is done in the `capabilities.xml` file. This file needs to be placed in the root of the theme directory, for example:
|
||||
Variants, variant triggers, color schemes, aspect ratios and transition animation profiles need to be declared before they can be used inside the actual theme configuration files and that is done in the `capabilities.xml` file. This file needs to be located in the root of the theme directory, for example:
|
||||
```
|
||||
~/.emulationstation/themes/mythemeset-es-de/capabilities.xml
|
||||
~/.emulationstation/themes/mytheme-es-de/capabilities.xml
|
||||
```
|
||||
|
||||
The capabilities.xml file is mandatory and if it doesn't exist ES-DE will not attempt to load the theme.
|
||||
|
@ -691,9 +695,9 @@ The capabilities.xml file is mandatory and if it doesn't exist ES-DE will not at
|
|||
The structure of the file is simple, as can be seen in this example:
|
||||
|
||||
```xml
|
||||
<!-- Theme capabilities for mythemeset-es-de -->
|
||||
<!-- Theme capabilities for mytheme-es-de -->
|
||||
<themeCapabilities>
|
||||
<themeName>My theme set</themeName>
|
||||
<themeName>My theme</themeName>
|
||||
|
||||
<aspectRatio>16:9</aspectRatio>
|
||||
<aspectRatio>4:3</aspectRatio>
|
||||
|
@ -742,7 +746,7 @@ The structure of the file is simple, as can be seen in this example:
|
|||
```
|
||||
The file format is hopefully mostly self-explanatory; this example provides three aspect ratios, two color schemes, one transition animation profile and three variants, one of which is a variant trigger override. The `<label>` tag for the variants and transitions is the text that will show up in the _UI Settings_ menu, assuming `<selectable>` has been set to true. The same is true for color schemes, although these will always show up in the GUI and can't be disabled.
|
||||
|
||||
The optional `<themeName>` tag defines the name that will show up in the _Theme set_ option in the _UI Settings_ menu. If no such tag is present, then the physical directory name will be displayed instead, for example _MYTHEMESET-ES-DE_. Note that theme names will always be converted to uppercase characters when displayed in the menu.
|
||||
The optional `<themeName>` tag defines the name that will show up in the _Theme_ option in the _UI Settings_ menu. If no such tag is present, then the physical directory name will be displayed instead, for example _MYTHEME-ES-DE_. Note that theme names will always be converted to uppercase characters when displayed in the menu.
|
||||
|
||||
The variant, color scheme and transitions names as well as their labels can be set to arbitrary values, but the name has to be unique. If two entries are declared with the same name, a warning will be generated on startup and the duplicate entry will not get loaded. Variants, color schemes and transition animations will be listed in the _UI Settings_ menu in the order that they are defined in capabilities.xml.
|
||||
|
||||
|
@ -760,11 +764,11 @@ Unlike the types just mentioned, aspectRatio entries can not be set to arbitrary
|
|||
|
||||
The 21:9 and 32:9 aspect ratios are approximate as monitors of slightly different ratios are collectively marketed using these numbers.
|
||||
|
||||
It's normally not necessary to define all or even most of these for a theme set, instead only a few are likely to be needed. The element placement will always adapt to the screen resolution as relative positions are utilized, so in most cases similar aspect ratios like 4:3 and 5:4 could be used interchangeably. The same is true for instance for 16:9 and 16:10. But if precise element placement is required, a separate configuration can still be made for each aspect ratio.
|
||||
It's normally not necessary to define all or even most of these for a theme, instead only a few are likely to be needed. The element placement will always adapt to the screen resolution as relative positions are utilized, so in most cases similar aspect ratios like 4:3 and 5:4 could be used interchangeably. The same is true for instance for 16:9 and 16:10. But if precise element placement is required, a separate configuration can still be made for each aspect ratio.
|
||||
|
||||
The declared aspect ratios will always get displayed in the _UI settings_ menu in the order listed in the table above, so they can be declared in any order in the capabilities.xml file. If an unsupported aspect ratio value is entered, a warning will be generated on startup and the entry will not get loaded.
|
||||
|
||||
The use of variants, variant triggers, color schemes, aspect ratios and transition animation profiles is optional, i.e. a theme set does not need to provide any of them. There must however be a capabilities.xml file present in the root of the theme set directory. So if you don't wish to provide this functionality, simply create an empty file or perhaps add a short XML comment to clarify that the theme set does not provide this functionality. In this case the theme will still load and work correctly but the menu options for selecting variants, color schemes and aspect ratios will be grayed out.
|
||||
The use of variants, variant triggers, color schemes, aspect ratios and transition animation profiles is optional, i.e. a theme does not need to provide any of them. There must however be a capabilities.xml file present in the root of the theme directory. So if you don't wish to provide this functionality, simply create an empty file or perhaps add a short XML comment to clarify that the theme does not provide this functionality. In this case the theme will still load and work correctly but the menu options for selecting variants, color schemes and aspect ratios will be grayed out.
|
||||
|
||||
Note that changes to the capabilities.xml file are not reloaded when using the Ctrl+r key combination, instead ES-DE needs to be restarted to reload any changes to this file.
|
||||
|
||||
|
@ -772,7 +776,7 @@ Note that changes to the capabilities.xml file are not reloaded when using the C
|
|||
|
||||
You can include theme files within theme files, for example:
|
||||
|
||||
`~/.emulationstation/themes/mythemeset-es-de/fonts.xml`:
|
||||
`~/.emulationstation/themes/mytheme-es-de/fonts.xml`:
|
||||
```xml
|
||||
<theme>
|
||||
<view name="gamelist">
|
||||
|
@ -785,7 +789,7 @@ You can include theme files within theme files, for example:
|
|||
</theme>
|
||||
```
|
||||
|
||||
`~/.emulationstation/themes/mythemeset-es-de/snes/theme.xml`:
|
||||
`~/.emulationstation/themes/mytheme-es-de/snes/theme.xml`:
|
||||
```xml
|
||||
<theme>
|
||||
<include>./../fonts.xml</include>
|
||||
|
@ -815,7 +819,7 @@ The above is equivalent to the following:
|
|||
|
||||
As covered earlier in this document, as long as the name attributes are identical for the same element type, the properties are combined automatically. The potential issue with the current example is that the color tag is defined in both the fonts.xml and snes/theme.xml files. As parsing is done sequentially, the property value that is defined last will overwrite the earlier value. This may be used intentionally to override a general property value, so the configuration in the example above example is not necessarily a mistake.
|
||||
|
||||
The paths defined for the `<include>` entry and `<fontPath>` and similar properties are set as relative to the theme file by adding "./" as a prefix. That is usually how paths would be defined as you commonly want to access files only within the theme set directory structure. This prefix works for all path properties. Windows-style backslashes are also supported as directory separators but their use is not recommended.
|
||||
The paths defined for the `<include>` entry and `<fontPath>` and similar properties are set as relative to the theme file by adding "./" as a prefix. That is usually how paths would be defined as you commonly want to access files only within the theme directory structure. This prefix works for all path properties. Windows-style backslashes are also supported as directory separators but their use is not recommended.
|
||||
|
||||
Explicitly defining a path will lead to an error (and the system getting unthemed) if the file is missing, but if instead using a variable to populate the `<include>` tag then a missing file will only generate a debug log entry. This makes it possible to use system variables to build flexible theme configurations where it's not guaranteed that every file exists. Such an example would be to implement default/fallback configuration for custom systems that may get added by a user.
|
||||
|
||||
|
@ -984,14 +988,14 @@ Just remember, _this only works if the elements have the same type._
|
|||
|
||||
## Navigation sounds
|
||||
|
||||
Navigation sounds are configured globally per theme set, so it needs to be defined using the special `all` view.
|
||||
It's recommended to put these elements in a separate file and include it from the main theme file (e.g. `<include>./navigationsounds.xml</include>`). Starting ES-DE with the --debug flag will provide feedback on whether any navigation sound elements were read from the theme set. If no navigation sounds are provided by the theme, ES-DE will use the bundled navigation sounds as a fallback. This is done per sound file, so the theme could provide for example one or two custom sounds while using the bundled ES-DE sounds for the rest.
|
||||
Navigation sounds are configured globally per theme, so it needs to be defined using the special `all` view.
|
||||
It's recommended to put these elements in a separate file and include it from the main theme file (e.g. `<include>./navigationsounds.xml</include>`). Starting ES-DE with the --debug flag will provide feedback on whether the navigation sound elements were parsed correctly. If no navigation sounds are provided by the theme, then ES-DE will use the bundled navigation sounds as a fallback. This is done per sound file, so the theme could provide for example one or two custom sounds while using the bundled ES-DE sounds for the rest.
|
||||
|
||||
When fast-scrolling the textlist (by holding the up/down or shoulder buttons) the _scroll_ and _systembrowse_ sounds always play to completion before being played again, so it will sound weird if you have long samples such as those with reverb or silence added to the end. As such make sure to always use short samples for these sounds and test thoroughly with fast-scrolling. This is not an issue if using the carousel or grid elements.
|
||||
|
||||
Example debug output:
|
||||
```
|
||||
Jul 12 11:28:58 Debug: NavigationSounds::loadThemeNavigationSounds(): Theme set includes navigation sound support, loading custom sounds
|
||||
Jul 12 11:28:58 Debug: NavigationSounds::loadThemeNavigationSounds(): Theme includes navigation sound support, loading custom sounds
|
||||
Jul 12 11:28:58 Debug: Sound::getFromTheme(): Looking for tag <sound name="systembrowse">
|
||||
Jul 12 11:28:58 Debug: Sound::getFromTheme(): Tag found, ready to load theme sound file
|
||||
Jul 12 11:28:58 Debug: Sound::getFromTheme(): Looking for tag <sound name="quicksysselect">
|
||||
|
@ -1077,7 +1081,7 @@ System variables are system specific and are derived from values defined in es_s
|
|||
`system.fullName` expands to the full system name as defined by the `fullname` tag in es_systems.xml\
|
||||
`system.theme` expands to the theme directory as defined by the `theme` tag in es_systems.xml
|
||||
|
||||
If using variables to load theme assets like images and videos, then use the `.name` versions of these variables as short system names should be stable and not change over time. The `.fullName` values could change in future ES-DE releases or they could be user-customized which would break your theme set.
|
||||
If using variables to load theme assets like images and videos, then use the `.name` versions of these variables as short system names should be stable and not change over time. The `.fullName` values could change in future ES-DE releases or they could be user-customized which would break your theme.
|
||||
|
||||
The `.autoCollections`, `.customCollections` and `.noCollections` versions of the variables make it possible to differentiate between regular systems, automatic collections (_all games_, _favorites_ and _last played_) and custom collections. This can for example be used to apply different formatting to the names of the collections as opposed to regular systems.
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ Table of contents:
|
|||
If you just want to get started as quickly as possible, simply follow these steps:
|
||||
|
||||
1) Install ES-DE
|
||||
2) Start the application and press the _Create directories_ button to generate the ROMs directory structure
|
||||
2) Start the application and press the _Create directories_ button to generate the ROM directory structure
|
||||
3) Put your game ROMs in the directories created by the previous step, or see [here](USERGUIDE-DEV.md#supported-game-systems) for additional details
|
||||
4) Install [RetroArch](https://www.retroarch.com)
|
||||
5) Start RetroArch and install the required emulator cores
|
||||
|
@ -67,7 +67,7 @@ Also on first startup the configuration file `es_settings.xml` will be generated
|
|||
|
||||
There's an application log file created in the ES-DE home directory named `es_log.txt`, please refer to this in case of any issues as it should hopefully provide information on what went wrong. Starting ES-DE with the --debug flag provides even more detailed information.
|
||||
|
||||
After ES-DE finds at least one game file, it will populate that game system and the application will start. If there are no game files, a dialog will be shown explaining that you need to install your game files into your ROMs directory. You will also be given a choice to change that ROMs directory path if you don't want to use the default one. As well you have the option to generate the complete game systems directory structure based on information in es_systems.xml.
|
||||
After ES-DE finds at least one game file, it will populate that game system and the application will start. If there are no game files, a dialog will be shown explaining that you need to install your game files into your ROM directory. You will also be given a choice to change that ROM directory path if you don't want to use the default one. As well you have the option to generate the complete game systems directory structure based on information in es_systems.xml.
|
||||
|
||||
When generating the directory structure, a file named systeminfo.txt will be created in each game system folder which will provide you with some information about the system. Here's an example for the _dos_ system as seen on Unix:
|
||||
```
|
||||
|
@ -98,7 +98,7 @@ dos
|
|||
|
||||
This file is not needed to run ES-DE, it's only a convenience to easily see which emulators and file extensions are supported per system.
|
||||
|
||||
In addition to this, a file named systems.txt will be created in the root of the ROMs directory which shows the mapping between the directory names and the full system names.
|
||||
In addition to this, a file named systems.txt will be created in the root of the ROM directory which shows the mapping between the directory names and the full system names.
|
||||
|
||||
For example:
|
||||
|
||||
|
@ -126,7 +126,7 @@ Note that the updater will keep whatever filename you had for your running AppIm
|
|||
|
||||
On Windows and macOS you can specify to which directory you want to save the downloaded file. The default is `C:\Users\myusername\Downloads` on Windows and `/Users/myusername/Downloads` on macOS.
|
||||
|
||||
Regardless of package format and operating system it's a good idea to update the ROMs directory tree after upgrading to a new version. It's possible that the new ES-DE release adds support for more systems and emulators compared to the version you previously had installed. The easiest way to do this is to start ES-DE once with the _--create-system-dirs_ command line option which will create any missing system directories and also update the systems.txt and systeminfo.txt files. This is a safe operation as it will not overwrite or delete your game files.
|
||||
Regardless of package format and operating system it's a good idea to update the ROM directory tree after upgrading to a new version. It's possible that the new ES-DE release adds support for more systems and emulators compared to the version you previously had installed. The easiest way to do this is via the _Create/update system directories_ entry in the _Utilities_ menu. Alternatively the _--create-system-dirs_ command line option can be used. Both methods work identically and will create any missing system directories and also update the systems.txt and systeminfo.txt files. This is a safe operation as it will not overwrite or delete your game files.
|
||||
|
||||
![alt text](images/es-de_application_updater.png "ES-DE Application Updater")
|
||||
_This is what the application updater looks like when the update process has been completed for the Linux AppImage release._
|
||||
|
@ -183,7 +183,7 @@ For very specific situations such as when the ROM directory tree is shared with
|
|||
~/ROMs/nes/noload.txt
|
||||
```
|
||||
|
||||
Note that if the setting _Only show ROMs from gamelist.xml files_ has been enabled then the noload.txt logic is completely bypassed as this option will make ES-DE load anything present in the gamelist.xml files, regardless of whether the files and directories actually exist. But this option (or the equivalent --gamelist-only command line option) is only intended for troubleshooting and debugging purposes and should not be enabled during normal application usage.
|
||||
Note that if the setting _Only show games from gamelist.xml files_ has been enabled then the noload.txt logic is completely bypassed as this option will make ES-DE load anything present in the gamelist.xml files, regardless of whether the files and directories actually exist. But this option (or the equivalent --gamelist-only command line option) is only intended for troubleshooting and debugging purposes and should not be enabled during normal application usage.
|
||||
|
||||
## Placing games and other resources on network shares
|
||||
|
||||
|
@ -365,6 +365,8 @@ This means that you will need to manually delete these backup directories to fre
|
|||
|
||||
All files and entries that are removed are logged to `~/.emulationstation/es_log.txt` so it could be a good idea to make a backup copy of this file after running the cleanup, for future reference.
|
||||
|
||||
Any media directories that are empty after the cleanup will also be removed by this utility.
|
||||
|
||||
Note that only systems and collections that are currently enabled will be processed by the utility.
|
||||
|
||||
![alt text](images/es-de_orphaned_data_cleanup.png "ES-DE Orphaned Data Cleanup")
|
||||
|
@ -462,7 +464,7 @@ The application can also be forced into any of the three modes via the command l
|
|||
There is a help system available throughout the application that provides an overview of the possible actions and buttons that can be used. But some general actions are never shown, such as the ability to quick jump in gamelists, menus and text input fields using the shoulder and trigger buttons. It's also possible to disable the help system using a menu option for a somewhat cleaner look.
|
||||
|
||||
![alt text](images/es-de_folder_support.png "ES-DE Help System")
|
||||
_The help system is displayed at the bottom of the screen for this theme, although it can be positioned elsewhere for other theme sets._
|
||||
_The help system is displayed at the bottom of the screen for this theme, although it could be positioned elsewhere for other themes._
|
||||
|
||||
## General navigation
|
||||
|
||||
|
@ -535,7 +537,7 @@ Quits the application. This key combination can be changed to Ctrl + Q, Alt + Q
|
|||
|
||||
## Themes
|
||||
|
||||
ES-DE ships with the Slate and Modern theme sets and additional themes can be installed using the built-in theme downloader. More themes made specifically for ES-DE can be found on the Internet, and you can customize or create your own ones too.
|
||||
ES-DE ships with the Slate and Modern themes and additional ones can be installed using the built-in theme downloader. More themes made specifically for ES-DE can be found on the Internet, and you can customize or create your own ones too.
|
||||
|
||||
As of ES-DE 2.2.0 no legacy EmulationStation themes are supported, such as those from RetroPie ES. Only themes made specifically for ES-DE will work.
|
||||
|
||||
|
@ -547,7 +549,7 @@ Although you should place additional themes in your ES-DE home directory, the de
|
|||
|
||||
Note that if using the AppImage release on Linux, then there is no installation folder as all files are contained inside the AppImage file.
|
||||
|
||||
If you would like to customize the Slate or Modern theme sets, simply make a copy of their directories to `~/.emulationstation/themes/` and then those copies will take precedence over the ones in the application installation directory.
|
||||
If you would like to customize the Slate or Modern themes, simply make a copy of their directories to `~/.emulationstation/themes/` and then those copies will take precedence over the ones in the application installation directory.
|
||||
|
||||
Refer to the official themes list for a selection of high-quality themes (these are also available via the built-in theme downloader):
|
||||
|
||||
|
@ -558,7 +560,7 @@ _This is a screenshot of the Modern theme that is bundled with ES-DE (in additio
|
|||
|
||||
## Theme downloader
|
||||
|
||||
There is a built-in theme downloader that can be accessed from the _UI Settings_ menu. It let's you download new themes and apply updates to installed themes.
|
||||
There is a built-in theme downloader that can be accessed from the _UI Settings_ menu. It lets you download new themes and apply updates to installed themes. You can also delete installed themes directly from the user interface.
|
||||
|
||||
The basic functionality is hopefully largely self-explanatory, check the helpsystem text at the bottom of the screen for information on available actions. There are also popup dialogs displayed for actions that require user input or if there are any errors or issues.
|
||||
|
||||
|
@ -1430,7 +1432,7 @@ Simulation is done via the Handheld Electronic (GW) RetroArch core, in which cas
|
|||
|
||||
#### Lutris
|
||||
|
||||
Adding these games is most easily accomplished by using .desktop files that can be created from inside the Lutris application. Right click on each game you would like to add to ES-DE and select _Create desktop shortcut_, then simply move these shortcuts from your desktop to the `lutris` ROMs directory. You may also want to rename some of the files as their names may be a bit cryptic which could confuse the scraper. Remember that it's the physical filenames that will show up inside ES-DE.
|
||||
Adding these games is most easily accomplished by using .desktop files that can be created from inside the Lutris application. Right click on each game you would like to add to ES-DE and select _Create desktop shortcut_, then simply move these shortcuts from your desktop to the `lutris` system directory. You may also want to rename some of the files as their names may be a bit cryptic which could confuse the scraper. Remember that it's the physical filenames that will show up inside ES-DE.
|
||||
|
||||
After doing this you should end up with something like the following:
|
||||
|
||||
|
@ -1557,7 +1559,7 @@ The .wua archive format is the preferred method to use for Wii U games, but the
|
|||
|
||||
**Method 1, using .wua files**
|
||||
|
||||
Start Cemu and install the game, any updates as well as optional DLCs to the Cemu NAND. After the installation is completed, open the _Title Manager_ from the _Tools_ menu, select your game, right click and select _Convert to compressed Wii U archive (.wua)_ and select your `wiiu` ROMs directory as the target. You can modify the file name if you want to, or keep it at its default value. Press the _Save_ button and the game will be automatically packaged as a .wua file.
|
||||
Start Cemu and install the game, any updates as well as optional DLCs to the Cemu NAND. After the installation is completed, open the _Title Manager_ from the _Tools_ menu, select your game, right click and select _Convert to compressed Wii U archive (.wua)_ and select your `wiiu` system directory as the target. You can modify the file name if you want to, or keep it at its default value. Press the _Save_ button and the game will be automatically packaged as a .wua file.
|
||||
|
||||
Following this just start ES-DE and the game should be shown as a single entry that can be launched using Cemu.
|
||||
|
||||
|
@ -1567,7 +1569,7 @@ Only the setup on Windows is covered here, but it's the same principle in Linux
|
|||
|
||||
Using this unpacked approach, the content of each game is divided into the three directories _code, content_ and _meta_.
|
||||
|
||||
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:
|
||||
The first step is to prepare the target directory in the `wiiu` system 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:
|
||||
```
|
||||
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\
|
||||
```
|
||||
|
@ -1694,9 +1696,9 @@ For the _desktop_ system specifically, you can choose to suspend ES-DE while an
|
|||
|
||||
**Method 1, shortcuts**
|
||||
|
||||
Shortcuts are very easy to setup, on Windows you can simply copy any .lnk file from the Start Menu into the `ports` or `desktop` ROMs folders and then you can launch them directly from inside ES-DE. You can also create shortcuts manually to any file by right clicking on it in Explorer and selecting _Create shortcut_.
|
||||
Shortcuts are very easy to setup, on Windows you can simply copy any .lnk file from the Start Menu into the `ports` or `desktop` system folders and then you can launch them directly from inside ES-DE. You can also create shortcuts manually to any file by right clicking on it in Explorer and selecting _Create shortcut_.
|
||||
|
||||
Likewise on Unix you can copy any .desktop shortcut into the ROMs directories and they can then be launched by ES-DE.
|
||||
Likewise on Unix you can copy any .desktop shortcut into these system directories and they can then be launched by ES-DE.
|
||||
|
||||
Here's an example on Windows:
|
||||
```
|
||||
|
@ -1720,7 +1722,7 @@ Here's an example using alias files on macOS:
|
|||
|
||||
**Method 2, scripts**
|
||||
|
||||
For more advanced setups you may want to use scripts. While it's possible to add these files directly to the root of the ROMs directories it's instead generally recommended to setup a separate directory per game as there may be more than a single file required. For instance you may have multiple game variants or mods or you may want to keep game data files within the ROMs directory tree. Only examples for Unix are provided here, but it's the same process for Windows and macOS except that in Windows .bat batch files are used instead of shell scripts.
|
||||
For more advanced setups you may want to use scripts. While it's possible to add these files directly to the root of the system directories it's instead generally recommended to setup a separate directory per game as there may be more than a single file required. For instance you may have multiple game variants or mods or you may want to keep game data files within the ROM directory tree. Only examples for Unix are provided here, but it's the same process for Windows and macOS except that in Windows .bat batch files are used instead of shell scripts.
|
||||
|
||||
Here's a setup of GZDoom and vkQuake:
|
||||
```
|
||||
|
@ -2378,13 +2380,13 @@ Various settings that affect the user interface.
|
|||
|
||||
Starts the theme downloader, which is documented in detail [elsewhere](USERGUIDE-DEV.md#theme-downloader) in this document.
|
||||
|
||||
**Theme set**
|
||||
**Theme**
|
||||
|
||||
The theme set to use. Defaults to Slate which is shipped with the application.
|
||||
The theme to use. Defaults to Slate which is bundled with the application.
|
||||
|
||||
**Theme variant**
|
||||
|
||||
Theme sets optionally support variants which are a type of theme profiles defined by the theme author. This could be things like different designs or whether videos are enabled or not.
|
||||
Themes optionally support variants which are a type of theme profiles defined by the theme author. This could be things like different designs or whether videos are enabled or not.
|
||||
|
||||
**Theme color scheme**
|
||||
|
||||
|
@ -2392,11 +2394,11 @@ If the theme author has included multiple color schemes, then these can be selec
|
|||
|
||||
**Theme aspect ratio**
|
||||
|
||||
Theme sets could optionally be optimized for different screen aspect ratios. ES-DE supports 16:9, 16:10, 3:2, 4:3, 5:4, 21:9 and 32:9 in both horizontal and vertical orientation, but it's completely up to the theme author which of these are actually supported by the theme set. It's normally best to leave this setting at _Automatic_ in which case ES-DE will automatically select the aspect ratio that most closely matches the screen resolution. The _Automatic_ option is however only available if the theme set supports at least two aspect ratios.
|
||||
Themes could optionally be optimized for different screen aspect ratios. ES-DE supports 16:9, 16:10, 3:2, 4:3, 5:4, 21:9 and 32:9 in both horizontal and vertical orientation, but it's completely up to the theme author which of these are actually supported by the theme. It's normally best to leave this setting at _Automatic_ in which case ES-DE will automatically select the aspect ratio that most closely matches the screen resolution. The _Automatic_ option is however only available if the theme supports at least two aspect ratios.
|
||||
|
||||
**Theme transitions**
|
||||
|
||||
Transition animations to play when navigating between gamelists, between systems in the System view and between the system and gamelist views. It's normally recommended to keep this setting at its default _Automatic_ value as that allows per-variant transitions, assuming the theme author has included support for that in their theme set. For example there could be multiple theme-defined transition entries to choose from, or there could be the possibility to make a selection between the built-in _Instant_, _Slide_ and _Fade_ transitions (although these options could have been disabled from the theme configuration). If there are no user-selectable transitions avaialable the setting will be grayed out.
|
||||
Transition animations to play when navigating between gamelists, between systems in the System view and between the system and gamelist views. It's normally recommended to keep this setting at its default _Automatic_ value as that allows per-variant transitions, assuming the theme author has included support for that in their theme. For example there could be multiple theme-defined transition entries to choose from, or there could be the possibility to make a selection between the built-in _Instant_, _Slide_ and _Fade_ transitions (although these options could have been suppressed via the theme configuration). If there are no user-selectable transitions avaialable the setting will be grayed out.
|
||||
|
||||
**Quick system select**
|
||||
|
||||
|
@ -2406,7 +2408,11 @@ The buttons to use to jump between systems in the gamelist view. The options are
|
|||
|
||||
If set to _None_, the system view will be displayed. Any other value will jump to that game system automatically on startup.
|
||||
|
||||
**Default sort order**
|
||||
**Systems sorting**
|
||||
|
||||
The order in which to sort the game systems. The default option is _Full names or custom_ which will sort by full system names, unless there is a ~/.emulationstation/custom_systems/es_systems_sorting.xml file present which will then be used instead. The other options are using the bundled sorting configuration files for _Release year_ or _Manufacturer, release year_ or _HW type, release year_ or _Manufacturer, HW type, release year_. If using any of these bundled sorting files, then ~/.emulationstation/custom_systems/es_systems_sorting.xml will be ignored. When changing this setting ES-DE will automatically reload.
|
||||
|
||||
**Game default sort order**
|
||||
|
||||
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.
|
||||
|
||||
|
@ -2440,7 +2446,7 @@ Submenu containing all the settings for the screensaver. These are described in
|
|||
|
||||
**Enable theme variant triggers**
|
||||
|
||||
Theme sets can optionally contain variant trigger configuration which changes the layout on a per-gamelist basis if there is no game media available, or if there is no game videos available. This option makes it possible to disable that functionality and always apply the default configuration for the selected variant.
|
||||
Themes can optionally contain variant trigger configuration which changes the layout on a per-gamelist basis if there is no game media available, or if there is no game videos available. This option makes it possible to disable that functionality and always apply the default configuration for the selected variant.
|
||||
|
||||
**Blur background when menu is open** _Always applied if screen is rotated 90 or 270 degrees_
|
||||
|
||||
|
@ -2456,7 +2462,7 @@ Whether to sort your favorite games above your other games in the gamelists.
|
|||
|
||||
**Add star markings to favorite games**
|
||||
|
||||
With this setting enabled, there is a star symbol added at the beginning of the game name in the gamelist views. If you're not using a theme set which support badges, it's strongly recommended to keep this setting enabled. Especially so if the option to sort favorite games above non-favorites has been enabled. Otherwise favorite games would be sorted on top of the gamelist with no clear visual indication that they are favorites which would be quite confusing.
|
||||
With this setting enabled and if a textlist is in use, there is a star symbol added at the beginning of the game name in the gamelist view. If you're not using a theme which support badges, it's strongly recommended to keep this setting enabled. Especially so if the option to sort favorite games above non-favorites has been enabled. Otherwise favorite games would be sorted on top of the gamelist with no clear visual indication that they are favorites which would be quite confusing.
|
||||
|
||||
**Enable textlist quick scrolling overlay**
|
||||
|
||||
|
@ -2560,7 +2566,7 @@ Whether to search the custom image directory recursively.
|
|||
|
||||
**Custom image directory**
|
||||
|
||||
The directory for the custom images. The tilde `~` symbol can be used which will expand to the user home directory. It's also possible to use the %ESPATH% and %ROMPATH% variables which will set the directory relative to the ES-DE binary directory or the ROMs directory.
|
||||
The directory for custom images. The tilde `~` symbol can be used which will expand to the user home directory. It's also possible to use the %ESPATH% and %ROMPATH% variables which will set the directory relative to the ES-DE binary directory or the ROM directory.
|
||||
|
||||
#### Video screensaver settings
|
||||
|
||||
|
@ -2658,9 +2664,9 @@ This lets you enable or disable the automatic game collections _All games, Favor
|
|||
|
||||
This lets you enable or disable your own custom game collections. If there are no custom collections available, this menu entry will be grayed out.
|
||||
|
||||
**Create new custom collection from theme** _(Entry only visible if the ability is provided by the theme set)_
|
||||
**Create new custom collection from theme** _(Entry only visible if this ability is provided by the theme)_
|
||||
|
||||
If the theme set in use provides themes for custom collections, then this entry can be selected. For example, there could be themes for _Fighting_ or _Racing_ etc. The bundled Slate and Modern theme sets do not provide such themes for custom collections and in general it's not recommended to use this approach, as is explained [elsewhere](USERGUIDE-DEV.md#custom-collections) in this guide.
|
||||
If the theme in use provides support for discrete custom collection systems, then this entry can be selected. For example, there could be support for systems like _Fighting_ or _Racing_ etc. The bundled Slate and Modern themes do not provide such discrete custom collection systems and in general it's not recommended to use this approach, as is explained [elsewhere](USERGUIDE-DEV.md#custom-collections) in this guide.
|
||||
|
||||
**Create new custom collection**
|
||||
|
||||
|
@ -2672,7 +2678,7 @@ This permanently deletes a custom collection, including its configuration file o
|
|||
|
||||
**Group custom collections**
|
||||
|
||||
This setting controls where to place custom collections and the available options are _If unthemed_, _Always_ or _Never_. If the _If unthemed_ option is selected then only collections which don't have explicit support from the theme set will be moved to the grouped custom collections system. If _Always_ is selected then every collection will be placed in the grouped custom collections system regardless of whether the theme set has support for the collection or not. This is generally recommended as it leads to a less cluttered experience and it's also consistent as all custom collections will be located in one place regardless of how they've been named. The _Never_ option is mostly useful for testing purposes and for theme development as it will move all custom collections into discrete systems which will likely lead to some of them being unthemed.
|
||||
This setting controls where to place custom collections and the available options are _If unthemed_, _Always_ or _Never_. If the _If unthemed_ option is selected then only collections which don't have explicit support from the theme will be moved to the grouped custom collections system. If _Always_ is selected then every collection will be placed in the grouped custom collections system regardless of whether the theme has support for the collection or not. This is generally recommended as it leads to a less cluttered experience and it's also consistent as all custom collections will be located in one place regardless of how they've been named. The _Never_ option is mostly useful for testing purposes and for theme development as it will move all custom collections into discrete systems which will likely lead to some of them being unthemed.
|
||||
|
||||
**Sort favorites on top for custom collections**
|
||||
|
||||
|
@ -2699,7 +2705,7 @@ This setting defines the directory for the game media, i.e. game images and vide
|
|||
|
||||
**VRAM limit**
|
||||
|
||||
The amount of video RAM to use for the application. Defaults to 512 MiB (192 MiB on the Raspberry Pi) which works fine most of the time when using moderately demanding theme sets with medium-sized collections at up to 4K display resolution. For large collections (as in many different systems rather than many games per system) in combination with demanding themes which use lots of full-screen images and similar it's recommended to increase this number to 1024 MiB or possibly higher to avoid stuttering and texture pop-in. Enabling the GPU statistics overlay gives some indications regarding the amount of texture memory currently used, which is helpful to determine a reasonable value for this setting. The allowed range for the settings is 128 to 2048 MiB. If you try to set it lower or higher than this by passing such values as command line parameters or by editing the es_settings.xml file manually, ES-DE will log a warning and automatically adjust the value within the allowable range.
|
||||
The amount of video RAM to use for the application. Defaults to 512 MiB (192 MiB on the Raspberry Pi) which works fine most of the time when using moderately demanding themes with medium-sized collections at up to 4K display resolution. For large collections (as in many different systems rather than many games per system) in combination with demanding themes which use lots of full-screen images and similar it's recommended to increase this number to 1024 MiB or possibly higher to avoid stuttering and texture pop-in. Enabling the GPU statistics overlay gives some indications regarding the amount of texture memory currently used, which is helpful to determine a reasonable value for this setting. The allowed range for the settings is 128 to 2048 MiB. If you try to set it lower or higher than this by passing such values as command line parameters or by editing the es_settings.xml file manually, ES-DE will log a warning and automatically adjust the value within the allowable range.
|
||||
|
||||
**Anti-aliasing (MSAA) (requires restart)**
|
||||
|
||||
|
@ -2745,21 +2751,21 @@ With this option enabled, videos with lower frame rates than 60 FPS, such as 24
|
|||
|
||||
If enabled, you will be able to select alternative emulators per game using the metadata editor, which will be used when launching the game. If disabled, the corresponding entry in the metadata editor will be hidden, the alternative emulator badges will not be displayed and it will not be possible to filter the gamelist based on these values. As well, the game will be launched using the default emulator, or using the system-wide alternative emulator if this has been configured for the game system. It's only recommended to disable this option for testing purposes.
|
||||
|
||||
**Show hidden files and folders (requires restart)**
|
||||
**Show hidden files and folders**
|
||||
|
||||
If this option is disabled, hidden files and folders within the ROMs directory tree are excluded from ES-DE. On Unix and macOS this means those starting with a dot, and on Windows it's those set as hidden by using an NTFS attribute. This setting is only intended for special situations and is not to be confused with the next option which hides files based on metadata configuration within ES-DE.
|
||||
If this option is disabled, hidden files and folders within the ROM directory tree are excluded from ES-DE. On Unix and macOS this means those starting with a dot, and on Windows it's those set as hidden by using an NTFS attribute. This setting is only intended for special situations and is not to be confused with the next option below which hides files based on metadata configuration within ES-DE. When changing this setting ES-DE will automatically reload.
|
||||
|
||||
**Show hidden games (requires restart)**
|
||||
**Show hidden games**
|
||||
|
||||
You can mark games as hidden in the metadata editor, which is useful for instance for DOS games where you may not want to see some batch files and executables inside ES-DE, or for multi-disc games where you may only want to show the .m3u playlists and not the individual game files. By disabling this option these files will not be processed at all when ES-DE starts up. If you enable the option you will see the files, but their name entries will be almost transparent in the gamelist view to visually indicate that they are hidden.
|
||||
You can mark games as hidden in the metadata editor, which is useful for instance for DOS games where you may not want to see some batch files and executables inside ES-DE, or for multi-disc games where you may only want to show the .m3u playlists and not the individual game files. By disabling this option these files will not be processed at all when ES-DE starts up. If you enable the option you will see the files, but their name entries will be almost transparent in the gamelist view to visually indicate that they are hidden. When changing this setting ES-DE will automatically reload.
|
||||
|
||||
**Enable custom event scripts**
|
||||
|
||||
It's possible to trigger custom scripts for a number of actions in ES-DE, as is discussed [below](USERGUIDE-DEV.md#custom-event-scripts), and this setting decides whether this functionality is enabled.
|
||||
|
||||
**Only show ROMs from gamelist.xml files**
|
||||
**Only show games from gamelist.xml files**
|
||||
|
||||
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.
|
||||
If enabled, only games 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. When changing this setting ES-DE will automatically reload.
|
||||
|
||||
**Strip extra MAME name info (requires restart)**
|
||||
|
||||
|
@ -2789,6 +2795,10 @@ This menu contains various utilities.
|
|||
|
||||
This utility makes it possible to remove media files, gamelist.xml entries and custom collection entries that are orphaned, i.e. their corresponding game files no longer exist. How to use this utility is explained in more detail elsewhere in this document.
|
||||
|
||||
**Create/update system directories**
|
||||
|
||||
This utility will create all game system directories inside your ROM directory tree and it will also update all systeminfo.txt files. It works exactly as the _Create directories_ entry in the "no games" dialog shown on startup if no game files were found. It also works exactly as the --create-system-dirs command line option. To decrease application startup times it's recommended to delete the system directories you don't need after running this utility.
|
||||
|
||||
**Rescan ROM directory**
|
||||
|
||||
This utility will rescan the ROM directory for any changes such as added or removed games and systems without having to restart the application. But don't use this utility to reload changes to gamelist.xml files that you have made outside ES-DE as this can lead to data corruption. If you need to manually edit your gamelist.xml files then do this while ES-DE is shut down.
|
||||
|
@ -2828,7 +2838,7 @@ This provides a quick selector for jumping to a certain letter. If the setting t
|
|||
|
||||
### Sort games by
|
||||
|
||||
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.
|
||||
This is the sort order for the gamelist. The default sorting shown here is taken from the setting _Games 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.
|
||||
|
||||
Sorting can be applied using the following metadata, in either ascending or descending order:
|
||||
|
||||
|
@ -2923,7 +2933,7 @@ This is the name that will be shown when browsing the gamelist. If no sortname h
|
|||
|
||||
**Sortname** _(files only)_
|
||||
|
||||
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_.
|
||||
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 _Name, ascending_ or _Name, descending_.
|
||||
|
||||
**Custom collections sortname** _(only visible when editing a game from within a custom collection)_
|
||||
|
||||
|
@ -2995,7 +3005,7 @@ A statistics counter that tracks how many times you have played the game. You no
|
|||
|
||||
**Controller**
|
||||
|
||||
This entry provides a selection of controller icons that are built into ES-DE (although the theme set can override the actual graphics files). The selected icon will be displayed as a badge if the current theme set support badges. The gamelist can also be filtered based on the controllers, but apart from this the functionality is cosmetic and will not affect the actual emulators.
|
||||
This entry provides a selection of controller icons that are built into ES-DE (although the theme can override the actual graphic files). The selected icon will be displayed as a badge if the current theme supports badges. The gamelist can also be filtered based on the controllers, but apart from this the functionality is cosmetic and will not affect the actual emulators.
|
||||
|
||||
**Alternative emulator** _(files only)_
|
||||
|
||||
|
@ -3076,7 +3086,7 @@ These automatic collections can be individually enabled or disabled by going to
|
|||
|
||||
These are collections that you create yourself. Examples could be grouping in genres like _Shoot em up_, _Fighting games_ etc. or perhaps a time period like _1980s_, _1990s_ and so on.
|
||||
|
||||
If the theme set supports it, you can create a custom collection directly from a theme. However, Slate and Modern do not provide such themes as it's believed that grouping them together in a dedicated _Collections_ system is a more elegant solution. Especially since the theme set would need to ship with an almost endless amount of collection themes for whatever categories all ES-DE users combined would like to use for their game collections.
|
||||
If the theme in use supports it, then you can create a custom collection directly from a system provided by the theme. However, Slate and Modern do not provide such systems as it's believed that grouping them together in a dedicated _Collections_ system is a more elegant solution. Especially since the theme would need to ship with an almost endless amount of collection systems for whatever categories all ES-DE users combined would like to use for their game collections.
|
||||
|
||||
So if you have set the option _Group custom collections_ to _If unthemed_ or _Always_, then any collections you add will show up in the special _Collections_ system. Here you can access them just as you would access folders inside a regular gamelist. The amount of games per collection is shown in the description, and a random game is displayed each time you browse through the list. You can also quick jump to this random game by pressing the _Y_ button.
|
||||
|
||||
|
|
Loading…
Reference in a new issue