Documentation update.

This commit is contained in:
Leon Styhre 2023-01-05 12:28:31 +01:00
parent 7037b57d0b
commit ca65abed41
3 changed files with 19 additions and 7 deletions

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@ -18,6 +18,7 @@
* Deprecated multiple older theming concepts like features, extras and hardcoded metadata attributes
* Renamed the default theme set from rbsimple-DE to slate-DE
* Ported modern-DE to the new theme engine
* Added variant trigger (override) support to replicate the legacy theme engine automatic view style switching
* Replaced the NanoSVG library with LunaSVG for greatly improved SVG rendering capabilities
* Added support for caching of SVG images
* Added support for sizing SVG images arbitrarily (overriding the image aspect ratio by stretching and squashing)
@ -46,7 +47,7 @@
* Added a %GAMEDIR% variable to the -rompath option for all MAME standalone entries to allow launching games from subdirectories
* Added Triforce (Dolphin fork) standalone as an alternative emulator for the gc system on Linux and Windows
* Added simple64 standalone as an alternative emulator for the n64 system on Linux and Windows
* Added Rosalie's Mupen GUI standalone as an alternative emulator for the n64 system on Linux and Windows
* Added Rosalie's Mupen GUI standalone as an alternative emulator for the n64 and n64dd systems on Linux and Windows
* Added VICE standalone as an alternative emulator for the c64 (x64sc only) and vic20 systems
* (Windows) Added PrimeHack as an alternative emulator for the gc and wii systems
* (Windows) Added Project64 as an alternative emulator for the n64 system
@ -284,6 +285,7 @@
* Doing a manual reload using Ctrl+r in debug mode would sometimes not update modified image files
* Abbreviations of long words in multiline text entries sometimes exceeded the designated text area
* Navigation sounds would sometimes not play when browsing game media in the media viewer
* When defining the same sound file for multiple navigation sounds in the theme configuration an error was logged to es_log.txt on theme change
* The text debug overlay had the wrong size for scrollable containers
* The textlist debug overlay would sometimes get positioned incorrectly
* StringUtil::delimitedStringToVector could return empty elements

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@ -367,9 +367,9 @@ The `useVariant` tag specifies which variant to use to override the selected var
You'll probably rarely need to use the `noVideos` trigger as `video` can be defined also when using the `noMedia` trigger. The reason for including both trigger types is that it makes it possible to apply a specific variant only when videos are missing and another variant when no media files at all are present.
The following example (from the `capabilities.xml` file) defines a `noGameMedia` variant which is used as the override for the `withVideos` variant if no miximages, screenshots, covers and videos are found for any game in a system. For this example the `noGameMedia` variant has been set as non-selectable from the _UI Settings_ menu.
The following example (from the `capabilities.xml` file) defines a `noGameMedia` variant which is used as the override for the `withVideos` variant if no miximages, screenshots, covers and videos are found for any game in a system. For this example the `noGameMedia` variant has been set as non-selectable from the _UI Settings_ menu by defining the `selectable` property as `false`.
As can be seen here, the overall variant trigger configuration needs to be enclosed within an `override` tag pair
As can be seen here, the overall variant trigger configuration needs to be enclosed within an `override` tag pair. And you can only define a single `override` tag pair per trigger type.
```xml
<variant name="withVideos">
@ -388,7 +388,7 @@ As can be seen here, the overall variant trigger configuration needs to be enclo
</variant>
```
Note that variant triggers will only apply to the gamelist view and not the system view. Also be aware that it will add a potentially noticeable application slowdown as game media files need to be scanned for at various points when using the application, as well as during startup. The impact of the performance penalty depends on multiple factors such as the game collection size, how many games have been scraped and disk I/O and filesystem performance. So only use variant triggers if really necessary for your theme design. As well, specifying many values for the `mediaType` tag will lead to more files potentially being scanned which could introduce further lag and latency.
Note that variant triggers will only apply to the gamelist view and not the system view. Also be aware that it will add a potentially noticeable application slowdown as game media files need to be scanned for at various points when using the application, as well as during startup. The impact of the performance penalty depends on multiple factors such as the game collection size, how many games have been scraped, as well as disk I/O and filesystem performance. So only use variant triggers if really necessary for your theme design. As well, specifying many values for the `mediaType` tag will lead to more files potentially being scanned which could introduce further lag and latency.
## Color schemes

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@ -1028,9 +1028,11 @@ Starting ES-DE should now show the _Super Mario 3D World_ entry for the Wii U sy
#### Nintendo 64DD
The Japan-only 64DD floppy disk addon for the Nintendo 64 is of limited use since there were almost no games released for it, but ES-DE still supports it.
The Japan-only 64DD floppy disk addon for the Nintendo 64 is of limited use since there were almost no games released for it, but ES-DE still supports it. The setup below is applicable to both the regular n64 system and the specific n64dd system.
The setup is quite particular and works differently between the two supported emulators ParaLLEl N64 and Mupen64Plus-Next.
The setup is quite particular and works differently between the three supported emulators ParaLLEl N64, Mupen64Plus-Next and Rosalie's Mupen GUI.
**ParaLLEl N64**
For ParaLLEl N64, place a file named `64DD_IPL.bin` in the root of the RetroArch system directory. Refer to the RetroArch documentation if you're uncertain where this directory is located.
@ -1038,6 +1040,8 @@ This file which is commonly referred to as _Nintendo 64DD IPL v1.2_ or similar h
The final step is to enable the option _64DD Hardware_ in the ParaLLEl N64 core options inside RetroArch. Following this you should be able to launch games with the .ndd file extension, or such files compressed into .zip or .7z archives.
**Mupen64Plus-Next**
For Mupen64Plus-Next you should use the exact same IPL file as for ParaLLEl N64 but it has to be placed inside the Mupen64plus subdirectory in the RetroArch system directory. The file also has to be named `IPL.n64` instead of 64DD_IPL.bin.
For this emulator you can't launch .ndd files directly, instead you have to place the non-disk version of the game next to the disk version and launch the non-disk version.
@ -1050,6 +1054,12 @@ This is such an example setup for Super Mario 64:
So to clarify it's `Super Mario 64.v64` that has to be launched. Compressing this file into a .zip or .7z file will not work, the game has to be uncompresssed. If using Mupen64Plus-Next it's probably also a good idea to hide the .ndd files from the gamelist (using the _Hidden_ option in the metadata editor) for a more tidy setup.
**Rosalie's Mupen GUI**
For RMG you should use the exact same IPL file as for ParaLLEl N64 but it has to be named `IPL.n64` and you can browse to its location from the emulator settings menu.
Following this setup you will be able to launch games with the .ndd file extension, meaning it works similar to ParaLLEl N64 with the exception that zipped files are not supported.
#### Sony PlayStation 3
There are two ways to add PS3 games to ES-DE; by using shortcuts or by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as it's easier to setup and for HDD/pkg games it's the only way to make it work unless you manually create symlinks to the internal RPCS3 directory structure. So another benefit with shortcuts is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcuts as well.
@ -3127,7 +3137,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
| naomigd | Sega NAOMI GD-ROM | Flycast | Flycast **(Standalone)** [UMW*] | | |
| n3ds | Nintendo 3DS | Citra [UW],<br>Citra **(Standalone)** [M] | Citra 2018 [UW],<br>Citra **(Standalone)** [UW*] | No | Single ROM file in root folder |
| n64 | Nintendo 64 | Mupen64Plus-Next [UW],<br>ParaLLEl N64 [M] | Mupen64Plus **(Standalone)** [UMW*],<br>ParaLLEl N64 [UW],<br>simple64 **(Standalone)** [UW*],<br>Rosalie's Mupen GUI **(Standalone)** [UW],<br>Project64 **(Standalone)** [W*],<br>ares **(Standalone)** [UMW*],<br>sixtyforce **(Standalone)** [M] | No | Single archive or ROM file in root folder |
| n64dd | Nintendo 64DD | ParaLLEl N64 | Mupen64Plus-Next [UW] | Yes | See the specific _Nintendo 64DD_ section elsewhere in this guide |
| n64dd | Nintendo 64DD | ParaLLEl N64 | Mupen64Plus-Next [UW],<br>Rosalie's Mupen GUI **(Standalone)** [UW] | Yes | See the specific _Nintendo 64DD_ section elsewhere in this guide |
| nds | Nintendo DS | DeSmuME | DeSmuME 2015,<br>DeSmuME **(Standalone)** [U],<br>melonDS,<br>melonDS **(Standalone)** [UMW*] | No | |
| neogeo | SNK Neo Geo | FinalBurn Neo | FinalBurn Neo **(Standalone)** [UW*],<br>MAME **(Standalone)** [UMW*] | Yes | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
| neogeocd | SNK Neo Geo CD | NeoCD | FinalBurn Neo,<br>FinalBurn Neo **(Standalone)** [U],<br>MAME **(Standalone)** [UMW*] | Yes | .chd (NeoCD and MAME only) or .cue file in root folder |