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Documentation update.
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12
CHANGELOG.md
12
CHANGELOG.md
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@ -23,7 +23,6 @@
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* OpenGL: Added an OpenGLVersion setting for choosing between OpenGL 3.3, 4.2 and 4.6 (has to be manually set in es_settings.xml)
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* OpenGL ES: Added an OpenGLVersion setting for choosing between OpenGL ES 3.0, 3.1 and 3.2 (has to be manually set in es_settings.xml)
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* Greatly improved the performance of shader post-processing such as scanlines and blur rendering
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* Added support for asterisks/wildcards for emulator name matching, usable both in es_find_rules.xml and es_systems.xml
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* The actual names for emulators with find rule entries are now displayed in the error popup window if they're not found during game launch
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* Reorganized the UI Settings menu a bit and added entries to set the variant and aspect ratio for newer theme sets
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* Removed the "Preload gamelists on startup" setting
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@ -92,8 +91,10 @@
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* Added size restrictions to images and fonts so incorrect theme configuration would not lead to crashes or excessive memory utilization
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* Migrated the carousel code from SystemView to a separate new CarouselComponent
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* Changed the carousel properties to be more generic by renaming "logo" to "item", e.g. itemSize, maxItemCount etc.
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* Added a wheelHorizontalAlignment property for aligning the carousel within the overall element area (horizontal/vertical wheel only)
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* Added reflections support to the carousel
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* Added carousel theme support for setting the opacity for unfocused entries
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* Removed support for the thumbnail game media type
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* Changed all occurances of "GameList" to "Gamelist" throughout the codebase
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* Removed a huge amount of unnecessary Window* function parameters throughout the codebase
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* Removed a lot of unnecessary applyTheme() calls when updating help prompts
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@ -153,16 +154,25 @@ v1.2 maintenance release.
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* Added support for launching .app directories and alias files to the desktop, epic, kodi, ports and steam systems on macOS
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* Changed the ps3 system to use shortcuts and created an alternative emulator entry for backward compatibility with symlinks
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* Added the .lnk file extension to the epic system on Windows
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* Added support for asterisks/wildcards for emulator name matching, usable both in es_find_rules.xml and es_systems.xml
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* (Linux) Changed to find rule wildcard matching for the AppImages for Dolphin, mGBA, Play!, RPCS3, Xemu and Yuzu
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* Changed the sorting in the Alternative emulators interface to use short system names instead of full system names
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* Added the pcwindows platform to the lutris system on Unix to improve scraping
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* Renamed the "Exit button combo" menu option to "Keyboard quit shortcut"
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* Changed the default quit shortcut from F4 to Alt + F4 on Windows and Unix
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* Changed the default quit shortcut from F4 to Command + Q on macOS
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* Added Ctrl + Q as a user-selectable quit shortcut
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* Increased the window width slightly for the Alternative emulators interface when displaying long system names
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* Changed to a new API key for TheGamesDB
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* (Linux) Changed the manually downloaded Redream emulator location from ~/Applications/redream to ~/Applications/redream/redream
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### Bug fixes
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* When running ES-DE in the background, quitting a game or application using Alt + F4 sometimes made ES-DE quit as well
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* Thumbnails were not included in theme sets that used them for the Detailed view style
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* Game images were not included in theme sets that used them for the Video view style
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* The menu scroll indicators and title sometimes overlapped (e.g. seen in the Alternative emulators interface)
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* There was a small rounding error that caused a minimal distortion when rendering the menu titles
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## Version 1.2.4
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@ -82,7 +82,7 @@ The following are the most important changes compared to the legacy theme struct
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* The `video` element properties `showSnapshotNoVideo` and `showSnapshotDelay` have been removed
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* The ambiguous `alignment` property has been replaced with the `horizontalAlignment` and `verticalAlignment` properties (the same is true for `logoAlignment` for the `carousel` element)
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* The `forceUppercase` property has been replaced with the more versatile `letterCase` property
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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
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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 carousel text element hacks `systemInfo` and `logoText` have been removed and replaced with proper carousel properties
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* The carousel property 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
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* The helpsystem `textColorDimmed` and `iconColorDimmed` properties (which apply when opening a menu) were always defined under the system view configuration which meant these properties could not be separately set for the gamelist views. Now these properties work as expected with the possibility to configure separate values for the system and gamelist views
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@ -1447,6 +1447,10 @@ Properties:
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- Sets `staticItem` / `itemType` and `text` alignment relative to the carousel on the Y axis, which applies when `type` is "horizontal", "horizontal_wheel" or "vertical_wheel".
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- Valid values are `top`, `center` or `bottom`
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- Default is `center`
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* `wheelHorizontalAlignment` - type: STRING
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- Sets the alignment of the actual carousel inside the overall element area. This property only applies when `type` is "horizontal_wheel" or "vertical_wheel".
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- Valid values are `left`, `center` or `right`
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- Default is `center`
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* `horizontalOffset` - type: FLOAT
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- Offsets the carousel horizontally inside its designated area, as defined by the `size` property. The value of this property is relative to the width of the carousel (with `1` being equivalent to its entire width). This property can be used to add a margin if using `itemHorizontalAlignment`.
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- Minimum value is `-1.0` and maximum value is `1`
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@ -895,7 +895,7 @@ Note that if using the Flatpak release of RPCS3 on Linux there is currently a bu
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Exec="/app/bin/rpcs3" --no-gui "/home/myusername/.var/app/net.rpcs3.RPCS3/config/rpcs3/dev_hdd0/game/NPUA30002"
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```
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This you need to change to the full path of the emulator binary, such as:
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You need to change this to the full path of the emulator binary, such as:
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```
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Exec="/var/lib/flatpak/exports/bin/net.rpcs3.RPCS3" --no-gui "/home/myusername/.var/app/net.rpcs3.RPCS3/config/rpcs3/dev_hdd0/game/NPUA30002"
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```
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@ -995,7 +995,7 @@ A final alternative is to use _folder links_ to keep the directory structure int
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#### Ports and desktop applications
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As ports and desktop applications are handled in exactly the same way in ES-DE both of these are described in this section. For these systems it's generally native applications rather than emulators that are executed. There are two main approaches to setting up such entries and these are _shortcuts_ and _scripts_. Note that these can be mixed in the same system, you can have some entries that are shortcuts and some that are scripts and they will still all work.
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As ports and desktop applications are handled in exactly the same way in ES-DE both of these are described in this section. For these systems it's generally native applications rather that emulated games that are executed. There are two main approaches to setting up such entries and these are _shortcuts_ and _scripts_. Note that these can be mixed in the same system, you can have some entries that are shortcuts and some that are scripts and they will still all work.
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**Shortcuts**
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~/ROMs/desktop/spotify.desktop
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```
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On macOS there are two ways to create shortcuts to applications, the first option is .app folders which can be directly executed by ES-DE and the second option is aliases. To create an alias for an appliction, right click on it in Finder, then select _Make Alias_. Following this move the alias file to the `ports` or `desktop` ROMs directory and as a final step you need to add the .app extension to the file.
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On macOS there are two ways to create shortcuts to applications, the first option is .app folders which can be directly executed by ES-DE and the second option is aliases. To create an alias for an appliction, right click on it in Finder, then select _Make Alias_. Following this move the alias file to the `ports` or `desktop` ROMs directory. As a final step you need to add the .app extension to the file.
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Here's an example using alias files on macOS:
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```
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#### Lutris
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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 will confuse the scraper. Remember that it's the physical filenames that will show up inside ES-DE.
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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.
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After doing this you should end up with something like the following:
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**Unix/Linux**
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Copy the .desktop shortcuts for your games into the ~/ROMs/steam directory. If your desktop environment does not allow you to copy them directly from the application menu then you may need to navigate to `~/.local/share/applications` using your file manager and copy the .desktop files from there. Alternatively you can also create shortcuts from inside Steam by right clicking on the game, selecting _Manage_ and then _Add desktop shortcut_. These file can then be moved from your desktop to your ~/ROMs/steam directory. This is an example of what you could end up with:
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Copy the .desktop shortcuts for your games into the ~/ROMs/steam directory. If your desktop environment does not allow you to copy them directly from the application menu then you may need to navigate to `~/.local/share/applications` using your file manager and copy the .desktop files from there. Alternatively you can also create shortcuts from inside Steam by right clicking on a game, selecting _Manage_ and then _Add desktop shortcut_. These file can then be moved from your desktop to your ~/ROMs/steam directory. This is an example of what you could end up with:
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```
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~/ROMs/steam/Axiom Verge.desktop
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**macOS**
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On macOS the shortcuts come with the .app extension and are actually directories rather than files. They work exactly as regular shortcuts though. Unless you already have shortcuts available for your games, then go into Steam, right click on the game and select _Manage_ followed by _Add desktop shortcut_. Then move these .app directories to the ~/ROMs/steam directory. You should have something like the following after making these steps:
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On macOS the shortcuts come with the .app extension and are actually directories rather than files. They work exactly as regular shortcuts though. Unless you already have shortcuts available for your games, then go into Steam, right click on a game and select _Manage_ followed by _Add desktop shortcut_. Then move these .app directories to the ~/ROMs/steam directory. You should have something like the following after making these steps:
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```
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~/ROMs/steam/Axiom Verge.app/
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@ -1110,7 +1110,7 @@ Hypseus Singe is a fork of the Daphne arcade LaserDisc emulator that is still ma
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The first step is to install the emulator. On Windows it's straightforward, download the win64 release from [https://github.com/DirtBagXon/hypseus-singe](https://github.com/DirtBagXon/hypseus-singe) and unpack it and you're good to go.
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Similarly on Linux, download the .tar.gz release that contains an AppImage of the emulator as well as some additional required files. It should be unpacked into the ~/Applications directory, such as:
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Similarly on Linux, download the [hypseus-singe_2.8.2a_ES-DE.tar.gz](https://gitlab.com/es-de/emulationstation-de/-/package_files/41533436/download) release that contains an AppImage of the emulator as well as some additional required files. It should be unpacked into the ~/Applications directory, such as:
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```
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/home/myusername/Applications/hypseus-singe/
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```
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37
USERGUIDE.md
37
USERGUIDE.md
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The following manually downloaded emulators are supported when using the bundled configuration:
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| System name | Emulator | Filename configuration |
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| :----------- | :---------- | :------------------------------ |
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| dreamcast | Redream | redream |
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| switch | Ryujinx | publish/Ryujinx |
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| System name | Emulator | Filename configuration |
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| :----------- | :------------ | :------------------------------ |
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| daphne | Hypseus Singe | hypseus-singe/hypseus.bin |
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| dreamcast | Redream | redream |
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| switch | Ryujinx | publish/Ryujinx |
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Note that the Ryujinx binary is not set as executable after unpacking the archive, so you need to do that once before ES-DE can run it:
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```
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#### Hypseus Singe (Daphne)
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Hypseus Singe is a fork of the Daphne arcade LaserDisc emulator that is still maintained. The setup is very particular so make sure to read this section thoroughly to get it to work.
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Hypseus Singe is a fork of the Daphne arcade LaserDisc emulator that is still maintained. The setup is quite particular so make sure to read this section thoroughly to get it to work.
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The first step is to even get the emulator to run. On Windows it's straightforward, just download the win64 release from [https://github.com/DirtBagXon/hypseus-singe](https://github.com/DirtBagXon/hypseus-singe) and unpack it and you're good to go.
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The first step is to install the emulator. On Windows it's straightforward, download the win64 release from [https://github.com/DirtBagXon/hypseus-singe](https://github.com/DirtBagXon/hypseus-singe) and unpack it and you're good to go.
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For Linux there does not seem to be any precompiled release that is working reliably so you will need to compile it yourself. If running a distribution with access to the AUR, there is a Hypseus Singe release available but this seems to be broken somehow and does not seem to be usable. If the AUR release doesn't work for you, then make sure to uninstall it as it will otherwise be tried first and you'll never get LaserDisc games to work.
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Fortunately compiling Hypseus Singe is easy, just follow these steps (tested on Ubuntu 20.04 and 22.04):
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Similarly on Linux, download the [hypseus-singe_2.8.2a_ES-DE.tar.gz](https://gitlab.com/es-de/emulationstation-de/-/package_files/41533436/download) release that contains an AppImage of the emulator as well as some additional required files. It should be unpacked into the ~/Applications directory, such as:
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```
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sudo apt install build-essential autoconf autotools-dev libtool libsdl2-dev libsdl2-gfx-dev libsdl2-image-dev libsdl2-ttf-dev libvorbis-dev
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git clone https://github.com/DirtBagXon/hypseus-singe.git
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mkdir hypseus-singe/build
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cd hypseus-singe/build
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cmake ../src
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make -j4
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mkdir -p ~/Applications/hypseus-singe
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cp -r ../fonts ~/Applications/hypseus-singe
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cp -r ../roms ~/Applications/hypseus-singe
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cp -r ../sound ~/Applications/hypseus-singe
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cp -r ../pics ~/Applications/hypseus-singe
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cp ../doc/hypinput.ini ~/Applications/hypseus-singe
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cp hypseus ~/Applications/hypseus-singe/hypseus.bin
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/home/myusername/Applications/hypseus-singe/
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```
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Although there is an official Hypseus Singe release available for macOS M1 this appears somehow broken so you may need to compile it yourself. This is a bit more involved than compiling code on Linux so it's beyond the scope of this document to describe it. For this reason macOS is not listed as supported but the configuration is still bundled so if you're persistent and manage to get the emulator to work, it will hopefully work from within ES-DE as well.
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If the Applications directory doesn't exist yet, then just go ahead and create it and then unpack the emulator inside it. Just be aware that the name has to start with a capital A.
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After the emlulator has been installed, copy the required BIOS ROMs into `Hypseus Singe\roms\` on Windows or `~/Applications/hypseus-singe/roms/` on Linux.
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Although there is an official Hypseus Singe release available for macOS M1 this appears somehow broken so you may need to compile it yourself. This is a bit involved so it's beyond the scope of this document to describe it. For this reason macOS is not listed as supported but the configuration is still bundled so if you're persistent and manage to get the emulator to work, it will hopefully work from within ES-DE as well.
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After the emulator has been installed, copy the required BIOS ROMs into `Hypseus Singe\roms\` on Windows or `~/Applications/hypseus-singe/roms/` on Linux.
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Controller configuration using the `hypinput.ini` file is described in the official Hypseus Singe documentation, but the following example is usable with Xbox 360-compatible controllers:
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