Merged the master branch.

This commit is contained in:
Leon Styhre 2021-09-27 21:19:11 +02:00
commit e8956512dc
29 changed files with 937 additions and 760 deletions

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@ -10,25 +10,28 @@
### Detailed list of changes
* Added alternative emulators support where additional emulators can be defined in es_systems.xml and be selected
system-wide or per game via the user interface
* Added alternative emulators support where additional emulators can be defined in es_systems.xml and be selected system-wide or per game via the user interface
* Populated the bundled es_systems.xml files with alternative emulator entries for must RetroArch cores
* Added a virtual keyboard partly based on code from batocera-emulationstation
* Added the ability to make complementary game system customizations without having to replace the entire bundled
es_systems.xml file
* Added the ability to make complementary game system customizations without having to replace the entire bundled es_systems.xml file
* Added support for an optional \<systemsortname\> tag for es_systems.xml that can be used to override the default \<fullname\> systems sorting
* Improved the gamelist filter screen to not allow filtering of values where there is no actual data to filter, e.g. Favorites for a system with no favorite games
* Grayed out all fields in the gamelist filter screen where there is no data to filter, previously some fields were removed entirely and some could still be used
* Added the ability to filter on blank/unknown values for Genre, Player, Developer, Publisher and Alternative emulator.
* Added a filter for "Alternative emulator" and sorted the filters in the same order as the metadata editor fields
* Added a menu option to change the application exit key combination
* Expanded the themeable options for "helpsystem" to support custom button graphics, dimmed text and icon colors,
upper/lower/camel case and custom spacing
* Expanded the themeable options for "helpsystem" to support custom button graphics, dimmed text and icon colors, upper/lower/camel case and custom spacing
* Added support for using the left and right trigger buttons in the help prompts
* Removed the "Choose" entry from the help prompts in the gamelist view
* Changed the "Toggle screensaver" help entry in the system view to simply "Screensaver"
* Added support for upscaling bitmap images using linear filtering
* Changed the marquee image upscale filtering from nearest neighbor to linear for the launch screen and the gamelist
views
* Changed the marquee image upscale filtering from nearest neighbor to linear for the launch screen and the gamelist views
* Moved the Media Viewer and Screensaver settings higher in the UI Settings menu
* Moved the game media directory setting to the top of the Other Settings menu, following the new Alternative Emulators
entry
* Moved the game media directory setting to the top of the Other Settings menu, following the new Alternative Emulators entry
* Added a blinking cursor to TextEditComponent
* Changed the filter description "Text filter (game name)" to "Game name"
* Added support for multi-select total count and exclusive multi-select to OptionListComponent
* Achieved a massive speed improvement for OptionListComponent by not resizing each added MenuComponent row (most notable in the filter GUI)
* Added support for a new type of "flat style" button to ButtonComponent
* Added support for correctly navigating arbitrarily sized ComponentGrid entries, i.e. those spanning multiple cells
* Bundled the bold font version of Fontfabric Akrobat
@ -36,8 +39,8 @@
* Replaced all built-in matrix and vector data types and functions with GLM library equivalents
* Replaced some additional math functions and moved the remaining built-in functions to a math utility namespace
* Added a function to generate MD5 hashes
* Moved the "complex" mode functionality from GuiComplexTextEditPopup into GuiTextEditPopup and removed the source files
for the former
* Moved the "complex" mode functionality from GuiComplexTextEditPopup into GuiTextEditPopup and removed the source files for the former
* Replaced the String::Utils::trim function with better code and removed some inline text trimming throughout the application
* Increased the warning level for Clang/LLVM and GCC by adding -Wall, -Wpedantic and some additional flags
* Fixed a lot of compiler warnings introduced by the -Wall and -Wpedantic flags
* Changed the language standard from C++14 to C++17
@ -46,35 +49,24 @@
### Bug fixes
* When multi-scraping in interactive mode with "Auto-accept single game matches" enabled, the game name could not be
refined if there were no games found
* When multi-scraping in interactive mode, the game counter was not decreased when skipping games, making it impossible
to skip the final games in the queue
* When multi-scraping in interactive mode with "Auto-accept single game matches" enabled, the game name could not be refined if there were no games found
* When multi-scraping in interactive mode, the game counter was not decreased when skipping games, making it impossible to skip the final games in the queue
* When multi-scraping in interactive mode, "No games found" results could be accepted using the "A" button
* When scraping in interactive mode, any refining done using the "Y" button shortcut would not be shown when doing
another refine using the "Refine search" button
* Input consisting of only whitespace characters would get accepted by TextEditComponent which led to various strange
behaviors
* Leading and trailing whitespace characters would not get trimmed from the collection name when creating a new custom
collection
* When scraping in interactive mode, any refining done using the "Y" button shortcut would not be shown when doing another refine using the "Refine search" button
* Removing games from custom collections did not remove their filter index entries
* Input consisting of only whitespace characters would get accepted by TextEditComponent which led to various strange behaviors
* Leading and trailing whitespace characters would not get trimmed from the collection name when creating a new custom collection
* Leading and trailing whitespace characters would get included in scraper search refines and TheGamesDB searches
* Game name (text) filters were matching the system names for collection systems if the "Show system names in
collections" setting was enabled
* Brackets such as () and [] were filtered from game names in collection systems if the "Show system names in
collections" setting was enabled
* Game name (text) filters were matching the system names for collection systems if the "Show system names in collections" setting was enabled
* Brackets such as () and [] were filtered from game names in collection systems if the "Show system names in collections" setting was enabled
* When navigating menus, the separator lines and menu components did not align properly and moved up and down slightly
* When scrolling in menus, pressing other buttons than "Up" or "Down" did not stop the scrolling which caused all sorts
of weird behavior
* With the menu scale-up effect enabled and entering a submenu before the parent menu was completely scaled up, the
parent would get stuck at a semi-scaled size
* Disabling a collection while its gamelist was displayed would lead to a slide transition from a black screen if a
gamelist on startup had been set
* When marking a game to not be counted in the metadata editor and the game was part of a custom collection, no
collection disabling notification was displayed
* When scrolling in menus, pressing other buttons than "Up" or "Down" did not stop the scrolling which caused all sorts of weird behavior
* With the menu scale-up effect enabled and entering a submenu before the parent menu was completely scaled up, the parent would get stuck at a semi-scaled size
* Disabling a collection while its gamelist was displayed would lead to a slide transition from a black screen if a gamelist on startup had been set
* When marking a game to not be counted in the metadata editor and the game was part of a custom collection, no collection disabling notification was displayed
* Horizontal sizing of the TextComponent input field was not consistent across different screen resolutions
* The "sortname" window header was incorrectly spelled when editing this type of entry in the metadata editor
* When the last row of a menu had its text color changed, this color was completely desaturated when navigating to a
button below the list
* When the last row of a menu had its text color changed, this color was completely desaturated when navigating to a button below the list
## Version 1.1.0
@ -352,6 +344,4 @@ Many bugs have been fixed, and numerous features that were only partially implem
* There is an issue with launching games on Windows when using AMD and Intel GPUs. This causes the emulator to just output a blank screen. There is a workaround available for this which is enabled by default and that can be disabled via the menu option "AMD and Intel GPU game launch workaround". The drawback of this workaround is that a white instead of a black screen will be displayed when launching games. If using an Nvidia GPU, it should be safe to disable this option for a slightly better user experience. An alternative workaround is to enable the option "Run in background (while game is launched)".
* On macOS Big Sur (and possibly other OS versions) when connecting a DualShock 4 controller either via Bluetooth or using a USB cable, two separate controller devices are registered in parallel. This is a bug in either macOS or the DualShock driver and it makes it seem as if ES-DE is registering double button presses when actually two separate controller devices are generating identical input. A workaround if using Bluetooth mode is to plug in the USB cable just after connecting the controller, wait a second or two and then remove the cable again. This will remove the cabled device, leaving only the Bluetooth device active. Another workaround is to enable the setting "Only accept input from first controller" in the ES-DE input device settings. The reason why this bug may not be visible in some other games and applications is that ES-DE enables and auto-configures all connected controllers.
* On Windows when using high DPI displays, if not running ES-DE on the primary monitor and the display where it runs does not have the same scaling percentage as the primary monitor, then the ES-DE resolution will not be properly set. The application will still work and if running in fullscreen mode it may not even be noticeable. This issue is caused by a bug in SDL where the primary display scaling is always used for calculating the display bounds and as such it needs to be fixed in that library. If using the same scaling percentage across all monitors, or if not using high DPI monitors at all, then this issue will not occur.

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@ -125,9 +125,7 @@ pkg_add vlc
In the same manner as for FreeBSD, Clang/LLVM and cURL should already be installed by default.
RapidJSON is not part of the OpenBSD ports/package collection as of v6.8, so you need to compile it yourself. At the
time of writing, the latest release v1.1.0 does not compile on OpenBSD, so you need to use the latest available code
from the master branch:
RapidJSON is not part of the OpenBSD ports/package collection as of v6.8, so you need to compile it yourself. At the time of writing, the latest release v1.1.0 does not compile on OpenBSD, so you need to use the latest available code from the master branch:
```
git clone https://github.com/Tencent/rapidjson.git
@ -867,7 +865,6 @@ nmake
```
MinGW:
```
cmake -G "MinGW Makefiles" -DBUILD_SHARED_LIBS=ON .
make
@ -877,13 +874,14 @@ make
For RapidJSON you don't need to compile anything, you just need the include files.
At the time of writing, the latest release v1.1.0 generates some compiler warnings on Windows, but this can be avoided
by using the latest available code from the master branch:
At the time of writing, the latest release v1.1.0 generates some compiler warnings on Windows, but this can be avoided by using the latest available code from the master branch:
```
git clone git://github.com/Tencent/rapidjson.git
```
**Clone the ES-DE repository:**
This works the same as on Unix or macOS, just run the following:
@ -1398,44 +1396,24 @@ For the following options, the es_settings.xml file is immediately updated/saved
--show-hidden-games
```
## es_systems.xml
The es_systems.xml file contains the game systems configuration data for ES-DE, written in XML format. This defines the
system name, the full system name, the ROM path, the allowed file extensions, the launch command, the platform (for
scraping) and the theme to use.
The es_systems.xml file contains the game systems configuration data for ES-DE, written in XML format. This defines the system name, the full system name, the ROM path, the allowed file extensions, the launch command, the platform (for scraping) and the theme to use.
ES-DE ships with a comprehensive `es_systems.xml` file and most users will probably never need to make any
customizations. But there may be special circumstances such as wanting to use different emulators for some game systems
or perhaps to add additional systems altogether.
ES-DE ships with a comprehensive `es_systems.xml` file and most users will probably never need to make any customizations. But there may be special circumstances such as wanting to use different emulators for some game systems or perhaps to add additional systems altogether.
To accomplish this, ES-DE supports customizations via a separate es_systems.xml file that is to be placed in
the `custom_systems` folder in the application home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`
. (The tilde symbol `~` translates to `$HOME` on Unix and macOS, and to `%HOMEPATH%` on Windows unless overridden via
the --home command line option.)
To accomplish this, ES-DE supports customizations via a separate es_systems.xml file that is to be placed in the `custom_systems` folder in the application home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`. (The tilde symbol `~` translates to `$HOME` on Unix and macOS, and to `%HOMEPATH%` on Windows unless overridden via the --home command line option.)
This custom file functionality is designed to be complementary to the bundled es_systems.xml file, meaning you should
only add entries to the custom configuration file for game systems that you actually want to add or override. So to for
example customize a single system, this file should only contain a single `<system>` tag. The structure of the custom
file is identical to the bundled file with the exception of an additional optional tag named `<loadExclusive/>`. If this
is placed in the custom es_systems.xml file, ES-DE will not load the bundled file. This is normally not recommended and
should only be used for special situations. At the end of this section you can find an example of a custom
es_systems.xml file.
This custom file functionality is designed to be complementary to the bundled es_systems.xml file, meaning you should only add entries to the custom configuration file for game systems that you actually want to add or override. So to for example customize a single system, this file should only contain a single `<system>` tag. The structure of the custom file is identical to the bundled file with the exception of an additional optional tag named `<loadExclusive/>`. If this is placed in the custom es_systems.xml file, ES-DE will not load the bundled file. This is normally not recommended and should only be used for special situations. At the end of this section you can find an example of a custom es_systems.xml file.
The bundled es_systems.xml file is located in the resources directory that is part of the application installation. For
example this could be `/usr/share/emulationstation/resources/systems/unix/es_systems.xml` on
Unix, `/Applications/EmulationStation Desktop Edition.app/Contents/Resources/resources/systems/macos/es_systems.xml` on
macOS or `C:\Program Files\EmulationStation-DE\resources\systems\windows\es_systems.xml` on Windows. The actual location
may differ from these examples of course, depending on where ES-DE has been installed.
The bundled es_systems.xml file is located in the resources directory that is part of the application installation. For example this could be `/usr/share/emulationstation/resources/systems/unix/es_systems.xml` on Unix, `/Applications/EmulationStation Desktop Edition.app/Contents/Resources/resources/systems/macos/es_systems.xml` on macOS or `C:\Program Files\EmulationStation-DE\resources\systems\windows\es_systems.xml` on Windows. The actual location may differ from these examples of course, depending on where ES-DE has been installed.
It doesn't matter in which order you define the systems as they will be sorted by the full system name inside the
application, but it's still probably a good idea to add them in alphabetical order to make the file easier to maintain.
It doesn't matter in which order you define the systems as they will be sorted by the `<fullname>` tag or by the optional `<systemsortname>` tag when displayed inside the application. But it's still a good idea to add the systems in alphabetical order to make the configuration file easier to maintain.
Keep in mind that you have to set up your emulators separately from ES-DE as the es_systems.xml file assumes that your
emulator environment is properly configured.
Keep in mind that you have to set up your emulators separately from ES-DE as the es_systems.xml file assumes that your emulator environment is properly configured.
Below is an overview of the file layout with various examples. For the command tag, the newer es_find_rules.xml logic
described later in this document removes the need for most of the legacy options, but they are still supported for
special configurations and for backward compatibility with old configuration files.
Below is an overview of the file layout with various examples. For the command tag, the newer es_find_rules.xml logic described later in this document removes the need for most of the legacy options, but they are still supported for special configurations and for backward compatibility with old configuration files.
```xml
<?xml version="1.0"?>
@ -1452,6 +1430,12 @@ special configurations and for backward compatibility with old configuration fil
<!-- The full system name, used for sorting the systems, for selecting the systems to multi-scrape etc. -->
<fullname>Nintendo SNES (Super Nintendo)</fullname>
<!-- By default the systems are sorted by their full names, but this can be overridden by setting the optional
<systemsortname> tag to an arbitrary value. As far as sorting is concerned, the effect will be identical to
changing the <fullname> tag. Apart for system sorting, this tag has no effect and its actual value will not
be displayed anywhere within the appliction. -->
<systemsortname>Super Nintendo</systemsortname>
<!-- The path to look for ROMs in. '~' will be expanded to $HOME or %HOMEPATH%, depending on the operating system.
The optional %ROMPATH% variable will expand to the path defined in the setting ROMDirectory in es_settings.xml.
All subdirectories (and non-recursive links) will be included. -->
@ -1466,13 +1450,15 @@ special configurations and for backward compatibility with old configuration fil
file. This is the recommended way to configure the launch command. -->
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.so %ROM%</command>
<!-- It's possible to define alternative emulators by adding additional command tags for a system. When doing this,
the "label" attribute is mandatory for all tags. It's these labels that will be shown in the user interface when
selecting the alternative emulators either system-wide or per game. The first row will be the default emulator. -->
<command label="Nestopia UE">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/nestopia_libretro.so %ROM%</command>
<command label="FCEUmm">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/fceumm_libretro.so %ROM%</command>
<command label="Mesen">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen_libretro.so %ROM%</command>
<command label="QuickNES">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/quicknes_libretro.so %ROM%</command>
<!-- It's possible to define alternative emulators by adding additional command tags for a system. When doing this, the
"label" attribute is mandatory for all tags. It's these labels that will be shown in the user interface when selecting the
alternative emulator either system-wide or per game. The first row will be the default emulator. -->
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.so %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x2010_libretro.so %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<command label="bsnes-mercury Accuracy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM%</command>
<command label="Beetle Supafaust">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_supafaust_libretro.so %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.so %ROM%</command>
<!-- This example for Unix will search for RetroArch in the PATH environment variable and it also has an absolute path to
the snes9x_libretro core, If there are spaces in the path or file name, you must enclose them in quotation marks, such as
@ -1590,9 +1576,7 @@ And finally one for Windows:
</system>
```
As well, here's an example for Unix of a custom es_systems.xml file placed in ~/.emulationstation/custom_systems/ that
overrides a single game system from the bundled configuration file:
As well, here's an example for Unix of a custom es_systems.xml file placed in ~/.emulationstation/custom_systems/ that overrides a single game system from the bundled configuration file:
```xml
<?xml version="1.0"?>
<!-- This is a custom ES-DE game systems configuration file for Unix -->
@ -1609,8 +1593,7 @@ overrides a single game system from the bundled configuration file:
</systemList>
```
If adding the `<loadExclusive/>` tag to the file, the bundled es_systems.xml file will not be processed. For this
example it wouldn't be a very good idea as NES would then be the only platform that could be used in ES-DE.
If adding the `<loadExclusive/>` tag to the file, the bundled es_systems.xml file will not be processed. For this example it wouldn't be a very good idea as NES would then be the only platform that could be used in ES-DE.
```xml
<?xml version="1.0"?>
@ -1629,15 +1612,43 @@ example it wouldn't be a very good idea as NES would then be the only platform t
</systemList>
```
Here is yet another example with the addition of the `snes` system where some file extensions and alternative emulator entries have been removed, and the full name and sorting have been modified.
```xml
<?xml version="1.0"?>
<!-- This is a custom ES-DE game systems configuration file for Unix -->
<systemList>
<system>
<name>nes</name>
<fullname>Nintendo Entertainment System</fullname>
<path>%ROMPATH%/nes</path>
<extension>.nes .NES .zip .ZIP</extension>
<command>/usr/games/fceux %ROM%</command>
<platform>nes</platform>
<theme>nes</theme>
</system>
<system>
<name>snes</name>
<fullname>Super Nintendo</fullname>
<systemsortname>Nintendo SNES (Super Nintendo)</systemsortname>
<path>%ROMPATH%/snes</path>
<extension>.smc .SMC .sfc .SFC .swc .SWC .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP</extension>
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.so %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x2010_libretro.so %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<platform>snes</platform>
<theme>snes</theme>
</system>
</systemList>
```
## es_find_rules.xml
This file makes it possible to define rules for where to search for the emulator binaries and emulator cores.
The file is located in the resources directory in the same location as the es_systems.xml file, but a customized copy
can be placed in ~/.emulationstation/custom_systems, which will override the bundled file.
The file is located in the resources directory in the same location as the es_systems.xml file, but a customized copy can be placed in ~/.emulationstation/custom_systems, which will override the bundled file.
Here's an example es_find_rules.xml file for Unix:
```xml
<?xml version="1.0"?>
<!-- This is the ES-DE find rules configuration file for Unix -->

View file

@ -73,37 +73,17 @@ There's not really much to say about these operating systems, just install ES-DE
Upon first startup, ES-DE will create its `~/.emulationstation` home directory.
On Unix this means /home/\<username\>/.emulationstation/, on macOS /Users/\<username\>/.emulationstation/ and on Windows
C:\Users\\<username\>\\.emulationstation\
On Unix this means /home/\<username\>/.emulationstation/, on macOS /Users/\<username\>/.emulationstation/ and on Windows C:\Users\\<username\>\\.emulationstation\
**Note:** As of ES-DE v1.1 there is no internationalization support, which means that the application will always
require the physical rather than the localized path to your home directory. For instance on macOS configured for the
Swedish language /Users/myusername will be the physical path but /Användare/myusername is the localized path that is
actually shown in the user interface. The same is true on Windows where the directories would be C:\Users\myusername and
C:\Användare\myusername respectively. If attempting to enter the localized path for any directory-related setting, ES-DE
will not be able to find it. But it's always possible to use the tilde `~` symbol when referring to your home directory,
which ES-DE will expand to the physical location regardless of what language you have configured for your operating
system. If you're using an English-localized system, this whole point is irrelevant as the physical and localized paths
are then identical.
**Note:** As of ES-DE v1.1 there is no internationalization support, which means that the application will always require the physical rather than the localized path to your home directory. For instance on macOS configured for the Swedish language /Users/myusername will be the physical path but /Användare/myusername is the localized path that is actually shown in the user interface. The same is true on Windows where the directories would be C:\Users\myusername and C:\Användare\myusername respectively. If attempting to enter the localized path for any directory-related setting, ES-DE will not be able to find it. But it's always possible to use the tilde `~` symbol when referring to your home directory, which ES-DE will expand to the physical location regardless of what language you have configured for your operating system. If you're using an English-localized system, this whole point is irrelevant as the physical and localized paths are then identical.
It's possible to override the home directory path using the --home command line option, but this is normally required
only for very special situations so we can safely ignore that option for now.
It's possible to override the home directory path using the --home command line option, but this is normally required only for very special situations so we can safely ignore that option for now.
Also on first startup the configuration file `es_settings.xml` will be generated in the ES-DE home directory, containing
all the application settings at their default values. Following this, a file named `es_systems.xml` will be loaded from
the resources directory (which is part of the ES-DE installation). This file contains the game system definitions
including which emulator to use per platform. For some systems there are also alternative emulators defined which can be
applied system-wide or per game. How that works is explained later in this guide. A customized systems configuration
file can also be used, as described in the next section.
Also on first startup the configuration file `es_settings.xml` will be generated in the ES-DE home directory, containing all the application settings at their default values. Following this, a file named `es_systems.xml` will be loaded from the resources directory (which is part of the ES-DE installation). This file contains the game system definitions including which emulator to use per platform. For some systems there are also alternative emulators defined which can be applied system-wide or per game. How that works is explained later in this guide. A customized systems configuration file can also be used, as described in the next section.
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.
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 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.
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 _gc_ system as seen on macOS:
```
@ -126,11 +106,9 @@ Theme folder:
gc
```
The primary use of this file is to see which RetroArch core the system needs, which you will have to install manually
from inside the RetroArch user interface. Also the supported file extensions can be quite useful to know.
The primary use of this file is to see which RetroArch core the system needs, which you will have to install manually from inside the RetroArch user interface. Also the supported file extensions can be quite useful to know.
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 ROMs directory which shows the mapping between the directory names and the full system names.
For example:
@ -140,59 +118,44 @@ genesis: Sega Genesis
gx4000: Amstrad GX4000
```
If a custom es_systems.xml file is present in ~/.emulationstation/custom_systems/ any entries from this file will have
their names trailed by the text _(custom system)_. So if the GameCube system in the example above would be present in
the custom systems configuration file, the system would be shown as `gc (custom system)` instead of simply `gc`. This is
only applicable for the systems.txt and systeminfo.txt files, the trailing text is not applied or used anywhere else in
the application.
If a custom es_systems.xml file is present in ~/.emulationstation/custom_systems/ any entries from this file will have their names trailed by the text _(custom system)_. So if the GameCube system in the example above would be present in the custom systems configuration file, the system would be shown as `gc (custom system)` instead of simply `gc`. This is only applicable for the systems.txt and systeminfo.txt files, the trailing text is not applied or used anywhere else in the application.
Note that neither the systeminfo.txt files or the systems.txt file are needed to run ES-DE, they're only generated as a
convenience to help with the setup.
Note that neither the systeminfo.txt files or the systems.txt file are needed to run ES-DE, they're only generated as a convenience to help with the setup.
There will be a lot of directories created if using the es_systems.xml file bundled with the installation, so it may be
a good idea to remove the ones you don't need. It's recommended to move them to another location to be able to use them
later if more systems should be added. For example a directory named _DISABLED could be created inside the ROMs folder (
i.e. ~/ROMs/_DISABLED) and all game system directories you don't need could be moved there. Doing this reduces the
application startup time as ES-DE would otherwise need to scan for game files for all these systems.
There will be a lot of directories created if using the es_systems.xml file bundled with the installation, so it may be a good idea to remove the ones you don't need. It's recommended to move them to another location to be able to use them later if more systems should be added. For example a directory named _DISABLED could be created inside the ROMs folder (i.e. ~/ROMs/_DISABLED) and all game system directories you don't need could be moved there. Doing this reduces the application startup time as ES-DE would otherwise need to scan for game files for all these systems.
![alt text](images/es-de_ui_easy_setup.png "ES-DE Easy Setup")
_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use
the default one, and you can also generate the game systems directory structure. Note that the directory is the physical
path, and that your operating system may present this as a localized path if you are using a language other than
English._
_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use the default one, and you can also generate the game systems directory structure. Note that the directory is the physical path, and that your operating system may present this as a localized path if you are using a language other than English._
## Specific notes for macOS
On macOS, the first time you launch a game from within ES-DE, the operating system will present you with a security option with the following description:
`"EmulationStation Desktop Edition" would like to access files in your Documents folder.`
If you don't allow this, you will not be able to place system BIOS ROMs in the RetroArch default system directory `~/Documents/RetroArch/system` even if you've already given RetroArch access to this folder. This is so because RetroArch runs as a subprocess to ES-DE and therefore inherits the security settings from the parent application. Attempting to launch a game without enabling the access will simply display an error message in the emulator that the BIOS files are missing. This of course only applies to emulators that require BIOS ROMs, all other games should work fine regardless of this security setting.
If you accidentally refused ES-DE the folder access, you can fix this by opening _System Preferences_, selecting _Security & Privacy_ and within the GUI choose _Files and Folders_. The option you need to enable is _Documents Folder_ under _EmulationStation Desktop Edition_.
Another issue on macOS 11 Big Sur (and possibly other OS versions) is that when connecting a DualShock 4 controller either via Bluetooth or using a USB cable, two separate controller devices are registered in parallel. This is a bug in either macOS or the DualShock driver and it makes it seem as if ES-DE is registering double button presses when actually two separate controller devices are generating identical input. A workaround if using Bluetooth mode is to plug in the USB cable just after connecting the controller, wait a second or two and then remove the cable again. This will remove the cabled device, leaving only the Bluetooth device active. Another workaround is to enable the setting _Only accept input from first controller_ in the ES-DE input device settings. The reason why this bug may not be visible in some other games and applications is that ES-DE enables and auto-configures all connected controllers.
## Game system customizations
The game systems configuration file `es_systems.xml` is located in the ES-DE resources directory which is part of the
application installation. As such this file is not intended to be modified directly. If system customizations are
required, a separate es_systems.xml file should instead be placed in the `custom_systems` folder in the ES-DE home
directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`.
The game systems configuration file `es_systems.xml` is located in the ES-DE resources directory which is part of the application installation. As such this file is not intended to be modified directly. If system customizations are required, a separate es_systems.xml file should instead be placed in the `custom_systems` folder in the ES-DE home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`.
Although it's possible to make a copy of the bundled configuration file, to modify it and then place it in this
directory, that is not how the system customization is designed to be done. Instead the intention is that the file in
the custom_systems directory complements the bundled configuration, meaning only systems that are to be modified should
be included.
Although it's possible to make a copy of the bundled configuration file, to modify it and then place it in this directory, that is not how the system customization is designed to be done. Instead the intention is that the file in the custom_systems directory complements the bundled configuration, meaning only systems that are to be modified should be included.
For example you may want to replace the emulator launch command, modify the full name or change the supported file
extensions for a single system. In this case it wouldn't make sense to copy the complete bundled file and just apply
these minor modifications, instead an es_systems.xml file only containing the configuration for that single system
should be placed in the custom_systems directory.
For example you may want to replace the emulator launch command, modify the full name or change the supported file extensions for a single system. In this case it wouldn't make sense to copy the complete bundled file and just apply these minor modifications, instead an es_systems.xml file only containing the configuration for that single system should be placed in the custom_systems directory.
The instructions for how to customize the es_systems.xml file can be found in [INSTALL-DEV.md](INSTALL-DEV.md#es_systemsxml). There you can also find some examples of custom files that you can copy into ~/.emulationstation/custom_systems/ and modify as required.
The instructions for how to customize the es_systems.xml file can be found
in [INSTALL-DEV.md](INSTALL-DEV.md#es_systemsxml). There you can also find an example of a custom file that you can copy
into ~/.emulationstation/custom_systems/ and modify as required.
## Migrating from other EmulationStation forks
**IMPORTANT!!! IMPORTANT!!! IMPORTANT!!!**
ES-DE is designed to be backward compatible to a certain degree, that is, it should be able to read data from
other/previous EmulationStation versions such as the RetroPie fork. But the opposite is not true and it's a one-way
ticket for your gamelist.xml files and your custom collection files when migrating to ES-DE as they will be modified in
ways that previous ES versions will see as data loss. For instance ES-DE does not use image tags inside the gamelist.xml
files to find game media but instead matches the media to the names of the game/ROM files. So it will not save any such
tags back to the gamelist files during updates, effectively removing the display of the game media if the files are
opened in another ES fork.
ES-DE is designed to be backward compatible to a certain degree, that is, it should be able to read data from other/previous EmulationStation versions such as the RetroPie fork. But the opposite is not true and it's a one-way ticket for your gamelist.xml files and your custom collection files when migrating to ES-DE as they will be modified in ways that previous ES versions will see as data loss. For instance ES-DE does not use image tags inside the gamelist.xml files to find game media but instead matches the media to the names of the game/ROM files. So it will not save any such tags back to the gamelist files during updates, effectively removing the display of the game media if the files are opened in another ES fork.
Due to this, always make backups of at least the following directories before testing ES-DE for the first time:
@ -228,9 +191,9 @@ If you experience double button presses with your DualShock 4 controller on macO
When starting ES-DE with the default settings, you will see the System view first. From here you can navigate your game systems and enter their respective gamelists.
Depending on the theme, the system navigation carousel can be either horizontal or vertical. The default theme rbsimple-DE provides horizontal navigation, i.e. you browse your systems by scrolling left or right.
Depending on the theme, the system navigation carousel can be horizontal, vertical or displayed as a wheel. The default theme rbsimple-DE provides horizontal navigation, i.e. you browse your systems by scrolling left or right.
The game systems are sorted by their full names, as defined in the es_systems.xml file.
The game systems are sorted by their full names by default, as defined in the es_systems.xml file. It's however possible to set a custom sortname per system, as explained in the [INSTALL-DEV.md](INSTALL-DEV.md#es_systemsxml) document.
![alt text](images/es-de_system_view.png "ES-DE System View")
_The **System view** is the default starting point for the application, it's here that you browse through your game systems._
@ -426,8 +389,7 @@ The platform name for the Commodore 64 is `c64`, so the following structure woul
~/ROMs/c64/Multidisk/Pirates/Pirates!.m3u
```
It's highly recommended to create `.m3u` playlist files for multi-disc images as this normally automates disk swapping
in the emulator. It's then this .m3u file that should be selected for launching the game.
It's highly recommended to create `.m3u` playlist files for multi-disc images as this normally automates disk swapping in the emulator. It's then this .m3u file that should be selected for launching the game.
The .m3u file simply contains a list of the game files, for example in the case of Last Ninja 2.m3u:
@ -480,13 +442,9 @@ Apart from the potential difficulty in locating the emulator binary, there are s
#### Commodore Amiga
There are multiple ways to run Amiga games, but the recommended approach is to use WHDLoad. The best way is to use hard
disk images in `.hdf` or `.hdz` format, meaning there will be a single file per game. This makes it just as easy to play
Amiga games as any console with game ROMs.
There are multiple ways to run Amiga games, but the recommended approach is to use WHDLoad. The best way is to use hard disk images in `.hdf` or `.hdz` format, meaning there will be a single file per game. This makes it just as easy to play Amiga games as any console with game ROMs.
An alternative would be to use `.adf` images as not all games may be available with WHDLoad support. For this, you can
either put single-disc images in the root folder or in a dedicated adf directory, or multiple-disk games in separate
folders. It's highly recommended to create `.m3u` playlist files for multi-disc images as described earlier.
An alternative would be to use `.adf` images as not all games may be available with WHDLoad support. For this, you can either put single-disc images in the root folder or in a dedicated adf directory, or multiple-disk games in separate folders. It's highly recommended to create `.m3u` playlist files for multi-disc images as described earlier.
Here's an example of what the file structure could look like:
@ -926,8 +884,7 @@ If this setting is enabled and a folder has its flag set to be excluded from the
**Scrape actual folders** _(Multi-scraper only)_
Enabling this option causes folders themselves to be included by the scraper. This is useful for DOS games or any
multi-disc games where there is a folder for each individual game.
Enabling this option causes folders themselves to be included by the scraper. This is useful for DOS games or any multi-disc games where there is a folder for each individual game.
**Auto-retry on peer verification errors** _(ScreenScraper only)_
@ -999,50 +956,27 @@ 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. It's
strongly recommended to keep this setting enabled if the option to sort favorite games above non-favorites has been
enabled. If not, favorite games would be sorted on top of the gamelist with no visual indication that they are
favorites, which would be quite confusing.
With this setting enabled, there is a star symbol added at the beginning of the game name in the gamelist views. It's strongly recommended to keep this setting enabled if the option to sort favorite games above non-favorites has been enabled. If not, favorite games would be sorted on top of the gamelist with no visual indication that they are favorites, which would be quite confusing.
**Use plain ASCII for special gamelist characters**
There are some special characters in ES-DE such as the favorites star, the folder icon and the tickmark (seen when
editing custom collections) that are displayed using symbols from the bundled Font Awesome. This normally looks
perfectly fine, but on some specific theme sets with very pixelated fonts such
as [es-themes-snes-mini](https://github.com/ruckage/es-theme-snes-mini)
and [es-themes-workbench](https://github.com/ehettervik/es-theme-workbench) these symbols look terrible. For such
themes, this option is available, which will use plain ASCII characters instead of the Font Awesome symbols. For the
favorites an asterisk `*` will be used, for folders a hash sign `#` will be used and for the tickmark an exclamation
mark `!` will be used. This only applies to the gamelist view, in all other places in the application the Font Awesome
symbols are retained. Make sure to disable this option if not using such a pixelated theme as it looks equally terrible
to enable this option on themes where it's not supposed to be used.
There are some special characters in ES-DE such as the favorites star, the folder icon and the tickmark (seen when editing custom collections) that are displayed using symbols from the bundled Font Awesome. This normally looks perfectly fine, but on some specific theme sets with very pixelated fonts such as [es-themes-snes-mini](https://github.com/ruckage/es-theme-snes-mini) and [es-themes-workbench](https://github.com/ehettervik/es-theme-workbench) these symbols look terrible. For such themes, this option is available, which will use plain ASCII characters instead of the Font Awesome symbols. For the favorites an asterisk `*` will be used, for folders a hash sign `#` will be used and for the tickmark an exclamation mark `!` will be used. This only applies to the gamelist view, in all other places in the application the Font Awesome symbols are retained. Make sure to disable this option if not using such a pixelated theme as it looks equally terrible to enable this option on themes where it's not supposed to be used.
**Enable quick list scrolling overlay**
With this option enabled, there will be an overlay displayed when scrolling the gamelists quickly, i.e. when holding
down the _Up_, _Down_, _Left shoulder_ or _Right shoulder_ buttons for some time. The overlay will darken the background
slightly and display the first two characters of the game names. If the game is a favorite and the setting to sort
favorites above non-favorites has been enabled, a star will be shown instead.
With this option enabled, there will be an overlay displayed when scrolling the gamelists quickly, i.e. when holding down the _Up_, _Down_, _Left shoulder_ or _Right shoulder_ buttons for some time. The overlay will darken the background slightly and display the first two characters of the game names. If the game is a favorite and the setting to sort favorites above non-favorites has been enabled, a star will be shown instead.
**Enable virtual keyboard**
This enables a virtual (on-screen) keyboard that can be used at various places throughout the application to input text
and numbers using a controller. The Shift and Alt keys can be toggled individually or combined together to access many
special characters. The general use of the virtual keyboard should hopefully be self-explanatory.
This enables a virtual (on-screen) keyboard that can be used at various places throughout the application to input text and numbers using a controller. The Shift and Alt keys can be toggled individually or combined together to access many special characters. The general use of the virtual keyboard should hopefully be self-explanatory.
**Enable toggle favorites button**
This setting enables the _Y_ button for quickly toggling a game as favorite. Although this may be convenient at times,
it's also quite easy to accidentally remove a favorite tagging of a game when using the application more casually. As
such it could sometimes make sense to disable this functionality. It's of course still possible to mark a game as
favorite using the metadata editor when this setting is disabled. The option does not affect the use of the _Y_ button
to add or remove games when editing custom collections.
This setting enables the _Y_ button for quickly toggling a game as favorite. Although this may be convenient at times, it's also quite easy to accidentally remove a favorite tagging of a game when using the application more casually. As such it could sometimes make sense to disable this functionality. It's of course still possible to mark a game as favorite using the metadata editor when this setting is disabled. The option does not affect the use of the _Y_ button to add or remove games when editing custom collections.
**Enable random system or game button**
This enables or disables the ability to jump to a random system or game. It's mapped to the thumbstick click button,
either the left or right thumbstick will work. The help prompts will also visually indicate whether this option is
enabled or not.
This enables or disables the ability to jump to a random system or game. It's mapped to the thumbstick click button, either the left or right thumbstick will work. The help prompts will also visually indicate whether this option is enabled or not.
**Enable gamelist filters**
@ -1320,11 +1254,7 @@ If this option is disabled, hidden files and folders within the ROMs directory t
**Show hidden games (requires restart)**
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.
**Enable custom event scripts**
@ -1414,32 +1344,31 @@ The following filters can be applied:
**Game name**
**Favorites**
**Rating**
**Developer**
**Publisher**
**Genre**
**Players**
**Publisher / Developer**
**Rating**
**Kidgame**
**Favorite**
**Completed**
**Kidgame**
**Hidden** _If the "Show hidden games" option is enabled_
**Broken**
**Hidden**
**Alternative emulator**
With the exception of the game name text filter, all available filter values are assembled from metadata from the actual
gamelist, so if there for instance are no games marked as completed, the Completed filter will only have the selectable
option False, i.e. True will be missing.
With the exception of the game name text filter, all available filter values are assembled from metadata from the actual gamelist, so if there is no data to filter for the specific field, the text _Nothing to filter_ will be displayed. This for example happens for the _Completed_ filter if there are no games marked as having been completed in the current gamelist.
Be aware that although folders can have most of the metadata values set, the filters are only applied to files (this is
also true for the game name text filter). So if you for example set a filter to only display your favorite games, any
folder that contains a favorite game will be displayed, and other folders which are themselves marked as favorites but
that do not contain any favorite games will be hidden.
Be aware that although folders can have most of the metadata values set, the filters are only applied to files (this is also true for the game name text filter). So if you for example set a filter to only display your favorite games, any folder that contains a favorite game will be displayed, and other folders which are themselves marked as favorites but that do not contain any favorite games will be hidden.
The filters are always applied for the complete game system, including all folder content.
@ -1517,11 +1446,7 @@ A flag to mark whether the game is suitable for children. This will be applied a
**Hidden**
A flag to indicate that the game is hidden. If the corresponding option has been set in the main menu, the game will not
be shown. Useful for example for DOS games to hide batch scripts and unnecessary binaries or to hide the actual game
files for multi-disc games. If a file or folder is flagged as hidden but the corresponding option to hide hidden games
has not been enabled, then the opacity of the text will be lowered significantly to make it clear that it's a hidden
entry.
A flag to indicate that the game is hidden. If the corresponding option has been set in the main menu, the game will not be shown. Useful for example for DOS games to hide batch scripts and unnecessary binaries or to hide the actual game files for multi-disc games. If a file or folder is flagged as hidden but the corresponding option to hide hidden games has not been enabled, then the opacity of the text will be lowered significantly to make it clear that it's a hidden entry.
**Broken/not working**
@ -1529,27 +1454,15 @@ A flag to indicate whether the game is broken. Useful for MAME games for instanc
**Exclude from game counter** _(files only)_
A flag to indicate whether the game should be excluded from being counted. If this is set for a game, it will not be
included in the game counter shown per system on the system view, and it will not be included in the system information
field in the gamelist view. As well, it will be excluded from all automatic and custom collections. This option is quite
useful for multi-file games such as multi-disc Amiga or Commodore 64 games, or for DOS games where you want to exclude
setup programs and similar but still need them available in ES-DE and therefore can't hide them. Files that have this
flag set will have a lower opacity in the gamelists, making them easy to spot.
A flag to indicate whether the game should be excluded from being counted. If this is set for a game, it will not be included in the game counter shown per system on the system view, and it will not be included in the system information field in the gamelist view. As well, it will be excluded from all automatic and custom collections. This option is quite useful for multi-file games such as multi-disc Amiga or Commodore 64 games, or for DOS games where you want to exclude setup programs and similar but still need them available in ES-DE and therefore can't hide them. Files that have this flag set will have a lower opacity in the gamelists, making them easy to spot.
**Exclude from multi-scraper**
Whether to exclude the file from the multi-scraper. This is quite useful in order to avoid scraping all the disks for
multi-disc games for example. There is an option in the scraper settings to ignore this flag, but by default the
multi-scraper will respect it.
Whether to exclude the file from the multi-scraper. This is quite useful in order to avoid scraping all the disks for multi-disc games for example. There is an option in the scraper settings to ignore this flag, but by default the multi-scraper will respect it.
**Hide metadata fields**
This option will hide most metadata fields in the gamelist view. The intention is to be able to hide the fields for
situations such as general folders (Multi-disc, Cartridges etc.) and for setup programs and similar (e.g. SETUP.EXE or
INSTALL.BAT for DOS games). It could also be used on the game files for multi-disc games where perhaps only the .m3u
playlist should have any metadata values. The only fields shown with this option enabled are the game name and
description. Using the description it's possible to write some comments regarding the file or folder, should you want
to. It's also possible to display game images and videos with this setting enabled.
This option will hide most metadata fields in the gamelist view. The intention is to be able to hide the fields for situations such as general folders (Multi-disc, Cartridges etc.) and for setup programs and similar (e.g. SETUP.EXE or INSTALL.BAT for DOS games). It could also be used on the game files for multi-disc games where perhaps only the .m3u playlist should have any metadata values. The only fields shown with this option enabled are the game name and description. Using the description it's possible to write some comments regarding the file or folder, should you want to. It's also possible to display game images and videos with this setting enabled.
**Times played** _(files only)_
@ -1735,82 +1648,35 @@ Refer to the [INSTALL-DEV.md](INSTALL-DEV.md#command-line-options) document for
## Supported game systems
**Note:** The following list is what the default es_systems.xml files and the rbsimple-DE theme supports. This theme set
is very comprehensive, so if you're using another theme, it may be that some or many of these systems are not supported.
ES-DE will still work but the game system will unthemed which looks very ugly.
**Note:** The following list is what the default es_systems.xml files and the rbsimple-DE theme supports. This theme set is very comprehensive, so if you're using another theme, it may be that some or many of these systems are not supported. ES-DE will still work but the game system will unthemed which looks very ugly.
Note as well that the list and corresponding es_systems.xml templates may not reflect what is readily available for all
supported operating system. This is especially true on Unix/Linux if installing RetroArch via the OS repository instead
of using the Snap or Flatpak distributions (or compiling from source code) as the repository versions are normally quite
crippled.
Note as well that the list and corresponding es_systems.xml templates may not reflect what is readily available for all supported operating system. This is especially true on Unix/Linux if installing RetroArch via the OS repository instead of using the Snap or Flatpak distributions (or compiling from source code) as the repository versions are normally quite crippled.
The column **System name** corresponds to the directory where you should put your game files, e.g. `~/ROMs/c64`
or `~/ROMs/megadrive`.
The column **System name** corresponds to the directory where you should put your game files, e.g. `~/ROMs/c64` or `~/ROMs/megadrive`.
Regional differences are handled by simply using the game system name corresponding to your region. For example for Sega
Mega Drive, _megadrive_ would be used by most people in the world, although persons from North America would use _
genesis_ instead. The same is true for _pcengine_ vs _tg16_ etc. This only affects the theme selection and the
corresponding theme graphics, the same emulator and scraper settings are still used for the regional variants although
that can of course be customized in the es_systems.xml file if you wish.
Regional differences are handled by simply using the game system name corresponding to your region. For example for Sega Mega Drive, _megadrive_ would be used by most people in the world, although persons from North America would use _genesis_ instead. The same is true for _pcengine_ vs _tg16_ etc. This only affects the theme selection and the corresponding theme graphics, the same emulator and scraper settings are still used for the regional variants although that can of course be customized in the es_systems.xml file if you wish.
Sometimes the name of the console is (more or less) the same for multiple regions, and in those cases the region has
been added as a suffix to the game system name. For instance `na` for North America has been added to `snes` (Super
Nintendo) giving the system name `snesna`. The same goes for Japan, as in `megacd` and `megacdjp`. Again, this only
affects the theme and theme graphics.
Sometimes the name of the console is (more or less) the same for multiple regions, and in those cases the region has been added as a suffix to the game system name. For instance `na` for North America has been added to `snes` (Super Nintendo) giving the system name `snesna`. The same goes for Japan, as in `megacd` and `megacdjp`. Again, this only affects the theme and theme graphics.
For the **Full name** column, text inside square brackets [] are comments and not part of the actual system name.
The **Default emulator** column lists the primary emulator as configured in es_systems.xml. If this differs between
Unix, macOS and Windows then it's specified in square brackets, such as [UW] for Unix and Windows and [M] for macOS. If
not all of the three platforms are specified it means that the system is not available on the missing platforms. For
example Lutris which is only avaialable on Unix is marked with only a _[U]_. Unless explicitly marked as **(
Standalone)**, each emulator is a RetroArch core.
The **Default emulator** column lists the primary emulator as configured in es_systems.xml. If this differs between Unix, macOS and Windows then it's specified in square brackets, such as [UW] for Unix and Windows and [M] for macOS. If not all of the three platforms are specified it means that the system is not available on the missing platforms. For example Lutris which is only avaialable on Unix is marked with only a _[U]_. Unless explicitly marked as **(Standalone)**, each emulator is a RetroArch core.
The **Alternative emulators** column lists additional emulators configured in es_systems.xml that can be selected per
system and per game, as explained earlier in this guide. This does not necessarily include everything in existence, as
for some platforms there are a lot of emulators to choose from. In those cases the included emulators is a curated
selection. In the same manner as the _Default emulator_ column, differences between Unix, macOS and Windows are marked
using square brackets. Unless explicitly marked as **(Standalone)**, echo emulator is a RetroArch core.
The **Alternative emulators** column lists additional emulators configured in es_systems.xml that can be selected per system and per game, as explained earlier in this guide. This does not necessarily include everything in existence, as for some platforms there are a lot of emulators to choose from. In those cases the included emulators is a curated selection. In the same manner as the _Default emulator_ column, differences between Unix, macOS and Windows are marked using square brackets. Unless explicitly marked as **(Standalone)**, echo emulator is a RetroArch core.
The **Needs BIOS** column indicates if additional BIOS/system ROMs are required, as should be explained by the emulator
documentation. Good starting points for such documentation are [https://docs.libretro.com](https://docs.libretro.com)
and [https://docs.libretro.com/library/bios](https://docs.libretro.com/library/bios)
The **Needs BIOS** column indicates if additional BIOS/system ROMs are required, as should be explained by the emulator documentation. Good starting points for such documentation are [https://docs.libretro.com](https://docs.libretro.com) and [https://docs.libretro.com/library/bios](https://docs.libretro.com/library/bios)
For additional details regarding which game file extensions are supported per system, refer to the es_systems.xml
files [unix/es_systems.xml](resources/systems/unix/es_systems.xml)
, [macos/es_systems.xml](resources/systems/macos/es_systems.xml)
and [windows/es_systems.xml](resources/systems/windows/es_systems.xml). Normally the extensions setup in these files
should cover everything that the emulators support. Note that for systems that have alternative emulators defined, the
list of extensions is a combination of what is supported by all the emulators. This approach is necessary as you want to
be able to see all games for each system while potentially testing and switching between different emulators, either
system-wide or on a per game basis.
For additional details regarding which game file extensions are supported per system, refer to the es_systems.xml files [unix/es_systems.xml](resources/systems/unix/es_systems.xml), [macos/es_systems.xml](resources/systems/macos/es_systems.xml) and [windows/es_systems.xml](resources/systems/windows/es_systems.xml). Normally the extensions setup in these files should cover everything that the emulators support. Note that for systems that have alternative emulators defined, the list of extensions is a combination of what is supported by all the emulators. This approach is necessary as you want to be able to see all games for each system while potentially testing and switching between different emulators, either system-wide or on a per game basis.
If you generated the ROMs directory structure when first starting ES-DE, the systeminfo.txt files located in each game
system directory will also contain the information about the emulator core and supported file extensions.
If you generated the ROMs directory structure when first starting ES-DE, the systeminfo.txt files located in each game system directory will also contain the information about the emulator core and supported file extensions.
For CD-based systems it's generally recommended to use CHD files (extension .chd) as this saves space due to compression
compared to BIN/CUE, IMG, ISO etc. The CHD format is also supported by most emulators. You can convert to CHD from
various formats using the MAME `chdman` utility, for example `chdman createcd -i mygame.iso -o mygame.chd`. Sometimes
chdman has issues converting from the IMG and BIN formats, and in this case it's possible to first convert to ISO
using `ccd2iso`, such as `ccd2iso mygame.img mygame.iso`.
For CD-based systems it's generally recommended to use CHD files (extension .chd) as this saves space due to compression compared to BIN/CUE, IMG, ISO etc. The CHD format is also supported by most emulators. You can convert to CHD from various formats using the MAME `chdman` utility, for example `chdman createcd -i mygame.iso -o mygame.chd`. Sometimes chdman has issues converting from the IMG and BIN formats, and in this case it's possible to first convert to ISO using `ccd2iso`, such as `ccd2iso mygame.img mygame.iso`.
MAME emulation is a bit special as the choice of emulator depends on which ROM set you're using. It's recommended to go
for the latest available set, as MAME is constantly improved with more complete and accurate emulation. Therefore
the `arcade` system is configured to use _MAME - Current_ by default, which as the name implies will be the latest
available MAME version. But if you have a really slow computer you may want to use another ROM set such as the popular
0.78. In this case, you can either select _MAME 2003-Plus_ as an alternative emulator, or you can use the `mame` system
which comes configured with this emulator as the default. There are more MAME versions available as alternative
emulators, as you can see in the table below.
MAME emulation is a bit special as the choice of emulator depends on which ROM set you're using. It's recommended to go for the latest available set, as MAME is constantly improved with more complete and accurate emulation. Therefore the `arcade` system is configured to use _MAME - Current_ by default, which as the name implies will be the latest available MAME version. But if you have a really slow computer you may want to use another ROM set such as the popular 0.78. In this case, you can either select _MAME 2003-Plus_ as an alternative emulator, or you can use the `mame` system which comes configured with this emulator as the default. There are more MAME versions available as alternative emulators, as you can see in the table below.
There are also other MAME forks and derivates available such as MAME4ALL, AdvanceMAME, FinalBurn Alpha and FinalBurn Neo
but it's beyond the scope of this document to describe those in detail. For more information, refer to
the [RetroPie arcade documentation](https://retropie.org.uk/docs/Arcade) which has a good overview of the various MAME
alternatives.
There are also other MAME forks and derivates available such as MAME4ALL, AdvanceMAME, FinalBurn Alpha and FinalBurn Neo but it's beyond the scope of this document to describe those in detail. For more information, refer to the [RetroPie arcade documentation](https://retropie.org.uk/docs/Arcade) which has a good overview of the various MAME alternatives.
In general .zip or .7z files are recommended for smaller-sized games like those from older systems (assuming the
emulator supports it). But for CD-based systems it's not a good approach as uncompressing the larger CD images takes
quite some time, leading to slow game launches. As explained above, converting CD images to CHD files is a better
solution for achieving file compression while still enjoying fast game launches.
In general .zip or .7z files are recommended for smaller-sized games like those from older systems (assuming the emulator supports it). But for CD-based systems it's not a good approach as uncompressing the larger CD images takes quite some time, leading to slow game launches. As explained above, converting CD images to CHD files is a better solution for achieving file compression while still enjoying fast game launches.
Consider the table below a work in progress as it's obvioulsy not fully populated yet!
@ -1822,13 +1688,13 @@ All emulators are RetroArch cores unless marked as **(Standalone**)
| System name | Full name | Default emulator | Alternative emulators | Needs BIOS | Recommended game setup |
| :-------------------- | :--------------------------------------------- | :-------------------------------- | :-------------------------------- | :----------- | :----------------------------------- |
| 3do | 3DO | 4DO | | | |
| 64dd | Nintendo 64DD | Mupen64Plus-Next [UW],<br>ParaLLEl N64 [M] | ParaLLEl N64 [UW] | | |
| 64dd | Nintendo 64DD | Mupen64Plus-Next [UW],<br>ParaLLEl N64 [M] | ParaLLEl N64 [UW] | | |
| ags | Adventure Game Studio game engine | | | | |
| amiga | Commodore Amiga | PUAE | | Yes | WHDLoad hard disk image in .hdf or .hdz format in root folder, or diskette image in .adf format in root folder if single-disc, or in separate folder with .m3u playlist if multi-disc |
| amiga600 | Commodore Amiga 600 | PUAE | | Yes | WHDLoad hard disk image in .hdf or .hdz format in root folder, or diskette image in .adf format in root folder if single-disc, or in separate folder with .m3u playlist if multi-disc |
| amiga1200 | Commodore Amiga 1200 | PUAE | | Yes | WHDLoad hard disk image in .hdf or .hdz format in root folder, or diskette image in .adf format in root folder if single-disc, or in separate folder with .m3u playlist if multi-disc |
| amigacd32 | Commodore Amiga CD32 | PUAE | | | |
| amstradcpc | Amstrad CPC | Caprice32 | | | |
| amstradcpc | Amstrad CPC | Caprice32 | CrocoDS | | |
| apple2 | Apple II | | | | |
| apple2gs | Apple IIGS | | | | |
| arcade | Arcade | MAME - Current | MAME 2000,<br>MAME 2003-Plus,<br>MAME 2010,<br>FinalBurn Neo,<br>FB Alpha 2012 | Depends | Single archive file following MAME name standard in root folder |
@ -1839,12 +1705,12 @@ All emulators are RetroArch cores unless marked as **(Standalone**)
| atari800 | Atari 800 | Atari800 | | | |
| atarijaguar | Atari Jaguar | Virtual Jaguar | | | |
| atarijaguarcd | Atari Jaguar CD | Virtual Jaguar | | | |
| atarilynx | Atari Lynx | Beetle Lynx | | | |
| atarilynx | Atari Lynx | Handy | Beetle Lynx | | |
| atarist | Atari ST [also STE and Falcon] | Hatari | | | |
| atarixe | Atari XE | Atari800 | | | |
| atomiswave | Atomiswave | Flycast | | | |
| bbcmicro | BBC Micro | | | | |
| c64 | Commodore 64 | VICE x64sc Accurate | VICE x64 Fast,<br>VICE x64 SuperCPU,<br>VICE x128,<br>Frodo | No | Single disk, tape r cartridge image in root folder and/or multi-disc images in separate folder |
| c64 | Commodore 64 | VICE x64sc Accurate | VICE x64 Fast,<br>VICE x64 SuperCPU,<br>VICE x128,<br>Frodo | No | Single disk, tape or cartridge image in root folder and/or multi-disc images in separate folder |
| cavestory | Cave Story (NXEngine) | NXEngine | | | |
| cdtv | Commodore CDTV | | | | |
| chailove | ChaiLove game engine | ChaiLove | | | |
@ -1862,52 +1728,51 @@ All emulators are RetroArch cores unless marked as **(Standalone**)
| fbneo | FinalBurn Neo | FinalBurn Neo | | Yes | Single archive file following MAME name standard in root folder |
| fds | Nintendo Famicom Disk System | Nestopia UE | | Yes | Single archive or ROM file in root folder |
| gameandwatch | Nintendo Game and Watch | GW | | | |
| gamegear | Sega Game Gear | Genesis Plus GX | | | |
| gb | Nintendo Game Boy | bsnes | | | |
| gba | Nintendo Game Boy Advance | Beetle GBA | | | |
| gbc | Nintendo Game Boy Color | bsnes | | | |
| gamegear | Sega Game Gear | Gearsystem | SMS Plus GX,<br>Genesis Plus GX,<br>Genesis Plus GX Wide | | |
| gb | Nintendo Game Boy | SameBoy | Gambatte,<br>Gearboy,<br>TGB Dual,<br>Mesen-S,<br>bsnes | | |
| gba | Nintendo Game Boy Advance | mGBA | VBA-M,<br>VBA Next,<br>gpSP | | |
| gbc | Nintendo Game Boy Color | SameBoy | Gambatte,<br>Gearboy,<br>TGB Dual,<br>Mesen-S,<br>bsnes | | |
| gc | Nintendo GameCube | Dolphin | | | |
| genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,<br>PicoDrive,<br>BlastEm | No | Single archive or ROM file in root folder |
| gx4000 | Amstrad GX4000 | | | | |
| intellivision | Mattel Electronics Intellivision | FreeIntv | | | |
| kodi | Kodi home theatre software | N/A | | No | |
| lutris | Lutris open gaming platform | Lutris application **(
Standalone)** [U] | | No | Shell script in root folder |
| lutris | Lutris open gaming platform | Lutris application **(Standalone)** [U] | | No | Shell script in root folder |
| lutro | Lutro game engine | Lutro | | | |
| macintosh | Apple Macintosh | | | | |
| mame | Multiple Arcade Machine Emulator | MAME 2003-Plus | MAME 2000,<br>MAME 2010,<br>MAME - Current,<br>FinalBurn Neo,<br>FB Alpha 2012 | Depends | Single archive file following MAME name standard in root folder |
| mame-advmame | AdvanceMAME | | | Depends | Single archive file following MAME name standard in root folder |
| mame-mame4all | MAME4ALL | | | Depends | Single archive file following MAME name standard in root folder |
| mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,<br>SMS Plus GX,<br>Gearsystem,<br>PicoDrive | No | Single archive or ROM file in root folder |
| megacd | Sega Mega-CD | Genesis Plus GX | | | |
| megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | | | |
| megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,<br>PicoDrive | | |
| megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide,<br>PicoDrive | | |
| megadrive | Sega Mega Drive | Genesis Plus GX | Genesis Plus GX Wide,<br>PicoDrive,<br>BlastEm | No | Single archive or ROM file in root folder |
| mess | Multi Emulator Super System | MESS 2015 | | | |
| moonlight | Moonlight game streaming | | | | |
| moto | Thomson MO/TO series | Theodore | | | |
| msx | MSX | blueMSX | | | |
| msx1 | MSX1 | blueMSX | | | |
| msx2 | MSX2 | blueMSX | | | |
| msx | MSX | blueMSX | fMSX | | |
| msx1 | MSX1 | blueMSX | fMSX | | |
| msx2 | MSX2 | blueMSX | fMSX | | |
| msxturbor | MSX Turbo R | blueMSX | | | |
| multivision | Othello Multivision | Gearsystem | | | |
| naomi | Sega NAOMI | Flycast | | | |
| naomigd | Sega NAOMI GD-ROM | Flycast | | | |
| n3ds | Nintendo 3DS | Citra | | | |
| n64 | Nintendo 64 | Mupen64Plus-Next [UW],<br>ParaLLEl N64 [M] | ParaLLEl N64 [UW] | No | Single archive or ROM file in root folder |
| nds | Nintendo DS | melonDS | | | |
| n3ds | Nintendo 3DS | Citra [UW] | Citra 2018 [UW] | | |
| n64 | Nintendo 64 | Mupen64Plus-Next [UW],<br>ParaLLEl N64 [M] | ParaLLEl N64 [UW] | No | Single archive or ROM file in root folder |
| nds | Nintendo DS | DeSmuME | DeSmuME 2015,<br>melonDS | | |
| neogeo | SNK Neo Geo | FinalBurn Neo | | Yes | Single archive file following MAME name standard in root folder |
| neogeocd | SNK Neo Geo CD | NeoCD | | Yes | Single archive in root folder (which includes the CD image and ripped audio) |
| neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | | Yes | Single archive in root folder (which includes the CD image and ripped audio) |
| nes | Nintendo Entertainment System | Nestopia UE | FCEUmm,<br>Mesen,<br>QuickNES | No | Single archive or ROM file in root folder |
| ngp | SNK Neo Geo Pocket | Beetle NeoPop | | | |
| ngpc | SNK Neo Geo Pocket Color | Beetle NeoPop | | | |
| nes | Nintendo Entertainment System | Nestopia UE | FCEUmm,<br>Mesen,<br>QuickNES | No | Single archive or ROM file in root folder |
| ngp | SNK Neo Geo Pocket | Beetle NeoPop | RACE | | |
| ngpc | SNK Neo Geo Pocket Color | Beetle NeoPop | RACE | | |
| odyssey2 | Magnavox Odyssey2 | O2EM | | | |
| openbor | OpenBOR game engine | | | | |
| oric | Tangerine Computer Systems Oric | | | | |
| palm | Palm OS | Mu | | | |
| pc | IBM PC | DOSBox-Core | DOSBox-Pure,<br>DOSBox-SVN | No | In separate folder (one folder per game, with complete file structure retained) |
| pc | IBM PC | DOSBox-Core | DOSBox-Pure,<br>DOSBox-SVN | No | In separate folder (one folder per game, with complete file structure retained) |
| pc88 | NEC PC-8800 series | QUASI88 | | | |
| pc98 | NEC PC-9800 series | Neko Project II Kai | | | |
| pc98 | NEC PC-9800 series | Neko Project II Kai | Neko Project II | | |
| pcengine | NEC PC Engine | Beetle PCE | Beetle PCE FAST | No | Single archive or ROM file in root folder |
| pcenginecd | NEC PC Engine CD | Beetle PCE | Beetle PCE FAST | Yes | |
| pcfx | NEC PC-FX | Beetle PC-FX | | | |
@ -1921,26 +1786,24 @@ Standalone)** [U] | | No | Shell scr
| psx | Sony PlayStation | Beetle PSX | Beetle PSX HW,<br>PCSX ReARMed,<br>DuckStation | Yes | .chd file in root folder for single-disc games, .m3u playlist in root folder for multi-disc games |
| residualvm | ResidualVM game engine | | | | |
| samcoupe | SAM Coupé | SimCoupe | | | |
| satellaview | Nintendo Satellaview | Snes9x - Current | | | |
| saturn | Sega Saturn | Beetle Saturn | | | |
| saturnjp | Sega Saturn [Japan] | Beetle Saturn | | | |
| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,<br>bsnes,<br>bsnes-mercury Accuracy,<br>Mesen-S | | |
| saturn | Sega Saturn | Beetle Saturn | Kronos [UW],<br>YabaSanshiro [UW],<br>Yabause | | |
| saturnjp | Sega Saturn [Japan] | Beetle Saturn | Kronos [UW],<br>YabaSanshiro [UW],<br>Yabause | | |
| scummvm | ScummVM game engine | ScummVM | | No | In separate folder (one folder per game, with complete file structure retained) |
| sega32x | Sega Mega Drive 32X | PicoDrive | | No | Single archive or ROM file in root folder |
| sega32xjp | Sega Super 32X [Japan] | PicoDrive | | No | Single archive or ROM file in root folder |
| sega32xna | Sega Genesis 32X [North America] | PicoDrive | | No | Single archive or ROM file in root folder |
| segacd | Sega CD | Genesis Plus GX | | | |
| sg-1000 | Sega SG-1000 | Genesis Plus GX | | | |
| segacd | Sega CD | Genesis Plus GX | Genesis Plus GX Wide,<br>PicoDrive | | |
| sg-1000 | Sega SG-1000 | Gearsystem | Genesis Plus GX,<br>Genesis Plus GX Wide,<br>blueMSX | | |
| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,<br>bsnes,<br>bsnes-mercury Accuracy,<br>Beetle Supafaust [UW],<br>Mesen-S | No | Single archive or ROM file in root folder |
| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,<br>bsnes,<br>bsnes-mercury Accuracy,<br>Beetle Supafaust [UW],<br>Mesen-S | No | Single archive or ROM file in root folder |
| solarus | Solarus game engine | | | | |
| spectravideo | Spectravideo | blueMSX | | | |
| steam | Valve Steam | Steam application **(
Standalone)** | | No | Shell script/batch file in root folder |
| steam | Valve Steam | Steam application **(Standalone)** | | No | Shell script/batch file in root folder |
| stratagus | Stratagus game engine | | | | |
| sufami | Bandai SuFami Turbo | Snes9x - Current | | | |
| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,<br>bsnes,<br>bsnes-mercury Accuracy | | |
| supergrafx | NEC SuperGrafx | Beetle SuperGrafx | Beetle PCE | | |
| switch | Nintendo Switch | Yuzu **(
Standalone)** [UW] | | Yes | |
| switch | Nintendo Switch | Yuzu **(Standalone)** [UW] | | Yes | |
| tanodragon | Tano Dragon | | | | |
| tg16 | NEC TurboGrafx-16 | Beetle PCE | Beetle PCE FAST | No | Single archive or ROM file in root folder |
| tg-cd | NEC TurboGrafx-CD | Beetle PCE | Beetle PCE FAST | Yes | |
@ -1950,7 +1813,7 @@ Standalone)** [UW] | | Yes |
| trs-80 | Tandy TRS-80 | | | | |
| uzebox | Uzebox | Uzem | | | |
| vectrex | Vectrex | vecx | | | |
| videopac | Philips Videopac G7000 (Magnavox Odyssey2) | O2EM | | | |
| videopac | Philips Videopac G7000 | O2EM | | | |
| virtualboy | Nintendo Virtual Boy | Beetle VB | | | |
| wii | Nintendo Wii | Dolphin | | | |
| wiiu | Nintendo Wii U | | | | |
@ -1962,5 +1825,4 @@ Standalone)** [UW] | | Yes |
| xbox360 | Microsoft Xbox 360 | | | | |
| zmachine | Infocom Z-machine | | | | |
| zx81 | Sinclair ZX81 | EightyOne | | | |
| zxspectrum | Sinclair ZX Spectrum | Fuse | | | | | Amstrad GX4000 | | | | |
| zxspectrum | Sinclair ZX Spectrum | Fuse | | | |

View file

@ -124,6 +124,19 @@ There will be a lot of directories created if using the es_systems.xml file bund
_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use the default one, and you can also generate the game systems directory structure. Note that the directory is the physical path, and that your operating system may present this as a localized path if you are using a language other than English._
## Specific notes for macOS
On macOS, the first time you launch a game from within ES-DE, the operating system will present you with a security option with the following description:
`"EmulationStation Desktop Edition" would like to access files in your Documents folder.`
If you don't allow this, you will not be able to place system BIOS ROMs in the RetroArch default system directory `~/Documents/RetroArch/system` even if you've already given RetroArch access to this folder. This is so because RetroArch runs as a subprocess to ES-DE and therefore inherits the security settings from the parent application. Attempting to launch a game without enabling the access will simply display an error message in the emulator that the BIOS files are missing. This of course only applies to emulators that require BIOS ROMs, all other games should work fine regardless of this security setting.
If you accidentally refused ES-DE the folder access, you can fix this by opening _System Preferences_, selecting _Security & Privacy_ and within the GUI choose _Files and Folders_. The option you need to enable is _Documents Folder_ under _EmulationStation Desktop Edition_.
Another issue on macOS 11 Big Sur (and possibly other OS versions) is that when connecting a DualShock 4 controller either via Bluetooth or using a USB cable, two separate controller devices are registered in parallel. This is a bug in either macOS or the DualShock driver and it makes it seem as if ES-DE is registering double button presses when actually two separate controller devices are generating identical input. A workaround if using Bluetooth mode is to plug in the USB cable just after connecting the controller, wait a second or two and then remove the cable again. This will remove the cabled device, leaving only the Bluetooth device active. Another workaround is to enable the setting _Only accept input from first controller_ in the ES-DE input device settings. The reason why this bug may not be visible in some other games and applications is that ES-DE enables and auto-configures all connected controllers.
## Customizing the systems configuration file
The `es_systems.xml` file is located in the ES-DE resources directory which is part of the application installation. As such this file is not intended to be modified directly. If a customized file is needed, this should instead be placed in the `custom_systems` folder in the ES-DE home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`. You can find information on the file structure and how to adapt the configuration in the [INSTALL.md](INSTALL.md#es_systemsxml) document.

View file

@ -555,13 +555,7 @@ std::string CollectionSystemsManager::getValidNewCollectionName(std::string inNa
std::string name = inName;
// Trim leading and trailing whitespaces.
name.erase(name.begin(), std::find_if(name.begin(), name.end(), [](char c) {
return !std::isspace(static_cast<unsigned char>(c));
}));
name.erase(std::find_if(name.rbegin(), name.rend(),
[](char c) { return !std::isspace(static_cast<unsigned char>(c)); })
.base(),
name.end());
name = Utils::String::trim(name);
if (index == 0) {
size_t remove = std::string::npos;
@ -698,6 +692,7 @@ bool CollectionSystemsManager::toggleGameInCollection(FileData* file)
adding = false;
// If we found it, we need to remove it.
FileData* collectionEntry = children.at(key);
fileIndex->removeFromIndex(collectionEntry);
ViewController::get()
->getGameListView(systemViewToUpdate)
.get()
@ -925,7 +920,7 @@ SystemData* CollectionSystemsManager::addNewCustomCollection(std::string name)
CollectionSystemDecl decl = mCollectionSystemDeclsIndex[myCollectionsName];
decl.themeFolder = name;
decl.name = name;
decl.longName = name;
decl.fullName = name;
return createNewCollectionEntry(name, decl, true, true);
}
@ -1113,7 +1108,7 @@ SystemData* CollectionSystemsManager::createNewCollectionEntry(std::string name,
bool index,
bool custom)
{
SystemData* newSys = new SystemData(name, sysDecl.longName, mCollectionEnvData,
SystemData* newSys = new SystemData(name, sysDecl.fullName, "", mCollectionEnvData,
sysDecl.themeFolder, true, custom);
CollectionSystemData newCollectionData;

View file

@ -43,7 +43,7 @@ enum CollectionSystemType {
struct CollectionSystemDecl {
CollectionSystemType type;
std::string name;
std::string longName;
std::string fullName;
std::string themeFolder;
bool isCustom;
};

View file

@ -13,6 +13,7 @@
#include "Settings.h"
#include "utils/StringUtil.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include <cmath>
@ -22,30 +23,34 @@
FileFilterIndex::FileFilterIndex()
: mFilterByText(false)
, mTextRemoveSystem(false)
, mFilterByFavorites(false)
, mFilterByRatings(false)
, mFilterByDeveloper(false)
, mFilterByPublisher(false)
, mFilterByGenre(false)
, mFilterByPlayers(false)
, mFilterByPubDev(false)
, mFilterByRatings(false)
, mFilterByKidGame(false)
, mFilterByFavorites(false)
, mFilterByCompleted(false)
, mFilterByBroken(false)
, mFilterByKidGame(false)
, mFilterByHidden(false)
, mFilterByBroken(false)
, mFilterByAltemulator(false)
{
clearAllFilters();
// clang-format off
FilterDataDecl filterDecls[] = {
//type //allKeys //filteredBy //filteredKeys //primaryKey //hasSecondaryKey //secondaryKey //menuLabel
{FAVORITES_FILTER, &mFavoritesIndexAllKeys, &mFilterByFavorites, &mFavoritesIndexFilteredKeys, "favorite", false, "", "FAVORITES"},
{GENRE_FILTER, &mGenreIndexAllKeys, &mFilterByGenre, &mGenreIndexFilteredKeys, "genre", true, "genre", "GENRE"},
{PLAYER_FILTER, &mPlayersIndexAllKeys, &mFilterByPlayers, &mPlayersIndexFilteredKeys, "players", false, "", "PLAYERS"},
{PUBDEV_FILTER, &mPubDevIndexAllKeys, &mFilterByPubDev, &mPubDevIndexFilteredKeys, "developer", true, "publisher", "PUBLISHER / DEVELOPER"},
{RATINGS_FILTER, &mRatingsIndexAllKeys, &mFilterByRatings, &mRatingsIndexFilteredKeys, "rating", false, "", "RATING"},
{KIDGAME_FILTER, &mKidGameIndexAllKeys, &mFilterByKidGame, &mKidGameIndexFilteredKeys, "kidgame", false, "", "KIDGAME"},
{COMPLETED_FILTER, &mCompletedIndexAllKeys, &mFilterByCompleted, &mCompletedIndexFilteredKeys, "completed", false, "", "COMPLETED"},
{BROKEN_FILTER, &mBrokenIndexAllKeys, &mFilterByBroken, &mBrokenIndexFilteredKeys, "broken", false, "", "BROKEN"},
{HIDDEN_FILTER, &mHiddenIndexAllKeys, &mFilterByHidden, &mHiddenIndexFilteredKeys, "hidden", false, "", "HIDDEN"}
//type //allKeys //filteredBy //filteredKeys //primaryKey //hasSecondaryKey //secondaryKey //menuLabel
{RATINGS_FILTER, &mRatingsIndexAllKeys, &mFilterByRatings, &mRatingsIndexFilteredKeys, "rating", false, "", "RATING"},
{DEVELOPER_FILTER, &mDeveloperIndexAllKeys, &mFilterByDeveloper, &mDeveloperIndexFilteredKeys, "developer", false, "", "DEVELOPER"},
{PUBLISHER_FILTER, &mPublisherIndexAllKeys, &mFilterByPublisher, &mPublisherIndexFilteredKeys, "publisher", false, "", "PUBLISHER"},
{GENRE_FILTER, &mGenreIndexAllKeys, &mFilterByGenre, &mGenreIndexFilteredKeys, "genre", true, "genre", "GENRE"},
{PLAYER_FILTER, &mPlayersIndexAllKeys, &mFilterByPlayers, &mPlayersIndexFilteredKeys, "players", false, "", "PLAYERS"},
{FAVORITES_FILTER, &mFavoritesIndexAllKeys, &mFilterByFavorites, &mFavoritesIndexFilteredKeys, "favorite", false, "", "FAVORITE"},
{COMPLETED_FILTER, &mCompletedIndexAllKeys, &mFilterByCompleted, &mCompletedIndexFilteredKeys, "completed", false, "", "COMPLETED"},
{KIDGAME_FILTER, &mKidGameIndexAllKeys, &mFilterByKidGame, &mKidGameIndexFilteredKeys, "kidgame", false, "", "KIDGAME"},
{HIDDEN_FILTER, &mHiddenIndexAllKeys, &mFilterByHidden, &mHiddenIndexFilteredKeys, "hidden", false, "", "HIDDEN"},
{BROKEN_FILTER, &mBrokenIndexAllKeys, &mFilterByBroken, &mBrokenIndexFilteredKeys, "broken", false, "", "BROKEN"},
{ALTEMULATOR_FILTER, &mAltemulatorIndexAllKeys, &mFilterByAltemulator, &mAltemulatorIndexFilteredKeys, "altemulator", false, "", "ALTERNATIVE EMULATOR"}
};
// clang-format on
@ -67,15 +72,17 @@ void FileFilterIndex::importIndex(FileFilterIndex* indexToImport)
};
IndexImportStructure indexStructDecls[] = {
{&mFavoritesIndexAllKeys, &(indexToImport->mFavoritesIndexAllKeys)},
{&mRatingsIndexAllKeys, &(indexToImport->mRatingsIndexAllKeys)},
{&mDeveloperIndexAllKeys, &(indexToImport->mDeveloperIndexAllKeys)},
{&mPublisherIndexAllKeys, &(indexToImport->mPublisherIndexAllKeys)},
{&mGenreIndexAllKeys, &(indexToImport->mGenreIndexAllKeys)},
{&mPlayersIndexAllKeys, &(indexToImport->mPlayersIndexAllKeys)},
{&mPubDevIndexAllKeys, &(indexToImport->mPubDevIndexAllKeys)},
{&mRatingsIndexAllKeys, &(indexToImport->mRatingsIndexAllKeys)},
{&mKidGameIndexAllKeys, &(indexToImport->mKidGameIndexAllKeys)},
{&mFavoritesIndexAllKeys, &(indexToImport->mFavoritesIndexAllKeys)},
{&mCompletedIndexAllKeys, &(indexToImport->mCompletedIndexAllKeys)},
{&mBrokenIndexAllKeys, &(indexToImport->mBrokenIndexAllKeys)},
{&mKidGameIndexAllKeys, &(indexToImport->mKidGameIndexAllKeys)},
{&mHiddenIndexAllKeys, &(indexToImport->mHiddenIndexAllKeys)},
{&mBrokenIndexAllKeys, &(indexToImport->mBrokenIndexAllKeys)},
{&mAltemulatorIndexAllKeys, &(indexToImport->mAltemulatorIndexAllKeys)},
};
std::vector<IndexImportStructure> indexImportDecl = std::vector<IndexImportStructure>(
@ -102,15 +109,17 @@ void FileFilterIndex::importIndex(FileFilterIndex* indexToImport)
void FileFilterIndex::resetIndex()
{
clearAllFilters();
clearIndex(mFavoritesIndexAllKeys);
clearIndex(mRatingsIndexAllKeys);
clearIndex(mDeveloperIndexAllKeys);
clearIndex(mPublisherIndexAllKeys);
clearIndex(mGenreIndexAllKeys);
clearIndex(mPlayersIndexAllKeys);
clearIndex(mPubDevIndexAllKeys);
clearIndex(mRatingsIndexAllKeys);
clearIndex(mKidGameIndexAllKeys);
clearIndex(mFavoritesIndexAllKeys);
clearIndex(mCompletedIndexAllKeys);
clearIndex(mBrokenIndexAllKeys);
clearIndex(mKidGameIndexAllKeys);
clearIndex(mHiddenIndexAllKeys);
clearIndex(mBrokenIndexAllKeys);
clearIndex(mAltemulatorIndexAllKeys);
}
std::string FileFilterIndex::getIndexableKey(FileData* game,
@ -119,43 +128,6 @@ std::string FileFilterIndex::getIndexableKey(FileData* game,
{
std::string key = "";
switch (type) {
case FAVORITES_FILTER: {
if (game->getType() != GAME)
return "FALSE";
key = Utils::String::toUpper(game->metadata.get("favorite"));
break;
}
case GENRE_FILTER: {
key = Utils::String::toUpper(game->metadata.get("genre"));
key = Utils::String::trim(key);
if (getSecondary && !key.empty()) {
std::istringstream f(key);
std::string newKey;
getline(f, newKey, '/');
if (!newKey.empty() && newKey != key)
key = newKey;
else
key = std::string();
}
break;
}
case PLAYER_FILTER: {
if (getSecondary)
break;
key = Utils::String::toUpper(game->metadata.get("players"));
break;
}
case PUBDEV_FILTER: {
key = Utils::String::toUpper(game->metadata.get("publisher"));
key = Utils::String::trim(key);
if ((getSecondary && !key.empty()) || (!getSecondary && key.empty()))
key = Utils::String::toUpper(game->metadata.get("developer"));
else
key = Utils::String::toUpper(game->metadata.get("publisher"));
break;
}
case RATINGS_FILTER: {
int ratingNumber = 0;
if (!getSecondary) {
@ -186,10 +158,37 @@ std::string FileFilterIndex::getIndexableKey(FileData* game,
}
break;
}
case KIDGAME_FILTER: {
case DEVELOPER_FILTER: {
key = Utils::String::toUpper(game->metadata.get("developer"));
break;
}
case PUBLISHER_FILTER: {
key = Utils::String::toUpper(game->metadata.get("publisher"));
break;
}
case GENRE_FILTER: {
key = Utils::String::toUpper(game->metadata.get("genre"));
if (getSecondary && !key.empty()) {
std::istringstream f(key);
std::string newKey;
getline(f, newKey, '/');
if (!newKey.empty() && newKey != key)
key = newKey;
else
key = std::string();
}
break;
}
case PLAYER_FILTER: {
if (getSecondary)
break;
key = Utils::String::toUpper(game->metadata.get("players"));
break;
}
case FAVORITES_FILTER: {
if (game->getType() != GAME)
return "FALSE";
key = Utils::String::toUpper(game->metadata.get("kidgame"));
key = Utils::String::toUpper(game->metadata.get("favorite"));
break;
}
case COMPLETED_FILTER: {
@ -198,10 +197,10 @@ std::string FileFilterIndex::getIndexableKey(FileData* game,
key = Utils::String::toUpper(game->metadata.get("completed"));
break;
}
case BROKEN_FILTER: {
case KIDGAME_FILTER: {
if (game->getType() != GAME)
return "FALSE";
key = Utils::String::toUpper(game->metadata.get("broken"));
key = Utils::String::toUpper(game->metadata.get("kidgame"));
break;
}
case HIDDEN_FILTER: {
@ -210,40 +209,64 @@ std::string FileFilterIndex::getIndexableKey(FileData* game,
key = Utils::String::toUpper(game->metadata.get("hidden"));
break;
}
case BROKEN_FILTER: {
if (game->getType() != GAME)
return "FALSE";
key = Utils::String::toUpper(game->metadata.get("broken"));
break;
}
case ALTEMULATOR_FILTER: {
if (getSecondary)
break;
key = Utils::String::toUpper(game->metadata.get("altemulator"));
break;
}
default:
break;
}
key = Utils::String::trim(key);
if (key.empty() || (type == RATINGS_FILTER && key == "0 STARS")) {
// Add a dummy value in case there is no metadata defined so we can filter based on this.
if ((type == GENRE_FILTER || type == PLAYER_FILTER || type == DEVELOPER_FILTER ||
type == PUBLISHER_FILTER) &&
Utils::String::toUpper(key) == UNKNOWN_LABEL)
key = ViewController::CROSSEDCIRCLE_CHAR + " UNKNOWN";
else if (type == ALTEMULATOR_FILTER && key.empty())
key = ViewController::CROSSEDCIRCLE_CHAR + " NONE DEFINED";
else if (key.empty() || (type == RATINGS_FILTER && key == "0 STARS"))
key = UNKNOWN_LABEL;
}
return key;
}
void FileFilterIndex::addToIndex(FileData* game)
{
manageFavoritesEntryInIndex(game);
manageRatingsEntryInIndex(game);
manageDeveloperEntryInIndex(game);
managePublisherEntryInIndex(game);
manageGenreEntryInIndex(game);
managePlayerEntryInIndex(game);
managePubDevEntryInIndex(game);
manageRatingsEntryInIndex(game);
manageKidGameEntryInIndex(game);
manageFavoritesEntryInIndex(game);
manageCompletedEntryInIndex(game);
manageBrokenEntryInIndex(game);
manageKidGameEntryInIndex(game);
manageHiddenEntryInIndex(game);
manageBrokenEntryInIndex(game);
manageAltemulatorEntryInIndex(game);
}
void FileFilterIndex::removeFromIndex(FileData* game)
{
manageFavoritesEntryInIndex(game, true);
manageRatingsEntryInIndex(game, true);
manageDeveloperEntryInIndex(game, true);
managePublisherEntryInIndex(game, true);
manageGenreEntryInIndex(game, true);
managePlayerEntryInIndex(game, true);
managePubDevEntryInIndex(game, true);
manageRatingsEntryInIndex(game, true);
manageKidGameEntryInIndex(game, true);
manageFavoritesEntryInIndex(game, true);
manageCompletedEntryInIndex(game, true);
manageBrokenEntryInIndex(game, true);
manageKidGameEntryInIndex(game, true);
manageHiddenEntryInIndex(game, true);
manageBrokenEntryInIndex(game, true);
manageAltemulatorEntryInIndex(game, true);
}
void FileFilterIndex::setFilter(FilterIndexType type, std::vector<std::string>* values)
@ -312,33 +335,39 @@ void FileFilterIndex::setKidModeFilters()
void FileFilterIndex::debugPrintIndexes()
{
LOG(LogInfo) << "Printing Indexes...";
for (auto x : mFavoritesIndexAllKeys) {
LOG(LogInfo) << "Favorites Index: " << x.first << ": " << x.second;
for (auto x : mRatingsIndexAllKeys) {
LOG(LogInfo) << "Ratings Index: " << x.first << ": " << x.second;
}
for (auto x : mDeveloperIndexAllKeys) {
LOG(LogInfo) << "Developer Index: " << x.first << ": " << x.second;
}
for (auto x : mPublisherIndexAllKeys) {
LOG(LogInfo) << "Publisher Index: " << x.first << ": " << x.second;
}
for (auto x : mGenreIndexAllKeys) {
LOG(LogInfo) << "Genre Index: " << x.first << ": " << x.second;
}
for (auto x : mPlayersIndexAllKeys) {
LOG(LogInfo) << "Multiplayer Index: " << x.first << ": " << x.second;
LOG(LogInfo) << "Players Index: " << x.first << ": " << x.second;
}
for (auto x : mPubDevIndexAllKeys) {
LOG(LogInfo) << "PubDev Index: " << x.first << ": " << x.second;
}
for (auto x : mRatingsIndexAllKeys) {
LOG(LogInfo) << "Ratings Index: " << x.first << ": " << x.second;
}
for (auto x : mKidGameIndexAllKeys) {
LOG(LogInfo) << "KidGames Index: " << x.first << ": " << x.second;
for (auto x : mFavoritesIndexAllKeys) {
LOG(LogInfo) << "Favorites Index: " << x.first << ": " << x.second;
}
for (auto x : mCompletedIndexAllKeys) {
LOG(LogInfo) << "Completed Index: " << x.first << ": " << x.second;
}
for (auto x : mBrokenIndexAllKeys) {
LOG(LogInfo) << "Broken Index: " << x.first << ": " << x.second;
for (auto x : mKidGameIndexAllKeys) {
LOG(LogInfo) << "KidGames Index: " << x.first << ": " << x.second;
}
for (auto x : mHiddenIndexAllKeys) {
LOG(LogInfo) << "Hidden Index: " << x.first << ": " << x.second;
}
for (auto x : mBrokenIndexAllKeys) {
LOG(LogInfo) << "Broken Index: " << x.first << ": " << x.second;
}
for (auto x : mAltemulatorIndexAllKeys) {
LOG(LogInfo) << "Altemulator Index: " << x.first << ": " << x.second;
}
}
bool FileFilterIndex::showFile(FileData* game)
@ -413,28 +442,30 @@ bool FileFilterIndex::showFile(FileData* game)
bool FileFilterIndex::isFiltered()
{
if (UIModeController::getInstance()->isUIModeKid()) {
return (mFilterByText || mFilterByFavorites || mFilterByGenre || mFilterByPlayers ||
mFilterByPubDev || mFilterByRatings || mFilterByCompleted || mFilterByBroken ||
mFilterByHidden);
return (mFilterByText || mFilterByRatings || mFilterByDeveloper || mFilterByPublisher ||
mFilterByGenre || mFilterByPlayers || mFilterByFavorites || mFilterByCompleted ||
mFilterByHidden || mFilterByBroken || mFilterByAltemulator);
}
else {
return (mFilterByText || mFilterByFavorites || mFilterByGenre || mFilterByPlayers ||
mFilterByPubDev || mFilterByRatings || mFilterByKidGame || mFilterByCompleted ||
mFilterByBroken || mFilterByHidden);
return (mFilterByText || mFilterByRatings || mFilterByDeveloper || mFilterByPublisher ||
mFilterByGenre || mFilterByPlayers || mFilterByFavorites || mFilterByCompleted ||
mFilterByKidGame || mFilterByHidden || mFilterByBroken || mFilterByAltemulator);
}
}
bool FileFilterIndex::isKeyBeingFilteredBy(std::string key, FilterIndexType type)
{
const FilterIndexType filterTypes[9] = {FAVORITES_FILTER, GENRE_FILTER, PLAYER_FILTER,
PUBDEV_FILTER, RATINGS_FILTER, KIDGAME_FILTER,
COMPLETED_FILTER, BROKEN_FILTER, HIDDEN_FILTER};
std::vector<std::string> filterKeysList[9] = {
mFavoritesIndexFilteredKeys, mGenreIndexFilteredKeys, mPlayersIndexFilteredKeys,
mPubDevIndexFilteredKeys, mRatingsIndexFilteredKeys, mKidGameIndexFilteredKeys,
mCompletedIndexFilteredKeys, mBrokenIndexFilteredKeys, mHiddenIndexFilteredKeys};
const FilterIndexType filterTypes[11] = {RATINGS_FILTER, DEVELOPER_FILTER, PUBLISHER_FILTER,
GENRE_FILTER, PLAYER_FILTER, FAVORITES_FILTER,
COMPLETED_FILTER, KIDGAME_FILTER, HIDDEN_FILTER,
BROKEN_FILTER, ALTEMULATOR_FILTER};
std::vector<std::string> filterKeysList[11] = {
mRatingsIndexFilteredKeys, mDeveloperIndexFilteredKeys, mPublisherIndexFilteredKeys,
mGenreIndexFilteredKeys, mPlayersIndexFilteredKeys, mFavoritesIndexFilteredKeys,
mCompletedIndexFilteredKeys, mKidGameIndexFilteredKeys, mHiddenIndexFilteredKeys,
mBrokenIndexFilteredKeys, mAltemulatorIndexFilteredKeys};
for (int i = 0; i < 9; i++) {
for (int i = 0; i < 11; i++) {
if (filterTypes[i] == type) {
for (std::vector<std::string>::const_iterator it = filterKeysList[i].cbegin();
it != filterKeysList[i].cend(); it++) {
@ -447,88 +478,6 @@ bool FileFilterIndex::isKeyBeingFilteredBy(std::string key, FilterIndexType type
return false;
}
void FileFilterIndex::manageFavoritesEntryInIndex(FileData* game, bool remove)
{
// Flag for including unknowns.
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, FAVORITES_FILTER, false);
if (!includeUnknown && key == UNKNOWN_LABEL)
// No valid favorites info found.
return;
manageIndexEntry(&mFavoritesIndexAllKeys, key, remove);
}
void FileFilterIndex::manageGenreEntryInIndex(FileData* game, bool remove)
{
std::string key = getIndexableKey(game, GENRE_FILTER, false);
// Flag for including unknowns.
bool includeUnknown = INCLUDE_UNKNOWN;
// Only add unknown in pubdev IF both dev and pub are empty.
if (!includeUnknown && (key == UNKNOWN_LABEL || key == "BIOS"))
// No valid genre info found.
return;
manageIndexEntry(&mGenreIndexAllKeys, key, remove);
key = getIndexableKey(game, GENRE_FILTER, true);
if (!includeUnknown && key == UNKNOWN_LABEL)
manageIndexEntry(&mGenreIndexAllKeys, key, remove);
}
void FileFilterIndex::managePlayerEntryInIndex(FileData* game, bool remove)
{
// Flag for including unknowns.
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, PLAYER_FILTER, false);
// Only add unknown in pubdev IF both dev and pub are empty.
if (!includeUnknown && key == UNKNOWN_LABEL)
// No valid player info found.
return;
manageIndexEntry(&mPlayersIndexAllKeys, key, remove);
}
void FileFilterIndex::managePubDevEntryInIndex(FileData* game, bool remove)
{
std::string pub = getIndexableKey(game, PUBDEV_FILTER, false);
std::string dev = getIndexableKey(game, PUBDEV_FILTER, true);
// Flag for including unknowns.
bool includeUnknown = INCLUDE_UNKNOWN;
bool unknownPub = false;
bool unknownDev = false;
if (pub == UNKNOWN_LABEL)
unknownPub = true;
if (dev == UNKNOWN_LABEL)
unknownDev = true;
if (!includeUnknown && unknownDev && unknownPub)
// No valid rating info found.
return;
if (unknownDev && unknownPub) {
// If no info at all.
manageIndexEntry(&mPubDevIndexAllKeys, pub, remove);
}
else {
if (!unknownDev) {
// If no info at all.
manageIndexEntry(&mPubDevIndexAllKeys, dev, remove);
}
if (!unknownPub) {
// If no info at all.
manageIndexEntry(&mPubDevIndexAllKeys, pub, remove);
}
}
}
void FileFilterIndex::manageRatingsEntryInIndex(FileData* game, bool remove)
{
std::string key = getIndexableKey(game, RATINGS_FILTER, false);
@ -543,17 +492,71 @@ void FileFilterIndex::manageRatingsEntryInIndex(FileData* game, bool remove)
manageIndexEntry(&mRatingsIndexAllKeys, key, remove);
}
void FileFilterIndex::manageKidGameEntryInIndex(FileData* game, bool remove)
void FileFilterIndex::manageDeveloperEntryInIndex(FileData* game, bool remove)
{
// Flag for including unknowns.
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, KIDGAME_FILTER, false);
std::string key = getIndexableKey(game, DEVELOPER_FILTER, false);
if (!includeUnknown && key == UNKNOWN_LABEL)
// No valid kidgame info found.
return;
manageIndexEntry(&mKidGameIndexAllKeys, key, remove);
manageIndexEntry(&mDeveloperIndexAllKeys, key, remove);
key = getIndexableKey(game, DEVELOPER_FILTER, true);
if (!includeUnknown && key == UNKNOWN_LABEL)
manageIndexEntry(&mDeveloperIndexAllKeys, key, remove);
}
void FileFilterIndex::managePublisherEntryInIndex(FileData* game, bool remove)
{
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, PUBLISHER_FILTER, false);
if (!includeUnknown && key == UNKNOWN_LABEL)
return;
manageIndexEntry(&mPublisherIndexAllKeys, key, remove);
key = getIndexableKey(game, PUBLISHER_FILTER, true);
if (!includeUnknown && key == UNKNOWN_LABEL)
manageIndexEntry(&mPublisherIndexAllKeys, key, remove);
}
void FileFilterIndex::manageGenreEntryInIndex(FileData* game, bool remove)
{
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, GENRE_FILTER, false);
if (!includeUnknown && (key == UNKNOWN_LABEL || key == "BIOS"))
return;
manageIndexEntry(&mGenreIndexAllKeys, key, remove);
key = getIndexableKey(game, GENRE_FILTER, true);
if (!includeUnknown && key == UNKNOWN_LABEL)
manageIndexEntry(&mGenreIndexAllKeys, key, remove);
}
void FileFilterIndex::managePlayerEntryInIndex(FileData* game, bool remove)
{
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, PLAYER_FILTER, false);
if (!includeUnknown && key == UNKNOWN_LABEL)
return;
manageIndexEntry(&mPlayersIndexAllKeys, key, remove);
}
void FileFilterIndex::manageFavoritesEntryInIndex(FileData* game, bool remove)
{
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, FAVORITES_FILTER, false);
if (!includeUnknown && key == UNKNOWN_LABEL)
return;
manageIndexEntry(&mFavoritesIndexAllKeys, key, remove);
}
void FileFilterIndex::manageCompletedEntryInIndex(FileData* game, bool remove)
@ -569,17 +572,17 @@ void FileFilterIndex::manageCompletedEntryInIndex(FileData* game, bool remove)
manageIndexEntry(&mCompletedIndexAllKeys, key, remove);
}
void FileFilterIndex::manageBrokenEntryInIndex(FileData* game, bool remove)
void FileFilterIndex::manageKidGameEntryInIndex(FileData* game, bool remove)
{
// Flag for including unknowns.
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, BROKEN_FILTER, false);
std::string key = getIndexableKey(game, KIDGAME_FILTER, false);
if (!includeUnknown && key == UNKNOWN_LABEL)
// No valid broken info found.
// No valid kidgame info found.
return;
manageIndexEntry(&mBrokenIndexAllKeys, key, remove);
manageIndexEntry(&mKidGameIndexAllKeys, key, remove);
}
void FileFilterIndex::manageHiddenEntryInIndex(FileData* game, bool remove)
@ -595,6 +598,25 @@ void FileFilterIndex::manageHiddenEntryInIndex(FileData* game, bool remove)
manageIndexEntry(&mHiddenIndexAllKeys, key, remove);
}
void FileFilterIndex::manageBrokenEntryInIndex(FileData* game, bool remove)
{
// Flag for including unknowns.
bool includeUnknown = INCLUDE_UNKNOWN;
std::string key = getIndexableKey(game, BROKEN_FILTER, false);
if (!includeUnknown && key == UNKNOWN_LABEL)
// No valid broken info found.
return;
manageIndexEntry(&mBrokenIndexAllKeys, key, remove);
}
void FileFilterIndex::manageAltemulatorEntryInIndex(FileData* game, bool remove)
{
std::string key = getIndexableKey(game, ALTEMULATOR_FILTER, false);
manageIndexEntry(&mAltemulatorIndexAllKeys, key, remove);
}
void FileFilterIndex::manageIndexEntry(std::map<std::string, int>* index,
std::string key,
bool remove)

View file

@ -21,15 +21,17 @@ class FileData;
enum FilterIndexType {
NONE,
FAVORITES_FILTER,
RATINGS_FILTER,
DEVELOPER_FILTER,
PUBLISHER_FILTER,
GENRE_FILTER,
PLAYER_FILTER,
PUBDEV_FILTER,
RATINGS_FILTER,
KIDGAME_FILTER,
FAVORITES_FILTER,
COMPLETED_FILTER,
KIDGAME_FILTER,
HIDDEN_FILTER,
BROKEN_FILTER,
HIDDEN_FILTER
ALTEMULATOR_FILTER
};
struct FilterDataDecl {
@ -85,15 +87,17 @@ private:
std::vector<FilterDataDecl> filterDataDecl;
std::string getIndexableKey(FileData* game, FilterIndexType type, bool getSecondary);
void manageFavoritesEntryInIndex(FileData* game, bool remove = false);
void manageRatingsEntryInIndex(FileData* game, bool remove = false);
void manageDeveloperEntryInIndex(FileData* game, bool remove = false);
void managePublisherEntryInIndex(FileData* game, bool remove = false);
void manageGenreEntryInIndex(FileData* game, bool remove = false);
void managePlayerEntryInIndex(FileData* game, bool remove = false);
void managePubDevEntryInIndex(FileData* game, bool remove = false);
void manageRatingsEntryInIndex(FileData* game, bool remove = false);
void manageKidGameEntryInIndex(FileData* game, bool remove = false);
void manageFavoritesEntryInIndex(FileData* game, bool remove = false);
void manageCompletedEntryInIndex(FileData* game, bool remove = false);
void manageBrokenEntryInIndex(FileData* game, bool remove = false);
void manageKidGameEntryInIndex(FileData* game, bool remove = false);
void manageHiddenEntryInIndex(FileData* game, bool remove = false);
void manageBrokenEntryInIndex(FileData* game, bool remove = false);
void manageAltemulatorEntryInIndex(FileData* game, bool remove = false);
void manageIndexEntry(std::map<std::string, int>* index, std::string key, bool remove);
@ -103,35 +107,41 @@ private:
bool mFilterByText;
bool mTextRemoveSystem;
bool mFilterByFavorites;
bool mFilterByRatings;
bool mFilterByDeveloper;
bool mFilterByPublisher;
bool mFilterByGenre;
bool mFilterByPlayers;
bool mFilterByPubDev;
bool mFilterByRatings;
bool mFilterByKidGame;
bool mFilterByFavorites;
bool mFilterByCompleted;
bool mFilterByBroken;
bool mFilterByKidGame;
bool mFilterByHidden;
bool mFilterByBroken;
bool mFilterByAltemulator;
std::map<std::string, int> mFavoritesIndexAllKeys;
std::map<std::string, int> mRatingsIndexAllKeys;
std::map<std::string, int> mDeveloperIndexAllKeys;
std::map<std::string, int> mPublisherIndexAllKeys;
std::map<std::string, int> mGenreIndexAllKeys;
std::map<std::string, int> mPlayersIndexAllKeys;
std::map<std::string, int> mPubDevIndexAllKeys;
std::map<std::string, int> mRatingsIndexAllKeys;
std::map<std::string, int> mKidGameIndexAllKeys;
std::map<std::string, int> mFavoritesIndexAllKeys;
std::map<std::string, int> mCompletedIndexAllKeys;
std::map<std::string, int> mBrokenIndexAllKeys;
std::map<std::string, int> mKidGameIndexAllKeys;
std::map<std::string, int> mHiddenIndexAllKeys;
std::map<std::string, int> mBrokenIndexAllKeys;
std::map<std::string, int> mAltemulatorIndexAllKeys;
std::vector<std::string> mFavoritesIndexFilteredKeys;
std::vector<std::string> mRatingsIndexFilteredKeys;
std::vector<std::string> mDeveloperIndexFilteredKeys;
std::vector<std::string> mPublisherIndexFilteredKeys;
std::vector<std::string> mGenreIndexFilteredKeys;
std::vector<std::string> mPlayersIndexFilteredKeys;
std::vector<std::string> mPubDevIndexFilteredKeys;
std::vector<std::string> mRatingsIndexFilteredKeys;
std::vector<std::string> mKidGameIndexFilteredKeys;
std::vector<std::string> mFavoritesIndexFilteredKeys;
std::vector<std::string> mCompletedIndexFilteredKeys;
std::vector<std::string> mBrokenIndexFilteredKeys;
std::vector<std::string> mKidGameIndexFilteredKeys;
std::vector<std::string> mHiddenIndexFilteredKeys;
std::vector<std::string> mBrokenIndexFilteredKeys;
std::vector<std::string> mAltemulatorIndexFilteredKeys;
};
#endif // ES_APP_FILE_FILTER_INDEX_H

View file

@ -178,12 +178,14 @@ void FindRules::loadFindRules()
SystemData::SystemData(const std::string& name,
const std::string& fullName,
const std::string& sortName,
SystemEnvironmentData* envData,
const std::string& themeFolder,
bool CollectionSystem,
bool CustomCollectionSystem)
: mName(name)
, mFullName(fullName)
, mSortName(sortName)
, mEnvData(envData)
, mThemeFolder(themeFolder)
, mIsCollectionSystem(CollectionSystem)
@ -438,11 +440,13 @@ bool SystemData::loadConfig()
system = system.next_sibling("system")) {
std::string name;
std::string fullname;
std::string sortName;
std::string path;
std::string themeFolder;
name = system.child("name").text().get();
fullname = system.child("fullname").text().get();
sortName = system.child("systemsortname").text().get();
path = system.child("path").text().get();
auto nameFindFunc = [&] {
@ -583,6 +587,15 @@ bool SystemData::loadConfig()
continue;
}
if (sortName == "") {
sortName = fullname;
}
else {
LOG(LogDebug) << "SystemData::loadConfig(): System \"" << name
<< "\" has a <systemsortname> tag set, sorting as \"" << sortName
<< "\" instead of \"" << fullname << "\"";
}
// Convert path to generic directory seperators.
path = Utils::FileSystem::getGenericPath(path);
@ -601,7 +614,7 @@ bool SystemData::loadConfig()
envData->mLaunchCommands = commands;
envData->mPlatformIds = platformIds;
SystemData* newSys = new SystemData(name, fullname, envData, themeFolder);
SystemData* newSys = new SystemData(name, fullname, sortName, envData, themeFolder);
bool onlyHidden = false;
// If the option to show hidden games has been disabled, then check whether all
@ -630,9 +643,9 @@ bool SystemData::loadConfig()
}
}
// Sort systems by their full names.
// Sort systems by sortName, which will normally be the same as the full name.
std::sort(std::begin(sSystemVector), std::end(sSystemVector),
[](SystemData* a, SystemData* b) { return a->getFullName() < b->getFullName(); });
[](SystemData* a, SystemData* b) { return a->getSortName() < b->getSortName(); });
// Don't load any collections if there are no systems available.
if (sSystemVector.size() > 0)

View file

@ -62,6 +62,7 @@ class SystemData
public:
SystemData(const std::string& name,
const std::string& fullName,
const std::string& sortName,
SystemEnvironmentData* envData,
const std::string& themeFolder,
bool CollectionSystem = false,
@ -72,6 +73,7 @@ public:
FileData* getRootFolder() const { return mRootFolder; }
const std::string& getName() const { return mName; }
const std::string& getFullName() const { return mFullName; }
const std::string& getSortName() const { return mSortName; }
const std::string& getStartPath() const { return mEnvData->mStartPath; }
const std::vector<std::string>& getExtensions() const { return mEnvData->mSearchExtensions; }
const std::string& getThemeFolder() const { return mThemeFolder; }
@ -152,6 +154,7 @@ public:
private:
std::string mName;
std::string mFullName;
std::string mSortName;
SystemEnvironmentData* mEnvData;
std::string mAlternativeEmulator;
std::string mThemeFolder;

View file

@ -118,14 +118,8 @@ GuiAlternativeEmulators::GuiAlternativeEmulators(Window* window)
mMenu.addRow(row);
}
float width =
static_cast<float>(std::min(static_cast<int>(Renderer::getScreenHeight() * 1.05f),
static_cast<int>(Renderer::getScreenWidth() * 0.90f)));
setSize(mMenu.getSize());
setPosition((Renderer::getScreenWidth() - mSize.x) / 2.0f, Renderer::getScreenHeight() * 0.13f);
mMenu.setSize(width, Renderer::getScreenHeight() * 0.76f);
}
void GuiAlternativeEmulators::updateMenu(const std::string& systemName,
@ -162,7 +156,7 @@ void GuiAlternativeEmulators::selectorWindow(SystemData* system)
label = entry.second;
std::shared_ptr<TextComponent> labelText = std::make_shared<TextComponent>(
mWindow, label, Font::get(FONT_SIZE_MEDIUM), 0x777777FF, ALIGN_CENTER);
mWindow, label, Font::get(FONT_SIZE_MEDIUM), 0x777777FF, ALIGN_LEFT);
if (system->getSystemEnvData()->mLaunchCommands.front().second == label)
labelText->setValue(labelText->getValue().append(" [DEFAULT]"));
@ -213,21 +207,37 @@ void GuiAlternativeEmulators::selectorWindow(SystemData* system)
s->addRow(row, false);
}
// Adjust the width depending on the aspect ratio of the screen, to make the screen look
// Set a maximum width depending on the aspect ratio of the screen, to make the screen look
// somewhat coherent regardless of screen type. The 1.778 aspect ratio value is the 16:9
// reference.
float aspectValue = 1.778f / Renderer::getScreenAspectRatio();
float maxWidthModifier = glm::clamp(0.70f * aspectValue, 0.50f, 0.92f);
float maxWidthModifier = glm::clamp(0.72f * aspectValue, 0.50f, 0.92f);
float maxWidth = static_cast<float>(Renderer::getScreenWidth()) * maxWidthModifier;
s->setMenuSize(glm::vec2{maxWidth, s->getMenuSize().y});
// Set the width of the selector window to the menu width, unless the system full name is
// too large to fit. If so, allow the size to be exceeded up to the maximum size calculated
// above.
float systemTextWidth =
Font::get(FONT_SIZE_LARGE)->sizeText(Utils::String::toUpper(system->getFullName())).x *
1.05f;
float width = 0.0f;
float menuWidth = mMenu.getSize().x;
if (systemTextWidth <= menuWidth)
width = menuWidth;
else if (systemTextWidth > maxWidth)
width = maxWidth;
else
width = systemTextWidth;
s->setMenuSize(glm::vec2{width, s->getMenuSize().y});
auto menuSize = s->getMenuSize();
auto menuPos = s->getMenuPosition();
s->setMenuPosition(glm::vec3{(s->getSize().x - menuSize.x) / 2.0f,
(s->getSize().y - menuSize.y) / 3.0f, menuPos.z});
s->setMenuPosition(glm::vec3{(s->getSize().x - menuSize.x) / 2.0f, menuPos.y, menuPos.z});
mWindow->pushGui(s);
}

View file

@ -52,7 +52,7 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(Window* window, std::st
for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
autoSystems.cbegin();
it != autoSystems.cend(); it++)
collection_systems_auto->add(it->second.decl.longName, it->second.decl.name,
collection_systems_auto->add(it->second.decl.fullName, it->second.decl.name,
it->second.isEnabled);
addWithLabel("AUTOMATIC GAME COLLECTIONS", collection_systems_auto);
addSaveFunc([this, autoSystems] {
@ -101,7 +101,7 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(Window* window, std::st
for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
customSystems.cbegin();
it != customSystems.cend(); it++)
collection_systems_custom->add(it->second.decl.longName, it->second.decl.name,
collection_systems_custom->add(it->second.decl.fullName, it->second.decl.name,
it->second.isEnabled);
addWithLabel("CUSTOM GAME COLLECTIONS", collection_systems_custom);

View file

@ -21,7 +21,7 @@ GuiGamelistFilter::GuiGamelistFilter(Window* window,
SystemData* system,
std::function<void(bool)> filterChangedCallback)
: GuiComponent(window)
, mMenu(window, "FILTER GAMELIST BY")
, mMenu(window, "FILTER GAMELIST")
, mSystem(system)
, mFiltersChangedCallback(filterChangedCallback)
, mFiltersChanged(false)
@ -92,8 +92,6 @@ void GuiGamelistFilter::resetAllFilters()
mFiltersChanged = true;
}
GuiGamelistFilter::~GuiGamelistFilter() { mFilterOptions.clear(); }
void GuiGamelistFilter::addFiltersToMenu()
{
ComponentListRow row;
@ -151,18 +149,49 @@ void GuiGamelistFilter::addFiltersToMenu()
it != decls.cend(); it++) {
FilterIndexType type = (*it).type; // Type of filter.
// All possible filters for this type.
std::map<std::string, int>* allKeys = (*it).allIndexKeys;
bool exclusiveSelect = false;
if (type == FAVORITES_FILTER || type == KIDGAME_FILTER || type == COMPLETED_FILTER ||
type == BROKEN_FILTER)
exclusiveSelect = true;
// Don't display the hidden games filter if we're actually hiding these games.
if (type == HIDDEN_FILTER) {
if (Settings::getInstance()->getBool("ShowHiddenGames"))
exclusiveSelect = true;
else
continue;
}
std::string menuLabel = (*it).menuLabel; // Text to show in menu.
std::shared_ptr<OptionListComponent<std::string>> optionList;
// Add genres.
optionList = std::make_shared<OptionListComponent<std::string>>(mWindow, getHelpStyle(),
menuLabel, true);
// For bool values, make the selection exclusive so that both True and False can't be
// selected at the same time. This should be changed to a SwitchComponent at some point.
if (exclusiveSelect)
optionList = std::make_shared<OptionListComponent<std::string>>(mWindow, getHelpStyle(),
menuLabel, true, true);
else
optionList = std::make_shared<OptionListComponent<std::string>>(mWindow, getHelpStyle(),
menuLabel, true, false);
// Still display fields that can't be filtered in the menu, but notify the user and set
// the OptionListComponent as disabled.
if (allKeys->size() == 1 || allKeys->empty()) {
optionList->setEnabled(false);
optionList->setOpacity(DISABLED_OPACITY);
optionList->setOverrideMultiText("NOTHING TO FILTER");
}
for (auto it : *allKeys)
optionList->add(it.first, it.first, mFilterIndex->isKeyBeingFilteredBy(it.first, type));
if (allKeys->size() > 0)
mMenu.addWithLabel(menuLabel, optionList);
if (allKeys->size() == 0)
optionList->add("", "", false);
mMenu.addWithLabel(menuLabel, optionList);
mFilterOptions[type] = optionList;
}

View file

@ -25,7 +25,8 @@ public:
SystemData* system,
std::function<void(bool)> filtersChangedCallback);
~GuiGamelistFilter();
~GuiGamelistFilter() { mFilterOptions.clear(); }
bool input(InputConfig* config, Input input) override;
virtual std::vector<HelpPrompt> getHelpPrompts() override;

View file

@ -794,14 +794,7 @@ void GuiScraperSearch::openInputScreen(ScraperSearchParams& params)
{
auto searchForFunc = [&](std::string name) {
// Trim leading and trailing whitespaces.
name.erase(name.begin(), std::find_if(name.begin(), name.end(), [](char c) {
return !std::isspace(static_cast<unsigned char>(c));
}));
name.erase(std::find_if(name.rbegin(), name.rend(),
[](char c) { return !std::isspace(static_cast<unsigned char>(c)); })
.base(),
name.end());
name = Utils::String::trim(name);
stop();
mRefinedSearch = true;
params.nameOverride = name;

View file

@ -160,15 +160,7 @@ void thegamesdb_generate_json_scraper_requests(
}
// Trim leading and trailing whitespaces.
cleanName.erase(cleanName.begin(),
std::find_if(cleanName.begin(), cleanName.end(), [](char c) {
return !std::isspace(static_cast<unsigned char>(c));
}));
cleanName.erase(
std::find_if(cleanName.rbegin(), cleanName.rend(),
[](char c) { return !std::isspace(static_cast<unsigned char>(c)); })
.base(),
cleanName.end());
cleanName = Utils::String::trim(cleanName);
path += "/Games/ByGameName?" + apiKey +
"&fields=players,publishers,genres,overview,last_updated,rating,"

View file

@ -553,15 +553,7 @@ std::string ScreenScraperRequest::ScreenScraperConfig::getGameSearchUrl(
bool singleSearch = false;
// Trim leading and trailing whitespaces.
searchName.erase(searchName.begin(),
std::find_if(searchName.begin(), searchName.end(), [](char c) {
return !std::isspace(static_cast<unsigned char>(c));
}));
searchName.erase(
std::find_if(searchName.rbegin(), searchName.rend(),
[](char c) { return !std::isspace(static_cast<unsigned char>(c)); })
.base(),
searchName.end());
searchName = Utils::String::trim(searchName);
// If only whitespaces were entered as the search string, then search using a random string
// that will not return any results. This is a quick and dirty way to avoid french error

View file

@ -218,7 +218,7 @@ void HelpComponent::updateGrid()
for (auto it = mPrompts.cbegin(); it != mPrompts.cend(); it++) {
auto icon = std::make_shared<ImageComponent>(mWindow);
icon->setImage(getIconTexture(it->first.c_str()));
icon->setImage(getIconTexture(it->first.c_str()), false);
icon->setColorShift(isDimmed ? mStyle.iconColorDimmed : mStyle.iconColor);
icon->setResize(0, height);
icons.push_back(icon);

View file

@ -171,10 +171,11 @@ void ImageComponent::setImage(const char* data, size_t length, bool tile)
resize();
}
void ImageComponent::setImage(const std::shared_ptr<TextureResource>& texture)
void ImageComponent::setImage(const std::shared_ptr<TextureResource>& texture, bool resizeTexture)
{
mTexture = texture;
resize();
if (resizeTexture)
resize();
}
void ImageComponent::setResize(float width, float height)

View file

@ -33,7 +33,7 @@ public:
void setImage(const char* data, size_t length, bool tile = false);
// Use an already existing texture.
void setImage(const std::shared_ptr<TextureResource>& texture);
void setImage(const std::shared_ptr<TextureResource>& texture, bool resizeTexture = true);
void onSizeChanged() override { updateVertices(); }

View file

@ -39,10 +39,11 @@ public:
void setNeedsSaving() { mNeedsSaving = true; }
void addRow(const ComponentListRow& row, bool setCursorHere = false)
void addRow(const ComponentListRow& row, bool setCursorHere = false, bool updateRowSize = true)
{
mList->addRow(row, setCursorHere);
updateSize();
if (updateRowSize)
updateSize();
}
void addWithLabel(const std::string& label,
@ -65,6 +66,7 @@ public:
const std::function<void()>& callback);
void setTitle(std::string title, const std::shared_ptr<Font>& font);
std::shared_ptr<ComponentList> getList() { return mList; }
void setCursorToFirstListEntry() { mList->moveCursor(-mList->getCursorId()); }
void setCursorToList() { mGrid.setCursorTo(mList); }

View file

@ -27,10 +27,14 @@ public:
OptionListComponent(Window* window,
const HelpStyle& helpstyle,
const std::string& name,
bool multiSelect = false)
bool multiSelect = false,
bool multiExclusiveSelect = false,
bool multiShowTotal = false)
: GuiComponent(window)
, mHelpStyle(helpstyle)
, mMultiSelect(multiSelect)
, mMultiExclusiveSelect(multiExclusiveSelect)
, mMultiShowTotal(multiShowTotal)
, mName(name)
, mText(window)
, mLeftArrow(window)
@ -212,6 +216,8 @@ public:
return 0;
}
void setOverrideMultiText(const std::string& text) { mOverrideMultiText = text; }
HelpStyle getHelpStyle() override { return mHelpStyle; }
private:
@ -234,7 +240,15 @@ private:
if (mMultiSelect) {
// Display the selected entry.
std::stringstream ss;
ss << getSelectedObjects().size() << " SELECTED";
// For special situations, allow the "selected" text to be overridden to a custom value.
if (mOverrideMultiText != "")
ss << mOverrideMultiText;
else if (mMultiShowTotal)
ss << getSelectedObjects().size() << " (OF " << mEntries.size() << ") SELECTED";
else
ss << getSelectedObjects().size() << " SELECTED";
mText.setText(ss.str());
mText.setSize(0, mText.getSize().y);
setSize(mText.getSize().x + mRightArrow.getSize().x +
@ -271,6 +285,9 @@ private:
}
bool mMultiSelect;
bool mMultiExclusiveSelect;
bool mMultiShowTotal;
std::string mOverrideMultiText;
std::string mName;
TextComponent mText;
@ -295,14 +312,33 @@ private:
auto font = Font::get(FONT_SIZE_MEDIUM);
ComponentListRow row;
bool hasSelectedRow = false;
// If the exclusive selection flag has been set, i.e. only a single row can be selected
// at a time, then make sure to gray out and disable any non-selected rows.
if (mParent->mMultiExclusiveSelect) {
for (auto entry : mParent->mEntries) {
if (entry.selected == true) {
hasSelectedRow = true;
break;
}
}
}
// For selecting all/none.
std::vector<ImageComponent*> checkboxes;
std::vector<ImageComponent*> checkBoxes;
std::vector<TextComponent*> textEntries;
for (auto it = mParent->mEntries.begin(); it != mParent->mEntries.end(); it++) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(
mWindow, Utils::String::toUpper(it->name), font, 0x777777FF),
true);
auto textComponent = std::make_shared<TextComponent>(
mWindow, Utils::String::toUpper(it->name), font, 0x777777FF);
row.addElement(textComponent, true);
if (mParent->mMultiExclusiveSelect && hasSelectedRow && !(*it).selected) {
textComponent.get()->setOpacity(DISABLED_OPACITY);
textComponent.get()->setEnabled(false);
}
OptionListData& e = *it;
@ -313,16 +349,53 @@ private:
checkbox->setResize(0, font->getLetterHeight());
row.addElement(checkbox, false);
if (mParent->mMultiExclusiveSelect && hasSelectedRow && !(*it).selected)
checkbox.get()->setOpacity(DISABLED_OPACITY);
// Input handler.
// Update checkbox state and selected value.
row.makeAcceptInputHandler([this, &e, checkbox] {
auto list = mMenu.getList();
int cursorId = list->getCursorId();
bool isEnabled = list->getChild(cursorId * 2)->getEnabled();
if (mParent->mMultiExclusiveSelect && !isEnabled)
return;
e.selected = !e.selected;
checkbox->setImage(e.selected ? CHECKED_PATH : UNCHECKED_PATH);
mParent->onSelectedChanged();
// When selecting a row and the exclusive selection flag has been set,
// gray out and disable all other rows.
if (mParent->mMultiExclusiveSelect) {
for (unsigned int i = 0; i < mParent->mEntries.size(); i++) {
bool isSelected = mParent->mEntries[cursorId].selected;
for (unsigned int i = 0; i < list->getChildCount(); i += 2) {
if (i == static_cast<unsigned int>(cursorId) * 2)
continue;
if (isSelected) {
mEnabled = false;
list->getChild(i)->setEnabled(false);
list->getChild(i)->setOpacity(DISABLED_OPACITY);
list->getChild(i + 1)->setOpacity(DISABLED_OPACITY);
}
else {
mEnabled = true;
list->getChild(i)->setEnabled(true);
list->getChild(i)->setOpacity(255);
list->getChild(i + 1)->setOpacity(255);
}
}
}
}
});
// For selecting all/none.
checkboxes.push_back(checkbox.get());
checkBoxes.push_back(checkbox.get());
textEntries.push_back(textComponent.get());
}
else {
// Input handler for non-multiselect.
@ -336,24 +409,31 @@ private:
}
// Also set cursor to this row if we're not multi-select and this row is selected.
mMenu.addRow(row, (!mParent->mMultiSelect && it->selected));
mMenu.addRow(row, (!mParent->mMultiSelect && it->selected), false);
}
mMenu.addButton("BACK", "back", [this] { delete this; });
if (mParent->mMultiSelect) {
mMenu.addButton("SELECT ALL", "select all", [this, checkboxes] {
for (unsigned int i = 0; i < mParent->mEntries.size(); i++) {
mParent->mEntries.at(i).selected = true;
checkboxes.at(i)->setImage(CHECKED_PATH);
}
mParent->onSelectedChanged();
});
if (!mParent->mMultiExclusiveSelect) {
mMenu.addButton("SELECT ALL", "select all", [this, checkBoxes] {
for (unsigned int i = 0; i < mParent->mEntries.size(); i++) {
mParent->mEntries.at(i).selected = true;
checkBoxes.at(i)->setImage(CHECKED_PATH);
}
mParent->onSelectedChanged();
});
}
mMenu.addButton("SELECT NONE", "select none", [this, checkboxes] {
mMenu.addButton("SELECT NONE", "select none", [this, checkBoxes, textEntries] {
for (unsigned int i = 0; i < mParent->mEntries.size(); i++) {
mParent->mEntries.at(i).selected = false;
checkboxes.at(i)->setImage(UNCHECKED_PATH);
checkBoxes.at(i)->setImage(UNCHECKED_PATH);
if (mParent->mMultiExclusiveSelect) {
checkBoxes.at(i)->setOpacity(255);
textEntries.at(i)->setOpacity(255);
textEntries.at(i)->setEnabled(true);
}
}
mParent->onSelectedChanged();
});

View file

@ -72,8 +72,8 @@ bool TextureData::initSVGFromMemory(const std::string& fileData)
mSourceHeight = svgImage->height;
}
mWidth = static_cast<size_t>(std::round(mSourceWidth * mScaleDuringLoad));
mHeight = static_cast<size_t>(std::round(mSourceHeight * mScaleDuringLoad));
mWidth = static_cast<size_t>(floorf(floorf(mSourceWidth) * mScaleDuringLoad));
mHeight = static_cast<size_t>(floorf(floorf(mSourceHeight) * mScaleDuringLoad));
if (mWidth == 0) {
// Auto scale width to keep aspect ratio.

View file

@ -9,6 +9,8 @@
#ifndef ES_CORE_RESOURCES_TEXTURE_DATA_H
#define ES_CORE_RESOURCES_TEXTURE_DATA_H
#include "utils/MathUtil.h"
#include <cmath>
#include <mutex>
#include <string>
@ -53,6 +55,7 @@ public:
float sourceWidth();
float sourceHeight();
void setSourceSize(float width, float height);
glm::vec2 getSize() { return glm::vec2{mWidth, mHeight}; }
// Define a factor for scaling the file when loading it (1.0f = no scaling).
void setScaleDuringLoad(float scale) { mScaleDuringLoad = scale; }

View file

@ -195,9 +195,14 @@ std::shared_ptr<TextureResource> TextureResource::get(const std::string& path,
return tex;
}
// For scalable source images in textures we want to set the resolution to rasterize at.
void TextureResource::rasterizeAt(size_t width, size_t height)
{
if (mTextureData != nullptr) {
glm::vec2 textureSize = mTextureData.get()->getSize();
if (textureSize.x == width && textureSize.y == height)
return;
}
std::shared_ptr<TextureData> data;
if (mTextureData != nullptr)
data = mTextureData;

View file

@ -564,13 +564,20 @@ namespace Utils
std::string trim(const std::string& stringArg)
{
const size_t strBegin = stringArg.find_first_not_of(" \t");
const size_t strEnd = stringArg.find_last_not_of(" \t");
std::string trimString = stringArg;
if (strBegin == std::string::npos)
return "";
// Trim leading and trailing whitespaces.
trimString.erase(trimString.begin(),
std::find_if(trimString.begin(), trimString.end(), [](char c) {
return !std::isspace(static_cast<unsigned char>(c));
}));
trimString.erase(
std::find_if(trimString.rbegin(), trimString.rend(),
[](char c) { return !std::isspace(static_cast<unsigned char>(c)); })
.base(),
trimString.end());
return stringArg.substr(strBegin, strEnd - strBegin + 1);
return trimString;
}
std::string replace(const std::string& stringArg,

View file

@ -68,8 +68,9 @@
<name>amstradcpc</name>
<fullname>Amstrad CPC</fullname>
<path>%ROMPATH%/amstradcpc</path>
<extension>.dsk .DSK .sna .SNA .tap .TAR .cdt .CDT .voc .VOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/cap32_libretro.dylib %ROM%</command>
<extension>.cdt .CDT .cpr .CPR .dsk .DSK .kcr .KCR .m3u .M3U .sna .SNA .tap .TAR .voc .VOC .7z .7Z .zip .ZIP</extension>
<command label="Caprice32">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/cap32_libretro.dylib %ROM%</command>
<command label="CrocoDS">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/crocods_libretro.dylib %ROM%</command>
<platform>amstradcpc</platform>
<theme>amstradcpc</theme>
</system>
@ -176,7 +177,8 @@
<fullname>Atari Lynx</fullname>
<path>%ROMPATH%/atarilynx</path>
<extension>.lnx .LNX .o .O .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_lynx_libretro.dylib %ROM%</command>
<command label="Handy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/handy_libretro.dylib %ROM%</command>
<command label="Beetle Lynx">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_lynx_libretro.dylib %ROM%</command>
<platform>atarilynx</platform>
<theme>atarilynx</theme>
</system>
@ -409,8 +411,11 @@
<name>gamegear</name>
<fullname>Sega Game Gear</fullname>
<path>%ROMPATH%/gamegear</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Gearsystem">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.dylib %ROM%</command>
<command label="SMS Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/smsplus_libretro.dylib %ROM%</command>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.dylib %ROM%</command>
<platform>gamegear</platform>
<theme>gamegear</theme>
</system>
@ -418,8 +423,13 @@
<name>gb</name>
<fullname>Nintendo Game Boy</fullname>
<path>%ROMPATH%/gb</path>
<extension>.sfc .SFC .smc .SMC .gb .GB .gbc .GBC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM%</command>
<extension>.bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP</extension>
<command label="SameBoy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/sameboy_libretro.dylib %ROM%</command>
<command label="Gambatte">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gambatte_libretro.dylib %ROM%</command>
<command label="Gearboy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearboy_libretro.dylib %ROM%</command>
<command label="TGB Dual">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/tgbdual_libretro.dylib %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.dylib %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM%</command>
<platform>gb</platform>
<theme>gb</theme>
</system>
@ -427,8 +437,11 @@
<name>gba</name>
<fullname>Nintendo Game Boy Advance</fullname>
<path>%ROMPATH%/gba</path>
<extension>.gba .GBA .agb .AGB .bin .BIN .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_gba_libretro.dylib %ROM%</command>
<extension>.agb .AGB .bin .BIN .cgb .CGB .dmg .DMG .gb .GB .gba .GBA .gbc .GBC .sgb .SGB .7z .7Z .zip .ZIP</extension>
<command label="mGBA">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mgba_libretro.dylib %ROM%</command>
<command label="VBA-M">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vbam_next_libretro.dylib %ROM%</command>
<command label="VBA Next">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vba_next_libretro.dylib %ROM%</command>
<command label="gpSP">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gpsp_libretro.dylib %ROM%</command>
<platform>gba</platform>
<theme>gba</theme>
</system>
@ -436,8 +449,13 @@
<name>gbc</name>
<fullname>Nintendo Game Boy Color</fullname>
<path>%ROMPATH%/gbc</path>
<extension>.sfc .SFC .smc .SMC .gb .GB .gbc .GBC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM%</command>
<extension>.bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP</extension>
<command label="SameBoy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/sameboy_libretro.dylib %ROM%</command>
<command label="Gambatte">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gambatte_libretro.dylib %ROM%</command>
<command label="Gearboy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearboy_libretro.dylib %ROM%</command>
<command label="TGB Dual">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/tgbdual_libretro.dylib %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.dylib %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM%</command>
<platform>gbc</platform>
<theme>gbc</theme>
</system>
@ -577,8 +595,10 @@
<name>megacd</name>
<fullname>Sega Mega-CD</fullname>
<path>%ROMPATH%/megacd</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.dylib %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.dylib %ROM%</command>
<platform>segacd</platform>
<theme>megacd</theme>
</system>
@ -586,8 +606,10 @@
<name>megacdjp</name>
<fullname>Sega Mega-CD</fullname>
<path>%ROMPATH%/megacdjp</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.dylib %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.dylib %ROM%</command>
<platform>segacd</platform>
<theme>megacdjp</theme>
</system>
@ -640,7 +662,8 @@
<fullname>MSX</fullname>
<path>%ROMPATH%/msx</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.dylib %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.dylib %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/fmsx_libretro.dylib %ROM%</command>
<platform>msx</platform>
<theme>msx</theme>
</system>
@ -649,7 +672,8 @@
<fullname>MSX1</fullname>
<path>%ROMPATH%/msx1</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.dylib %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.dylib %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/fmsx_libretro.dylib %ROM%</command>
<platform>msx</platform>
<theme>msx1</theme>
</system>
@ -658,7 +682,8 @@
<fullname>MSX2</fullname>
<path>%ROMPATH%/msx2</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.dylib %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.dylib %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/fmsx_libretro.dylib %ROM%</command>
<platform>msx2</platform>
<theme>msx2</theme>
</system>
@ -685,7 +710,8 @@
<fullname>Nintendo 3DS</fullname>
<path>%ROMPATH%/n3ds</path>
<extension>.3ds .3DS .3dsx .3DSX .app .APP .axf .AXF .cci .CCI .cxi .CXI .elf .ELF .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra_libretro.dylib %ROM%</command>
<command label="Citra">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra_libretro.dylib %ROM%</command>
<command label="Citra 2018">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra2018_libretro.dylib %ROM%</command>
<platform>n3ds</platform>
<theme>n3ds</theme>
</system>
@ -720,8 +746,10 @@
<name>nds</name>
<fullname>Nintendo DS</fullname>
<path>%ROMPATH%/nds</path>
<extension>.nds .NDS .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/melonds_libretro.dylib %ROM%</command>
<extension>.bin .BIN .nds .NDS .7z .7Z .zip .ZIP</extension>
<command label="DeSmuME">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume_libretro.dylib %ROM%</command>
<command label="DeSmuME 2015">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume2015_libretro.dylib %ROM%</command>
<command label="melonDS">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/melonds_libretro.dylib %ROM%</command>
<platform>nds</platform>
<theme>nds</theme>
</system>
@ -769,7 +797,8 @@
<fullname>SNK Neo Geo Pocket</fullname>
<path>%ROMPATH%/ngp</path>
<extension>.ngp .NGP .ngc .NGC .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.dylib %ROM%</command>
<command label="Beetle NeoPop">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.dylib %ROM%</command>
<command label="RACE">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/race_libretro.dylib %ROM%</command>
<platform>ngp</platform>
<theme>ngp</theme>
</system>
@ -778,7 +807,8 @@
<fullname>SNK Neo Geo Pocket Color</fullname>
<path>%ROMPATH%/ngpc</path>
<extension>.ngp .NGP .ngc .NGC .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.dylib %ROM%</command>
<command label="Beetle NeoPop">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.dylib %ROM%</command>
<command label="RACE">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/race_libretro.dylib %ROM%</command>
<platform>ngpc</platform>
<theme>ngpc</theme>
</system>
@ -843,7 +873,8 @@
<fullname>NEC PC-9800 series</fullname>
<path>%ROMPATH%/pc98</path>
<extension>.2hd .2HD .88d .88D .98d .98D .d88 .D88 .d98 .D98 .cmd .CMD .dup .DUP .fdd .FDD .fdi .FDI .hdd .HDD .hdi .HDI .hdm .HDM .hdn .HDN .nhd .NHD .tfd .TFD .thd .THD . xdf .XDF .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/np2kai_libretro.dylib %ROM%</command>
<command label="Neko Project II Kai">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/np2kai_libretro.dylib %ROM%</command>
<command label="Neko Project II">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/nekop2_libretro.dylib %ROM%</command>
<platform>pc98</platform>
<theme>pc98</theme>
</system>
@ -985,8 +1016,12 @@
<name>satellaview</name>
<fullname>Nintendo Satellaview</fullname>
<path>%ROMPATH%/satellaview</path>
<extension>.smc .SMC .sfc .SFC .swc .SWC .fig .FIG .bs .BS .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.dylib %ROM%</command>
<extension>.bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .swc .SWC .st .ST .7z .7Z .zip .ZIP</extension>
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.dylib %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x2010_libretro.dylib %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM%</command>
<command label="bsnes-mercury Accuracy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.dylib %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.dylib %ROM%</command>
<platform>satellaview</platform>
<theme>satellaview</theme>
</system>
@ -994,8 +1029,9 @@
<name>saturn</name>
<fullname>Sega Saturn</fullname>
<path>%ROMPATH%/saturn</path>
<extension>.ccd .CCD .chd .CHD .cue .CUE .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.dylib %ROM%</command>
<extension>.bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .mds .MDS .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command label="Beetle Saturn">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.dylib %ROM%</command>
<command label="Yabause">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/yabause_libretro.dylib %ROM%</command>
<platform>saturn</platform>
<theme>saturn</theme>
</system>
@ -1003,8 +1039,9 @@
<name>saturnjp</name>
<fullname>Sega Saturn</fullname>
<path>%ROMPATH%/saturnjp</path>
<extension>.ccd .CCD .chd .CHD .cue .CUE .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.dylib %ROM%</command>
<extension>.bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .mds .MDS .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command label="Beetle Saturn">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.dylib %ROM%</command>
<command label="Yabause">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/yabause_libretro.dylib %ROM%</command>
<platform>saturn</platform>
<theme>saturnjp</theme>
</system>
@ -1048,8 +1085,10 @@
<name>segacd</name>
<fullname>Sega CD</fullname>
<path>%ROMPATH%/segacd</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.dylib %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.dylib %ROM%</command>
<platform>segacd</platform>
<theme>segacd</theme>
</system>
@ -1057,8 +1096,11 @@
<name>sg-1000</name>
<fullname>Sega SG-1000</fullname>
<path>%ROMPATH%/sg-1000</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .ri .RI .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Gearsystem">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.dylib %ROM%</command>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.dylib %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.dylib %ROM%</command>
<platform>sg-1000</platform>
<theme>sg-1000</theme>
</system>
@ -1136,8 +1178,11 @@
<name>sufami</name>
<fullname>Bandai SuFami Turbo</fullname>
<path>%ROMPATH%/sufami</path>
<extension>.smc .SMC .sfc .SFC .swc .SWC .fig .FIG .bs .BS .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.dylib %ROM%</command>
<extension>.bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .st .ST .7z .7Z .zip .ZIP</extension>
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.dylib %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x2010_libretro.dylib %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM%</command>
<command label="bsnes-mercury Accuracy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.dylib %ROM%</command>
<platform>sufami</platform>
<theme>sufami</theme>
</system>
@ -1254,7 +1299,7 @@
</system>
<system>
<name>videopac</name>
<fullname>Philips Videopac G7000 (Magnavox Odyssey2)</fullname>
<fullname>Philips Videopac G7000</fullname>
<path>%ROMPATH%/videopac</path>
<extension>.bin .BIN .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/o2em_libretro.dylib %ROM%</command>

View file

@ -70,8 +70,9 @@
<name>amstradcpc</name>
<fullname>Amstrad CPC</fullname>
<path>%ROMPATH%/amstradcpc</path>
<extension>.dsk .DSK .sna .SNA .tap .TAR .cdt .CDT .voc .VOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/cap32_libretro.so %ROM%</command>
<extension>.cdt .CDT .cpr .CPR .dsk .DSK .kcr .KCR .m3u .M3U .sna .SNA .tap .TAR .voc .VOC .7z .7Z .zip .ZIP</extension>
<command label="Caprice32">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/cap32_libretro.so %ROM%</command>
<command label="CrocoDS">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/crocods_libretro.so %ROM%</command>
<platform>amstradcpc</platform>
<theme>amstradcpc</theme>
</system>
@ -177,7 +178,8 @@
<fullname>Atari Lynx</fullname>
<path>%ROMPATH%/atarilynx</path>
<extension>.lnx .LNX .o .O .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_lynx_libretro.so %ROM%</command>
<command label="Handy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/handy_libretro.so %ROM%</command>
<command label="Beetle Lynx">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_lynx_libretro.so %ROM%</command>
<platform>atarilynx</platform>
<theme>atarilynx</theme>
</system>
@ -409,8 +411,11 @@
<name>gamegear</name>
<fullname>Sega Game Gear</fullname>
<path>%ROMPATH%/gamegear</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Gearsystem">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.so %ROM%</command>
<command label="SMS Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/smsplus_libretro.so %ROM%</command>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM%</command>
<platform>gamegear</platform>
<theme>gamegear</theme>
</system>
@ -418,8 +423,13 @@
<name>gb</name>
<fullname>Nintendo Game Boy</fullname>
<path>%ROMPATH%/gb</path>
<extension>.sfc .SFC .smc .SMC .gb .GB .gbc .GBC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<extension>.bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP</extension>
<command label="SameBoy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/sameboy_libretro.so %ROM%</command>
<command label="Gambatte">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gambatte_libretro.so %ROM%</command>
<command label="Gearboy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearboy_libretro.so %ROM%</command>
<command label="TGB Dual">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/tgbdual_libretro.so %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.so %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<platform>gb</platform>
<theme>gb</theme>
</system>
@ -427,8 +437,11 @@
<name>gba</name>
<fullname>Nintendo Game Boy Advance</fullname>
<path>%ROMPATH%/gba</path>
<extension>.gba .GBA .agb .AGB .bin .BIN .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_gba_libretro.so %ROM%</command>
<extension>.agb .AGB .bin .BIN .cgb .CGB .dmg .DMG .gb .GB .gba .GBA .gbc .GBC .sgb .SGB .7z .7Z .zip .ZIP</extension>
<command label="mGBA">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mgba_libretro.so %ROM%</command>
<command label="VBA-M">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vbam_next_libretro.so %ROM%</command>
<command label="VBA Next">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vba_next_libretro.so %ROM%</command>
<command label="gpSP">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gpsp_libretro.so %ROM%</command>
<platform>gba</platform>
<theme>gba</theme>
</system>
@ -436,8 +449,13 @@
<name>gbc</name>
<fullname>Nintendo Game Boy Color</fullname>
<path>%ROMPATH%/gbc</path>
<extension>.sfc .SFC .smc .SMC .gb .GB .gbc .GBC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<extension>.bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP</extension>
<command label="SameBoy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/sameboy_libretro.so %ROM%</command>
<command label="Gambatte">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gambatte_libretro.so %ROM%</command>
<command label="Gearboy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearboy_libretro.so %ROM%</command>
<command label="TGB Dual">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/tgbdual_libretro.so %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.so %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<platform>gbc</platform>
<theme>gbc</theme>
</system>
@ -576,8 +594,10 @@
<name>megacd</name>
<fullname>Sega Mega-CD</fullname>
<path>%ROMPATH%/megacd</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM%</command>
<platform>segacd</platform>
<theme>megacd</theme>
</system>
@ -585,8 +605,10 @@
<name>megacdjp</name>
<fullname>Sega Mega-CD</fullname>
<path>%ROMPATH%/megacdjp</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM%</command>
<platform>segacd</platform>
<theme>megacdjp</theme>
</system>
@ -639,7 +661,8 @@
<fullname>MSX</fullname>
<path>%ROMPATH%/msx</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.so %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.so %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/fmsx_libretro.so %ROM%</command>
<platform>msx</platform>
<theme>msx</theme>
</system>
@ -648,7 +671,8 @@
<fullname>MSX1</fullname>
<path>%ROMPATH%/msx1</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.so %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.so %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/fmsx_libretro.so %ROM%</command>
<platform>msx</platform>
<theme>msx1</theme>
</system>
@ -657,7 +681,8 @@
<fullname>MSX2</fullname>
<path>%ROMPATH%/msx2</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.so %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.so %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/fmsx_libretro.so %ROM%</command>
<platform>msx2</platform>
<theme>msx2</theme>
</system>
@ -684,7 +709,8 @@
<fullname>Nintendo 3DS</fullname>
<path>%ROMPATH%/n3ds</path>
<extension>.3ds .3DS .3dsx .3DSX .app .APP .axf .AXF .cci .CCI .cxi .CXI .elf .ELF .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra_libretro.so %ROM%</command>
<command label="Citra">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra_libretro.so %ROM%</command>
<command label="Citra 2018">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra2018_libretro.so %ROM%</command>
<platform>n3ds</platform>
<theme>n3ds</theme>
</system>
@ -721,8 +747,10 @@
<name>nds</name>
<fullname>Nintendo DS</fullname>
<path>%ROMPATH%/nds</path>
<extension>.nds .NDS .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/melonds_libretro.so %ROM%</command>
<extension>.bin .BIN .nds .NDS .7z .7Z .zip .ZIP</extension>
<command label="DeSmuME">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume_libretro.so %ROM%</command>
<command label="DeSmuME 2015">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume2015_libretro.so %ROM%</command>
<command label="melonDS">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/melonds_libretro.so %ROM%</command>
<platform>nds</platform>
<theme>nds</theme>
</system>
@ -770,7 +798,8 @@
<fullname>SNK Neo Geo Pocket</fullname>
<path>%ROMPATH%/ngp</path>
<extension>.ngp .NGP .ngc .NGC .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.so %ROM%</command>
<command label="Beetle NeoPop">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.so %ROM%</command>
<command label="RACE">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/race_libretro.so %ROM%</command>
<platform>ngp</platform>
<theme>ngp</theme>
</system>
@ -779,7 +808,8 @@
<fullname>SNK Neo Geo Pocket Color</fullname>
<path>%ROMPATH%/ngpc</path>
<extension>.ngp .NGP .ngc .NGC .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.so %ROM%</command>
<command label="Beetle NeoPop">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_ngp_libretro.so %ROM%</command>
<command label="RACE">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/race_libretro.so %ROM%</command>
<platform>ngpc</platform>
<theme>ngpc</theme>
</system>
@ -844,7 +874,8 @@
<fullname>NEC PC-9800 series</fullname>
<path>%ROMPATH%/pc98</path>
<extension>.2hd .2HD .88d .88D .98d .98D .d88 .D88 .d98 .D98 .cmd .CMD .dup .DUP .fdd .FDD .fdi .FDI .hdd .HDD .hdi .HDI .hdm .HDM .hdn .HDN .nhd .NHD .tfd .TFD .thd .THD . xdf .XDF .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/np2kai_libretro.so %ROM%</command>
<command label="Neko Project II Kai">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/np2kai_libretro.so %ROM%</command>
<command label="Neko Project II">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/nekop2_libretro.so %ROM%</command>
<platform>pc98</platform>
<theme>pc98</theme>
</system>
@ -983,8 +1014,12 @@
<name>satellaview</name>
<fullname>Nintendo Satellaview</fullname>
<path>%ROMPATH%/satellaview</path>
<extension>.smc .SMC .sfc .SFC .swc .SWC .fig .FIG .bs .BS .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.so %ROM%</command>
<extension>.bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .swc .SWC .st .ST .7z .7Z .zip .ZIP</extension>
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.so %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x2010_libretro.so %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<command label="bsnes-mercury Accuracy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.so %ROM%</command>
<platform>satellaview</platform>
<theme>satellaview</theme>
</system>
@ -992,8 +1027,11 @@
<name>saturn</name>
<fullname>Sega Saturn</fullname>
<path>%ROMPATH%/saturn</path>
<extension>.ccd .CCD .chd .CHD .cue .CUE .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.so %ROM%</command>
<extension>.bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .mds .MDS .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command label="Beetle Saturn">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.so %ROM%</command>
<command label="Kronos">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/kronos_libretro.so %ROM%</command>
<command label="YabaSanshiro">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/yabasanshiro_libretro.so %ROM%</command>
<command label="Yabause">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/yabause_libretro.so %ROM%</command>
<platform>saturn</platform>
<theme>saturn</theme>
</system>
@ -1001,8 +1039,11 @@
<name>saturnjp</name>
<fullname>Sega Saturn</fullname>
<path>%ROMPATH%/saturnjp</path>
<extension>.ccd .CCD .chd .CHD .cue .CUE .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.so %ROM%</command>
<extension>.bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .mds .MDS .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command label="Beetle Saturn">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_saturn_libretro.so %ROM%</command>
<command label="Kronos">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/kronos_libretro.so %ROM%</command>
<command label="YabaSanshiro">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/yabasanshiro_libretro.so %ROM%</command>
<command label="Yabause">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/yabause_libretro.so %ROM%</command>
<platform>saturn</platform>
<theme>saturnjp</theme>
</system>
@ -1046,8 +1087,10 @@
<name>segacd</name>
<fullname>Sega CD</fullname>
<path>%ROMPATH%/segacd</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM%</command>
<platform>segacd</platform>
<theme>segacd</theme>
</system>
@ -1055,8 +1098,11 @@
<name>sg-1000</name>
<fullname>Sega SG-1000</fullname>
<path>%ROMPATH%/sg-1000</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .ri .RI .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Gearsystem">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.so %ROM%</command>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bluemsx_libretro.so %ROM%</command>
<platform>sg-1000</platform>
<theme>sg-1000</theme>
</system>
@ -1140,8 +1186,11 @@
<name>sufami</name>
<fullname>Bandai SuFami Turbo</fullname>
<path>%ROMPATH%/sufami</path>
<extension>.smc .SMC .sfc .SFC .swc .SWC .fig .FIG .bs .BS .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.so %ROM%</command>
<extension>.bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .st .ST .7z .7Z .zip .ZIP</extension>
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x_libretro.so %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/snes9x2010_libretro.so %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM%</command>
<command label="bsnes-mercury Accuracy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM%</command>
<platform>sufami</platform>
<theme>sufami</theme>
</system>
@ -1257,7 +1306,7 @@
</system>
<system>
<name>videopac</name>
<fullname>Philips Videopac G7000 (Magnavox Odyssey2)</fullname>
<fullname>Philips Videopac G7000</fullname>
<path>%ROMPATH%/videopac</path>
<extension>.bin .BIN .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/o2em_libretro.so %ROM%</command>

View file

@ -70,8 +70,9 @@
<name>amstradcpc</name>
<fullname>Amstrad CPC</fullname>
<path>%ROMPATH%\amstradcpc</path>
<extension>.dsk .DSK .sna .SNA .tap .TAR .cdt .CDT .voc .VOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\cap32_libretro.dll %ROM%</command>
<extension>.cdt .CDT .cpr .CPR .dsk .DSK .kcr .KCR .m3u .M3U .sna .SNA .tap .TAR .voc .VOC .7z .7Z .zip .ZIP</extension>
<command label="Caprice32">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\cap32_libretro.dll %ROM%</command>
<command label="CrocoDS">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\crocods_libretro.dll %ROM%</command>
<platform>amstradcpc</platform>
<theme>amstradcpc</theme>
</system>
@ -177,7 +178,8 @@
<fullname>Atari Lynx</fullname>
<path>%ROMPATH%\atarilynx</path>
<extension>.lnx .LNX .o .O .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_lynx_libretro.dll %ROM%</command>
<command label="Handy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\handy_libretro.dll %ROM%</command>
<command label="Beetle Lynx">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_lynx_libretro.dll %ROM%</command>
<platform>atarilynx</platform>
<theme>atarilynx</theme>
</system>
@ -409,8 +411,11 @@
<name>gamegear</name>
<fullname>Sega Game Gear</fullname>
<path>%ROMPATH%\gamegear</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Gearsystem">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gearsystem_libretro.dll %ROM%</command>
<command label="SMS Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\smsplus_libretro.dll %ROM%</command>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_wide_libretro.dll %ROM%</command>
<platform>gamegear</platform>
<theme>gamegear</theme>
</system>
@ -418,8 +423,13 @@
<name>gb</name>
<fullname>Nintendo Game Boy</fullname>
<path>%ROMPATH%\gb</path>
<extension>.sfc .SFC .smc .SMC .gb .GB .gbc .GBC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM%</command>
<extension>.bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP</extension>
<command label="SameBoy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\sameboy_libretro.dll %ROM%</command>
<command label="Gambatte">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gambatte_libretro.dll %ROM%</command>
<command label="Gearboy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gearboy_libretro.dll %ROM%</command>
<command label="TGB Dual">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\tgbdual_libretro.dll %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mesen-s_libretro.dll %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM%</command>
<platform>gb</platform>
<theme>gb</theme>
</system>
@ -427,8 +437,11 @@
<name>gba</name>
<fullname>Nintendo Game Boy Advance</fullname>
<path>%ROMPATH%\gba</path>
<extension>.gba .GBA .agb .AGB .bin .BIN .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_gba_libretro.dll %ROM%</command>
<extension>.agb .AGB .bin .BIN .cgb .CGB .dmg .DMG .gb .GB .gba .GBA .gbc .GBC .sgb .SGB .7z .7Z .zip .ZIP</extension>
<command label="mGBA">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mgba_libretro.dll %ROM%</command>
<command label="VBA-M">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\vbam_next_libretro.dll %ROM%</command>
<command label="VBA Next">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\vba_next_libretro.dll %ROM%</command>
<command label="gpSP">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gpsp_libretro.dll %ROM%</command>
<platform>gba</platform>
<theme>gba</theme>
</system>
@ -436,8 +449,13 @@
<name>gbc</name>
<fullname>Nintendo Game Boy Color</fullname>
<path>%ROMPATH%\gbc</path>
<extension>.sfc .SFC .smc .SMC .gb .GB .gbc .GBC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM%</command>
<extension>.bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP</extension>
<command label="SameBoy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\sameboy_libretro.dll %ROM%</command>
<command label="Gambatte">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gambatte_libretro.dll %ROM%</command>
<command label="Gearboy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gearboy_libretro.dll %ROM%</command>
<command label="TGB Dual">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\tgbdual_libretro.dll %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mesen-s_libretro.dll %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM%</command>
<platform>gbc</platform>
<theme>gbc</theme>
</system>
@ -576,8 +594,10 @@
<name>megacd</name>
<fullname>Sega Mega-CD</fullname>
<path>%ROMPATH%\megacd</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_wide_libretro.dll %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\picodrive_libretro.dll %ROM%</command>
<platform>segacd</platform>
<theme>megacd</theme>
</system>
@ -585,8 +605,10 @@
<name>megacdjp</name>
<fullname>Sega Mega-CD</fullname>
<path>%ROMPATH%\megacdjp</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_wide_libretro.dll %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\picodrive_libretro.dll %ROM%</command>
<platform>segacd</platform>
<theme>megacdjp</theme>
</system>
@ -639,7 +661,8 @@
<fullname>MSX</fullname>
<path>%ROMPATH%\msx</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bluemsx_libretro.dll %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bluemsx_libretro.dll %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\fmsx_libretro.dll %ROM%</command>
<platform>msx</platform>
<theme>msx</theme>
</system>
@ -648,7 +671,8 @@
<fullname>MSX1</fullname>
<path>%ROMPATH%\msx1</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bluemsx_libretro.dll %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bluemsx_libretro.dll %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\fmsx_libretro.dll %ROM%</command>
<platform>msx</platform>
<theme>msx1</theme>
</system>
@ -657,7 +681,8 @@
<fullname>MSX2</fullname>
<path>%ROMPATH%\msx2</path>
<extension>.rom .ROM .ri .RI .mx1 .MX1 .mx2 .MX2 .col .COL .dsk .DSK .cas .CAS .sg .SG .sc .SC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bluemsx_libretro.dll %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bluemsx_libretro.dll %ROM%</command>
<command label="fMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\fmsx_libretro.dll %ROM%</command>
<platform>msx2</platform>
<theme>msx2</theme>
</system>
@ -684,7 +709,8 @@
<fullname>Nintendo 3DS</fullname>
<path>%ROMPATH%\n3ds</path>
<extension>.3ds .3DS .3dsx .3DSX .app .APP .axf .AXF .cci .CCI .cxi .CXI .elf .ELF .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\citra_libretro.dll %ROM%</command>
<command label="Citra">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\citra_libretro.dll %ROM%</command>
<command label="Citra 2018">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\citra2018_libretro.dll %ROM%</command>
<platform>n3ds</platform>
<theme>n3ds</theme>
</system>
@ -721,8 +747,10 @@
<name>nds</name>
<fullname>Nintendo DS</fullname>
<path>%ROMPATH%\nds</path>
<extension>.nds .NDS .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\melonds_libretro.dll %ROM%</command>
<extension>.bin .BIN .nds .NDS .7z .7Z .zip .ZIP</extension>
<command label="DeSmuME">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\desmume_libretro.dll %ROM%</command>
<command label="DeSmuME 2015">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\desmume2015_libretro.dll %ROM%</command>
<command label="melonDS">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\melonds_libretro.dll %ROM%</command>
<platform>nds</platform>
<theme>nds</theme>
</system>
@ -770,7 +798,8 @@
<fullname>SNK Neo Geo Pocket</fullname>
<path>%ROMPATH%\ngp</path>
<extension>.ngp .NGP .ngc .NGC .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_ngp_libretro.dll %ROM%</command>
<command label="Beetle NeoPop">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_ngp_libretro.dll %ROM%</command>
<command label="RACE">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\race_libretro.dll %ROM%</command>
<platform>ngp</platform>
<theme>ngp</theme>
</system>
@ -779,7 +808,8 @@
<fullname>SNK Neo Geo Pocket Color</fullname>
<path>%ROMPATH%\ngpc</path>
<extension>.ngp .NGP .ngc .NGC .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_ngp_libretro.dll %ROM%</command>
<command label="Beetle NeoPop">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_ngp_libretro.dll %ROM%</command>
<command label="RACE">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\race_libretro.dll %ROM%</command>
<platform>ngpc</platform>
<theme>ngpc</theme>
</system>
@ -844,7 +874,8 @@
<fullname>NEC PC-9800 series</fullname>
<path>%ROMPATH%\pc98</path>
<extension>.2hd .2HD .88d .88D .98d .98D .d88 .D88 .d98 .D98 .cmd .CMD .dup .DUP .fdd .FDD .fdi .FDI .hdd .HDD .hdi .HDI .hdm .HDM .hdn .HDN .nhd .NHD .tfd .TFD .thd .THD . xdf .XDF .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\np2kai_libretro.dll %ROM%</command>
<command label="Neko Project II Kai">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\np2kai_libretro.dll %ROM%</command>
<command label="Neko Project II">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\nekop2_libretro.dll %ROM%</command>
<platform>pc98</platform>
<theme>pc98</theme>
</system>
@ -983,8 +1014,12 @@
<name>satellaview</name>
<fullname>Nintendo Satellaview</fullname>
<path>%ROMPATH%\satellaview</path>
<extension>.smc .SMC .sfc .SFC .swc .SWC .fig .FIG .bs .BS .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\snes9x_libretro.dll %ROM%</command>
<extension>.bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .swc .SWC .st .ST .7z .7Z .zip .ZIP</extension>
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\snes9x_libretro.dll %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\snes9x2010_libretro.dll %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM%</command>
<command label="bsnes-mercury Accuracy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_mercury_accuracy_libretro.dll %ROM%</command>
<command label="Mesen-S">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mesen-s_libretro.dll %ROM%</command>
<platform>satellaview</platform>
<theme>satellaview</theme>
</system>
@ -992,8 +1027,11 @@
<name>saturn</name>
<fullname>Sega Saturn</fullname>
<path>%ROMPATH%\saturn</path>
<extension>.ccd .CCD .chd .CHD .cue .CUE .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_saturn_libretro.dll %ROM%</command>
<extension>.bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .mds .MDS .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command label="Beetle Saturn">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_saturn_libretro.dll %ROM%</command>
<command label="Kronos">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\kronos_libretro.dll %ROM%</command>
<command label="YabaSanshiro">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\yabasanshiro_libretro.dll %ROM%</command>
<command label="Yabause">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\yabause_libretro.dll %ROM%</command>
<platform>saturn</platform>
<theme>saturn</theme>
</system>
@ -1001,8 +1039,11 @@
<name>saturnjp</name>
<fullname>Sega Saturn</fullname>
<path>%ROMPATH%\saturnjp</path>
<extension>.ccd .CCD .chd .CHD .cue .CUE .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_saturn_libretro.dll %ROM%</command>
<extension>.bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .mds .MDS .toc .TOC .m3u .M3U .7z .7Z .zip .ZIP</extension>
<command label="Beetle Saturn">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_saturn_libretro.dll %ROM%</command>
<command label="Kronos">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\kronos_libretro.dll %ROM%</command>
<command label="YabaSanshiro">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\yabasanshiro_libretro.dll %ROM%</command>
<command label="Yabause">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\yabause_libretro.dll %ROM%</command>
<platform>saturn</platform>
<theme>saturnjp</theme>
</system>
@ -1046,8 +1087,10 @@
<name>segacd</name>
<fullname>Sega CD</fullname>
<path>%ROMPATH%\segacd</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_wide_libretro.dll %ROM%</command>
<command label="PicoDrive">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\picodrive_libretro.dll %ROM%</command>
<platform>segacd</platform>
<theme>segacd</theme>
</system>
@ -1055,8 +1098,11 @@
<name>sg-1000</name>
<fullname>Sega SG-1000</fullname>
<path>%ROMPATH%\sg-1000</path>
<extension>.mdx .MDX .md .MD .smd .SMD .gen .GEN .bin .BIN .cue .CUE .iso .ISO .sms .SMS .gg .GG .sg .SG .68k .68K .chd .CHD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<extension>.68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .ri .RI .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP</extension>
<command label="Gearsystem">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gearsystem_libretro.dll %ROM%</command>
<command label="Genesis Plus GX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM%</command>
<command label="Genesis Plus GX Wide">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_wide_libretro.dll %ROM%</command>
<command label="blueMSX">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bluemsx_libretro.dll %ROM%</command>
<platform>sg-1000</platform>
<theme>sg-1000</theme>
</system>
@ -1140,8 +1186,11 @@
<name>sufami</name>
<fullname>Bandai SuFami Turbo</fullname>
<path>%ROMPATH%\sufami</path>
<extension>.smc .SMC .sfc .SFC .swc .SWC .fig .FIG .bs .BS .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\snes9x_libretro.dll %ROM%</command>
<extension>.bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .st .ST .7z .7Z .zip .ZIP</extension>
<command label="Snes9x - Current">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\snes9x_libretro.dll %ROM%</command>
<command label="Snes9x 2010">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\snes9x2010_libretro.dll %ROM%</command>
<command label="bsnes">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM%</command>
<command label="bsnes-mercury Accuracy">%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_mercury_accuracy_libretro.dll %ROM%</command>
<platform>sufami</platform>
<theme>sufami</theme>
</system>
@ -1257,7 +1306,7 @@
</system>
<system>
<name>videopac</name>
<fullname>Philips Videopac G7000 (Magnavox Odyssey2)</fullname>
<fullname>Philips Videopac G7000</fullname>
<path>%ROMPATH%\videopac</path>
<extension>.bin .BIN .7z .7Z .zip .ZIP</extension>
<command>%EMULATOR_RETROARCH% -L %CORE_RETROARCH%\o2em_libretro.dll %ROM%</command>