Documentation update.

This commit is contained in:
Leon Styhre 2023-03-08 20:11:21 +01:00
parent eb9cc282a8
commit f89ad4911b
4 changed files with 5 additions and 4 deletions

View file

@ -78,6 +78,7 @@ Overall application speed and performance has been greatly improved with faster
* (Linux) Added support for the mGBA Qt and Snes9x GTK standalone emulators * (Linux) Added support for the mGBA Qt and Snes9x GTK standalone emulators
* (Linux) Added support for the official xemu AppImage release * (Linux) Added support for the official xemu AppImage release
* (Linux) Added support for the AppImage release of Flycast * (Linux) Added support for the AppImage release of Flycast
* (Linux) Added .esprefix file injections to the Dolphin, PrimeHack, Triforce, Yuzu and xemu standalone emulators
* Added support for the Sega Model 2 (model2) game system on Linux on macOS by adding the MAME - Current RetroArch core * Added support for the Sega Model 2 (model2) game system on Linux on macOS by adding the MAME - Current RetroArch core
* Added MAME standalone as an alternative emulator for the model2 system * Added MAME standalone as an alternative emulator for the model2 system
* (Windows) Added the MAME - Current RetroArch core as an alternative emulator for the model2 system * (Windows) Added the MAME - Current RetroArch core as an alternative emulator for the model2 system

View file

@ -39,7 +39,7 @@ https://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm -
Then you can use dnf to install all the required packages: Then you can use dnf to install all the required packages:
``` ```
sudo dnf install gcc-c++ clang-tools-extra cmake rpm-build SDL2-devel ffmpeg-devel freeimage-devel freetype-devel curl-devel pugixml-devel alsa-lib-devel mesa-libGL-devel sudo dnf install gcc-c++ clang-tools-extra cmake libasan rpm-build SDL2-devel ffmpeg-devel freeimage-devel freetype-devel curl-devel pugixml-devel alsa-lib-devel mesa-libGL-devel
``` ```
**Manjaro** **Manjaro**
@ -1294,7 +1294,7 @@ The following variables are expanded for the `command` tag:
`%STARTDIR%` - The directory to start in when launching the emulator. Must be defined as a pair separated by an equal sign. This is normally not required, but some emulators and game engines like standalone MAME and OpenBOR will not work properly unless you're in the correct directory when launching a game. Either an absolute path can be used, such as `%STARTDIR%=C:\Games\mame` or some variables are available that provide various functions. The `%EMUDIR%` variable can be used to start in the directory where the emulator binary is located, i.e. `%STARTDIR%=%EMUDIR%`, the `%GAMEDIR%` variable can be used to start in the directory where the game file is located, i.e. `%STARTDIR%=%GAMEDIR%` and the `%GAMEENTRYDIR%` variable can be used which works identically to `%GAMEDIR%` with the exception that it will interpret the actual game entry as the start directory. This is useful in very rare situations like for the EasyRPG Player where the game directories are interpreted as files but where the game engine must still be started from inside the game directory. If an absolute path is set that contains blankspaces, then it must be surrounded by quotation marks, for example `%STARTDIR%="C:\Retro games\mame"`. If the directory defined by this variable does not exist, it will be created on game launch. The variable can be placed anywhere in the launch command if the %EMULATOR_ variable is used, otherwise it has to be placed after the emulator binary. `%STARTDIR%` - The directory to start in when launching the emulator. Must be defined as a pair separated by an equal sign. This is normally not required, but some emulators and game engines like standalone MAME and OpenBOR will not work properly unless you're in the correct directory when launching a game. Either an absolute path can be used, such as `%STARTDIR%=C:\Games\mame` or some variables are available that provide various functions. The `%EMUDIR%` variable can be used to start in the directory where the emulator binary is located, i.e. `%STARTDIR%=%EMUDIR%`, the `%GAMEDIR%` variable can be used to start in the directory where the game file is located, i.e. `%STARTDIR%=%GAMEDIR%` and the `%GAMEENTRYDIR%` variable can be used which works identically to `%GAMEDIR%` with the exception that it will interpret the actual game entry as the start directory. This is useful in very rare situations like for the EasyRPG Player where the game directories are interpreted as files but where the game engine must still be started from inside the game directory. If an absolute path is set that contains blankspaces, then it must be surrounded by quotation marks, for example `%STARTDIR%="C:\Retro games\mame"`. If the directory defined by this variable does not exist, it will be created on game launch. The variable can be placed anywhere in the launch command if the %EMULATOR_ variable is used, otherwise it has to be placed after the emulator binary.
`%INJECT%` - This allows the injection of launch arguments stored in a text file on the filesystem. This is for example required by the Hypseus Singe (arcade LaserDisc) emulator. The variable must be defined as a pair separated by an equal sign, for example `%INJECT%=game.commands`. The `%BASENAME%` variable can also be used in conjunction with this variable, such as `%INJECT%=%BASENAME%.commands`. By default a path relative to the game file will be assumed but it's also possible to use an absolute path or the tilde ~ symbol which will expand to the home directory. If a path contains spaces it needs to be surrounded by quotation marks, such as `%INJECT%="C:\My games\ROMs\daphne\%BASENAME%.daphne\%BASENAME%.commands"` The variable can be placed anywhere in the launch command and the arguments will be injected at that position. The specified file is optional, if it does not exist or if there are insufficient permissions to read the file content, then it will simply be skipped. For safety reasons the arguments file can only have a maximum size of 4096 bytes and if it's larger than this it will be skipped. `%INJECT%` - This allows the injection of launch arguments or environment variables stored in a text file on the filesystem. The %INJECT% variable must be defined as a pair separated by an equal sign, for example `%INJECT%=game.commands`. The `%BASENAME%` variable can also be used in conjunction with this variable, such as `%INJECT%=%BASENAME%.commands`. By default a path relative to the game file will be assumed but it's also possible to use an absolute path or the ~ (tilde) symbol which will expand to the home directory. If a path contains spaces it needs to be surrounded by quotation marks, such as `%INJECT%="C:\My games\ROMs\daphne\%BASENAME%.daphne\%BASENAME%.commands"`. The variable can be placed anywhere in the launch command and the file contents will be injected at that position. The specified file is optional, if it does not exist, is empty, or if there are insufficient permissions to read the file, then it will simply be skipped. For safety reasons the injection file can only have a maximum size of 4096 bytes and if it's larger than this it will be skipped and a warning will be written to es_log.txt.
`%EMUPATH%` - Replaced with the path to the emulator binary. This variable is used for manually specifying emulator core locations, and a check for the existence of the core file will be done on game launch and an error displayed if it can't be found. Normally %EMUPATH% should not be used as the %CORE_ variable is the recommended method for defining core locations. `%EMUPATH%` - Replaced with the path to the emulator binary. This variable is used for manually specifying emulator core locations, and a check for the existence of the core file will be done on game launch and an error displayed if it can't be found. Normally %EMUPATH% should not be used as the %CORE_ variable is the recommended method for defining core locations.

View file

@ -159,7 +159,7 @@ Just run the installer for the new release. A question will be asked whether you
**Windows portable** **Windows portable**
Refer to the README.txt file inside the ES-DE ZIP archive as it contains instructions on how to safely perform the upgrade. Refer to the README.txt file inside the ES-DE ZIP archive as it contains instructions on how to safely perform the upgrade. Just make sure to not unpack this archive on top of the old installation as that may lead to all sorts of problems.
## Placing games into non-standard directories ## Placing games into non-standard directories

View file

@ -12,7 +12,7 @@ Instead first rename your old ES-DE directory, for example to EmulationStation-D
1) The ROMs_ALL directory contains all the systems that ES-DE supports, but to decrease application startup time, only copy the systems you need to the ROMs directory. 1) The ROMs_ALL directory contains all the systems that ES-DE supports, but to decrease application startup time, only copy the systems you need to the ROMs directory.
2) Copy your games into the respective folders in the ROMs directory. 2) Copy your games into the respective folders in the ROMs directory.
3) Place your emulators inside the Emulators directory. 3) Place your emulators inside the Emulators directory.
4) Optionally move your existing gamelists, scraped/downloaded media, custom collections, custom systems, scripts and themes to the .emulationstation directory. 4) Optionally move your existing settings, gamelists, scraped/downloaded media, custom collections, custom systems, scripts and themes to the .emulationstation directory.
5) Start ES-DE using EmulationStation.exe and enjoy some retrogaming! 5) Start ES-DE using EmulationStation.exe and enjoy some retrogaming!
In case of issues, check .emulationstation\es_log.txt for clues as to what went wrong. In case of issues, check .emulationstation\es_log.txt for clues as to what went wrong.