Building ======== EmulationStation-DE uses some C++11 code, which means you'll need to use a compiler that supports that. \ GCC is recommended although other compilers should hopefully work fine as well. The code has a few dependencies. For building, you'll need CMake and development packages for cURL, FreeImage, FreeType, libVLC, pugixml, SDL2 and RapidJSON. **On Debian/Ubuntu:** All of the required packages can be easily installed with `apt-get`: ``` sudo apt-get install build-essential cmake libsdl2-dev libfreeimage-dev libfreetype6-dev libcurl4-openssl-dev libpugixml-dev rapidjson-dev libasound2-dev libvlc-dev libgl1-mesa-dev ``` **On Fedora:** For this operating system, use `dnf` (with rpmfusion activated) : ``` sudo dnf install cmake SDL2-devel freeimage-devel freetype-devel curl-devel rapidjson-devel alsa-lib-devel vlc-devel mesa-libGL-devel ``` To clone the source repository, run the following: ``` git clone https://gitlab.com/leonstyhre/emulationstation-de ``` Then generate the Makefile and build the software: ``` cd emulationstation-de cmake . make ``` NOTE: to generate a `Debug` build on Unix/Linux, run this instead: ``` cmake -DCMAKE_BUILD_TYPE=Debug . make ``` Keep in mind though that a debug version will be much slower due to all compiler optimizations being disabled. By default EmulationStation will install under `/usr/local` but this can be changed by setting the `CMAKE_INSTALL_PREFIX` variable.\ The following example will build the application for installtion under `/opt`: ``` cmake -DCMAKE_INSTALL_PREFIX=/opt . ``` Note that this is not only the directory used by the install script, the CMAKE_INSTALL_PREFIX variable also modifies code modified inside ES to find the program resources. So it's very important that the install prefix corresponds to the location where the application will actually be located. **Installing:** Installing the software requires root permissions, the following command will install all the required application files: ``` sudo make install ``` Assuming the default installation prefix `/usr/local` has been used, this is the directory structure for the installation: ``` /usr/local/bin/emulationstation /usr/local/share/emulationstation/LICENSES /usr/local/share/emulationstation/resources /usr/local/share/emulationstation/themes ``` *Note: The `resources` directory is critical, without it the application won't start.* \ ES will look in the following two locations for the resources: * `[HOME]/.emulationstation/resources/` * `[INSTALLATION PATH]/share/emulationstation/resources/` The home directory will always take precedence so any resources located there will override the ones in the installation path. It's not recommended to override any resources since they are by nature static. But combining this ability with the command line `--home` flag, a fully portable version of EmulationStation could be created on a USB memory stick or similar. Anyway, after compiling the application, either run `make install` or copy or symlink the resources directory to `~/.emulationstation/resources`: `cp -R resources ~/.emulationstation/` \ or `ln -s $(pwd)/resources ~/.emulationstation/` The same goes for the `themes` directory. Although ES can start without a theme, it would be pretty pointless as the application would barely be usable. **Making .deb and .rpm packages:** Creation of Debian .deb packages are enabled by default, simply run `cpack` to generate the package: ``` user@computer:~/emulationstation-de$ cpack CPack: Create package using DEB CPack: Install projects CPack: - Run preinstall target for: emulationstation-de CPack: - Install project: emulationstation-de [] CPack: Create package CPackDeb: - Generating dependency list CPack: - package: /home/user/emulationstation-de/emulationstation-de-1.0.0.deb generated. ``` The package can now be installed using a package manager, for example `dpkg'. For RPM packages, change the comments in the `CMakeLists.txt` accordingly. \ From: ``` #SET(CPACK_GENERATOR "RPM") SET(CPACK_GENERATOR "DEB") ``` To: ``` SET(CPACK_GENERATOR "RPM") #SET(CPACK_GENERATOR "DEB") ``` Then simply run `cpack`. To be able to generate RPM packages on a Debian system such as Ubuntu, install the `rpm` package first: ``` sudo apt-get install rpm ``` **On Windows:** [CMake](http://www.cmake.org/cmake/resources/software.html) [SDL2](http://www.libsdl.org/release/SDL2-devel-2.0.8-VC.zip) [FreeImage](http://downloads.sourceforge.net/freeimage/FreeImage3154Win32.zip) [FreeType2](http://download.savannah.gnu.org/releases/freetype/freetype-2.4.9.tar.bz2) (you'll need to compile) [cURL](http://curl.haxx.se/download.html) (you'll need to compile or get the pre-compiled DLL version) [RapisJSON](https://github.com/tencent/rapidjson) (you need to add `include/rapidsjon` to your include path) Remember to copy the necessary .DLL files into the same folder as the executable: probably FreeImage.dll, freetype6.dll, SDL2.dll, libcurl.dll, and zlib1.dll. Exact list depends on if you built your libraries in "static" mode or not. Configuring =========== **~/.emulationstation/es_systems.cfg:** EmulationStation Desktop Edition ships with a comprehensive `es_systems.cfg` configuration file, and as the logic is to use a `%ROMPATH%` variable to locate the ROM files (with a corresponding setting in `es_settings.cfg`), normally you shouldn't need to modify this file to the same extent as previous versions of EmulationStation. Still, see below in this document on how to adjust the es_systems.cfg file if required. Upon first startup of the application, if there is no es_systems.cfg file present, it will be copied from the template subdirectory inside the resources directory. This directory is located in the installation path of the application, for instance `/usr/local/share/emulationstation/resources/templates`. The template file will be copied to `~/.emulationstation/es_systems.cfg`. `~` is `$HOME` on Linux, and `%HOMEPATH%` on Windows. **~/.emulationstation/es_settings.cfg:** When ES is first run, an example configuration file will be created as `~/.emulationstation/es_settings.cfg`. `~` is `$HOME` on Linux, and `%HOMEPATH%` on Windows. \ This file contains all the settings supported by ES, at their default values. Normally you shouldn't need to modify this file manually, instead you should be able to use the menu inside ES to update all the necessary settings. The exception would be the ROMDirectory setting as ES won't start if no ROM files are found. **Setting the ROM directory:** By default, ES looks in `~/ROMs` for the ROM files, where they are expected to be grouped into directories corresponding to the game systems, for example: ``` user@computer:~ROMs$ ls -1 arcade megadrive pcengine ``` However, if you've saved your ROMs to another directory, you need to configure the ROMDirectory setting in es_settings.cfg.\ Here's an example: `` Keep in mind though that you still need to group the ROMs into directories corresponding to the system names. Well at least if you want to use the default `es_systems.cfg` file. See below how to customize that file, which gives you full control over the location of the ROMs. **Keep in mind that you'll have to set up your emulator separately from EmulationStation!** **~/.emulationstation/es_input.cfg:** When you first start EmulationStation, you will be prompted to configure an input device. The process is thus: 1. Hold a button on the device you want to configure. This includes the keyboard. 2. Press the buttons as they appear in the list. Some inputs can be skipped by holding any button down for a few seconds (e.g. page up/page down). 3. You can review your mappings by pressing up and down, making any changes by pressing A. 4. Choose "SAVE" to save this device and close the input configuration screen. The new configuration will be added to the `~/.emulationstation/es_input.cfg` file. **Both new and old devices can be (re)configured at any time by pressing the Start button and choosing "CONFIGURE INPUT".** From here, you may unplug the device you used to open the menu and plug in a new one, if necessary. New devices will be appended to the existing input configuration file, so your old devices will retain their configuration. **If your controller stops working, you can delete the `~/.emulationstation/es_input.cfg` file to make the input configuration screen re-appear on the next run.** **Command line arguments:** You can use `--help` or `-h` to view a list of command line options. Briefly outlined here: ``` --resolution [width] [height] Try to force a particular resolution --gamelist-only Skip automatic game ROM search, only read from gamelist.xml --ignore-gamelist Ignore the gamelist files (useful for troubleshooting) --draw-framerate Display the framerate --no-exit Don't show the exit option in the menu --no-splash Don't show the splash screen --debug Print debug information --windowed Windowed mode, should be combined with --resolution --fullscreen-normal Normal fullscreen mode --fullscreen-borderless Borderless fullscreen mode (always on top) --vsync [1/on or 0/off] Turn vsync on or off (default is on) --max-vram [size] Max VRAM to use in Mb before swapping Set to at least 20 to avoid unpredictable behavior --force-kid Force the UI mode to Kid --force-kiosk Force the UI mode to Kiosk --force-disable-filters Force the UI to ignore applied filters in gamelist --home [path] Directory to use as home path --version, -v Displays version information --help, -h Summon a sentient, angry tuba ``` As long as ES hasn't frozen, you can always press F4 to close the application. As you can see above, you can override the home directory path using the `--home` flag. So by running for instance the command `emulationstation --home ~/games/emulation`, ES will use `~/games/emulation/.emulationstation` as its base directory. Writing an es_systems.cfg ========================= The es_systems.cfg file contains the system configuration data for EmulationStation, written in XML format. \ This tells EmulationStation what systems you have, what platform they correspond to (for scraping), and where the games are located. ES will only check in your home directory for an es_systems.cfg file, for example `~/.emulationstation/es_systems.cfg`. The order EmulationStation displays systems reflects the order you define them in. In the case of the default es_systems.cfg file, the systems are listed in alphabetical order. **NOTE:** A system *must* have at least one game present in its "path" directory, or ES will ignore it! If no valid systems are found, ES will report an error and quit! Here's an overview of the file layout: ```xml snes Super Nintendo Entertainment System %ROMPATH%/snes .smc .SMC .sfc .SFC .swc .SWC .fig .FIG .bs .BS .bin .BIN .mgd .MGD .7z .7Z .zip .ZIP retroarch -L ~/.config/retroarch/cores/snes9x_libretro.so %ROM% snes snes ``` The following variables are expanded by ES for the `command` tag: `%ROM%` - Replaced with absolute path to the selected ROM, with most Bash special characters escaped with a backslash. `%BASENAME%` - Replaced with the "base" name of the path to the selected ROM. For example, a path of `/foo/bar.rom`, this tag would be `bar`. This tag is useful for setting up AdvanceMAME. `%ROM_RAW%` - Replaced with the unescaped, absolute path to the selected ROM. If your emulator is picky about paths, you might want to use this instead of %ROM%, but enclosed in quotes. For the `path` tag, the following variable is expanded by ES: `%ROMPATH%` - Replaced with the path defined for the setting ROMDirectory in `es_settings.cfg`. gamelist.xml ============ The gamelist.xml file for a system defines metadata for games, such as a name, description, release date, and rating. As of the fork to EmulationStation Desktop Edition, game media information no longer needs to be defined in the gamelist.xml files. Instead the application will look for any media matching the ROM filename. The media path where to look for game art is configurable either manually in `es_settings.cfg` or via the GUI. If configured manually in es_settings.cfg, it looks something like this: `` The default game media directory is `~/.emulationstation/downloaded_media`. If at least one game in a system has an image (mix image, screenshot or box cover), ES will use the detailed view for that system (which displays metadata alongside the game list). *You can use ES's [scraping](http://en.wikipedia.org/wiki/Web_scraping) tools to avoid creating a gamelist.xml by hand.* There are two ways to run the scraper: * **If you want to scrape multiple games:** press start to open the menu and choose the "SCRAPER" option. Adjust your settings and press "START". * **If you just want to scrape one game:** find the game on the game list in ES and press select. Choose "EDIT THIS GAME'S METADATA" and then press the "SCRAPE" button at the bottom of the metadata editor. You can also edit metadata within ES by using the metadata editor - just find the game you wish to edit on the gamelist, press Select, and choose "EDIT THIS GAME'S METADATA." The switch `--ignore-gamelist` can be used to ignore the gamelist and force ES to use the non-detailed view. If you're writing a tool to generate or parse gamelist.xml files, you should check out [GAMELISTS.md](GAMELISTS.md) for more detailed documentation. Themes ====== EmulationStation is not intended to be used without a theme. The default theme 'rbsimple-DE' is included in the emulationstation-de repository. For additional themes, the following resources are recommended: https://aloshi.com/emulationstation#themes https://github.com/RetroPie https://gitlab.com/recalbox/recalbox-themes https://wiki.batocera.org/themes For information on how to make your own theme or edit an existing one, read [THEMES.md](THEMES.md).