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EmulationStation Desktop Edition (ES-DE) v2.0 (development version) - User guide
This document is intended as a quick start guide and as a reference for the application settings and general functionality. For details on how to build ES-DE from source code and to perform more advanced configuration, please refer to INSTALL-DEV.md.
This version of the user guide is only relevant for the current ES-DE development version, if you are using the latest stable release, refer to USERGUIDE.md instead.
It's generally recommended to read the Frequently Asked Questions document prior to diving into the information in this guide.
Table of contents:
[[TOC]]
Quick start guide
If you just want to get started as quickly as possible, simply follow these steps:
- Install ES-DE
- Start the application and press the Create directories button to generate the ROMs directory structure
- Put your game ROMs in the directories created by the previous step, or see here for additional details
- Install RetroArch
- Start RetroArch and install the required emulator cores
- Start ES-DE, scrape game media for your collection and play some games!
You can always close the application immediately using the keyboard, by default the quit shortcut is Alt + F4 on Windows and Linux and Command + Q on macOS. This shortcut can also be changed to Ctrl + Q, Alt + Q or F4 using the Keyboard quit shortcut menu option.
For additional details, read on below.
There are also installation videos available at the ES-DE YouTube channel:
https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ
Installation and first startup
To install ES-DE, just download the package or installer from https://es-de.org and follow the brief instructions below.
The following operating systems have been tested (all for the x86 architecture unless otherwise stated):
- Windows 11, 10 and 8.1
- macOS 10.14 "Mojave" to 12 "Monterey" (M1 and Intel)
- macOS 10.11 "El Capitan" (legacy release)
- Ubuntu 20.04 to 22.04
- Linux Mint 20
- Manjaro 21
- Fedora 36 Workstation
- SteamOS 3.0
- elementary OS 6
- Raspberry Pi OS 10 and 11 (armv7l and aarch64)
- FreeBSD 13.0
- NetBSD 9.1
- OpenBSD 6.8
Additional known issues are detailed in CHANGELOG.md.
As for display resolutions, the minimum pixel value is 224 and the maximum is 7680. This means that you can run ES-DE at for instance 320x224 all the way up to 7680x4320 (8K UHD). Vertical screen orientation is also supported, as well as ultra-wide resolutions like 3840x1440. Note that there could be some minor visual glitches when running in vertical orientation (this will be fixed in future ES-DE releases) and for the best experience you will probably need to use a customized theme set when running at extreme or unusual resolutions.
The installation procedure is just covered briefly here and may differ a bit for your specific operating system, so in case of problems refer to your system documentation.
Installing the Linux .deb package
The .deb package is intended for Linux distributions based on Debian, such as Ubuntu, Linux Mint, Raspberry Pi OS etc. Your distribution should include a graphical package installer, but if you prefer to use the command line, run the following which will install ES-DE and resolve any dependencies:
sudo apt install ./emulationstation-de-1.2.0-x64.deb
Installing the Linux .rpm package
On Fedora the RPM Fusion repository is a prerequisite for the installation, it can be installed like this:
sudo dnf install \
https://download1.rpmfusion.org/free/fedora/rpmfusion-free-release-$(rpm -E %fedora).noarch.rpm \
https://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm -E %fedora).noarch.rpm
Then you can use the graphical package installer or run this command, either method should automatically resolve the dependencies:
sudo dnf install ./emulationstation-de-1.2.0-x64.rpm
Of course the filename will differ slightly depending on the architecture, the example above is for the x64/x86 platform.
Running the Linux AppImage
In addition to the .deb and .rpm packages covered above, ES-DE is also available as an AppImage which should be usable on most modern x86 64-bit Linux distributions. After download you may have to set the file as executable, such as this:
chmod +x EmulationStation-DE-x64.AppImage
But in some desktop environments this is not required and you can simply launch the file by double-clicking on it using your file manager. The first time you do this you will be required to confirm that you actually want to execute the file. Running the AppImage works exactly as if you would launch ES-DE if installed as a .deb or .rpm package. It's also possible to run it from a terminal window, in which case all command line options work the same way as if installed as an ordinary package.
For a better desktop integration it's recommended to install AppImageLauncher which will add an ES-DE entry to the application menu and move the AppImage file to the ~/Applications
directory (which is the recommended location for all AppImages).
Installing on macOS and Windows
There's not really much to say about these operating systems, just install ES-DE as you would any other application. On macOS it's via the .dmg drag-and-drop installer, and on Windows via the normal application installer or by unpacking the portable zip file somewhere on your filesystem.
On first application startup
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\
Note: As of ES-DE v1.2 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.
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.
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:
System name:
gc
Full system name:
Nintendo GameCube
Supported file extensions:
.gcm .GCM .iso .ISO .wbfs .WBFS .ciso .CISO .gcz .GCZ .elf .ELF .dol .DOL .dff .DFF .tgc .TGC .wad .WAD .7z .7Z .zip .ZIP
Launch command:
%EMULATOR_RETROARCH% -L %CORE_RETROARCH%/dolphin_libretro.dylib %ROM%
Platform (for scraping):
gc
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.
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:
gc: Nintendo GameCube
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.
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.
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.
Upgrading to a newer release
Note: Before upgrading ES-DE, make sure that you have not made any system customizations anywhere in the installation directory structure as these files will be overwritten during the upgrade process. All customizations should go into ~/.emulationstation/custom_systems/ as described elsewhere in this guide. None of the upgrade methods mentioned below will ever touch any files inside your .emulationstation directory.
Linux .deb and .rpm packages
Upgrading ES-DE using these packages is very straightforward, just run them through the package manager of your operating system and the process should be entirely automatic. Note that you need to manually download the packages from https://es-de.org as ES-DE is not currently included in any operating system repositories.
Linux AUR
AUR upgrades should be automatically handled via your package manager and it should be a completely automatic process. When a new release is available you should be notified of this.
Linux AppImage
As the ES-DE AppImages always retain their filenames between releases you only need to replace the previous AppImage with the new one and you're done. Just make sure to set the new AppImage as executable so it can be launched.
macOS
Open Applications in Finder and right click on EmulationStation Desktop Edition and choose Move to Trash. Then simply install the new release using the .dmg drag-and-drop installer.
Windows installer
Just run the installer for the new release. A question will be asked whether you would like to uninstall the old version first. Say yes to this question and then proceed with running through the installer.
Windows portable
When upgrading the portable release it's recommended to not overwrite the contents by unpacking on top of the old release but instead to rename the old EmulationStation-DE directory to something else, such as EmulationStation-DE_OLD and then unpack the new release next to it. Following this, move over the contents inside Emulators, ROMs, themes and .emulationstation from the old to the new directory. That's the safest way to make the upgrade.
Placing games into non-standard directories
As explained above, the basic logic for how ES-DE works is that it expects game files to be placed into a standardized directory structure under the ROMs directory. The location of this directory is configurable so it could for instance be placed on an external storage device or on a file share served by a NAS. The way it's implemented is via the %ROMPATH% variable in the es_systems.xml file which will always point to this ROM directory. For example this is an entry for the Super Nintendo system:
<path>%ROMPATH%/snes</path>
In theory it's possible to make a custom system entry and hardcode the path to a specific directory instead of using the %ROMPATH% variable, but this is not really supported and it also makes custom collections non-portable as the path to every game will be an absolute path rather than a path relative to the %ROMPATH% variable. So if you move your games to a different directory, you would manually need to modify all your custom collections configuration files as well as your custom es_systems.xml file.
If you really insist on not placing your games into the ES-DE standard directory structure, a much better solution is to symlink the game directories into the standard directory. In this way you don't need to make a custom es_systems.xml file and any additional emulators and other configuration added to future ES-DE releases will just work after upgrading.
This is an example of symlinking the Super Nintendo game directory on Unix and macOS:
cd ~/ROMs
ln -s ~/my_games/super_nintendo/ snes
And on Windows (you need to run this as Administrator):
cd C:\Users\Myusername\ROMs
mklink /D snes "C:\My Games\Super Nintendo\"
Disabling game systems
The way ES-DE works is that it will always try to load any system for which there are game files available, so to disable a system it needs to be hidden from ES-DE. This is easily accomplished by renaming the system directory to something that is not recognized, for example changing ~/ROMs/c64
to ~/ROMs/c64_DISABLED
. Another approach is to create a subdirectory named DISABLED (or whatever name you prefer that is not matching a supported system) in the ROMs directory and move the system folder there, such as ~/ROMs/DISABLED/c64
. This makes it easy to disable and re-enable systems in ES-DE. Note that the gamelist.xml file and any game media files are retained while the system is disabled so this is an entirely safe thing to do.
For very specific situations such as when the ROM directory tree is shared with another frontend, you may want to exclude some systems from loading even though their directories exist. In this case simply create an empty file named noload.txt
in the root of the directory and the system will not get populated when ES-DE is started. For example:
~/ROMs/nes/noload.txt
Note that if the setting Only show ROMs from gamelist.xml files has been enabled then the noload.txt logic is completely bypassed as this option will make ES-DE load anything present in the gamelist.xml files, regardless of whether the files and directories actually exist. But this option (or the equivalent --gamelist-only command line option) is only intended for troubleshooting and debugging purposes and should not be enabled during normal application usage.
Placing games and other resources on network shares
Although ES-DE does support placing game ROMs, the .emulationstation
home directory and the downloaded_media
directory on network shares, this can lead to serious performance problems in some instances. Especially problematic is the Microsoft SMB protocol as it offers abysmal performance for some disk operations on which ES-DE relies heavily. For small game libraries this can still be acceptable, but for libraries with hundreds or thousands of games the application startup time and overall usage will be very painful or even unusable. Similar issues could occur when using file hosting services like Google Drive.
A general recommendation is to place all game files and other data on drives connected directly to the machine where ES-DE is running. Even using low speed technology like USB thumb drives, SD cards etc. is generally fine and leads to acceptable performance in most instances.
If you insist on placing games and other resources on network drives such as a NAS, the NFS protocol has to be used instead of SMB as testing has shown between 10 and 30 times better performance with this protocol. Starting ES-DE with a certain game collection size could easily take minutes using SMB while it takes just seconds when using the NFS protocol. This is not a network throughput issue and using something like a 2.5 Gigabit or even 10 Gigabit wired interface will not help you as the SMB protocol has exceedingly bad latency regardless of physical adapter speed.
Unix-based operating systems like Linux and macOS ship with an NFS client built-in.
Here's how to mount an NFS drive from a NAS called MyNAS on macOS:
sudo mkdir /private/ROMs
sudo mount -t nfs -o resvport MyNAS:/ROMs /private/ROMs
On Linux it's quite similar:
sudo mkdir /mnt/ROMs
sudo mount MyNAS:/ROMs /mnt/ROMs
On Windows 10 and 11 the NFS client first needs to be installed as it's not enabled by default. Open the Control Panel, then Programs and Features, then select Turn Windows features on or off at the left side of the window and tick the box Services for NFS. It's unclear if both child items Administrative Tools and Client for NFS need to be selected, but it's probably safest to enable both of them.
Following this you can mount the NFS share in a terminal window as on a Unix system:
mount MyNAS:/ROMs g:
Note that the above are only examples to illustrate the general approach, you may need to take additional steps to make the configuration persistent across reboot and you may need to make other preparations. The NAS/file server also needs to be configured of course, but that's beyond the scope of this document.
Specific notes for Windows
In general it should be straightforward to run ES-DE on Windows. Almost all emulators are available on this operating system and driver quality and controller support is normally very good.
Just make sure to never place games or other resources on network shares using the Microsoft SMB protocol as that will lead to unacceptable performance degradations and extremely long startup times if you have a large collection. See the point above on how to setup an NFS share if you insist on placing files or other resources on network drives.
In order for ES-DE to run, graphics drivers with OpenGL support have to be installed. If not, the application simply won't start. For really old graphics cards the available drivers may not provide an OpenGL version that is modern enough for ES-DE to work, and in this case a last resort solution would be to install the Mesa3D for Windows library which provides software-based OpenGL rendering. The 64-bit version of this library can be downloaded from https://fdossena.com/?p=mesa/index.frag and you simply extract the opengl32.dll file into the ES-DE installation directory. Just be aware that the performance may be quite bad.
On some handheld devices with AMD GPUs, ES-DE may only display a black screen on startup. This can be seen on for instance the Steam Deck (although not if using SteamOS), AYA NEO and ONEXPLAYER 8.4. The issue seems to be caused by buggy GPU drivers, and can be worked around by specifying a window size for ES-DE that is a single pixel wider than the actual screen resolution. So for example for a 1280x800 display, the resolution can be set to 1281x800 and then rendering should work correctly. This is applied using the --resolution command line option, for example:
EmulationStation.exe --resolution 1281 800
Some older games (and possibly emulators too) may not work correctly or even start at all if ES-DE is set to run in the background while a game is launched. So if you experience strange issues with some games, make sure that the setting Run in background (while game is launched) is disabled. If launching any of these problematic games from the desktop system, also make sure to use the default emulator entry Suspend ES-DE and not the alternative emulator Keep ES-DE running.
In a similar fashion, some older games may require the compatibility mode to be set to an older Windows release. This is done by right clicking on the .exe file or .lnk shortcut for the game or emulator, selecting Properties and then the Compatibility tab, then checking the box named Run this program in compatibility mode for: and finally selecting an appropriate Windows release. Some experimentation with different Windows versions may be required. Don't attempt to change the compatibility mode for ES-DE itself though as that may cause any types of unforeseen issues.
Installing DS4Windows will break controller input in ES-DE for unknown reasons. Uninstalling this software should resolve the issue. On Windows 11 both DualShock 4 (PS4) and DualSense (PS5) controllers have been tested wired and via Bluetooth and both work fine in both ES-DE and RetroArch without any special drivers or configuration.
There are two ES-DE releases available for Windows; a regular installer and a portable/ZIP version. If going for the first option, an issue is that many emulators are not shipped with proper installers that implement any mechanism to inform ES-DE where they have been installed (like adding a Registry key with their installation path). Such emulators are marked accordingly in the Supported game systems table at the bottom of this guide. These emulators are commonly shipped as a ZIP file that can be unpacked anywhere on the filesystem.
In order for ES-DE to find these emulators you need to add their directories to the operating system's Path environment variable. This is very easy to do, just open the Settings application and then search for path in the Find a setting search box. Select the Edit the system environment variables entry and then click the Environment variables... button and add the emulator directory to the Path variable. You need to restart ES-DE after changing the variable, but following this the emulator should be found when launching a game. If running ES-DE via Steam, you need to restart Steam as well to apply the changes to the Path variable.
The second alternative is to use the portable/ZIP release of ES-DE. This can be unzipped anywhere, including to removable devices such as hard drives or USB memory sticks. Together with games and emulators this makes for a fully portable retrogaming solution. There is a README.txt file distributed with this release that describes the setup, but essentially you just place your games in the ROMs directory and your emulators in the Emulators directory, both of which are included in the portable release.
If you want to create your own portable intallation from scratch or customize the setup, INSTALL-DEV.md provides additional details.
Specific notes for macOS
As macOS does not support Vulkan some emulators are not available, and some that do exist have not been updated for this operating system in recent years. But emulator support is steadily improving and native M1/ARM releases are also getting more common. One issue though is that some emulators are not codesigned and notarized so macOS refuses to run them by default. You can override the operating system's security settings however, which will work around this problem. Some emulators are also available via the Homebrew package manager and in many instances ES-DE includes support for these releases using the bundled configuration.
Lack of controller support is a bit of a problem on macOS, and in some instances controller drivers are available but quite buggy. In general it seems as if Sony PlayStation controllers are better supported than Microsoft Xbox controllers. For third party controllers you need to investigate the macOS support as it seems to differ quite a lot.
ES-DE is available both as an Intel/x86 build and as a native M1/ARM build. If running on an M1 Mac it's possible to launch either M1 or Intel emulators from ES-DE and it's sometimes recommended to go for the Intel versions. The reason is that some emulators are not yet working properly on the M1 architecture, and for RetroArch some cores are only available for the x86 platform. So investigate what makes most sense for your setup. Over time this situation should improve as M1 support matures.
One macOS-specific requirement is that the RetroArch setting Start in Fullscreen mode is enabled or ES-DE will not be able to switch to the emulator window when launching games. As a workaround you can switch to the window manually using Command + Tab but it probably doesn't make sense to run emulators in windowed mode anyway. This issue has not been observed with any other emulators. The standalone PlayStation 2 emulator PCSX2 seemingly has a similar issue but it's not the same symptoms and it's problematic also on other operating systems. If using this emulator you need to manually switch to the PCSX2 window using Command + Tab after launching a game. If using an M1 Mac then the AetherSX2 emulator is recommended instead of PCSX2 as it does not have this issue and it's also a lot faster.
At the time of writing there is an additional issue with the M1 release of RetroArch where ES-DE will not be able to consistently switch to its window on game launch if the setting Close windows when closing an app under the General entry in the macOS System Preferences has been set to disabled. This error does not occur for the Intel/x86 release of RetroArch or with any other standalone emulators (including those built specifically for the M1 architecture).
The first time you launch a RetroArch-emulated 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.
By default files and directories starting with a dot are hidden on macOS, so to show the .emulationstation directory in your home directory you need to enable hidden files in Finder. You do this using the keyboard combination Shift + Command + . (a dot).
A minor annoyance is that macOS creates metadata files starting with ._ in the filename when placing game/ROM files on some filesystem types such as exFAT. This means that you will see double entries inside ES-DE for all such games. To hide these extra files, the option Show hidden files and folders (requires restart) in the Other settings menu can be set to disabled.
Another problem on macOS 11 Big Sur (and possibly older OS versions) is that when connecting a Sony 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. The issue appears to be resolved in macOS Monterey.
Specific notes for Steam Deck
As the Steam Deck is essentially a Linux desktop computer with a custom user interface, there is really not much to consider when running ES-DE on this device, except that SteamOS uses an immutable filesystem which adds some restrictions not present in most other Linux distributions. There is a specific AppImage available for the Steam Deck though that is recommended to use, as some settings have been tuned for the best possible experience on this device.
It is possible to install ES-DE using EmuDeck which will automatically download the latest Steam Deck-specific release. Just be aware that if using EmuDeck you will have a non-standard ES-DE installation as this installation script makes some customizations to paths and other settings. This guide only covers default installations so in case you see something mentioned that doesn't match your setup, then make sure to contact the EmuDeck support. Also be aware that re-running the EmuDeck script could potentially be a destructive operation as some files and settings may be overwritten.
For Flatpak releases of some emulators you may need to give extra permissions to be able to launch games placed on external devices such as a memory card. This is the case for instance for melonDS and RPCS3. The easiest way to do this is by using Flatseal. The option you need to enable is All system files in the Filesystem section.
If you are unfamiliar with Unix operating systems, make sure to at least read up on the concepts of dotfiles (hidden files and directories), home directories (including use of the tilde ~ character) and symbolic links (symlinks):
https://en.wikipedia.org/wiki/Hidden_file_and_hidden_directory#Unix_and_Unix-like_environments
https://en.wikipedia.org/wiki/Home_directory#Unix
https://en.wikipedia.org/wiki/Symbolic_link
Specific notes for Raspberry Pi
ES-DE on the Raspberry Pi requires a desktop environment, or more specifically a window manager and a sound server (like PulseAudio or PipeWire). There are no plans to add support for direct hardware access to the framebuffer or to ALSA. If you want to use your Raspberry Pi as an appliance, take a look at RetroPie, Recalbox or Batocera instead.
The Raspberry Pi 4/400 is the minimum recommended version and earlier boards have not been tested. The GPU memory should be set to at least 256 MiB using raspi-config
and the GL driver must be set to GL (Fake KMS)
or the performance will be horrible. On Raspberry Pi OS 11 the KMS option is enabled by default.
In general, 720p works fine with the RPi 4, and 1080p is tolerable but not really a nice and smooth experience. Due to the relative weakness of the Rasperry Pi GPU, the video scanline rendering options for the screensaver and media viewer have been disabled (they're enabled by default on all other platforms). These options can be re-enabled via the menu if you don't mind lower video framerates.
Both the 32-bit (armv7l) and 64-bit (aarch64) versions of Raspberry Pi OS are supported. Although the 64-bit version of ES-DE actually runs much better than the 32-bit version it's still generally recommended to go for the 32-bit OS for now. The reason is that the Raspberry Pi Foundation has still not officially released the 64-bit version of Raspberry Pi OS so it's somewhat of a beta with some functionality apparently broken. As well there seems to be issues with installing RetroArch cores on aarch64 so you would probably need to compile them from source code.
At the time of writing the Snap version of RetroArch appears broken and won't start on the 32-bit OS, so the Flatpak version would have to be installed. That is accomplished using these commands:
sudo apt install flatpak
sudo flatpak remote-add --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo
Following this you need to reboot, and then run this command:
sudo flatpak install retroarch
This will download and install a few hundred megabytes of data as there are some dependencies. Unfortunately the Flatpak environment does not seem to be properly setup so you will have to launch RetroArch like this to install your emulator cores:
/var/lib/flatpak/exports/bin/org.libretro.RetroArch
ES-DE will however detect and launch RetroArch correctly.
If the Snap version of RetroArch will be fixed in the future, it can be installed like this:
sudo apt-get install snapd
sudo snap install retroarch
sudo snap connect retroarch:removable-media
(The last line is only required if you intend to place your ROMs on an external device such as a USB-connected hard drive.)
On Raspberry Pi OS 10 Sony DualShock 4 controllers have problems with some button presses that don't register correctly. The issue appears resolved on Raspberry Pi OS 11.
On Raspberry Pi OS 11 there are various graphics issues and sometimes the application or emulator completely freezes which requires a power cycle of the machine. This is seemingly due to GPU driver bugs and we can only wait for OS updates to address these problems. These issues have not been encountered on Raspberry Pi OS 10 so for now this older OS version is recommended.
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.
On Unix this means /home/<username>/.emulationstation/custom_systems/es_systems.xml, on macOS /Users/<username>/.emulationstation/custom_systems/es_systems.xml and on Windows C:\Users\<username>\.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 custom_systems
complements the bundled configuration, meaning only systems that are to be customized 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.
The instructions for how to customize the es_systems.xml file can be found in INSTALL-DEV.md. There you can also find some examples of custom files 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 disabling 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:
~/.emulationstation/gameslists/
~/.emulationstation/collections/
Also note that if you have gamelist.xml files in your ROMs directory tree then ES-DE will be able to use those as well, so make sure to make backups of these files too.
It's however recommended to move all such files to the ~/.emulationstation/gamelists/ tree as any new system you add to ES-DE will have its gamelist.xml file created there. The ability to read gamelist.xml files from the ROMs directory tree is only a backward compatibility feature and/or functionality for the few people who insist on keeping their existing gamelist.xml files there.
It's also strongly adviced to not rename an old es_settings.cfg file to es_settings.xml for use in ES-DE. Although this has been tested to some extent, it may cause undefined behavior.
If migrating from Batocera or Recalbox, be aware that ES-DE follows the RetroPie naming conventions for game systems. This means that your game files may not be found unless the folders are renamed accordingly. Such an example is the Sega SG-1000 system which in Batocera and Recalbox has the sg1000 system name, but is sg-1000 in RetroPie and ES-DE. See the Supported game systems table at the bottom of this guide for the correct system names in ES-DE. This issue also means that theme sets that were written or adapted specifically for Batocera or Recalbox may display unthemed systems in ES-DE. All RetroPie theme sets should however work fine (of course assuming that all your systems are actually supported by the theme set).
Running on high resolution displays
ES-DE fully supports high resolution displays such as 1440p, 4K, 6K, 8K, ultrawide monitors etc. But many emulators (e.g. RetroArch) will also run using the same resolution which may cause performance problems on slower machines or when using resource intensive shaders. Although some emulator cores will have options to set their internal resolution, they still need to be scaled up to the screen resolution.
A solution to this is to use the custom event scripts functionality to set a temporary resolution upon launching a game that will be reverted when returning to ES-DE. Such a setup is detailed in INSTALL-DEV.md for Unix, but should hopefully be possible to implement similarly on Windows. When going for this setup it's important that the setting Run in background (while game is launched) is disabled or ES-DE may not be able to correctly switch to the emulator window when launching games.
On macOS it's problematic to change screen resolutions on the fly or on a per-application basis as Apple has seemingly disabled most of this functionality in recent operating system releases. The only real option here is to lower the display resolution prior to launching ES-DE.
Input device configuration
ES-DE automatically configures the keyboard and any connected controllers using default button mappings, and normally no additional setup is required. But if you would like to apply custom button mappings for your devices or if you have an unusual device which isn't automatically configured, you can run the Configure keyboard and controllers tool from the Input device settings entry on the main menu.
You can also force a run of this tool directly on startup via the command line argument --force-input-config
.
The actual procedure to map the inputs should be self-explanatory, just follow the on-screen instructions. Note that custom button mappings will not change the help prompts.
Any custom configuration is applied per unique device ID (GUID). So if two identical controllers are used with ES-DE, both will have the same configuration applied. If connecting controllers of the same type but of different revisions, the GUID may differ and therefore the custom configuration would need to be applied to each device individually.
If you have issues with your input configuration, as a last resort you can reset all the mappings by deleting or renaming the file ~/.emulationstation/es_input.xml.
System view (main screen)
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 horizontal, vertical or displayed as a wheel. The default theme slate-DE provides horizontal navigation, i.e. you browse your systems by scrolling left or right.
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 document.
The System view is the default starting point for the application, it's here that you browse through your game systems.
Gamelist view
The gamelist view is where you browse and start your games, and it's where you will spend most of your time using ES-DE.
Upon startup with the default settings, ES-DE is set to the gamelist view style Automatic. In this mode the application will look for any game media files (videos and images) and set the view style accordingly. If at least one image is found for any game, the view style Detailed will be shown, and if at least one video file is found, the view style Video will be selected (superceding the Detailed style). If no game media files are found for a system, the simple Basic view style will be selected. This automatic selection is applied per game system.
Note that the Video view style requires that the theme supports it. If not, the Detailed style will be selected instead. The default theme slate-DE supports both of these view styles.
It's possible to manually set a specific gamelist view style in the UI settings entry of the main menu, but this is applied globally regardless of what media files are available per game system. The manual setting also overrides the theme-supported view styles which has the potential of making ES-DE very ugly indeed if the theme does not support the selected view style.
In addition to the styles just described, there is a Grid view style as well, but as of ES-DE version 1.2 this does not work correctly and is set as deprecated. Future ES-DE releases will remove this style entirely.
If the theme supports it, there's a gamelist information field displayed in the gamelist view, showing the number of games for the system (total and favorites) as well as a folder icon if a folder has been entered. When applying any filters to the gamelist, the game counter is replaced with the amount of games filtered, as in 'filtered / total games', e.g. '19 / 77'. If there are game entries in the filter result that are marked not to be counted as games, the number of such files will be indicated as 'filtered + filtered non-games / total games', for example '23 + 4 / 77' indicating 23 normal games, 4 non-games out of a total of 77. Due to this approach it's theoretically possible that the combined filtered game amount exceeds the number of counted games in the collection, for instance '69 + 11 / 77'. This is not considered a bug and is so by design. This gamelist information field functionality is specific to ES-DE so older themes will not support this.
Another feature which requires theme support is Badges, which is a set of icons displaying the status for various metadata fields. The currently supported badge types are favorite, completed, kidgame, broken, controller and alternative emulator. If any of the first four metadata fields have been set for a game, their corresponding badges will be displayed. If a game-specific controller has been selected via the metadata editor, the corresponding controller badge will be shown, and if an alternative emulator has been selected for the specific game, that badge will be displayed. Setting an alternative emulator system-wide will not display this badge as it's only intended to indicate game-specific overrides. As well, disabling the option Enable alternative emulators per game will also hide the alternative emulator badges.
The Gamelist view is where you browse the games for a specific system.
Here's an example of what the Basic view style looks like. Needless to say, ES-DE is not intended to be used like this. After scraping some game media for the system, the view style will automatically change to Detailed or Video (assuming the Automatic view style option has been selected).
UI modes
ES-DE supports three separate modes, Full, Kiosk and Kid.
These modes mandate the functionalty provided by the application in the following way:
- Full - This is the default mode which enables all functionality.
- Kiosk - The main menu will be severely restricted, only displaying the entry to change the audio volume. The game options menu will be restricted as well, removing the metadata editor and the ability to modify custom game collections. And finally the ability to flag or unflag games as favorites will be removed. Apart from this all games will be playable.
- Kid - Only games marked as being suitable for children will be displayed (this flag is set manually per game using the metadata editor). Additionally, the game options menu is disabled as is the ability to flag and unflag games as favorites. There is also a separate option available to enable or disable the main menu when in Kid mode, see Enable menu in kid mode for additional information.
There is an unlock code available to revert to the Full mode from the Kiosk or Kid mode, as is described when changing this setting from the main menu. By default the button sequence is Up, Up, Down, Down, Left, Right, Left, Right, B, A (or equivalent buttons if an Xbox controller is not used). Either the keyboard or a controller can be used to input the passkey sequence, but it can't be entered when a menu is open.
The application can also be forced into any of the three modes via the command line options --force-full
, --force-kiosk
and --force-kid
. This is only temporary until the restart of the application, unless the settings menu is entered and the setting is saved to the configuration file (this assumes that the main menu is available in the selected UI mode of course).
Help system
There is a help system available throughout the application that provides an overview of the possible actions and buttons that can be used. But some general actions are never shown, such as the ability to quick jump in gamelists, menus and text input fields using the shoulder and trigger buttons. It's also possible to disable the help system using a menu option for a somewhat cleaner look.
The help system is displayed at the bottom of the screen, indicating the various actions currently available.
General navigation
The built-in help system will provide a contextual summary of the available navigation options, but here's still a general overview. These are the buttons mappings automatically applied by ES-DE, but they can be customized using the input configurator as described earlier in this document. It's not an exhaustive list, but it covers most situations. The button names are based on the Xbox 360 controller as that is the naming convention used by the SDL library which handles the controller input in ES-DE.
When editing text using the virtual keyboard but using a physical keyboard as input device instead of a controller, then there are some slight exceptions to the normal input logic. The Enter key will always apply the changes and the Escape key will always go back. As well, if you have mapped any regular keys to the left, right or down buttons or to the shoulder or trigger buttons, then these will not be usable in the text input field. You will instead have to use the virtual keyboard buttons to enter these characters. Note that this is not an issue if using the default keyboard configuration as the buttons just mentioned are then mapped to special keys only, as detailed below.
Default keyboard mappings are shown in brackets.
Up and down
(Arrow up / Arrow down)
Navigate up and down in gamelists, between systems in the system view (if the theme has a vertical carousel) and in menus.
Left and right
(Arrow left / Arrow right)
Navigate between gamelists (if the Quick system select option has been enabled), between systems in the system view (if the theme has a horizontal carousel) and between media files in the media viewer. If the Enable screensaver controls option has been enabled, either button also randomly selects a new game when using the Video or Slideshow screensavers.
Start button
(Escape)
Opens and closes the main menu.
Back button
(F1)
Opens and closes the game options menu in the gamelist view, or toggles the screensaver in the system view (if the Enable screensaver controls setting is enabled).
Left and right shoulder buttons
(Page up / Page down)
Provides quick jumping in gamelists and menus, jumps 10 games in the gamelists and 6 entries in the menus. Also jumps forward in text edit dialogs.
Left and right trigger buttons
(Home / End)
Jumps to the first and last entry of the gamelists, menus and text edit dialogs.
Left and right thumbstick click
(F2 / F3)
Jumps to a random game or system depending on whether pressed when in the system view or gamelist view. Only available if the Enable random system or game button option has been enabled.
A button
(Enter)
Opens gamelists from the system view, launches games, enters folders, selects menu entries etc.
B button
(Back key)
Back button, self explanatory.
X button
(Delete)
Starts the game media viewer (which is accessible from the gamelist views). Used by some other minor functions as explained by the help system and/or this guide.
Y button
(Insert on Unix and Windows, F13 on macOS)
Marks games as favorites in the gamelist view (if the Enable toggle favorites button option has been enabled). Used by some other minor functions as explained by the help system and/or this guide.
Alt + F4 (Windows and Linux) or Command + Q (macOS) (keyboard only)
Quits the application. This key combination can be changed to Ctrl + Q, Alt + Q or F4 using the Keyboard quit shortcut menu option described later in this document.
RetroArch setup
ES-DE is a game browsing frontend and does not provide any emulation by itself. It does however come preconfigured for use with emulators as setup in the es_systems.xml
file. By default it's primarily setup for use with RetroArch but this can be modified if needed. If you're interested in customizing your es_systems.xml file, please refer to the INSTALL-DEV.md document which goes into detail on the structure of this file and more advanced configuration topics in general.
Installation and configuration of RetroArch and other emulators is beyond the scope of this guide, but many good resources can be found online on how to do this.
Keep in mind that ES-DE will not install any RetroArch cores, you need to do this manually from within the RetroArch user interface.
A general recommendation regarding installation on Linux is to try to avoid the RetroArch releases included in the OS repositories as they're usually quite limited with regards to the number of available cores, and they're usually older versions. Instead go for either the Snap, Flatpak or AppImage distributions or build from source.
If using the Snap distribution you need to run the following command if you intend to place your ROMs on a removable device such as a USB-connected hard drive:
sudo snap connect retroarch:removable-media
The default es_systems.xml file is paired with a file named es_find_rules.xml which tries to find the emulators and cores using some predefined rules. For Windows this should normally just work, and for macOS too as long as RetroArch is installed at the default location /Applications/RetroArch.app. For Unix/Linux there is one exception that is slightly problematic which is AppImage packages as there is no standardized directory for storing these files. Read more here on how to get the AppImage release of RetroArch to work.
If ES-DE is unable to find an emulator when a game is launched, a notification popup will be shown. Likewise a notification will be shown if the defined emulator core is not installed. The es_log.txt file will also provide additional details.
Using the Steam release of RetroArch
On Windows it's no problem to use the Steam release of RetroArch although you may have to add the installation location manually to your Path environment variable. By default the following locations will be searched:
C:\Program Files (x86)\Steam\steamapps\common\RetroArch\retroarch.exe
D:\Program Files (x86)\Steam\steamapps\common\RetroArch\retroarch.exe
C:\Program Files\Steam\steamapps\common\RetroArch\retroarch.exe
D:\Program Files\Steam\steamapps\common\RetroArch\retroarch.exe
If you have installed RetroArch at another location, simply start the Settings application, search for path in the Find a setting field and choose Edit environment variables for your account. Edit the Path variable and add the directory where RetroArch is installed. This is required as there is no apparent way for ES-DE to find where RetroArch has been installed by the Steam application.
On Linux the Steam release of RetroArch is currently not supported.
Using emulators in AppImage format on Linux
AppImages is a great way to package emulators on Linux as they work across many different distributions, and launching and running them introduces virtually no overhead. There is one small problem though in that there is no standardized directory for storing these files, meaning ES-DE could have issues locating them.
Therefore all bundled emulator configuration entries that support AppImages will look for these files in the following directories:
~/Applications/
~/.local/bin/
~/bin/
It's generally recommended to go for the ~/Applications/ directory, but depending on your Linux distribution this may or may not exist by default. If the directory doesn't exist, then just go ahead and create it. Keep in mind that Linux is case-sensitive so make sure to spell it with a capital A.
As AppImages often embed version information into the actual filename, the bundled configuration uses wildcards to locate the files, such as rpcs3*.AppImage
which would match the filename rpcs3-v0.0.19-13103-cc21d1b3_linux64.AppImage
for instance. Note that if multiple files match the wildcard pattern, the first file returned by the operating system will be selected.
This approach also works when using AppImageLauncher which is recommended as it properly integrates AppImages into the application menu and such. When first launching an AppImage with AppImageLauncher installed a question will be asked whether to integrate the application. If accepting this, the AppImage will be moved to the ~/Applications
directory and a hash will be added to the filename, like in this example:
rpcs3-v0.0.19-13103-cc21d1b3_linux64_54579676ed3fa60dafec7188286495e4.AppImage
Again, the wildcard matching means this filename should be found by ES-DE when launching a game so no additional setup should be required.
If not using AppImageLauncher, then make sure to set the AppImages as executable or ES-DE will not be able to launch them. For example:
cd ~/Applications
chmod +x ./rpcs3-v0.0.19-13103-cc21d1b3_linux64.AppImage
The following emulators are supported in AppImage format when using the bundled configuration:
System name | Emulator | Filename configuration |
---|---|---|
Multiple | RetroArch | RetroArch-Linux-x86_64.AppImage |
gba | mGBA | mGBA*.AppImage |
gc | Dolphin | Dolphin_Emulator*.AppImage |
ps2 | Play! | Play!*.AppImage |
ps3 | RPCS3 | rpcs3*.AppImage |
psx | DuckStation | duckstation-nogui-x64.AppImage |
psx | DuckStation | duckstation-qt-x64.AppImage |
switch | Yuzu | yuzu*.AppImage |
xbox | xemu | Xemu*.AppImage |
wii | Dolphin | Dolphin_Emulator*.AppImage |
RetroArch does not embed any version information into the filename so no wildcard is required.
Using manually downloaded emulators on Linux
Normally on Linux you would install emulators using either one of the established package formats, i.e. Flatpak, AppImage or Snap, or you would install them using the operating system repository. Less likely would be to build from source code and install to a standard system directory. In all these instances ES-DE should be able to find the emulator when launching a game. But in some rare cases you may instead manually download an emulator as an archive file to unzip somewhere on the file system. Normally you would want to place these files in your home directory, and if running a distribution that has an immutable filesystem (such as SteamOS), you don't even have the choice to install them to a standard system directory.
For these situations ES-DE looks for emulators in the same directories where it looks for AppImages (as explained in the section above), meaning:
~/Applications/
~/.local/bin/
~/bin/
It's generally recommended to go for the ~/Applications/ directory, but depending on your Linux distribution this may or may not exist by default. If the directory doesn't exist, then just go ahead and create it. Keep in mind that Linux is case-sensitive so make sure to spell it with a capital A.
So placing a manually downloaded emulator binary in either of these directories will make ES-DE able to locate it during game launch.
The following manually downloaded emulators are supported when using the bundled configuration:
System name | Emulator | Filename configuration |
---|---|---|
daphne | Hypseus Singe | hypseus-singe/hypseus.bin |
dreamcast | Redream | redream/redream |
apple2 | LinApple | linapple/linapple |
oric | Oricutron | oricutron/Oricutron |
pico8 | PICO-8 | pico-8/pico8 |
psvita | Vita3K | Vita3K/Vita3K |
switch | Ryujinx | publish/Ryujinx |
Note that the Ryujinx binary is not set as executable after unpacking the archive, so you need to do that once before ES-DE can run it:
cd ~/Applications/publish
chmod +x ./Ryujinx
The same is true for Vita3K:
cd ~/Applications/Vita3K
chmod +x ./Vita3K
Running emulators in fullscreen mode
In general ES-DE does not pass command line parameters to emulators to start them in fullscreen mode. This is so as for most (if not all) emulators, command line arguments overrides the settings the user has defined. This means that windowed mode would become impossible to achieve without creating custom systems configuration entries if ES-DE enforced fullscreen mode. There are only a very few exceptions for emulators where there is no other way to enter fullscreen mode than by passing such options during game launch.
So if an emulator starts in windowed mode and you prefer to have it running in fullscreen mode instead, make sure to enable that option in the emulator settings or configuration file (which should be a one-time job).
Getting your games into ES-DE
For most systems this is straightforward, just put your game files into the folder corresponding to the platform name (these names can be found at the end of this guide.)
But for some systems a more elaborate setup is required, and we will attempt to cover such situations in this guide as well.
Single game file installation
Let's start with the simple scenario of a single ROM file per game, which is the case for the majority of platforms. In this example we're setting up ES-DE to play Nintendo Entertainment System games.
The supported file extensions are listed in unix/es_systems.xml, macos/es_systems.xml and windows/es_systems.xml but if you generated the game system directories on first application startup, there will be a file named systeminfo.txt in each game system directory that includes the list of supported file extensions.
Here is a snippet from unix/es_systems.xml:
<system>
<name>nes</name>
<fullname>Nintendo Entertainment System</fullname>
<path>%ROMPATH%/nes</path>
<extension>.nes .NES .unf .UNF .unif .UNIF .7z .7Z .zip .ZIP</extension>
<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>
<platform>nes</platform>
<theme>nes</theme>
</system>
The ROM files must named using one of the supported file extensions, or ES-DE won't find them.
It's highly recommended to use filenames that are corresponding to the full name of the game, otherwise you will need to manually feed the scraper the game name when scraping which is very tedious.
Note: Symlinks are supported for both ROM directories and individual game files, but make sure to not symlink between files within the same system directory or there may be undefined application behavior when scraping, launching games etc.
The default game folder is ~/ROMs. On Unix this defaults to /home/<username>/ROMs, on macOS /Users/<username>/ROMs and on Windows C:\Users\<username>\ROMs. If the --home command line option was used to start ES-DE, the tilde symbol will resolve to whatever directory was passed as an argument to this option.
Assuming the default ROM directory is used, we need to create a subdirectory corresponding to the <path> tag in es_systems.xml, for this example it's nes
.
So this would look something like the following:
/home/myusername/ROMs/nes # On Unix
/Users/myusername/ROMs/nes # On macOS
C:\Users\myusername\ROMs\nes # On Windows
Then simply copy your game ROMs into this folder, and you should end up with something like this (example for Unix):
~/ROMs/nes/Legend of Zelda, the.zip
~/ROMs/nes/Metal Gear.zip
~/ROMs/nes/Super Mario Bros. 3.zip
Note: These directories are case sensitive on Unix, so creating a directory named Nes
instead of nes
won't work.
That's it, start ES-DE and the NES game system should be populated. You can now scrape information and media for the games, and assuming you've setup RetroArch correctly with the Nestopia UE core, you can launch the games. If you instead prefer to use any of the three alternative emulators listed above (FCEUmm, Mesen or QuickNES) you can install one of these cores instead and change your emulator preference using the Alternative emulators interface in the Other settings menu. Note that alternative emulators are only available for some game systems.
Multiple game files installation
For some systems, there are sometimes (or always) multiple files per game. Such an example would be the Commodore 64 when multidisk games are being played. For such instances, simply group the files inside folders.
The system name for the Commodore 64 is c64
, so the following structure would be a possible approach:
~/ROMs/c64/Cartridge
~/ROMs/c64/Tape
~/ROMs/c64/Disk
~/ROMs/c64/Multidisk
~/ROMs/c64/Multidisk/Last Ninja 2.m3u/LNINJA2A.D64
~/ROMs/c64/Multidisk/Last Ninja 2.m3u/LNINJA2B.D64
~/ROMs/c64/Multidisk/Last Ninja 2.m3u/Last Ninja 2.m3u
~/ROMs/c64/Multidisk/Pirates!.m3u/PIRAT-E0.d64
~/ROMs/c64/Multidisk/Pirates!.m3u/PIRAT-E1.d64
~/ROMs/c64/Multidisk/Pirates!.m3u/PIRAT-E2.d64
~/ROMs/c64/Multidisk/Pirates!.m3u/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.
The .m3u file simply contains a list of the game files, for example in the case of Last Ninja 2.m3u:
LNINJA2A.D64
LNINJA2B.D64
Setting the directories to the same name as the .m3u files will interpret them as files, meaning they will behave just like any normal files inside ES-DE instead of being displayed as folders. When launching such a game, the file inside the directory that matches the directory name will be passed to the emulator. See the following section below for more information about this functionality.
This setup is of course entirely optional, you can also leave the directories as normal folders, meaning they will behave just like you would expect, i.e. you will have to enter them and then select the file you want to launch. If going for this setup it's possible to easily hide the files that are not relevant using the metadata editor.
Directories interpreted as files
There are two scenarios where it's useful to interpret directories as files inside ES-DE. The first one is to hide the directory structure for multi-file/multi-disc games while still being able to directly launch files inside these folders, and the second is that some emulators support passing a directory rather than an individual file as the game ROM argument.
In both cases, renaming a directory to one of the supported file extensions will automatically make ES-DE interpret it as a file. This also means that the directory can be part of the automatic collections and any custom collections.
The only difference between a real file and a directory interpreted as a file is that the Delete button in the metadata editor will be disabled as ES-DE does not support deletion of directories for safety reasons.
For the first scenario, to automatically launch a file inside a directory, just rename the directory to the same name as the file inside the folder that you would like to launch. For example:
~/ROMs/dreamcast/Jet Grind Radio.cue/
~/ROMs/dreamcast/Jet Grind Radio.cue/Jet Grind Radio.cue
~/ROMs/dreamcast/Jet Grind Radio.cue/Jet Grind Radio.gdi
~/ROMs/dreamcast/Jet Grind Radio.cue/Jet Grind Radio (Track 1).bin
~/ROMs/dreamcast/Jet Grind Radio.cue/Jet Grind Radio (Track 2).bin
~/ROMs/dreamcast/Jet Grind Radio.cue/Jet Grind Radio (Track 3).bin
In this case the directory is named Jet Grind Radio.cue, i.e. exactly the same name as one of the files inside the directory. This means that when launching the game, ~/ROMs/dreamcast/Jet Grind Radio.cue/Jet Grind Radio.cue
will actually be passed to the emulator.
Here's another example when using .m3u files:
~/ROMs/psx/Final Fantasy VII.m3u/
~/ROMs/psx/Final Fantasy VII.m3u/Final Fantasy VII (Disc 1).chd
~/ROMs/psx/Final Fantasy VII.m3u/Final Fantasy VII (Disc 2).chd
~/ROMs/psx/Final Fantasy VII.m3u/Final Fantasy VII (Disc 3).chd
~/ROMs/psx/Final Fantasy VII.m3u/Final Fantasy VII.m3u
In exactly the same manner, the file ~/ROMs/psx/Final Fantasy VII.m3u/Final Fantasy VII.m3u
will be passed to the emulator on game launch. See the section just above this one, Multiple game files installation for an explanations of how .m3u files work.
The second scenario is when an emulator supports passing a directory rather than a file to launch a game. Such an example is the PlayStation 3 emulator RPCS3.
For PS3 games the extension in es_systems.xml is .ps3 so this is what a game directory could look like:
~/ROMs/ps3/Gran Turismo 5.ps3
It's possible to combine these types of special directories with normal directories, for a setup like this:
~/ROMs/ps3/racing/Gran Turismo 5.ps3
Also in this case the directory will be displayed as a regular game file inside ES-DE and when launching the game the directory is passed as the game ROM argument to RPCS3.
Folder flattening
This functionality is experimental and may cause all sorts of issues including corrupting your gamelist.xml files, so make sure to have backups of your data prior to attempting to use this.
ES-DE works according to the filesystem paradigm used on most operating systems, meaning the file and directory structure of your ROMs directory is reflected inside the application. So if you create a directory on the filesystem and place some games in there, it will be reflected inside ES-DE as a folder that you can enter and launch games from.
A slight exception to this is the Directories interpreted as files functionality where you can display a folder as a single entry. But even then, the basic directory structure is retained.
However, some users have a setup where they have separated games inside their systems into folders but would still want to see these as a flat structure in ES-DE. While this is possible to accomplish, it's discouraged as it will cause multiple issues:
- It completely disables folder support for the system
- Any identically named files will be added only once in a semi-random fashion, meaning you could miss some games
- If there is metadata available for multiple games with the same filename (which could happen if scraping was done prior to flattening the folders) then the behavior is undefined and metadata from the wrong game may get used
- Some systems like MS-DOS and ScummVM may be completely broken
- The setup may cause confusion when reorganizing your collection and similar as what you'll see inside ES-DE will not reflect what you see if navigating the ROM directory in your operating system's file manager
Only enable this functionality if you know exactly what you're doing and understand the adverse side effects mentioned above. If you have any name collisions in your directory structure then make sure to rename each file to have a unique name. Also delete your gamelist.xml file and rescrape the entire system after fixing any collisions as it's otherwise random which metadata will be used for those games.
If you still want to go ahead and enable folder flattening, then place an empty file named flatten.txt
in the root of each system where you would like to have this applied.
Here's an example setup:
~/ROMs/nes/EU/Kid Icarus.zip
~/ROMs/nes/EU/Metal Gear (EU).zip
~/ROMs/nes/USA/Kid Icarus.zip
~/ROMs/nes/USA/Metal Gear (USA).zip
~/ROMs/nes/Contra.zip
~/ROMs/nes/Recca.zip
~/ROMs/nes/flatten.txt
For this example the following entries will show up inside ES-DE:
Contra
Kid Icarus
Metal Gear (EU)
Metal Gear (USA)
Recca
Note that Kid Icarus will only show up once since there is a name collision present and in this case only the first file processed will be added and any other identically named files will be ignored. Also note that in this case it's random whether metadata from EU/Kid Icarus or USA/Kid Icarus will be used.
Special game installation considerations
Not all systems are as simple as described above, or there may be multiple ways to do the configuration. Specifics for such systems will be covered here. Consider this a work in progress as there are many platforms supported by ES-DE.
Arcade and Neo Geo
For all the supported MAME variants as well as Final Burn Alpha/FinalBurn Neo and Neo Geo, single file archives should be used. But these should retain the MAME names as filenames since ES-DE ships with MAME lookup tables, meaning the MAME names are expanded to the full game names.
For instance topgunnr.7z
will be expanded to Top Gunner
.
This is required by the TheGamesDB scraper where the expanded filenames are used for game searches. (Screenscraper natively supports searches using the MAME names). It's also quite nice to have the gamelist populated with the expanded game names even before any scraping has taken place.
If emulating Sega Model 2 games using Model 2 Emulator, then you need to change the ROM directory path in the EMULATOR.INI file to point to your Model 2 ROMs. If you're using a portable ES-DE installation, then you can set the ROM directory path to be relative, for example:
[RomDirs]
Dir1=..\..\ROMs\arcade\Sega Model 2
The EMULATOR.INI file is found in the Model 2 Emulator installation directory.
Nintendo Switch
The Nintendo Switch emulator Yuzu is distributed as a Snap package, Flatpak package or AppImage on Linux and as a regular installer on Windows. At the moment there is unfortunately no macOS release of this emulator and it's unclear if it can run on BSD Unix.
If installed as a Snap or Flatpak package or if built from source code on Linux, ES-DE should be able to easily locate the emulator binary.
But if using the AppImage release it's a bit more complicated. See here for more information on how to get it to work.
For Windows, ES-DE will look for yuzu.exe in the system Path as well as in the default installation directory ~\AppData\Local\yuzu\yuzu-windows-msvc\
Apart from the potential difficulty in locating the emulator binary, there are some special configuration steps required for the emulator, refer to the Yuzu website for more information about this.
Nintendo Wii U
This section is specific to Windows as Cemu is currently only supported on this operating system.
Recently Cemu added support for the .wua archive format which is much easier to use than the unpacked game format. Therefore this is now the recommended approach. But both this and the traditional method of adding unpacked games are covered here.
.wud and .wux files are also supported, but these two formats are not discussed here as the .wua format is clearly the way to go in the future.
Method 1, using .wua files:
Start Cemu and install the game, any updates as well as optional DLCs to the Cemu NAND. After the installation is completed, open the Title Manager from the Tools menu, select your game, right click and select Convert to compressed Wii U archive (.wua) and select your wiiu
ROMs directory as the target. You can modify the file name if you want to, or keep it at its default value. Press the Save button and the game will be automatically packaged as a .wua file.
Following this just start ES-DE and the game should be shown as a single entry that can be launched using Cemu.
Method 2, unpacked games:
Using this unpacked approach, the content of each game is divided into the three directories code, content and meta.
The first step is to prepare the target directory in the wiiu
ROMs directory, for this example we'll go for the game Super Mario 3D World. So simply create a directory with this name inside the wiiu folder. It should look something like the following:
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\
The next step is done inside the Cemu user interface. You should install the game, any updates as well as optional DLCs to the Cemu NAND. After the installation is completed, right click on the game and choose Game directory. An Explorer window should now open showing the content of the game. Here's the game directory for our example:
C:\Games\cemu\mlc01\usr\title\00050000\10145d00\code
Go up one level and copy the code, content and meta directories and paste them into the C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\ directory. It should now look something like the following:
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\code
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\content
C:\Users\myusername\ROMs\wiiu\Super Mario 3D World\meta
Starting ES-DE should now show the Super Mario 3D World entry for the Wii U system. The actual game file with the extension .rpx is stored inside the code directory, and does not normally match the name of the game. For this example it's named RedCarpet.rpx
. When scraping the .rpx file you therefore need to refine the search and manually enter the game name. ES-DE fully supports scraping of directories, so you can scrape the Super Mario 3D World folder as well.
Sony PlayStation 3
There are two ways to add PS3 games to ES-DE; by using shortcuts or by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as it's easier to setup and for HDD/pkg games it's the only way to make it work unless you manually create symlinks to the internal RPCS3 directory structure. So another benefit with shortcuts is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcuts as well.
Be aware that if you still want to have games installed using the directory method, then you will need to change to the alternative emulator RPCS3 Directory (Standalone) or you won't be able to launch these games. As is the case for all alternative emulator entries, this can be configured system-wide or on a per-game basis.
If using the Flatpak release of RPCS3 on Linux and your games are stored on an external device (such as a memory card), then you need to give RPCS3 the necessary permissions. The easiest way to do this is by using Flatseal. The option you need to enable is All system files in the Filesystem section.
Apart from this you need to install the PS3 system firmware to use the emulator, but that is described in the RPCS3 documentation.
Method 1, shortcuts
First install your games inside RPCS3, then right click on each entry and select Create Shortcut followed by Create Desktop Shortcut. On Windows this will create shortcuts with the .lnk extension, on macOS they will have the .app extension and on Unix/Linux they will have the .desktop extension.
Then simply move these files from your desktop to your ~/ROMs/ps3 directory and you're done. Here's an example of what this could look like on Linux:
~/ROMs/ps3/Bejeweled 2.desktop
~/ROMs/ps3/Gran Turismo 5.desktop
Note that if using the Flatpak release of RPCS3 on Linux there is currently a bug where the .desktop files will include the wrong path to the emulator binary. The Exec key will look something like this:
Exec="/app/bin/rpcs3" --no-gui "/home/myusername/.var/app/net.rpcs3.RPCS3/config/rpcs3/dev_hdd0/game/NPUA30002"
You need to change this to the full path of the emulator binary, such as:
Exec="/var/lib/flatpak/exports/bin/net.rpcs3.RPCS3" --no-gui "/home/myusername/.var/app/net.rpcs3.RPCS3/config/rpcs3/dev_hdd0/game/NPUA30002"
If using the AppImage release of RPCS3 on Linux then another issue may be that the path to the emulator could change when upgrading to a newer release, which may or may not require manual updates to the desktop files.
Regardless of how you've installed RPCS3, make sure to always test the shortcuts outside ES-DE first, because if they don't work from the desktop, then they will not work from inside ES-DE either.
Method 2, directories
This approach is only intended for disc-based games as for HDD/pkg games you should use shortcuts instead. When using this method you need to retain the directory structure of the Blu-ray disc, and each directory needs to be renamed by adding the .ps3 extension. This will make ES-DE interpret the directory as if it were a file and pass that directory to the emulator when launching a game.
Here's an example of what a game entry could look like:
~/ROMs/ps3/Gran Turismo 5.ps3
It's possible to create a symlink instead, and in this case only the symlink needs to have the .ps3 extension. But if you want to locate your games outside the ~/ROMs/ps3 directory anyway, then it's probably easier to just use shortcuts.
When using this setup method you need to set the alternative emulator to RPCS3 Directory (Standalone) or game launching will not work.
Sony PlayStation Vita
Support for the PS Vita is currently experimental due to the early stages of development for the Vita3K emulator. While there's a growing list of games that are playable, integration with ES-DE is a bit rough at the moment. Hopefully this will improve as Vita3K evolves.
On Windows the Vita3K installation is straightforward, but on Linux you may need to place the emulator in a location recognized by ES-DE. See the Using manually downloaded emulators on Linux section of this guide for more details. If using a Linux distribution that provides Vita3K via the repository (such as the AUR on Arch/Manjaro) then you can skip this step and install the emulator using your OS package manager.
Although a macOS release of Vita3K seems to be in the works this does not seem to be readily available for download so there is currently no macOS support for this system in ES-DE.
After you've installed Vita3K, add your games via the GUI and make sure that they work correctly when launched from inside the emulator.
To add an installed game to ES-DE, create an empty file in ~/ROMs/psvita
and name it as the game name followed by the .psvita file extension, such as the following:
~/ROMs/psvita/WipEout 2048.psvita
Then add the game Title ID to this file. This ID can be found inside the Vita3K GUI, in the Title ID column. For example the game WipEout 2048 has an ID that is PCSF00007. So simply add the string PCSF00007 to the WipEout 2048.psvita
file and the setup for this game is complete.
Game launching and scraping should now work fine in ES-DE.
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
, .hdz
or .lha
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.
Here's an example of what the file structure could look like:
~/ROMs/amiga/Multidisk/ZakMcKracken/ZakMcKracken (Disk 1 of 2).adf
~/ROMs/amiga/Multidisk/ZakMcKracken/ZakMcKracken (Disk 2 of 2).adf
~/ROMs/amiga/Multidisk/ZakMcKracken/ZakMcKracken.m3u
~/ROMs/amiga/Robbeary.adf
~/ROMs/amiga/Dungeon Master.hdf
Advanced topics such as the need for the Amiga Kickstart ROMs to run Amiga games is beyond the scope of this guide, but the following page is recommended for reading more about how this setup can be achieved:
https://github.com/libretro/libretro-uae/blob/master/README.md
DOS / PC
For this platform there are two basic approaches for how the setup could be done; either to present each game as a single entry inside ES-DE, or to retain each game's directory structure. The first alternative is more user-friendly, tidy and requires less setup but basically restricts the emulator selection to the DOSBox-Pure RetroArch core. There is an alternative way to setup single entries to work with all DOSBox forks, but it has some drawbacks as discussed below.
If you prefer to present the games as single entries you could compress each game directory into a ZIP file with either the .zip or .dosz file extension. On game launch a menu will be displayed by DOSBox-Pure, asking which file inside the archive you would like to execute. This makes it possible to select the actual game file, or for example a setup utility like SETUP.EXE or INSTALL.EXE. Attempting to launch such an archive file with any other DOSBox fork will fail, or not work as expected.
Here's an example of a .zip archive setup for use with DOSBox-Pure:
~/ROMs/dos/Dune 2 - The Building of a Dynasty.zip
~/ROMs/dos/Quake.zip
~/ROMs/dos/Tyrian.zip
~/ROMs/dos/UFO Enemy Unknown.zip
The alternative setup to get single entries working is to use the Directories interpreted as files functionality explained elsewhere in this guide. This makes it possible to use other DOSBox forks than DOSBox-Pure, but requires some additional setup. How this works is that you create a .bat file inside each game directory with the name of the game, and inside this .bat file you enter the game file you would like to launch. You then rename the game directory to the name of the .bat file including the file extension.
There are however multiple issues with this approach, the first being that only DOSBox-X supports long filenames (LFN) so you can only use directory names with a maximum of 8 characters plus the .bat extension if using another DOSBox fork. The second issue is that as of the time of writing, this setup does not seem to work at all with DOSBox-Core.
The third issue is that by this setup you will no longer be able to reach any other file than the binary you have defined inside the .bat file. So if you want to be able to reach both the game itself and a configuration utility like SETUP.EXE or INSTALL.EXE, then you would have to create some kind of simple menu inside the batch file that will be displayed on game launch. While this is certainly doable, it's beyond the scope of this guide.
Here's an example of the Directories interpreted as files setup for use with any DOSBox fork except DOSBox-Core:
~/ROMs/dos/Dune 2/Dune 2.bat
~/ROMs/dos/Quake.bat/Quake.bat
~/ROMs/dos/Tyrian.bat/Tyrian.bat
~/ROMs/dos/Xcom1/Xcom1.bat
If DOSBox-X is used, then the game names could be longer than this, as long filenames (LFN) are supported by this fork.
For this example, the contents of Tyrian.bat could look like the following:
TYRIAN.EXE
The second approach for DOS games is to keep the directory structure intact for each game, just as if running the game on a real DOS PC. If going for this approach it's recommended to set the metadata field Count as game to off for all files except the actual file used to launch the game, i.e. the binary or the .bat batch file. This is done so that the game counter correctly reflects the number of games you have installed. It's also possible to mark files and subdirectories as hidden to avoid seeing them in ES-DE. Both of these fields can be set using the metadata editor. While this setup is a bit tedious and not as tidy, it can be used with all DOSBox forks while still being able to easily access all files inside the game directory, such as any game configuration utilities.
When going for this approach the game folders can be scraped so that it looks nice when browsing the gamelist, but make sure to also scrape the files used to launch the games or otherwise their entries in the collections All games, Favorites and Last played as well as any custom collections will miss the game metadata and game media. If you don't have these collections activated, then this can of course be skipped.
ScummVM
ScummVM overlaps a bit with DOS when it comes to the logic of setting it up. It's recommended to keep games in separate folders, so if you have a game distributed as a ZIP file, uncompress it to its own directory.
Although ScummVM supports launching of .exe files, ES-DE is currently not configured as such and it's instead recommended to create a .scummvm file in each game directory and launch that. This makes for a cleaner setup as you don't need to run game configuration utilities like INSTALL.EXE or SETUP.EXE directly as you would with DOSBox. Rather the game configuration is done within the ScummVM emulator.
The .scummvm files should simply contain a single word which is referred to as the Game Short Name. You can find the complete list of supported ScummVM games with their corresponding short names here:
https://www.scummvm.org/compatibility
An example setup could look like the following:
~/ROMs/scummvm/Beneath a Steel Sky/sky.scummvm
~/ROMs/scummvm/Flight of the Amazon Queen/queen.scummvm
To clarify, the sky.scummvm file should contain just the single word sky
and likewise the queen.scummvm file should only contain the word queen
.
In order to avoid having to display each game as a directory inside ES-DE (that needs to be entered each time you want to launch a game), you can optionally interpret each game directory as a file. Make sure to read the Directories interpreted as files section here to understand how this functionality works, but essentially the following would be the setup required for our example:
~/ROMs/scummvm/sky.scummvm/sky.scummvm
~/ROMs/scummvm/queen.scummvm/queen.scummvm
In this case the two entries sky and queen will show up inside ES-DE and these will be handled like any other game files and can be part of automatic and custom collections for instance.
The only drawback of this approach is that when scraping using TheGamesDB you will get very inaccurate results as this scraper service does not support ScummVM short names. It can however be worked around by refining the searches. ScreenScraper does natively support ScummVM short names and you should get very accurate results with this scraper service.
A final alternative is to use folder links to keep the directory structure intact while still being able to launch the game file directly without having to enter the directory, but for ScummVM specifically that is not really recommended.
Ports and desktop applications
As ports and desktop applications are handled in almost exactly the same way in ES-DE both of these are described in this section. For these systems it's generally native applications rather that emulated games that are executed. There are two main approaches to setting up such entries and these are shortcuts and scripts. Note that these can be mixed in the same system, you can have some entries that are shortcuts and some that are scripts and they will still all work.
For the desktop system specifically, you can choose to suspend ES-DE while an application or game is launched, or you can choose to keep ES-DE running in the background. This is controlled by the selection of either the default emulator Suspend ES-DE or the alternative emulator Keep ES-DE running. As is the case for all alternative emulator entries, this can be configured system-wide or on a per-game basis.
Method 1, shortcuts
Shortcuts are very easy to setup, on Windows you can simply copy any .lnk file from the Start Menu into the ports
or desktop
ROMs folders and then you can launch them directly from inside ES-DE. You can also create shortcuts manually to any file by right clicking on it in Explorer and selecting Create shortcut.
Likewise on Unix you can copy any .desktop shortcut into the ROMs directories and they can then be launched by ES-DE.
Here's an example on Windows:
~\ROMs\ports\ecwolf.lnk
~\ROMs\ports\openxcom.lnk
And here's an example on Unix:
~/ROMs/desktop/org.libretro.RetroArch.desktop
~/ROMs/desktop/spotify.desktop
On macOS there are two ways to create shortcuts to applications, the first option is .app folders which can be directly executed by ES-DE and the second option is aliases. The easiest way to create an alias is to open two Finder windows, one for your Applications folder and one for your ~/ROMs/desktop folder. Then you can simply drag an application over to the desktop folder which will automatically create an alias file. Alternatively you can right click on an application and select Make Alias and then copy the file over. As a final step you need to add the .app extension to the alias file so that ES-DE can find it on startup. Note that this extension will not be visible in Finder, but if you right click on the file and select Get Info you will see the .app extension in the info window.
Here's an example using alias files on macOS:
~/ROMs/desktop/RetroArch.app
~/ROMs/desktop/System Preferences.app
Method 2, scripts
For more advanced setups you may want to use scripts. While it's possible to add these files directly to the root of the ROMs directories it's instead generally recommended to setup a separate directory per game as there may be more than a single file required. For instance you may have multiple game variants or mods or you may want to keep game data files within the ROMs directory tree. Only examples for Unix are provided here, but it's the same process for Windows and macOS except that in Windows .bat batch files are used instead of shell scripts.
Here's a setup of GZDoom and vkQuake:
~/ROMs/ports/GZDoom/gzdoom.sh
~/ROMs/ports/vkQuake/vkquake.sh
~/ROMs/ports/vkQuake/vkquake_arcane_dimensions.sh
gzdoom.sh:
#!/bin/bash
GZ_dir=~/ROMs/ports/GZDoom
gzdoom -iwad $GZ_dir/GameData/Doom/doom.wad -config $GZ_dir/gzdoom.ini -savedir $GZ_dir/Savegames \
-file $GZ_dir/Mods/DoomMetalVol4_44100.wad \
-file $GZ_dir/Mods/brutalv21.pk3 \
-file $GZ_dir/Mods/DHTP-2019_11_17.pk3
vkquake.sh:
#!/bin/bash
~/Applications/vkquake/vkquake.AppImage -basedir ~/ROMs/ports/vkQuake/GameData/Quake
vkquake_arcane_dimensions.sh:
#!/bin/bash
~/Applications/vkquake/vkquake.AppImage -basedir ~/ROMs/ports/vkQuake/GameData/Quake -game ad
You don't need to set execution permissions for these scripts, ES-DE will run them anyway.
Lutris
Adding these games is most easily accomplished by using .desktop files that can be created from inside the Lutris application. Right click on each game you would like to add to ES-DE and select Create desktop shortcut, then simply move these shortcuts from your desktop to the lutris
ROMs directory. You may also want to rename some of the files as their names may be a bit cryptic which could confuse the scraper. Remember that it's the physical filenames that will show up inside ES-DE.
After doing this you should end up with something like the following:
~/ROMs/lutris/Diablo.desktop
~/ROMs/lutris/Fallout.desktop
As an alternative you can add Lutris games to the Ports system using the procedure described above.
Steam
These games can easily be added to ES-DE using shortcuts, just be aware that this requires that the games have been installed locally.
Make sure to have the Steam application minimized when launching games from ES-DE or otherwise Steam may try to steal focus and you would need to manually switch to the ES-DE window after quitting a game. Unfortunately this does not seem to work on macOS as Steam insists on stealing focus on this operating system.
Windows
Simply copy the Start Menu entries for your Steam games into the ~\ROMs\steam directory. These files have the .url extension and can be launched directly from within ES-DE. For example you may end up with something like the following:
~\ROMs\steam\Axiom Verge.url
~\ROMs\steam\Undertale.url
Unix/Linux
Copy the .desktop shortcuts for your games into the ~/ROMs/steam directory. If your desktop environment does not allow you to copy them directly from the application menu then you may need to navigate to ~/.local/share/applications
using your file manager and copy the .desktop files from there. Alternatively you can also create shortcuts from inside Steam by right clicking on a game, selecting Manage and then Add desktop shortcut. These file can then be moved from your desktop to your ~/ROMs/steam directory. This is an example of what you could end up with:
~/ROMs/steam/Axiom Verge.desktop
~/ROMs/steam/Undertale.desktop
macOS
On macOS the shortcuts come with the .app extension and are actually directories rather than files. They work exactly as regular shortcuts though. Unless you already have shortcuts available for your games, then go into Steam, right click on a game and select Manage followed by Add desktop shortcut. Then move these .app directories to the ~/ROMs/steam directory. You should have something like the following after making these steps:
~/ROMs/steam/Axiom Verge.app/
~/ROMs/steam/Undertale.app/
Hypseus Singe (Daphne)
Hypseus Singe is a fork of the Daphne arcade LaserDisc emulator that is still maintained. The setup is quite particular so make sure to read this section thoroughly to get it to work.
The first step is to install the emulator. On Windows it's straightforward, download the win64 release from https://github.com/DirtBagXon/hypseus-singe and unpack it and you're good to go.
Similarly on Linux, download the hypseus-singe_2.8.2a_ES-DE.tar.gz release that contains an AppImage of the emulator as well as some additional required files. It should be unpacked into the ~/Applications directory, such as:
/home/myusername/Applications/hypseus-singe/
If the Applications directory doesn't exist yet, then just go ahead and create it and then unpack the emulator inside it. Just be aware that the name has to start with a capital A.
Although there is an official Hypseus Singe release available for macOS M1 this appears somehow broken so you may need to compile it yourself. This is a bit involved so it's beyond the scope of this document to describe it. For this reason macOS is not listed as supported but the configuration is still bundled so if you're persistent and manage to get the emulator to work, it will hopefully work from within ES-DE as well.
After the emulator has been installed, copy the required BIOS ROMs into Hypseus Singe\roms\
on Windows or ~/Applications/hypseus-singe/roms/
on Linux.
Controller configuration using the hypinput.ini
file is described in the official Hypseus Singe documentation, but the following example is usable with Xbox 360-compatible controllers:
[KEYBOARD]
KEY_UP = SDLK_UP SDLK_r 5 -002
KEY_DOWN = SDLK_DOWN SDLK_f 7 +002
KEY_LEFT = SDLK_LEFT SDLK_d 8 -001
KEY_RIGHT = SDLK_RIGHT SDLK_g 6 +001
KEY_COIN1 = SDLK_5 0 1
KEY_COIN2 = SDLK_6 0 0
KEY_START1 = SDLK_1 0 4
KEY_START2 = SDLK_2 0 0
KEY_BUTTON1 = SDLK_LCTRL SDLK_a 14
KEY_BUTTON2 = SDLK_LALT SDLK_s 15
KEY_BUTTON3 = SDLK_SPACE SDLK_d 16
KEY_SKILL1 = SDLK_LSHIFT SDLK_w 0
KEY_SKILL2 = SDLK_z SDLK_i 0
KEY_SKILL3 = SDLK_x SDLK_k 0
KEY_SERVICE = SDLK_9 0 0
KEY_TEST = SDLK_F2 0 0
KEY_RESET = SDLK_0 0 0
KEY_SCREENSHOT = SDLK_F12 0 0
KEY_QUIT = SDLK_ESCAPE SDLK_q 17
KEY_PAUSE = SDLK_p 0 0
KEY_CONSOLE = SDLK_BACKSLASH 0 0
KEY_TILT = SDLK_t 0 0
END
With this configuration, pressing the A and Y buttons at the same time exits the emulator.
There are two types of games supported by Hypseus and these are Daphne and Singe. It's beyond the scope of this document to describe these game formats in detail but there are many resources available online for this. The setup differs a bit between these two types however, and you need to use an alternative emulator entry in ES-DE to launch Singe games.
Daphne games
For Daphne games the structure will look something like the following, which is for the game Dragon's Lair:
~/ROMs/daphne/lair.daphne/
~/ROMs/daphne/lair.daphne/lair.dat
~/ROMs/daphne/lair.daphne/lair.m2v
~/ROMs/daphne/lair.daphne/lair.m2v.bf
~/ROMs/daphne/lair.daphne/lair.ogg
~/ROMs/daphne/lair.daphne/lair.ogg.bf
~/ROMs/daphne/lair.daphne/lair.txt
The directory name has to keep this naming convention with the name consisting of the Daphne game type (lair for this example) followed by the .daphne extension. This name logic with a short name per game is similar to how it works in MAME and ScummVM. A list of available games can be found here:
http://www.daphne-emu.com/mediawiki/index.php/CmdLine
In order to get the games to work, simply create an empty file named <game>.daphne inside the game directory, for example lair.daphne
in this case. The Directories interpreted as files functionality will then allow the game to be launched even though it shows up as a single entry inside ES-DE.
There is also the option to add command line parameters for each game which is somehow important as different games may require different DIP switches to be set and you may also want to apply general options like fullscreen mode.
To accomplish this, create a file named <game>.commands such as lair.commands
for this example. The content of this file could look something like the following:
-fastboot -fullscreen
The -fastboot option is recommended in particular since it leads to a much shorter startup time for those games that support it. All command line options are described at the daphne-emu.com URL posted above.
With these files in place, the game directory should look something like this:
~/ROMs/daphne/lair.daphne/
~/ROMs/daphne/lair.daphne/lair.commands
~/ROMs/daphne/lair.daphne/lair.daphne
~/ROMs/daphne/lair.daphne/lair.dat
~/ROMs/daphne/lair.daphne/lair.m2v
~/ROMs/daphne/lair.daphne/lair.m2v.bf
~/ROMs/daphne/lair.daphne/lair.ogg
~/ROMs/daphne/lair.daphne/lair.ogg.bf
~/ROMs/daphne/lair.daphne/lair.txt
Singe games
Singe games work a bit differently compared to Daphne games. They come packaged with a lot of files and the game directories normally just consist of the game names, such as:
~/ROMs/daphne/fireandice/
~/ROMs/daphne/mononoke/
To make these games work, rename the directories by appending the .singe extension, such as:
~/ROMs/daphne/fireandice.singe/
~/ROMs/daphne/mononoke.singe/
You could optionally create a .commands file as well to specify some additional command line parameters, as described above in the Daphne section.
The next step is to modify the <game>.singe file to point to the exact game directory.
So for example on Unix, modify the file ~/ROMs/daphne/mononoke.singe/mononoke.singe
by changing the following line:
MYDIR = "singe/mononoke/"
To this:
MYDIR = "/home/myusername/ROMs/daphne/mononoke.singe/"
Note that the tilde ~ character can not be used inside this file to point to your home directory, you have to set the absolute path. And you should of course replace myusername with your own username. The forward slash at the end of the path is also required.
If on Windows, it could look like the following instead:
MYDIR = "C:\\Users\\myusername\\ROMs\\daphne\\mononoke.singe\\"
You have to put double backslash characters as shown above (including at the end of the path), otherwise the game won't start.
The last step to get Singe games to work is to assign the alternative emulator Hypseus [Singe] (Standalone) to these games. This is done via the Alternative emulator entry in the metadata editor. Attempting to launch a Singe game using the default emulator will not work.
OpenBOR
The Open Beats of Rage (OpenBOR) game engine is available on Windows and Linux. Unfortunately the macOS ports seems to have been abandoned.
These games are often but not always distributed together with the game engine as specific engine versions may be required for some games. The setup is slightly different between Windows and Linux so they are described separately here.
Windows:
There are two different OpenBOR setup methods supported on Windows, either to place the game directories directly inside the ROMs\openbor directory or to place the games somewhere else on the filesystems and create .lnk shortcuts and place these inside the ROMs\openbor directory.
Let's use the game Knights & Dragons The Endless Quest as an example. When the game archive has been uncompressed it looks like the following:
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\Logs\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\Paks\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\Saves\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\ScreenShots\
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\OpenBOR.exe
Starting ES-DE with this setup actually works fine, you can enter the game folder and launch the OpenBOR.exe file which will run the game. But to make it a bit tidier you can rename the OpenBOR.exe file to the name of the game, such as:
~\ROMs\openbor\D&D - K&D - The Endless Quest LNS\The Endless Quest.exe
This will make the game show up with that name inside ES-DE and it will also make it easy to scrape. A further improvement is to use the directories interpreted as files functionality to display the game as a single entry instead of a directory. To accomplish this, simply rename the game directory to the same name as the .exe file, for example:
~\ROMs\openbor\The Endless Quest.exe\The Endless Quest.exe
Doing this will make the game show up as if it was a single file inside ES-DE and it can be included in automatic collections, custom collections and so on.
The second option on Windows is to unpack the game somewhere outside the ROMs directory tree and make a shortcut to the OpenBOR.exe binary. Just right click on this file in Explorer and select Create shortcut. You can then rename this .lnk file to the name of the game and move it to the ROMs\openbor directory, for example:
~\ROMs\openbor\The Endless Quest.lnk
The drawback to using shortcuts is that they're not portable, if you change the location of your games, you will need to manually update the shortcuts as well.
Linux:
On Linux you need to supply your own game engine binary as few (if any) games are distributed with the Linux release of OpenBOR. Download the .7z archive from the https://github.com/DCurrent/openbor repository. The file you want is OpenBOR_3.0_6391.AppImage which is located inside the LINUX/OpenBOR folder. If you need an older engine for some specific game, then you may need to download an earlier release instead.
Copy this file to the game directory and make it executable using the command chmod +x OpenBOR_3.0_6391.AppImage
Using the same game example as for the Windows instructions above, the directory structure should look like the following:
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/Logs/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/Paks/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/Saves/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/ScreenShots/
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/OpenBOR_3.0_6391.AppImage
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/OpenBOR.exe
You can delete the OpenBOR.exe file since you don't need it, and it's recommended to rename the OpenBOR_3.0_6391.AppImage file to the name of the game, such as:
~/ROMs/openbor/D&D - K&D - The Endless Quest LNS/The Endless Quest.AppImage
Starting ES-DE and launching the game should now work fine, but a further improvement is to use the directories interpreted as files functionality to display the game as a single entry instead of a directory. To accomplish this, simply rename the game directory to the same name as the .AppImage file, such as:
~/ROMs/openbor/The Endless Quest.AppImage/The Endless Quest.AppImage
Doing this will make the game show up as if it was a single file inside ES-DE and it can be included in automatic collections, custom collections and so on.
PICO-8
PICO-8 Fantasy Console is a game engine developed by Lexaloffle Games that you need to buy a license to use. Doing so will provide you with download links to releases for Linux, macOS and Windows. Make sure to use the 64-bit release as the 32-bit release reportedly has some technical issues. On macOS and Windows the installation is straightforward, but on Linux you need to place PICO-8 in a location recognized by ES-DE. See the Using manually downloaded emulators on Linux section of this guide for more details.
After the emulator has been installed you are ready to add some games. There are two ways to play games using PICO-8, either to add them to ES-DE as for any other system, or using the built-in Splore tool to explore and run games all through the PICO-8 user interface.
For the first approach you can download games from the PICO-8 forum and these are quite uniquely distributed as .png images. You just download these and place them inside the ~/ROMs/pico8 directory, for example:
~/ROMs/pico8/c_e_l_e_s_t_e-0.p8.png
~/ROMs/pico8/xzero-3.p8.png
After this you just launch them like any regular game. You can also scrape many of these games using ScreenScraper, but you will need to refine the game names in most instances since most have filenames that the scraper service won't recognize. It's therefore recommended to run the scraper in interactive mode for these games or to scrape them one by one from the metadata editor.
The second alternative for playing PICO-8 games is to run Splore to browse and launch games from inside the game engine user interface. To do this, first add a dummy game file to the ROMs/pico8
directory. It can be named anything but splore.png
is recommended. The file content doesn't matter, it can even be an empty file. Following this, change to the alternative emulator PICO-8 Splore (Standalone) for this specific entry using the metadata editor. If you now launch the file, you will be brought straight to the Splore browser inside PICO-8.
This is what the complete setup could look like:
~/ROMs/pico8/c_e_l_e_s_t_e-0.p8.png
~/ROMs/pico8/splore.png
~/ROMs/pico8/xzero-3.p8.png
Apple II
On Unix/Linux you can emulate Apple II games using either the LinApple emulator or MAME standalone and on Windows you can use AppleWin or MAME standalone. On macOS there is a port of AppleWin available named Mariani but it appears broken at the moment as it does not accept any command line parameters. Instead only MAME standalone is supported on macOS for the time being.
Depending on which Unix/Linux operating system you're using, LinApple may not be readily available and you may have to build it from source code or obtain a binary from somewhere on the Internet. See the Using manually downloaded emulators on Linux section of this guide for more details on where it needs to be installed. If you're using an OS with access to the AUR, such as Arch or Manjaro, then LinApple is available there. Note that you need to use the linapple-git package though as the regular linapple package does not work correctly.
Once the LinApple or AppleWin emulator is installed no additional configuration is required, just drop your games into the ~/ROMs/apple2 folder and launch them from inside ES-DE.
If you want to use MAME standalone to emulate Apple II games (or if you're on macOS) then you need to place the following ROM files in the ~/ROMs/apple2 directory:
a2diskiing.zip
apple2e.zip
d2fdc.zip
votrax.zip
Note that you may also need to reconfigure your exit key in MAME as the default escape key is masked as it's used by the emulated Apple II computer.
Apple IIGS
The Apple IIGS computer is emulated using MAME. There is a dedicated emulator available for this system named GSplus but it appears to not be able to parse command line parameters correctly so disk images can't be supplied to it. As such it's currently unsupported.
In order to run Apple IIGS games in MAME, you need to place the following ROM file in the ~/ROMs/apple2gs directory:
apple2gs.zip
Note that you may also need to reconfigure your exit key in MAME as the default escape key is masked as it's used by the emulated Apple IIGS computer.
Tangerine Computer Systems Oric
These games are executed using the Oricutron emulator which is readily available on Windows but quite problematic to get hold on for Unix and macOS.
Although there is a macOS build available at the Oricutron download page this seems to not work properly, or it's unclear how it should be used. As such this system is unsupported on macOS, but the configuration entries still exist in the bundled es_find_rules.xml and es_systems.xml files so if you manage to get the emulator to run, ES-DE should work with these games.
Likewise on Unix there seems to be no binaries available for download so you need to build the emulator yourself. As multiple files like images and roms are needed to run this emulator, it's easiest to download and extract the Windows version which contains all this data and then build from source code and simply copy over the Oricutron
binary (example below using Ubuntu):
mkdir -p ~/Applications/oricutron
cp Oricutron_win32_v12.zip ~/Applications/oricutron
cd ~/Applications/oricutron
unzip Oricutron_win32_v12.zip
sudo apt install libgtk-3-dev libsdl1.2-dev
git clone https://github.com/pete-gordon/oricutron.git
cd oricutron
cmake .
make -j
cp Oricutron ..
Once the emulator is up and running there is not really much else to consider, simply drop the games into the ~/ROMs/oric directory and launch them.
Bally Astrocade
Place the ROMs in the astrocde directory, the files must have the short MAME names such as astrobat.zip and conan.zip. If using MAME standalone then no further setup is required and the games should just launch. But if using the MAME - Current RetroArch core, then a hash file must be added inside the RetroArch system directory at this location:
mame/hash/astrocde.xml
The hash file is available from the MAME GitHub repository:
https://raw.githubusercontent.com/mamedev/mame/master/hash/astrocde.xml
Texas Instruments TI-99
The TI-99 is emulated via MAME, and only the standalone release of this emulator is supported. Unfortunately it seems as if the Homebrew build on macOS is broken as no TI-99 games can be launched. As such this system is unsupported on macOS, but the configuration entries still exist in the bundled es_find_rules.xml and es_systems.xml files so if you manage to get the emulator to run, ES-DE should work with these games.
Emulating the TI-99 can be quite confusing as games are available in various incompatible formats, and most emulators are particular when it comes to what file types they support. In ES-DE only cartridge-based games are supported, so you can't for instance play games distributed as floppy disk images. And only games packaged for MAME using the MAME short name standard can be used. This includes .7z and .zip files as well as .rpk cartridge images. It's strongly recommended to go for the MAME TI-99 ROM set that consists only of .zip files as these have the highest chance of working correctly.
In addition to the game files you need the ti99_4a.zip
archive which contains the TI-99 system ROMs. This file has to be placed in the root of the ~/ROMs/ti99 directory.
Note that you may also need to reconfigure your exit key in MAME as the default escape key is masked as it's used by the emulated TI-99 computer.
Scraping can also be a bit challenging as MAME short names are used and neither ScreenScraper nor TheGamesDB can parse these names. So it's recommended to run the scraper in interactive mode and refine the searches for all games that are not properly identified.
Scraping
Scraping means downloading metadata and game media files (images and videos) for the games in your collection.
ES-DE supports the two scraper services ScreenScraper.fr and TheGamesDB.net. In general TheGamesDB supports less formats and less systems, but in some areas such PC gaming, the quality is better and sometimes ScreenScraper is missing some specific information such as release dates where TheGamesDB may be able to fill in the gaps.
Here's an overview of what's supported when using these scrapers:
Media type or option | ScreenScraper | TheGamesDB |
---|---|---|
Region (EU/JP/US/WOR) | Yes | No |
Multi-language | Yes | No |
Game names | Yes | Yes |
Ratings | Yes | No |
Controllers (arcade systems only) | Yes | No |
Other game metadata | Yes | Yes |
Videos | Yes | No |
Screenshots | Yes | Yes |
Title screens | Yes | Yes |
Box covers | Yes | Yes |
Box back covers | Yes | Yes |
Marquees/wheels | Yes | Yes |
3D boxes | Yes | No |
Fan art | Yes | Yes |
Physical media | Yes | No |
The category Other game metadata includes Description, Release date, Developer, Publisher, Genre and Players.
The Multi-language support includes translated game genres and game descriptions for a number of languages.
Controllers is metadata indicating the controller type (it's not images of controllers).
Physical media means images of cartridges, diskettes, tapes, CD-ROMs etc. that were used to distribute the games.
There are two approaches to scraping, either for a single game from the metadata editor, or for multiple games and systems using the multi-scraper.
Here's an example of the multi-scraper running in interactive mode, asking the user to make a selection from the multiple matching games returned by the scraper service.
Single-game scraper
The single-game scraper is launched from the metadata editor. You navigate to a game, open the game options menu, choose Edit this game's metadata and then select the Scrape button (alternatively the "Y" button shortcut can be used to start the scraper).
Multi-scraper
The multi-scraper is accessed from the main menu by entering the Scraper menu and then selecting the Start button (or the "Y" button shortcut can be used).
Scraping process
The default mode for the scraper is Non-interactive mode, also referred to as Automatic mode. When using this mode the selected systems are scraped without requiring any user input. This is quite convenient, but has the drawback of not asking for input if multiple matching games are returned by the scraper service. This could lead to the wrong game metadata and media being downloaded, but in practice this is quite rare so it's generally recommended to keep the automatic mode enabled. If no result is found for a game, the scraper will skip to the next one in queue.
If interactive mode is instead enabled, the process of scraping games is basically identical between the single-game scraper and the multi-scraper. You're presented with the returned scraper results, and you're able to refine the search if the scraper could not find your game. Sometimes small changes like adding or removing a colon or a minus sign can yield better results. Note that searches are handled entirely by the scraper service, ES-DE just presents the results returned from the service.
When scraping in interactive mode it's recommended to keep the Auto-accept single game matches option enabled as it will run the scraper in semi-automatic mode, only stopping to ask for user input if there are multiple results returned or if no game was found. If this option is disabled, the scraper will stop and ask for confirmation for every game.
Under normal circumstances the scraper service will only return games for the platforms used for searching, but sometimes when it's not sure about the results it will also include games from other platforms. If this happens, these additional platform names will be displayed within square brackets after the game name in the result list. And if a game system is configured for multiple platforms, then the specific platform returned per result will always be displayed within square brackets. The exception for these two scenarios is if the multi-scraper is running in fully automatic mode as the additional platform information is then always omitted. Note that the additional platform information will not be included in the scraped game name, it's only used for clarification within the scraper result list.
By default, ES-DE will search using the metadata name of the game. If no name has previously been defined via scraping or via manually entering it using the metadata editor, the name used for searching will correspond to the physical filename minus all text inside either normal brackets ()
or square brackets []
. So for example the physical filename Mygame (U) [v2].zip
will be stripped to simply Mygame
when performing the scraper search.
By disabling the option Search using metadata name, the physical filename will be used even if there is a scraped or manually entered name for the game.
There is however an exception to this for arcade games (MAME and Neo Geo) when using the TheGamesDB scraper. As this service does not support searches using the short MAME names, these will be expanded to the full game names via a lookup in the MAME name database supplied with the ES-DE installation. But if using ScreenScraper the Search using metadata name option is always respected as this service fully support scraping based on the short MAME names.
Apart from this, hopefully the scraping process should be self-explanatory.
Manually copying game media files
If you already have a library of game media (images and videos) you can manually copy these files into ES-DE.
The default media directory is ~/.emulationstation/downloaded_media/<game system>/<media type>
For example on Unix:
/home/myusername/.emulationstation/downloaded_media/c64/screenshots/
For example on macOS:
/Users/myusername/.emulationstation/downloaded_media/c64/screenshots/
For example on Windows:
C:\Users\Myusername\.emulationstation\downloaded_media\c64\screenshots\
The media directories per game system are:
- 3dboxes
- backcovers
- covers
- fanart
- marquees
- miximages
- physicalmedia
- screenshots
- titlescreens
- videos
The miximages are generated by ES-DE. Normally that takes place automatically when scraping, but in this example of manually copying existing media files, the miximage offline generator should be used instead. This tool can generate the miximages for the complete game collection in one go. How that works is explained elsewhere in this guide.
The media files must correspond exactly to the game files. Take for example this game:
~/ROMs/c64/Multidisk/Last Ninja 2/Last Ninja 2.m3u
For this example, the filename structure needs to look like the following:
~/.emulationstation/downloaded_media/c64/screenshots/Multidisk/Last Ninja 2/Last Ninja 2.jpg
~/.emulationstation/downloaded_media/c64/videos/Multidisk/Last Ninja 2/Last Ninja 2.mp4
Note that there is seemingly an exception to this logic if the Directories interpreted as files functionality has been used, in which case the "file extension" added to the directory is also included in the game media filenames. Take for example the following ScummVM game:
~/ROMs/scummvm/dig.scummvm/dig.scummvm
The media files for this directory which is interpreted as a file will be:
~/.emulationstation/downloaded_media/scummvm/screenshots/dig.scummvm.png
~/.emulationstation/downloaded_media/scummvm/videos/dig.scummvm.mp4
This is not a bug as these are not really file extensions after all, it's just a directory with a dot in the filename that happens to look like a file extension because that's how the Directories interpreted as files logic works.
For images .jpg and .png file extensions are supported and for videos .avi, .mkv, .mov, .mp4 and .wmv are supported.
Remember that on Unix filenames are case sensitive, and as well the file extensions must be in lower case, such as .png instead of .PNG or .Png or the file won't be found.
It's possible to change the game media directory location from within ES-DE, for this see the option Game media directory.
Main menu
This menu can be accessed from both the system view and gamelist view. It contains the scraper, application settings and various tools such as the input configurator and the miximage generator. Settings are saved when navigating back from any menu screen, assuming at least one setting was changed. Using the keyboard quit shortcut (Alt + F4 / Command + Q by default) will also save any pending changes.
The main menu with its multiple submenus.
Following is a breakdown of the main menu entries.
Scraper
Contains the various options for the scraper, which is used to download metadata, images and videos for your games.
Scrape from
Scraper service selection, currently ScreenScraper.fr and TheGamesDB.net are supported.
Scrape these games
Criteria for what games to include. It can be set to All games, Favorite games, No metadata, No game image, No game video or Folders only.
Scrape these systems
A selection of which systems to scrape for. It's possible to automatically scrape several or all systems in one go.
Account settings
Setup of ScreenScraper account.
ScreenScraper username
Username as registered on screenscraper.fr.
ScreenScraper password
The password as registered on screenscraper.fr. This is masked using asterisks on the screen, and the password input field will be blank when attempting to update an existing password. This is by design and not a bug. Be aware that the es_settings.xml file contains the password in clear text.
Use this account for ScreenScraper
Whether to use the account that has been configured. If this is disabled, the username and password setup on this screen will be ignored during scraping. This can be useful if you have scraping issues and want to check whether it's related to your account or if it's a general problem. Note that screenscraper.fr does not seem to return a proper error message regarding incorrect username and password, but starting ES-DE with the --debug flag will indicate in the log file whether the username was included in the server response.
Content settings
Describes the content types to include in the scraping.
Game names
Whether to scrape the names of the games. This does not affect the actual files on the filesystem and the game name is primarily used for appearance and sorting purposes. The downloaded media files are matched against the physical game files on the filesystem, and not against this metadata. See the comments under Overwrite files and data below to understand some additional implications regarding game names.
Ratings (ScreenScraper only)
Downloads game ratings.
Controllers (arcade systems only) (ScreenScraper only)
Scrapes controller metadata which is used to set the correct controller badge. This is only available for MAME arcade games, for systems such as arcade, mame, neogeo, fba etc. This is so because ScreenScraper does not seem to provide controller information for other platforms. The type of controllers that are scraped are joystick (separated into entries from no buttons up to 6 buttons), steering wheel, flight stick, spinner, trackball and lightgun.
Other metadata
This includes the game description, release date, developer, publisher, genre and the number of players.
Videos (ScreenScraper only)
Videos of actual gameplay.
Screenshot images
Screenshot images of actual gameplay.
Title screen images
Screenshot images of the title screen.
Box cover images
Cover art, front of box/case.
Box back cover images
Back of box/case.
Marquee (wheel) images
Logotype for the game.
3D box images (ScreenScraper only)
These are only used for generating miximages.
Physical media images (ScreenScraper only)
Images of cartridges, diskettes, tapes, CD-ROMs etc. that were used to distribute the games. These are only used for generating miximages.
Fan art images
Fan art. These can get quite large so if you don't need them then disable this option to speed up the scraping process.
Miximage settings
These are the settings for the miximage generator, which can either be run from the scraper (single-game scraper or multi-scraper) or from the offline generator. The miximage combines the screenshot, marquee, box/cover and physical media images to make a composite picture that is displayed in the gamelist view. There are various settings for the generator.
Miximage resolution
It's possible to select betweeen the 1280x960, 1920x1440 and 640x480 resolutions for the generated miximages. It's normally recommended to use the default option 1280x960 which gives good image quality without slowing down ES-DE too much. But for very weak machines, 640x480 may be a better option. The 1920x1440 resolution is normally not recommended as it brings little quality improvements over 1280x960 and slows down the gamelist browsing.
Screenshot scaling method
The sharp scaling method uses nearest-neighbor interpolation which retains sharp pixels and looks better for most low-resolution retro games. The smooth scaling method uses the Lanczos algorithm and produces smoother pixels. This may look better on some more modern games at higher resolutions. If unsure, use the sharp method.
Box size
The size of the 3D game box, or the cover image if there is no 3D box and the Use cover image if 3D box is missing setting has been enabled. The available options are medium, small and large.
Physical media size
The size of the physical media image. The available options are medium, small and large.
Generate miximages when scraping
Enables or disables the miximage generator when scraping. Applies to both the single-game scraper and the multi-scraper.
Overwrite miximages (scraper/offline generator)
Controls whether miximages should be overwritten or not. Note that the scraper setting Overwrite files and data does not affect the miximages.
Remove letterboxes from screenshots
With this option enabled, any horizontal pure black areas at the top and bottom of the screenshots are automatically cropped.
Remove pillarboxes from screenshots
With this option enabled, any vertical pure black areas at the left and right sides of the screenshots are automatically cropped.
Rotate horizontally oriented boxes
Some consoles such as Super Nintendo have game boxes with the cover printed horizontally rather than using the more common vertical format. If enabling this setting, those images will be rotated 90 degrees so they stand up like the box images for most other systems.
Incude marquee image
Whether to include the marquee (wheel) image in the composite miximage.
Incude box image
Whether to include the box image in the composite miximage. If a 3D box exists for the game, this will be used.
Use cover image if 3D box is missing
Whether to use the 2D box cover as fallback if the 3D box image is missing for the game.
Include physical media image
Whether to include the image of the physical media used to distribute the game, for example a cartridge, diskette, tape, CD-ROM etc.
Offline generator
This is not a setting, but instead a GUI to generate miximages offline without going via the scraper. This tool uses the same game system selections as the scraper, so you need to select at least one system on the scraper menu before attempting to run it. All the miximage settings are applied in the same way as when generating images via the scraper. The prerequisite is that at least a screenshot exists for each game. If there is no screenshot, or if the screenshot is unreadable for some reason, the generation for that specific game will fail. There is statistics shown in the tool displaying the number of generated, overwritten, skipped and failed images. Any error message is shown on screen as well as being saved to the es_log.txt file. Note that although the system selections are the same as for the scraper, the Scrape these games filter is ignored and the generator always attempts to generate miximages for all games in a system.
Other settings
Various scraping settings.
Region (ScreenScraper only)
The region to scrape for. This affects game names, game media and release dates. Possible options are Europe, Japan, USA and World.
Preferred language (ScreenScraper only)
Multiple languages are supported by ScreenScraper, and this affects translations of game genres and game descriptions. As the option name implies this is the preferred language only as not all games have had their metadata translated. Unfortunately some less used languages have quite few games translated, but hopefully this will improve over time as there's an ongoing community effort to make more translations. If the preferred language is not available for a game, ES-DE will fall back to using the English metadata.
Overwrite files and data
Affects both overwriting of metadata as well as actual game media files on the filesystem. Even with this option disabled, metadata entries which are set to their default values will be populated by the scraper. In other words, this option only affects overwriting of previously scraped data, or data manually entered via the metadata editor. Game names are considered as set to their default values if either corresponding to the physical game file on disk minus the extension (e.g. the entry Commando if the file is named Commando.zip), or for arcade games if corresponding to the MAME names as defined in the bundled mamenames.xml. Note that this setting does not affect generated miximages, that is instead controlled by the setting Overwrite miximages (scraper/offline generator) found in the miximage settings menu.
Halt on invalid media files
With this setting enabled, if any media files returned by the scraper seem to be invalid, the scraping is halted and an error message is presented where it's possible to retry or cancel the scraping of the specific game. In the case of multi-scraping it's also possible to skip the game and proceed to the next one in the queue. With this setting disabled, all media files will always be accepted and saved to disk. As of ES-DE v1.2 the file verification is quite basic and future versions will improve on this by using file checksums and other file integrity checks. There is an exception in place for box back covers when using ScreenScraper. As many of these specific images are broken, there is an automatic filter built in that is always active and which removes blank images and those containing only a few lines of pixels.
Search using metadata names
By default ES-DE will perform scraper searches based on the game name that has been manually set in the metadata editor, or that has been previously scraped. If you prefer to search using the physical filename regardless of such data being available, then disable this option. Note that when using TheGamesDB as scraper service for arcade games (MAME and Neo Geo), the short MAME name will always be expanded to the full game name as this scraper service does not support searches using short MAME names. In general it's recommended to disable this option if scraping arcade games using ScreenScraper as the MAME short names is much more reliable than using the metadata names.
Scrape actual folders (Multi-scraper only)
Enabling this option causes folders themselves to be included by the scraper. This is useful for DOS or ScummVM games or for multi-disc games where there is a folder for each individual game.
Interactive mode (Multi-scraper only)
If turned off, the scraping will be fully automatic and will not stop on multiple results or when no matching game was found.
Auto-accept single game matches (Multi-scraper only)
Used in conjunction with interactive mode, to not having to confirm searches where a single result is returned from the scraper service.
Respect per-file scraper exclusions (Multi-scraper only)
It's possible to set a flag per game file or folder using the metadata editor to indicate that it should be excluded from the multi-scraper. This setting makes it possible to override that restriction and scrape all entries anyway.
Exclude folders recursively (Multi-scraper only)
If this setting is enabled and a folder has its flag set to be excluded from the scraper, then the entire folder contents are skipped when running the multi-scraper.
Convert underscores to spaces when searching
With this option enabled underscores _ in game names are converted to spaces when performing scraper searches. This affects both the single-game scraper and the multi-scraper and it will also be applied automatically to the Refine search dialog.
Enable fallback to additional regions (ScreenScraper only)
When a certain game media file does not exist for the selected region, ES-DE automatically performs a fallback to the regions world, USA, Japan, EU, and custom in this specific order. If this setting is enabled then an additional fallback is performed to all other country-specific regions. This makes it possible to scrape media for some games only released in specific countries like Brazil or South Korea. It may also make it possible to scrape some game media that have been uploaded to ScreenScraper using the wrong region. The special ss/ScreenScraper region is also enabled via this option, and among other things it contains media for games that never had official releases. This is relevant for instance for OpenBOR and PICO-8 games where 3D boxes and other images may become available. The drawback of this setting is that you may get inaccurate data such as box art in the wrong language or unofficial box art for arcade games, so you may want to experiment with this option on a per-system basis.
Auto-retry on peer verification errors (ScreenScraper only)
ScreenScraper sometimes has issues with its TLS certificates which causes searches to randomly fail. It's normally resolved within a few days, but in the meanwhile activating this setting will have the scraper automatically make up to eight additional attempts when this error occurs. That is normally enough to complete the search, but if not, just press Retry in the error dialog and ES-DE will try eight more times. This setting applies to both the single-game scraper and the multi-scraper. The following error notification dialog and corresponding es_log.txt entry is displayed when this error occurs: "Error downloading thumbnail: SSL peer certificate or SSH remote key was not OK".
UI settings
Various settings that affect the user interface.
Theme set
The theme set to use. Defaults to slate-DE which is shipped with the application. There are two types of theme sets; the new type which was introduced with ES-DE v2.0 and legacy themes that are supported for backward compatibility with RetroPie EmulationStation. The use of legacy themes is however discouraged as their functionality is very limited. As well the backward compabitility will likely be removed at some point in the future.
Theme variant
Non-legacy theme sets optionally support variants which are a type of theme profiles defined by the theme author. This could be things like light and dark color schemes or modes with or without the video player enabled for instance.
Theme aspect ratio
Non-legacy theme sets could optionally be optimized for different screen aspect ratios. ES-DE supports 16:9, 16:10, 3:2, 4:3, 5:4, 21:9 and 32:9 in both horizontal and vertical orientation but it's completely up to the theme author which of these are supported by the theme set.
Legacy gamelist view style
Sets the view style to Automatic, Basic, Detailed or Video for legacy themes. See the description above in this document for more information regarding view styles. Variants have replaced gamelist view styles for non-legacy themes so this option will be grayed out if a modern theme set has been selected.
Legacy transition style
Transition animation when navigating between gamelists, or between systems on the System view carousel. Can be set to Slide, Fade or Instant. Only applicable for legacy themes as the newer type of theme sets lets the theme author define the transition animations in a more fine-grained manner. Therefore this option will be grayed out if a modern theme set has been selected.
Gamelist on startup
If set to None, the system view will be displayed. Any other value will jump to that game system automatically on startup.
Default sort order
The order in which to sort your gamelists. This can be overriden per game system using the game options menu, but that override will only be persistent during the application session. The System sorting can not be selected here as it's only applicable to collection systems.
Menu opening effect
Animation to play when opening the main menu or the game options menu. Also sets the animation for the game launch screen. Can be set to Scale-up or None.
Launch screen duration
This configures for how long to display the game launch screen when starting a game. The options are Normal, Brief, Long and Disabled. If set to Disabled, a simple notification popup will be displayed instead.
UI mode
Sets the user interface mode for the application to Full, Kiosk or Kid. See the description above in this document for additional information.
Media viewer settings
Submenu containing all the settings for the media viewer. These are described in detail below.
Screensaver settings
Submenu containing all the settings for the screensaver. These are described in detailed below.
Blur background when menu is open
This option will blur the background behind the menu slightly. Normally this can be left enabled, but if you have a really slow GPU, disabling this option may make the application feel a bit more responsive.
Display pillarboxes for gamelist videos Only for legacy theme sets
With this option enabled, there are black pillarboxes (and to a lesser extent letterboxes) displayed around videos with non-standard aspect ratios. This will probably be most commonly used for vertical arcade shooters, or for game systems that has a screen in portrait orientation. For wider than normal videos, letterboxes are added, but this is quite rare compared to videos in portrait orientation. This option looks good with some theme sets such as slate-DE, but on others it may be more visually pleasing to disable it. On less wide displays such as those in 4:3 aspect ratio this option should probably be disabled as it may otherwise add quite excessive letterboxing. This option is only available for legacy theme sets as it's otherwise managed by the theme author.
Render scanlines for gamelist videos Only for legacy theme sets
Whether to use a shader to render scanlines for videos in the gamelist view. The effect is usually pretty subtle as the video is normally renderered in a limited size in the GUI and the scanlines are sized relative to the video window size. This option is only available for legacy theme sets as it's otherwise managed by the theme author.
Sort folders on top of gamelists
Whether to place all folders on top of the gamelists. If enabled the folders will not be part of the quick selector index, meaning they can no longer be quick-jumped to. That is, unless there are only folders in the gamelist in which case the folders will be handled like files.
Sort favorite games above non-favorites
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. If you're not using a theme set which support badges, it's strongly recommended to keep this setting enabled. Especially so if the option to sort favorite games above non-favorites has been enabled. Otherwise favorite games would be sorted on top of the gamelist with no clear visual indication that they are favorites which would be quite confusing.
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 symbol 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 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.
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.
Enable gamelist filters
Activating or deactivating the ability to filter your gamelists. This can normally be left enabled.
Enable quick system select
If enabled, it's possible to navigate between gamelists using the Left and Right buttons without having to first go back to the System view.
Display on-screen help
Activates or deactivates the built-in help system that provides contextual information regarding button usage.
Media viewer settings
Settings for the media viewer that is accessible from the gamelist views.
Keep videos running when viewing images
With this option enabled, the video will continue to run when viewing the images for the game. If disabling this setting, the video will stop immediately when browsing to the first image, and it will restart when navigating back to the video.
Stretch videos to screen resolution
This will fill the entire screen surface but will probably break the aspect ratio of the video.
Render scanlines for videos
Whether to use a shader to render scanlines for the videos. Be aware that this is quite demanding for the GPU.
Render blur for videos
Whether to use a shader to render a slight horizontal blur which somewhat simulates a well-used CRT monitor. Be aware that this is quite demanding for the GPU.
Render scanlines for screenshots and titles
Whether to use a shader to render scanlines for the screenshot and title screen images.
Screensaver settings
Settings for the built-in screensaver.
Start screensaver after (minutes)
After how many minutes to start the screensaver. If set to 0 minutes, the timer will be deactivated and the screensaver will never start automatically. It's however still possible to start the screensaver manually in this case, assuming the Enable screensaver controls setting is enabled. While any menu is open, the screensaver will not start regardless of how this timer setting is configured.
Screensaver type
The screensaven type to use; Dim, Black, Slideshow or Video.
Enable screensaver controls
This enables the ability to start the screensaver manually using the Back button from the system view, but also while the screensaver is running to jump to a new random game using the Left and Right buttons, to launch the game currently shown using the A button or to jump to the game in its gamelist using the Y button. If this setting is disabled, any key or button press will stop the screensaver.
Slideshow screensaver settings
Options specific to the slideshow screensaver.
Swap images after (seconds)
For how long to display images before changing to the next game. Allowed range is between 2 and 120 seconds in 2-second increments. The default value is 10 seconds.
Stretch images to screen resolution
This will fill the entire screen surface but will probably break the aspect ratio of the image.
Display game info overlay
This will display an overlay in the upper left corner, showing the game name and the game system name. A star symbol following the game name indicates that it's flagged as a favorite.
Render scanlines
Whether to use a shader to render scanlines for the images.
Use custom images
Using this option it's possible to use custom images instead of random images from the game library. As is the case with the rest of ES-DE, the supported file formats are JPG and PNG.
Custom image directory recursive search
Whether to search the custom image directory recursively.
Custom image directory
The directory for the custom images. The tilde ~
symbol can be used which will expand to the user home directory. It's also possible to use the %ESPATH% and %ROMPATH% variables which will set the directory relative to the ES-DE binary directory or the ROMs directory.
Video screensaver settings
Options specific to the video screensaver.
Swap videos after (seconds)
For how long to play videos before changing to the next game. Allowed range is between 0 and 120 seconds in 2-second increments. If set to 0 (which is the default value), the next game will be selected after the entire video has finished playing. If set to a higher value than the length of a game video, it will loop until reaching the swap time.
Stretch videos to screen resolution
This will fill the entire screen surface but will probably break the aspect ratio of the video.
Display game info overlay
This will display an overlay in the upper left corner, showing the game name and the game system name. A star symbol following the game name indicates that it's flagged as a favorite.
Render scanlines
Whether to use a shader to render scanlines for the videos. Be aware that this is quite demanding for the GPU.
Render blur
Whether to use a shader to render a slight horizontal blur which somewhat simulates a well-used CRT monitor. Be aware that this is quite demanding for the GPU.
Sound settings
Various sound settings.
System volume (Linux and Windows only)
As the name implies, this sets the overall system volume and not the volume specifically for ES-DE. The volume change is applied when leaving the sound settings menu and not immediately when moving the slider.
Navigation sounds volume
Sets the volume for the navigation sounds.
Video player volume
Sets the volume for the video player. This applies to the gamelist view, the media viewer and the video screensaver.
Play audio for gamelist and system view videos
With this turned off, audio won't play for videos in the gamelist or system views. Note that even with this option enabled videos may be muted as the audio can be disabled per video element from the theme configuration.
Play audio for media viewer videos
With this turned off, audio won't play for videos displayed using the media viewer.
Play audio for screensaver videos
With this turned off, audio won't play for videos when using the video screensaver.
Enable navigation sounds
Enables or disables navigation sounds throughout the application. Sounds are played when browsing systems and lists, starting games, adding and removing games as favorites etc. The sounds can be customized per theme, but if the theme does not support navigation sounds, ES-DE will fall back to its built-in samples.
Input device settings
Settings related to the input devices, i.e. the keyboard and controllers.
Controller type
This setting gives the ability to choose between the controller types Xbox, Xbox 360, PlayStation 4, PlayStation 5 and SNES (Super Nintendo). Doing so alters the help icons and help text as well as the icons and text for the input device configurator. The setting is only cosmetic and does not change the controller behavior or the controller button mappings.
Only accept input from first controller
If enabling this option, only the first controller detected during startup will send its input to ES-DE (the keyboard input is unaffected by this setting and will be enabled regardless). This is a good way to limit potential chaos with multiple persons fighting over which games to play. Note that disconnecting and reconnecting controllers while ES-DE is running may change what is considered the first controller. This setting does not affect the emulators in any way, it's only applied to ES-DE. Another issue is that some wireless controllers have buggy drivers and will register as two devices, meaning all button presses will be registered twice inside ES-DE. Using this option is one solution to the problem, although it's also possible to blacklist the extra controller entry, as described here.
Configure keyboard and controllers
This tool provides configuration of button mappings for the keyboard and controllers, as explained here. Normally this is not required as ES-DE automatically configures all input devices, but button customizations may be useful in some special situations. You may also need to run this tool if you have an unusual controller which could not be automatically configured. Be aware that custom button mappings will not change the help icons or help text.
Game collection settings
Handles collections, which are assembled using games present in the game systems. See the collections section below in this document for more information.
Finish editing 'COLLECTION NAME' collection (Entry only visible when editing a custom collection)
Self explanatory.
Automatic game collections
This lets you enable or disable the automatic game collections All games, Favorites and Last played.
Custom game collections
This lets you enable or disable your own custom game collections. If there are no custom collections available, this menu entry will be grayed out.
Create new custom collection from theme (Entry only visible if the ability is provided by the theme set)
If the theme set in use provides themes for custom collections, then this entry can be selected. For example, there could be themes for Fighting games or Driving games etc. The default slate-DE theme set does not provide such themes for custom collections and in general it's not recommended to use this approach, as is explained later in this guide.
Create new custom collection
This lets you create a completely custom collection with a name of your choice. If the selected name collides with an existing name, a sequence number inside brackets will be appended to the collection name, such as fighting (1) if a fighting collection already existed. Note that custom collection names are always converted to lowercase.
Delete custom collection
This permanently deletes a custom collection, including its configuration file on the file system. A list of available collections is shown, and a confirmation dialog is displayed before performing the actual deletion. Only one collection at a time can be deleted.
Sort favorites on top for custom collections
Whether to sort your favorite games above your other games. This is disabled by default, as for collections you probably want to be able to mix all games regardless of whether they are favorites or not.
Display star markings for custom collections
With this option enabled, there is a star symbol added to each favorite game name. It works identically to the setting Add star markings to favorite games under the UI settings menu but is applied specifically to custom collections. It's disabled by default.
Group unthemed custom collections
With this enabled, if you have created custom collections and there is no theme support for the names you've selected, the collections will be grouped in a general collection system which is correctly themed. It's strongly recommended to keep this option enabled as otherwise your collections would be completely unthemed which doesn't make much sense. This option is provided mostly for testing and theme development purposes.
Show system names in collections
Enables the system name to be shown in square brackets after the game name, for example CONTRA [NES] or DOOM [DOS]. This is applied to both automatic and custom collections. It's recommended to keep this option enabled.
Other settings
These are mostly technical settings.
Alternative emulators
Using this interface it's possible to select alternative emulators to use per game system, which requires that these alternatives have been defined in the es_systems.xml file. Note that only systems that you have currently populated will be listed. To change to an alternative emulator, you simply select a system from the list and choose which alternative to use from the presented options. If you select an alternative emulator and later remove its corresponding entry from the es_systems.xml file, an error message will be shown on application startup telling you to review your invalid emulator selection. Games will still launch, but the default emulator will be used in this case. How to clear an invalid entry should be self-explanatory once you access the interface. It's also possible to set alternative emulators per game using the metadata editor. If this is done, it will take precedence and override the system-wide emulator selection for the specific game. The alternative emulator badges and the corresponding gamelist filter are controlled by these per-game alternative emulator values and not by the system-wide option.
The system-wide alternative emulators interface. An entry in bold and with a gear symbol indicates that an alternative emulator has been selected.
Game media directory
This setting defines the directory for the game media, i.e. game images and videos. The default location is ~/.emulationstation/downloaded_media
VRAM limit
The amount of video RAM to use for the application. Defaults to 256 MiB (512 MiB on the Steam Deck and 184 MiB on the Raspberry Pi) which works fine most of the time when running at 1080p resolution and with a moderate amount of game systems. If running at 4K resolution or similar and with lots of game systems enabled, it's recommended to increase this number to 512 MiB or possibly more to avoid stuttering transition animations caused by unloading and loading of textures from the cache. Enabling the GPU statistics overlay gives some indications regarding the amount of texture memory currently used, which is helpful to determine a reasonable value for this option. The allowed range for the settings is 80 to 1024 MiB. If you try to set it lower or higher than this by passing such values as command line parameters or by editing the es_settings.xml file manually, ES-DE will log a warning and automatically adjust the value within the allowable range.
Display/monitor index (requires restart)
This option sets the display to use for ES-DE for multi-monitor setups. The possible values are the monitor index numbers 1, 2, 3 or 4. If a value is set here for a display that does not actually exist, then ES-DE will set it to 1 upon startup. Index 1 is the primary display for the computer. It's also possible to override the setting by passing the --display command line argument. Doing so will also overwrite the display index setting in es_settings.xml. The Display/monitor index option only changes the display used by ES-DE; the emulators need to be configured separately (which can easily be done globally if using RetroArch).
Keyboard quit shortcut
This gives the choice of which key combination to use to quit the application. The default value is Alt + F4 on Windows and Linux and Command + Q on macOS. Other possible values are Ctrl + Q, Alt + Q and F4 but selecting either of these alternatives will not disable the default quit shortcut as that's implemented globally by the operating system.
When to save game metadata
The metadata for a game is updated by scraping or by manual editing using the metadata editor, but also when launching it as this updates the Times played counter and the Last played timestamp. This setting enables you to define when to write such metadata changes to the gamelist.xml files. Setting the option to Never will disable writing to these files altogether, except for some special conditions such as when a game is manually deleted using the metadata editor, when scraping using the multi-scraper (the multi-scraper will always save any updates immediately to the gamelist.xml files) or when changing the system-wide alternative emulator. In theory On exit will give some small performance gains, but it's normally recommended to leave the setting at its default value which is Always. Note that with the settings set to Never, any updates such as the Last played date will still be shown on screen, but during the next application startup, any values previously saved to the gamelist.xml files will be read in again. As well, when changing this setting to Always from either of the two other options, any pending changes will be immediately written to the gamelist.xml files.
Hide taskbar (requires restart) (Windows only)
With this setting enabled, the taskbar will be hidden when launching ES-DE, and it will be restored when the application exits. This can make for a more seamless experience as the taskbar could otherwise flash by briefly when launching and returning from games.
Run in background (while game is launched)
Enabling this option makes ES-DE continue to run while a game is launched. This is normally not recommended as it leads to a slightly strange application behavior and it also removes the ability to capture return codes and log output from the emulators. Generally this option should only be enabled if there are issues with launching games while suspending ES-DE. Note however that some systems like Valve Steam will always keep ES-DE running in the background because they require it for technical reasons (i.e. those systems will override this menu option).
Upscale video frame rate to 60 FPS
With this option enabled, videos with lower frame rates than 60 FPS, such as 24 and 30 will get upscaled to 60 FPS. This results in slightly smoother playback for some videos. There is a small performance hit from this option, so on weaker machines it may be necessary to keep it disabled for fluent video playback.
Enable alternative emulators per game
If enabled, you will be able to select alternative emulators per game using the metadata editor, which will be used when launching the game. If disabled, the corresponding entry in the metadata editor will be hidden, the alternative emulator badges will not be displayed and it will not be possible to filter the gamelist based on these values. As well, the game will be launched using the default emulator, or using the system-wide alternative emulator if this has been configured for the game system. It's only recommended to disable this option for testing purposes.
Show hidden files and folders (requires restart)
If this option is disabled, hidden files and folders within the ROMs directory tree are excluded from ES-DE. On Unix and macOS this means those starting with a dot, and on Windows it's those set as hidden by using an NTFS attribute. This setting is only intended for special situations and is not to be confused with the next option which hides files based on metadata configuration within ES-DE.
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.
Enable custom event scripts
It's possible to trigger custom scripts for a number of actions in ES-DE, as is discussed below, and this setting decides whether this functionality is enabled.
Only show ROMs from gamelist.xml files
If enabled, only ROMs that have metadata saved to the gamelist.xml files will be shown in ES-DE. This option is intended primarily for testing and debugging purposes so it should normally not be enabled.
Disable desktop composition (requires restart) (Unix and X11/Xorg only)
The window manager desktop composition can adversely affect the framerate of ES-DE, especially on weaker graphics cards and when running at higher resolution. As such the desktop compositor is disabled by default, although the window manager has to be configured to allow applications to do this for the option to have any effect. Note that this setting can cause problems with some graphics drivers (notably the Nvidia proprietary drivers) so if you see strange flickering and similar after quitting ES-DE, then disable the setting. In case of such issues, make sure that the emulator is also not blocking the composition (e.g. RetroArch has a corresponding option). This setting has no effect if using Wayland, it only applies to X11/Xorg.
Display GPU statistics overlay
Displays the framerate and VRAM statistics as an overlay. You normally never need to use this unless you're debugging a performance problem or similar. Note: As of ES-DE v1.2 the VRAM usage statistics is not accurate. This will be addressed in a future release.
Enable menu in kid mode
Enabling or disabling the menu when the UI mode is set to Kid. Mostly intended for testing purposes as it's not recommended to enable the menu in this restricted mode.
Show quit menu (reboot and power off entries) (Unix and Windows only)
With this setting enabled, there is a Quit menu shown as the last entry on the main menu which provides options to quit ES-DE, to reboot the computer or to power off the computer. With this setting disabled, there will simply be an entry to quit the application instead of the complete quit menu.
Quit / Quit EmulationStation
The Quit menu or Quit EmulationStation entry as described by the Show quit menu (reboot and power off entries) option above.
If the menu is enabled, these are its entries:
Quit EmulationStation
If the option When to save game metadata has been set to On exit, the gamelist.xml files will be updated at this point. This applies also if the Quit menu is disabled and replaced by the Quit EmulationStation entry.
Reboot system (Unix and Windows only)
Self explanatory.
Power off system (Unix and Windows only)
Self explanatory.
Game options menu
This menu is opened from the gamelist view, and can't be accessed from the system view. The menu changes slightly depending on the context, for example if a game file or a folder is selected, or whether the current system is a collection or a normal game system.
You open the menu using the Back button, and by pressing B or selecting the Apply button any settings such as letter jumping using the quick selector or sorting changes are applied. If you instead press the Back button again or select the Cancel button, the menu is closed without applying any changes.
The game options menu as laid out when opening it from within a custom collection, which adds the menu entry to add or remove games from the collection.
Here's a summary of the menu entries:
Jump to..
This provides a quick selector for jumping to a certain letter. If the setting to sort favorite games above non-favorites has been enabled, then it's also possible to jump to the favorites games by choosing the star symbol. Similarly if there is a mix of folders and game files in the system and folders are configured to be sorted on top, then it's possible to jump to the folders using the folder icon. If there are only folders or only favorite games for the system, these games and folders will be indexed by their first letters and the star and folder symbols will not be disabled in the quick selector.
Sort games by
This is the sort order for the gamelist. The default sorting shown here is taken from the setting Default sort order under UI settings in the main menu. Any sorting that is applied via the game options menu will be persistent throughout the program session, and it can be set individually per game system and per collection.
Sorting can be applied using the following metadata, in either ascending or descending order:
- Filename
- Rating
- Release date
- Developer
- Publisher
- Genre
- Players
- Last played
- Times played
- System (Only for collections)
The secondary sorting is always in ascending filename order.
Filter gamelist
Choosing this entry opens a separate screen where it's possible to apply a filter to the gamelist. The filter is persistent throughout the program session, or until it's manually reset. The option to reset all filters is shown on the same screen.
The gamelist filter screen, accessed from the game options menu.
The following filters can be applied:
Game name
Rating
Developer
Publisher
Genre
Players
Favorite
Completed
Kidgame
Hidden If the "Show hidden games" option is enabled
Broken
Controller
Alternative emulator If the "Enable alternative emulators per game" option is enabled
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. The same happens if a metadata setting is identical for all games, such as all games being flagged as favorites.
Note that the Alternative emulator filter only includes game-specific values that have been set using the metadata editor, the system-wide alternative emulators setting has no effect on this filter.
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.
Note that the game name filter is case insensitive.
Add/remove games to this collection
This entry is only shown if the system is a custom collection. The way this works is described in more detail below.
Finish editing 'COLLECTION NAME' collection
This entry is only visible if the system is a custom collection and it's currently being edited.
Edit this game's metadata / Edit this folder's metadata
This opens the metadata editor for the currently selected game file or folder.
Enter folder (override folder link)
If the current game is a folder which has a folder link configured (meaning it points to a file inside the folder structure that will be launched when pressing the A button), then this entry will appear in the menu. It simply overrides the link and enters the folder just as if no link would have been configured. The folder link functionality is described in more detail below.
Metadata editor
In the metadata editor, you can modify the metadata, scrape for game info and media files, clear the entry which will delete all metadata and game media files, or delete the entire game which also removes its file on the filesystem. When manually modifying a value, it will change color from gray to blue, and if the scraper has changed a value, it will change to red. When leaving the metadata editor you will be asked whether you want to save any settings done manually or by the scraper.
Metadata entries
The following entries can be modified (note that some of these are not available for folders, only for game files):
Name
This is the name that will be shown when browsing the gamelist. If no sortname has been defined, the games are sorted using this field. If the scraper option Search using metadata names has been enabled, this name will be used for scraper searches.
Sortname (files only)
This entry makes it possible to change the sorting of a game without having to change its name. For instance it can be used to sort Mille Miglia as 1000 Miglia or The Punisher as Punisher, The. Note that the Jump to... quick selector on the game options menu will base its index on the first character of the sortname if it exists for a game, which could be slightly confusing in some instances when quick jumping in the gamelist. The sortname entry also affects custom collections, although for these it's possible to override the value as described below.
Custom collections sortname (only visible when editing a game from within a custom collection)
This entry works exactly like sortname but will only affect the sorting for custom collections, meaning the normal system gamelists and the automatic collections (All games, Favorites and Last played) will not be affected by this value. If there is both a sortname and a custom collections sortname defined, the latter will take precedence. This also means that the Jump to... quick selector will use the custom collections sortname for its letter index even if there is a different value defined for the regular sortname field. Note that custom collections sortname is completely optional and is only intended for overriding the regular sortname field. Also note that it will affect all custom collections where the game is present; it's not possible to set a different value per collection.
Description
Usually provided by the scraper although it's possible to update this manually or write your own game description.
Rating
Rating in half-star increments. This can be set as such manually or it can be scraped, assuming the scraper service provides ratings (currently only ScreenScraper does). If an external scraper application such as Skyscraper has been used that may set the ratings in fractional values such as three-quarter stars, then ES-DE will round them to the nearest half-star. When this happens, the rating stars will be colored green to notify that a rounding has taken place and a question will be asked whether to save the changes even if no other manual changes were performed.
Release date
Release date in ISO 8601 format (YYYY-MM-DD).
Developer
Developer of the game.
Publisher
Publisher of the game.
Genre
One or multiple genres for the game.
Players
The amount of players the game supports. This could be an absolute number such as 1 or 3, or it could be a range, such as 2-4.
Favorite
A flag to indicate whether this is a favorite game. This flag can also be set directly from the gamelist view by using the Y button (assuming the Enable toggle favorites buttom option is enabled).
Completed
A flag to indicate whether you have completed the game.
Kidgame
A flag to mark whether the game is suitable for children. This will be applied as a filter when starting ES-DE in Kid mode. Although it's possible to also set this flag for folders, this will not affect the actual files inside those folders. It will instead only be used to display the Kidgame badge for the folders themselves.
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.
Broken/not working
A flag to indicate whether the game is broken. Useful for MAME games for instance where future releases may make the game functional.
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 in 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.
Hide metadata fields
This option will hide most metadata fields as well as any badges. 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. So using the description it's possible to write some comments regarding the file or folder, should you want to. Game images and videos will also still be displayed if this setting is enabled.
Times played (files only)
A statistics counter that tracks how many times you have played the game. You normally don't need to touch this, but if you want to, the possibility is there.
Controller
This entry provides a selection of controller icons that are built into ES-DE (although the theme set can override the actual graphics files). The selected icon will be displayed as a badge if the current theme set support badges. The gamelist can also be filtered based on the controllers, but apart from this the functionality is cosmetic and will not affect the actual emulators.
Alternative emulator (files only)
If the option Enable alternative emulators per game has been enabled, there will be an entry shown where you can select between alternative emulators for the specific game. There is a similar Alternative emulators entry under the Other settings menu, but that will apply the selection to the entire game system. If you select an alternative for a specific game using the metadata editor, that will take precedence and override any system-wide emulator selection (the currently selected system-wide emulator will be clearly marked on the selection screen). The alternative emulators need to be defined in the es_systems.xml file, and if there are no alternatives available for the current system, this row in the metadata editor will be grayed out. If you select an alternative emulator and later remove its corresponding entry from the es_systems.xml file, an error notice will be shown on this row. In this case you have the option to remove the invalid entry. But even if there is an invalid entry, games will still launch using the default emulator while logging a warning message to the es_log.txt file. Apart from this, the emulator selection should hopefully be self-explanatory.
Folder link (folders only)
Using this option it's possible to link a specific file inside the game's folder structure that will be launched directly instead of entering the folder when pressing the A button. This is very useful for systems where there are multiple files per game, such as multi-disc games where an .m3u file is used to launch the game. As the name implies this is only a link, and as folders can't be part of collections (the automatic collections All games, Favorites and Last played as well as any custom collections) it's the linked file inside the folder that is included in such collections. So for instance, launching a game via a linked folder will have the linked file show up in the Last played collection rather than the folder itself. This also means that you should scrape the linked file in addition to the folder to be able to see game media and metadata throughout the application. To override the folder link and enter the directory, there is an entry available in the game options menu.
Buttons
For game files, there will be five buttons displayed on the bottom of the metadata editor window, and for folders there will be four. These are their functions:
Scrape
Opens the single-game scraper. The Y button can also be used as a shortcut to start the scraper without having to navigate to this button.
Save
Saves any changes and closes the window.
Cancel
Cancels any changes and closes the window.
Clear
This will remove any media files for the file or folder and also remove its entry from the gamelist.xml file, effectively deleting all metadata. The actual game file or folder will however not be deleted. A prompt will be shown asking for confirmation.
Delete (files only, and not for directories interpreted as files)
This will remove the actual game file, its gamelist.xml entry, its entry in any custom collections and its media files. A prompt will be shown asking for confirmation. The deletion of folders is not supported as that would potentially be dangerous, instead use the appropriate operating system tools to handle deletion of directories. Likewise, for directories that are interpreted as files (this functionality is described earlier in this document) the Delete button is disabled.
Game media viewer
The game media viewer displays videos and images in fullscreen mode and is launched from the gamelist view by pressing the X button.
If a game video is available, this will be played automatically when launching the viewer. The left and right buttons are used to navigate betweeen the game media files. By default the video will continue to play when browsing the images, but this can be changed with a setting as described earlier in this document.
The media viewer can display the following media: video, box cover, box back cover, title screen, screenshot, fan art and miximage.
The other settings for the media viewer are similar to what is available for the screensavers; the audio can be enabled or disabled, the video can be stretched to fill the entire screen and scanlines and blur can be rendered on top of it. For screenshots and title screens, scanlines can be rendered. All these options are configurable via the UI Settings menu.
Pressing any other button than left or right closes the media viewer.
Screensaver
There are four types of screensavers built into ES-DE: Dim, Black, Slideshow and Video.
Numerous options can be set for these screensavers, as detailed here.
The Dim screensaver simply dims and desaturates the current view and Black will show a black screen. The Slideshow and Video screensavers are more interesting as they can display images and videos from your game collection. In addition to this, the Slideshow screensaver can be configured to only show images from a specified directory.
If the option Enable screensaver controls has been activated, you can manually toggle the screensaver from the system view by pressing the Back button. In addition to this, for the Slideshow and Video screensavers, the controls will allow you to jump to a new random image or video by using the Left and Right buttons on your keyboard or controller. It's also possible to launch the game currently displayed using the A button, and the Y button will jump to the game in its gamelist without starting it.
For the video and slideshow screensavers, an overlay can be enabled via the screensaver options that displays the game name and the game system as well as a star symbol if the game is marked as a favorite.
If the Video screensaver has been selected and there are no videos available, a fallback to the Dim screensaver will take place. The same is true for the Slideshow screensaver if no game images are available.
An example of what the video screensaver looks like.
Game collections
ES-DE provides two types of collections, Automatic collections and Custom collections, the latter being defined by the user. Collections are as the name implies only collections of games already present in your actual game systems, so they're basically grouping of games into convenient views. As such the use of collections is entirely optional, but especially the custom collection support is a very nice feature which is worth some effort to setup.
The numerous collection settings available are covered here.
Automatic collections
The automatic collections are named All games, Favorites and Last played. The All games collection simply groups all your game systems into one big list, Favorites combines all your games marked as favorites from all your game systems, and Last played is a list of the 50 last games you have launched.
These automatic collections can be individually enabled or disabled by going to the main menu, selecting Game collection settings and then Automatic game collections.
Custom collections
These are collections that you create yourself. Examples could be grouping in genres like Shoot em up, Fighting games etc. or perhaps a time period like 1980s, 1990s and so on.
If the theme set supports it, you can create a custom collection directly from a theme. However, slate-DE and modern-DE do not provide such themes as it's believed that grouping them together in a dedicated Collections system is a more elegant solution. Especially since the theme set would need to ship with an almost endless amount of collection themes for whatever categories the users would like to use for their game collections.
So if you have enabled the option Group unthemed custom collections (it's enabled by default), any collections you add will show up in the special Collections system. Here you can access them just as you would access folders inside a regular gamelist. The amount of games per collection is shown in the description, and a random game is displayed each time you browse through the list. You can also quick jump to this random game by pressing the Y button.
To create a custom collection, go to Game collection settings from the main menu and choose Create new custom collection.
Choose a name and press enter, let's use the name Platform for this example.
The collection will now be created and the collection edit mode will be entered. You can now add games to the collection by navigating to any gamelist and pressing the Y button. Any number of games from any of your game systems can be added. A game can also be part of multiple collections, there is no real limit for this.
Removing games works the same way, just press Y to remove it if it's already present in your collection. You can do this either from the gamelist where the game was added, or from the collection itself.
Only files can be part of collections, not folders. Games marked as hidden or to not be counted as games can't be added either.
During the time that the collection is being edited, any game that is part of the collection is marked with a leading tick symbol in the game name.
As well, when editing custom collections the folder link configuration is disabled, making it possible to enter folders with such configuration just as if there were no folder links configured.
When you are done adding games, you can either open the main menu and go to Game collection settings and select the Finish editing 'Platform' collection or you can open the game options menu and select the same option there. The latter works from within any gamelist, so you don't need to first navigate back to the collection that you're editing.
You can later add additional games to the collection by navigating to it, bringing up the game options menu and choosing Add/remove games to this game collection.
Example of custom collections, here configured as genres.
When editing a custom collection, a tick symbol will be displayed for any game that is part of the collection.
The way that custom collections are implemented is very simple. There is a single configuration file per collection inside the folder ~/.emulationstation/collections
For this example a file will have been created named ~/.emulationstation/collections/custom-platform.cfg
The file contents is simply a list of ROM files, such as the following:
%ROMPATH%/amiga/Flashback_v3.2_1163.hdf
%ROMPATH%/amiga/JamesPond2_v1.1_AGA_1354.hdf
%ROMPATH%/amiga/Nebulus_v1.3_0361.hdf
%ROMPATH%/c64/Bionic Commando.d64
%ROMPATH%/c64/Great Giana Sisters, The.d64
%ROMPATH%/c64/Trantor.d64
%ROMPATH%/c64/Zorro.d64
Any changes to custom collections, for example adding or removing a game, will be immediately written to the corresponding collection configuration file.
If you copy or migrate a collection from a previous version of EmulationStation or if you're setting up ES-DE on a new computer, the collection will not be enabled by just copying its configuration file to the ~/.emulationstation/collections
directory. You always need to explicitly enable each collection via the menu.
If you're migrating from a previous version of EmulationStation that has absolute paths in the collection files, these will be rewritten with the %ROMPATH% variable the first time you make a change to the collection.
Themes
ES-DE is fully themeable, and although the application ships with the comprehensive slate-DE and modern-DE theme sets, you can use any RetroPie-compatible EmulationStation themes as well. Just be aware that ES-DE has added additional theme functionality compared to the RetroPie fork and more still will be added in future versions. This means that you may not get the full benefits of the application if you're using a theme set which has not been updated specifically for ES-DE. Some themes may also look slightly different as bugs that were present in the RetroPie fork have been fixed. Also note that most Batocera and Recalbox themes are not compatible as these forks are quite different.
As a side comment, the terms theme and theme set are both used when talking about theming. The technically correct term for what you apply to the application to achieve a different look is a theme set as it's a collection of a number of themes for a number of game systems. But in practice it doesn't matter as both terms refer to the same thing and the terms are used interchangeably in this guide.
Themes are most easily installed to your ES-DE home directory, i.e. ~/.emulationstation/themes
. By just adding the theme sets there, one folder each, they will be found during startup and you can then choose between them via the UI Settings menu on the main menu.
For this example, we've downloaded the Carbon and Fundamental themes and uncompressed them to the ES-DE home directory:
~/.emulationstation/themes/es-theme-carbon
~/.emulationstation/themes/es-theme-fundamental
We now have four entries in the Theme set selector in the UI settings menu, i.e. slate-DE, modern-DE, es-theme-carbon and es-theme-fundamental.
Although you place additional themes in your ES-DE home directory, the default slate-DE and modern-DE themes are located in the installation folder. For example this could be /usr/share/emulationstation/themes
or /usr/local/share/emulationstation/themes
on Unix, /Applications/EmulationStation Desktop Edition.app/Contents/Resources/themes
on macOS or C:\Program Files\EmulationStation-DE\themes
on Windows.
So if you would like to customize the slate-DE or modern-DE theme sets, simply make a copy of their directories to ~/.emulationstation/themes and then those copies will take precedence over the ones in the application installation directory.
Here is a good resource with a list of themes (although you will have to search online for the download location for each theme set):
https://retropie.org.uk/docs/Themes
This is a screenshot of the modern-DE theme that is bundled with ES-DE (in addition to the default slate-DE theme).
Custom event scripts
There are numerous locations throughout ES-DE where custom scripts will be executed if the option to do so has been enabled in the settings. By default it's deactivated so be sure to enable it to use this feature.
The setup for event scripts is a bit technical, so refer to the INSTALL-DEV.md document to see how it's configured.
Command line options
See the INSTALL-DEV.md document for a list of the command line options per operating system.
Supported game systems
Note: The following list is what the default es_systems.xml files and the slate-DE and modern-DE themes support. These theme sets are 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.
The column System name corresponds to the directory where you should put your game files, e.g. ~/ROMs/c64
or ~/ROMs/megadrive
. This follows the RetroPie naming convention, with some additions for systems that are not supported on RetroPie. So if migrating from Batocera or Recalbox, check this carefully and rename your system folders as required or ES-DE will not be able to find your games.
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.
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 one or more of the platforms are not specified it means that the system is not available on those platforms. For example Lutris which only exists on Unix is marked with only a [U]. There is a special [W*] indication for Windows which means that you need to manually add the emulator directory to the operating system's Path environment variable. This is required as some emulators don't ship with proper installers but instead only as a zip file that can be extracted anywhere on the filesystem. However, if using the portable/ZIP release of ES-DE, then this is not applicable as all emulators placed inside the Emulators
directory will be automatically found. Unless explicitly marked as (Standalone), each emulator is a RetroArch core. A number of systems are marked as Placeholder which means that although there is a configuration entry present, the actual emulator is not preconfigured. If you want to use such a system, you need to add a custom configuration yourself. The long term goal is to have these placeholders replaced with proper emulator configuration so all systems can be used without requiring manual setup.
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), each 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 and 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, macos/es_systems.xml and windows/es_systems.xml. Normally the extensions setup in these files should cover everything that the emulators support. 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 information about the emulators 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
or in the case of BIN files ccd2iso mygame.bin 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
and mame
systems are 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 select MAME 2003-Plus as an alternative emulator. 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 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.
Consider the table below a work in progress as it's obvioulsy not fully populated yet!
Default emulator/Alternative emulators columns:
[U]: Unix, [M]: macOS, [W]: Windows, [W*]: Windows, needs to have a Path environment variable entry (not applicable if using the portable ES-DE release)
All emulators are RetroArch cores unless marked as (Standalone)
The @ symbol indicates that the emulator is deprecated and will be removed in a future ES-DE release.
System name | Full name | Default emulator | Alternative emulators | Needs BIOS | Recommended game setup |
---|---|---|---|---|---|
3do | 3DO | Opera | Yes | ||
64dd | Nintendo 64DD | Mupen64Plus-Next [UW], ParaLLEl N64 [M] |
ParaLLEl N64 [UW], Mupen64Plus (Standalone) [UMW*], sixtyforce (Standalone) [M] |
||
ags | Adventure Game Studio Game Engine | Placeholder | |||
amiga | Commodore Amiga | PUAE | PUAE 2021 | Yes | See the specific Commodore Amiga section elsewhere in this guide |
amiga600 | Commodore Amiga 600 | PUAE | PUAE 2021 | Yes | See the specific Commodore Amiga section elsewhere in this guide |
amiga1200 | Commodore Amiga 1200 | PUAE | PUAE 2021 | Yes | See the specific Commodore Amiga section elsewhere in this guide |
amigacd32 | Commodore Amiga CD32 | PUAE | PUAE 2021 | Yes | |
amstradcpc | Amstrad CPC | Caprice32 | CrocoDS | ||
android | Google Android | BlueStacks (Standalone) [W] | No | Shortcut (.lnk) file in root folder | |
apple2 | Apple II | LinApple (Standalone) [U], MAME (Standalone) [M], AppleWin (Standalone) [W*] |
MAME (Standalone) [UW*] | Yes for MAME | See the specific Apple II section elsewhere in this guide |
apple2gs | Apple IIGS | MAME (Standalone) [UMW*] | Yes | See the specific Apple IIGS section elsewhere in this guide | |
arcade | Arcade | MAME - Current | MAME 2010, MAME 2003-Plus, MAME 2000, MAME (Standalone) [UMW*], FinalBurn Neo, FB Alpha 2012, Flycast, Flycast (Standalone) [UMW*], Kronos [UW], Model 2 Emulator (Standalone) [W*], Supermodel (Standalone) [W*] |
Depends | See the specific Arcade and Neo Geo section elsewhere in this guide |
astrocde | Bally Astrocade | MAME - Current | MAME (Standalone) [UMW*] | See the specific Bally Astrocade section elsewhere in this guide | |
atari2600 | Atari 2600 | Stella | Stella 2014 | No | Single archive or ROM file in root folder |
atari5200 | Atari 5200 | a5200 | Atari800 | Yes | |
atari7800 | Atari 7800 ProSystem | ProSystem | Yes | ||
atari800 | Atari 800 | Atari800 | Atari800 (Standalone) [UMW*] | No | |
atarijaguar | Atari Jaguar | Virtual Jaguar | No | ||
atarijaguarcd | Atari Jaguar CD | Virtual Jaguar | |||
atarilynx | Atari Lynx | Handy | Beetle Lynx | ||
atarist | Atari ST [also STE and Falcon] | Hatari | |||
atarixe | Atari XE | Atari800 | Atari800 (Standalone) [UMW*] | No | |
atomiswave | Atomiswave | Flycast | Flycast (Standalone) [UMW*] | ||
bbcmicro | BBC Micro | Placeholder | |||
c64 | Commodore 64 | VICE x64sc Accurate | VICE x64 Fast, VICE x64 SuperCPU, VICE x128, Frodo |
No | Single disk, tape or cartridge image in root folder and/or multi-disc images in separate folder |
cavestory | Cave Story (NXEngine) | NXEngine | |||
cdimono1 | Philips CD-i | SAME CDi | CDi 2015 | Yes | Single .bin/.cue pair in root folder |
cdtv | Commodore CDTV | PUAE | PUAE 2021 | Yes | |
chailove | ChaiLove Game Engine | ChaiLove | |||
channelf | Fairchild Channel F | FreeChaF | |||
coco | Tandy Color Computer | Placeholder | |||
colecovision | ColecoVision | blueMSX | Gearcoleco | ||
cps | Capcom Play System | MAME - Current | MAME 2010, MAME 2003-Plus, MAME 2000, MAME (Standalone) [UMW*], FinalBurn Neo, FB Alpha 2012, FB Alpha 2012 CPS-1, FB Alpha 2012 CPS-2, FB Alpha 2012 CPS-3 |
Depends | See the specific Arcade and Neo Geo section elsewhere in this guide |
daphne | Daphne Arcade LaserDisc Emulator | Hypseus [Daphne] (Standalone) [UW*] | Hypseus [Singe] (Standalone) [UW*] | Yes (Daphne games) | See the specific Hypseus Singe (Daphne) section elsewhere in this guide |
desktop | Desktop Applications | Suspend ES-DE | Keep ES-DE running | See the specific Ports and desktop applications section elsewhere in this guide | |
doom | Doom | PrBoom | |||
dos | DOS (PC) | DOSBox-Pure | DOSBox-Core, DOSBox-SVN, DOSBox-X (Standalone), DOSBox Staging (Standalone) [UMW*] |
No | See the specific DOS / PC section elsewhere in this guide |
dragon32 | Dragon 32 | Placeholder | |||
dreamcast | Sega Dreamcast | Flycast | Flycast (Standalone) [UMW*], Redream (Standalone) [UMW*] |
No | In separate folder |
epic | Epic Games Store | Epic Games Store application (Standalone) | No | Shortcut in root folder | |
famicom | Nintendo Family Computer | Mesen | Nestopia UE, Nestopia UE (Standalone) [U], FCEUmm, QuickNES |
No | Single archive or ROM file in root folder |
fba | FinalBurn Alpha | FB Alpha 2012 | FB Alpha 2012 Neo Geo, FB Alpha 2012 CPS-1, FB Alpha 2012 CPS-2, FB Alpha 2012 CPS-3 |
Yes | Single archive file following MAME name standard in root folder |
fbneo | FinalBurn Neo | FinalBurn Neo | Yes | Single archive file following MAME name standard in root folder | |
fds | Nintendo Famicom Disk System | Mesen | Nestopia UE, Nestopia UE (Standalone) [U], FCEUmm |
Yes | Single archive or ROM file in root folder |
gameandwatch | Nintendo Game and Watch | GW | |||
gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide, Gearsystem, SMS Plus GX |
||
gb | Nintendo Game Boy | Gambatte | SameBoy, Gearboy, TGB Dual, Mesen-S, bsnes, mGBA, mGBA (Standalone), VBA-M, VBA-M (Standalone) |
No | Single archive or ROM file in root folder |
gba | Nintendo Game Boy Advance | mGBA | mGBA (Standalone), VBA-M, VBA-M (Standalone) [UMW*], VBA Next, gpSP |
No | Single archive or ROM file in root folder |
gbc | Nintendo Game Boy Color | Gambatte | SameBoy, Gearboy, TGB Dual, Mesen-S, bsnes, mGBA, mGBA (Standalone), VBA-M, VBA-M (Standalone) |
No | Single archive or ROM file in root folder |
gc | Nintendo GameCube | Dolphin | Dolphin (Standalone) [UMW*], PrimeHack (Standalone) [U] | No | Single .iso file in root folder |
genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide, PicoDrive, BlastEm, BlastEm (Standalone) [U] |
No | Single archive or ROM file in root folder |
gx4000 | Amstrad GX4000 | Placeholder | |||
intellivision | Mattel Electronics Intellivision | FreeIntv | |||
j2me | Java 2 Micro Edition (J2ME) | SquirrelJME | Yes | Single .jar file in root folder | |
kodi | Kodi Home Theatre Software | N/A | No | Shortcut in root folder | |
lutris | Lutris Open Gaming Platform | Lutris application (Standalone) [U] | No | See the specific Lutris section elsewhere in this guide | |
lutro | Lutro Game Engine | Lutro | |||
macintosh | Apple Macintosh | Placeholder | |||
mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010, MAME 2003-Plus, MAME 2000, MAME (Standalone) [UMW*], FinalBurn Neo, FB Alpha 2012, Flycast, Flycast (Standalone) [UMW*], Kronos [UW], Model 2 Emulator (Standalone) [W*], Supermodel (Standalone) [W*] |
Depends | See the specific Arcade and Neo Geo section elsewhere in this guide |
mame-advmame | AdvanceMAME | Placeholder | Depends | ||
mame-mame4all | MAME4ALL | Placeholder | Depends | ||
mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide, SMS Plus GX, Gearsystem, PicoDrive |
No | Single archive or ROM file in root folder |
megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide, PicoDrive |
||
megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide, PicoDrive |
||
megadrive | Sega Mega Drive | Genesis Plus GX | Genesis Plus GX Wide, PicoDrive, BlastEm, BlastEm (Standalone) [U] |
No | Single archive or ROM file in root folder |
mess | Multi Emulator Super System | MESS 2015 | |||
model2 | Sega Model 2 | Model 2 Emulator (Standalone) [W*] | See the specific Arcade and Neo Geo section elsewhere in this guide | ||
model3 | Sega Model 3 | Supermodel (Standalone) [W*] | See the specific Arcade and Neo Geo section elsewhere in this guide | ||
moonlight | Moonlight Game Streaming | Placeholder | |||
moto | Thomson MO/TO Series | Theodore | |||
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 | Flycast (Standalone) [UMW*] | ||
naomigd | Sega NAOMI GD-ROM | Flycast | Flycast (Standalone) [UMW*] | ||
n3ds | Nintendo 3DS | Citra [UW], Citra (Standalone) [M] |
Citra 2018 [UW], Citra (Standalone) [UW*] |
No | Single ROM file in root folder |
n64 | Nintendo 64 | Mupen64Plus-Next [UW], ParaLLEl N64 [M] |
ParaLLEl N64 [UW], Mupen64Plus (Standalone) [UMW*], sixtyforce (Standalone) [M] |
No | Single archive or ROM file in root folder |
nds | Nintendo DS | DeSmuME | DeSmuME 2015, DeSmuME (Standalone) [U], melonDS, melonDS (Standalone) [UMW*] |
No | |
neogeo | SNK Neo Geo | FinalBurn Neo | Yes | See the specific Arcade and Neo Geo section elsewhere in this guide | |
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 | Mesen | Nestopia UE, Nestopia UE (Standalone) [U], FCEUmm, 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 | OpenBOR (Standalone) [UW] | See the specific OpenBOR section elsewhere in this guide | ||
oric | Tangerine Computer Systems Oric | Oricutron (Standalone) [UW*] | See the specific Tangerine Computer Systems Oric section elsewhere in this guide | ||
palm | Palm OS | Mu | |||
pc | IBM PC | DOSBox-Pure | DOSBox-Core, DOSBox-SVN, DOSBox-X (Standalone), DOSBox Staging (Standalone) [UMW*] |
No | See the specific DOS / PC section elsewhere in this guide |
pc88 | NEC PC-8800 Series | QUASI88 | |||
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 | |||
pico8 | PICO-8 Fantasy Console | PICO-8 (Standalone) | PICO-8 Splore (Standalone) | No | See the specific PICO-8 section elsewhere in this guide |
pokemini | Nintendo Pokémon Mini | PokeMini | No | ||
ports | Ports | Various | No | See the specific Ports and desktop applications section elsewhere in this guide | |
ps2 | Sony PlayStation 2 | PCSX2 [UW], PCSX2 (Standalone) [M] |
PCSX2 (Standalone) [UW], PCSX2 Qt (Standalone) [UW*], PCSX2 wxWidgets (Standalone) [W*], Play! (Standalone) [UMW*], AetherSX2 (Standalone) [M] |
Yes (No for Play!) | |
ps3 | Sony PlayStation 3 | RPCS3 Shortcut (Standalone) [UMW*] | RPCS3 Directory (Standalone) [UMW*] | Yes | See the specific Sony PlayStation 3 section elsewhere in this guide |
ps4 | Sony PlayStation 4 | Placeholder | |||
psp | Sony PlayStation Portable | PPSSPP | PPSSPP (Standalone) | No | Single .iso file in root folder |
psvita | Sony PlayStation Vita | Vita3K (Standalone) [UW*] | Yes | See the specific Sony PlayStation Vita section elsewhere in this guide | |
psx | Sony PlayStation | Beetle PSX | Beetle PSX HW, PCSX ReARMed, SwanStation, DuckStation (Standalone) [UMW*] |
Yes | .chd file in root folder for single-disc games, .m3u playlist in root folder for multi-disc games |
samcoupe | SAM Coupé | SimCoupe | |||
satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010, Snes9x (Standalone) [UMW*], bsnes, bsnes-hd, bsnes-mercury Accuracy, bsnes (Standalone) [UW*], Mesen-S |
||
saturn | Sega Saturn | Beetle Saturn | Kronos [UW], YabaSanshiro [UW], Yabause |
Yes | In separate folder interpreted as a file, with .m3u playlist if multi-disc game |
saturnjp | Sega Saturn [Japan] | Beetle Saturn | Kronos [UW], YabaSanshiro [UW], Yabause |
Yes | In separate folder interpreted as a file, with .m3u playlist if multi-disc game |
scummvm | ScummVM Game Engine | ScummVM | ScummVM (Standalone) | No | See the specific ScummVM section elsewhere in this guide |
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 | Genesis Plus GX Wide, PicoDrive |
||
sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010, Snes9x (Standalone) [UMW*], bsnes, bsnes-hd, bsnes-mercury Accuracy, bsnes (Standalone) [UW*], Beetle Supafaust [UW], Mesen-S |
No | Single archive or ROM file in root folder |
sg-1000 | Sega SG-1000 | Genesis Plus GX | Genesis Plus GX Wide, Gearsystem, blueMSX |
No | |
snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010, Snes9x (Standalone) [UMW*], bsnes, bsnes-hd, bsnes-mercury Accuracy, bsnes (Standalone) [UW*], Beetle Supafaust [UW], Mesen-S |
No | Single archive or ROM file in root folder |
snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010, Snes9x (Standalone) [UMW*], bsnes, bsnes-hd, bsnes-mercury Accuracy, bsnes (Standalone) [UW*], Beetle Supafaust [UW], Mesen-S |
No | Single archive or ROM file in root folder |
solarus | Solarus Game Engine | Placeholder | |||
spectravideo | Spectravideo | blueMSX | |||
steam | Valve Steam | Steam application (Standalone) | No | See the specific Steam section elsewhere in this guide | |
stratagus | Stratagus Game Engine | Placeholder | |||
sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010, Snes9x (Standalone) [UMW*], bsnes, bsnes-hd, bsnes-mercury Accuracy, bsnes (Standalone) [UW*] |
||
supergrafx | NEC SuperGrafx | Beetle SuperGrafx | Beetle PCE | ||
switch | Nintendo Switch | Yuzu (Standalone) [UW] | Ryujinx (Standalone) [UW*] | Yes | |
symbian | Symbian | Placeholder | |||
tanodragon | Tano Dragon | Placeholder | |||
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 | |
ti99 | Texas Instruments TI-99 | MAME (Standalone) [UW*] | Yes | See the specific Texas Instruments TI-99 section elsewhere in this guide | |
tic80 | TIC-80 Game Engine | Placeholder | |||
to8 | Thomson TO8 | Theodore | |||
trs-80 | Tandy TRS-80 | Placeholder | |||
uzebox | Uzebox | Uzem | |||
vectrex | Vectrex | vecx | No | ||
vic20 | Commodore VIC-20 | VICE xvic | Single disk, tape or cartridge image in root folder | ||
videopac | Philips Videopac G7000 | O2EM | |||
virtualboy | Nintendo Virtual Boy | Beetle VB | |||
wii | Nintendo Wii | Dolphin | Dolphin (Standalone) [UMW*], PrimeHack (Standalone) [U] |
||
wiiu | Nintendo Wii U | Cemu (Standalone) [W*] | No | See the specific Nintendo Wii U section elsewhere in this guide | |
wonderswan | Bandai WonderSwan | Beetle Cygne | No | ||
wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | No | ||
x1 | Sharp X1 | x1 | Single archive or ROM file in root folder | ||
x68000 | Sharp X68000 | PX68k | Yes | ||
xbox | Microsoft Xbox | xemu (Standalone) [UMW*] | Yes | Single .iso file in root folder | |
xbox360 | Microsoft Xbox 360 | xenia (Standalone) [W*] | No | ||
zmachine | Infocom Z-machine | Placeholder | |||
zx81 | Sinclair ZX81 | EightyOne | |||
zxspectrum | Sinclair ZX Spectrum | Fuse | No |