On branch ruffle Changes to be committed: modified: wiki-rtd/docs/wiki_development/general/add-system.md
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Add a new system to RetroDECK
This is a WIP document to show how the Ruffle emulator was added RetroDeck. From initial testing of the emulator, to integrating Ruffle into Flatpack build process and then how to integrate Ruffle into RetroDeck Configuration system for saving game data, resetting/moving config etc.
Overview
Article assumes that the defaults path for RetroDECK are
That you have looked at the build local document as this continues from that introduction.
Preparation
How well do you know the emulator you are looking to add to RetroDECK.
- Can it run fullscreen
- Does it save config files
- Does it need a default config file
- What libraries and assets does it need.
- Does it need bios files
- Controller support
- Command line arguments for redirecting configs or saves etc
Tasks Involved
Clone RetroDeck
- Fork and clone the main RetroDeck project.
- Adding an emulator would be classed as a new feature so create a branch based of the label feat, ie:
feat/new_emulator_name
- An example for ruffle can be seen here
- Initial testing can be done via the debug mode
- You will be able to manually run via emulator and test functionality
- To get the emulator added to the manifest an example of ruffle is shown below as simple example manifest
Editing the manifest file
# Ruffle - START
- name: ruffle
buildsystem: simple
build-commands:
- mkdir -p "${FLATPAK_DEST}/share/ruffle"
- mv -f ruffle "${FLATPAK_DEST}/share/ruffle/"
- chmod +x "${FLATPAK_DEST}/share/ruffle/ruffle"
sources:
- type: archive
url: https://github.com/ruffle-rs/ruffle/releases/download/nightly-2024-07-02/ruffle-nightly-2024_07_02-linux-x86_64.tar.gz
sha256: a410ce8956723a0043d1744ef9b519debc978faa2b5868953acc548e44586d15
# Ruffle - END
- Please note lines 1 and 14 as remarks/labels having these help with logging and fund the emulator within the file.
- Line 3 is a label
- Lines 4 indicates a simple build type, the simple build type is just executing the given
build-commands
, ie downloading and copying files rather than compiling and building the project. The preference is to compile and build emulators to support the Flatpak process in producing increased compatibly and customisation. Ruffle is a rust project and under constant development. It is hoped to make this a compiled project in the future. - A simple project is also a good starting point to Flatpak builds.
- Lines 5 to 8 shows the build process kinked to the downloaded ruffle file.
- Lines 10-12 are defining the sources:
- type:
archive
, this means that the archive is download and extracted without any explicit manifest action,file
type source instead would just download the file without extracting it. - url: obviously the url to download
- sha256: the sha256sum of the file, this is mandatory
- type:
NOTE: In some rare cases we might don't know the sha (or even the url) in advance, for example when an emulator is having only one release on GitHub that is being kept updated without a release history. This guide is explaining how to use the placeholders instead of urls or sha in case the this data cannot be foreseen. Fort his purpose we have implemented an automation to get that data from the repository itself to being used only as a final resource as we prefer to control the version of each module for proper troubleshooting and version control.
Build the RetroDECK Flatpak
If you have added the necessary files to the manifest
Move you new yml code to just after key dependencies in the manifest. So that you do not have to wait until near the end of the build to check your manifest actions.
Not even ES-DE should be needed to test the additional emulator. In fact it will not show up in ES-DE. See here for more.
Build using self hosted runner is the recommended method. Can also build via a bash script
If you run via self hosted it easier to track the build and any issues/errors are logged. Other than human error with the code the most frequent issue is with sha256 issues due to issue with download or a version change. So there sha256 no longer matches.
If the build completes without errors it should produce an artifact that you can download and test
Backup your key data and configs
Make a copy of ~/.var/app/net.retrodeck.retrodeck/
folder and name it old.net.retrodeck.retrodeck
Make a full back up or partial backups of the retrodeck folder normally under ~/retrodeck
or sdcard/other drive.
On retrodeck folder backups:
Generally, very few things would target the roms folder, but the other folders could be targeted for various scripts. Our recommendation would be to back up the full ~/retrodeck folder, but as a tester you can decide how much you want to risk.
Install and Test the built Flatpak
Remove all the installed versions of RetroDECK, to be sure uninstall both in the system and userland:
flatpak uninstall --user net.retrodeck.retrodeck
and press (y) yes to remove RetroDECK. If you have more then one version installed for some reason choose to remove all versions.
flatpak uninstall --system net.retrodeck.retrodeck
and press (y) yes to remove RetroDECK. If you have more then one version installed for some reason choose to remove all versions.
Download and unzip the artifact to a folder of your choice and then run this command in the same folder and the unarchived file.
flatpak install --user --bundle --noninteractive -y RetroDECK-cooker.Flatpak
On first run it will ask you to upgrade
If it then asks to upgrade the cooker as well. Then say no.
Add emulator/system to ES-DE
In order for your new system to show in ES-DE it need to be added to ES-DE, which has been forked by the project.
Fork and clone the RetroDECK ES-DE Repo
Once cloned cd into your cloned directory and create a new branch and then
cd retrodeck-main/resources/systems/linux
There are two files in that folder and the relevant ruffle sections are shown below. There is a good chance that the emulator or system you are adding is already there and just needs to have the remarks removed. If not you can use this as an example of what needs adding.
es_system.xml
<system>
<name>flash</name>
<fullname>Adobe Flash</fullname>
<path>%ROMPATH%/flash</path>
<extension>.swf .SWF</extension>
<command label="Ruffle (Standalone)">%EMULATOR_RUFFLE% %ROM%</command>
<!-- <command label="Lightspark (Standalone)">%EMULATOR_LIGHTSPARK% ––fullscreen %ROM%</command> -->
<platform>flash</platform>
<theme>flash</theme>
</system>
In the rules file I added an entry for the ruffle-wrapper.sh and added the remark to make it easier to compare for differences when merges are made from ES-De source project. A wrapper script was required as ruffle has most options set from cli switches. The wrapper script is documented below.
es_find_rules.xml
<emulator name="RUFFLE">
<!-- Adobe Flash player Ruffle -->
<rule type="systempath">
<entry>ruffle</entry>
</rule>
<rule type="staticpath">
<entry>/app/bin/ruffle-wrapper.sh</entry> <!-- RetroDECK -->
<entry>~/Applications/ruffle/ruffle</entry>
<entry>~/.local/share/applications/ruffle/ruffle</entry>
<entry>~/.local/bin/ruffle/ruffle</entry>
<entry>~/bin/ruffle/ruffle</entry>
</rule>
</emulator>
Emu-configs
Ruffle wrapper script sources the /app/libexec/global.sh to reference the $saves_folder variable. it also allows the use if check_desktop_mode function so that a different graphics preference can be set for Steam Deck in game mode.
#!/bin/bash
source /app/libexec/global.sh
#Check if Steam Deck in Desktop Mode
if [[ $(check_desktop_mode) == "true" ]]; then
/app/share/ruffle/ruffle --graphics vulkan --config /var/data/ruffle --save-directory $saves_folder/ruffle --fullscreen "$@"
else
/app/share/ruffle/ruffle --graphics gl --config /var/data/ruffle --save-directory $saves_folder/ruffle --fullscreen "$@"
fi
Other important variables referenced in the global.sh are:-
RETRODECKHOMEDIR is $rdhome (aka retrodeck folder)
RETRODECKSAVESDIR is $saves_folder (aka retrodeck/saves)
RETRODECKROMSDIR is $roms_dir (aka retrodeck/roms)
These are used by the configurator tool to move key folders and reset them. More on that tool soon.