Author Topic: Emulation Station  (Read 54533 times)

xXFrostXx (OP)

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Re: Emulation Station
« Reply #40 on: January 31, 2015, 02:01:23 am »
Arial works for me.

Be sure to include a valid and case-sensitive path/filename (including extension) for the font.
If the font is incorrectly set (wrong name or file does not exist) then emulationstation crashes.

The path and file name are correct. Let me double check everything.
Does Arial look garbled to you?
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hi-ban

  • Posts: 878
Re: Emulation Station
« Reply #41 on: January 31, 2015, 02:37:23 am »
Yes, Arial looks garbled.

I see the fix on your link, though I don't know where I would add it in.

Almost for sure, i think it may be in /es-core/src/resources/Font.cpp, around line #300

Code: [Select]
void Font::FontTexture::initTexture()
{
assert(textureId == 0);

glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, textureSize.x(), textureSize.y(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
}


I'm noob level at programming, so there are high chances that i'm wrong, but maybe i would try to play with the values of GL_PACK_ALIGNMENT and GL_UNPACK_ALIGNMENT and set values of either 1, 2, or 4. to see if the result is different (better/worse). There are more parameters there which could be changed, but i haven't investigated to that extent.


The most strange about this, is that only the romlist text is garbled. all other texts in ES (menus, headers, etc...) always looks perfect.
« Last Edit: January 31, 2015, 02:41:57 am by hi-ban »

hi-ban

  • Posts: 878
Re: Emulation Station
« Reply #42 on: January 31, 2015, 02:54:22 am »
I have also noted that the garbled text only happens when the text is center-aligned.
If you align the romlist text to the left, the garbled text magically disappears.

in the theme.xml from each system folder:

Code: [Select]
<view name="basic">

<textlist name="gamelist">
<pos>0.025 0.22</pos>
<size>0.950 0.68</size>
<alignment>center</alignment>
<horizontalMargin>0.01</horizontalMargin>
</textlist>

change "center" to "left"

Of course, having the text centered looks better, but until the garbled text is fixed, the only way to have proper text is aligning to the left.
« Last Edit: January 31, 2015, 02:59:58 am by hi-ban »

xXFrostXx (OP)

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Re: Emulation Station
« Reply #43 on: January 31, 2015, 04:06:56 am »
I have also noted that the garbled text only happens when the text is center-aligned.
If you align the romlist text to the left, the garbled text magically disappears.

in the theme.xml from each system folder:

Code: [Select]
<view name="basic">

<textlist name="gamelist">
<pos>0.025 0.22</pos>
<size>0.950 0.68</size>
<alignment>center</alignment>
<horizontalMargin>0.01</horizontalMargin>
</textlist>

change "center" to "left"

Of course, having the text centered looks better, but until the garbled text is fixed, the only way to have proper text is aligning to the left.

The text for the gamelist is handled in the theme itself, not the ES core. Something in the XML is off, apparently.
If you plan to use the metadata scraper once we implement it, game details are on the left side of the screen, and the gamelist is aligned to the right of the screen.

Unusual solution, but changing alignment to right may just work out.
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hi-ban

  • Posts: 878
Re: Emulation Station
« Reply #44 on: January 31, 2015, 04:22:24 am »
The text for the gamelist is handled in the theme itself, not the ES core. Something in the XML is off, apparently.

Yeah, the gamelist text is specified in the theme, but the garbled text is not a theme specific issue. it happens always, even when there is no theme. And the text rendering code is not on the XMLs, but in ES's source code.

My guess is that, when rendering certain text strings in centered mode, due to the different text lengths, sometimes the text starts rendering at a non-integer pixel position, and something in the text rendering code doesn't handle it well and goes crazy.
« Last Edit: January 31, 2015, 04:25:20 am by hi-ban »

xXFrostXx (OP)

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  • Posts: 234
Re: Emulation Station
« Reply #45 on: January 31, 2015, 04:35:00 am »
The text for the gamelist is handled in the theme itself, not the ES core. Something in the XML is off, apparently.

Yeah, the gamelist text is specified in the theme, but the garbled text is not a theme specific issue. it happens always, even when there is no theme. And the text rendering code is not on the XMLs, but in ES's source code.

My guess is that, when rendering certain text strings in centered mode, due to the different text lengths, sometimes the text starts rendering at a non-integer pixel position, and something in the text rendering code doesn't handle it well and goes crazy.

Maybe if we change it from 1 to 4, that may fix it. On stackoverflow, they did mention changing to 4.
This is strange, because the other ES releases (Windows, Debian, Arch, etc.) don't have this issue.

We can always try it and see what happens. Maybe we'll get lucky.
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hi-ban

  • Posts: 878
Re: Emulation Station
« Reply #46 on: January 31, 2015, 11:30:26 am »
You could also try using GL_LINEAR instead of GL_NEAREST, although that could result in blurry text.
GL_UNPACK_ALIGNMENT apparently should be 1 to avoidtexture alignment problems.

i'm googling about it, and i've found several threads with similar problems:

http://www.gamedev.net/topic/347600-textures-distortion/

https://forum.libcinder.org/topic/remarks-about-text-rendering-with-opengl

http://stackoverflow.com/questions/11733899/android-opengl-mag-filter-on-gl-nearest-small-texture-still-blurry

http://www.gamedev.net/topic/509901-freetype-font-rendering-issues-texture-artifacts/
« Last Edit: January 31, 2015, 12:24:44 pm by hi-ban »

Juan

  • Posts: 123
Re: Emulation Station
« Reply #47 on: February 01, 2015, 03:06:00 pm »
Great work, it would be awesome to have such a sleek frontend booting directly and just getting to the games! You could even have sections for native games and apps.

xXFrostXx (OP)

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  • Posts: 234
Re: Emulation Station
« Reply #48 on: February 02, 2015, 04:34:41 am »
A heads-up to emulator developers.
Originally, we were going to prevent the emulator menu from showing up and have our own menu override it, but that would take quite a bit of code to accomplish, and by doing that, it would prevent users to change the emulators' settings. (Which is bad.)

If you want your emulator supported, we need the following to be done to it:
-Accept command line. It needs to use gmenu.
-Release it, or create an alternate version, that has NO built in file selector. What's the point of ES if, when you're done playing the game, you open the emulator's menu to quit and there's a LOAD NEW ROM option right there?

A big thanks to David Knight for helping get some emulators set up to meet these requirements.


---

And one final thought for now.
I recently found out about the Atari Lynx emulator. At the moment, Lynx doesn't have an entry in the default theme. I can add it very easily, but I'll need a .svg (scalable vector graphics) file of the Atari Lynx logo.
« Last Edit: February 02, 2015, 05:58:17 am by xXFrostXx »
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hi-ban

  • Posts: 878
Re: Emulation Station
« Reply #49 on: February 02, 2015, 12:10:01 pm »
At the moment, Lynx doesn't have an entry in the default theme. I can add it very easily, but I'll need a .svg (scalable vector graphics) file of the Atari Lynx logo.

Leave that to me.

EDIT: Done. Download here: https://app.box.com/s/8sx438md090lihp857kdeoqag8mt2w1c
« Last Edit: February 02, 2015, 03:33:53 pm by hi-ban »

Daniel Jackson

  • Posts: 22
Re: Emulation Station
« Reply #50 on: February 02, 2015, 11:34:21 pm »
This is a very cool idea, can't wait to see it fully finished and runningg

xXFrostXx (OP)

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Re: Emulation Station
« Reply #51 on: February 03, 2015, 11:14:23 pm »
At the moment, Lynx doesn't have an entry in the default theme. I can add it very easily, but I'll need a .svg (scalable vector graphics) file of the Atari Lynx logo.

Leave that to me.

EDIT: Done. Download here: https://app.box.com/s/8sx438md090lihp857kdeoqag8mt2w1c

Thanks for this, hi-ban! If you're willing, I will need a few more .svg files later on, (Supervision being one) but I'm not there just yet.
I'll get on Lynx support!

---

For those of you who download the incomplete theme I uploaded earlier, keep in mind... it's incomplete. Graphics aren't final just yet, configurations are not done yet, and I have yet to add support for certain consoles. Once we're ready for release, I will inform you all where to put your emulators, ROMS, ISOS, how to make your own theme, and what emulators you need. (An alternate release of fceux and Picodrive will be used. Thanks David Knight!)

---

On another note, com64 has been busy this past week, but should be back soon. He is programming the core components of ES, whereas I am editing code here and there, writing XML files, adding console support, and preparing the theme. Just to clear some things up.
« Last Edit: February 03, 2015, 11:18:23 pm by xXFrostXx »
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David Knight

  • Posts: 577
Re: Emulation Station
« Reply #52 on: February 04, 2015, 12:51:24 am »
An alternate release of fceux and Picodrive will be used. Thanks David Knight!

These are merely recompiles with "Load ROM" menu options removed, they are otherwise identical to the current versions with the exception of Fcuex which seemed to benefit a little from triplebuffering enabled.

xXFrostXx (OP)

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Re: Emulation Station
« Reply #53 on: February 04, 2015, 01:32:52 am »
These are merely recompiles with "Load ROM" menu options removed.

Which is why they will be used. Without it, they are set up for ES.

---

Hi-ban, I just went to add lynx support and realized you made everything, including the theme file. I thought you were just sending the .svg. Still, thanks! I'll add it.
« Last Edit: February 04, 2015, 01:59:45 am by xXFrostXx »
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Malleus

  • Posts: 65
Re: Emulation Station
« Reply #54 on: February 04, 2015, 07:37:30 am »
This seems realy nice from what little has been shown.
Please make it easy to set up when the time comes for a release!
pref all the "special versions" bundled etc.

ps. and please show some more screenshots or a small video!

xXFrostXx (OP)

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Re: Emulation Station
« Reply #55 on: February 04, 2015, 02:22:52 pm »
This seems realy nice from what little has been shown.
Please make it easy to set up when the time comes for a release!
pref all the "special versions" bundled etc.

ps. and please show some more screenshots or a small video!

I'll make a video today, since it has been requested quite a bit. I'm glad a lot of people are interested in this!
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David Knight

  • Posts: 577
Re: Emulation Station
« Reply #56 on: February 04, 2015, 07:11:59 pm »
A video would be great, my only experience of Emulation Station is on a Raspberry Pi. It would be interesting to see it operating on a handheld.

ruffnutts

  • Posts: 2652
Re: Emulation Station
« Reply #57 on: February 04, 2015, 09:00:28 pm »
Yeah I been messing with Emulation Station on the Pi today must admit it is well cool, Video would be great of the zero running it :)

xXFrostXx (OP)

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Re: Emulation Station
« Reply #58 on: February 04, 2015, 11:33:56 pm »
Yeah I been messing with Emulation Station on the Pi today must admit it is well cool, Video would be great of the zero running it :)

Patience. Patience. Haha.
It's still uploading to Youtube. Two hours to go. (It's 8 minutes long and came to 1gb when I took it off of my phone.)
« Last Edit: February 04, 2015, 11:45:46 pm by xXFrostXx »
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David Knight

  • Posts: 577
Re: Emulation Station
« Reply #59 on: February 05, 2015, 01:40:23 am »
Thanks for doing the video, it looks nice.

 

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