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GCW Zero => Development => Topic started by: xXFrostXx on January 14, 2015, 03:12:07 am

Title: Emulation Station
Post by: xXFrostXx on January 14, 2015, 03:12:07 am
Hey everyone,

I've been pitching this idea around one or two other threads, but I feel it needs a thread of its own.

Emulation Station is a program that allows you to scroll through polished menus that include all of your ROMS and ISOS, without having to open an emulator. It also includes things like cover art, release dates, summaries, etc. which you add yourself.


I'm currently working on creating my first game for the Zero, and truth be told I would have no idea where to start with this, but I would really like to see this on the Zero if someone is willing to take a look. I would be willing to help create a version from scratch if this port isn't possible, but I would like to see if it is possible first.
So far, ES has had releases on Windows, Pi, Debian, and Arch.

The source is located here: https://github.com/Aloshi/EmulationStation/tree/unstable#building


(I don't know what it is, but I love organization programs like these. Looking forward to feedback on this.)
Title: Re: Emulation Station
Post by: Nebuleon on January 14, 2015, 03:36:38 am
Is this thread about Emulation Station or about your game?

In either case, I say do it.
Title: Re: Emulation Station
Post by: xXFrostXx on January 14, 2015, 03:48:44 am
The topic is regarding Emulation Station.

I'm going to try and look at the source using Eclipse.


The built in metadata scraper for ES may be a problem. (The Zero would need an internet browser for that.) But it is possible to add the information in manually. I would have to remove the scraper feature.

---

Update: Requesting this thread be moved to Development, please.
Title: Re: Emulation Station
Post by: com64 on January 15, 2015, 08:11:06 am
GCW Zero does have a port of QT, from which you can run a working web browser; you could also compile lynx/links/links2, or use wget if you just need to download a file, I don't know what the implementation is like.
Title: Re: Emulation Station
Post by: xXFrostXx on January 16, 2015, 06:42:10 pm
Update: Com64 and I are teaming up on this project.

He has configured CMake to use OpenGL ES, and will be posting a new thread soon.
Title: Re: Emulation Station
Post by: com64 on January 17, 2015, 02:34:33 am
I figure it's best to just post here to avoid too many threads.

Code: Just forked on GitHub. (https://github.com/munchluxe63/EmulationStation)
Check my commits once I post them.

Extra packages needed:
Code: [Select]
libssh2
curl
eigen
FreeImage

Two compatibility issues so far:
1) C++11 features (std::string std::to_string(long long), and float std::stof(std::string), I think)
Some features of C++11 don't seem to be implemented in the toolchain; I'll comment their implementations out for now, or implement my own functions.

2) libiconv
Title: Re: Emulation Station
Post by: com64 on January 17, 2015, 03:39:53 am
Bypassing the string functions that aren't working, here's the compile error message:
Code: [Select]
Linking CXX executable ../../emulationstation
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_between::open(char const*, char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x44): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x48): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x58): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x60): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconverter_base::~iconverter_base()':
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD2Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x20): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD2Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x24): undefined reference to `libiconv_close'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconverter_base::~iconverter_base()':
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD0Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x34): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD0Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x38): undefined reference to `libiconv_close'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_between::~iconv_between()':
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_betweenD2Ev[_ZN5boost6locale4conv4impl13iconv_betweenD5Ev]+0x20): undefined reference to `libiconv_close'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o):codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_betweenD2Ev[_ZN5boost6locale4conv4impl13iconv_betweenD5Ev]+0x24): more undefined references to `libiconv_close' follow
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<wchar_t>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE]+0x5c): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_to_utf<wchar_t>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x34): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x38): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x50): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<char>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x3c): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x40): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x5c): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_to_utf<char>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x34): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x38): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x50): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<char>::convert(char const*, char const*)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0xbc): undefined reference to `libiconv'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0xcc): undefined reference to `libiconv'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0x144): undefined reference to `libiconv'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0x154): undefined reference to `libiconv'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<wchar_t>::convert(wchar_t const*, wchar_t const*)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_]+0xc0): undefined reference to `libiconv'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o):codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_]+0xd0): more undefined references to `libiconv' follow
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libfreeimage.a(dec.o): In function `VP8DspInit':
dec.c:(.text+0x4d38): undefined reference to `VP8DspInitMIPS32'
dec.c:(.text+0x4d3c): undefined reference to `VP8DspInitMIPS32'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libfreeimage.a(upsampling.o): In function `WebPInitSamplers':
upsampling.c:(.text+0x9038): undefined reference to `WebPInitSamplersMIPS32'
upsampling.c:(.text+0x903c): undefined reference to `WebPInitSamplersMIPS32'
collect2: error: ld returned 1 exit status
es-app/CMakeFiles/emulationstation.dir/build.make:862: recipe for target '../emulationstation' failed
make[2]: *** [../emulationstation] Error 1
CMakeFiles/Makefile2:246: recipe for target 'es-app/CMakeFiles/emulationstation.dir/all' failed
make[1]: *** [es-app/CMakeFiles/emulationstation.dir/all] Error 2
Makefile:137: recipe for target 'all' failed
make: *** [all] Error 2
Title: Re: Emulation Station
Post by: xXFrostXx on January 17, 2015, 03:51:19 am
Bypassing the string functions that aren't working, here's the compile error message:
Code: [Select]
Linking CXX executable ../../emulationstation
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_between::open(char const*, char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x44): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x48): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x58): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE[_ZN5boost6locale4conv4impl13iconv_between4openEPKcS5_NS1_11method_typeE]+0x60): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconverter_base::~iconverter_base()':
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD2Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x20): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD2Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x24): undefined reference to `libiconv_close'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconverter_base::~iconverter_base()':
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD0Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x34): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl15iconverter_baseD0Ev[_ZN5boost6locale4conv4impl15iconverter_baseD5Ev]+0x38): undefined reference to `libiconv_close'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_between::~iconv_between()':
codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_betweenD2Ev[_ZN5boost6locale4conv4impl13iconv_betweenD5Ev]+0x20): undefined reference to `libiconv_close'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o):codepage.cpp:(.text._ZN5boost6locale4conv4impl13iconv_betweenD2Ev[_ZN5boost6locale4conv4impl13iconv_betweenD5Ev]+0x24): more undefined references to `libiconv_close' follow
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<wchar_t>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIwE4openEPKcNS1_11method_typeE]+0x5c): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_to_utf<wchar_t>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x34): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x38): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x50): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIwE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<char>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x3c): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x40): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl14iconv_from_utfIcE4openEPKcNS1_11method_typeE]+0x5c): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_to_utf<char>::open(char const*, boost::locale::conv::method_type)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x34): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x38): undefined reference to `libiconv_close'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x50): undefined reference to `libiconv_open'
codepage.cpp:(.text._ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE[_ZN5boost6locale4conv4impl12iconv_to_utfIcE4openEPKcNS1_11method_typeE]+0x54): undefined reference to `libiconv_open'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<char>::convert(char const*, char const*)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0xbc): undefined reference to `libiconv'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0xcc): undefined reference to `libiconv'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0x144): undefined reference to `libiconv'
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIcE7convertEPKcS6_]+0x154): undefined reference to `libiconv'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o): In function `boost::locale::conv::impl::iconv_from_utf<wchar_t>::convert(wchar_t const*, wchar_t const*)':
codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_]+0xc0): undefined reference to `libiconv'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libboost_locale.a(codepage.o):codepage.cpp:(.text._ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_[_ZN5boost6locale4conv4impl14iconv_from_utfIwE7convertEPKwS6_]+0xd0): more undefined references to `libiconv' follow
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libfreeimage.a(dec.o): In function `VP8DspInit':
dec.c:(.text+0x4d38): undefined reference to `VP8DspInitMIPS32'
dec.c:(.text+0x4d3c): undefined reference to `VP8DspInitMIPS32'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libfreeimage.a(upsampling.o): In function `WebPInitSamplers':
upsampling.c:(.text+0x9038): undefined reference to `WebPInitSamplersMIPS32'
upsampling.c:(.text+0x903c): undefined reference to `WebPInitSamplersMIPS32'
collect2: error: ld returned 1 exit status
es-app/CMakeFiles/emulationstation.dir/build.make:862: recipe for target '../emulationstation' failed
make[2]: *** [../emulationstation] Error 1
CMakeFiles/Makefile2:246: recipe for target 'es-app/CMakeFiles/emulationstation.dir/all' failed
make[1]: *** [es-app/CMakeFiles/emulationstation.dir/all] Error 2
Makefile:137: recipe for target 'all' failed
make: *** [all] Error 2

Looks like this is all linked to libiconv.

As for C++11, those can be re-implemented for the toolchain, correct? Originally, I was going to compile to Linux without the toolchain, but since we switched to it, and I have Mint on my old laptop, I can bring up the toolchain here.

For dependencies, Aloshi (the dev) did tell me that we need all of the following:
-Boost
-Eigen3
-cURL
-FreeImage
-FreeType2
-SDL2
-CMake

He told me that CMake and SDL2 are the most important for getting ES to run, which may be why we're getting errors.
Title: Re: Emulation Station
Post by: com64 on January 18, 2015, 03:08:08 am
Added some linker options, now: (I might have to rebuild libfreeimage)
Code: [Select]
Linking CXX executable ../../emulationstation
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libfreeimage.a(dec.o): In function `VP8DspInit':
dec.c:(.text+0x4d38): undefined reference to `VP8DspInitMIPS32'
dec.c:(.text+0x4d3c): undefined reference to `VP8DspInitMIPS32'
/opt/gcw0-toolchain/usr/mipsel-gcw0-linux-uclibc/sysroot/usr/lib/libfreeimage.a(upsampling.o): In function `WebPInitSamplers':
upsampling.c:(.text+0x9038): undefined reference to `WebPInitSamplersMIPS32'
upsampling.c:(.text+0x903c): undefined reference to `WebPInitSamplersMIPS32'
collect2: error: ld returned 1 exit status
es-app/CMakeFiles/emulationstation.dir/build.make:862: recipe for target '../emulationstation' failed
make[2]: *** [../emulationstation] Error 1
CMakeFiles/Makefile2:246: recipe for target 'es-app/CMakeFiles/emulationstation.dir/all' failed
make[1]: *** [es-app/CMakeFiles/emulationstation.dir/all] Error 2
Makefile:133: recipe for target 'all' failed
make: *** [all] Error 2
Title: Re: Emulation Station
Post by: xXFrostXx on January 18, 2015, 07:34:43 pm
Something that I just realized here.

Once we do get the program compiled correctly, we will need to add entries for every console the GCW-Zero can run. I believe Aloshi told me I need to edit the .cfg file for that.

If someone could provide us with a list of all consoles that can be emulated, that would be great. Even though there's no PSX emulator yet, we'll go ahead and add that as well.
Title: Re: Emulation Station
Post by: David Knight on January 18, 2015, 10:01:54 pm
http://boards.dingoonity.org/gcw-releases/gcw-zero-release-index/  ;)
Title: Re: Emulation Station
Post by: xXFrostXx on January 18, 2015, 10:05:17 pm
http://boards.dingoonity.org/gcw-releases/gcw-zero-release-index/  ;)

Well, yes, there's that. I have a lot of emulators on my GCW-Zero. It's just that I found Temper (TurboGrafx 16) the other day, which isn't listed anywhere, and I was wondering if there are any others that aren't shown.
Title: Re: Emulation Station
Post by: howie_k on January 18, 2015, 10:09:07 pm
There is also Vice (C64) and Unreal Speccy Portable.
Title: Re: Emulation Station
Post by: xXFrostXx on January 18, 2015, 10:13:31 pm
There is also Vice (C64) and Unreal Speccy Portable.

Alright. Just making sure so we eventually add entries for all of the consoles.
Thanks!
Title: Re: Emulation Station
Post by: com64 on January 18, 2015, 11:22:41 pm
Good news: I have it running now! Also added an archive of some required toolchain libraries; just copy those over and you shouldn't need to compile any.

opk here (https://dl.dropboxusercontent.com/u/50351929/gcw/emulationstation.opk)
libs here (https://dl.dropboxusercontent.com/u/50351929/gcw/gcw0-toolchain-extra-libs.tar.gz)
git repository here (https://github.com/munchluxe63/EmulationStation)

Complains about system entries, buy I'll let you handle that.
Title: Re: Emulation Station
Post by: xXFrostXx on January 19, 2015, 12:06:25 am
Good news: I have it running now! Also added an archive of some required toolchain libraries; just copy those over and you shouldn't need to compile any.

opk here (https://dl.dropboxusercontent.com/u/50351929/gcw/emulationstation.opk)
libs here (https://dl.dropboxusercontent.com/u/50351929/gcw/gcw0-toolchain-extra-libs.tar.gz)
git repository here (https://github.com/munchluxe63/EmulationStation)

Complains about system entries, buy I'll let you handle that.

Ran a test, but there's no way to get past the config error. Paths are correct as far as I know. I suggest we add a pre-configured file, which is why I'm gathering GCW-Zero emulators. Looking into it now.

I also noticed ES is under emulators. We'll need to move it to applications. The aim of the program is so one may delete the emulators section on the home screen and still access their games. It saves space.

---

Update: I now have a working config thanks to Aloshi. Ran the test for fceux, but after selecting a game, the screen fades out and back in. It may not recognize .opk. We may need to add that.

For those of you who want to check out the progress so far, keep these issues in mind:
ES is under the emulators section. We'll move it to applications.

1. Scraper doesn't work. (We have yet to implement this.)
2. Sound settings does nothing. (We need to program it to change the Zero's volume, or remove it.) If anyone knows how we can accomplish this one, let us know. I haven't seen it used in an app on the GCW-Zero.
3. Emulators don't load. Choosing a game does nothing. (This is because the emulators terminate themselves after ES loads them.)
4. Restart System and Shutdown System in QUIT do nothing. We'll likely remove these.
Title: Re: Emulation Station
Post by: xXFrostXx on January 19, 2015, 03:27:46 am
I now have a theme working, which will take place of the boring white background with blue text. The emulators still terminate on booting, but we'll figure out why that is.
Title: Re: Emulation Station
Post by: com64 on January 19, 2015, 07:25:29 am
The correct way to run an application would be,
Code: [Select]
opkrun /data/apps/example.opk
Changing the category is trivial; just need to edit the default.gcw0.desktop file inside the OPK.

I'll have to take a look at how ES tries to change the volume, but power+up/down should work.

Could you post up the config file so I can take a look at everything?

Edit: Got something to load, however PicoDrive and a few other emulators don't seem to accept command-line args for input files. (I've only tried PicoDrive so far)

Title: Re: Emulation Station
Post by: ruffnutts on January 19, 2015, 09:08:54 am
Sounds like you making progress well done guys I just loaded up on my zero to see it boot ;)

Thanks
ruffnutts  8)
Title: Re: Emulation Station
Post by: xXFrostXx on January 19, 2015, 05:40:14 pm
https://drive.google.com/folderview?id=0B81YUCHooq0IaUJDcmxDbkRULXc&usp=sharing

Here's the config I wrote for testing. It should show NES, GB, GBC, and GBA, though the emulators don't load.
I also uploaded a preview of the theme, however the text and cover art are too small to read.

We'll need to swap out the text and do some navigational editing to perfect this. Perhaps the list could be shown by itself like in the sneslist image I uploaded. Then, when you select a game, an additional screen could pop up showing the cover art, description, etc. covering the full screen instead of half of the screen. From there, you can select from two options. "Play" and "Back to list".
This would work better on the Zero and will make the text eligible.

The theme itself is fine, but the font and layout need some editing in the code.
Title: Re: Emulation Station
Post by: xXFrostXx on January 19, 2015, 05:59:16 pm
Further testing proves that it doesn't matter whether the emulator accepts command line or not, none will load. We need to add this for the test build.

We can add "> ~/emulator_errors.txt 2>&1" to the end of the launch command to redirect the emulator terminal output to a file (emulator_errors.txt in the home directory). That should show us the errors causing the emulators to terminate.

---

Notice: Pressing SELECT on a game brings up the Edit Metadata menu, though it is screwed up. Buttons aren't all within the menu, so their position needs moved.
Also, editing things like Description cause the app to freeze. A pop-up keyboard will need to be implemented for manual editing of the metadata.
Title: Re: Emulation Station
Post by: xXFrostXx on January 21, 2015, 02:38:18 am
I now have a working theme which currently lists four game consoles. I will be adding more.

The font used is garbled for games with special characters like Conker's Pocket Tales, but I'm looking into a fix.
Title: Re: Emulation Station
Post by: com64 on January 21, 2015, 04:29:58 am
Here's a build with debugging flags (https://dl.dropboxusercontent.com/u/50351929/gcw/emulationstation_debug_flags.zip), (40MB uncompressed).

You will need to extract it to a subfolder (under ~/ or something), unpack the opk posted earlier (https://dl.dropboxusercontent.com/u/50351929/gcw/emulationstation.opk), (unsquashfs is your friend) copy over the .so files, and run it via telnet:
Code: [Select]
env LD_LIBRARY_PATH=/path/to/folder gdb ./emulationstation
Title: Re: Emulation Station
Post by: xXFrostXx on January 25, 2015, 05:18:01 am
I have another quick update on the theme. I just need to fix the garbled text, if possible, and then I will post some screenshots.

Perhaps Opensans in ES just doesn't like special characters. That's what it's looking like so far.
Title: Re: Emulation Station
Post by: hi-ban on January 25, 2015, 01:35:20 pm
which characters appear garbled? maybe the font itself doesn't support all existing characters (many fonts only support the most usual character set, and unsupported characters usually show as squares or rectangles)

Also, depending on the characters, if you try to display them at a tiny size they may be blurry and/or difficult to read.
OpenSans supports the following characters: http://www.google.com/fonts/specimen/Open+Sans

Quote
standard ISO Latin 1, Latin CE, Greek and Cyrillic character sets

If you press the "Show missing glyphs" button right on top of the character chart, it will expand the character chart to show all the missing glyphs. Of course, those missing glyphs are not likely to be used ever, but there is always the possibility that someone used them in a rom name or something.

If you need fonts for other languages, such as chinese or japanese, you can take a look at the following:
http://blog.typekit.com/2014/07/15/introducing-source-han-sans/
http://www.google.com/get/noto/#/
Title: Re: Emulation Station
Post by: xXFrostXx on January 25, 2015, 07:44:40 pm
which characters appear garbled? maybe the font itself doesn't support all existing characters (many fonts only support the most usual character set, and unsupported characters usually show as squares or rectangles)

No squares or rectangles. It seems if a game name has an apostrophe in it, the name becomes ineligible. So far, ES only seems to accept Opensans, so in the worst case scenario, you'll need to change "Conker's" to "Conkers".

I still have yet to see how the text fits when you show cover art, etc.
That I can't do until the metadata scraper is completed. I had to increase font size for the GCW-Zero, so hopefully the text isn't too big there, otherwise we may need to do some editing of the menu layout.

---

Quick Update: The garbled text for some game names looks better now that I removed the gray background on the game list screen. I have no idea why the background interfered, but it's better now. Games with apostrophes in the name still don't look perfect though.
Title: Re: Emulation Station
Post by: hi-ban on January 30, 2015, 03:11:54 pm
Further testing proves that it doesn't matter whether the emulator accepts command line or not, none will load. We need to add this for the test build.

i got the opk working without problems. Emulators load successfully.

Here is my es_systems.cfg file:

Code: [Select]
<!-- This is the EmulationStation Systems configuration file.
All systems must be contained within the <systemList> tag.-->

<systemList>

<system>
<name>nes</name>
<fullname>Nintendo Entertainment System</fullname>
<path>/media/data/roms/nes/</path>
<extension>.nes</extension>
<command>opkrun /media/data/apps/fceux.opk %ROM%</command>
<platform>nes</platform>
</system>

<system>
<name>gba</name>
<fullname>GameBoy Advance</fullname>
<path>/media/data/roms/gba/</path>
<extension>.gba</extension>
<command>opkrun /media/data/apps/regba-1.45.5.opk %ROM%</command>
<platform>gba</platform>
</system>

<system>
<name>gb</name>
<fullname>GameBoy</fullname>
<path>/media/data/roms/gb/</path>
<extension>.gb</extension>
<command>opkrun /media/data/apps/Ohboy_20141226.opk %ROM%</command>
<platform>gb</platform>
</system>

</systemList>
Title: Re: Emulation Station
Post by: David Knight on January 30, 2015, 06:27:29 pm
Any chance of a video of this?
Title: Re: Emulation Station
Post by: xXFrostXx on January 30, 2015, 06:42:01 pm
Any chance of a video of this?

Com64 and I can upload a video once the theme is finished and the port is ready for the release section. Though we have the emulators running (thanks hi-ban, I realize what was missing now), we still have a lot to do yet.
Title: Re: Emulation Station
Post by: xXFrostXx on January 30, 2015, 08:10:08 pm
Added support for Picodrive, though, when you load a game, it opens the emulator and doesn't start the game you chose. This could be because Picodrive doesn't accept command line.

I messaged pcercuei awhile ago and asked him to add this so we may support it, but I haven't heard back for quite awhile.
Title: Re: Emulation Station
Post by: hi-ban on January 30, 2015, 08:26:26 pm
which font format does it use?

Freetype2 seems to support a wide range of font formats

Anyway, i'm going to start messing with themes. Seems it will be fun!
Title: Re: Emulation Station
Post by: xXFrostXx on January 30, 2015, 08:42:15 pm
Here is a photo. Notice how the text for some games is garbled.
There shouldn't be a problem with FreeType that I know of.

(http://i1286.photobucket.com/albums/a619/Brandon_Orner/IMG_20150130_153325_hdr_zpsjuiybec4.jpg)


Also, here is a preview of the default theme for the port. Ignore the MEG entry. That's for Sega Mega Drive, but will be removed until we get Picodrive to work.

(http://i1286.photobucket.com/albums/a619/Brandon_Orner/IMG_20150130_154943_hdr_zpsuu5f0lni.jpg)
Title: Re: Emulation Station
Post by: hi-ban on January 30, 2015, 10:03:04 pm
could i have the files of that theme, so i have something to start from?
Thanks in advance.
Title: Re: Emulation Station
Post by: Awakened on January 31, 2015, 12:10:28 am
Also, here is a preview of the default theme for the port. Ignore the MEG entry. That's for Sega Mega Drive, but will be removed until we get Picodrive to work.
Have you tried it with the Genesis Plus GX port (http://boards.dingoonity.org/gcw-development/genesis-plus-gx-experimental-build/)? That uses gmenu2x for ROM selection, so it might work. It has better emulation for GEN/SCD/SMS/GG than Picodrive, but no options since it was a barebones port that hasn't been updated to include extra features.
Title: Re: Emulation Station
Post by: xXFrostXx on January 31, 2015, 12:46:27 am
Have you tried it with the Genesis Plus GX port (http://boards.dingoonity.org/gcw-development/genesis-plus-gx-experimental-build/)? That uses gmenu2x for ROM selection, so it might work. It has better emulation for GEN/SCD/SMS/GG than Picodrive, but no options since it was a barebones port that hasn't been updated to include extra features.

What we really plan to do is override the emulator's menu when you hold the power slider up, and ES will show a menu where you can continue playing, save a state, load a state, or quit playing. We need every emulator to support save and load state so we can do that.

If someone can add a state function to GX, then we'd be happy to support it instead. It seems like the best option for us, we just need the save and load state support. Otherwise we can't have save/load state support for any emulator.

---

Hi-ban, let me finish up some things and I'll upload what I have.
Title: Re: Emulation Station
Post by: hi-ban on January 31, 2015, 01:19:13 am
No problem, i managed to get a theme working.

As for the garbled text problem, it might be OpenGL ES fault: http://stackoverflow.com/questions/4035718/problem-rendering-characters-with-freetype-and-opengl
Title: Re: Emulation Station
Post by: xXFrostXx on January 31, 2015, 01:22:26 am
Here is our default theme, still incomplete, but with a bit of digging, you should be able to figure it out. Entries for systems are included.
https://drive.google.com/file/d/0B81YUCHooq0IYWw4dG0yMDJ6TnM/view?usp=sharing

As far as the font, I did try swapping out Opensans with other fonts, but every one that I tried causes ES to crash.
I see the fix on your link, though I don't know where I would add it in. The garbled text in ES itself is fine, but the text in the theme is screwed up.
Title: Re: Emulation Station
Post by: hi-ban on January 31, 2015, 01:33:13 am
that's strange, because i have successfully changed the fonts, in simple.xml and it works.

I'm still trying to find a font type/size combo which renders with no issues
Title: Re: Emulation Station
Post by: xXFrostXx on January 31, 2015, 01:41:10 am
that's strange, because i have successfully changed the fonts, in simple.xml and it works.

I'm still trying to find a font type/size combo which renders with no issues

What fonts have you tried? Arial, ArcadeClassic, and Helvetica caused crashing.
I have font size set to 0.5, but it will no doubt be too large for the game descriptions, etc.
(That font size can be seen in the preview photo.)
Title: Re: Emulation Station
Post by: hi-ban on January 31, 2015, 01:56:05 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.
Title: Re: Emulation Station
Post by: xXFrostXx 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?
Title: Re: Emulation Station
Post by: hi-ban 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.
Title: Re: Emulation Station
Post by: hi-ban 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.
Title: Re: Emulation Station
Post by: xXFrostXx 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.
Title: Re: Emulation Station
Post by: hi-ban 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.
Title: Re: Emulation Station
Post by: xXFrostXx 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.
Title: Re: Emulation Station
Post by: hi-ban 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/
Title: Re: Emulation Station
Post by: Juan 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.
Title: Re: Emulation Station
Post by: xXFrostXx 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.
Title: Re: Emulation Station
Post by: hi-ban 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
Title: Re: Emulation Station
Post by: Daniel Jackson on February 02, 2015, 11:34:21 pm
This is a very cool idea, can't wait to see it fully finished and runningg
Title: Re: Emulation Station
Post by: xXFrostXx 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.
Title: Re: Emulation Station
Post by: David Knight 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.
Title: Re: Emulation Station
Post by: xXFrostXx 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.
Title: Re: Emulation Station
Post by: Malleus 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!
Title: Re: Emulation Station
Post by: xXFrostXx 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!
Title: Re: Emulation Station
Post by: David Knight 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.
Title: Re: Emulation Station
Post by: ruffnutts 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 :)
Title: Re: Emulation Station
Post by: xXFrostXx 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.)
Title: Re: Emulation Station
Post by: David Knight on February 05, 2015, 01:40:23 am
Thanks for doing the video, it looks nice.
Title: Re: Emulation Station
Post by: xXFrostXx on February 05, 2015, 01:50:40 am
Here is the highly requested video of the beta.

One thing I forgot to mention. In the gamelist's detailed view, we will only show cover art, descriptions, developer, and publisher. Rating, release date, etc. will be removed. The reason for this is because we had to increase the font size on the GCW-Zero, and the screen may be too crowded without removing the unnecessary details like last time played.

---

Edit: Dingoonity says it's an invalid link when I attempt to embed it, so follow this link: http://youtu.be/tre8oX-5Duw
Title: Re: Emulation Station
Post by: ruffnutts on February 05, 2015, 02:42:52 pm
Looks awesome I did comment on your video  ;D thanks for sharing :)

Not saying I would use this as a replacement for gmenu2x but would love to have the option as a direct boot into ES
On one of my zero's   ;D
Title: Re: Emulation Station
Post by: Bertuga on February 05, 2015, 03:06:17 pm
Looks awesome! Cant wait for an release!

My wife sometimes get lost with gmenu, I think this would be perfect for her!
Title: Re: Emulation Station
Post by: thefifthgiant on February 05, 2015, 04:56:49 pm
This is great, very professional and clean.

Not saying I would use this as a replacement for gmenu2x but would love to have the option as a direct boot into ES
On one of my zero's   ;D

I agree that it would be a nice option to have, especially if you had it hooked up to a TV and just wanted to play some old games with friends that aren't familiar with the zero.
Title: Re: Emulation Station
Post by: care16la20 on February 05, 2015, 05:12:58 pm
Liked a lot the idea.. Hope that every emulator gets embedded on this...

But have to make one small question:
Does this "universal frontend" eats processing power/ram that could affect the emulators?
Title: Re: Emulation Station
Post by: ruffnutts on February 05, 2015, 05:35:56 pm
This is great, very professional and clean.

Not saying I would use this as a replacement for gmenu2x but would love to have the option as a direct boot into ES
On one of my zero's   ;D

I agree that it would be a nice option to have, especially if you had it hooked up to a TV and just wanted to play some old games with friends that aren't familiar with the zero.

Yeah its just so simple anyone could understand it ;D
Title: Re: Emulation Station
Post by: toto on February 05, 2015, 08:52:18 pm
Amazing job, love it, so neat! Thanks guys for your hard work, bless all of you.
Title: Re: Emulation Station
Post by: xXFrostXx on February 05, 2015, 10:17:43 pm
Liked a lot the idea.. Hope that every emulator gets embedded on this...

But have to make one small question:
Does this "universal frontend" eats processing power/ram that could affect the emulators?

I plan to add support for all consoles the GCW-Zero can emulate. (Even PSX, though that entry will be hidden until an emulator is made.)

As to your question, ES uses very little RAM. It runs every emulator I've tried at full speed, like I said in the video. (And I've tried nearly everything except for a few. I still have to try ScummVM, Potator, and Temper... because those need fixing... as in, they need the built in selector removed and have to accept command line.)
Title: Re: Emulation Station
Post by: xXFrostXx on February 05, 2015, 10:20:23 pm
I agree that it would be a nice option to have, especially if you had it hooked up to a TV and just wanted to play some old games with friends that aren't familiar with the zero.

As far as I know, ES does re-scale to fit the screen, so it should look nice on a TV when TV-Out is supported.
Title: Re: Emulation Station
Post by: care16la20 on February 05, 2015, 11:44:45 pm
Liked a lot the idea.. Hope that every emulator gets embedded on this...

But have to make one small question:
Does this "universal frontend" eats processing power/ram that could affect the emulators?

I plan to add support for all consoles the GCW-Zero can emulate. (Even PSX, though that entry will be hidden until an emulator is made.)

As to your question, ES uses very little RAM. It runs every emulator I've tried at full speed, like I said in the video. (And I've tried nearly everything except for a few. I still have to try ScummVM, Potator, and Temper... because those need fixing... as in, they need the built in selector removed and have to accept command line.)


Nice, thanks for the information.. I hope all of them makes commands like call the menu standard because now ohboy for ex. uses power button, picodrive uses select alone..... hope to be all the select+start command


PSX to be honest to me could be psx4all.... lots of people says the emu is incomplete, buggy, etc, but in my opinion with a little more development could be the best psx emu for gcw0....
I have here around 40 isos working fine, finished yesterday Final Fantasy VII, and saw just a few issues during the whole game (small weird audio behavior sometimes, slowdown only when there is cgi with 3d characters together and during  some summons....) so I think could be a very nice emu with optimizations and better compatibility
Title: Re: Emulation Station
Post by: xXFrostXx on February 06, 2015, 12:01:14 am
Nice, thanks for the information.. I hope all of them makes commands like call the menu standard because now ohboy for ex. uses power button, picodrive uses select alone..... hope to be all the select+start command


PSX to be honest to me could be psx4all.... lots of people says the emu is incomplete, buggy, etc, but in my opinion with a little more development could be the best psx emu for gcw0....
I have here around 40 isos working fine, finished yesterday Final Fantasy VII, and saw just a few issues during the whole game (small weird audio behavior sometimes, slowdown only when there is cgi with 3d characters together and during  some summons....) so I think could be a very nice emu with optimizations and better compatibility

We don't have control with what buttons bring up the emulator's menu. That would be up to the emulator developers to agree on.

As for psx4all, yes, it works. I've played Spyro the Dragon and Glover through it. Though, we won't support it until/if it becomes more stable. Audio issues are all that really need fixed, as well as some button combinations. (Holding Select+L for L2 doesn't work too well. Especially if aiming in Medal of Honor, because holding Select+using the DPad changes emulator settings.)

With a few fixes, psx4all could be perfect, but we still have yet to find someone willing to work on it.
Title: Re: Emulation Station
Post by: Aeter on February 06, 2015, 12:41:43 am
Nice, thanks for the information.. I hope all of them makes commands like call the menu standard because now ohboy for ex. uses power button, picodrive uses select alone..... hope to be all the select+start command


PSX to be honest to me could be psx4all.... lots of people says the emu is incomplete, buggy, etc, but in my opinion with a little more development could be the best psx emu for gcw0....
I have here around 40 isos working fine, finished yesterday Final Fantasy VII, and saw just a few issues during the whole game (small weird audio behavior sometimes, slowdown only when there is cgi with 3d characters together and during  some summons....) so I think could be a very nice emu with optimizations and better compatibility

We don't have control with what buttons bring up the emulator's menu. That would be up to the emulator developers to agree on.

As for psx4all, yes, it works. I've played Spyro the Dragon and Glover through it. Though, we won't support it until/if it becomes more stable. Audio issues are all that really need fixed, as well as some button combinations. (Holding Select+L for L2 doesn't work too well. Especially if aiming in Medal of Honor, because holding Select+using the DPad changes emulator settings.)

With a few fixes, psx4all could be perfect, but we still have yet to find someone willing to work on it.
It needs a lot more work than you make it seem.
If it was just a little fix up, someone would have picked it up already.
Title: Re: Emulation Station
Post by: xXFrostXx on February 06, 2015, 12:45:51 am
It needs a lot more work than you make it seem.
If it was just a little fix up, someone would have picked it up already.

Yes, I understand that. I apologize if I made it sound like an easy fix.
I was just mentioning the reasons we won't support it. Mainly, the fact that it's incomplete.
Title: Re: Emulation Station
Post by: care16la20 on February 06, 2015, 12:48:06 am
It needs a lot more work than you make it seem.
If it was just a little fix up, someone would have picked it up already.

Yes, I understand that. I apologize if I made it sound like an easy fix.
I was just mentioning the reasons we won't support it. Mainly, the fact that it's incomplete.

Understood

I hope this one and others that are like 90% complete get an proper revision soon ;)
Title: Re: Emulation Station
Post by: xXFrostXx on February 06, 2015, 05:02:56 pm
Understood

I hope this one and others that are like 90% complete get an proper revision soon ;)

Hopefully. But we'll support every emulator we can. ;D
Title: Re: Emulation Station
Post by: Kouen Hasuki on February 08, 2015, 12:35:10 pm
I'm gonna check this one out, Nice work guys!
Title: Re: Emulation Station
Post by: xXFrostXx on February 08, 2015, 06:13:01 pm
Just a quick update.

I sent com64 some messages. He still hasn't gotten on Dingoonity, but hopefully he'll be back soon and we can implement the metadata scraper.
Title: Re: Emulation Station
Post by: xXFrostXx on February 08, 2015, 08:20:42 pm
A big thanks to OpenConsolesNews for writing this article!
http://www.open-consoles-news.com/2015/02/emulationstation-en-developpement-sur.html

I don't know how to contact the article writer, so if you see this, please add credit for com64. Believe me, without his help and what he is doing for this port, ES wouldn't be on its way to the GCW-Zero. It's a two man project.  :)

---

On another note, support has been added for Watara Supervision and Pok?mon Mini game consoles!
Title: Re: Emulation Station
Post by: k0en on February 09, 2015, 12:13:00 pm
hi !

I will modifiy the article with credit to com64 !

Thanks for your job  ;)
Title: Re: Emulation Station
Post by: ruffnutts on February 12, 2015, 06:24:41 pm
Any progress reports? :)
Title: Re: Emulation Station
Post by: xXFrostXx on February 12, 2015, 07:40:51 pm
Well, the theme is just about done. I have a few consoles to add support for, but the last thing to do is check and make sure the detailed view looks right.

Only thing is... I can't do that until com64 gets back to me and we implement the metadata scraper. I haven't heard from him for a week, and he has the source code for the port. So, as soon as he gets back to me, we won't have much left to do.
Title: Re: Emulation Station
Post by: ruffnutts on February 12, 2015, 08:46:34 pm
Ok cool thanks for the update  ;)

EDIT: I think I would love to have this frontend as a full blown alternative to Gmenu2x
I wonder if it can be done direct boot into it the lot

ruffnutts 8)
Title: Re: Emulation Station
Post by: pcercuei on February 12, 2015, 09:30:33 pm
Yes, you can auto-boot an OPK by creating an executable script in local/sbin/ named "frontend_start", that contains the following:

Code: [Select]
#!/bin/sh

exec opkrun /media/data/emustation.opk
Title: Re: Emulation Station
Post by: cyg on February 12, 2015, 09:55:26 pm
This is incredibly exciting, thank you so much for your efforts.

Is there any way that in the future you might be able to add a screenshot of each game in the game list,  I dont mean a huge list of pictures, just show art of the game in your cursor.

Maybe letting us see the box art or a screenshot of the game?

I dont know if Emulation Station uses an online API for that, but if you could get it to load from the SD card it would be better in my opinion.

I know this is probably super down the line but just wanted to plant the idea :)

Getting the box art for each game wouldnt be a problem, I have a complete collection of art ready to use.

(http://i.imgur.com/ZTcub4o.png)

(http://i.imgur.com/IKpUc0J.png)

(http://i.imgur.com/YgWNxgW.png)

(http://i.imgur.com/iN0Ihuv.png)

Title: Re: Emulation Station
Post by: xXFrostXx on February 12, 2015, 11:45:38 pm
Ok cool thanks for the update  ;)

EDIT: I think I would love to have this frontend as a full blown alternative to Gmenu2x
I wonder if it can be done direct bot into it the lot

ruffnutts 8)

Just keep in mind, ES only lists emulators.  :P

This is incredibly exciting, thank you so much for your efforts.

Is there any way that in the future you might be able to add a screenshot of each game in the game list,  I dont mean a huge list of pictures, just show art of the game in your cursor.

Maybe letting us see the box art or a screenshot of the game?

Like this?
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/theming_list_zpsktlwjtie.png)
That's what the metadata scraper does. It isn't implemented just yet, but it grabs all of the info from an online database. You'll need to be connected to wi-fi when downloading the info. (Of course.)

I need to figure out how to correct the layout once I'm able to test it. I'll need to enlarge the image and text a bit, so the layout will need correcting.

---

One thing I think would be neat, is if I could have the cover art show as a background. That way, it's enlarged. Then, the description could be enlarged to take up more room. But the backgrounds may make the text hard to see...

Any suggestions?  :)
Title: Re: Emulation Station
Post by: Awakened on February 13, 2015, 01:14:56 am
Is there any way that in the future you might be able to add a screenshot of each game in the game list,  I dont mean a huge list of pictures, just show art of the game in your cursor.
I played around with the Windows version of Emulation Station once and I found out where it stored scraped artwork and replaced it with my hand picked boxart I use in HyperSpin. Too bad it doesn't support wheel/logo art or video previews. I don't think that stuff would scale well to a 320x240 screen even if it did though  :P
Title: Re: Emulation Station
Post by: hi-ban on February 13, 2015, 01:30:43 am
Having the box art as background is a bad idea. First of all, only SNES boxes could fit in the screen, although the aspect ratio of the boxes is not exactly 4:3. GB boxes are square, NES and Genesis boxes are vertically oriented, etc... And there is the problem that the text would barely be readable.

Anyway, the screen resolution is too low to have all that information from the scraper simultaneously on screen.
Here is a mockup i've done:
(http://i.imgur.com/o3tStw3.png)

As you can see, i've had to use OpenSans Condensed to make the gamelist fit into one half of the screen, and in the other half there is just enough space for the box art and maybe the rating stars, but nothing more.

The only way would be to have a button to show another screen with the additional details.
Title: Re: Emulation Station
Post by: xXFrostXx on February 13, 2015, 02:12:55 am
The only way would be to have a button to show another screen with the additional details.

Yeah, after thinking about it a bit, I do realize setting cover art as the background is a bad idea, haha.
Having an additional screen was the original plan. We can certainly look into that. If anything, we can fit the cover art, developer, and publisher on the screen similar to what your picture showed, hi-ban.

---

More screenshots of the default theme. I'm finalizing the backgrounds.
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/screenshot002_zpsc52yvevy.png)
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/screenshot003_zpsa3kbzvxy.png)
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/screenshot005_zps2zcpi277.png)
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/screenshot001_zpsa0t1omam.png)
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/screenshot004_zpsq2olgudo.png)

If anyone would like to help out by taking or gathering console photos like these, I would greatly appreciate it, as there are a lot to collect. (Upload them to a GDrive folder or Photobucket. I don't want the topic crowded with embedded photos.)

---

I'm holding off on finishing the configuration file for ES, because some emulators need to be fixed as alternate versions to work with ES. (Potator, Stella, ScummVM, etc.)
I'm also waiting on GX. I'll swap out PicoDrive and SMS_SDL for GX.
Title: Re: Emulation Station
Post by: ruffnutts on February 13, 2015, 07:51:27 am
Quote
Just keep in mind, ES only lists emulators.  :P

I'm sure a game section could be added and even a apps section just like the ports ;)

BTW Hope someone ports this to android as well ;)
Title: Re: Emulation Station
Post by: toto on February 13, 2015, 12:34:38 pm
Nice idea Ruffnutts, so we would just boot up the console straight into ES and have everything there.
Title: Re: Emulation Station
Post by: ruffnutts on February 13, 2015, 01:08:02 pm
Nice idea Ruffnutts, so we would just boot up the console straight into ES and have everything there.

Yeah I would love that ;D
Title: Re: Emulation Station
Post by: k0en on February 13, 2015, 03:37:32 pm
Very exciting ! +1 for the boot up straight into ES !
Title: Re: Emulation Station
Post by: xXFrostXx on February 13, 2015, 03:53:33 pm
I'm sure a game section could be added and even a apps section just like the ports ;)

Well, yes, but I'm not sure if we can list game engines. (ZDoom, as it supports multiple games.) So, Doom and Doom 2 would need to be available as separate ports. That, or an entire entry would have to be added for ZDoom.

---

My idea for this port was just to have all ROMS and ISOS in one place. Nice and organized.
I never would have thought people would want ES to completely take over GMenu, haha.
The layout is very nice though, so it's not a bad idea. I can add some extra non-emulation entries to the default theme if requested.

---

EDIT: Since ES has been looked upon as a complete alternative for GMenu, it gave me an idea. (I like the thought, and personally would love to load up ES on boot like ruffnuts explained. I prefer the look of ES over GMenu.)

I'll add an entry for GCW-Zero games, music, videos, and game engines. The metadata scraper only works for ROMS and ISOS, so cover art and info will need to be added manually for items in these categories. In the QUIT section of the main menu, RESTART and SHUTDOWN will be implemented, so you don't have to close ES to turn off or restart your GCW-Zero. QUIT will be renamed TO GMENU. In GMenu, you'll still have settings and built-in apps, but that's it. (Since ES looks for everything in its home folder.)

Basically, you can have ES load up automatically, and you'll only need to exit to GMenu when installing programs, moving files, changing system settings, etc.
Thoughts on this?

And as for music and videos, FFPlay will be used for videos. I know of OldPlay and GMU for music. Which would you guys prefer there?

I'll need a .svg logo for game engines, music, GCW-Zero, and videos.
Title: Re: Emulation Station
Post by: fosamax on February 13, 2015, 06:12:46 pm
Having the box art as background is a bad idea. First of all, only SNES boxes could fit in the screen, although the aspect ratio of the boxes is not exactly 4:3. GB boxes are square, NES and Genesis boxes are vertically oriented, etc... And there is the problem that the text would barely be readable.

Anyway, the screen resolution is too low to have all that information from the scraper simultaneously on screen.
Here is a mockup i've done:
(http://i.imgur.com/o3tStw3.png)

As you can see, i've had to use OpenSans Condensed to make the gamelist fit into one half of the screen, and in the other half there is just enough space for the box art and maybe the rating stars, but nothing more.

The only way would be to have a button to show another screen with the additional details.


Maybe you could add an option to switch between different layouts by the press of a single button (like Y)

For exemple one display mode could be as Hi-Ban stated and the other could replace the box art with the full name, description, rating, release date, developer, publisher, genre, and number of players...
Title: Re: Emulation Station
Post by: Aeter on February 13, 2015, 06:40:56 pm
Having the box art as background is a bad idea. First of all, only SNES boxes could fit in the screen, although the aspect ratio of the boxes is not exactly 4:3. GB boxes are square, NES and Genesis boxes are vertically oriented, etc... And there is the problem that the text would barely be readable.

Anyway, the screen resolution is too low to have all that information from the scraper simultaneously on screen.
Here is a mockup i've done:
(http://i.imgur.com/o3tStw3.png)

As you can see, i've had to use OpenSans Condensed to make the gamelist fit into one half of the screen, and in the other half there is just enough space for the box art and maybe the rating stars, but nothing more.

The only way would be to have a button to show another screen with the additional details.


Maybe you could add an option to switch between different layouts by the press of a single button (like Y)

For exemple one display mode could be as Hi-Ban stated and the other could replace the box art with the full name, description, rating, release date, developer, publisher, genre, and number of players...
You mean like, hit Y button and have the scraper screen on full, hit Y again, back to the game list?
That seems like a good option if you ask me.
Title: Re: Emulation Station
Post by: ruffnutts on February 13, 2015, 06:41:22 pm
Nice to see loads of ideas being thrown about 8) pcercuei said it can be done with a simple script to boot on start ;D

Yeah power off and restart would be cool in ES as it should be like the pi version
There could be a hotkey to exit to Gmenu2x witch I guess is power up + select anyway?
i do all my stuff via FTP using filezilla... so no need to back to Gmenu2x really

So add
game section
Maybe apps for music, video, text reader ect
I don't think you need separate section for port games at least not odamex doom as you have a menu for different wads
to select...

Maybe a poll for features that can be done ;D

Why I'm so interested in this is because it looks so clean and uniform on the zero from your video 8)


Title: Re: Emulation Station
Post by: xXFrostXx on February 13, 2015, 07:06:28 pm
Maybe a poll for features that can be done ;D

Why I'm so interested in this is because it looks so clean on the zero from your video 8)

It looks sleek and simple. :)
Everything is organized better, so it would certainly make a great alternative to GMenu.

---

UPDATE ON EVERYTHING RELATED TO THE THEME

Emulators that need coded for ES (Remove built-in file selector and accept command line)
-All of Alekmaul's emulators (Potator, Stella, ProSystem, A5200, ColecoOD, Race, etc.) Atari consoles, Colecovision, NeoGeo Pocket, and Supervision
-ScummVM DOS
-Temper TG16
-Mame4All/XMame Arcade

Emulators supported
-GX Sega Genesis, Sega CD, GG, SMS (In place of PicoDrive)
-Fceux ES Release NES
-OhBoy GB, GBC
-Handy Atari Lynx
-ReGBA GBA
-PokeMini Pok?mon Mini
-PocketSNES SNES

Emulators being added
-Unreal Speccy ZX Spectrum

---

Unfinished entries (needs .svg logo or background)
-Game Engines (For ZDoom, EasyRPG, etc.)
-Videos
-Music
-GCW-Zero (For opk games)

---

I will post one poll of many for which music player to support. Results will be taken February 20, 2015.
After that, I will run a poll for extra entries. (Ebook, Graphic Novel, etc.)

Keep in mind, all of my posts on the development thread relate to the theme and configuration file for ES. ES features, such as the scraper, are for com64 to work on when he gets back.
Com64 is in charge of porting. I'm in charge of graphics and XML files. ;D
Title: Re: Emulation Station
Post by: xXFrostXx on February 13, 2015, 07:31:29 pm
Ignore this post. I screwed up.

No music or videos section. We'll have an apps section, which will list both players. Original poll is back up now.
Title: Re: Emulation Station
Post by: cyg on February 13, 2015, 07:41:30 pm
Having the box art as background is a bad idea. First of all, only SNES boxes could fit in the screen, although the aspect ratio of the boxes is not exactly 4:3. GB boxes are square, NES and Genesis boxes are vertically oriented, etc... And there is the problem that the text would barely be readable.

Anyway, the screen resolution is too low to have all that information from the scraper simultaneously on screen.
Here is a mockup i've done:
(http://i.imgur.com/o3tStw3.png)

As you can see, i've had to use OpenSans Condensed to make the gamelist fit into one half of the screen, and in the other half there is just enough space for the box art and maybe the rating stars, but nothing more.

The only way would be to have a button to show another screen with the additional details.

I honestly dont think its a bad idea, even if letters become unreadable, having the art wouldmake the application more attractive, hopefully the idea doesnt die.

To give you some perspective, im trying to get my son into retro emulators with the GCW, and the art goes A LONG WAY for him to get interested in certain games, surely you remember browsing the stores by looking at game covers.

Here is hoping, your above screenshot looks GORGEOUS.
Title: Re: Emulation Station
Post by: ruffnutts on February 13, 2015, 08:01:31 pm
Ignore this post. I screwed up.

No music or videos section. We'll have an apps section, which will list both players. Original poll is back up now.

I did say apps section lol

BTW I know its jumping the gun a bit but ES supports sound effects as well I've seen a video somewhere
Title: Re: Emulation Station
Post by: xXFrostXx on February 13, 2015, 08:23:02 pm
Ignore this post. I screwed up.

No music or videos section. We'll have an apps section, which will list both players. Original poll is back up now.

I did say apps section lol

BTW I know its jumping the gun a bit but ES supports sound effects as well I've seen a video somewhere

If there's an apps section, both GMU and OldPlay would be supported. Jeez, I'm not thinking. It's been a long day...

Poll removed. No polls needed right now.

---

Cyg, the detailed view will show the list, cover art, developer, and publisher. We can show description, etc. if requested, but it'll need to be shown on another screen.
(I at least want to show the cover art, though. So that is a must, if anything.)

---

I need a .svg logo for the following entries: GCW-Zero, Apps, and Game Engines. (GCW-Zero will show games only. Apps will show other programs like OldPlay.)
Title: Re: Emulation Station
Post by: hi-ban on February 14, 2015, 12:19:03 am
Sections and sub-sections as in how? Post about this in the development thread. I'd rather not take over the GX thread.
ES will be an alternative to GMenu. It'll list ROMS, ISOS, games, apps, ports... everything you have. Your only need for GMenu would be to change your GCW-Zero's settings.

i mean, this:

No music or videos section. We'll have an apps section, which will list both players. Original poll is back up now.

what if we don't want apps or games sections to be shown in ES? (some people may want ES just for emulators).
Will we be able to remove them by editing the theme files?
Title: Re: Emulation Station
Post by: xXFrostXx on February 14, 2015, 12:25:30 am
Sections and sub-sections as in how? Post about this in the development thread. I'd rather not take over the GX thread.
ES will be an alternative to GMenu. It'll list ROMS, ISOS, games, apps, ports... everything you have. Your only need for GMenu would be to change your GCW-Zero's settings.

i mean, this:

No music or videos section. We'll have an apps section, which will list both players. Original poll is back up now.

what if we don't want apps or games sections to be shown in ES? (some people may want ES just for emulators).
Will we be able to remove them by editing the theme files?

No. Whatever you do, don't touch the theme unless you know what you're doing. Otherwise, you could completely ruin the theme and cause ES to crash the moment it starts. ???
You can find the APPS entry in the configuration file and remove it. Then, ES will no longer look for apps to list.

In the QUIT menu for ES, I think we'll just have RESTART and SHUTDOWN. No QUIT option. Since ES has turned into "the new GMenu", it would make sense for it to take over. The only way to exit will be Power+Select.

---

Ruffnuts, I just noticed your post about sounds in ES. I do plan to add them, but I need to figure out how. I'm looking into it.
To take sounds even further, I could add calm music like you hear on the menu of the Wii and Gamecube, but I'll let a poll decide that later.
Title: Re: Emulation Station
Post by: xXFrostXx on February 15, 2015, 12:27:54 am
Here are some more previews of backgrounds you'll see in ES. I'm gathering up some nice HD backgrounds.

GCW-Zero Games
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/mygames_zpsw8u6m3xn.jpg)

GCW-Zero Apps
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/mobile-apps-pile-ss-1920-800x450_zpsobcypwzm.jpg)

GCW-Zero Ports
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/ports_zpsg4wuhtrq.jpg)


And, some more emulator backgrounds.
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/DOS_zpsmgvfxtkp.jpg)
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/2891501103_924ffb1917_z_zpseenemvsd.jpg)
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/8914551214_2a0fa5d521_z_zpso2bshlvh.jpg)
(http://i1286.photobucket.com/albums/a619/Brandon_Orner/classic_game_room_turbografx_16_turbopad_controller_review_zps0g1gefs4.jpg)

---

EDIT: Maybe I'm just being impatient, but I may ask for a third person to join this endeavor. :(
I'm working on the theme and XML files, like I've said before, and com64 takes care of the source code.
Although...
I haven't heard from him, and the current source I have is the one that he posted. (His schedule has been busy.)

I'd like to get this released this month, if possible, and therefore may need an extra hand.
All that we have left to implement is a pop-up keyboard for metadata editing, and the metadata scraper itself. Then, fix a few details, and we're good to go.

Everything that has been discussed lately on here has to do with XML, which is progressing fast. But the source code has remained untouched, and so I'm hoping to find some extra help on that end in com64's absence.

Com64 mentioned using this for the metadata scraper, or writing the scraper function in c++: http://boards.dingoonity.org/gcw-development/qt-4-8-5-for-gcw-zero/
Title: Re: Emulation Station
Post by: Malleus on February 16, 2015, 08:50:11 am
In regards to the poll.

I would like to have Battery shown (as minimally as possible to keep as much screen for ES as possible).
Date/Time is not a factor as I can see that on most other gadgets if needed :)
Title: Re: Emulation Station
Post by: kaio on February 16, 2015, 08:56:14 am
In regards to the poll.

I would like to have Battery shown (as minimally as possible to keep as much screen for ES as possible).
Date/Time is not a factor as I can see that on most other gadgets if needed :)
Time is very important information!
Sometimes you play game and you don't know what the new day begins and it's time to go to the work. =)
Title: Re: Emulation Station
Post by: Malleus on February 16, 2015, 11:18:28 am
In regards to the poll.

I would like to have Battery shown (as minimally as possible to keep as much screen for ES as possible).
Date/Time is not a factor as I can see that on most other gadgets if needed :)
Time is very important information!
Sometimes you play game and you don't know what the new day begins and it's time to go to the work. =)
:) Correct, but you DO have the option of say every clock in the world and most gadgets to see the time, set an alarm etc. remaining Battery in the GCW0... only 1 place.
Title: Re: Emulation Station
Post by: xXFrostXx on February 16, 2015, 03:23:53 pm
If we do implement time and battery, they would likely be shown on the main menu, under QUIT (where you restart or shutdown your GCW-Zero).

As for time, we would probably make a switch to a 12 hour clock.
Title: Re: Emulation Station
Post by: zear on February 16, 2015, 07:15:40 pm
It's worth noting that the claim from the poll above:
Quote
ES is becoming "the new gmenu"
... is not an official statement of the team maintaining the OpenDingux rootfs. EmulationStation is lacking several key elements required for a full-fledged menu frontend, such as, but not limited to, extracting metadata from the OPKs for the application name, description, icon and category; or supporting OPK scan for external storages. It is thus not becoming a gmenu2x replacement, in terms of official firmware updates.
Title: Re: Emulation Station
Post by: xXFrostXx on February 16, 2015, 07:24:33 pm
It's worth noting that the claim from the poll above:
Quote
ES is becoming "the new gmenu"
... is not an official statement of the team maintaining the OpenDingux rootfs. EmulationStation is lacking several key elements required for a full-fledged menu frontend, such as, but not limited to, extracting metadata from the OPKs for the application name, description, icon and category; or supporting OPK scan for external storages. It is thus not becoming a gmenu2x replacement, in terms of official firmware updates.

Hey Zear. :)
I didn't state that it was to be implemented in the OS, so I apologize if that's what some people had previously assumed.
The poll above states that it can act as the new GMenu, because it is a front end for GMenu.

Though, it would be nice to have the option to change the theme on the Zero so you can switch to a look like ES provides. I know a few other people currently working on front ends as well. :P
Title: Re: Emulation Station
Post by: Ziz on February 16, 2015, 08:40:06 pm
Wouldn't it be easier to implement a similar behaviour like ES in gmenu2x than improving ES?

However, maybe we should observe the KISS principle: Two applications for two different use cases. ;)
Title: Re: Emulation Station
Post by: xXFrostXx on February 16, 2015, 08:46:34 pm
Wouldn't it be easier to implement a similar behaviour like ES in gmenu2x than improving ES?

It would be nice to have an alternate ES styled menu within the OS, but seeing how neither com64 nor myself are part of the Opendingux team... it will need to be a front end.
Title: Re: Emulation Station
Post by: zear on February 16, 2015, 09:12:57 pm
but seeing how neither com64 nor myself are part of the Opendingux team... it will need to be a front end.
It's not that you aren't part of OpenDingux team - the original author of Gmenu2X wasn't either. It is simply that Emulation Station is lacking in features to be considered an official replacement.
Title: Re: Emulation Station
Post by: xXFrostXx on February 16, 2015, 09:21:41 pm
but seeing how neither com64 nor myself are part of the Opendingux team... it will need to be a front end.
It's not that you aren't part of OpenDingux team - the original author of Gmenu2X wasn't either. It is simply that Emulation Station is lacking in features to be considered an official replacement.

Well, we'll be sure to add those features and make ES the best that it can be. ;)
Title: Re: Emulation Station
Post by: Ziz on February 16, 2015, 11:16:46 pm
but seeing how neither com64 nor myself are part of the Opendingux team... it will need to be a front end.
It's not that you aren't part of OpenDingux team - the original author of Gmenu2X wasn't either. It is simply that Emulation Station is lacking in features to be considered an official replacement.

Well, we'll be sure to add those features and make ES the best that it can be. ;)
Who is "we"?
Just curious...
Title: Re: Emulation Station
Post by: hi-ban on February 16, 2015, 11:40:10 pm
Who is "we"?
Just curious...

Com64 and I are teaming up on this project.
Title: Re: Emulation Station
Post by: xXFrostXx on February 16, 2015, 11:51:39 pm
Who is "we"?
Just curious...

Com64 and I are teaming up on this project.

Yeah... I feel like I'm taking the spotlight because I'm most active on the thread.  ???
Don't forget, this is a team project. :P
Title: Re: Emulation Station
Post by: ruffnutts on February 19, 2015, 08:50:18 am
Who likes this theme well smart

http://aloshi.com/emulationstation

ruffnutts
Title: Re: Emulation Station
Post by: nattyebola on February 20, 2015, 01:33:44 pm
pretty good, just miss the arcade theme
Title: Re: Emulation Station
Post by: xXFrostXx on February 23, 2015, 02:31:20 am
Just a bit of an update. :)
I will be inactive this week because of college work, but I am still at work on the theme and configuration file.

Main porting of the source code has been temporarily halted until com64 comes back or I find some extra help.
Title: Re: Emulation Station
Post by: ruffnutts on February 25, 2015, 06:05:34 pm
O well seems its come to a hault... shame that :o
Title: Re: Emulation Station
Post by: Jenova on February 26, 2015, 01:12:23 am
Hey everyone. You know, after reading all of the comments/replies/etc. on this topic, I wanted to make my own remark about this subject. Honestly, I have been using the Zero for months & I love it. Additionally, I love to experiment with it & after messing around with the different wallpapers/skins/apps/etc... I realized that there is already an app that you can download off of these boards that displays the battery gauge at the bottom right corner I believe.

I didn't even realize it myself but it's there, I guess no one caught it until now like I did. All you have to do is download the app entitled "PyBattery". Once you install the .opk, it will appear under the APPLICATIONS section. Simple.

Let me know what you all think.

See ya!
Title: Re: Emulation Station
Post by: malloc on February 27, 2015, 08:17:58 pm
Hello everyone!
Good job, looks good.
I put these lines in .emulationstation/es_systems.cfg to launch opk:

*** caution do not try it at home. You gcw0 can freeze :D ***

<systemList>

   <system>
      <name>apps</name>
      <fullname>Dingoo linux OPK</fullname>
      <path>/media/data/apps/</path>
      <extension>.opk</extension>
      <command>opkrun %ROM%</command>
      <platform>linux</platform>
      <theme>simple</theme>
   </system>

</systemList>

faults:

Some applications do not work
Emulation station does not read [Desktop Entry] Categories, Icon, Exec ... attributes

We need a copy/paste of code gmenu2x to emulationstation if you want to run OPK. A little work here.

I'm trying to put a theme to check the memory consumption of ES vs gmenus2x.


Beers for all!
Title: Re: Emulation Station
Post by: Agrajag on March 02, 2015, 02:05:15 pm
Well this is fantastic!  Thanks to that old chestnut "real life issues" I've not visited the forum for ages and my Zero has only been switched on twice since I finally received it in November (it has been sitting on my desk in its little bag, sulking) so I was very pleased to read this thread.

It's looking great so far, and I hope to install it soon, along with a bunch of emulators. I haven't even got as far as visiting the software repository yet, so really need to get on with that...
Title: Re: Emulation Station
Post by: xXFrostXx on March 23, 2015, 02:47:16 am
Hey guys,

As you know, I haven't been online for a few weeks.
However, I do want to let you know that the theme has been finished.
Now, we just need help with the source port. I still haven't heard from com64.

This past week, I have been very busy. I actually started my own YouTube channel and hope to eventually grow like the other well known channels, so I hope you check it out and support me in this: https://www.youtube.com/channel/UCRXNqATykD0wbQ_hiIU0Y_Q
(Wait until tomorrow to watch videos on there. I plan to record three videos in the morning, and I had to fix some issues in my part one playthrough, so it will be re-uploaded in the morning.)

I'm looking forward to getting this project finished as soon as we find some help.
Title: Re: Emulation Station
Post by: enodr on April 15, 2015, 06:26:55 am
Hi xXFrostXx,

I am glad to see you are working on this project. I just bought a GCW and I am a big fan of EmulationStation. I see the port of ES has been halted so maybe I could give some help on this.

Maybe we could find a better solution than the scrapper like an offline db, but that maybe something to discuss with upstream and aloshi.

Contact me if you want to resume work on this.

I see your youtube channel has disappeared, I hope you have not quit.

Title: Re: Emulation Station
Post by: xXFrostXx on April 15, 2015, 12:50:11 pm
Hi xXFrostXx,

I am glad to see you are working on this project. I just bought a GCW and I am a big fan of EmulationStation. I see the port of ES has been halted so maybe I could give some help on this.

Maybe we could find a better solution than the scrapper like an offline db, but that maybe something to discuss with upstream and aloshi.

Contact me if you want to resume work on this.

I see your youtube channel has disappeared, I hope you have not quit.

Yeah, I did quit the channel. It was taking too much time away from my writing. (I'm an author.)

You said an offline database? It would be possible, but consider how many games you'd have to gather info for and put into the database. It could take years.
Title: Re: Emulation Station
Post by: enodr on April 15, 2015, 08:31:19 pm
When I say 'db' I was thinking more about something like OpenVGDB but that may be even too much hassle for nothing:
https://github.com/OpenVGDB/Parser/tree/master/Parse/covers

The scraper is fine on a PC but it takes ages to complete a nice list. I have made some tests on the GCW and added some systems + games and using the scraper would be a pain imho.

Maybe instead we could comply with some wellknown romsets like no-intro and make .xml accordingly with some nice covers? We could prepare gamelists prefilled with these complete romsets + boxart for the supported emulators on the gcw (if you don't have a specific rom it won't show in the list so that's fine). That's what I was going to do for myself so sharing this on a github would not hurt. Of course it requires some help of contributors to collect all the necessary box art or ingame screenshot.

I also did some test with the simple theme you posted here and it's nice with the bigger fonts. Maybe I would just follow hi-ban suggestion and remove the game comments, etc to keep only the rating for the smaller screen of the gcw.

Even though I have not looked much at the gcw specific patches, adding back the shutdown / restart options should be trivial.

And lastly I am in the process of compiling mednafen with pce_fast to support a PC Engine emu with command line rom loading which temper does not allow. I bought the gcw to play PC Engine on the go, so it would be a pity that I cannot use it inside EmulationStation :)

Tell me if that fits your plan and if so maybe we can start doing something. That might take sometime as my day work eats a lot of time, but using a github and commiting work often can be a motivation for everyone!
Title: Re: Emulation Station
Post by: sparkymark79 on April 16, 2015, 12:36:37 pm
do this please. I'm pretty sure we all want this as it looks great :)
Title: Re: Emulation Station
Post by: xXFrostXx on April 16, 2015, 02:17:14 pm
I haven't heard of no-intro. That is definitely possible, but we have to make sure that it supports as many ROMS as possible.

This sounds like a really good idea. Hopefully we can pick this back up now that it's been on hold for a while.
Title: Re: Emulation Station
Post by: enodr on April 16, 2015, 03:11:03 pm
Good news is that I have mednafen pce_fast running with command line loading :) (in fact all cores compiled fine, but I suspect most of them are too slow for the gcw).

mednafen.cfg is versatile enough not to require ugly hacks in the source code. As I only have the gcw for 2 days I still have to figure how to make an opk (seems easy) but I don't know if I can pack it with the .cfg file which must be loaded from /media/data/local/home/.mednafen

About no-intro: no-intro.org - it's like goodxxx romsets but without all the hacked roms. Only the most original known dumps. If someone doesn't have the no-intro romset you can still comply to our rules and just rename the roms. I am still thinking of what requires the less efforts to have something nice and clean running quickly. It doesn't mean I cannot work on the scrapper but I am trying to set realistic goals;

I will open a github so that we can commit files quickly if you are ok. I am not sure we are allowed to host boxart on github but we can start with the xml files and deliver the .png as an archive elsewhere.
Title: Re: Emulation Station
Post by: David Knight on April 16, 2015, 11:23:01 pm
To build an opk file see here:
http://wiki.surkow.com/OPK

Example default.gcw0.desktop file with gmenu file selector (%F):
https://github.com/DavidKnight247/jzIntv/blob/master/bin/default.gcw0.desktop

Example buildscript:
https://github.com/DavidKnight247/jzIntv/blob/master/gcwbuildscript.sh
Title: Re: Emulation Station
Post by: David Knight on April 17, 2015, 12:32:19 am
mednafen.cfg is versatile enough not to require ugly hacks in the source code. As I only have the gcw for 2 days I still have to figure how to make an opk (seems easy) but I don't know if I can pack it with the .cfg file which must be loaded from /media/data/local/home/.mednafen

I'd be surprised if mednafen doesn't auto-generate it's own configuration file.

If mednafen or users don't need to change the configuration settings then you can change the path to ./mednafen.cfg and place it in the root of your opk. Beware that this is a read only directory though.

If you're going to do this is would be better to check for a cfg file in $HOME/.mednafen first then  fall back to the cfg file in the opk if none other is found.
Title: Re: Emulation Station
Post by: enodr on April 17, 2015, 07:24:50 pm
David, thanks for all the advices. I am having problems with a strange screen tearing on the pce_fast core. I will open a mednafen thread not to mix up things here.

Note that I should have more time next week in order to clean up things and work on EmulationStation.
Title: Re: Emulation Station
Post by: enodr on April 18, 2015, 09:03:49 pm
I made some small modifications to the theme. Here is the result listing PC Engine games launched then through mednafen pce_fast. Works great so far :)

I am using the EmulationStation opk posted in the first thread and just edited the xml files to reach this result. I will commit all files on github soon.

(http://s5.postimg.org/x53b41xjb/DSC03190_Small.jpg)
Title: Re: Emulation Station
Post by: David Knight on April 19, 2015, 08:21:29 pm
Nice, have you tested this with large numbers of roms?
Title: Re: Emulation Station
Post by: enodr on April 20, 2015, 08:24:07 pm
I have loaded the complete neogeo set and it works fine. I am trying to do the same with the PCE set.

I need to figure out how to fix fba opk (see the fba thread in release). Maybe you have a clue? Adding %f in the .deskop forces the file browser (found out thanks to you and genesis gx sources!) but that's not what I want. I want to launch the opk with arguments if there are some and no argument is there isn't any. From what I have seen in the opkrun source, maybe this is not possible?
Title: Re: Emulation Station
Post by: David Knight on April 20, 2015, 10:44:22 pm
Assuming "%f" works you should just be able to do something like this:

Code: [Select]
GAMENAME=bomberman94.rom
opkrun pce.opk $GAMENAME

 You could also create two desktop files, the default one (default.gcw0.desktop) with "Exec=pce %f", and another one without the %f.

Then if no rom is selected you can use the -m option flag to select another desktop file, eg:

Code: [Select]
opkrun -m norom.gcw0.desktop pce.opk
Of course this is untested so it may need some further adjustment to work properly.
Title: Re: Emulation Station
Post by: enodr on April 20, 2015, 11:23:32 pm
Really great that's exactly what I need. Two desktop files is great :) I will give a try tomorrow!

Btw if you have an android device I suggest that you try GameSome frontend. I uses the OpenVGDB offline db to detect games and download artbox. It works great. The frontent still has some bugs but that nothing compared to the previous version.
Title: Re: Emulation Station
Post by: enodr on April 23, 2015, 05:45:10 pm
David, your solution of adding an alternate .desktop works fine.

There are only 2 minor drawbacks:
- you have now an additional icon in gpmenu2x
- I need to pass additionnal parameters to fbasdl.dge and unfortunately opkrun does not support %s modifiers to pass params (enforces %f %F %u and %U for filenames or urls). It means I have to hardcode them in the .desktop.

For example for neogeo I want vsync, so the .desktop becomes: Exec=fbasdl.dge %f --vsync
But other platforms supported by fba requires other flags.

If it's possible to hide the icon in gpmenu2x maybe that's an acceptable solution to have several .desktop files. At least it's a better solution than flashing the gcw just to update opkrun!!!

Just as as side note the patch for opkrun (https://github.com/gcwnow/libopk/blob/master/opkrun.c) would be easy to make.

Edit: I will have the same problem with mednafen which requires custom flags and that's a pity to hardcode them in the .desktop while we can just use emulationstation es_systems.cfg config file to pass custom flags.
Title: Re: Emulation Station
Post by: hi-ban on May 05, 2015, 08:26:04 pm
I made some small modifications to the theme. Here is the result listing PC Engine games launched then through mednafen pce_fast. Works great so far :)

I am using the EmulationStation opk posted in the first thread and just edited the xml files to reach this result. I will commit all files on github soon.

(http://s5.postimg.org/x53b41xjb/DSC03190_Small.jpg)

Could we have a copy of the xml files to experiment? Thanks in advance.
Title: Re: Emulation Station
Post by: enodr on May 06, 2015, 07:50:23 am
Here are my current test files. This include es_systems.cfg and your full neogeo preview pack (thus the big file size). Please look at the config file if you need to edit emulator paths. Tell me if you miss something. Maybe you will need my mednafen and fba build?

The files need to be stored in your ~/.emulationstation folder

emulationstation-20150506.zip 15.4 Mo
https://mega.co.nz/#!7tpmDaRK!8ORe25iBOl9lCf7T6z7EGBbho8ECgZkubaZvu7ngwsg

Title: Re: Emulation Station
Post by: davidgilmour on September 27, 2016, 01:47:19 am
Nice. Does anyone have a video of how ES looks on the GCW? From startup?
Title: Re: Emulation Station
Post by: xXFrostXx on January 16, 2017, 04:48:21 pm
I moved all of my files so the videos and images aren't accessible anymore. If I find time, I might be able to whip up a tutorial of sorts.

ES works perfectly in my opinion, you just can't use the ES Scraper because it was never implemented. Pretty difficult right there.
Title: Re: Emulation Station
Post by: ruffnutts on March 23, 2017, 07:31:50 pm
I would love to see this get done in full would be awesome, bet it looks great on the zero

EDIT:ok got it working with gba but how to display the emulator background?

EDIT 2: Ok its working with a theme now, I just used the theme from the windows version of ES and edited the config to match, it could do with scaling for the font size so you could read the game names better ;)
Title: Re: Emulation Station
Post by: ruffnutts on October 09, 2017, 07:53:40 pm
Wish someone would pick this up again :(
Title: Re: Emulation Station
Post by: Jutleys on April 26, 2018, 06:22:44 pm
Any progress on this?
Title: Re: Emulation Station
Post by: ruffnutts on April 27, 2018, 06:43:22 pm
I do have a working version but I'm sure there is stuff to still do to it....
Title: Re: Emulation Station
Post by: JHale on November 08, 2018, 05:52:46 am
If we can get this working for the Retro Arcade RS-07 that would rock!
Title: Re: Emulation Station
Post by: chataigne on January 05, 2020, 12:22:15 pm
Good news: I have it running now! Also added an archive of some required toolchain libraries; just copy those over and you shouldn't need to compile any.

opk here (https://dl.dropboxusercontent.com/u/50351929/gcw/emulationstation.opk)
libs here (https://dl.dropboxusercontent.com/u/50351929/gcw/gcw0-toolchain-extra-libs.tar.gz)
git repository here (https://github.com/munchluxe63/EmulationStation)

Complains about system entries, buy I'll let you handle that.

If you're still here, could you help me compiling emulatstation?
Could you repost your pre-compiled additional libs?

At this moment my cmake complains missing freeimage package