Announcing Pegasus Frontend
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@Purg-Derren also having this issue. By chance are you on shield TV or a different device cause I'm on shield and was wondering if it was an isolated issue?
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@jerzeeloon i'm on shield, but also had tha issue on a different android based streaming device time ago
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@fluffypillow: hello :)
=> Could you post an example (screenshot/XML)? It seemed to be correct for me (though I don't use ES much these days)?
sure. To be clear below is what I have and what I see today in ES2 UI as one game description. I have a blank line between the 2 paragraphs (\n\n if you will).A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored). Successful completion of Championship Lode Runner provided the player with a victory code, which could be written on a special card included with the game (photocopies were not accepted) and mail it in for a free certificate.
After converting using the online tool this gives:
description: A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored). . Successful completion of Championship Lode Runner provided the player with a victory code, which could be written on a special card included with the game (photocopies were not accepted) and mail it in for a free certificate.
Which translates in Pegasus left panel into:
description: A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored). Successful completion of Championship Lode Runner provided the player with a victory code, which could be written on a special card included with the game (photocopies were not accepted) and mail it in for a free certificate.
Adding a second dot below I can successfully have my blank line back in Pegasus frontend:
description: A follow-up to the original Lode Runner, with identical gameplay. This package contained 50 of the most challenging levels ever designed, and was intended for expert players only. It did not include the level editor, you had to play through the levels in order, but a save-game option was provided (although you lost one life every time you restored). . . Successful completion of Championship Lode Runner provided the player with a victory code, which could be written on a special card included with the game (photocopies were not accepted) and mail it in for a free certificate.
I have successfully moved 100% to Pegasus now, no more ES2 at all. I'm extensively testing Pegasus hence I do have additional feedbacks to share if you don't mind.
- Pegasus launch time. When I was relying on ES2 gamelist.xml Pegasus launched in a matter of few seconds (under 10 seconds always). Now with my metadata.txt I can see in the
lastrun.log
file that it takes almost up to 18 seconds. That's ok though this is just a feedback.
2019-03-24T11:16:37 [i] Games found in 17907ms 2019-03-24T11:16:37 [i] Assets and metadata found in 54ms 2019-03-24T11:16:38 [i] 6351 games found
- That one is more problematic as it tends to hang up Pegasus process. It occurs whenever the "collection" or
metadata.txt
refers to a non-existing file (or files). It's ok if onlyimage
(asset.boxFront
) orasset.logo
are missing as Pegasus will show a black frame instead of the image. It goes bad should theasset.video
caption be missing. In that case, Pegasus does freeze completely as its process eats up 100% of my Pi CPU. Luckily I can still ssh to the Pi to terminate the process but it's a bit annoying. For the record here's what being recorded in thelastrun.log
file whenever I encounter such issue.
2019-03-24T11:26:48 [w] file:///home/pi/.config/pegasus-frontend/themes/custom/layer_grid/GameGridItem.qml:44:5: QML Image: Cannot open: file:///home/pi/.config/pegasus-frontend/metafiles/nes/Castle of Deceit (USA) (Unl)-image.jpg 2019-03-24T11:28:45 [w] file:///home/pi/.config/pegasus-frontend/themes/custom/layer_gameinfo/PanelRight.qml:46:5: QML Image: Cannot open: file:///home/pi/.config/pegasus-frontend/metafiles/nes/Castle of Deceit (USA) (Unl)-marquee.png 2019-03-24T11:28:46 [w] GStreamer; Unable to pause - "file:///home/pi/.config/pegasus-frontend/metafiles/nes/Castle of Deceit (USA) (Unl)-video.mp4" 2019-03-24T11:28:46 [w] GStreamer; Unable to pause - "file:///home/pi/.config/pegasus-frontend/metafiles/nes/Castle of Deceit (USA) (Unl)-video.mp4" 2019-03-24T11:28:46 [w] GStreamer; Unable to pause - "file:///home/pi/.config/pegasus-frontend/metafiles/nes/Castle of Deceit (USA) (Unl)-video.mp4" 2019-03-24T11:28:46 [w] GStreamer; Unable to pause - "file:///home/pi/.config/pegasus-frontend/metafiles/nes/Castle of Deceit (USA) (Unl)-video.mp4" 2019-03-24T11:28:46 [w] GStreamer; Unable to pause - "file:///home/pi/.config/pegasus-frontend/metafiles/nes/Castle of Deceit (USA) (Unl)-video.mp4" [and it goes on and on forever growing file size as well]
Thanks again, this is a great frontend.
- Pegasus launch time. When I was relying on ES2 gamelist.xml Pegasus launched in a matter of few seconds (under 10 seconds always). Now with my metadata.txt I can see in the
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@fluffypillow said in Announcing Pegasus Frontend:
@Meldrak I've just pushed some updates, could you check the launching with the latest version (alpha11-34)?
Yes, could be added, some of them were also requested by others so will take a look on them.It works, but finally there's another issue from cemu emulator
This one create configurations files in directory from the rom launch
from E:\games\wiiu\cemu\cemu.exe -g E:\games\wiiu[ARPP0101]\code\red-pro2.rpx -f
shaders, profiles, settings should be read from E:\games\wiiu\cemu
but instead it create new files in E:\games\wiiu[ARPP0101]\code\It's not a Pegasus issue, so I Don't think you can do anything
as workaround I'm launching bat file for each rom like that@ECHO off CD E: CD E:\games\wiiu\cemu SET HOME=E:\games\wiiu\cemu E:\games\wiiu\cemu -g "E:\games\wiiu\\[ARPP0101]\code\red-pro2.rpx" -f
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@Purg-Derren @jerzeeloon yes Pegasus started crashing on Android not too long ago. Not sure what causes it yet but will look into it.
@nemo93 ah I see the problem now, thanks. Yes, the single dot should mean an empty line, it's fixed now in the latest release.
- Pegasus launch time.
Will look into it. If you have example XML and metadata files where this can always be reproduced, that'd also help.
- It occurs whenever the "collection" or metadata.txt refers to a non-existing file (or files).
Hm will see if I can control GStreamer somehow. Do you have lots of assets in the metadata that don't exist?
@Meldrak yes some programs seem to have troubles when they're started from outside of their directory. I'll try to fix this in the next release.
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Weekly changelog! Had some real life issues this week so there aren't too many changes, however there are fixes in several important areas:
- Changed the default working directories
- Currently the working directory when launching a game defaults to the game's directory. Unfortunately several programs have issues when launched outside of their own directory (esp. on Windows), resulting in various files written to the game's folder. To make launching more natural, the default working directory is now the launched program's folder, except when the program is a globally installed command (more common on *nix), in which case it remains as the game's directory.
- Added support for variables in the working directory field of the metadata files. The variables are the same you can use in launch commands.
- Handled some corner cases of launch commands
- Fixed empty line handling in metadata files
- Fixed Unicode support not working well in metadata files on certain platforms
- Fixed Debian package release
- Minor performance improvements for metadata file reading
(By the way I understand these aren't particularly interesting changes for most, but such things have to be worked on as well. Hopefully we'll reach some more exiting features in the future!)
- Changed the default working directories
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@fluffypillow please do not worry, although those are """ minor""" changes those are important, please keep going and fix whatever needs a fix either in the frontend or in your life, I hope the boxart size bug is fixed anytime soon or the hide cursor option is added but better focus yourself in what is important, thanks friend
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When I changed my source from Skraper to both it and EmulationStation I get a crash.
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@fluffypillow I just want to say thank you for fixing the issue on Android not returning to frontend when exiting an emulator. The latest automatic build works perfect and finally the front end I want as my daily driver will be.
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@hooperre Could you check it with the latest version? It won't fix the issue but has slightly more logging during the loading. I have an idea where the crash comes from but couldn't reproduce it yet, so this'd be to confirm my suspicion.
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@fluffypillow thanks for this update, cemu roms now works with files in app folder
and no more problems with french special characters in UTF -
Weekly update! A bunch of technical stuff this time too, though certain items will make some people happy:
- Android: Fixed the crash on returning from games
- Android: Added support for multiple storages (ie. external SD cards)
- Metadata: Added support for media directories under each
directory
entry of a collection - Metadata: Fixed the
extension
field not accepting files with capital-lettered extension - Logging improvements
- Each data source is now also measured separately during loading
- General readability improvements and fixes
- Internal code changes, some minor optimizations
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@fluffypillow Is it possible to have higher res art someday without Pegasus slowing down a crawl or is that just a pi limitation? I'm using a pi3b+.
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I'm curious about this line and if I am just misinterpreting the feature or if this is a bug:
- Metadata: Added support for media directories under each directory entry of a collection
I like the concept of putting the metadata files in a single spot so I have set up all my metadata files under the <config>\metafiles directory and all is working fine for pulling in metadata and launching games.
The only odd bit I noticed was when I have my setup configured with these global metadata files, the artwork is not found unless I also have the game folders specified in the game_dirs config file.
Should the latest builds now be checking the directory that is specified in the metadata file(s) for the presence of a media directory? Or is it required to still include the rom folders in the game_dir file as well for that to happen?
I tested with today's build from the site, so I believe I am up to date with current changes.
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@Darksavior that depends on the video ram of the device: the larger the images are, the more they take up, and the less space there is the more often the textures have to be loaded ans swapped around in the vram.
@msheehan79 yes, Pegasus now also looks for
media
directory under thedirectory
entries of a collection. In practice that means a setup like this now works:where
metadata.pegasus.txt
has collections with thedirectory
set to 'Spy' and 'Tank' (related: issue #407). -
@fluffypillow will you add a option to show favorites on a single tab as system like?
or is it already possible to do it? -
@Meldrak it could be possible for themes to do that, but there's no plan for that in the built-in one at the moment.
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OK, thanks for clarifying this feature. I've got my artwork assets in the Skraper directory structure under each collection directory, as in -
<collection>/media/box2dfront/
<collection>/media/wheel/I did confirm if I flipped it to the structure in your screenshot where each game has a folder with images it does detect the artwork, but it doesn't pick up the images when they are grouped by artwork type in the directory structure above.
Is it possible to support both artwork configurations or does that add a ton of overhead to trying to determine what folder structure is being used for media assets?
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@msheehan79 yes, at the moment only the structure above is supported, but Skraper support could be added in the future too. Shouldn't be too difficult, just takes a bit of time.
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Talk about an impressive turnaround - just grabbed today's build and I see you have already added this support. Nice!!
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