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    Announcing Pegasus Frontend

    Scheduled Pinned Locked Moved Ideas and Development
    frontendpegasusc++developmentqml
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    • fluffypillowF
      fluffypillow @msheehan79
      last edited by

      @msheehan79 coincidentally, I was also thinking about extending these extra properties :) Currently they are ignored, but I'd like to make them available for the themes, and perhaps also support using them in launch commands.

      1 Reply Last reply Reply Quote 0
      • N
        nemo93
        last edited by

        Hello @fluffypillow
        quick message just to let you know that the current "continuous builds" are broken for PI1/2/3 - and probably for X11 as well. There's no binary inside the zip archive. This has the side effect of removing Pegasus should you update via the Retropie Setup script.

        Thanks!

        fluffypillowF 1 Reply Last reply Reply Quote 0
        • fluffypillowF
          fluffypillow @nemo93
          last edited by fluffypillow

          @nemo93 whoa, how did that even happen... will fix it in a minute.

          EDIT: fixed, thanks!

          1 Reply Last reply Reply Quote 1
          • M
            msheehan79
            last edited by

            @fluffypillow OK no worries, just wanted to confirm they aren't currently available. If you do incorporate this as a feature later on down the line, I will be sure to try it out!

            1 Reply Last reply Reply Quote 0
            • fluffypillowF
              fluffypillow
              last edited by

              Weekly update! Had a busy week again, but managed to land a few updates:

              • The new gamepad handling is now in use on Windows too. Should work out of the box, no additional installation is necessary. Please report if you run into issues.
              • Fixed a bug where the files field in metadata files was not handled correctly (thanks @msheehan79)
              • Fixed the Linux release packaging (thanks @nemo93) and updated the .deb package
              • Fixed some incorrect log messages and other minor things
              1 Reply Last reply Reply Quote 1
              • M
                msheehan79
                last edited by

                @fluffypillow I noticed while testing some things this evening that the files fix you implemented seems to have broken the 'ignore-files' functionality in the metadata files. I spotted a couple of files that previously were ignored that now pop up in the list. When I rolled back to a build from last week it works fine with the same metadata collection.

                fluffypillowF 1 Reply Last reply Reply Quote 0
                • fluffypillowF
                  fluffypillow @msheehan79
                  last edited by

                  @msheehan79 hm, do you have an example file? It's possible that something broke, but I couldn't reproduce the issue yet with my test files.

                  1 Reply Last reply Reply Quote 0
                  • M
                    msheehan79
                    last edited by

                    @fluffypillow sure thing. Just did a retest tonight to make sure and something definitely changed.

                    My setup is Win x64 and I use the metadata files in the pegasus/configs/metafiles directory. I reconfirmed tonight with just 1 metadata file (attached) in the folder.

                    When I used an older build it works as expected:
                    Ignored Files OK 12-39-gdd58baf.PNG

                    With no other change but updating to yesterday's build:
                    Ignored Files Appear 12-92-gb240543.PNG

                    The metadata file contents: (ports-wolf3d.metadata.txt)

                    collection: Ports
                    shortname: ports
                    extensions: wl6, sod
                    launch: "..\..\..\launch\Ports-Wolf3D.cmd" "{file.path}" "ecwolf" "ports\wolf3d\ecwolf.cfg" "" ""
                    directory: ..\..\..\roms\ports\wolf3d
                    x-shortname: ports-wolf3d
                    
                    ignore-file: sod/AUDIOT.SOD
                    
                    ignore-file: sod/GAMEMAPS.SOD
                    
                    ignore-file: sod/MAPHEAD.SOD
                    
                    ignore-file: sod/VGADICT.SOD
                    
                    ignore-file: sod/VGAGRAPH.SOD
                    
                    ignore-file: sod/VGAHEAD.SOD
                    
                    ignore-file: sod/VSWAP.SOD
                    
                    ignore-file: wolf3d/AUDIOT.WL6
                    
                    ignore-file: wolf3d/GAMEMAPS.WL6
                    
                    ignore-file: wolf3d/MAPHEAD.WL6
                    
                    ignore-file: wolf3d/VGADICT.WL6
                    
                    ignore-file: wolf3d/VGAGRAPH.WL6
                    
                    ignore-file: wolf3d/VGAHEAD.WL6
                    
                    ignore-file: wolf3d/VSWAP.WL6
                    
                    game: Wolfenstein 3D
                    file: ..\..\..\roms\ports\wolf3d\wolf3d/AUDIOHED.WL6
                    release: 1992
                    developer: id Software
                    publisher: Apogee
                    genre: Shooter
                    players: 1
                    description: Wolfenstein 3D is an episodic first-person shooter and a follow-up to the top-down infiltration game Castle Wolfenstein. The game puts the player in the boots of B.J. Blazkowicz, an allied spy. There are six episodes: the first distributed complete as shareware; the second and the third available after registration; and the three final missions (which happen before the events of the first episode) available in the Nocturnal Missions pack.
                    launch: "..\..\..\launch\Ports-Wolf3D.cmd" "{file.path}" "ecwolf" "ports\wolf3d\ecwolf.cfg" "" ""
                    
                    game: Wolfenstein 3D: Spear of Destiny
                    file: ..\..\..\roms\ports\wolf3d\sod/AUDIOHED.SOD
                    release: 1992
                    developer: id Software
                    publisher: FormGen
                    genre: Shooter
                    players: 1
                    description: It's World War II and you are B.J. Blazkowicz, the Allies' most valuable agent. In the midst of the German Blitzkrieg, the Spear that pierced the side of Christ is taken from Versailles by the Nazis and secured in the impregnable Castle Wolfenstein. According to legend, no man can be defeated when he has the Spear. Hitler believes himself to be invincible with the power of the Spear as his brutal army sweeps across Europe.
                    launch: "..\..\..\launch\Ports-Wolf3D.cmd" "{file.path}" "ecwolf" "ports\wolf3d\ecwolf-sod.cfg" "" ""
                    
                    fluffypillowF 1 Reply Last reply Reply Quote 0
                    • fluffypillowF
                      fluffypillow @msheehan79
                      last edited by

                      @msheehan79 Thanks! I've found the issue, it should work now.

                      DarksaviorD 1 Reply Last reply Reply Quote 0
                      • DarksaviorD
                        Darksavior @fluffypillow
                        last edited by Darksavior

                        @fluffypillow I ran pegasus from ssh so I can see what's going on when it's loading. This is the first line. Not sure if it's related to the problem:
                        Setting framebuffer size is only available with DRM atomic API
                        Loading any game does indeed give this message endlessly [e] Could not queue DRM page flip on screen HDMI1 (Device or resource busy)
                        The pi4 does have two hdmi ports now, hdmi0 and hdmi1. I'm using hdmi0. No change if using hdmi1.

                        fluffypillowF 1 Reply Last reply Reply Quote 0
                        • fluffypillowF
                          fluffypillow @Darksavior
                          last edited by

                          @Darksavior Yes, the DRM errors likely come together, apparently some video buffers ("resources") are not released/acquired properly which causes such errors. I've found some possible workarounds, but I couldn't get to try them yet. For example, I've found a report that said export QT_QPA_EGLFS_ALWAYS_SET_MODE=1 before running Pegasus might solve this; if you have some time could you try this?

                          DarksaviorD 1 Reply Last reply Reply Quote 0
                          • DarksaviorD
                            Darksavior @fluffypillow
                            last edited by Darksavior

                            @fluffypillow Yea just post the builds, I'll try test them out. I'll check back often and test asap.
                            I tried that command. No change. Maybe I'm not running it right? I execute the command you posted then I type pegasus-fe

                            fluffypillowF 1 Reply Last reply Reply Quote 0
                            • fluffypillowF
                              fluffypillow @Darksavior
                              last edited by

                              @Darksavior It works! Just got back to my Pi 4, and after some more searching I've found a variable that fixed the issue for me. Try this before launching Pegasus:

                              export QT_QPA_EGLFS_KMS_ATOMIC=1

                              On the other hand, this produces a "Framebuffer size format is invalid" warning, but that seems to have no visible effect for me.

                              DarksaviorD 1 Reply Last reply Reply Quote 0
                              • DarksaviorD
                                Darksavior @fluffypillow
                                last edited by Darksavior

                                @fluffypillow Progress, but still not loading games for me. Launching a game loads to a black screen for a few seconds and then returns to pegasus. SSH'ing, I see no error messages from pegasus. The runcommand menu when loading the game is also not displayed. It's only displayed on my computer when ssh'ing.
                                [i] ----------------------------------------
                                [i] The external program has finished cleanly, with exit code 0

                                Same errors when checking the runcommand log:
                                failed to export dumb buffer: Permission denied
                                Failed to create scanout resource
                                failed to export dumb buffer: Permission denied
                                Failed to create scanout resource

                                fluffypillowF 1 Reply Last reply Reply Quote 0
                                • fluffypillowF
                                  fluffypillow @Darksavior
                                  last edited by

                                  @Darksavior ah you're right, and also console programs don't get displayed either. The work continues...

                                  1 Reply Last reply Reply Quote 0
                                  • fluffypillowF
                                    fluffypillow
                                    last edited by

                                    Also a weekly update! Haven't had too much time, so only minor changes:

                                    • The macOS release too now uses the new gamepad handling. Please report your experiences with it.
                                    • Fixed ignore-files and relative file field handling when mixed with directory entries in Metadata files (thanks @msheehan79)

                                    Now that the gamepad handling is in a better shape, I'm planning to update the documentation during the next week(s). (Unless something comes up.) I'm also trying to fix the Pi 4 build meanwhile.

                                    S 1 Reply Last reply Reply Quote 1
                                    • S
                                      SinisterSpatula @fluffypillow
                                      last edited by

                                      @fluffypillow any chance the gamepad input's could support the select button (xbox back button I guess?). I'm currently doing a strange hack in order to use it lol. (I'm sure this is highly improper but it's working for me)

                                          Keys.onPressed: {
                                              if (api.keys.isAccept(event) && !event.isAutoRepeat) {
                                                  event.accepted = true;
                                                  root.detailsRequested()
                                              }
                                              //Hack to check if it was the Gamepad Select button
                                              if (event.key.toString() == "1048586" && !event.isAutoRepeat) {
                                                  event.accepted = true;
                                                  root.settingsRequested()
                                              }
                                      
                                      fluffypillowF 1 Reply Last reply Reply Quote 0
                                      • fluffypillowF
                                        fluffypillow @SinisterSpatula
                                        last edited by

                                        @SinisterSpatula you mean you'd like to use one fixed gamepad button, even if the user remapped it? Well, technically yes, it's possible, just note that there might be users who can't use that button (for whatever reason). If you still want to do it, at the moment the gamepad buttons are in the range 0x100000-0x10000F (eg. event.key == 0x10000A for Select). (They don't have fancy names like keyboard keys, but they should work fine.)

                                        1 Reply Last reply Reply Quote 1
                                        • S
                                          SinisterSpatula
                                          last edited by

                                          I guess I'm thinking of a user remappable but optional button. In case a theme want's to utilize select to call up a special feature, but I guess this need goes away when theme settings screen becomes officially part of pegasus, but could still be useful, like a hotkey perhaps, so a theme could look for hotkey+[whatever button] combo to do something unique.

                                          1 Reply Last reply Reply Quote 0
                                          • fluffypillowF
                                            fluffypillow
                                            last edited by

                                            Weekly update! Unfortunately I haven't had much time the past weeks, this one might be busy too, but I should have some more time in the next one. However, that doesn't mean there were no changes, in fact there have been a few interesting developments going on in the background:

                                            • Added Korean translation by @losernator (thanks!)
                                            • Linux: Preparations for Flatpak support. The next "stable" release might be available on Flathub.
                                              • Maintainers: added AppStream metadata files (ie. software center support), and changed the desktop and icon file names to follow the specs more closely. The AppStream files can be installed by setting the INSTALL_APPSTREAMDIR config option.
                                            • Fixed a bug where Pegasus could crash when the launched game crashed

                                            Meanwhile in the theme development thread @SinisterSpatula is playing with Pegasus on the Retroflag GPI, there are some very nice recordings of his progress too.

                                            1 Reply Last reply Reply Quote 2
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