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    Updated EmulationStation for Windows

    Scheduled Pinned Locked Moved Projects and Themes
    emulationstatiowindows
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    • f.carusoF
      f.caruso @dukeblooders
      last edited by f.caruso

      @dukeblooders said in Updated EmulationStation for Windows:

      s you can see, there's a "list" of GD-roms, but it's static (it's integrated into the png background). In a general way, I find the system list too static in ES, a small dynamic images gallery can change that :)

      Oh, ok... You can also (almost) do it , using random playlist, see my theme (smallbox.xml or smallscreen.xml). Images are static but they change everytime.
      Et sinon tu serais pas francais par hasard ?

      dukebloodersD 1 Reply Last reply Reply Quote 0
      • dukebloodersD
        dukeblooders @f.caruso
        last edited by dukeblooders

        @f-caruso
        I did a few tests, and I think it could get the job done.
        However, I have a few questions :

        • Can we use a folder path for {random:} ? Or what game properties can be used ? I tried to add some properties in my gamelist, but I doesn't work.
        • I saw a delay property for videos, can we use a similar property for images ?

        (Suisse, mais je parle français ;-)

        f.carusoF 1 Reply Last reply Reply Quote 0
        • M
          maxiducoli
          last edited by

          @f-caruso

          Hello, how are you? I wanted to ask you if you have any idea how, from the es_input.cfg file, to be able to transcribe the different emulators other than those of Retroarch. Because for example Cemu or PCSX2 have an INI file but the values ​​that go in the X and Y do not understand how to transcribe them. Do you know anything about the subject? Would you have an email where you can conttact you for these matters? Thank you!

          1 Reply Last reply Reply Quote 0
          • f.carusoF
            f.caruso @dukeblooders
            last edited by

            @dukeblooders

            Can we use a folder path for {random:} ? Or what game properties can be used ? I tried to add some properties in my gamelist, but I doesn't work.

            No {random:image}, {random:thumbnail}, {random:marquee} only. It takes random scrapped resources only.

            I saw a delay property for videos, can we use a similar property for images ?

            No...

            @maxiducoli

            No. I tried to do that in a CEmu launcher written in c#.
            But it's complex code, and it's very far from perfect.
            I didn't try with pcsx2.

            Also, you can find me on discord. The easiest one is Batocera's Discord...

            M dukebloodersD 4 Replies Last reply Reply Quote 0
            • M
              maxiducoli @f.caruso
              last edited by

              @f-caruso
              In Pcsx2 Just copy a already configured xnput INI and works perfecto. The problem is dinput, cause change on diferents controllers

              1 Reply Last reply Reply Quote 0
              • dukebloodersD
                dukeblooders @f.caruso
                last edited by

                @f-caruso
                OK I managed to make it work, thanks.

                1 Reply Last reply Reply Quote 0
                • M
                  maxiducoli @f.caruso
                  last edited by

                  @f-caruso

                  Can you send me the source code of Cemu Launcher and maybe i could help or do some executable for ous.
                  i have Discord but i dont know how to use jja my user is maxiducoli too.

                  I see PCSX2 source and have a plugin named OnePAD. This plugin use gamecontrollerdb.txt and is like joysticks out the box of batocera or autoconfig of RetroArch. Can you compile this source for windows? Just the DLL. I can´t undertand too much of C++ and my HDD its only os 160GB and Visual Studio is too large for all my programs + Visual Studio Community. I can´t install for now.

                  See that.

                  /* OnePAD - author: arcum42(@gmail.com)

                  • Copyright (C) 2009
                  • Based on ZeroPAD, author zerofrog@gmail.com
                  • Copyright (C) 2006-2007
                  • This program is free software; you can redistribute it and/or modify
                  • it under the terms of the GNU General Public License as published by
                  • the Free Software Foundation; either version 2 of the License, or
                  • (at your option) any later version.
                  • This program is distributed in the hope that it will be useful,
                  • but WITHOUT ANY WARRANTY; without even the implied warranty of
                  • MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
                  • GNU General Public License for more details.
                  • You should have received a copy of the GNU General Public License
                  • along with this program; if not, write to the Free Software
                  • Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
                    */

                  #include "joystick.h"
                  #include "resources.h"
                  #include <signal.h> // sigaction

                  //////////////////////////
                  // Joystick definitions //
                  //////////////////////////

                  // opens handles to all possible joysticks
                  void JoystickInfo::EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjoysticks)
                  {
                  uint32_t flag = SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER;

                  if ((SDL_WasInit(0) & flag) != flag) {
                      // Tell SDL to catch event even if the windows isn't focussed
                      SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
                  
                      if (SDL_Init(flag) < 0)
                          return;
                  
                      // WTF! Give me back the control of my system
                      struct sigaction action = {};
                      action.sa_handler = SIG_DFL;
                      sigaction(SIGINT, &action, nullptr);
                      sigaction(SIGTERM, &action, nullptr);
                  
                      SDL_JoystickEventState(SDL_QUERY);
                      SDL_GameControllerEventState(SDL_QUERY);
                      SDL_EventState(SDL_CONTROLLERDEVICEADDED, SDL_ENABLE);
                      SDL_EventState(SDL_CONTROLLERDEVICEREMOVED, SDL_ENABLE);
                  
                      { // Support as much Joystick as possible
                          GBytes *bytes = g_resource_lookup_data(onepad_res_get_resource(), "/onepad/res/game_controller_db.txt", G_RESOURCE_LOOKUP_FLAGS_NONE, nullptr);
                  
                          size_t size = 0;
                          // SDL forget to add const for SDL_RWFromMem API...
                          void *data = const_cast<void *>(g_bytes_get_data(bytes, &size));
                  
                          SDL_GameControllerAddMappingsFromRW(SDL_RWFromMem(data, size), 1);
                  
                          g_bytes_unref(bytes);
                  
                          // Add user mapping too
                          for (auto const &map : g_conf.sdl2_mapping)
                              SDL_GameControllerAddMapping(map.c_str());
                      }
                  }
                  
                  vjoysticks.clear();
                  
                  for (int i = 0; i < SDL_NumJoysticks(); ++i) {
                      vjoysticks.push_back(std::unique_ptr<GamePad>(new JoystickInfo(i)));
                      // Something goes wrong in the init, let's drop it
                      if (!vjoysticks.back()->IsProperlyInitialized())
                          vjoysticks.pop_back();
                  }
                  

                  }

                  void JoystickInfo::Rumble(unsigned type, unsigned pad)
                  {
                  if (type >= m_effects_id.size())
                  return;

                  if (!(g_conf.pad_options[pad].forcefeedback))
                      return;
                  
                  if (m_haptic == nullptr)
                      return;
                  
                  int id = m_effects_id[type];
                  if (SDL_HapticRunEffect(m_haptic, id, 1) != 0) {
                      fprintf(stderr, "ERROR: Effect is not working! %s, id is %d\n", SDL_GetError(), id);
                  }
                  

                  }

                  JoystickInfo::~JoystickInfo()
                  {
                  // Haptic must be closed before the joystick
                  if (m_haptic != nullptr) {
                  for (const auto &eid : m_effects_id) {
                  if (eid >= 0)
                  SDL_HapticDestroyEffect(m_haptic, eid);
                  }

                      SDL_HapticClose(m_haptic);
                  }
                  
                  if (m_controller != nullptr) {
                  

                  #if SDL_MINOR_VERSION >= 4
                  // Version before 2.0.4 are bugged, JoystickClose crashes randomly
                  // Note: GameControllerClose calls JoystickClose)
                  SDL_GameControllerClose(m_controller);
                  #endif
                  }
                  }

                  JoystickInfo::JoystickInfo(int id)
                  : GamePad()
                  , m_controller(nullptr)
                  , m_haptic(nullptr)
                  , m_unique_id(0)
                  {
                  SDL_Joystick *joy = nullptr;
                  m_effects_id.fill(-1);
                  // Values are hardcoded currently but it could be later extended to allow remapping of the buttons
                  m_pad_to_sdl[PAD_L2] = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
                  m_pad_to_sdl[PAD_R2] = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
                  m_pad_to_sdl[PAD_L1] = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
                  m_pad_to_sdl[PAD_R1] = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
                  m_pad_to_sdl[PAD_TRIANGLE] = SDL_CONTROLLER_BUTTON_Y;
                  m_pad_to_sdl[PAD_CIRCLE] = SDL_CONTROLLER_BUTTON_B;
                  m_pad_to_sdl[PAD_CROSS] = SDL_CONTROLLER_BUTTON_A;
                  m_pad_to_sdl[PAD_SQUARE] = SDL_CONTROLLER_BUTTON_X;
                  m_pad_to_sdl[PAD_SELECT] = SDL_CONTROLLER_BUTTON_BACK;
                  m_pad_to_sdl[PAD_L3] = SDL_CONTROLLER_BUTTON_LEFTSTICK;
                  m_pad_to_sdl[PAD_R3] = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
                  m_pad_to_sdl[PAD_START] = SDL_CONTROLLER_BUTTON_START;
                  m_pad_to_sdl[PAD_UP] = SDL_CONTROLLER_BUTTON_DPAD_UP;
                  m_pad_to_sdl[PAD_RIGHT] = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
                  m_pad_to_sdl[PAD_DOWN] = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
                  m_pad_to_sdl[PAD_LEFT] = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
                  m_pad_to_sdl[PAD_L_UP] = SDL_CONTROLLER_AXIS_LEFTY;
                  m_pad_to_sdl[PAD_L_RIGHT] = SDL_CONTROLLER_AXIS_LEFTX;
                  m_pad_to_sdl[PAD_L_DOWN] = SDL_CONTROLLER_AXIS_LEFTY;
                  m_pad_to_sdl[PAD_L_LEFT] = SDL_CONTROLLER_AXIS_LEFTX;
                  m_pad_to_sdl[PAD_R_UP] = SDL_CONTROLLER_AXIS_RIGHTY;
                  m_pad_to_sdl[PAD_R_RIGHT] = SDL_CONTROLLER_AXIS_RIGHTX;
                  m_pad_to_sdl[PAD_R_DOWN] = SDL_CONTROLLER_AXIS_RIGHTY;
                  m_pad_to_sdl[PAD_R_LEFT] = SDL_CONTROLLER_AXIS_RIGHTX;

                  if (SDL_IsGameController(id)) {
                      m_controller = SDL_GameControllerOpen(id);
                      joy = SDL_GameControllerGetJoystick(m_controller);
                  } else {
                      joy = SDL_JoystickOpen(id);
                  }
                  
                  if (joy == nullptr) {
                      fprintf(stderr, "onepad:failed to open joystick %d\n", id);
                      return;
                  }
                  
                  // Collect Device Information
                  char guid[64];
                  SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 64);
                  const char *devname = SDL_JoystickNameForIndex(id);
                  
                  if (m_controller == nullptr) {
                      fprintf(stderr, "onepad: Joystick (%s,GUID:%s) isn't yet supported by the SDL2 game controller API\n"
                                      "Fortunately you can use AntiMicro (https://github.com/AntiMicro/antimicro) or Steam to configure your joystick\n"
                                      "The mapping can be stored in OnePAD2.ini as 'SDL2 = <...mapping description...>'\n"
                                      "Please report it to us (https://github.com/PCSX2/pcsx2/issues) so we can add your joystick to our internal database.",
                              devname, guid);
                  

                  #if SDL_MINOR_VERSION >= 4 // Version before 2.0.4 are bugged, JoystickClose crashes randomly
                  SDL_JoystickClose(joy);
                  #endif

                      return;
                  }
                  
                  std::hash<std::string> hash_me;
                  m_unique_id = hash_me(std::string(guid));
                  
                  // Default haptic effect
                  SDL_HapticEffect effects[NB_EFFECT];
                  for (int i = 0; i < NB_EFFECT; i++) {
                      SDL_HapticEffect effect;
                      memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
                      SDL_HapticDirection direction;
                      direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
                      direction.dir[0] = 18000;
                      effect.periodic.direction = direction;
                      effect.periodic.period = 10;
                      effect.periodic.magnitude = (Sint16)(g_conf.get_ff_intensity()); // Effect at maximum instensity
                      effect.periodic.offset = 0;
                      effect.periodic.phase = 18000;
                      effect.periodic.length = 125; // 125ms feels quite near to original
                      effect.periodic.delay = 0;
                      effect.periodic.attack_length = 0;
                      /* Sine and triangle are quite probably the best, don't change that lightly and if you do
                       * keep effects ordered by type
                       */
                      if (i == 0) {
                          /* Effect for small motor */
                          /* Sine seems to be the only effect making little motor from DS3/4 react
                           * Intensity has pretty much no effect either(which is coherent with what is explain in hid_sony driver
                           */
                          effect.type = SDL_HAPTIC_SINE;
                      } else {
                          /** Effect for big motor **/
                          effect.type = SDL_HAPTIC_TRIANGLE;
                      }
                  
                      effects[i] = effect;
                  }
                  
                  if (SDL_JoystickIsHaptic(joy)) {
                      m_haptic = SDL_HapticOpenFromJoystick(joy);
                  
                      for (auto &eid : m_effects_id) {
                          eid = SDL_HapticNewEffect(m_haptic, &effects[0]);
                          if (eid < 0) {
                              fprintf(stderr, "ERROR: Effect is not uploaded! %s\n", SDL_GetError());
                              return;
                          }
                      }
                  }
                  
                  fprintf(stdout, "onepad: controller (%s) detected%s, GUID:%s\n",
                          devname, m_haptic ? " with rumble support" : "", guid);
                  
                  m_no_error = true;
                  

                  }

                  const char *JoystickInfo::GetName()
                  {
                  return SDL_JoystickName(SDL_GameControllerGetJoystick(m_controller));
                  }

                  size_t JoystickInfo::GetUniqueIdentifier()
                  {
                  return m_unique_id;
                  }

                  bool JoystickInfo::TestForce(float strength = 0.60)
                  {
                  // This code just use standard rumble to check that SDL handles the pad correctly! --3kinox
                  if (m_haptic == nullptr)
                  return false; // Otherwise, core dump!

                  SDL_HapticRumbleInit(m_haptic);
                  
                  // Make the haptic pad rumble 60% strength for half a second, shoudld be enough for user to see if it works or not
                  if (SDL_HapticRumblePlay(m_haptic, strength, 400) != 0) {
                      fprintf(stderr, "ERROR: Rumble is not working! %s\n", SDL_GetError());
                      return false;
                  }
                  
                  return true;
                  

                  }

                  int JoystickInfo::GetInput(gamePadValues input)
                  {
                  float k = g_conf.get_sensibility() / 100.0; // convert sensibility to float

                  // Handle analog inputs which range from -32k to +32k. Range conversion is handled later in the controller
                  if (IsAnalogKey(input)) {
                      int value = SDL_GameControllerGetAxis(m_controller, (SDL_GameControllerAxis)m_pad_to_sdl[input]);
                      value *= k;
                      return (abs(value) > m_deadzone) ? value : 0;
                  }
                  
                  // Handle triggers which range from 0 to +32k. They must be converted to 0-255 range
                  if (input == PAD_L2 || input == PAD_R2) {
                      int value = SDL_GameControllerGetAxis(m_controller, (SDL_GameControllerAxis)m_pad_to_sdl[input]);
                      return (value > m_deadzone) ? value / 128 : 0;
                  }
                  
                  // Remain buttons
                  int value = SDL_GameControllerGetButton(m_controller, (SDL_GameControllerButton)m_pad_to_sdl[input]);
                  return value ? 0xFF : 0; // Max pressure
                  

                  }

                  void JoystickInfo::UpdateGamePadState()
                  {
                  SDL_GameControllerUpdate();
                  }

                  SDL and load allmost all joysticks.

                  I hope you can understandme.

                  Bye!

                  1 Reply Last reply Reply Quote 0
                  • M
                    maxiducoli @f.caruso
                    last edited by

                    @f-caruso

                    This is the Xinput Lillypad.ini CFG for ALL Xinput controllers (if you install SCP Toolkit you can use every controller for PCSX2 with out config the buttons.

                    M 1 Reply Last reply Reply Quote 0
                    • M
                      maxiducoli @maxiducoli
                      last edited by

                      @maxiducoli said in Updated EmulationStation for Windows:

                      @f-caruso

                      This is the Xinput Lillypad.ini CFG for ALL Xinput controllers (if you install SCP Toolkit you can use every controller for PCSX2 with out config the buttons.

                      [General Settings]

                      Last Config Path=inis

                      Last Config Name=LilyPad.lily

                      Force Cursor Hide=0

                      Mouse Unfocus=1

                      Background=1

                      Multiple Bindings=0

                      DirectInput Game Devices=1

                      XInput=1

                      DualShock 3=0

                      Multitap 1=0

                      Multitap 2=0

                      Escape Fullscreen Hack=0

                      Disable Screen Saver=0

                      Logging=0

                      Save State in Title=0

                      GH2=0

                      Turbo Key Hack=0

                      Vista Volume=1

                      Close Hacks=0

                      Keyboard Mode=2

                      Mouse Mode=0

                      Volume=100

                      [Pad 0 0]

                      Mode=1

                      Auto Analog=0

                      [Pad 0 1]

                      Mode=1

                      Auto Analog=0

                      [Pad 0 2]

                      Mode=1

                      Auto Analog=0

                      [Pad 0 3]

                      Mode=1

                      Auto Analog=0

                      [Pad 1 0]

                      Mode=1

                      Auto Analog=0

                      [Pad 1 1]

                      Mode=1

                      Auto Analog=0

                      [Pad 1 2]

                      Mode=1

                      Auto Analog=0

                      [Pad 1 3]

                      Mode=1

                      Auto Analog=0

                      [Device 0]

                      Display Name=XInput Pad 0

                      Instance ID=XInput Pad 0

                      API=4

                      Type=3

                      Binding 0=0x00040000, 0, 20, 65536, 0, 0, 0

                      Binding 1=0x00040001, 0, 22, 65536, 0, 0, 0

                      Binding 2=0x00040002, 0, 23, 65536, 0, 0, 0

                      Binding 3=0x00040003, 0, 21, 65536, 0, 0, 0

                      Binding 4=0x00040004, 0, 19, 65536, 0, 0, 0

                      Binding 5=0x00040005, 0, 16, 65536, 0, 0, 0

                      Binding 6=0x00040006, 0, 17, 65536, 0, 0, 0

                      Binding 7=0x00040007, 0, 18, 65536, 0, 0, 0

                      Binding 8=0x00040008, 0, 26, 65536, 0, 0, 0

                      Binding 9=0x00040009, 0, 27, 65536, 0, 0, 0

                      Binding 10=0x0004000C, 0, 30, 65536, 0, 0, 0

                      Binding 11=0x0004000D, 0, 29, 65536, 0, 0, 0

                      Binding 12=0x0004000E, 0, 31, 65536, 0, 0, 0

                      Binding 13=0x0004000F, 0, 28, 65536, 0, 0, 0

                      Binding 14=0x00200010, 0, 24, 65536, 0, 0, 1

                      Binding 15=0x00200011, 0, 25, 65536, 0, 0, 1

                      Binding 16=0x01020012, 0, 33, 87183, 0, 0, 13172

                      Binding 17=0x02020012, 0, 35, 87183, 0, 0, 13172

                      Binding 18=0x01020013, 0, 32, 87183, 0, 0, 13172

                      Binding 19=0x02020013, 0, 34, 87183, 0, 0, 13172

                      Binding 20=0x01020014, 0, 37, 87183, 0, 0, 13172

                      Binding 21=0x02020014, 0, 39, 87183, 0, 0, 13172

                      Binding 22=0x01020015, 0, 36, 87183, 0, 0, 13172

                      Binding 23=0x02020015, 0, 38, 87183, 0, 0, 13172

                      FF Binding 0=Constant 0, 0, 0, 0, 65536, 1, 0

                      FF Binding 1=Constant 0, 1, 0, 0, 0, 1, 65536

                      [Device 1]

                      Display Name=XInput Pad 1

                      Instance ID=XInput Pad 1

                      API=4

                      Type=3

                      Binding 0=0x00040000, 1, 20, 65536, 0, 0, 0

                      Binding 1=0x00040001, 1, 22, 65536, 0, 0, 0

                      Binding 2=0x00040002, 1, 23, 65536, 0, 0, 0

                      Binding 3=0x00040003, 1, 21, 65536, 0, 0, 0

                      Binding 4=0x00040004, 1, 19, 65536, 0, 0, 0

                      Binding 5=0x00040005, 1, 16, 65536, 0, 0, 0

                      Binding 6=0x00040006, 1, 17, 65536, 0, 0, 0

                      Binding 7=0x00040007, 1, 18, 65536, 0, 0, 0

                      Binding 8=0x00040008, 1, 26, 65536, 0, 0, 0

                      Binding 9=0x00040009, 1, 27, 65536, 0, 0, 0

                      Binding 10=0x0004000C, 1, 30, 65536, 0, 0, 0

                      Binding 11=0x0004000D, 1, 29, 65536, 0, 0, 0

                      Binding 12=0x0004000E, 1, 31, 65536, 0, 0, 0

                      Binding 13=0x0004000F, 1, 28, 65536, 0, 0, 0

                      Binding 14=0x00200010, 1, 24, 65536, 0, 0, 1

                      Binding 15=0x00200011, 1, 25, 65536, 0, 0, 1

                      Binding 16=0x01020012, 1, 33, 87183, 0, 0, 13172

                      Binding 17=0x02020012, 1, 35, 87183, 0, 0, 13172

                      Binding 18=0x01020013, 1, 32, 87183, 0, 0, 13172

                      Binding 19=0x02020013, 1, 34, 87183, 0, 0, 13172

                      Binding 20=0x01020014, 1, 37, 87183, 0, 0, 13172

                      Binding 21=0x02020014, 1, 39, 87183, 0, 0, 13172

                      Binding 22=0x01020015, 1, 36, 87183, 0, 0, 13172

                      Binding 23=0x02020015, 1, 38, 87183, 0, 0, 13172

                      FF Binding 0=Constant 1, 0, 0, 0, 65536, 1, 0

                      FF Binding 1=Constant 1, 1, 0, 0, 0, 1, 65536

                      [Device 12]

                      Display Name=XInput Pad 2

                      Instance ID=XInput Pad 2

                      API=4

                      Type=3

                      [Device 13]

                      Display Name=XInput Pad 3

                      Instance ID=XInput Pad 3

                      API=4

                      Type=3

                      f.carusoF 1 Reply Last reply Reply Quote 0
                      • f.carusoF
                        f.caruso @maxiducoli
                        last edited by

                        @maxiducoli
                        What do you want me to do with all this ? It's not really related to ES.
                        Plus, it's not the good place for that kind of exchanges. Find me on Discord.
                        I can't see you on any server I'm in. Please, name servers you are in so I can find you.

                        1 Reply Last reply Reply Quote 0
                        • P
                          porterballs
                          last edited by

                          @f-caruso hi was just wondering if you will update the gamesdb scraper at some point, I want to use your screenscraper one but I cant choose to have only 2d boxes! Thanks

                          f.carusoF 1 Reply Last reply Reply Quote 0
                          • f.carusoF
                            f.caruso @porterballs
                            last edited by

                            @porterballs said in Updated EmulationStation for Windows:

                            gamesdb

                            Done + Added ability to use Box as image for screenscraper. You can download the latest version.

                            P 1 Reply Last reply Reply Quote 2
                            • P
                              porterballs @f.caruso
                              last edited by

                              @f-caruso thank you much appreciated :)

                              1 Reply Last reply Reply Quote 0
                              • CarissaIsWierdC
                                CarissaIsWierd
                                last edited by

                                @f-caruso I had arrows before (see here) that now show as question marks after the 'Unicode Strings' update :/

                                f.carusoF 1 Reply Last reply Reply Quote 0
                                • f.carusoF
                                  f.caruso @CarissaIsWierd
                                  last edited by f.caruso

                                  @CarissaIsWierd The version of your theme I have does'nt have all these options, so I can't test what you did...
                                  EDIT : Found & fixed

                                  1 Reply Last reply Reply Quote 1
                                  • CarissaIsWierdC
                                    CarissaIsWierd
                                    last edited by

                                    @f-caruso Did you do something to the way "folderImage" & "gameImage" are displayed in the past month? If you check my theme I shared with you, folders and games without images show up like this, when before they used minSize like games with images do. Do I need to add something different to fix it?

                                    f.carusoF 1 Reply Last reply Reply Quote 0
                                    • f.carusoF
                                      f.caruso @CarissaIsWierd
                                      last edited by

                                      @CarissaIsWierd Check the new release it should solve your case.

                                      S 1 Reply Last reply Reply Quote 1
                                      • PittStoneP
                                        PittStone
                                        last edited by

                                        @f-caruso @jdrassa Will it be possible to use animated Gifs for the Covers? Not only .png or .jpg. It would be Awesome to have a Animated Cover like this: Animated Cover

                                        mituM 1 Reply Last reply Reply Quote 0
                                        • mituM
                                          mitu Global Moderator @PittStone
                                          last edited by mitu

                                          @PittStone said in Updated EmulationStation for Windows:

                                          It would be Awesome to have a Animated Cover like this: Animated Cover

                                          That's not a GIF, is a video file. You can add it as video in ES.

                                          PittStoneP 1 Reply Last reply Reply Quote 0
                                          • PittStoneP
                                            PittStone @mitu
                                            last edited by

                                            @mitu Hi, nope i right click on it and JDownloader downloaded it as a .gif! It doesn't matter if this example is a video or a gif! My question is whether it will even be possible to use this as an animated gif.

                                            1 Reply Last reply Reply Quote 0
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