RetroPie forum home
    • Recent
    • Tags
    • Popular
    • Home
    • Docs
    • Register
    • Login

    Updated EmulationStation for Windows

    Scheduled Pinned Locked Moved Projects and Themes
    emulationstatiowindows
    741 Posts 97 Posters 550.7k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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
                                          • mituM
                                            mitu Global Moderator
                                            last edited by

                                            @PittStone said in Updated EmulationStation for Windows:

                                            Hi, nope i right click on it and JDownloader downloaded it as a .gif

                                            Imgur allows you to upload short video files. The actual video behind that it's an MP4 video - https://i.imgur.com/193xjy7.mp4.

                                            My question is whether it will even be possible to use this as an animated gif.

                                            I don't think it's possible without adding a GIF decoder (not included right now in EmulationStation) and playing it as a video in ES - at which point you're better just adding it as video.

                                            PittStoneP 1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post

                                            Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.

                                            Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.