Sega Model 3: Scriptmodule added to RetroPie-Setup
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@rogg23 said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
Apologies I should have said I'm on x86 (ubuntu 22.04).
I've created a PR: Closed
Edit: Old file link removed. -
Didn't seem to work for me, but that doesn't mean I did it right!
I downloaded the PR, renamed supermodel3.sh in
~/Retropie-Setup/scriptmodules/emulators
Copied in the new file.
Renamed the crosshairs files to .old in/opt/retropie/configs/arcade/supermodel3/Assets
Ran setup and updated supermodel 3 but, all I have in my assets directory is the files renamed as .old.
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@rogg23 said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
Didn't seem to work for me, but that doesn't mean I did it right!
I downloaded the PR, renamed supermodel3.sh in
~/Retropie-Setup/scriptmodules/emulators
Copied in the new file.
Renamed the crosshairs files to .old in/opt/retropie/configs/arcade/supermodel3/Assets
Ran setup and updated supermodel 3 but, all I have in my assets directory is the files renamed as .old.
I changed the PR this morning so that it will not overwrite an existing Asset folder, unless it's empty, so even the .old files will have stopped the update to that folder.
Can you rename the Asset folder itself and test again on the latest push (there is also a BASH quoting fix in this):
Using this one:
https://raw.githubusercontent.com/RetroPie/RetroPie-Setup/57cdcfbad0f8bb42518283a30e9f1c345000f845/scriptmodules/emulators/supermodel3.sh -
@DirtBagXon said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
Renamed Assets to Assets_old, reran with the new scriptmodule in your link. The Assets directory is created, but it is empty.
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@rogg23 said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
@DirtBagXon said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
Renamed Assets to Assets_old, reran with the new scriptmodule in your link. The Assets directory is created, but it is empty.
I dunno then, I don't have a Retropie setup to check, the BASH globbing check worked fine in my local machines. Maybe there are RetroPie helper checks someone can add to the PR to look for empty folders, I don't see any in https://retropie.org.uk/api/helpers_8sh.html
Otherwise It'll have to wait until I get a Retropie setup at some point.
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@DirtBagXon I'll take a look. Ideally you'd want that folder copied everytime. Does it need to be in
$conf_dir
or the emulator looks also under$inst_dir/Assets
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@mitu said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
@DirtBagXon I'll take a look. Ideally you'd want that folder copied everytime. Does it need to be in
$conf_dir
or the emulator looks also under$inst_dir/Assets
?@rogg23 said he created it in:
/opt/retropie/configs/arcade/supermodel3/Assets
So I guess that's under
$conf_dir
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@mitu said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
Ideally you'd want that folder copied everytime.
I did initially, but then though if someone adds their own custom crosshair, it probably shouldn't overwrite....
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@DirtBagXon said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
I did initially, but then though if someone adds their own custom crosshair, it probably shouldn't overwrite....
Are the filenames hardcoded or they can be customized (haven't looked at the config file to see) ? If they can be customized, then users can choose a different name.
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@mitu said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
@DirtBagXon said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
I did initially, but then though if someone adds their own custom crosshair, it probably shouldn't overwrite....
Are the filenames hardcoded or they can be customized (haven't looked at the config file to see) ? If they can be customized, then users can choose a different name.
Yeah, you would think there was an option to customize names, but there isn't:
p1crosshair.bmp
p2crosshair.bmp
Src/OSD/SDL/Crosshair.cpp: const std::string p1CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Assets) << "p1crosshair.bmp"; Src/OSD/SDL/Crosshair.cpp: const std::string p2CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Assets) << "p2crosshair.bmp";
In reality I'm not certain who would customize them, but...
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I'm gonna take a guess, but I think I may have needed to use
$md_build
instead of$md_inst
for the copy, as Assets is never copied to the install dir.if isPlatform "x86"; then # "main" repo has an Assets folder for custom crosshairs mkUserDir "$conf_dir/Assets" # If the folder is empty, populate it. if [ -z "$(ls -A $conf_dir/Assets)" ]; then cp -f "$md_build/Assets/"* "$conf_dir/Assets/" fi fi
Just a hunch.
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@DirtBagXon
$md_build
is only available on source installs, to make sure this works for binary installs/distributions, Assets needs to be included in the installation. Something like this works - it always copies the bitmaps, overwriting any custom files added by the user though. -
@mitu said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
@DirtBagXon
$md_build
is only available on source installs, to make sure this works for binary installs/distributions, Assets needs to be included in the installation. Something like this works - it always copies the bitmaps, overwriting any custom files added by the user though.Ok, I see, didn't think about the binary installs. I have searched and I can't see any repos, or forum posts, with other/alternate crosshair graphics, and they are a fairly specific
.bmp
format, so I think it's pretty safe to just overwrite them. Seems to just have fulfilled the PR authors wants. I would just go with that, makes sense. -
@DirtBagXon said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
I would just go with that, makes sense.
Sure, PR already opened.
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@mitu said in Sega Model 3: Scriptmodule added to RetroPie-Setup:
Sure, PR already opened.
.. and merged. From now on, the Assets folder will also be copied during installation/update.
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