How to change button icons? [DONE]
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@herb_fargus res2h.exe easy to use on windows. I can add a link to ready .cpp files
Except images, I re-generated the cpp files. Error occurs just after the compilation. Even if collect original source files - file "emulationstation" still runs with an error.
I think the problem is in the description for the assembly of a binary file.
But more likely a problem with me. I'm a lamer. :ccpp files: https://mega.nz/#!kYBFVDTD!SihhUa9BqIvMN-0bKmMh_htnKyJJgdcHM996lafCgjk
res2h: https://github.com/HorstBaerbel/res2h/releases -
I urge you, @fieldofcows !
Maybe, you can help in the assembly?
You succeeded modify the binary file, judging on this topic.If I'm wrong - sorry to trouble you.
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@frgn Here is a link to a compiled version of ES with your changes on my drive.
Be sure to give it permission to execute with
chmod +x
I compiled with the latest Retropie branch.
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@jacobfk20
Oh no, I made a mistake with the scale of the two buttons (select and start) - it can be fixed?
I have changed the svg Images, it remains only to collect them again. help me again?
Embarrassing happened... uncomfortable to ask you again about this :c
SVG: https://mega.nz/#!cNYy0SLI!DZadJaEhQPamxhAa2b0fpSis9bxUQapYZW78B4Q7Q00 -
@frgn I don't mind helping but please send me already converted files next time. I went ahead and converted this time and compiled with the change. I overwrote the old file on my drive.
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@jacobfk20 ok. thank you, man :)
I have one more question - whether the possible change font gui? for him too need to generate cpp? -
@frgn No problem, glad to help :)
ES font for MAIN MENU and other Gui menus are hard coded. At a quick glance I think the quick way would be to change es-core/resources/font.cpp Font::get() to pull from a different path if path is empty, or change the default path to the new font you want. I'm not too familiar with how ES handles fonts so someone else may have a better answer than me. -
@jacobfk20
OK, I understand you.
if you will do it - please let me know about it. -
@frgn I would do this for you but if you ever update to the newest ES build it will overwrite any change done unless you cherry pick. Actually, updating even now will overwrite the changes to the button icons you have done.
With that said-- you may like one of the next updates I'm about to release for my mod.
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@jacobfk20 That was really awesome of you to do a one-time compile and host it, but future ES updates on the RetroPie will revert this. We really need an upstream fix in the ES repository that allows for loading these files remotely, or perhaps just selecting from a menu that you want to see SNES button layout, XBox button layout, PS button layout, etc.
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@enderandrew I said this in the post above yours that's why I do not want to do the second request, especially since I'm working on a branch for my fork that does exactly that.
Also, thanks for creating the issue. I may do a pr after I test it in my fork for awhile. -
@jacobfk20 I'm not going to do the update ES, since I do not see the point.
you could replace the font (including the last modifications)? in the archive are two types of font, as in the original ES. as well as button icons.
you are my hero! :) -
@jacobfk20 how did you convert the new svg? I used the res2h tool on github and ran it on my data/resources directory and it broke the compile. It changed every binary conversion into a uint32 or whatever.
Am I not using the script right? I simply ran the script included in data/resources/convert.sh or whatever it's called.
After running it, Resources.h throws a compile error.
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@masteryoer here's an example of what I did to make a black splash screen for emulationstation:
https://github.com/RetroPie/EmulationStation/pull/52/files
Not sure how helpful it is but perhaps you can compare the code and see what it's supposed to look like
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@masteryoer It's actually been so long that I don't remember :)
I've also noticed that res2h has been removed from this branch for some time, it used to be included and that's what I use.Maybe if you upload your resource.h file or tell me what the compilation error is I can help you further.
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It's still referenced in the emulationstation branch. It's in data/resources/generate.sh with a link to the fit repo for building it. Maybe I'll find an old source and see if I can use that one. It seems to be breaking whenever I use it.
I should be moving my .png or .svg over to the resources folder, then running res2h to create the header and .cpp file right? It also looks like it makes a frame.png.cpp file too. (I was changing the UIs frame element around dialogs and Windows)
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Yeah, I know where to change it at, but simply replacing the resources doesn't seem to work. I used frame.png which is the window border around the dialogues, changed it to a new look and replaced the original one, then recompiled and the old one was still being used.
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@masteryoer So you're overwriting the current frame.png.cpp in data/converted with your new convered version, right?
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I was attempting to. The res2h executable does it for you. I think the newer version I am using does it wrong though because it changed all the const chars to const uint16/32 and it broke resources.h
Here is the output of a couple files that were modified using the new build of res2h
https://gist.github.com/Ex0r/f63702473eec69ee689f9dfe18b8ba1c
There is both old and new notice the differences
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@masteryoer Ah, ok. Yes, it should be a const unsigned char. It would give error on compilation when ES attempts to bring the resource in expecting a const char*. Maybe there is a option in res2h you need to do to export as const char?
I went and looked at the res2h git and it was recently updated to support 32/64 bit archives. So to do this the program will now keep it in uint8, 16, 32, or 64 depending on size.
ES should expects a const char* so this is what is most likely causing you issue. A quick fix would be to get an older version of res2h that exports the const char source.
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