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
? -
@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
-
@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....
-
@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.
-
@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...
-
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.
-
@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.
-
@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.
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.