Announcing Pegasus Frontend
fluffypillow last edited by fluffypillow
@AkiAfroo Pegasus looks for the ES2 directory
.emulationstationin you home dir,
C:/Documents and Settings/Username/on Windows. You can override the home dir by defining the environmental variable
PEGASUS_HOMEbefore launching Pegasus (
HOMEis also supported). The easiest way to do that is to create a
launch.batwith the following content:
set PEGASUS_HOME=C:/some/directory pegasus-fe.exe
and start Pegasus using this script. The directory you set
PEGASUS_HOMEto should contain the
.emulationstationfolder. You can use whatever editor you like for creating the file (Notepad should be fine too).
@dudleydes Thanks for the detailed report! It seems the exit issue is caused by your
start-joymap.sh, where you launch a new instance of Pegasus. When you exit from that, it is when your script actually ends, and thus the original Pegasus is restored.
@fluffypillow Thanks for the reply. I can see the logic now and how the
start-joymap.shscript would be starting a new instance of Pegasus each time I exited a rom. Not the most efficient way of doing things!
I searched online how to run commands in the background and found that removing the command to launch Pegasus in
start-joymap.shbut leaving the ampersand should work. I have tested this and it seems to work fine.
@fluffypillow thanks i will try as soon as..
@dudleydes I was just playing around with multiple PS3 controllers, and noticed that you can run xboxdrv in daemon mode, which should solve the reconnection issues. I've launched it like this:
sudo xboxdrv --detach-kernel-driver --mimic-xpad -s --next-controller -D --dbus disable
There was a bug in xboxdrv where unplugged controllers didn't un-register themselves, but that was fixed in version 0.8.6. You might want to try that if you have troubles.
Also you can see a bunch of debug information if you set the env var
QT_LOGGING_RULES="qt.gamepad=true"before launching Pegasus.
@fluffypillow Thanks for this. I shall take a look at it.
The issue regards xboxdrv wasn't unplugging and replugging the PS3 controller. It was more that it couldn't be used in Pegasus and in emulators. A possibility would be to reconfigure the controller running with xboxdrv but I have spent a lot of time configuring my PS3 controller, often for individual games such as DOS games, so I'd rather not go through that again.
I have the Linux Joystick Mapper program working as I would like now. I can exit Pegasus to the CLI without it restarting and I have placed a copy of my original
start-joymap.shscript in the home folder, renaming it
start-pegasus.shso that I can launch Pegasus with the mapper program from the command line, much in the way ES2 is launched by running the command
emulationstation. I have done further testing in launching games that require xboxdrv or the Linux Joystick Mapper and everything is working fine with no conflicts.
xboxdrv is probably the better solution as it can already be installed from the RetroPie script (incidently it's version 0.8.8 that is installed). It's just a case of being able to use the PS3 controller with xboxdrv in Pegasus and the default configurations in the emulators. If you find a solution then let me know. I'd be happy to test and, if successful, demonstrate to interested users how to set up the Pegasus frontend.
@fluffypillow Ive got a question about a possible functionality of this frontend:
Ive had to leave on standby one new theme because of the daunting task of converting so many scraped images(Game covers) into a different perspective. The fact is that if I had something like a "cornerpin" function and an add Mode for mixing images it would be really easy and people could use their scraped images. I know Im maybe asking for too much, thx for your work.
@tronkyfran you can rotate every UI element by all three axes ("3D-like"), around a custom point, and you can scale horizontally and vertically. You can also write custom OpenGL shaders, which would allow you to do pretty much anything with a picture.
Every UI element means vídeo preview box is included? If thats right them I just would need to test if the raspberry gives enough performance to run my theme, awesome!!!
@tronkyfran yup, including the video. You can also animate these properties, making things spinning or moving things around the screen. Or make people feel dizzy :)
lilbud last edited by
enough performance to run my theme
Wait, are you making a theme for Pegasus? how?
Got the analog navigation working, I'll clean up the code a bit tomorrow then merge it.
@lilbud Well, not exactly "making", I have a lot of assets for an emulationstation theme, but it implied to make a lot of custom game art for it and I simply dont have the time right now. But if I can reuse the scraped art somehow....thats a different thing. The fact is that I have now to take a look to the theming process here in pegasus and how to adapt the assets, so I have a long way to go yet, but at least there is a possibility for my idea to come true :D
This were some sketches of it: I would need to reproject cart art and video preview, and suppose I will have to let go the depth of field blur and some other things. Took a look to opengl shading and it should help a lot... :D
@tronkyfran Nice! Yes, it'd be possible to create such a theme, but yeah getting the cart art right might be slightly difficult (but not impossible). There's a bunch of built-in shaders as well, so for just blurring you won't need to write them manually. Here's a list of available graphical effects.
- Pegasus can now be controlled with more than one gamepad (in case you had problems before; also this item would need some testing)
- added gamepad analog stick navigation support
- the list of languages is no longer hardcoded
- minor changes due to cleaning up the code
Darksavior last edited by Darksavior
@fluffypillow Thanks for the analog controls. Seems to work fine.
I just tried it now. Sad to see there's now spacing in between games. I really liked the way they were before. Hopefully you'll add choices in how it looks in the future. Have you thought on how to adjust the layout? I'd figure rows of 5, 4, 3, or 2 horizontal. 4 seemed really well for sfc and cd games. I'd like to see how well 3 looks for arcade games.
@darksavior Pegasus should show 4 columns for platforms with wide box art (eg. SNES) and 5 for tall ones (eg. NES). Previously it was manually set to 5 for the NES, but a few weeks ago I've changed it to guess the columns from the actual images. It should look like this:
If there are random spacings around, that's likely a bug (can't test with all possible box arts after all).
AndersHP last edited by
@fluffypillow It looks so awesome!
What's the status in regards to us non-coders, plain gamers?
Does it make sense to install it now, or should we wait a couple of months?
@andershp it should be fairly stable and work fine for general use. Its just that it's not too user friendly yet, lacks documentation and some features are not yet done (game entry editing, system informations, custom config files, a clock in the corner). You can give it a try, see how it works for you.
Steam support and RetroArchivements integration is also planned, a theme repository and an update checker might be useful too, and we'd need a nice logo/icon in the future as well.
lilbud last edited by
we'd need a nice logo/icon in the future as well.
I'll be here if you need help
AndersHP last edited by
@fluffypillow Custom config files - as in retroarch.cfg files?