Announcing Pegasus Frontend
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I'm considering a fresh install with less games also. Really, this has been a big test for my build, but the "paralyzation of choice" is kicking in with so many games. It's unnecessary.
I have only experienced that Pegasus occasionally quits to terminal when scrolling through many games, but I still hope @fluffypillow introduces a Page Down/Up function at some point, and this might help, since Pegasus then doesn't have to load so many videos redundantly when scrolling.
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@andershp yup, still on my todo list :)
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@fluffypillow I just noticed the new pegasus build no longer sees my sub folders. Snes msu1 games are required to be in subfolders because they're multiple files. ES still sees the folders. They are located under
/media/usb0/snes/msu1/
if it matters.Also, in the future will you be adding some fast scrolling on pad? The type ES has where you hold down DOWN, then it starts to scroll at a normal rate, then a few seconds later it speeds up.
Oh, and yes, I mean columns, not rows.
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@darksavior Should be fixed now, thanks!
Also, in the future will you be adding some fast scrolling on pad?
Personally I prefer the way it works right now (I tend to trigger the fast scroll accidentally), but that can be changed in the themes.
A letter indicator/scrollbar would be nice though. -
@fluffypillow No worries, thanks.
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Hi guys, what's up? I've installed Pegasus-FE recently on my Pi, but I don't know how to launch it. Someone could help me? I've installed from experimental packages on RetroPie Setup menu.
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@danielmewhouse said in Announcing Pegasus Frontend:
Hi guys, what's up? I've installed Pegasus-FE recently on my Pi, but I don't know how to launch it. Someone could help me?
Yes, I asked this question too.. Right here :)
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I'm about to start scraping all over, but in case I need to do this another time, it would be nice to have both art and games on USB instead of microSD.
@fluffypillow You say that generally USB and MicroSD should be equally fast, maybe USB could be faster.
@Darksavior you say that USB is slower.Do you guys think, if I get a USB 3.1 drive (they should be way faster even though I know the Pi only supports USB2.0), this could be a good solution with both art and roms on USB?
What about Emulationstation, will this still work and show art if it's placed in romsfolder/media?
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@andershp (sorry for the late reply)
Really depends on the drives you use. Many 2.0 drives don't reach the maximum possible speed the Pi supports, while with a 3.x drive it's more likely. A good SD card may also reach the full speed, but to me they seem to be slower.Some benchmarks:
- https://usbspeed.nirsoft.net/usb_drive_speed_summary.html
- https://www.pidramble.com/wiki/benchmarks/microsd-cards
What about Emulationstation, will this still work and show art if it's placed in romsfolder/media?
Should work fine, as long as the paths to the rom directories are valid. Actually if you're just moving your games/assets to USB, you could just correct the paths in the ES2 systems config file, no need for a full scraping.
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It got a bit delayed with the holidays, but the theme guide is in progress now.
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@fluffypillow Great stuff, look forward to it :)
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Happy New Year! And also an update:
- implemented the new config file format, but currently only for the theme config file so I could start writing the documentation
- changed the config format a bit
:
is also accepted as the separator between an option's name and value (previously only=
was accepted)[]
is no longer needed at the end of an option's name to indicate it to be a list: it's handled automatically when an option occurs more than once
- the loading screen will likely be themeable in the future -- I've added some light animations to show activity, which seems to work fine on Pi 3 but might be demanding on other platforms (due to the loading in the background); this needs some more testing
- fixed a bug that caused Pegasus to miss assets in symlinked directories in some cases
- fixed a bug when reading the
<rating>
field from ES2 files - changed some variables around in the theme system while I was writing the documentation -- updated the Flixnet theme for this
- better support for games with multiple developers, publishers or genres
Documentation is in progress; I think I can finish/polish them by this week (or the next), and I'll upload them all then. Current status:
- set up a pretty website for the documentation and moved the wiki articles there
- fixed some typos
- updated the Qt installation guide with images and notes (for C++ devs)
- added theme creation overview (QML, theme structure, stuff Pegasus provides)
- added a page with links to QML tutorials
- added detailed API documentation
- added a step-by-step guide for making the Flixnet theme (60% done)
- will add at least one more simpler tutorial too (eg. something like a stripped-down PS3 menu, or a remake of ES2 or HyperSpin's default)
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@fluffypillow Your work is awesome. Do you have an ETA on these features:
- Favorite add/remove by buttonclick
- Page up/down function
Not at all to stress you, just a friendly query. These two functions would get Pegasus up on the side of EmulationStation, when it comes to functionality (in my humble point of view).
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Great news, look forward to the theme guide :)
Quesiton on the below:
- the loading screen will likely be themeable in the future
Can we also theme/modify the settings menu/panel?
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@andershp no problem; my top priority now to bring the documentation to a usable state so people could start learning theming, after that I'll add the support for the new metadata files (which shouldn't take more than a few days). With these two major updates down, I can start working on all these usability tweaks and issues I keep collecting. As for an ETA, I think I can complete these two still in this month.
@halfmanhalfcake my only problem with theming the main menu is that since a theme can completely customize the UI, if there's a bug in it or someone forgets to eg. add the Settings button, then you might not be able to change the theme back without editing the config files. Technically there's no difference between the parts of the user interface, the whole graphical part is written in QML and so can be customized; it's not impossible that there will be support for menu themes too.
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I'm trying to make some dummyroms with system images and descriptions.
Cannot delete my post now, but if someone wants to do the same, or suddenly realizes nothing's working for them, check if there's an "&" sign in the description. This messes up everything.. -
@andershp said in Announcing Pegasus Frontend:
check if there's an "&" sign in the description
& is a reserved character in an XML document, you should escape it with
&
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Hi guys, happy New year!!!
I give a shoot on Pegasus, and it's beautiful!!! It's exactly what I was looking for on emulationstation!!! But there's a way to do some input config? I've a custom made arcade Bartop with just a dpad, start, select and six action buttons, but this doesn't work on Pegasus, that requires an analog input to browse through the games.
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@danielmewhouse you have to be more specific, hardwarewise. What controller do you have to translate your inputs and to what? Is it a xinmo, iPac or something else?
You can get Pegasus working perfectly without analog sticks. I have almost the same buttons as you do.
If It translates into keyboard inputs, I don't know if @fluffypillow integrated custom inputs mapping yet?
What I did with my iPac, is that I changed all inputs to match the standard of Pegasus (see here) and afterwards I mapped the controls again in Emulationstation (just to get both systems working, for a transitional period).As you can see on the above link, it's fairly easy. I made my joystick work as directional buttons (up, down, etc.), my first two buttons work as Enter and Esc (which also is very handy in random GUI's), and my upper left is lctrl. The last two needed buttons I just assigned A and E, to switch between systems.
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Yes, Pegasus supports navigating by the keyboard arrow keys and the gamepad left analog stick and dpad (it uses
evdev
input events on Linux, if that helps). Custom keyboard mapping is not implemented yet, but might come later. It's also not in sync yet with the emulators and other frontends, so you might want to set the mapping in ES too for now.
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