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Announcing Pegasus Frontend

  • 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..

  • Global Moderator

    @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 &.

  • 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.

  • @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.

  • 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.

  • Documentation is still ongoing, though with the Flixnet tutorial slowly going over 30 printed pages long, I'm starting to think I'm making it a bit too detailed :)
    (mind you, I've included a bunch of screenshots, code snippets, animations and figures)

  • @fluffypillow Thats AWESOME. Ive been taking a look to QML from time to time and I hope to start my theme with this tutorial youre doing. By the way, do hoy think its posible to use qt3d with Pegasus? I tried some things but couldnt make It work inside Pegasus..., although video and many other things work pretty well!!!

  • @tronkyfran Yeah it's entirely possible, you can use pretty much every QML types (except Quick Controls and the web browser). I think I might've disabled some parts of the 3D module previously to reduce the program size, but I'll double check the next time I do a full build.
    Also feel free to open an issue if you find any bugs, and/or share the error here :)

  • @fluffypillow I would open an issue if I was enterely sure that its a bug and not my fault because of lacking programming skills. Ill wait until next build and theme tutorial ;). Again, thanks!!!!

  • I'm still writing the documentation, sorry for it taking so long. Writing a guide makes you realize how to make things simpler to use, so I keep tweaking things around, which then require changes in the already written parts of the docs. But it'll be done eventually.

  • @fluffypillow Take your time, we're talking about 20 years old games so I think we're not in a hurry ;)

  • @fluffypillow Understand that completely. Although I will admit i have been checking here daily for the documentation updates :(

    Either way, take your time :)

  • A little bit of benchmarking:
    After I moved all my art to the USB, Pegasus boots in 1 minut 27 seconds (5030 games with logo, image and video).

    If I quit Pegasus and immediately start it again, same operation takes 7 seconds!!

    How come there's such a big difference? Does a lot of the data get copied to the RPi RAM, so the second time it reads from this instead of USB?

    "Looking for games" part takes 15 seconds, the rest is "looking for artwork".

    I don't think my USB is very fast (it's a Maxwell 64GB USB 2.0), and I wanna test a 3.1, but haven't had the opportunity yet.

    Pegasus is version alpha5-63.

  • Global Moderator

    @andershp said in Announcing Pegasus Frontend:

    How come there's such a big difference? Does a lot of the data get copied to the RPi RAM, so the second time it reads from this instead of USB?

    Most likely yes, it caches some of the filesystem info in the memory, so subsequent access for the same folder is faster. USB 3.1 won't make a big difference, since the PI is not capable of using more than USB 2 speeds.

  • @mitu Is there any way of "prepping" the system for Pegasus?
    The 1,5 minute bootup is extremely slow.

    When it comes to USB2 vs USB 3.1 I have seen tests that even on USB2 readers there can be a significant speedboost.

  • Global Moderator

    @andershp said in Announcing Pegasus Frontend:

    @mitu Is there any way of "prepping" the system for Pegasus?
    The 1,5 minute bootup is extremely slow.

    I don't know, I'm just a forum user - but didn't have a chance to try Pegasus.

  • Usb speeds will always vary depending on the flash storage the stick is using, cluster size you formatted it to, and 2.0 ports of the pi. It's why I keep my scraped art on the micro sd. Newer 3.0 sticks might get better reads due to newer flash storage, but I'd look up benchmarks of specific models anyways.

  • @AndersHP Yeah Linux has a file system cache that can improve certain operations, like checking if the file exists (which actually takes the most of time during Pegasus' startup). Still, that kind of speedup is impressive.

    Actually this just gave me an idea on how to speed up the loading with some manual caching. I'll see if I can do some benchmarks later too.

    PS. Documentation is still work in progress because I keep tweaking things forever. Might release some parts earlier.

  • @fluffypillow Part by part would be easier for beginners like me

  • The Flixnet tutorial ended up 50 pages long.

    Someone stop me.

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