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Topics - cassette

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Feature Requests / Suggestions / Windowed RetroFE with bar
« on: October 11, 2021, 10:43:19 PM »
I want to request an option, perhaps for the fullscreen parameter: for RetroFE to load windowed with a menu bar. This would improve compatibility for fullscreen mode on macOS, for both the Wine or (currently broken) native build. As it is now, RetroFE loads with the old, legacy fullscreen mode which has a series of issues on the platform (no animations are applied to the window, the window is drawn on top of all other programs, etc). If RetroFE had a windows bar, it could be maximized through this button, its fullscreen type would then be correctly interpreted by the platform.


Hope it can happen if it's not too big of a change.

General Discussion & Help / macOS
« on: May 18, 2020, 01:07:08 AM »
I'm trying to compile on macOS, without success.


Code: [Select]
cd retrofe

I get

Code: [Select]
-- Checking for one of the modules 'sdl2'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'sdl2' found
Call Stack (most recent call first):
  CMakeLists.txt:50 (pkg_search_module)

-- Checking for one of the modules 'SDL2_image'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'SDL2_image' found
Call Stack (most recent call first):
  CMakeLists.txt:51 (pkg_search_module)

-- Checking for one of the modules 'SDL2_mixer'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'SDL2_mixer' found
Call Stack (most recent call first):
  CMakeLists.txt:52 (pkg_search_module)

-- Checking for one of the modules 'SDL2_ttf'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'SDL2_ttf' found
Call Stack (most recent call first):
  CMakeLists.txt:53 (pkg_search_module)

-- Checking for one of the modules 'zlib'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'zlib' found
Call Stack (most recent call first):
  CMakeLists.txt:54 (pkg_search_module)

CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:515 (message):
  pkg-config tool not found
Call Stack (most recent call first):
  /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:647 (_pkg_check_modules_internal)
  CMakeLists.txt:55 (pkg_check_modules)

CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:515 (message):
  pkg-config tool not found
Call Stack (most recent call first):
  /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:647 (_pkg_check_modules_internal)
  CMakeLists.txt:56 (pkg_check_modules)

I don't understand what this means, but looking at the steps before, these come to mind:

1. Not sure "export LIBRARY_PATH=/usr/local/opt/gst-plugins-base/lib:/usr/local/opt/gstreamer/lib:/usr/local/lib:/usr/local/opt/glib/lib:/usr/local/opt/gettext/lib" did anything, although it doesn't output any errors
2. "...install the same dependencies as given in the linux instuctions" are listed with apt-get. I could install some by replacing it with brew, but not the ones below:

Code: [Select]
brew install g++
brew install zlib1g-dev
brew install gstreamer1.0-libav
brew install libsdl2-2.0
brew install libglib2.0-0
brew install libglib2.0-dev
brew install libsdl2-dev
brew install libsdl2-mixer-2.0
brew install libsdl2-image-2.0
brew install libsdl2-ttf-2.0
brew install libsdl2-mixer-dev
brew install libsdl2-image-dev
brew install libsdl2-ttf-dev
brew install libgstreamer1.0-dev
brew install libgstreamer-plugins-base1.0-dev
brew install libgstreamer-plugins-good1.0-dev

I would also welcome any chance at a compiled RetroFE for macOS.

General Discussion & Help / media.<filetype>
« on: January 27, 2019, 08:34:49 AM »
I'm looking to modify the medium_artwork path for a collection, but I've been unsuccessful so far. The documentation says to modify "media.<filetype>" (, but I've tried:
Code: [Select]
media.medium_artwork = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
media.<filetype> = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
meda.medium_artwork = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
meda.<filetype> = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
all without success.

General Discussion & Help / Merged collection doesn't work
« on: January 21, 2019, 05:22:24 AM »
Hey guys. I'm trying to set up a merged collection for my favorite games. To keep it simple I've started with a wii u.sub and a gamecube.sub file, listing each one game. The problem though is that they aren't retrieved correctly, and I can't launch them. The documentation says your settings.conf can be empty for a merged collection, but mine shows an empty merged collection if that's the case. The collection only shows games if inside the settings.conf file I add "list.includeMissingItems = true" - but if I do this retrieve no metadata from the hyperlists (so Smash Bros. for Wii U is named "cross_f"), and launching them does nothing.

So if anyone has a working merged collection please tell me how your file structure looks like.

Help / Menu idle animation
« on: January 19, 2019, 10:36:01 PM »
I'm wondering how to load a bunch of elements after idling the menu 5 seconds. I've got something going, but it's far from optimal, because the animation loops infinetely (while I want it to stop once alpha is "1", and go back to "0" when the user scrolls), and becayse scrolling the menu is kind of broken, as it gets constantly stuck not being able to scroll (likely something to do with the duration time?).

  <reloadableVideo imageType="screenshot" x="center" y="center" xOrigin="center" yOrigin="center" height="650" maxWidth="650" alpha="0" layer="7">
    <onMenuIdle><set duration ="5"><animate type="nop"/></set><set duration=".25"><animate type="alpha" from="0" to="1" algorithm="easeinquadratic"/></set></onMenuIdle>
    <onMenuScroll><set duration ="5"><animate type="nop"/></set><set duration=".25"><animate type="alpha" from="1" to="0" algorithm="easeinquadratic"/></set></onMenuScroll>

I saw exactly what I want done on the Aura 4k theme, here, so I know it's doable >

Help / Render text from right to left
« on: January 13, 2019, 06:28:34 AM »
I'm loading up a value from "quantity.txt". It works fine but I need it to be written from right to left so that it doesn't overlap with other text if the value is too big. I thought xOrigin="right" is for that, but it's not working, it just loads up from left to right as every other default text.

Code: [Select]
  <reloadableScrollingText type="quantity" mode="layout" alpha="1" xOrigin="right" x="725" y="585" font="fonts/Helvetica-Bold.ttf" fontSize="36" loadFontSize="36" fontColor="FFFFFF" layer="2"></reloadableScrollingText>
edit: what's happening is that it scrolls into the right rather than do what I said. I tried making it a simply reloadableText, but it doesn't retrieve the info type, and looking at the documentation, the normal reloadableText may not support it... odd. Is there a solution? To be clear what I want to do is display console info on the main page. All examples I can find show the "story" of the console, but I'm looking to display year of release and other static text.

edit 2: solved it by checking the info.conf example included on the full RetroFE install, thanks for that !

General Discussion & Help / DEMUL
« on: December 31, 2018, 06:06:09 AM »
Anyone has DEMUL working? It's the last emulator I've got to setup. On Windows I'm trying:

Code: [Select]
executable = C:\Program Files (x86)\DEMUL\demul.exe
arguments = -run=dc -image=%ITEM_NAME%

And it opens DEMUL, but doesn't load any game.

General Discussion & Help / How to run on macOS?
« on: December 19, 2018, 07:04:12 AM »
I'm switching to macOS, and I'm wondering how to go about migrating RetroFE. I imagine most files are the same, some arguments will change and so on, but really the one thing I'm interested is how to even get it running. The site says I have to compile it myself, but I have no clue as to how that is done, or where the code I'm meant to compile is hosted. Would kindly appreciate any pointers!

Help / Display number of games in collection
« on: December 18, 2018, 06:28:48 PM »
I'm looking for a way to display the number of games on a given collection in the main menu.  Is there a function that can do this? Closest I could find was:

<reloadableText type="collectionSize" alpha="1" x="890" y="610" font="fonts/Helvetica-Bold.ttf" fontSize="36" loadFontSize="36" fontColor="FFFFFF" layer="2" menuIndex="0" xOrigin="left">

but it refers to the number of entries on the playlist, so it only displays the amount of games once you enter the collection.

General Discussion & Help / Playlists
« on: July 24, 2018, 11:00:35 PM »
Hey guys, I was wondering if it was possible to create some type of "major container". Basically my use is that I want to structure my collection between two major entries: Platforms / Playlists. So inside Platforms, Super Nintendo, Sega Genesis, etc one by one. And inside playlists, stuff like Favorite Games, Multiplayer, and so on. I've never dabbled with even creating a basic playlists so I don't know how this is done.

Feature Requests / Suggestions / Single instance
« on: March 19, 2018, 03:33:48 AM »
Hey guys. I wanted to say I'd appreciate a way to have RetroFE be limited to one instance only.

A use case scenario is for a remote controller to launch RetroFE by opening it's .exe. Opening it works fine, but if I switch to another program (all of which are in single instance mode) by opening their .exe from the remote, and then I want to go back to RetroFE from the controller, this second opening of RetroFE's .exe will launch a second instance, rather than going back to the first one.

General Discussion & Help / Launch a program from the "collection"
« on: January 02, 2018, 10:17:22 PM »
Hey guys. I'm talking about the main menu that you would normally use to enter a system and then the games. Except instead of entering a system, I'd like the menu entry to launch a program - for example a "Steam" entry that opens Steam.exe. How would I go about doing this?

General Discussion & Help / Running MAME
« on: December 12, 2017, 02:05:39 AM »
I'm switching from RA MAME because I'm having issues with the joystick there, so I'm wondering how to run standalone MAME. I tried:

Code: [Select]
executable = C:\Program Files\MAME\mame64.exe
arguments = %ITEM_NAME%

without luck.

General Discussion & Help / Dolphin
« on: August 14, 2017, 03:37:31 PM »
Anyone has Dolphin configured so that it runs straight into the game? By default, it seems you to display the GUI on top of the game, so you gotta Alt+Tab into it.

General Discussion & Help / Anyone has a DS4 "R2" working on the menu?
« on: August 11, 2017, 07:11:32 AM »
Literally the sole input that I can't get to detect, all the others work great. "L2" is "joy0Axis2+". You'd think "joy0Axis2-" does it, but when I include it RetroFE goes crazy after 1 second on startup, moving up and down automatically. Tried toying around with the Deadzone, changing the value from "50", but no luck.

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