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@ -18,6 +18,7 @@ A "BIOS" ROM image is required to to start the emulator and to play games. You c
## Latest News
Older entries are available at https://github.com/stenzek/duckstation/blob/master/NEWS.md
- 2021/01/31: "Fullscreen UI" added, aka "Big Duck/TV Mode". This interface is fully navigatible with a controller. Currently it's limited to the NoGUI frontend, but it will be available directly in the Qt frontend in the near future, with more features being added (e.g. game grid) as well.
- 2021/01/24: Runahead added - work around input lag in some games by running frames ahead of time and backtracking on input. DuckStation's implementation works with upscaling and the hardware renderers, but you still require a powerful computer for higher frame counts.
- 2021/01/24: Rewind added - you can now "smooth rewind" (but not for long), or "skip rewind" (for much long) while playing.
- 2021/01/10: Option to sync to host refresh rate added (enabled by default). This will give the smoothest animation possible with zero duped frames, at the cost of running the game <1% faster. Users with variable refresh rate (GSync/FreeSync) displays will want to disable the option.
@ -37,10 +38,11 @@ Older entries are available at https://github.com/stenzek/duckstation/blob/maste
## Features
DuckStation features a fully-featured frontend built using Qt (pictured), as well as a simplified frontend based on SDL and Dear ImGui. An Android version has been started, but is not yet feature complete.
DuckStation features a fully-featured frontend built using Qt, as well as a fullscreen/TV UI based on Dear ImGui. An Android version has been started, but is not yet feature complete.
<p align="center">
<img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/main-qt.png" alt="Main Window Screenshot" />
<img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/bigduck.png" alt="Fullscreen UI Screenshot" />
</p>
Other features include:
@ -60,7 +62,7 @@ Other features include:
- Digital and analog controllers for input (rumble is forwarded to host)
- Namco GunCon lightgun support (simulated with mouse)
- NeGcon support
- Qt and SDL frontends for desktop
- Qt and NoGUI frontends for desktop
- Automatic updates for Windows builds
- Automatic content scanning - game titles/regions are provided by redump.org
- Optional automatic switching of memory cards for each game
@ -86,7 +88,7 @@ To download:
- Alternatively, direct download link: https://github.com/stenzek/duckstation/releases/download/latest/duckstation-windows-x64-release.zip
- Extract the archive **to a subdirectory**. The archive has no root subdirectory, so extracting to the current directory will drop a bunch of files in your download directory if you do not extract to a subdirectory.
Once downloaded and extracted, you can launch the Qt frontend from `duckstation-qt-x64-ReleaseLTCG.exe`, or the SDL frontend from `duckstation-sdl-x64-ReleaseLTCG.exe`.
Once downloaded and extracted, you can launch the emulator with `duckstation-qt-x64-ReleaseLTCG.exe`.
To set up:
1. Either configure the path to a BIOS image in the settings, or copy one or more PlayStation BIOS images to the bios/ subdirectory. On Windows, by default this will be located in `C:\Users\YOUR_USERNAME\Documents\DuckStation\bios`. If you don't want to use the Documents directory to save the BIOS/memory cards/etc, you can use portable mode. See [User directory](#user-directories).
2. If using the Qt frontend, add the directories containing your disc images by clicking `Settings->Add Game Directory`.
@ -103,7 +105,7 @@ Prebuilt binaries for 64-bit Linux distros are available for download in the App
**Linux users are encouraged to build from source when possible and optionally create their own AppImages for features such as desktop integration if desired.**
To download:
- Go to https://github.com/stenzek/duckstation/releases/tag/latest, and download either `duckstation-qt-x64.AppImage` or `duckstation-sdl-x64.AppImage` for your desired frontend. Keep in mind that keyboard/controller bindings are currently not customizable through the SDL frontend and should be customized through the Qt frontend instead.
- Go to https://github.com/stenzek/duckstation/releases/tag/latest, and download either `duckstation-qt-x64.AppImage` or `duckstation-nogui-x64.AppImage` for your desired frontend.
- Run `chmod a+x` on the downloaded AppImage -- following this step, the AppImage can be run like a typical executable.
- Optionally use a program such as [appimaged](https://github.com/AppImage/appimaged) or [AppImageLauncher](https://github.com/TheAssassin/AppImageLauncher) for desktop integration. [AppImageUpdate](https://github.com/AppImage/AppImageUpdate) can be used alongside appimaged to easily update your DuckStation AppImage.
@ -168,13 +170,12 @@ Requirements:
2. Open the Visual Studio solution `duckstation.sln` in the root, or "Open Folder" for cmake build.
3. Build solution.
4. Binaries are located in `bin/x64`.
5. Run `duckstation-sdl-x64-Release.exe`/`duckstation-qt-x64-Release.exe` or whichever config you used.
5. Run `duckstation-qt-x64-Release.exe` or whichever config you used.
### Linux
Requirements (Debian/Ubuntu package names):
- CMake (`cmake`)
- SDL2 (`libsdl2-dev`)
- GTK3.0 for file selector (`libgtk-3-dev`)
- pkgconfig (`pkg-config`)
- Qt 5 (`qtbase5-dev`, `qtbase5-private-dev`, `qtbase5-dev-tools`, `qttools5-dev`)
- git (`git`) (Note: needed to clone the repository and at build time)
@ -184,7 +185,7 @@ Requirements (Debian/Ubuntu package names):
2. Create a build directory, either in-tree or elsewhere.
3. Run cmake to configure the build system. Assuming a build subdirectory of `build-release`, `cd build-release && cmake -DCMAKE_BUILD_TYPE=Release -GNinja ..`.
4. Compile the source code. For the example above, run `ninja`.
5. Run the binary, located in the build directory under `bin/duckstation-sdl`, or `bin/duckstation-qt`.
5. Run the binary, located in the build directory under `bin/duckstation-qt`.
### macOS
**NOTE:** macOS is highly experimental and not tested by the developer. Use at your own risk, things may be horribly broken.
@ -199,7 +200,7 @@ Requirements:
2. Create a build directory, either in-tree or elsewhere, e.g. `mkdir build-release`, `cd build-release`.
3. Run cmake to configure the build system: `cmake -DCMAKE_BUILD_TYPE=Release -DQt5_DIR=/usr/local/opt/qt/lib/cmake/Qt5 ..`. You may need to tweak `Qt5_DIR` depending on your system.
4. Compile the source code: `make`. Use `make -jN` where `N` is the number of CPU cores in your system for a faster build.
5. Run the binary, located in the build directory under `bin/duckstation-sdl`, or `bin/DuckStation.app` for Qt.
5. Run the binary, located in the build directory under `bin/DuckStation.app`.
### Android
Requirements:
@ -233,9 +234,6 @@ click the button next to button name, and press the key/button you want to use w
**Currently, it is only possible to bind one input to each controller button/axis. Multiple bindings per button are planned for the future.**
## Bindings for SDL frontend
Keyboard bindings in the SDL frontend are currently not customizable in the frontend itself. You should use the Qt frontend to set up your key/controller bindings first.
## SDL Game Controller Database
DuckStation uses the SDL2 GameController API for input handling which requires controller devices to have known input mappings.
SDL2 provides an embedded database of recognised controllers in its own source code, however it is rather small and thus limited in practice.
@ -276,9 +274,10 @@ Hotkeys:
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/croc.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/croc.jpg" alt="Croc" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/croc2.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/croc2.jpg" alt="Croc 2" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff7.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff7.jpg" alt="Final Fantasy 7" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff8.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff8.jpg" alt="Final Fantasy 8" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/main.png"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/main.png" alt="SDL Frontend" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/spyro.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/spyro.jpg" alt="Spyro 2" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/mm8.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/mm8.jpg" alt="Mega Man 8" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff8.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/ff8.jpg" alt="Final Fantasy 8 in Fullscreen UI" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/spyro.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/spyro.jpg" alt="Spyro in Fullscreen UI" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/tof.jpg"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/tof.jpg" alt="Threads of Fate in Fullscreen UI" width="400" /></a>
<a href="https://raw.githubusercontent.com/stenzek/duckstation/md-images/gamegrid.png"><img src="https://raw.githubusercontent.com/stenzek/duckstation/md-images/gamegrid.png" alt="Game Grid" width="400" /></a>
</p>