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[docs] Obtanium, external ES-DE config, section about CFW and settings
[docs] Obtanium, external ES-DE config, section about CFW and settings
Signed-off-by: lizzie <lizzie@eden-emu.dev>
committed by
crueter
9 changed files with 254 additions and 119 deletions
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8README.md
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3docs/README.md
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100docs/user/AddGamesToSRM.md
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11docs/user/CFW.md
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2docs/user/Graphics.md
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22docs/user/README.md
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43docs/user/Settings.md
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129docs/user/SteamROM.md
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55docs/user/ThirdParty.md
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# Importing Games into Steam with Steam Rom Manager |
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Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first. |
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**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.** |
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--- |
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### Pre-Requisites |
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- Steam Deck Set up and Configured |
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- Eden set up and Configured |
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- Internet Access |
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--- |
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## Steps |
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1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode. |
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1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads). |
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--- |
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### Manual Installation |
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1. Open the *Discover Store* and search for *Steam ROM Manager.* |
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2. Select the **Install** button to install the program. |
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--- |
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### Installing Through *EmuDeck* |
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<aside> |
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***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options. |
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</aside> |
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1. Open **EmuDeck**, then navigate to *Manage Emulators.* |
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2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**. |
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3. Click the **Install** button on the right hand side to install it. |
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--- |
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2. Open the Start Menu and Launch ***Steam ROM Manager*** |
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1. The program will now launch and show you a window with parsers. |
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<aside> |
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***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along. |
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</aside> |
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2. Switch off all Parsers by hitting the *Toggle Parsers* switch. |
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3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing. |
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### Creating the Eden Parser |
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1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**. |
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2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.* |
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3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs. |
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4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended. |
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5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage. |
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6. Leave everything else the same and hit **Save** to save the parser. |
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--- |
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4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly. |
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1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field. |
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1. When you are happy with the results, click the **Add Games** → **Parse** to start the actual Parsing. |
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1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/). |
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2. Review the game matches and ensure everything is there. |
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--- |
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### Correcting a Mismatch |
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If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually. |
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1. Hover over the game card and click the magnifying glass icon. |
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2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want. |
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3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update. |
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--- |
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### Excluding Matches |
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You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so. |
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1. Hit the **Exclude Games** button in the bottom right. |
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2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add. |
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3. Hit **Save Excludes** when you are happy with your selections. |
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--- |
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3. When you are happy with the results, select **Save to Steam** to save the results. |
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1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed. |
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2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser. |
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3. Try to launch a game and ensure everything is working. You are now good to go. |
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# User Handbook - Custom Firmware (CFW) |
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At the moment of writing, we do not support CFW such as Atmosphere, due to: |
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- Lacking the required LLE emulation capabilities to properly emulate the full firmware. |
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- Lack of implementation on some of the key internals. |
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- Nobody has bothered to do it (PRs always welcome!) |
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We do however, maintain HLE compatibility with the former mentioned CFW, applications that require Atmosphere to run will run fine in the emulator without any adjustments. |
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If they don't run - then that's a bug! |
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# User Handbook - Settings |
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As the emulator continues to grow, so does the number of settings that come and go. |
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Most of the development adds new settings that enhance performance/compatibility, only to be removed later in newer versions due to newfound discoveries or because they were "a hacky workaround". |
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As such, this guide will NOT mention those kind of settings, we'd rather mention settings which have a long shelf time (i.e won't get removed in future releases) and are likely to be unchanged. |
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Some of the options are self explainatory, and they do exactly what they say they do (i.e "Pause when not in focus"); such options will be also skipped due to triviality. |
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## Foreword |
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Before touching the settings, please see the game boots with stock options. We try our best to ensure users can boot any game using the default settings. If they don't work, then you may try fiddling with options - but please, first use stock options. |
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## General |
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- `General/Force X11 as Graphics Backend`: Wayland on *NIX has prominent issues that are unlikely to be resolved; the kind that are "not our fault, it's Wayland issue", this "temporary" hack forces X11 as the backend, regardless of the desktop manager's default. |
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- `General/Enable Gamemode`: This only does anything when you have Feral Interactive's Gamemode library installed somewhere, if you do, this will help boost FPS by telling the OS to explicitly prioritize *this* application for "gaming" - only for *NIX systems. |
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- `Hotkeys`: Deceptively |
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- `UI/Language`: Changes language *of the interface* NOT the emulated program! |
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- `Debug/Enable Auto Stub`: May help to "fix" some games by just lying and saying that everything they do returns "success" instead of outright crashing for any function/service that is NOT implemented. |
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- `Debug/Show log in console`: Does as said, note that the program may need to be reopened (Windows) for changes to take effect. |
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- `Debug/Flush log output`: Classically, every write to the log is "buffered", that is, changes aren't written to the disk UNTIL the program has decided it is time to write, until then it keeps data in a buffer which resides on RAM. If the program crashes, the OS will automatically discard said buffer (any RAM associated with a dead process is automatically discarded/reused for some other purpouse); this means critical data may not be logged to the disk on time, which may lead to missing log lines. Use this if you're wanting to remove that factor when debugging, sometimes a hard crash may "eat" some of the log lines IF this option isn't enabled. |
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## System |
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- `System/RNG Seed`: Set to 0 (and uncheck) to disable ASLR systemwide (this makes mods like CTGP to stop working); by default it enables ASLR to replicate console behaviour. |
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- `Network/Enable Airplane Mode`: Enable this if a game is crashing before loading AND the logs mention anything related to "web" or "internet" services. |
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## CPU |
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- `CPU/Virtual table bouncing`: Some games have the tendency to crash on loading due to an indirect bad jump (Pokemon ZA being the worst offender); this option lies to the game and tells it to just pretend it never executed a given function. This is fine for most casual users, but developers of switch applications **must** disable this. This temporary "hack" should hopefully be gone in 6-7 months from now on. |
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# Graphics |
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See also [an extended breakdown of some options](./Graphics.md). |
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- `Extras/Extended Dynamic State` and `Extras/Vertex Input Dynamic State`: These vulkan extensions essentially allow you to reuse the same pipeline but just change the state between calls (so called "dynamic state"); the "extended" levels signifies how much state can be placed on this "dynamic" range, for example the amount of depth culling to use can be placed on the dynamic state, avoiding costly reloads and flushes. While this by itself is a fine option, SOME vendors (notably PowerVR and Mali) have problems with anything related to EDS3. EDS3 contains EDS2, and EDS2 contains EDS1. Essentially this means more extended data the driver has to keep track of, at the benefit of avoiding costly flushes. |
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## Controls |
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Most of the controls should work out of the box. If not, please use a joystick calibrator to ensure it's not an issue with your own controller, for example: |
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- https://github.com/dkosmari/calibrate-joystick |
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