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rect.divider{fill:var(--md-default-fg-color--lightest);stroke:var(--md-default-fg-color--lighter)}defs #statediagram-barbEnd{stroke:var(--md-mermaid-edge-color)}.attributeBoxEven,.attributeBoxOdd{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}.entityBox{fill:var(--md-mermaid-label-bg-color);stroke:var(--md-mermaid-node-fg-color)}.entityLabel{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.relationshipLabelBox{fill:var(--md-mermaid-label-bg-color);fill-opacity:1;background-color:var(--md-mermaid-label-bg-color);opacity:1}.relationshipLabel{fill:var(--md-mermaid-label-fg-color)}.relationshipLine{stroke:var(--md-mermaid-edge-color)}defs #ONE_OR_MORE_END *,defs #ONE_OR_MORE_START *,defs #ONLY_ONE_END *,defs #ONLY_ONE_START *,defs #ZERO_OR_MORE_END *,defs #ZERO_OR_MORE_START *,defs #ZERO_OR_ONE_END *,defs #ZERO_OR_ONE_START *{stroke:var(--md-mermaid-edge-color)!important}defs #ZERO_OR_MORE_END circle,defs #ZERO_OR_MORE_START circle{fill:var(--md-mermaid-label-bg-color)}.actor{fill:var(--md-mermaid-sequence-actor-bg-color);stroke:var(--md-mermaid-sequence-actor-border-color)}text.actor>tspan{fill:var(--md-mermaid-sequence-actor-fg-color);font-family:var(--md-mermaid-font-family)}line{stroke:var(--md-mermaid-sequence-actor-line-color)}.actor-man circle,.actor-man line{fill:var(--md-mermaid-sequence-actorman-bg-color);stroke:var(--md-mermaid-sequence-actorman-line-color)}.messageLine0,.messageLine1{stroke:var(--md-mermaid-sequence-message-line-color)}.note{fill:var(--md-mermaid-sequence-note-bg-color);stroke:var(--md-mermaid-sequence-note-border-color)}.loopText,.loopText>tspan,.messageText,.noteText>tspan{stroke:none;font-family:var(--md-mermaid-font-family)!important}.messageText{fill:var(--md-mermaid-sequence-message-fg-color)}.loopText,.loopText>tspan{fill:var(--md-mermaid-sequence-loop-fg-color)}.noteText>tspan{fill:var(--md-mermaid-sequence-note-fg-color)}#arrowhead path{fill:var(--md-mermaid-sequence-message-line-color);stroke:none}.loopLine{fill:var(--md-mermaid-sequence-loop-bg-color);stroke:var(--md-mermaid-sequence-loop-border-color)}.labelBox{fill:var(--md-mermaid-sequence-label-bg-color);stroke:none}.labelText,.labelText>span{fill:var(--md-mermaid-sequence-label-fg-color);font-family:var(--md-mermaid-font-family)}.sequenceNumber{fill:var(--md-mermaid-sequence-number-fg-color)}rect.rect{fill:var(--md-mermaid-sequence-box-bg-color);stroke:none}rect.rect+text.text{fill:var(--md-mermaid-sequence-box-fg-color)}defs #sequencenumber{fill:var(--md-mermaid-sequence-number-bg-color)!important}";var Gr,za=0;function qa(){return typeof mermaid=="undefined"||mermaid instanceof Element?Tt("https://unpkg.com/mermaid@11/dist/mermaid.min.js"):I(void 0)}function Wn(e){return e.classList.remove("mermaid"),Gr||(Gr=qa().pipe(w(()=>mermaid.initialize({startOnLoad:!1,themeCSS:Fn,sequence:{actorFontSize:"16px",messageFontSize:"16px",noteFontSize:"16px"}})),m(()=>{}),G(1))),Gr.subscribe(()=>so(this,null,function*(){e.classList.add("mermaid");let t=`__mermaid_${za++}`,r=x("div",{class:"mermaid"}),o=e.textContent,{svg:n,fn:i}=yield mermaid.render(t,o),a=r.attachShadow({mode:"closed"});a.innerHTML=n,e.replaceWith(r),i==null||i(a)})),Gr.pipe(m(()=>({ref:e})))}var Un=x("table");function Dn(e){return e.replaceWith(Un),Un.replaceWith(_n(e)),I({ref:e})}function Qa(e){let t=e.find(r=>r.checked)||e[0];return O(...e.map(r=>h(r,"change").pipe(m(()=>R(`label[for="${r.id}"]`))))).pipe(Q(R(`label[for="${t.id}"]`)),m(r=>({active:r})))}function Vn(e,{viewport$:t,target$:r}){let o=R(".tabbed-labels",e),n=P(":scope > input",e),i=Kr("prev");e.append(i);let a=Kr("next");return e.append(a),C(()=>{let s=new g,p=s.pipe(Z(),ie(!0));z([s,ge(e),tt(e)]).pipe(U(p),Le(1,me)).subscribe({next([{active:c},l]){let f=Ve(c),{width:u}=ce(c);e.style.setProperty("--md-indicator-x",`${f.x}px`),e.style.setProperty("--md-indicator-width",`${u}px`);let d=pr(o);(f.xd.x+l.width)&&o.scrollTo({left:Math.max(0,f.x-16),behavior:"smooth"})},complete(){e.style.removeProperty("--md-indicator-x"),e.style.removeProperty("--md-indicator-width")}}),z([Ne(o),ge(o)]).pipe(U(p)).subscribe(([c,l])=>{let f=St(o);i.hidden=c.x<16,a.hidden=c.x>f.width-l.width-16}),O(h(i,"click").pipe(m(()=>-1)),h(a,"click").pipe(m(()=>1))).pipe(U(p)).subscribe(c=>{let{width:l}=ce(o);o.scrollBy({left:l*c,behavior:"smooth"})}),r.pipe(U(p),b(c=>n.includes(c))).subscribe(c=>c.click()),o.classList.add("tabbed-labels--linked");for(let c of n){let l=R(`label[for="${c.id}"]`);l.replaceChildren(x("a",{href:`#${l.htmlFor}`,tabIndex:-1},...Array.from(l.childNodes))),h(l.firstElementChild,"click").pipe(U(p),b(f=>!(f.metaKey||f.ctrlKey)),w(f=>{f.preventDefault(),f.stopPropagation()})).subscribe(()=>{history.replaceState({},"",`#${l.htmlFor}`),l.click()})}return B("content.tabs.link")&&s.pipe(Ce(1),re(t)).subscribe(([{active:c},{offset:l}])=>{let f=c.innerText.trim();if(c.hasAttribute("data-md-switching"))c.removeAttribute("data-md-switching");else{let u=e.offsetTop-l.y;for(let y of P("[data-tabs]"))for(let M of P(":scope > input",y)){let X=R(`label[for="${M.id}"]`);if(X!==c&&X.innerText.trim()===f){X.setAttribute("data-md-switching",""),M.click();break}}window.scrollTo({top:e.offsetTop-u});let d=__md_get("__tabs")||[];__md_set("__tabs",[...new Set([f,...d])])}}),s.pipe(U(p)).subscribe(()=>{for(let c of P("audio, video",e))c.pause()}),Qa(n).pipe(w(c=>s.next(c)),_(()=>s.complete()),m(c=>$({ref:e},c)))}).pipe(Ke(se))}function Nn(e,{viewport$:t,target$:r,print$:o}){return O(...P(".annotate:not(.highlight)",e).map(n=>$n(n,{target$:r,print$:o})),...P("pre:not(.mermaid) > code",e).map(n=>In(n,{target$:r,print$:o})),...P("pre.mermaid",e).map(n=>Wn(n)),...P("table:not([class])",e).map(n=>Dn(n)),...P("details",e).map(n=>jn(n,{target$:r,print$:o})),...P("[data-tabs]",e).map(n=>Vn(n,{viewport$:t,target$:r})),...P("[title]",e).filter(()=>B("content.tooltips")).map(n=>mt(n,{viewport$:t})))}function Ka(e,{alert$:t}){return t.pipe(v(r=>O(I(!0),I(!1).pipe(Ge(2e3))).pipe(m(o=>({message:r,active:o})))))}function zn(e,t){let r=R(".md-typeset",e);return C(()=>{let o=new g;return o.subscribe(({message:n,active:i})=>{e.classList.toggle("md-dialog--active",i),r.textContent=n}),Ka(e,t).pipe(w(n=>o.next(n)),_(()=>o.complete()),m(n=>$({ref:e},n)))})}var Ya=0;function Ba(e,t){document.body.append(e);let{width:r}=ce(e);e.style.setProperty("--md-tooltip-width",`${r}px`),e.remove();let o=cr(t),n=typeof o!="undefined"?Ne(o):I({x:0,y:0}),i=O(et(t),$t(t)).pipe(K());return z([i,n]).pipe(m(([a,s])=>{let{x:p,y:c}=Ve(t),l=ce(t),f=t.closest("table");return f&&t.parentElement&&(p+=f.offsetLeft+t.parentElement.offsetLeft,c+=f.offsetTop+t.parentElement.offsetTop),{active:a,offset:{x:p-s.x+l.width/2-r/2,y:c-s.y+l.height+8}}}))}function qn(e){let t=e.title;if(!t.length)return S;let r=`__tooltip_${Ya++}`,o=Rt(r,"inline"),n=R(".md-typeset",o);return n.innerHTML=t,C(()=>{let i=new g;return i.subscribe({next({offset:a}){o.style.setProperty("--md-tooltip-x",`${a.x}px`),o.style.setProperty("--md-tooltip-y",`${a.y}px`)},complete(){o.style.removeProperty("--md-tooltip-x"),o.style.removeProperty("--md-tooltip-y")}}),O(i.pipe(b(({active:a})=>a)),i.pipe(_e(250),b(({active:a})=>!a))).subscribe({next({active:a}){a?(e.insertAdjacentElement("afterend",o),e.setAttribute("aria-describedby",r),e.removeAttribute("title")):(o.remove(),e.removeAttribute("aria-describedby"),e.setAttribute("title",t))},complete(){o.remove(),e.removeAttribute("aria-describedby"),e.setAttribute("title",t)}}),i.pipe(Le(16,me)).subscribe(({active:a})=>{o.classList.toggle("md-tooltip--active",a)}),i.pipe(pt(125,me),b(()=>!!e.offsetParent),m(()=>e.offsetParent.getBoundingClientRect()),m(({x:a})=>a)).subscribe({next(a){a?o.style.setProperty("--md-tooltip-0",`${-a}px`):o.style.removeProperty("--md-tooltip-0")},complete(){o.style.removeProperty("--md-tooltip-0")}}),Ba(o,e).pipe(w(a=>i.next(a)),_(()=>i.complete()),m(a=>$({ref:e},a)))}).pipe(Ke(se))}function 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g;r.subscribe({next({active:n}){e.classList.toggle("md-header__title--active",n)},complete(){e.classList.remove("md-header__title--active")}});let o=fe(".md-content h1");return typeof o=="undefined"?S:Ja(o,t).pipe(w(n=>r.next(n)),_(()=>r.complete()),m(n=>$({ref:e},n)))})}function Bn(e,{viewport$:t,header$:r}){let o=r.pipe(m(({height:i})=>i),K()),n=o.pipe(v(()=>ge(e).pipe(m(({height:i})=>({top:e.offsetTop,bottom:e.offsetTop+i})),ee("bottom"))));return z([o,n,t]).pipe(m(([i,{top:a,bottom:s},{offset:{y:p},size:{height:c}}])=>(c=Math.max(0,c-Math.max(0,a-p,i)-Math.max(0,c+p-s)),{offset:a-i,height:c,active:a-i<=p})),K((i,a)=>i.offset===a.offset&&i.height===a.height&&i.active===a.active))}function Xa(e){let t=__md_get("__palette")||{index:e.findIndex(o=>matchMedia(o.getAttribute("data-md-color-media")).matches)},r=Math.max(0,Math.min(t.index,e.length-1));return I(...e).pipe(ne(o=>h(o,"change").pipe(m(()=>o))),Q(e[r]),m(o=>({index:e.indexOf(o),color:{media:o.getAttribute("data-md-color-media"),scheme:o.getAttribute("data-md-color-scheme"),primary:o.getAttribute("data-md-color-primary"),accent:o.getAttribute("data-md-color-accent")}})),G(1))}function Gn(e){let t=P("input",e),r=x("meta",{name:"theme-color"});document.head.appendChild(r);let o=x("meta",{name:"color-scheme"});document.head.appendChild(o);let n=Pt("(prefers-color-scheme: light)");return C(()=>{let i=new g;return i.subscribe(a=>{if(document.body.setAttribute("data-md-color-switching",""),a.color.media==="(prefers-color-scheme)"){let s=matchMedia("(prefers-color-scheme: light)"),p=document.querySelector(s.matches?"[data-md-color-media='(prefers-color-scheme: light)']":"[data-md-color-media='(prefers-color-scheme: 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Jr=Lt(Br());function Za(e){e.setAttribute("data-md-copying","");let t=e.closest("[data-copy]"),r=t?t.getAttribute("data-copy"):e.innerText;return e.removeAttribute("data-md-copying"),r.trimEnd()}function Xn({alert$:e}){Jr.default.isSupported()&&new j(t=>{new Jr.default("[data-clipboard-target], [data-clipboard-text]",{text:r=>r.getAttribute("data-clipboard-text")||Za(R(r.getAttribute("data-clipboard-target")))}).on("success",r=>t.next(r))}).pipe(w(t=>{t.trigger.focus()}),m(()=>Ee("clipboard.copied"))).subscribe(e)}function Zn(e,t){return e.protocol=t.protocol,e.hostname=t.hostname,e}function es(e,t){let r=new Map;for(let o of P("url",e)){let n=R("loc",o),i=[Zn(new URL(n.textContent),t)];r.set(`${i[0]}`,i);for(let a of P("[rel=alternate]",o)){let s=a.getAttribute("href");s!=null&&i.push(Zn(new URL(s),t))}}return r}function ur(e){return fn(new URL("sitemap.xml",e)).pipe(m(t=>es(t,new URL(e))),de(()=>I(new Map)))}function ts(e,t){if(!(e.target instanceof Element))return S;let r=e.target.closest("a");if(r===null)return S;if(r.target||e.metaKey||e.ctrlKey)return S;let o=new URL(r.href);return o.search=o.hash="",t.has(`${o}`)?(e.preventDefault(),I(new URL(r.href))):S}function ei(e){let t=new Map;for(let r of P(":scope > *",e.head))t.set(r.outerHTML,r);return t}function ti(e){for(let t of P("[href], [src]",e))for(let r of["href","src"]){let o=t.getAttribute(r);if(o&&!/^(?:[a-z]+:)?\/\//i.test(o)){t[r]=t[r];break}}return I(e)}function rs(e){for(let o of["[data-md-component=announce]","[data-md-component=container]","[data-md-component=header-topic]","[data-md-component=outdated]","[data-md-component=logo]","[data-md-component=skip]",...B("navigation.tabs.sticky")?["[data-md-component=tabs]"]:[]]){let n=fe(o),i=fe(o,e);typeof n!="undefined"&&typeof i!="undefined"&&n.replaceWith(i)}let t=ei(document);for(let[o,n]of ei(e))t.has(o)?t.delete(o):document.head.appendChild(n);for(let o of t.values()){let n=o.getAttribute("name");n!=="theme-color"&&n!=="color-scheme"&&o.remove()}let r=Se("container");return Ue(P("script",r)).pipe(v(o=>{let n=e.createElement("script");if(o.src){for(let i of o.getAttributeNames())n.setAttribute(i,o.getAttribute(i));return o.replaceWith(n),new j(i=>{n.onload=()=>i.complete()})}else return n.textContent=o.textContent,o.replaceWith(n),S}),Z(),ie(document))}function ri({location$:e,viewport$:t,progress$:r}){let o=xe();if(location.protocol==="file:")return S;let n=ur(o.base);I(document).subscribe(ti);let i=h(document.body,"click").pipe(He(n),v(([p,c])=>ts(p,c)),pe()),a=h(window,"popstate").pipe(m(ye),pe());i.pipe(re(t)).subscribe(([p,{offset:c}])=>{history.replaceState(c,""),history.pushState(null,"",p)}),O(i,a).subscribe(e);let s=e.pipe(ee("pathname"),v(p=>mn(p,{progress$:r}).pipe(de(()=>(lt(p,!0),S)))),v(ti),v(rs),pe());return O(s.pipe(re(e,(p,c)=>c)),s.pipe(v(()=>e),ee("pathname"),v(()=>e),ee("hash")),e.pipe(K((p,c)=>p.pathname===c.pathname&&p.hash===c.hash),v(()=>i),w(()=>history.back()))).subscribe(p=>{var c,l;history.state!==null||!p.hash?window.scrollTo(0,(l=(c=history.state)==null?void 0:c.y)!=null?l:0):(history.scrollRestoration="auto",cn(p.hash),history.scrollRestoration="manual")}),e.subscribe(()=>{history.scrollRestoration="manual"}),h(window,"beforeunload").subscribe(()=>{history.scrollRestoration="auto"}),t.pipe(ee("offset"),_e(100)).subscribe(({offset:p})=>{history.replaceState(p,"")}),s}var oi=Lt(qr());function ni(e){let t=e.separator.split("|").map(n=>n.replace(/(\(\?[!=<][^)]+\))/g,"").length===0?"\uFFFD":n).join("|"),r=new RegExp(t,"img"),o=(n,i,a)=>`${i}${a}`;return n=>{n=n.replace(/[\s*+\-:~^]+/g," ").trim();let i=new RegExp(`(^|${e.separator}|)(${n.replace(/[|\\{}()[\]^$+*?.-]/g,"\\$&").replace(r,"|")})`,"img");return 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r=`https://api.github.com/users/${e}`;return je(r).pipe(m(o=>({repositories:o.public_repos})),De({}))}}function di(e,t){let r=`https://${e}/api/v4/projects/${encodeURIComponent(t)}`;return st(je(`${r}/releases/permalink/latest`).pipe(de(()=>S),m(({tag_name:o})=>({version:o})),De({})),je(r).pipe(de(()=>S),m(({star_count:o,forks_count:n})=>({stars:o,forks:n})),De({}))).pipe(m(([o,n])=>$($({},o),n)))}function hi(e){let t=e.match(/^.+github\.com\/([^/]+)\/?([^/]+)?/i);if(t){let[,r,o]=t;return ui(r,o)}if(t=e.match(/^.+?([^/]*gitlab[^/]+)\/(.+?)\/?$/i),t){let[,r,o]=t;return di(r,o)}return S}var cs;function ps(e){return cs||(cs=C(()=>{let t=__md_get("__source",sessionStorage);if(t)return I(t);if(ae("consent").length){let o=__md_get("__consent");if(!(o&&o.github))return S}return hi(e.href).pipe(w(o=>__md_set("__source",o,sessionStorage)))}).pipe(de(()=>S),b(t=>Object.keys(t).length>0),m(t=>({facts:t})),G(1)))}function bi(e){let t=R(":scope > :last-child",e);return C(()=>{let r=new g;return 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n=t.pipe(m(({offset:{y:a}})=>a),Be(2,1),m(([a,s])=>a>s&&s>0),K()),i=r.pipe(m(({active:a})=>a));return z([i,n]).pipe(m(([a,s])=>!(a&&s)),K(),U(o.pipe(Ce(1))),ie(!0),ct({delay:250}),m(a=>({hidden:a})))}function yi(e,{viewport$:t,header$:r,main$:o,target$:n}){let i=new g,a=i.pipe(Z(),ie(!0));return i.subscribe({next({hidden:s}){e.hidden=s,s?(e.setAttribute("tabindex","-1"),e.blur()):e.removeAttribute("tabindex")},complete(){e.style.top="",e.hidden=!0,e.removeAttribute("tabindex")}}),r.pipe(U(a),ee("height")).subscribe(({height:s})=>{e.style.top=`${s+16}px`}),h(e,"click").subscribe(s=>{s.preventDefault(),window.scrollTo({top:0})}),fs(e,{viewport$:t,main$:o,target$:n}).pipe(w(s=>i.next(s)),_(()=>i.complete()),m(s=>$({ref:e},s)))}function xi({document$:e,viewport$:t}){e.pipe(v(()=>P(".md-ellipsis")),ne(r=>tt(r).pipe(U(e.pipe(Ce(1))),b(o=>o),m(()=>r),Te(1))),b(r=>r.offsetWidth{let o=r.innerText,n=r.closest("a")||r;return n.title=o,B("content.tooltips")?mt(n,{viewport$:t}).pipe(U(e.pipe(Ce(1))),_(()=>n.removeAttribute("title"))):S})).subscribe(),B("content.tooltips")&&e.pipe(v(()=>P(".md-status")),ne(r=>mt(r,{viewport$:t}))).subscribe()}function Ei({document$:e,tablet$:t}){e.pipe(v(()=>P(".md-toggle--indeterminate")),w(r=>{r.indeterminate=!0,r.checked=!1}),ne(r=>h(r,"change").pipe(Dr(()=>r.classList.contains("md-toggle--indeterminate")),m(()=>r))),re(t)).subscribe(([r,o])=>{r.classList.remove("md-toggle--indeterminate"),o&&(r.checked=!1)})}function us(){return/(iPad|iPhone|iPod)/.test(navigator.userAgent)}function wi({document$:e}){e.pipe(v(()=>P("[data-md-scrollfix]")),w(t=>t.removeAttribute("data-md-scrollfix")),b(us),ne(t=>h(t,"touchstart").pipe(m(()=>t)))).subscribe(t=>{let r=t.scrollTop;r===0?t.scrollTop=1:r+t.offsetHeight===t.scrollHeight&&(t.scrollTop=r-1)})}function 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rt=Qn(Se("header"),{viewport$:Oe}),Ft=ot.pipe(m(()=>Se("main")),v(e=>Bn(e,{viewport$:Oe,header$:rt})),G(1)),hs=O(...ae("consent").map(e=>xn(e,{target$:Mt})),...ae("dialog").map(e=>zn(e,{alert$:to})),...ae("header").map(e=>Kn(e,{viewport$:Oe,header$:rt,main$:Ft})),...ae("palette").map(e=>Gn(e)),...ae("progress").map(e=>Jn(e,{progress$:ro})),...ae("search").map(e=>mi(e,{index$:Li,keyboard$:eo})),...ae("source").map(e=>bi(e))),bs=C(()=>O(...ae("announce").map(e=>yn(e)),...ae("content").map(e=>Nn(e,{viewport$:Oe,target$:Mt,print$:Mi})),...ae("content").map(e=>B("search.highlight")?fi(e,{index$:Li,location$:Wt}):S),...ae("header-title").map(e=>Yn(e,{viewport$:Oe,header$:rt})),...ae("sidebar").map(e=>e.getAttribute("data-md-type")==="navigation"?Nr(Oi,()=>Xr(e,{viewport$:Oe,header$:rt,main$:Ft})):Nr(hr,()=>Xr(e,{viewport$:Oe,header$:rt,main$:Ft}))),...ae("tabs").map(e=>vi(e,{viewport$:Oe,header$:rt})),...ae("toc").map(e=>gi(e,{viewport$:Oe,header$:rt,main$:Ft,target$:Mt})),...ae("top").map(e=>yi(e,{viewport$:Oe,header$:rt,main$:Ft,target$:Mt})))),_i=ot.pipe(v(()=>bs),Re(hs),G(1));_i.subscribe();window.document$=ot;window.location$=Wt;window.target$=Mt;window.keyboard$=eo;window.viewport$=Oe;window.tablet$=hr;window.screen$=Oi;window.print$=Mi;window.alert$=to;window.progress$=ro;window.component$=_i;})(); 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"sourcesContent": ["(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (factory());\n}(this, (function () { 'use strict';\n\n /**\n * Applies the :focus-visible polyfill at the given scope.\n * A scope in this case is either the top-level Document or a Shadow Root.\n *\n * @param {(Document|ShadowRoot)} scope\n * @see https://github.com/WICG/focus-visible\n */\n function applyFocusVisiblePolyfill(scope) {\n var hadKeyboardEvent = true;\n var hadFocusVisibleRecently = false;\n var hadFocusVisibleRecentlyTimeout = null;\n\n var inputTypesAllowlist = {\n text: true,\n search: true,\n url: true,\n tel: true,\n email: true,\n password: true,\n number: true,\n date: true,\n month: true,\n week: true,\n time: true,\n datetime: true,\n 'datetime-local': true\n };\n\n /**\n * Helper function for legacy browsers and iframes which sometimes focus\n * elements like document, body, and non-interactive SVG.\n * @param {Element} el\n */\n function isValidFocusTarget(el) {\n if (\n el &&\n el !== document &&\n el.nodeName !== 'HTML' &&\n el.nodeName !== 'BODY' &&\n 'classList' in el &&\n 'contains' in el.classList\n ) {\n return true;\n }\n return false;\n }\n\n /**\n * Computes whether the given element should automatically trigger the\n * `focus-visible` class being added, i.e. whether it should always match\n * `:focus-visible` when focused.\n * @param {Element} el\n * @return {boolean}\n */\n function focusTriggersKeyboardModality(el) {\n var type = el.type;\n var tagName = el.tagName;\n\n if (tagName === 'INPUT' && inputTypesAllowlist[type] && !el.readOnly) {\n return true;\n }\n\n if (tagName === 'TEXTAREA' && !el.readOnly) {\n return true;\n }\n\n if (el.isContentEditable) {\n return true;\n }\n\n return false;\n }\n\n /**\n * Add the `focus-visible` class to the given element if it was not added by\n * the author.\n * @param {Element} el\n */\n function addFocusVisibleClass(el) {\n if (el.classList.contains('focus-visible')) {\n return;\n }\n el.classList.add('focus-visible');\n el.setAttribute('data-focus-visible-added', '');\n }\n\n /**\n * Remove the `focus-visible` class from the given element if it was not\n * originally added by the author.\n * @param {Element} el\n */\n function removeFocusVisibleClass(el) {\n if (!el.hasAttribute('data-focus-visible-added')) {\n return;\n }\n el.classList.remove('focus-visible');\n el.removeAttribute('data-focus-visible-added');\n }\n\n /**\n * If the most recent user interaction was via the keyboard;\n * and the key press did not include a meta, alt/option, or control key;\n * then the modality is keyboard. Otherwise, the modality is not keyboard.\n * Apply `focus-visible` to any current active element and keep track\n * of our keyboard modality state with `hadKeyboardEvent`.\n * @param {KeyboardEvent} e\n */\n function onKeyDown(e) {\n if (e.metaKey || e.altKey || e.ctrlKey) {\n return;\n }\n\n if (isValidFocusTarget(scope.activeElement)) {\n addFocusVisibleClass(scope.activeElement);\n }\n\n hadKeyboardEvent = true;\n }\n\n /**\n * If at any point a user clicks with a pointing device, ensure that we change\n * the modality away from keyboard.\n * This avoids the situation where a user presses a key on an already focused\n * element, and then clicks on a different element, focusing it with a\n * pointing device, while we still think we're in keyboard modality.\n * @param {Event} e\n */\n function onPointerDown(e) {\n hadKeyboardEvent = false;\n }\n\n /**\n * On `focus`, add the `focus-visible` class to the target if:\n * - the target received focus as a result of keyboard navigation, or\n * - the event target is an element that will likely require interaction\n * via the keyboard (e.g. a text box)\n * @param {Event} e\n */\n function onFocus(e) {\n // Prevent IE from focusing the document or HTML element.\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (hadKeyboardEvent || focusTriggersKeyboardModality(e.target)) {\n addFocusVisibleClass(e.target);\n }\n }\n\n /**\n * On `blur`, remove the `focus-visible` class from the target.\n * @param {Event} e\n */\n function onBlur(e) {\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (\n e.target.classList.contains('focus-visible') ||\n e.target.hasAttribute('data-focus-visible-added')\n ) {\n // To detect a tab/window switch, we look for a blur event followed\n // rapidly by a visibility change.\n // If we don't see a visibility change within 100ms, it's probably a\n // regular focus change.\n hadFocusVisibleRecently = true;\n window.clearTimeout(hadFocusVisibleRecentlyTimeout);\n hadFocusVisibleRecentlyTimeout = window.setTimeout(function() {\n hadFocusVisibleRecently = false;\n }, 100);\n removeFocusVisibleClass(e.target);\n }\n }\n\n /**\n * If the user changes tabs, keep track of whether or not the previously\n * focused element had .focus-visible.\n * @param {Event} e\n */\n function onVisibilityChange(e) {\n if (document.visibilityState === 'hidden') {\n // If the tab becomes active again, the browser will handle calling focus\n // on the element (Safari actually calls it twice).\n // If this tab change caused a blur on an element with focus-visible,\n // re-apply the class when the user switches back to the tab.\n if (hadFocusVisibleRecently) {\n hadKeyboardEvent = true;\n }\n addInitialPointerMoveListeners();\n }\n }\n\n /**\n * Add a group of listeners to detect usage of any pointing devices.\n * These listeners will be added when the polyfill first loads, and anytime\n * the window is blurred, so that they are active when the window regains\n * focus.\n */\n function addInitialPointerMoveListeners() {\n document.addEventListener('mousemove', onInitialPointerMove);\n document.addEventListener('mousedown', onInitialPointerMove);\n document.addEventListener('mouseup', onInitialPointerMove);\n document.addEventListener('pointermove', onInitialPointerMove);\n document.addEventListener('pointerdown', onInitialPointerMove);\n document.addEventListener('pointerup', onInitialPointerMove);\n document.addEventListener('touchmove', onInitialPointerMove);\n document.addEventListener('touchstart', onInitialPointerMove);\n document.addEventListener('touchend', onInitialPointerMove);\n }\n\n function removeInitialPointerMoveListeners() {\n document.removeEventListener('mousemove', onInitialPointerMove);\n document.removeEventListener('mousedown', onInitialPointerMove);\n document.removeEventListener('mouseup', onInitialPointerMove);\n document.removeEventListener('pointermove', onInitialPointerMove);\n document.removeEventListener('pointerdown', onInitialPointerMove);\n document.removeEventListener('pointerup', onInitialPointerMove);\n document.removeEventListener('touchmove', onInitialPointerMove);\n document.removeEventListener('touchstart', onInitialPointerMove);\n document.removeEventListener('touchend', onInitialPointerMove);\n }\n\n /**\n * When the polfyill first loads, assume the user is in keyboard modality.\n * If any event is received from a pointing device (e.g. mouse, pointer,\n * touch), turn off keyboard modality.\n * This accounts for situations where focus enters the page from the URL bar.\n * @param {Event} e\n */\n function onInitialPointerMove(e) {\n // Work around a Safari quirk that fires a mousemove on whenever the\n // window blurs, even if you're tabbing out of the page. \u00AF\\_(\u30C4)_/\u00AF\n if (e.target.nodeName && e.target.nodeName.toLowerCase() === 'html') {\n return;\n }\n\n hadKeyboardEvent = false;\n removeInitialPointerMoveListeners();\n }\n\n // For some kinds of state, we are interested in changes at the global scope\n // only. For example, global pointer input, global key presses and global\n // visibility change should affect the state at every scope:\n document.addEventListener('keydown', onKeyDown, true);\n document.addEventListener('mousedown', onPointerDown, true);\n document.addEventListener('pointerdown', onPointerDown, true);\n document.addEventListener('touchstart', onPointerDown, true);\n document.addEventListener('visibilitychange', onVisibilityChange, true);\n\n addInitialPointerMoveListeners();\n\n // For focus and blur, we specifically care about state changes in the local\n // scope. This is because focus / blur events that originate from within a\n // shadow root are not re-dispatched from the host element if it was already\n // the active element in its own scope:\n scope.addEventListener('focus', onFocus, true);\n scope.addEventListener('blur', onBlur, true);\n\n // We detect that a node is a ShadowRoot by ensuring that it is a\n // DocumentFragment and also has a host property. This check covers native\n // implementation and polyfill implementation transparently. If we only cared\n // about the native implementation, we could just check if the scope was\n // an instance of a ShadowRoot.\n if (scope.nodeType === Node.DOCUMENT_FRAGMENT_NODE && scope.host) {\n // Since a ShadowRoot is a special kind of DocumentFragment, it does not\n // have a root element to add a class to. So, we add this attribute to the\n // host element instead:\n scope.host.setAttribute('data-js-focus-visible', '');\n } else if (scope.nodeType === Node.DOCUMENT_NODE) {\n document.documentElement.classList.add('js-focus-visible');\n document.documentElement.setAttribute('data-js-focus-visible', '');\n }\n }\n\n // It is important to wrap all references to global window and document in\n // these checks to support server-side rendering use cases\n // @see https://github.com/WICG/focus-visible/issues/199\n if (typeof window !== 'undefined' && typeof document !== 'undefined') {\n // Make the polyfill helper globally available. This can be used as a signal\n // to interested libraries that wish to coordinate with the polyfill for e.g.,\n // applying the polyfill to a shadow root:\n window.applyFocusVisiblePolyfill = applyFocusVisiblePolyfill;\n\n // Notify interested libraries of the polyfill's presence, in case the\n // polyfill was loaded lazily:\n var event;\n\n try {\n event = new CustomEvent('focus-visible-polyfill-ready');\n } catch (error) {\n // IE11 does not support using CustomEvent as a constructor directly:\n event = document.createEvent('CustomEvent');\n event.initCustomEvent('focus-visible-polyfill-ready', false, false, {});\n }\n\n window.dispatchEvent(event);\n }\n\n if (typeof document !== 'undefined') {\n // Apply the polyfill to the global document, so that no JavaScript\n // coordination is required to use the polyfill in the top-level document:\n applyFocusVisiblePolyfill(document);\n }\n\n})));\n", "/*!\n * escape-html\n * Copyright(c) 2012-2013 TJ Holowaychuk\n * Copyright(c) 2015 Andreas Lubbe\n * Copyright(c) 2015 Tiancheng \"Timothy\" Gu\n * MIT Licensed\n */\n\n'use strict';\n\n/**\n * Module variables.\n * @private\n */\n\nvar matchHtmlRegExp = /[\"'&<>]/;\n\n/**\n * Module exports.\n * @public\n */\n\nmodule.exports = escapeHtml;\n\n/**\n * Escape special characters in the given string of html.\n *\n * @param {string} string The string to escape for inserting into HTML\n * @return {string}\n * @public\n */\n\nfunction escapeHtml(string) {\n var str = '' + string;\n var match = matchHtmlRegExp.exec(str);\n\n if (!match) {\n return str;\n }\n\n var escape;\n var html = '';\n var index = 0;\n var lastIndex = 0;\n\n for (index = match.index; index < str.length; index++) {\n switch (str.charCodeAt(index)) {\n case 34: // \"\n escape = '"';\n break;\n case 38: // &\n escape = '&';\n break;\n case 39: // '\n escape = ''';\n break;\n case 60: // <\n escape = '<';\n break;\n case 62: // >\n escape = '>';\n break;\n default:\n continue;\n }\n\n if (lastIndex !== index) {\n html += str.substring(lastIndex, index);\n }\n\n lastIndex = index + 1;\n html += escape;\n }\n\n return lastIndex !== index\n ? html + str.substring(lastIndex, index)\n : html;\n}\n", "/*!\n * clipboard.js v2.0.11\n * https://clipboardjs.com/\n *\n * Licensed MIT \u00A9 Zeno Rocha\n */\n(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"ClipboardJS\"] = factory();\n\telse\n\t\troot[\"ClipboardJS\"] = factory();\n})(this, function() {\nreturn /******/ (function() { // webpackBootstrap\n/******/ \tvar __webpack_modules__ = ({\n\n/***/ 686:\n/***/ (function(__unused_webpack_module, __webpack_exports__, __webpack_require__) {\n\n\"use strict\";\n\n// EXPORTS\n__webpack_require__.d(__webpack_exports__, {\n \"default\": function() { return /* binding */ clipboard; }\n});\n\n// EXTERNAL MODULE: ./node_modules/tiny-emitter/index.js\nvar tiny_emitter = __webpack_require__(279);\nvar tiny_emitter_default = /*#__PURE__*/__webpack_require__.n(tiny_emitter);\n// EXTERNAL MODULE: ./node_modules/good-listener/src/listen.js\nvar listen = __webpack_require__(370);\nvar listen_default = /*#__PURE__*/__webpack_require__.n(listen);\n// EXTERNAL MODULE: ./node_modules/select/src/select.js\nvar src_select = __webpack_require__(817);\nvar select_default = /*#__PURE__*/__webpack_require__.n(src_select);\n;// CONCATENATED MODULE: ./src/common/command.js\n/**\n * Executes a given operation type.\n * @param {String} type\n * @return {Boolean}\n */\nfunction command(type) {\n try {\n return document.execCommand(type);\n } catch (err) {\n return false;\n }\n}\n;// CONCATENATED MODULE: ./src/actions/cut.js\n\n\n/**\n * Cut action wrapper.\n * @param {String|HTMLElement} target\n * @return {String}\n */\n\nvar ClipboardActionCut = function ClipboardActionCut(target) {\n var selectedText = select_default()(target);\n command('cut');\n return selectedText;\n};\n\n/* harmony default export */ var actions_cut = (ClipboardActionCut);\n;// CONCATENATED MODULE: ./src/common/create-fake-element.js\n/**\n * Creates a fake textarea element with a value.\n * @param {String} value\n * @return {HTMLElement}\n */\nfunction createFakeElement(value) {\n var isRTL = document.documentElement.getAttribute('dir') === 'rtl';\n var fakeElement = document.createElement('textarea'); // Prevent zooming on iOS\n\n fakeElement.style.fontSize = '12pt'; // Reset box model\n\n fakeElement.style.border = '0';\n fakeElement.style.padding = '0';\n fakeElement.style.margin = '0'; // Move element out of screen horizontally\n\n fakeElement.style.position = 'absolute';\n fakeElement.style[isRTL ? 'right' : 'left'] = '-9999px'; // Move element to the same position vertically\n\n var yPosition = window.pageYOffset || document.documentElement.scrollTop;\n fakeElement.style.top = \"\".concat(yPosition, \"px\");\n fakeElement.setAttribute('readonly', '');\n fakeElement.value = value;\n return fakeElement;\n}\n;// CONCATENATED MODULE: ./src/actions/copy.js\n\n\n\n/**\n * Create fake copy action wrapper using a fake element.\n * @param {String} target\n * @param {Object} options\n * @return {String}\n */\n\nvar fakeCopyAction = function fakeCopyAction(value, options) {\n var fakeElement = createFakeElement(value);\n options.container.appendChild(fakeElement);\n var selectedText = select_default()(fakeElement);\n command('copy');\n fakeElement.remove();\n return selectedText;\n};\n/**\n * Copy action wrapper.\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @return {String}\n */\n\n\nvar ClipboardActionCopy = function ClipboardActionCopy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n var selectedText = '';\n\n if (typeof target === 'string') {\n selectedText = fakeCopyAction(target, options);\n } else if (target instanceof HTMLInputElement && !['text', 'search', 'url', 'tel', 'password'].includes(target === null || target === void 0 ? void 0 : target.type)) {\n // If input type doesn't support `setSelectionRange`. Simulate it. https://developer.mozilla.org/en-US/docs/Web/API/HTMLInputElement/setSelectionRange\n selectedText = fakeCopyAction(target.value, options);\n } else {\n selectedText = select_default()(target);\n command('copy');\n }\n\n return selectedText;\n};\n\n/* harmony default export */ var actions_copy = (ClipboardActionCopy);\n;// CONCATENATED MODULE: ./src/actions/default.js\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\n\n\n/**\n * Inner function which performs selection from either `text` or `target`\n * properties and then executes copy or cut operations.\n * @param {Object} options\n */\n\nvar ClipboardActionDefault = function ClipboardActionDefault() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n // Defines base properties passed from constructor.\n var _options$action = options.action,\n action = _options$action === void 0 ? 'copy' : _options$action,\n container = options.container,\n target = options.target,\n text = options.text; // Sets the `action` to be performed which can be either 'copy' or 'cut'.\n\n if (action !== 'copy' && action !== 'cut') {\n throw new Error('Invalid \"action\" value, use either \"copy\" or \"cut\"');\n } // Sets the `target` property using an element that will be have its content copied.\n\n\n if (target !== undefined) {\n if (target && _typeof(target) === 'object' && target.nodeType === 1) {\n if (action === 'copy' && target.hasAttribute('disabled')) {\n throw new Error('Invalid \"target\" attribute. Please use \"readonly\" instead of \"disabled\" attribute');\n }\n\n if (action === 'cut' && (target.hasAttribute('readonly') || target.hasAttribute('disabled'))) {\n throw new Error('Invalid \"target\" attribute. You can\\'t cut text from elements with \"readonly\" or \"disabled\" attributes');\n }\n } else {\n throw new Error('Invalid \"target\" value, use a valid Element');\n }\n } // Define selection strategy based on `text` property.\n\n\n if (text) {\n return actions_copy(text, {\n container: container\n });\n } // Defines which selection strategy based on `target` property.\n\n\n if (target) {\n return action === 'cut' ? actions_cut(target) : actions_copy(target, {\n container: container\n });\n }\n};\n\n/* harmony default export */ var actions_default = (ClipboardActionDefault);\n;// CONCATENATED MODULE: ./src/clipboard.js\nfunction clipboard_typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { clipboard_typeof = function _typeof(obj) { return typeof obj; }; } else { clipboard_typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return clipboard_typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (clipboard_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n\n\n\n\n\n/**\n * Helper function to retrieve attribute value.\n * @param {String} suffix\n * @param {Element} element\n */\n\nfunction getAttributeValue(suffix, element) {\n var attribute = \"data-clipboard-\".concat(suffix);\n\n if (!element.hasAttribute(attribute)) {\n return;\n }\n\n return element.getAttribute(attribute);\n}\n/**\n * Base class which takes one or more elements, adds event listeners to them,\n * and instantiates a new `ClipboardAction` on each click.\n */\n\n\nvar Clipboard = /*#__PURE__*/function (_Emitter) {\n _inherits(Clipboard, _Emitter);\n\n var _super = _createSuper(Clipboard);\n\n /**\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n * @param {Object} options\n */\n function Clipboard(trigger, options) {\n var _this;\n\n _classCallCheck(this, Clipboard);\n\n _this = _super.call(this);\n\n _this.resolveOptions(options);\n\n _this.listenClick(trigger);\n\n return _this;\n }\n /**\n * Defines if attributes would be resolved using internal setter functions\n * or custom functions that were passed in the constructor.\n * @param {Object} options\n */\n\n\n _createClass(Clipboard, [{\n key: \"resolveOptions\",\n value: function resolveOptions() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n this.action = typeof options.action === 'function' ? options.action : this.defaultAction;\n this.target = typeof options.target === 'function' ? options.target : this.defaultTarget;\n this.text = typeof options.text === 'function' ? options.text : this.defaultText;\n this.container = clipboard_typeof(options.container) === 'object' ? options.container : document.body;\n }\n /**\n * Adds a click event listener to the passed trigger.\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n */\n\n }, {\n key: \"listenClick\",\n value: function listenClick(trigger) {\n var _this2 = this;\n\n this.listener = listen_default()(trigger, 'click', function (e) {\n return _this2.onClick(e);\n });\n }\n /**\n * Defines a new `ClipboardAction` on each click event.\n * @param {Event} e\n */\n\n }, {\n key: \"onClick\",\n value: function onClick(e) {\n var trigger = e.delegateTarget || e.currentTarget;\n var action = this.action(trigger) || 'copy';\n var text = actions_default({\n action: action,\n container: this.container,\n target: this.target(trigger),\n text: this.text(trigger)\n }); // Fires an event based on the copy operation result.\n\n this.emit(text ? 'success' : 'error', {\n action: action,\n text: text,\n trigger: trigger,\n clearSelection: function clearSelection() {\n if (trigger) {\n trigger.focus();\n }\n\n window.getSelection().removeAllRanges();\n }\n });\n }\n /**\n * Default `action` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultAction\",\n value: function defaultAction(trigger) {\n return getAttributeValue('action', trigger);\n }\n /**\n * Default `target` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultTarget\",\n value: function defaultTarget(trigger) {\n var selector = getAttributeValue('target', trigger);\n\n if (selector) {\n return document.querySelector(selector);\n }\n }\n /**\n * Allow fire programmatically a copy action\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @returns Text copied.\n */\n\n }, {\n key: \"defaultText\",\n\n /**\n * Default `text` lookup function.\n * @param {Element} trigger\n */\n value: function defaultText(trigger) {\n return getAttributeValue('text', trigger);\n }\n /**\n * Destroy lifecycle.\n */\n\n }, {\n key: \"destroy\",\n value: function destroy() {\n this.listener.destroy();\n }\n }], [{\n key: \"copy\",\n value: function copy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n return actions_copy(target, options);\n }\n /**\n * Allow fire programmatically a cut action\n * @param {String|HTMLElement} target\n * @returns Text cutted.\n */\n\n }, {\n key: \"cut\",\n value: function cut(target) {\n return actions_cut(target);\n }\n /**\n * Returns the support of the given action, or all actions if no action is\n * given.\n * @param {String} [action]\n */\n\n }, {\n key: \"isSupported\",\n value: function isSupported() {\n var action = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ['copy', 'cut'];\n var actions = typeof action === 'string' ? [action] : action;\n var support = !!document.queryCommandSupported;\n actions.forEach(function (action) {\n support = support && !!document.queryCommandSupported(action);\n });\n return support;\n }\n }]);\n\n return Clipboard;\n}((tiny_emitter_default()));\n\n/* harmony default export */ var clipboard = (Clipboard);\n\n/***/ }),\n\n/***/ 828:\n/***/ (function(module) {\n\nvar DOCUMENT_NODE_TYPE = 9;\n\n/**\n * A polyfill for Element.matches()\n */\nif (typeof Element !== 'undefined' && !Element.prototype.matches) {\n var proto = Element.prototype;\n\n proto.matches = proto.matchesSelector ||\n proto.mozMatchesSelector ||\n proto.msMatchesSelector ||\n proto.oMatchesSelector ||\n proto.webkitMatchesSelector;\n}\n\n/**\n * Finds the closest parent that matches a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @return {Function}\n */\nfunction closest (element, selector) {\n while (element && element.nodeType !== DOCUMENT_NODE_TYPE) {\n if (typeof element.matches === 'function' &&\n element.matches(selector)) {\n return element;\n }\n element = element.parentNode;\n }\n}\n\nmodule.exports = closest;\n\n\n/***/ }),\n\n/***/ 438:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar closest = __webpack_require__(828);\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction _delegate(element, selector, type, callback, useCapture) {\n var listenerFn = listener.apply(this, arguments);\n\n element.addEventListener(type, listenerFn, useCapture);\n\n return {\n destroy: function() {\n element.removeEventListener(type, listenerFn, useCapture);\n }\n }\n}\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element|String|Array} [elements]\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction delegate(elements, selector, type, callback, useCapture) {\n // Handle the regular Element usage\n if (typeof elements.addEventListener === 'function') {\n return _delegate.apply(null, arguments);\n }\n\n // Handle Element-less usage, it defaults to global delegation\n if (typeof type === 'function') {\n // Use `document` as the first parameter, then apply arguments\n // This is a short way to .unshift `arguments` without running into deoptimizations\n return _delegate.bind(null, document).apply(null, arguments);\n }\n\n // Handle Selector-based usage\n if (typeof elements === 'string') {\n elements = document.querySelectorAll(elements);\n }\n\n // Handle Array-like based usage\n return Array.prototype.map.call(elements, function (element) {\n return _delegate(element, selector, type, callback, useCapture);\n });\n}\n\n/**\n * Finds closest match and invokes callback.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Function}\n */\nfunction listener(element, selector, type, callback) {\n return function(e) {\n e.delegateTarget = closest(e.target, selector);\n\n if (e.delegateTarget) {\n callback.call(element, e);\n }\n }\n}\n\nmodule.exports = delegate;\n\n\n/***/ }),\n\n/***/ 879:\n/***/ (function(__unused_webpack_module, exports) {\n\n/**\n * Check if argument is a HTML element.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.node = function(value) {\n return value !== undefined\n && value instanceof HTMLElement\n && value.nodeType === 1;\n};\n\n/**\n * Check if argument is a list of HTML elements.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.nodeList = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return value !== undefined\n && (type === '[object NodeList]' || type === '[object HTMLCollection]')\n && ('length' in value)\n && (value.length === 0 || exports.node(value[0]));\n};\n\n/**\n * Check if argument is a string.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.string = function(value) {\n return typeof value === 'string'\n || value instanceof String;\n};\n\n/**\n * Check if argument is a function.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.fn = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return type === '[object Function]';\n};\n\n\n/***/ }),\n\n/***/ 370:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar is = __webpack_require__(879);\nvar delegate = __webpack_require__(438);\n\n/**\n * Validates all params and calls the right\n * listener function based on its target type.\n *\n * @param {String|HTMLElement|HTMLCollection|NodeList} target\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listen(target, type, callback) {\n if (!target && !type && !callback) {\n throw new Error('Missing required arguments');\n }\n\n if (!is.string(type)) {\n throw new TypeError('Second argument must be a String');\n }\n\n if (!is.fn(callback)) {\n throw new TypeError('Third argument must be a Function');\n }\n\n if (is.node(target)) {\n return listenNode(target, type, callback);\n }\n else if (is.nodeList(target)) {\n return listenNodeList(target, type, callback);\n }\n else if (is.string(target)) {\n return listenSelector(target, type, callback);\n }\n else {\n throw new TypeError('First argument must be a String, HTMLElement, HTMLCollection, or NodeList');\n }\n}\n\n/**\n * Adds an event listener to a HTML element\n * and returns a remove listener function.\n *\n * @param {HTMLElement} node\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNode(node, type, callback) {\n node.addEventListener(type, callback);\n\n return {\n destroy: function() {\n node.removeEventListener(type, callback);\n }\n }\n}\n\n/**\n * Add an event listener to a list of HTML elements\n * and returns a remove listener function.\n *\n * @param {NodeList|HTMLCollection} nodeList\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNodeList(nodeList, type, callback) {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.addEventListener(type, callback);\n });\n\n return {\n destroy: function() {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.removeEventListener(type, callback);\n });\n }\n }\n}\n\n/**\n * Add an event listener to a selector\n * and returns a remove listener function.\n *\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenSelector(selector, type, callback) {\n return delegate(document.body, selector, type, callback);\n}\n\nmodule.exports = listen;\n\n\n/***/ }),\n\n/***/ 817:\n/***/ (function(module) {\n\nfunction select(element) {\n var selectedText;\n\n if (element.nodeName === 'SELECT') {\n element.focus();\n\n selectedText = element.value;\n }\n else if (element.nodeName === 'INPUT' || element.nodeName === 'TEXTAREA') {\n var isReadOnly = element.hasAttribute('readonly');\n\n if (!isReadOnly) {\n element.setAttribute('readonly', '');\n }\n\n element.select();\n element.setSelectionRange(0, element.value.length);\n\n if (!isReadOnly) {\n element.removeAttribute('readonly');\n }\n\n selectedText = element.value;\n }\n else {\n if (element.hasAttribute('contenteditable')) {\n element.focus();\n }\n\n var selection = window.getSelection();\n var range = document.createRange();\n\n range.selectNodeContents(element);\n selection.removeAllRanges();\n selection.addRange(range);\n\n selectedText = selection.toString();\n }\n\n return selectedText;\n}\n\nmodule.exports = select;\n\n\n/***/ }),\n\n/***/ 279:\n/***/ (function(module) {\n\nfunction E () {\n // Keep this empty so it's easier to inherit from\n // (via https://github.com/lipsmack from https://github.com/scottcorgan/tiny-emitter/issues/3)\n}\n\nE.prototype = {\n on: function (name, callback, ctx) {\n var e = this.e || (this.e = {});\n\n (e[name] || (e[name] = [])).push({\n fn: callback,\n ctx: ctx\n });\n\n return this;\n },\n\n once: function (name, callback, ctx) {\n var self = this;\n function listener () {\n self.off(name, listener);\n callback.apply(ctx, arguments);\n };\n\n listener._ = callback\n return this.on(name, listener, ctx);\n },\n\n emit: function (name) {\n var data = [].slice.call(arguments, 1);\n var evtArr = ((this.e || (this.e = {}))[name] || []).slice();\n var i = 0;\n var len = evtArr.length;\n\n for (i; i < len; i++) {\n evtArr[i].fn.apply(evtArr[i].ctx, data);\n }\n\n return this;\n },\n\n off: function (name, callback) {\n var e = this.e || (this.e = {});\n var evts = e[name];\n var liveEvents = [];\n\n if (evts && callback) {\n for (var i = 0, len = evts.length; i < len; i++) {\n if (evts[i].fn !== callback && evts[i].fn._ !== callback)\n liveEvents.push(evts[i]);\n }\n }\n\n // Remove event from queue to prevent memory leak\n // Suggested by https://github.com/lazd\n // Ref: https://github.com/scottcorgan/tiny-emitter/commit/c6ebfaa9bc973b33d110a84a307742b7cf94c953#commitcomment-5024910\n\n (liveEvents.length)\n ? e[name] = liveEvents\n : delete e[name];\n\n return this;\n }\n};\n\nmodule.exports = E;\nmodule.exports.TinyEmitter = E;\n\n\n/***/ })\n\n/******/ \t});\n/************************************************************************/\n/******/ \t// The module cache\n/******/ \tvar __webpack_module_cache__ = {};\n/******/ \t\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/ \t\t// Check if module is in cache\n/******/ \t\tif(__webpack_module_cache__[moduleId]) {\n/******/ \t\t\treturn __webpack_module_cache__[moduleId].exports;\n/******/ \t\t}\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = __webpack_module_cache__[moduleId] = {\n/******/ \t\t\t// no module.id needed\n/******/ \t\t\t// no module.loaded needed\n/******/ \t\t\texports: {}\n/******/ \t\t};\n/******/ \t\n/******/ \t\t// Execute the module function\n/******/ \t\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n/******/ \t\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/ \t\n/************************************************************************/\n/******/ \t/* webpack/runtime/compat get default export */\n/******/ \t!function() {\n/******/ \t\t// getDefaultExport function for compatibility with non-harmony modules\n/******/ \t\t__webpack_require__.n = function(module) {\n/******/ \t\t\tvar getter = module && module.__esModule ?\n/******/ \t\t\t\tfunction() { return module['default']; } :\n/******/ \t\t\t\tfunction() { return module; };\n/******/ \t\t\t__webpack_require__.d(getter, { a: getter });\n/******/ \t\t\treturn getter;\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/define property getters */\n/******/ \t!function() {\n/******/ \t\t// define getter functions for harmony exports\n/******/ \t\t__webpack_require__.d = function(exports, definition) {\n/******/ \t\t\tfor(var key in definition) {\n/******/ \t\t\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n/******/ \t\t\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n/******/ \t\t\t\t}\n/******/ \t\t\t}\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/hasOwnProperty shorthand */\n/******/ \t!function() {\n/******/ \t\t__webpack_require__.o = function(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); }\n/******/ \t}();\n/******/ \t\n/************************************************************************/\n/******/ \t// module exports must be returned from runtime so entry inlining is disabled\n/******/ \t// startup\n/******/ \t// Load entry module and return exports\n/******/ \treturn __webpack_require__(686);\n/******/ })()\n.default;\n});", "/*\n * Copyright (c) 2016-2024 Martin Donath \n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to\n * deal in the Software without restriction, including without limitation the\n * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n * sell copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n * IN THE SOFTWARE.\n */\n\nimport \"focus-visible\"\n\nimport {\n EMPTY,\n NEVER,\n Observable,\n Subject,\n defer,\n delay,\n filter,\n map,\n merge,\n mergeWith,\n shareReplay,\n switchMap\n} from \"rxjs\"\n\nimport { configuration, feature } from \"./_\"\nimport {\n at,\n getActiveElement,\n getOptionalElement,\n requestJSON,\n setLocation,\n setToggle,\n watchDocument,\n watchKeyboard,\n watchLocation,\n watchLocationTarget,\n watchMedia,\n watchPrint,\n watchScript,\n watchViewport\n} from \"./browser\"\nimport {\n getComponentElement,\n getComponentElements,\n mountAnnounce,\n mountBackToTop,\n mountConsent,\n mountContent,\n mountDialog,\n mountHeader,\n mountHeaderTitle,\n mountPalette,\n mountProgress,\n mountSearch,\n mountSearchHiglight,\n mountSidebar,\n mountSource,\n mountTableOfContents,\n mountTabs,\n watchHeader,\n watchMain\n} from \"./components\"\nimport {\n SearchIndex,\n setupClipboardJS,\n setupInstantNavigation,\n setupVersionSelector\n} from \"./integrations\"\nimport {\n patchEllipsis,\n patchIndeterminate,\n patchScrollfix,\n patchScrolllock\n} from \"./patches\"\nimport \"./polyfills\"\n\n/* ----------------------------------------------------------------------------\n * Functions - @todo refactor\n * ------------------------------------------------------------------------- */\n\n/**\n * Fetch search index\n *\n * @returns Search index observable\n */\nfunction fetchSearchIndex(): Observable {\n if (location.protocol === \"file:\") {\n return watchScript(\n `${new URL(\"search/search_index.js\", config.base)}`\n )\n .pipe(\n // @ts-ignore - @todo fix typings\n map(() => __index),\n shareReplay(1)\n )\n } else {\n return requestJSON(\n new URL(\"search/search_index.json\", config.base)\n )\n }\n}\n\n/* ----------------------------------------------------------------------------\n * Application\n * ------------------------------------------------------------------------- */\n\n/* Yay, JavaScript is available */\ndocument.documentElement.classList.remove(\"no-js\")\ndocument.documentElement.classList.add(\"js\")\n\n/* Set up navigation observables and subjects */\nconst document$ = watchDocument()\nconst location$ = watchLocation()\nconst target$ = watchLocationTarget(location$)\nconst keyboard$ = watchKeyboard()\n\n/* Set up media observables */\nconst viewport$ = watchViewport()\nconst tablet$ = watchMedia(\"(min-width: 960px)\")\nconst screen$ = watchMedia(\"(min-width: 1220px)\")\nconst print$ = watchPrint()\n\n/* Retrieve search index, if search is enabled */\nconst config = configuration()\nconst index$ = document.forms.namedItem(\"search\")\n ? fetchSearchIndex()\n : NEVER\n\n/* Set up Clipboard.js integration */\nconst alert$ = new Subject()\nsetupClipboardJS({ alert$ })\n\n/* Set up progress indicator */\nconst progress$ = new Subject()\n\n/* Set up instant navigation, if enabled */\nif (feature(\"navigation.instant\"))\n setupInstantNavigation({ location$, viewport$, progress$ })\n .subscribe(document$)\n\n/* Set up version selector */\nif (config.version?.provider === \"mike\")\n setupVersionSelector({ document$ })\n\n/* Always close drawer and search on navigation */\nmerge(location$, target$)\n .pipe(\n delay(125)\n )\n .subscribe(() => {\n setToggle(\"drawer\", false)\n setToggle(\"search\", false)\n })\n\n/* Set up global keyboard handlers */\nkeyboard$\n .pipe(\n filter(({ mode }) => mode === \"global\")\n )\n .subscribe(key => {\n switch (key.type) {\n\n /* Go to previous page */\n case \"p\":\n case \",\":\n const prev = getOptionalElement(\"link[rel=prev]\")\n if (typeof prev !== \"undefined\")\n setLocation(prev)\n break\n\n /* Go to next page */\n case \"n\":\n case \".\":\n const next = getOptionalElement(\"link[rel=next]\")\n if (typeof next !== \"undefined\")\n setLocation(next)\n break\n\n /* Expand navigation, see https://bit.ly/3ZjG5io */\n case \"Enter\":\n const active = getActiveElement()\n if (active instanceof HTMLLabelElement)\n active.click()\n }\n })\n\n/* Set up patches */\npatchEllipsis({ viewport$, document$ })\npatchIndeterminate({ document$, tablet$ })\npatchScrollfix({ document$ })\npatchScrolllock({ viewport$, tablet$ })\n\n/* Set up header and main area observable */\nconst header$ = watchHeader(getComponentElement(\"header\"), { viewport$ })\nconst main$ = document$\n .pipe(\n map(() => getComponentElement(\"main\")),\n switchMap(el => watchMain(el, { viewport$, header$ })),\n shareReplay(1)\n )\n\n/* Set up control component observables */\nconst control$ = merge(\n\n /* Consent */\n ...getComponentElements(\"consent\")\n .map(el => mountConsent(el, { target$ })),\n\n /* Dialog */\n ...getComponentElements(\"dialog\")\n .map(el => mountDialog(el, { alert$ })),\n\n /* Header */\n ...getComponentElements(\"header\")\n .map(el => mountHeader(el, { viewport$, header$, main$ })),\n\n /* Color palette */\n ...getComponentElements(\"palette\")\n .map(el => mountPalette(el)),\n\n /* Progress bar */\n ...getComponentElements(\"progress\")\n .map(el => mountProgress(el, { progress$ })),\n\n /* Search */\n ...getComponentElements(\"search\")\n .map(el => mountSearch(el, { index$, keyboard$ })),\n\n /* Repository information */\n ...getComponentElements(\"source\")\n .map(el => mountSource(el))\n)\n\n/* Set up content component observables */\nconst content$ = defer(() => merge(\n\n /* Announcement bar */\n ...getComponentElements(\"announce\")\n .map(el => mountAnnounce(el)),\n\n /* Content */\n ...getComponentElements(\"content\")\n .map(el => mountContent(el, { viewport$, target$, print$ })),\n\n /* Search highlighting */\n ...getComponentElements(\"content\")\n .map(el => feature(\"search.highlight\")\n ? mountSearchHiglight(el, { index$, location$ })\n : EMPTY\n ),\n\n /* Header title */\n ...getComponentElements(\"header-title\")\n .map(el => mountHeaderTitle(el, { viewport$, header$ })),\n\n /* Sidebar */\n ...getComponentElements(\"sidebar\")\n .map(el => el.getAttribute(\"data-md-type\") === \"navigation\"\n ? at(screen$, () => mountSidebar(el, { viewport$, header$, main$ }))\n : at(tablet$, () => mountSidebar(el, { viewport$, header$, main$ }))\n ),\n\n /* Navigation tabs */\n ...getComponentElements(\"tabs\")\n .map(el => mountTabs(el, { viewport$, header$ })),\n\n /* Table of contents */\n ...getComponentElements(\"toc\")\n .map(el => mountTableOfContents(el, {\n viewport$, header$, main$, target$\n })),\n\n /* Back-to-top button */\n ...getComponentElements(\"top\")\n .map(el => mountBackToTop(el, { viewport$, header$, main$, target$ }))\n))\n\n/* Set up component observables */\nconst component$ = document$\n .pipe(\n switchMap(() => content$),\n mergeWith(control$),\n shareReplay(1)\n )\n\n/* Subscribe to all components */\ncomponent$.subscribe()\n\n/* ----------------------------------------------------------------------------\n * Exports\n * ------------------------------------------------------------------------- */\n\nwindow.document$ = document$ /* Document observable */\nwindow.location$ = location$ /* Location subject */\nwindow.target$ = target$ /* Location target observable */\nwindow.keyboard$ = keyboard$ /* Keyboard observable */\nwindow.viewport$ = viewport$ /* Viewport observable */\nwindow.tablet$ = tablet$ /* Media tablet observable */\nwindow.screen$ = screen$ /* Media screen observable */\nwindow.print$ = print$ /* Media print observable */\nwindow.alert$ = alert$ /* Alert subject */\nwindow.progress$ = progress$ /* Progress indicator subject */\nwindow.component$ = component$ /* Component observable */\n", "/******************************************************************************\nCopyright (c) Microsoft Corporation.\n\nPermission to use, copy, modify, and/or distribute this software for any\npurpose with or without fee is hereby granted.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\nPERFORMANCE OF THIS SOFTWARE.\n***************************************************************************** */\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\n\nvar extendStatics = function(d, b) {\n extendStatics = Object.setPrototypeOf ||\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\n return extendStatics(d, b);\n};\n\nexport function __extends(d, b) {\n if (typeof b !== \"function\" && b !== null)\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\n extendStatics(d, b);\n function __() { this.constructor = d; }\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n}\n\nexport var __assign = function() {\n __assign = Object.assign || function __assign(t) {\n for (var s, i = 1, n = arguments.length; i < n; i++) {\n s = arguments[i];\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\n }\n return t;\n }\n return __assign.apply(this, arguments);\n}\n\nexport function __rest(s, e) {\n var t = {};\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\n t[p] = s[p];\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\n t[p[i]] = s[p[i]];\n }\n return t;\n}\n\nexport function __decorate(decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n}\n\nexport function __param(paramIndex, decorator) {\n return function (target, key) { decorator(target, key, paramIndex); }\n}\n\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\n function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\n var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\n var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\n var descriptor = descriptorIn || (target ? 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(function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n var desc = Object.getOwnPropertyDescriptor(m, k);\n if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\n desc = { enumerable: true, get: function() { return m[k]; } };\n }\n Object.defineProperty(o, k2, desc);\n}) : (function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n o[k2] = m[k];\n});\n\nexport function __exportStar(m, o) {\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\n}\n\nexport function __values(o) {\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\n if (m) return m.call(o);\n if (o && typeof o.length === \"number\") return {\n next: function () {\n if (o && i >= o.length) o = void 0;\n return { value: o && o[i++], done: !o };\n }\n };\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\n}\n\nexport function __read(o, n) {\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\n if (!m) return o;\n var i = m.call(o), r, ar = [], e;\n try {\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\n }\n catch (error) { e = { error: error }; }\n finally {\n try {\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\n }\n finally { if (e) throw e.error; }\n }\n return ar;\n}\n\n/** @deprecated */\nexport function __spread() {\n for (var ar = [], i = 0; i < arguments.length; i++)\n ar = ar.concat(__read(arguments[i]));\n return ar;\n}\n\n/** @deprecated */\nexport function __spreadArrays() {\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\n r[k] = a[j];\n return r;\n}\n\nexport function __spreadArray(to, from, pack) {\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\n if (ar || !(i in from)) {\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\n ar[i] = from[i];\n }\n }\n return to.concat(ar || Array.prototype.slice.call(from));\n}\n\nexport function __await(v) {\n return this instanceof __await ? (this.v = v, this) : new __await(v);\n}\n\nexport function __asyncGenerator(thisArg, _arguments, generator) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\n return i = Object.create((typeof AsyncIterator === \"function\" ? AsyncIterator : Object).prototype), verb(\"next\"), verb(\"throw\"), verb(\"return\", awaitReturn), i[Symbol.asyncIterator] = function () { return this; }, i;\n function awaitReturn(f) { return function (v) { return Promise.resolve(v).then(f, reject); }; }\n function verb(n, f) { if (g[n]) { i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; if (f) i[n] = f(i[n]); } }\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\n function fulfill(value) { resume(\"next\", value); }\n function reject(value) { resume(\"throw\", value); }\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\n}\n\nexport function __asyncDelegator(o) {\n var i, p;\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\n}\n\nexport function __asyncValues(o) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var m = o[Symbol.asyncIterator], i;\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\n}\n\nexport function __makeTemplateObject(cooked, raw) {\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\n return cooked;\n};\n\nvar __setModuleDefault = Object.create ? (function(o, v) {\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\n}) : function(o, v) {\n o[\"default\"] = v;\n};\n\nexport function __importStar(mod) {\n if (mod && mod.__esModule) return mod;\n var result = {};\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\n __setModuleDefault(result, mod);\n return result;\n}\n\nexport function __importDefault(mod) {\n return (mod && mod.__esModule) ? mod : { default: mod };\n}\n\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\n}\n\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\n}\n\nexport function __classPrivateFieldIn(state, receiver) {\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\n}\n\nexport function __addDisposableResource(env, value, async) {\n if (value !== null && value !== void 0) {\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\n var dispose, inner;\n if (async) {\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\n dispose = value[Symbol.asyncDispose];\n }\n if (dispose === void 0) {\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\n dispose = value[Symbol.dispose];\n if (async) inner = dispose;\n }\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\n env.stack.push({ value: value, dispose: dispose, async: async });\n }\n else if (async) {\n env.stack.push({ async: true });\n }\n return value;\n}\n\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\n var e = new Error(message);\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\n};\n\nexport function __disposeResources(env) {\n function fail(e) {\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\n env.hasError = true;\n }\n var r, s = 0;\n function next() {\n while (r = env.stack.pop()) {\n try {\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\n if (r.dispose) {\n var result = r.dispose.call(r.value);\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\n }\n else s |= 1;\n }\n catch (e) {\n fail(e);\n }\n }\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\n if (env.hasError) throw env.error;\n }\n return next();\n}\n\nexport default {\n __extends,\n __assign,\n __rest,\n __decorate,\n __param,\n __metadata,\n __awaiter,\n __generator,\n __createBinding,\n __exportStar,\n __values,\n __read,\n __spread,\n __spreadArrays,\n __spreadArray,\n __await,\n __asyncGenerator,\n __asyncDelegator,\n __asyncValues,\n __makeTemplateObject,\n __importStar,\n __importDefault,\n __classPrivateFieldGet,\n __classPrivateFieldSet,\n __classPrivateFieldIn,\n __addDisposableResource,\n __disposeResources,\n};\n", "/**\n * Returns true if the object is a function.\n * @param value The value to check\n */\nexport function isFunction(value: any): value is (...args: any[]) => any {\n return typeof value === 'function';\n}\n", "/**\n * Used to create Error subclasses until the community moves away from ES5.\n *\n * This is because compiling from TypeScript down to ES5 has issues with subclassing Errors\n * as well as other built-in types: https://github.com/Microsoft/TypeScript/issues/12123\n *\n * @param createImpl A factory function to create the actual constructor implementation. The returned\n * function should be a named function that calls `_super` internally.\n */\nexport function createErrorClass(createImpl: (_super: any) => any): T {\n const _super = (instance: any) => {\n Error.call(instance);\n instance.stack = new Error().stack;\n };\n\n const ctorFunc = createImpl(_super);\n ctorFunc.prototype = Object.create(Error.prototype);\n ctorFunc.prototype.constructor = ctorFunc;\n return ctorFunc;\n}\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface UnsubscriptionError extends Error {\n readonly errors: any[];\n}\n\nexport interface UnsubscriptionErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (errors: any[]): UnsubscriptionError;\n}\n\n/**\n * An error thrown when one or more errors have occurred during the\n * `unsubscribe` of a {@link Subscription}.\n */\nexport const UnsubscriptionError: UnsubscriptionErrorCtor = createErrorClass(\n (_super) =>\n function UnsubscriptionErrorImpl(this: any, errors: (Error | string)[]) {\n _super(this);\n this.message = errors\n ? `${errors.length} errors occurred during unsubscription:\n${errors.map((err, i) => `${i + 1}) ${err.toString()}`).join('\\n ')}`\n : '';\n this.name = 'UnsubscriptionError';\n this.errors = errors;\n }\n);\n", "/**\n * Removes an item from an array, mutating it.\n * @param arr The array to remove the item from\n * @param item The item to remove\n */\nexport function arrRemove(arr: T[] | undefined | null, item: T) {\n if (arr) {\n const index = arr.indexOf(item);\n 0 <= index && arr.splice(index, 1);\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { UnsubscriptionError } from './util/UnsubscriptionError';\nimport { SubscriptionLike, TeardownLogic, Unsubscribable } from './types';\nimport { arrRemove } from './util/arrRemove';\n\n/**\n * Represents a disposable resource, such as the execution of an Observable. A\n * Subscription has one important method, `unsubscribe`, that takes no argument\n * and just disposes the resource held by the subscription.\n *\n * Additionally, subscriptions may be grouped together through the `add()`\n * method, which will attach a child Subscription to the current Subscription.\n * When a Subscription is unsubscribed, all its children (and its grandchildren)\n * will be unsubscribed as well.\n *\n * @class Subscription\n */\nexport class Subscription implements SubscriptionLike {\n /** @nocollapse */\n public static EMPTY = (() => {\n const empty = new Subscription();\n empty.closed = true;\n return empty;\n })();\n\n /**\n * A flag to indicate whether this Subscription has already been unsubscribed.\n */\n public closed = false;\n\n private _parentage: Subscription[] | Subscription | null = null;\n\n /**\n * The list of registered finalizers to execute upon unsubscription. Adding and removing from this\n * list occurs in the {@link #add} and {@link #remove} methods.\n */\n private _finalizers: Exclude[] | null = null;\n\n /**\n * @param initialTeardown A function executed first as part of the finalization\n * process that is kicked off when {@link #unsubscribe} is called.\n */\n constructor(private initialTeardown?: () => void) {}\n\n /**\n * Disposes the resources held by the subscription. May, for instance, cancel\n * an ongoing Observable execution or cancel any other type of work that\n * started when the Subscription was created.\n * @return {void}\n */\n unsubscribe(): void {\n let errors: any[] | undefined;\n\n if (!this.closed) {\n this.closed = true;\n\n // Remove this from it's parents.\n const { _parentage } = this;\n if (_parentage) {\n this._parentage = null;\n if (Array.isArray(_parentage)) {\n for (const parent of _parentage) {\n parent.remove(this);\n }\n } else {\n _parentage.remove(this);\n }\n }\n\n const { initialTeardown: initialFinalizer } = this;\n if (isFunction(initialFinalizer)) {\n try {\n initialFinalizer();\n } catch (e) {\n errors = e instanceof UnsubscriptionError ? e.errors : [e];\n }\n }\n\n const { _finalizers } = this;\n if (_finalizers) {\n this._finalizers = null;\n for (const finalizer of _finalizers) {\n try {\n execFinalizer(finalizer);\n } catch (err) {\n errors = errors ?? [];\n if (err instanceof UnsubscriptionError) {\n errors = [...errors, ...err.errors];\n } else {\n errors.push(err);\n }\n }\n }\n }\n\n if (errors) {\n throw new UnsubscriptionError(errors);\n }\n }\n }\n\n /**\n * Adds a finalizer to this subscription, so that finalization will be unsubscribed/called\n * when this subscription is unsubscribed. If this subscription is already {@link #closed},\n * because it has already been unsubscribed, then whatever finalizer is passed to it\n * will automatically be executed (unless the finalizer itself is also a closed subscription).\n *\n * Closed Subscriptions cannot be added as finalizers to any subscription. Adding a closed\n * subscription to a any subscription will result in no operation. (A noop).\n *\n * Adding a subscription to itself, or adding `null` or `undefined` will not perform any\n * operation at all. (A noop).\n *\n * `Subscription` instances that are added to this instance will automatically remove themselves\n * if they are unsubscribed. Functions and {@link Unsubscribable} objects that you wish to remove\n * will need to be removed manually with {@link #remove}\n *\n * @param teardown The finalization logic to add to this subscription.\n */\n add(teardown: TeardownLogic): void {\n // Only add the finalizer if it's not undefined\n // and don't add a subscription to itself.\n if (teardown && teardown !== this) {\n if (this.closed) {\n // If this subscription is already closed,\n // execute whatever finalizer is handed to it automatically.\n execFinalizer(teardown);\n } else {\n if (teardown instanceof Subscription) {\n // We don't add closed subscriptions, and we don't add the same subscription\n // twice. Subscription unsubscribe is idempotent.\n if (teardown.closed || teardown._hasParent(this)) {\n return;\n }\n teardown._addParent(this);\n }\n (this._finalizers = this._finalizers ?? []).push(teardown);\n }\n }\n }\n\n /**\n * Checks to see if a this subscription already has a particular parent.\n * This will signal that this subscription has already been added to the parent in question.\n * @param parent the parent to check for\n */\n private _hasParent(parent: Subscription) {\n const { _parentage } = this;\n return _parentage === parent || (Array.isArray(_parentage) && _parentage.includes(parent));\n }\n\n /**\n * Adds a parent to this subscription so it can be removed from the parent if it\n * unsubscribes on it's own.\n *\n * NOTE: THIS ASSUMES THAT {@link _hasParent} HAS ALREADY BEEN CHECKED.\n * @param parent The parent subscription to add\n */\n private _addParent(parent: Subscription) {\n const { _parentage } = this;\n this._parentage = Array.isArray(_parentage) ? (_parentage.push(parent), _parentage) : _parentage ? [_parentage, parent] : parent;\n }\n\n /**\n * Called on a child when it is removed via {@link #remove}.\n * @param parent The parent to remove\n */\n private _removeParent(parent: Subscription) {\n const { _parentage } = this;\n if (_parentage === parent) {\n this._parentage = null;\n } else if (Array.isArray(_parentage)) {\n arrRemove(_parentage, parent);\n }\n }\n\n /**\n * Removes a finalizer from this subscription that was previously added with the {@link #add} method.\n *\n * Note that `Subscription` instances, when unsubscribed, will automatically remove themselves\n * from every other `Subscription` they have been added to. This means that using the `remove` method\n * is not a common thing and should be used thoughtfully.\n *\n * If you add the same finalizer instance of a function or an unsubscribable object to a `Subscription` instance\n * more than once, you will need to call `remove` the same number of times to remove all instances.\n *\n * All finalizer instances are removed to free up memory upon unsubscription.\n *\n * @param teardown The finalizer to remove from this subscription\n */\n remove(teardown: Exclude): void {\n const { _finalizers } = this;\n _finalizers && arrRemove(_finalizers, teardown);\n\n if (teardown instanceof Subscription) {\n teardown._removeParent(this);\n }\n }\n}\n\nexport const EMPTY_SUBSCRIPTION = Subscription.EMPTY;\n\nexport function isSubscription(value: any): value is Subscription {\n return (\n value instanceof Subscription ||\n (value && 'closed' in value && isFunction(value.remove) && isFunction(value.add) && isFunction(value.unsubscribe))\n );\n}\n\nfunction execFinalizer(finalizer: Unsubscribable | (() => void)) {\n if (isFunction(finalizer)) {\n finalizer();\n } else {\n finalizer.unsubscribe();\n }\n}\n", "import { Subscriber } from './Subscriber';\nimport { ObservableNotification } from './types';\n\n/**\n * The {@link GlobalConfig} object for RxJS. It is used to configure things\n * like how to react on unhandled errors.\n */\nexport const config: GlobalConfig = {\n onUnhandledError: null,\n onStoppedNotification: null,\n Promise: undefined,\n useDeprecatedSynchronousErrorHandling: false,\n useDeprecatedNextContext: false,\n};\n\n/**\n * The global configuration object for RxJS, used to configure things\n * like how to react on unhandled errors. Accessible via {@link config}\n * object.\n */\nexport interface GlobalConfig {\n /**\n * A registration point for unhandled errors from RxJS. These are errors that\n * cannot were not handled by consuming code in the usual subscription path. For\n * example, if you have this configured, and you subscribe to an observable without\n * providing an error handler, errors from that subscription will end up here. This\n * will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onUnhandledError: ((err: any) => void) | null;\n\n /**\n * A registration point for notifications that cannot be sent to subscribers because they\n * have completed, errored or have been explicitly unsubscribed. By default, next, complete\n * and error notifications sent to stopped subscribers are noops. However, sometimes callers\n * might want a different behavior. For example, with sources that attempt to report errors\n * to stopped subscribers, a caller can configure RxJS to throw an unhandled error instead.\n * This will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onStoppedNotification: ((notification: ObservableNotification, subscriber: Subscriber) => void) | null;\n\n /**\n * The promise constructor used by default for {@link Observable#toPromise toPromise} and {@link Observable#forEach forEach}\n * methods.\n *\n * @deprecated As of version 8, RxJS will no longer support this sort of injection of a\n * Promise constructor. If you need a Promise implementation other than native promises,\n * please polyfill/patch Promise as you see appropriate. Will be removed in v8.\n */\n Promise?: PromiseConstructorLike;\n\n /**\n * If true, turns on synchronous error rethrowing, which is a deprecated behavior\n * in v6 and higher. This behavior enables bad patterns like wrapping a subscribe\n * call in a try/catch block. It also enables producer interference, a nasty bug\n * where a multicast can be broken for all observers by a downstream consumer with\n * an unhandled error. DO NOT USE THIS FLAG UNLESS IT'S NEEDED TO BUY TIME\n * FOR MIGRATION REASONS.\n *\n * @deprecated As of version 8, RxJS will no longer support synchronous throwing\n * of unhandled errors. All errors will be thrown on a separate call stack to prevent bad\n * behaviors described above. Will be removed in v8.\n */\n useDeprecatedSynchronousErrorHandling: boolean;\n\n /**\n * If true, enables an as-of-yet undocumented feature from v5: The ability to access\n * `unsubscribe()` via `this` context in `next` functions created in observers passed\n * to `subscribe`.\n *\n * This is being removed because the performance was severely problematic, and it could also cause\n * issues when types other than POJOs are passed to subscribe as subscribers, as they will likely have\n * their `this` context overwritten.\n *\n * @deprecated As of version 8, RxJS will no longer support altering the\n * context of next functions provided as part of an observer to Subscribe. Instead,\n * you will have access to a subscription or a signal or token that will allow you to do things like\n * unsubscribe and test closed status. Will be removed in v8.\n */\n useDeprecatedNextContext: boolean;\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetTimeoutFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearTimeoutFunction = (handle: TimerHandle) => void;\n\ninterface TimeoutProvider {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n delegate:\n | {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n }\n | undefined;\n}\n\nexport const timeoutProvider: TimeoutProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setTimeout(handler: () => void, timeout?: number, ...args) {\n const { delegate } = timeoutProvider;\n if (delegate?.setTimeout) {\n return delegate.setTimeout(handler, timeout, ...args);\n }\n return setTimeout(handler, timeout, ...args);\n },\n clearTimeout(handle) {\n const { delegate } = timeoutProvider;\n return (delegate?.clearTimeout || clearTimeout)(handle as any);\n },\n delegate: undefined,\n};\n", "import { config } from '../config';\nimport { timeoutProvider } from '../scheduler/timeoutProvider';\n\n/**\n * Handles an error on another job either with the user-configured {@link onUnhandledError},\n * or by throwing it on that new job so it can be picked up by `window.onerror`, `process.on('error')`, etc.\n *\n * This should be called whenever there is an error that is out-of-band with the subscription\n * or when an error hits a terminal boundary of the subscription and no error handler was provided.\n *\n * @param err the error to report\n */\nexport function reportUnhandledError(err: any) {\n timeoutProvider.setTimeout(() => {\n const { onUnhandledError } = config;\n if (onUnhandledError) {\n // Execute the user-configured error handler.\n onUnhandledError(err);\n } else {\n // Throw so it is picked up by the runtime's uncaught error mechanism.\n throw err;\n }\n });\n}\n", "/* tslint:disable:no-empty */\nexport function noop() { }\n", "import { CompleteNotification, NextNotification, ErrorNotification } from './types';\n\n/**\n * A completion object optimized for memory use and created to be the\n * same \"shape\" as other notifications in v8.\n * @internal\n */\nexport const COMPLETE_NOTIFICATION = (() => createNotification('C', undefined, undefined) as CompleteNotification)();\n\n/**\n * Internal use only. Creates an optimized error notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function errorNotification(error: any): ErrorNotification {\n return createNotification('E', undefined, error) as any;\n}\n\n/**\n * Internal use only. Creates an optimized next notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function nextNotification(value: T) {\n return createNotification('N', value, undefined) as NextNotification;\n}\n\n/**\n * Ensures that all notifications created internally have the same \"shape\" in v8.\n *\n * TODO: This is only exported to support a crazy legacy test in `groupBy`.\n * @internal\n */\nexport function createNotification(kind: 'N' | 'E' | 'C', value: any, error: any) {\n return {\n kind,\n value,\n error,\n };\n}\n", "import { config } from '../config';\n\nlet context: { errorThrown: boolean; error: any } | null = null;\n\n/**\n * Handles dealing with errors for super-gross mode. Creates a context, in which\n * any synchronously thrown errors will be passed to {@link captureError}. Which\n * will record the error such that it will be rethrown after the call back is complete.\n * TODO: Remove in v8\n * @param cb An immediately executed function.\n */\nexport function errorContext(cb: () => void) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n const isRoot = !context;\n if (isRoot) {\n context = { errorThrown: false, error: null };\n }\n cb();\n if (isRoot) {\n const { errorThrown, error } = context!;\n context = null;\n if (errorThrown) {\n throw error;\n }\n }\n } else {\n // This is the general non-deprecated path for everyone that\n // isn't crazy enough to use super-gross mode (useDeprecatedSynchronousErrorHandling)\n cb();\n }\n}\n\n/**\n * Captures errors only in super-gross mode.\n * @param err the error to capture\n */\nexport function captureError(err: any) {\n if (config.useDeprecatedSynchronousErrorHandling && context) {\n context.errorThrown = true;\n context.error = err;\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { Observer, ObservableNotification } from './types';\nimport { isSubscription, Subscription } from './Subscription';\nimport { config } from './config';\nimport { reportUnhandledError } from './util/reportUnhandledError';\nimport { noop } from './util/noop';\nimport { nextNotification, errorNotification, COMPLETE_NOTIFICATION } from './NotificationFactories';\nimport { timeoutProvider } from './scheduler/timeoutProvider';\nimport { captureError } from './util/errorContext';\n\n/**\n * Implements the {@link Observer} interface and extends the\n * {@link Subscription} class. While the {@link Observer} is the public API for\n * consuming the values of an {@link Observable}, all Observers get converted to\n * a Subscriber, in order to provide Subscription-like capabilities such as\n * `unsubscribe`. Subscriber is a common type in RxJS, and crucial for\n * implementing operators, but it is rarely used as a public API.\n *\n * @class Subscriber\n */\nexport class Subscriber extends Subscription implements Observer {\n /**\n * A static factory for a Subscriber, given a (potentially partial) definition\n * of an Observer.\n * @param next The `next` callback of an Observer.\n * @param error The `error` callback of an\n * Observer.\n * @param complete The `complete` callback of an\n * Observer.\n * @return A Subscriber wrapping the (partially defined)\n * Observer represented by the given arguments.\n * @nocollapse\n * @deprecated Do not use. Will be removed in v8. There is no replacement for this\n * method, and there is no reason to be creating instances of `Subscriber` directly.\n * If you have a specific use case, please file an issue.\n */\n static create(next?: (x?: T) => void, error?: (e?: any) => void, complete?: () => void): Subscriber {\n return new SafeSubscriber(next, error, complete);\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected isStopped: boolean = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected destination: Subscriber | Observer; // this `any` is the escape hatch to erase extra type param (e.g. R)\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * There is no reason to directly create an instance of Subscriber. This type is exported for typings reasons.\n */\n constructor(destination?: Subscriber | Observer) {\n super();\n if (destination) {\n this.destination = destination;\n // Automatically chain subscriptions together here.\n // if destination is a Subscription, then it is a Subscriber.\n if (isSubscription(destination)) {\n destination.add(this);\n }\n } else {\n this.destination = EMPTY_OBSERVER;\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `next` from\n * the Observable, with a value. The Observable may call this method 0 or more\n * times.\n * @param {T} [value] The `next` value.\n * @return {void}\n */\n next(value?: T): void {\n if (this.isStopped) {\n handleStoppedNotification(nextNotification(value), this);\n } else {\n this._next(value!);\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `error` from\n * the Observable, with an attached `Error`. Notifies the Observer that\n * the Observable has experienced an error condition.\n * @param {any} [err] The `error` exception.\n * @return {void}\n */\n error(err?: any): void {\n if (this.isStopped) {\n handleStoppedNotification(errorNotification(err), this);\n } else {\n this.isStopped = true;\n this._error(err);\n }\n }\n\n /**\n * The {@link Observer} callback to receive a valueless notification of type\n * `complete` from the Observable. Notifies the Observer that the Observable\n * has finished sending push-based notifications.\n * @return {void}\n */\n complete(): void {\n if (this.isStopped) {\n handleStoppedNotification(COMPLETE_NOTIFICATION, this);\n } else {\n this.isStopped = true;\n this._complete();\n }\n }\n\n unsubscribe(): void {\n if (!this.closed) {\n this.isStopped = true;\n super.unsubscribe();\n this.destination = null!;\n }\n }\n\n protected _next(value: T): void {\n this.destination.next(value);\n }\n\n protected _error(err: any): void {\n try {\n this.destination.error(err);\n } finally {\n this.unsubscribe();\n }\n }\n\n protected _complete(): void {\n try {\n this.destination.complete();\n } finally {\n this.unsubscribe();\n }\n }\n}\n\n/**\n * This bind is captured here because we want to be able to have\n * compatibility with monoid libraries that tend to use a method named\n * `bind`. In particular, a library called Monio requires this.\n */\nconst _bind = Function.prototype.bind;\n\nfunction bind any>(fn: Fn, thisArg: any): Fn {\n return _bind.call(fn, thisArg);\n}\n\n/**\n * Internal optimization only, DO NOT EXPOSE.\n * @internal\n */\nclass ConsumerObserver implements Observer {\n constructor(private partialObserver: Partial>) {}\n\n next(value: T): void {\n const { partialObserver } = this;\n if (partialObserver.next) {\n try {\n partialObserver.next(value);\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n\n error(err: any): void {\n const { partialObserver } = this;\n if (partialObserver.error) {\n try {\n partialObserver.error(err);\n } catch (error) {\n handleUnhandledError(error);\n }\n } else {\n handleUnhandledError(err);\n }\n }\n\n complete(): void {\n const { partialObserver } = this;\n if (partialObserver.complete) {\n try {\n partialObserver.complete();\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n}\n\nexport class SafeSubscriber extends Subscriber {\n constructor(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((e?: any) => void) | null,\n complete?: (() => void) | null\n ) {\n super();\n\n let partialObserver: Partial>;\n if (isFunction(observerOrNext) || !observerOrNext) {\n // The first argument is a function, not an observer. The next\n // two arguments *could* be observers, or they could be empty.\n partialObserver = {\n next: (observerOrNext ?? undefined) as (((value: T) => void) | undefined),\n error: error ?? undefined,\n complete: complete ?? undefined,\n };\n } else {\n // The first argument is a partial observer.\n let context: any;\n if (this && config.useDeprecatedNextContext) {\n // This is a deprecated path that made `this.unsubscribe()` available in\n // next handler functions passed to subscribe. This only exists behind a flag\n // now, as it is *very* slow.\n context = Object.create(observerOrNext);\n context.unsubscribe = () => this.unsubscribe();\n partialObserver = {\n next: observerOrNext.next && bind(observerOrNext.next, context),\n error: observerOrNext.error && bind(observerOrNext.error, context),\n complete: observerOrNext.complete && bind(observerOrNext.complete, context),\n };\n } else {\n // The \"normal\" path. Just use the partial observer directly.\n partialObserver = observerOrNext;\n }\n }\n\n // Wrap the partial observer to ensure it's a full observer, and\n // make sure proper error handling is accounted for.\n this.destination = new ConsumerObserver(partialObserver);\n }\n}\n\nfunction handleUnhandledError(error: any) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n captureError(error);\n } else {\n // Ideal path, we report this as an unhandled error,\n // which is thrown on a new call stack.\n reportUnhandledError(error);\n }\n}\n\n/**\n * An error handler used when no error handler was supplied\n * to the SafeSubscriber -- meaning no error handler was supplied\n * do the `subscribe` call on our observable.\n * @param err The error to handle\n */\nfunction defaultErrorHandler(err: any) {\n throw err;\n}\n\n/**\n * A handler for notifications that cannot be sent to a stopped subscriber.\n * @param notification The notification being sent\n * @param subscriber The stopped subscriber\n */\nfunction handleStoppedNotification(notification: ObservableNotification, subscriber: Subscriber) {\n const { onStoppedNotification } = config;\n onStoppedNotification && timeoutProvider.setTimeout(() => onStoppedNotification(notification, subscriber));\n}\n\n/**\n * The observer used as a stub for subscriptions where the user did not\n * pass any arguments to `subscribe`. Comes with the default error handling\n * behavior.\n */\nexport const EMPTY_OBSERVER: Readonly> & { closed: true } = {\n closed: true,\n next: noop,\n error: defaultErrorHandler,\n complete: noop,\n};\n", "/**\n * Symbol.observable or a string \"@@observable\". Used for interop\n *\n * @deprecated We will no longer be exporting this symbol in upcoming versions of RxJS.\n * Instead polyfill and use Symbol.observable directly *or* use https://www.npmjs.com/package/symbol-observable\n */\nexport const observable: string | symbol = (() => (typeof Symbol === 'function' && Symbol.observable) || '@@observable')();\n", "/**\n * This function takes one parameter and just returns it. Simply put,\n * this is like `(x: T): T => x`.\n *\n * ## Examples\n *\n * This is useful in some cases when using things like `mergeMap`\n *\n * ```ts\n * import { interval, take, map, range, mergeMap, identity } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(5));\n *\n * const result$ = source$.pipe(\n * map(i => range(i)),\n * mergeMap(identity) // same as mergeMap(x => x)\n * );\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * Or when you want to selectively apply an operator\n *\n * ```ts\n * import { interval, take, identity } from 'rxjs';\n *\n * const shouldLimit = () => Math.random() < 0.5;\n *\n * const source$ = interval(1000);\n *\n * const result$ = source$.pipe(shouldLimit() ? take(5) : identity);\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * @param x Any value that is returned by this function\n * @returns The value passed as the first parameter to this function\n */\nexport function identity(x: T): T {\n return x;\n}\n", "import { identity } from './identity';\nimport { UnaryFunction } from '../types';\n\nexport function pipe(): typeof identity;\nexport function pipe(fn1: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction, fn3: UnaryFunction): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction,\n ...fns: UnaryFunction[]\n): UnaryFunction;\n\n/**\n * pipe() can be called on one or more functions, each of which can take one argument (\"UnaryFunction\")\n * and uses it to return a value.\n * It returns a function that takes one argument, passes it to the first UnaryFunction, and then\n * passes the result to the next one, passes that result to the next one, and so on. \n */\nexport function pipe(...fns: Array>): UnaryFunction {\n return pipeFromArray(fns);\n}\n\n/** @internal */\nexport function pipeFromArray(fns: Array>): UnaryFunction {\n if (fns.length === 0) {\n return identity as UnaryFunction;\n }\n\n if (fns.length === 1) {\n return fns[0];\n }\n\n return function piped(input: T): R {\n return fns.reduce((prev: any, fn: UnaryFunction) => fn(prev), input as any);\n };\n}\n", "import { Operator } from './Operator';\nimport { SafeSubscriber, Subscriber } from './Subscriber';\nimport { isSubscription, Subscription } from './Subscription';\nimport { TeardownLogic, OperatorFunction, Subscribable, Observer } from './types';\nimport { observable as Symbol_observable } from './symbol/observable';\nimport { pipeFromArray } from './util/pipe';\nimport { config } from './config';\nimport { isFunction } from './util/isFunction';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A representation of any set of values over any amount of time. This is the most basic building block\n * of RxJS.\n *\n * @class Observable\n */\nexport class Observable implements Subscribable {\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n source: Observable | undefined;\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n operator: Operator | undefined;\n\n /**\n * @constructor\n * @param {Function} subscribe the function that is called when the Observable is\n * initially subscribed to. This function is given a Subscriber, to which new values\n * can be `next`ed, or an `error` method can be called to raise an error, or\n * `complete` can be called to notify of a successful completion.\n */\n constructor(subscribe?: (this: Observable, subscriber: Subscriber) => TeardownLogic) {\n if (subscribe) {\n this._subscribe = subscribe;\n }\n }\n\n // HACK: Since TypeScript inherits static properties too, we have to\n // fight against TypeScript here so Subject can have a different static create signature\n /**\n * Creates a new Observable by calling the Observable constructor\n * @owner Observable\n * @method create\n * @param {Function} subscribe? the subscriber function to be passed to the Observable constructor\n * @return {Observable} a new observable\n * @nocollapse\n * @deprecated Use `new Observable()` instead. Will be removed in v8.\n */\n static create: (...args: any[]) => any = (subscribe?: (subscriber: Subscriber) => TeardownLogic) => {\n return new Observable(subscribe);\n };\n\n /**\n * Creates a new Observable, with this Observable instance as the source, and the passed\n * operator defined as the new observable's operator.\n * @method lift\n * @param operator the operator defining the operation to take on the observable\n * @return a new observable with the Operator applied\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * If you have implemented an operator using `lift`, it is recommended that you create an\n * operator by simply returning `new Observable()` directly. See \"Creating new operators from\n * scratch\" section here: https://rxjs.dev/guide/operators\n */\n lift(operator?: Operator): Observable {\n const observable = new Observable();\n observable.source = this;\n observable.operator = operator;\n return observable;\n }\n\n subscribe(observerOrNext?: Partial> | ((value: T) => void)): Subscription;\n /** @deprecated Instead of passing separate callback arguments, use an observer argument. Signatures taking separate callback arguments will be removed in v8. Details: https://rxjs.dev/deprecations/subscribe-arguments */\n subscribe(next?: ((value: T) => void) | null, error?: ((error: any) => void) | null, complete?: (() => void) | null): Subscription;\n /**\n * Invokes an execution of an Observable and registers Observer handlers for notifications it will emit.\n *\n * Use it when you have all these Observables, but still nothing is happening.\n *\n * `subscribe` is not a regular operator, but a method that calls Observable's internal `subscribe` function. It\n * might be for example a function that you passed to Observable's constructor, but most of the time it is\n * a library implementation, which defines what will be emitted by an Observable, and when it be will emitted. This means\n * that calling `subscribe` is actually the moment when Observable starts its work, not when it is created, as it is often\n * the thought.\n *\n * Apart from starting the execution of an Observable, this method allows you to listen for values\n * that an Observable emits, as well as for when it completes or errors. You can achieve this in two\n * of the following ways.\n *\n * The first way is creating an object that implements {@link Observer} interface. It should have methods\n * defined by that interface, but note that it should be just a regular JavaScript object, which you can create\n * yourself in any way you want (ES6 class, classic function constructor, object literal etc.). In particular, do\n * not attempt to use any RxJS implementation details to create Observers - you don't need them. Remember also\n * that your object does not have to implement all methods. If you find yourself creating a method that doesn't\n * do anything, you can simply omit it. Note however, if the `error` method is not provided and an error happens,\n * it will be thrown asynchronously. Errors thrown asynchronously cannot be caught using `try`/`catch`. Instead,\n * use the {@link onUnhandledError} configuration option or use a runtime handler (like `window.onerror` or\n * `process.on('error)`) to be notified of unhandled errors. Because of this, it's recommended that you provide\n * an `error` method to avoid missing thrown errors.\n *\n * The second way is to give up on Observer object altogether and simply provide callback functions in place of its methods.\n * This means you can provide three functions as arguments to `subscribe`, where the first function is equivalent\n * of a `next` method, the second of an `error` method and the third of a `complete` method. Just as in case of an Observer,\n * if you do not need to listen for something, you can omit a function by passing `undefined` or `null`,\n * since `subscribe` recognizes these functions by where they were placed in function call. When it comes\n * to the `error` function, as with an Observer, if not provided, errors emitted by an Observable will be thrown asynchronously.\n *\n * You can, however, subscribe with no parameters at all. This may be the case where you're not interested in terminal events\n * and you also handled emissions internally by using operators (e.g. using `tap`).\n *\n * Whichever style of calling `subscribe` you use, in both cases it returns a Subscription object.\n * This object allows you to call `unsubscribe` on it, which in turn will stop the work that an Observable does and will clean\n * up all resources that an Observable used. Note that cancelling a subscription will not call `complete` callback\n * provided to `subscribe` function, which is reserved for a regular completion signal that comes from an Observable.\n *\n * Remember that callbacks provided to `subscribe` are not guaranteed to be called asynchronously.\n * It is an Observable itself that decides when these functions will be called. For example {@link of}\n * by default emits all its values synchronously. Always check documentation for how given Observable\n * will behave when subscribed and if its default behavior can be modified with a `scheduler`.\n *\n * #### Examples\n *\n * Subscribe with an {@link guide/observer Observer}\n *\n * ```ts\n * import { of } from 'rxjs';\n *\n * const sumObserver = {\n * sum: 0,\n * next(value) {\n * console.log('Adding: ' + value);\n * this.sum = this.sum + value;\n * },\n * error() {\n * // We actually could just remove this method,\n * // since we do not really care about errors right now.\n * },\n * complete() {\n * console.log('Sum equals: ' + this.sum);\n * }\n * };\n *\n * of(1, 2, 3) // Synchronously emits 1, 2, 3 and then completes.\n * .subscribe(sumObserver);\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Subscribe with functions ({@link deprecations/subscribe-arguments deprecated})\n *\n * ```ts\n * import { of } from 'rxjs'\n *\n * let sum = 0;\n *\n * of(1, 2, 3).subscribe(\n * value => {\n * console.log('Adding: ' + value);\n * sum = sum + value;\n * },\n * undefined,\n * () => console.log('Sum equals: ' + sum)\n * );\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Cancel a subscription\n *\n * ```ts\n * import { interval } from 'rxjs';\n *\n * const subscription = interval(1000).subscribe({\n * next(num) {\n * console.log(num)\n * },\n * complete() {\n * // Will not be called, even when cancelling subscription.\n * console.log('completed!');\n * }\n * });\n *\n * setTimeout(() => {\n * subscription.unsubscribe();\n * console.log('unsubscribed!');\n * }, 2500);\n *\n * // Logs:\n * // 0 after 1s\n * // 1 after 2s\n * // 'unsubscribed!' after 2.5s\n * ```\n *\n * @param {Observer|Function} observerOrNext (optional) Either an observer with methods to be called,\n * or the first of three possible handlers, which is the handler for each value emitted from the subscribed\n * Observable.\n * @param {Function} error (optional) A handler for a terminal event resulting from an error. If no error handler is provided,\n * the error will be thrown asynchronously as unhandled.\n * @param {Function} complete (optional) A handler for a terminal event resulting from successful completion.\n * @return {Subscription} a subscription reference to the registered handlers\n * @method subscribe\n */\n subscribe(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((error: any) => void) | null,\n complete?: (() => void) | null\n ): Subscription {\n const subscriber = isSubscriber(observerOrNext) ? observerOrNext : new SafeSubscriber(observerOrNext, error, complete);\n\n errorContext(() => {\n const { operator, source } = this;\n subscriber.add(\n operator\n ? // We're dealing with a subscription in the\n // operator chain to one of our lifted operators.\n operator.call(subscriber, source)\n : source\n ? // If `source` has a value, but `operator` does not, something that\n // had intimate knowledge of our API, like our `Subject`, must have\n // set it. We're going to just call `_subscribe` directly.\n this._subscribe(subscriber)\n : // In all other cases, we're likely wrapping a user-provided initializer\n // function, so we need to catch errors and handle them appropriately.\n this._trySubscribe(subscriber)\n );\n });\n\n return subscriber;\n }\n\n /** @internal */\n protected _trySubscribe(sink: Subscriber): TeardownLogic {\n try {\n return this._subscribe(sink);\n } catch (err) {\n // We don't need to return anything in this case,\n // because it's just going to try to `add()` to a subscription\n // above.\n sink.error(err);\n }\n }\n\n /**\n * Used as a NON-CANCELLABLE means of subscribing to an observable, for use with\n * APIs that expect promises, like `async/await`. You cannot unsubscribe from this.\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * #### Example\n *\n * ```ts\n * import { interval, take } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(4));\n *\n * async function getTotal() {\n * let total = 0;\n *\n * await source$.forEach(value => {\n * total += value;\n * console.log('observable -> ' + value);\n * });\n *\n * return total;\n * }\n *\n * getTotal().then(\n * total => console.log('Total: ' + total)\n * );\n *\n * // Expected:\n * // 'observable -> 0'\n * // 'observable -> 1'\n * // 'observable -> 2'\n * // 'observable -> 3'\n * // 'Total: 6'\n * ```\n *\n * @param next a handler for each value emitted by the observable\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n */\n forEach(next: (value: T) => void): Promise;\n\n /**\n * @param next a handler for each value emitted by the observable\n * @param promiseCtor a constructor function used to instantiate the Promise\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n * @deprecated Passing a Promise constructor will no longer be available\n * in upcoming versions of RxJS. This is because it adds weight to the library, for very\n * little benefit. If you need this functionality, it is recommended that you either\n * polyfill Promise, or you create an adapter to convert the returned native promise\n * to whatever promise implementation you wanted. Will be removed in v8.\n */\n forEach(next: (value: T) => void, promiseCtor: PromiseConstructorLike): Promise;\n\n forEach(next: (value: T) => void, promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n const subscriber = new SafeSubscriber({\n next: (value) => {\n try {\n next(value);\n } catch (err) {\n reject(err);\n subscriber.unsubscribe();\n }\n },\n error: reject,\n complete: resolve,\n });\n this.subscribe(subscriber);\n }) as Promise;\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): TeardownLogic {\n return this.source?.subscribe(subscriber);\n }\n\n /**\n * An interop point defined by the es7-observable spec https://github.com/zenparsing/es-observable\n * @method Symbol.observable\n * @return {Observable} this instance of the observable\n */\n [Symbol_observable]() {\n return this;\n }\n\n /* tslint:disable:max-line-length */\n pipe(): Observable;\n pipe(op1: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction, op3: OperatorFunction): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction,\n ...operations: OperatorFunction[]\n ): Observable;\n /* tslint:enable:max-line-length */\n\n /**\n * Used to stitch together functional operators into a chain.\n * @method pipe\n * @return {Observable} the Observable result of all of the operators having\n * been called in the order they were passed in.\n *\n * ## Example\n *\n * ```ts\n * import { interval, filter, map, scan } from 'rxjs';\n *\n * interval(1000)\n * .pipe(\n * filter(x => x % 2 === 0),\n * map(x => x + x),\n * scan((acc, x) => acc + x)\n * )\n * .subscribe(x => console.log(x));\n * ```\n */\n pipe(...operations: OperatorFunction[]): Observable {\n return pipeFromArray(operations)(this);\n }\n\n /* tslint:disable:max-line-length */\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: typeof Promise): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: PromiseConstructorLike): Promise;\n /* tslint:enable:max-line-length */\n\n /**\n * Subscribe to this Observable and get a Promise resolving on\n * `complete` with the last emission (if any).\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * @method toPromise\n * @param [promiseCtor] a constructor function used to instantiate\n * the Promise\n * @return A Promise that resolves with the last value emit, or\n * rejects on an error. If there were no emissions, Promise\n * resolves with undefined.\n * @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise\n */\n toPromise(promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n let value: T | undefined;\n this.subscribe(\n (x: T) => (value = x),\n (err: any) => reject(err),\n () => resolve(value)\n );\n }) as Promise;\n }\n}\n\n/**\n * Decides between a passed promise constructor from consuming code,\n * A default configured promise constructor, and the native promise\n * constructor and returns it. If nothing can be found, it will throw\n * an error.\n * @param promiseCtor The optional promise constructor to passed by consuming code\n */\nfunction getPromiseCtor(promiseCtor: PromiseConstructorLike | undefined) {\n return promiseCtor ?? config.Promise ?? Promise;\n}\n\nfunction isObserver(value: any): value is Observer {\n return value && isFunction(value.next) && isFunction(value.error) && isFunction(value.complete);\n}\n\nfunction isSubscriber(value: any): value is Subscriber {\n return (value && value instanceof Subscriber) || (isObserver(value) && isSubscription(value));\n}\n", "import { Observable } from '../Observable';\nimport { Subscriber } from '../Subscriber';\nimport { OperatorFunction } from '../types';\nimport { isFunction } from './isFunction';\n\n/**\n * Used to determine if an object is an Observable with a lift function.\n */\nexport function hasLift(source: any): source is { lift: InstanceType['lift'] } {\n return isFunction(source?.lift);\n}\n\n/**\n * Creates an `OperatorFunction`. Used to define operators throughout the library in a concise way.\n * @param init The logic to connect the liftedSource to the subscriber at the moment of subscription.\n */\nexport function operate(\n init: (liftedSource: Observable, subscriber: Subscriber) => (() => void) | void\n): OperatorFunction {\n return (source: Observable) => {\n if (hasLift(source)) {\n return source.lift(function (this: Subscriber, liftedSource: Observable) {\n try {\n return init(liftedSource, this);\n } catch (err) {\n this.error(err);\n }\n });\n }\n throw new TypeError('Unable to lift unknown Observable type');\n };\n}\n", "import { Subscriber } from '../Subscriber';\n\n/**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional teardown logic here. This will only be called on teardown if the\n * subscriber itself is not already closed. This is called after all other teardown logic is executed.\n */\nexport function createOperatorSubscriber(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n onFinalize?: () => void\n): Subscriber {\n return new OperatorSubscriber(destination, onNext, onComplete, onError, onFinalize);\n}\n\n/**\n * A generic helper for allowing operators to be created with a Subscriber and\n * use closures to capture necessary state from the operator function itself.\n */\nexport class OperatorSubscriber extends Subscriber {\n /**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional finalization logic here. This will only be called on finalization if the\n * subscriber itself is not already closed. This is called after all other finalization logic is executed.\n * @param shouldUnsubscribe An optional check to see if an unsubscribe call should truly unsubscribe.\n * NOTE: This currently **ONLY** exists to support the strange behavior of {@link groupBy}, where unsubscription\n * to the resulting observable does not actually disconnect from the source if there are active subscriptions\n * to any grouped observable. (DO NOT EXPOSE OR USE EXTERNALLY!!!)\n */\n constructor(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n private onFinalize?: () => void,\n private shouldUnsubscribe?: () => boolean\n ) {\n // It's important - for performance reasons - that all of this class's\n // members are initialized and that they are always initialized in the same\n // order. This will ensure that all OperatorSubscriber instances have the\n // same hidden class in V8. This, in turn, will help keep the number of\n // hidden classes involved in property accesses within the base class as\n // low as possible. If the number of hidden classes involved exceeds four,\n // the property accesses will become megamorphic and performance penalties\n // will be incurred - i.e. inline caches won't be used.\n //\n // The reasons for ensuring all instances have the same hidden class are\n // further discussed in this blog post from Benedikt Meurer:\n // https://benediktmeurer.de/2018/03/23/impact-of-polymorphism-on-component-based-frameworks-like-react/\n super(destination);\n this._next = onNext\n ? function (this: OperatorSubscriber, value: T) {\n try {\n onNext(value);\n } catch (err) {\n destination.error(err);\n }\n }\n : super._next;\n this._error = onError\n ? function (this: OperatorSubscriber, err: any) {\n try {\n onError(err);\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._error;\n this._complete = onComplete\n ? function (this: OperatorSubscriber) {\n try {\n onComplete();\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._complete;\n }\n\n unsubscribe() {\n if (!this.shouldUnsubscribe || this.shouldUnsubscribe()) {\n const { closed } = this;\n super.unsubscribe();\n // Execute additional teardown if we have any and we didn't already do so.\n !closed && this.onFinalize?.();\n }\n }\n}\n", "import { Subscription } from '../Subscription';\n\ninterface AnimationFrameProvider {\n schedule(callback: FrameRequestCallback): Subscription;\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n delegate:\n | {\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n }\n | undefined;\n}\n\nexport const animationFrameProvider: AnimationFrameProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n schedule(callback) {\n let request = requestAnimationFrame;\n let cancel: typeof cancelAnimationFrame | undefined = cancelAnimationFrame;\n const { delegate } = animationFrameProvider;\n if (delegate) {\n request = delegate.requestAnimationFrame;\n cancel = delegate.cancelAnimationFrame;\n }\n const handle = request((timestamp) => {\n // Clear the cancel function. The request has been fulfilled, so\n // attempting to cancel the request upon unsubscription would be\n // pointless.\n cancel = undefined;\n callback(timestamp);\n });\n return new Subscription(() => cancel?.(handle));\n },\n requestAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.requestAnimationFrame || requestAnimationFrame)(...args);\n },\n cancelAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.cancelAnimationFrame || cancelAnimationFrame)(...args);\n },\n delegate: undefined,\n};\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface ObjectUnsubscribedError extends Error {}\n\nexport interface ObjectUnsubscribedErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (): ObjectUnsubscribedError;\n}\n\n/**\n * An error thrown when an action is invalid because the object has been\n * unsubscribed.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n *\n * @class ObjectUnsubscribedError\n */\nexport const ObjectUnsubscribedError: ObjectUnsubscribedErrorCtor = createErrorClass(\n (_super) =>\n function ObjectUnsubscribedErrorImpl(this: any) {\n _super(this);\n this.name = 'ObjectUnsubscribedError';\n this.message = 'object unsubscribed';\n }\n);\n", "import { Operator } from './Operator';\nimport { Observable } from './Observable';\nimport { Subscriber } from './Subscriber';\nimport { Subscription, EMPTY_SUBSCRIPTION } from './Subscription';\nimport { Observer, SubscriptionLike, TeardownLogic } from './types';\nimport { ObjectUnsubscribedError } from './util/ObjectUnsubscribedError';\nimport { arrRemove } from './util/arrRemove';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A Subject is a special type of Observable that allows values to be\n * multicasted to many Observers. Subjects are like EventEmitters.\n *\n * Every Subject is an Observable and an Observer. You can subscribe to a\n * Subject, and you can call next to feed values as well as error and complete.\n */\nexport class Subject extends Observable implements SubscriptionLike {\n closed = false;\n\n private currentObservers: Observer[] | null = null;\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n observers: Observer[] = [];\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n isStopped = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n hasError = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n thrownError: any = null;\n\n /**\n * Creates a \"subject\" by basically gluing an observer to an observable.\n *\n * @nocollapse\n * @deprecated Recommended you do not use. Will be removed at some point in the future. Plans for replacement still under discussion.\n */\n static create: (...args: any[]) => any = (destination: Observer, source: Observable): AnonymousSubject => {\n return new AnonymousSubject(destination, source);\n };\n\n constructor() {\n // NOTE: This must be here to obscure Observable's constructor.\n super();\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n lift(operator: Operator): Observable {\n const subject = new AnonymousSubject(this, this);\n subject.operator = operator as any;\n return subject as any;\n }\n\n /** @internal */\n protected _throwIfClosed() {\n if (this.closed) {\n throw new ObjectUnsubscribedError();\n }\n }\n\n next(value: T) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n if (!this.currentObservers) {\n this.currentObservers = Array.from(this.observers);\n }\n for (const observer of this.currentObservers) {\n observer.next(value);\n }\n }\n });\n }\n\n error(err: any) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.hasError = this.isStopped = true;\n this.thrownError = err;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.error(err);\n }\n }\n });\n }\n\n complete() {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.isStopped = true;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.complete();\n }\n }\n });\n }\n\n unsubscribe() {\n this.isStopped = this.closed = true;\n this.observers = this.currentObservers = null!;\n }\n\n get observed() {\n return this.observers?.length > 0;\n }\n\n /** @internal */\n protected _trySubscribe(subscriber: Subscriber): TeardownLogic {\n this._throwIfClosed();\n return super._trySubscribe(subscriber);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._checkFinalizedStatuses(subscriber);\n return this._innerSubscribe(subscriber);\n }\n\n /** @internal */\n protected _innerSubscribe(subscriber: Subscriber) {\n const { hasError, isStopped, observers } = this;\n if (hasError || isStopped) {\n return EMPTY_SUBSCRIPTION;\n }\n this.currentObservers = null;\n observers.push(subscriber);\n return new Subscription(() => {\n this.currentObservers = null;\n arrRemove(observers, subscriber);\n });\n }\n\n /** @internal */\n protected _checkFinalizedStatuses(subscriber: Subscriber) {\n const { hasError, thrownError, isStopped } = this;\n if (hasError) {\n subscriber.error(thrownError);\n } else if (isStopped) {\n subscriber.complete();\n }\n }\n\n /**\n * Creates a new Observable with this Subject as the source. You can do this\n * to create custom Observer-side logic of the Subject and conceal it from\n * code that uses the Observable.\n * @return {Observable} Observable that the Subject casts to\n */\n asObservable(): Observable {\n const observable: any = new Observable();\n observable.source = this;\n return observable;\n }\n}\n\n/**\n * @class AnonymousSubject\n */\nexport class AnonymousSubject extends Subject {\n constructor(\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n public destination?: Observer,\n source?: Observable\n ) {\n super();\n this.source = source;\n }\n\n next(value: T) {\n this.destination?.next?.(value);\n }\n\n error(err: any) {\n this.destination?.error?.(err);\n }\n\n complete() {\n this.destination?.complete?.();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n return this.source?.subscribe(subscriber) ?? EMPTY_SUBSCRIPTION;\n }\n}\n", "import { Subject } from './Subject';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\n\n/**\n * A variant of Subject that requires an initial value and emits its current\n * value whenever it is subscribed to.\n *\n * @class BehaviorSubject\n */\nexport class BehaviorSubject extends Subject {\n constructor(private _value: T) {\n super();\n }\n\n get value(): T {\n return this.getValue();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n const subscription = super._subscribe(subscriber);\n !subscription.closed && subscriber.next(this._value);\n return subscription;\n }\n\n getValue(): T {\n const { hasError, thrownError, _value } = this;\n if (hasError) {\n throw thrownError;\n }\n this._throwIfClosed();\n return _value;\n }\n\n next(value: T): void {\n super.next((this._value = value));\n }\n}\n", "import { TimestampProvider } from '../types';\n\ninterface DateTimestampProvider extends TimestampProvider {\n delegate: TimestampProvider | undefined;\n}\n\nexport const dateTimestampProvider: DateTimestampProvider = {\n now() {\n // Use the variable rather than `this` so that the function can be called\n // without being bound to the provider.\n return (dateTimestampProvider.delegate || Date).now();\n },\n delegate: undefined,\n};\n", "import { Subject } from './Subject';\nimport { TimestampProvider } from './types';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * A variant of {@link Subject} that \"replays\" old values to new subscribers by emitting them when they first subscribe.\n *\n * `ReplaySubject` has an internal buffer that will store a specified number of values that it has observed. Like `Subject`,\n * `ReplaySubject` \"observes\" values by having them passed to its `next` method. When it observes a value, it will store that\n * value for a time determined by the configuration of the `ReplaySubject`, as passed to its constructor.\n *\n * When a new subscriber subscribes to the `ReplaySubject` instance, it will synchronously emit all values in its buffer in\n * a First-In-First-Out (FIFO) manner. The `ReplaySubject` will also complete, if it has observed completion; and it will\n * error if it has observed an error.\n *\n * There are two main configuration items to be concerned with:\n *\n * 1. `bufferSize` - This will determine how many items are stored in the buffer, defaults to infinite.\n * 2. `windowTime` - The amount of time to hold a value in the buffer before removing it from the buffer.\n *\n * Both configurations may exist simultaneously. So if you would like to buffer a maximum of 3 values, as long as the values\n * are less than 2 seconds old, you could do so with a `new ReplaySubject(3, 2000)`.\n *\n * ### Differences with BehaviorSubject\n *\n * `BehaviorSubject` is similar to `new ReplaySubject(1)`, with a couple of exceptions:\n *\n * 1. `BehaviorSubject` comes \"primed\" with a single value upon construction.\n * 2. `ReplaySubject` will replay values, even after observing an error, where `BehaviorSubject` will not.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n * @see {@link shareReplay}\n */\nexport class ReplaySubject extends Subject {\n private _buffer: (T | number)[] = [];\n private _infiniteTimeWindow = true;\n\n /**\n * @param bufferSize The size of the buffer to replay on subscription\n * @param windowTime The amount of time the buffered items will stay buffered\n * @param timestampProvider An object with a `now()` method that provides the current timestamp. This is used to\n * calculate the amount of time something has been buffered.\n */\n constructor(\n private _bufferSize = Infinity,\n private _windowTime = Infinity,\n private _timestampProvider: TimestampProvider = dateTimestampProvider\n ) {\n super();\n this._infiniteTimeWindow = _windowTime === Infinity;\n this._bufferSize = Math.max(1, _bufferSize);\n this._windowTime = Math.max(1, _windowTime);\n }\n\n next(value: T): void {\n const { isStopped, _buffer, _infiniteTimeWindow, _timestampProvider, _windowTime } = this;\n if (!isStopped) {\n _buffer.push(value);\n !_infiniteTimeWindow && _buffer.push(_timestampProvider.now() + _windowTime);\n }\n this._trimBuffer();\n super.next(value);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._trimBuffer();\n\n const subscription = this._innerSubscribe(subscriber);\n\n const { _infiniteTimeWindow, _buffer } = this;\n // We use a copy here, so reentrant code does not mutate our array while we're\n // emitting it to a new subscriber.\n const copy = _buffer.slice();\n for (let i = 0; i < copy.length && !subscriber.closed; i += _infiniteTimeWindow ? 1 : 2) {\n subscriber.next(copy[i] as T);\n }\n\n this._checkFinalizedStatuses(subscriber);\n\n return subscription;\n }\n\n private _trimBuffer() {\n const { _bufferSize, _timestampProvider, _buffer, _infiniteTimeWindow } = this;\n // If we don't have an infinite buffer size, and we're over the length,\n // use splice to truncate the old buffer values off. Note that we have to\n // double the size for instances where we're not using an infinite time window\n // because we're storing the values and the timestamps in the same array.\n const adjustedBufferSize = (_infiniteTimeWindow ? 1 : 2) * _bufferSize;\n _bufferSize < Infinity && adjustedBufferSize < _buffer.length && _buffer.splice(0, _buffer.length - adjustedBufferSize);\n\n // Now, if we're not in an infinite time window, remove all values where the time is\n // older than what is allowed.\n if (!_infiniteTimeWindow) {\n const now = _timestampProvider.now();\n let last = 0;\n // Search the array for the first timestamp that isn't expired and\n // truncate the buffer up to that point.\n for (let i = 1; i < _buffer.length && (_buffer[i] as number) <= now; i += 2) {\n last = i;\n }\n last && _buffer.splice(0, last + 1);\n }\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Subscription } from '../Subscription';\nimport { SchedulerAction } from '../types';\n\n/**\n * A unit of work to be executed in a `scheduler`. An action is typically\n * created from within a {@link SchedulerLike} and an RxJS user does not need to concern\n * themselves about creating and manipulating an Action.\n *\n * ```ts\n * class Action extends Subscription {\n * new (scheduler: Scheduler, work: (state?: T) => void);\n * schedule(state?: T, delay: number = 0): Subscription;\n * }\n * ```\n *\n * @class Action\n */\nexport class Action extends Subscription {\n constructor(scheduler: Scheduler, work: (this: SchedulerAction, state?: T) => void) {\n super();\n }\n /**\n * Schedules this action on its parent {@link SchedulerLike} for execution. May be passed\n * some context object, `state`. May happen at some point in the future,\n * according to the `delay` parameter, if specified.\n * @param {T} [state] Some contextual data that the `work` function uses when\n * called by the Scheduler.\n * @param {number} [delay] Time to wait before executing the work, where the\n * time unit is implicit and defined by the Scheduler.\n * @return {void}\n */\n public schedule(state?: T, delay: number = 0): Subscription {\n return this;\n }\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetIntervalFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearIntervalFunction = (handle: TimerHandle) => void;\n\ninterface IntervalProvider {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n delegate:\n | {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n }\n | undefined;\n}\n\nexport const intervalProvider: IntervalProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setInterval(handler: () => void, timeout?: number, ...args) {\n const { delegate } = intervalProvider;\n if (delegate?.setInterval) {\n return delegate.setInterval(handler, timeout, ...args);\n }\n return setInterval(handler, timeout, ...args);\n },\n clearInterval(handle) {\n const { delegate } = intervalProvider;\n return (delegate?.clearInterval || clearInterval)(handle as any);\n },\n delegate: undefined,\n};\n", "import { Action } from './Action';\nimport { SchedulerAction } from '../types';\nimport { Subscription } from '../Subscription';\nimport { AsyncScheduler } from './AsyncScheduler';\nimport { intervalProvider } from './intervalProvider';\nimport { arrRemove } from '../util/arrRemove';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncAction extends Action {\n public id: TimerHandle | undefined;\n public state?: T;\n // @ts-ignore: Property has no initializer and is not definitely assigned\n public delay: number;\n protected pending: boolean = false;\n\n constructor(protected scheduler: AsyncScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (this.closed) {\n return this;\n }\n\n // Always replace the current state with the new state.\n this.state = state;\n\n const id = this.id;\n const scheduler = this.scheduler;\n\n //\n // Important implementation note:\n //\n // Actions only execute once by default, unless rescheduled from within the\n // scheduled callback. This allows us to implement single and repeat\n // actions via the same code path, without adding API surface area, as well\n // as mimic traditional recursion but across asynchronous boundaries.\n //\n // However, JS runtimes and timers distinguish between intervals achieved by\n // serial `setTimeout` calls vs. a single `setInterval` call. An interval of\n // serial `setTimeout` calls can be individually delayed, which delays\n // scheduling the next `setTimeout`, and so on. `setInterval` attempts to\n // guarantee the interval callback will be invoked more precisely to the\n // interval period, regardless of load.\n //\n // Therefore, we use `setInterval` to schedule single and repeat actions.\n // If the action reschedules itself with the same delay, the interval is not\n // canceled. If the action doesn't reschedule, or reschedules with a\n // different delay, the interval will be canceled after scheduled callback\n // execution.\n //\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, delay);\n }\n\n // Set the pending flag indicating that this action has been scheduled, or\n // has recursively rescheduled itself.\n this.pending = true;\n\n this.delay = delay;\n // If this action has already an async Id, don't request a new one.\n this.id = this.id ?? this.requestAsyncId(scheduler, this.id, delay);\n\n return this;\n }\n\n protected requestAsyncId(scheduler: AsyncScheduler, _id?: TimerHandle, delay: number = 0): TimerHandle {\n return intervalProvider.setInterval(scheduler.flush.bind(scheduler, this), delay);\n }\n\n protected recycleAsyncId(_scheduler: AsyncScheduler, id?: TimerHandle, delay: number | null = 0): TimerHandle | undefined {\n // If this action is rescheduled with the same delay time, don't clear the interval id.\n if (delay != null && this.delay === delay && this.pending === false) {\n return id;\n }\n // Otherwise, if the action's delay time is different from the current delay,\n // or the action has been rescheduled before it's executed, clear the interval id\n if (id != null) {\n intervalProvider.clearInterval(id);\n }\n\n return undefined;\n }\n\n /**\n * Immediately executes this action and the `work` it contains.\n * @return {any}\n */\n public execute(state: T, delay: number): any {\n if (this.closed) {\n return new Error('executing a cancelled action');\n }\n\n this.pending = false;\n const error = this._execute(state, delay);\n if (error) {\n return error;\n } else if (this.pending === false && this.id != null) {\n // Dequeue if the action didn't reschedule itself. Don't call\n // unsubscribe(), because the action could reschedule later.\n // For example:\n // ```\n // scheduler.schedule(function doWork(counter) {\n // /* ... I'm a busy worker bee ... */\n // var originalAction = this;\n // /* wait 100ms before rescheduling the action */\n // setTimeout(function () {\n // originalAction.schedule(counter + 1);\n // }, 100);\n // }, 1000);\n // ```\n this.id = this.recycleAsyncId(this.scheduler, this.id, null);\n }\n }\n\n protected _execute(state: T, _delay: number): any {\n let errored: boolean = false;\n let errorValue: any;\n try {\n this.work(state);\n } catch (e) {\n errored = true;\n // HACK: Since code elsewhere is relying on the \"truthiness\" of the\n // return here, we can't have it return \"\" or 0 or false.\n // TODO: Clean this up when we refactor schedulers mid-version-8 or so.\n errorValue = e ? e : new Error('Scheduled action threw falsy error');\n }\n if (errored) {\n this.unsubscribe();\n return errorValue;\n }\n }\n\n unsubscribe() {\n if (!this.closed) {\n const { id, scheduler } = this;\n const { actions } = scheduler;\n\n this.work = this.state = this.scheduler = null!;\n this.pending = false;\n\n arrRemove(actions, this);\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, null);\n }\n\n this.delay = null!;\n super.unsubscribe();\n }\n }\n}\n", "import { Action } from './scheduler/Action';\nimport { Subscription } from './Subscription';\nimport { SchedulerLike, SchedulerAction } from './types';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * An execution context and a data structure to order tasks and schedule their\n * execution. Provides a notion of (potentially virtual) time, through the\n * `now()` getter method.\n *\n * Each unit of work in a Scheduler is called an `Action`.\n *\n * ```ts\n * class Scheduler {\n * now(): number;\n * schedule(work, delay?, state?): Subscription;\n * }\n * ```\n *\n * @class Scheduler\n * @deprecated Scheduler is an internal implementation detail of RxJS, and\n * should not be used directly. Rather, create your own class and implement\n * {@link SchedulerLike}. Will be made internal in v8.\n */\nexport class Scheduler implements SchedulerLike {\n public static now: () => number = dateTimestampProvider.now;\n\n constructor(private schedulerActionCtor: typeof Action, now: () => number = Scheduler.now) {\n this.now = now;\n }\n\n /**\n * A getter method that returns a number representing the current time\n * (at the time this function was called) according to the scheduler's own\n * internal clock.\n * @return {number} A number that represents the current time. May or may not\n * have a relation to wall-clock time. May or may not refer to a time unit\n * (e.g. milliseconds).\n */\n public now: () => number;\n\n /**\n * Schedules a function, `work`, for execution. May happen at some point in\n * the future, according to the `delay` parameter, if specified. May be passed\n * some context object, `state`, which will be passed to the `work` function.\n *\n * The given arguments will be processed an stored as an Action object in a\n * queue of actions.\n *\n * @param {function(state: ?T): ?Subscription} work A function representing a\n * task, or some unit of work to be executed by the Scheduler.\n * @param {number} [delay] Time to wait before executing the work, where the\n * time unit is implicit and defined by the Scheduler itself.\n * @param {T} [state] Some contextual data that the `work` function uses when\n * called by the Scheduler.\n * @return {Subscription} A subscription in order to be able to unsubscribe\n * the scheduled work.\n */\n public schedule(work: (this: SchedulerAction, state?: T) => void, delay: number = 0, state?: T): Subscription {\n return new this.schedulerActionCtor(this, work).schedule(state, delay);\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Action } from './Action';\nimport { AsyncAction } from './AsyncAction';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncScheduler extends Scheduler {\n public actions: Array> = [];\n /**\n * A flag to indicate whether the Scheduler is currently executing a batch of\n * queued actions.\n * @type {boolean}\n * @internal\n */\n public _active: boolean = false;\n /**\n * An internal ID used to track the latest asynchronous task such as those\n * coming from `setTimeout`, `setInterval`, `requestAnimationFrame`, and\n * others.\n * @type {any}\n * @internal\n */\n public _scheduled: TimerHandle | undefined;\n\n constructor(SchedulerAction: typeof Action, now: () => number = Scheduler.now) {\n super(SchedulerAction, now);\n }\n\n public flush(action: AsyncAction): void {\n const { actions } = this;\n\n if (this._active) {\n actions.push(action);\n return;\n }\n\n let error: any;\n this._active = true;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions.shift()!)); // exhaust the scheduler queue\n\n this._active = false;\n\n if (error) {\n while ((action = actions.shift()!)) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\n/**\n *\n * Async Scheduler\n *\n * Schedule task as if you used setTimeout(task, duration)\n *\n * `async` scheduler schedules tasks asynchronously, by putting them on the JavaScript\n * event loop queue. It is best used to delay tasks in time or to schedule tasks repeating\n * in intervals.\n *\n * If you just want to \"defer\" task, that is to perform it right after currently\n * executing synchronous code ends (commonly achieved by `setTimeout(deferredTask, 0)`),\n * better choice will be the {@link asapScheduler} scheduler.\n *\n * ## Examples\n * Use async scheduler to delay task\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * const task = () => console.log('it works!');\n *\n * asyncScheduler.schedule(task, 2000);\n *\n * // After 2 seconds logs:\n * // \"it works!\"\n * ```\n *\n * Use async scheduler to repeat task in intervals\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * function task(state) {\n * console.log(state);\n * this.schedule(state + 1, 1000); // `this` references currently executing Action,\n * // which we reschedule with new state and delay\n * }\n *\n * asyncScheduler.schedule(task, 3000, 0);\n *\n * // Logs:\n * // 0 after 3s\n * // 1 after 4s\n * // 2 after 5s\n * // 3 after 6s\n * ```\n */\n\nexport const asyncScheduler = new AsyncScheduler(AsyncAction);\n\n/**\n * @deprecated Renamed to {@link asyncScheduler}. Will be removed in v8.\n */\nexport const async = asyncScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { Subscription } from '../Subscription';\nimport { QueueScheduler } from './QueueScheduler';\nimport { SchedulerAction } from '../types';\nimport { TimerHandle } from './timerHandle';\n\nexport class QueueAction extends AsyncAction {\n constructor(protected scheduler: QueueScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (delay > 0) {\n return super.schedule(state, delay);\n }\n this.delay = delay;\n this.state = state;\n this.scheduler.flush(this);\n return this;\n }\n\n public execute(state: T, delay: number): any {\n return delay > 0 || this.closed ? super.execute(state, delay) : this._execute(state, delay);\n }\n\n protected requestAsyncId(scheduler: QueueScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n\n if ((delay != null && delay > 0) || (delay == null && this.delay > 0)) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n\n // Otherwise flush the scheduler starting with this action.\n scheduler.flush(this);\n\n // HACK: In the past, this was returning `void`. However, `void` isn't a valid\n // `TimerHandle`, and generally the return value here isn't really used. So the\n // compromise is to return `0` which is both \"falsy\" and a valid `TimerHandle`,\n // as opposed to refactoring every other instanceo of `requestAsyncId`.\n return 0;\n }\n}\n", "import { AsyncScheduler } from './AsyncScheduler';\n\nexport class QueueScheduler extends AsyncScheduler {\n}\n", "import { QueueAction } from './QueueAction';\nimport { QueueScheduler } from './QueueScheduler';\n\n/**\n *\n * Queue Scheduler\n *\n * Put every next task on a queue, instead of executing it immediately\n *\n * `queue` scheduler, when used with delay, behaves the same as {@link asyncScheduler} scheduler.\n *\n * When used without delay, it schedules given task synchronously - executes it right when\n * it is scheduled. However when called recursively, that is when inside the scheduled task,\n * another task is scheduled with queue scheduler, instead of executing immediately as well,\n * that task will be put on a queue and wait for current one to finish.\n *\n * This means that when you execute task with `queue` scheduler, you are sure it will end\n * before any other task scheduled with that scheduler will start.\n *\n * ## Examples\n * Schedule recursively first, then do something\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(() => {\n * queueScheduler.schedule(() => console.log('second')); // will not happen now, but will be put on a queue\n *\n * console.log('first');\n * });\n *\n * // Logs:\n * // \"first\"\n * // \"second\"\n * ```\n *\n * Reschedule itself recursively\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(function(state) {\n * if (state !== 0) {\n * console.log('before', state);\n * this.schedule(state - 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * console.log('after', state);\n * }\n * }, 0, 3);\n *\n * // In scheduler that runs recursively, you would expect:\n * // \"before\", 3\n * // \"before\", 2\n * // \"before\", 1\n * // \"after\", 1\n * // \"after\", 2\n * // \"after\", 3\n *\n * // But with queue it logs:\n * // \"before\", 3\n * // \"after\", 3\n * // \"before\", 2\n * // \"after\", 2\n * // \"before\", 1\n * // \"after\", 1\n * ```\n */\n\nexport const queueScheduler = new QueueScheduler(QueueAction);\n\n/**\n * @deprecated Renamed to {@link queueScheduler}. Will be removed in v8.\n */\nexport const queue = queueScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\nimport { SchedulerAction } from '../types';\nimport { animationFrameProvider } from './animationFrameProvider';\nimport { TimerHandle } from './timerHandle';\n\nexport class AnimationFrameAction extends AsyncAction {\n constructor(protected scheduler: AnimationFrameScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n protected requestAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay is greater than 0, request as an async action.\n if (delay !== null && delay > 0) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n // Push the action to the end of the scheduler queue.\n scheduler.actions.push(this);\n // If an animation frame has already been requested, don't request another\n // one. If an animation frame hasn't been requested yet, request one. Return\n // the current animation frame request id.\n return scheduler._scheduled || (scheduler._scheduled = animationFrameProvider.requestAnimationFrame(() => scheduler.flush(undefined)));\n }\n\n protected recycleAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle | undefined {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n if (delay != null ? delay > 0 : this.delay > 0) {\n return super.recycleAsyncId(scheduler, id, delay);\n }\n // If the scheduler queue has no remaining actions with the same async id,\n // cancel the requested animation frame and set the scheduled flag to\n // undefined so the next AnimationFrameAction will request its own.\n const { actions } = scheduler;\n if (id != null && actions[actions.length - 1]?.id !== id) {\n animationFrameProvider.cancelAnimationFrame(id as number);\n scheduler._scheduled = undefined;\n }\n // Return undefined so the action knows to request a new async id if it's rescheduled.\n return undefined;\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\nexport class AnimationFrameScheduler extends AsyncScheduler {\n public flush(action?: AsyncAction): void {\n this._active = true;\n // The async id that effects a call to flush is stored in _scheduled.\n // Before executing an action, it's necessary to check the action's async\n // id to determine whether it's supposed to be executed in the current\n // flush.\n // Previous implementations of this method used a count to determine this,\n // but that was unsound, as actions that are unsubscribed - i.e. cancelled -\n // are removed from the actions array and that can shift actions that are\n // scheduled to be executed in a subsequent flush into positions at which\n // they are executed within the current flush.\n const flushId = this._scheduled;\n this._scheduled = undefined;\n\n const { actions } = this;\n let error: any;\n action = action || actions.shift()!;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions[0]) && action.id === flushId && actions.shift());\n\n this._active = false;\n\n if (error) {\n while ((action = actions[0]) && action.id === flushId && actions.shift()) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AnimationFrameAction } from './AnimationFrameAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\n\n/**\n *\n * Animation Frame Scheduler\n *\n * Perform task when `window.requestAnimationFrame` would fire\n *\n * When `animationFrame` scheduler is used with delay, it will fall back to {@link asyncScheduler} scheduler\n * behaviour.\n *\n * Without delay, `animationFrame` scheduler can be used to create smooth browser animations.\n * It makes sure scheduled task will happen just before next browser content repaint,\n * thus performing animations as efficiently as possible.\n *\n * ## Example\n * Schedule div height animation\n * ```ts\n * // html:
\n * import { animationFrameScheduler } from 'rxjs';\n *\n * const div = document.querySelector('div');\n *\n * animationFrameScheduler.schedule(function(height) {\n * div.style.height = height + \"px\";\n *\n * this.schedule(height + 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * }, 0, 0);\n *\n * // You will see a div element growing in height\n * ```\n */\n\nexport const animationFrameScheduler = new AnimationFrameScheduler(AnimationFrameAction);\n\n/**\n * @deprecated Renamed to {@link animationFrameScheduler}. Will be removed in v8.\n */\nexport const animationFrame = animationFrameScheduler;\n", "import { Observable } from '../Observable';\nimport { SchedulerLike } from '../types';\n\n/**\n * A simple Observable that emits no items to the Observer and immediately\n * emits a complete notification.\n *\n * Just emits 'complete', and nothing else.\n *\n * ![](empty.png)\n *\n * A simple Observable that only emits the complete notification. It can be used\n * for composing with other Observables, such as in a {@link mergeMap}.\n *\n * ## Examples\n *\n * Log complete notification\n *\n * ```ts\n * import { EMPTY } from 'rxjs';\n *\n * EMPTY.subscribe({\n * next: () => console.log('Next'),\n * complete: () => console.log('Complete!')\n * });\n *\n * // Outputs\n * // Complete!\n * ```\n *\n * Emit the number 7, then complete\n *\n * ```ts\n * import { EMPTY, startWith } from 'rxjs';\n *\n * const result = EMPTY.pipe(startWith(7));\n * result.subscribe(x => console.log(x));\n *\n * // Outputs\n * // 7\n * ```\n *\n * Map and flatten only odd numbers to the sequence `'a'`, `'b'`, `'c'`\n *\n * ```ts\n * import { interval, mergeMap, of, EMPTY } from 'rxjs';\n *\n * const interval$ = interval(1000);\n * const result = interval$.pipe(\n * mergeMap(x => x % 2 === 1 ? of('a', 'b', 'c') : EMPTY),\n * );\n * result.subscribe(x => console.log(x));\n *\n * // Results in the following to the console:\n * // x is equal to the count on the interval, e.g. (0, 1, 2, 3, ...)\n * // x will occur every 1000ms\n * // if x % 2 is equal to 1, print a, b, c (each on its own)\n * // if x % 2 is not equal to 1, nothing will be output\n * ```\n *\n * @see {@link Observable}\n * @see {@link NEVER}\n * @see {@link of}\n * @see {@link throwError}\n */\nexport const EMPTY = new Observable((subscriber) => subscriber.complete());\n\n/**\n * @param scheduler A {@link SchedulerLike} to use for scheduling\n * the emission of the complete notification.\n * @deprecated Replaced with the {@link EMPTY} constant or {@link scheduled} (e.g. `scheduled([], scheduler)`). Will be removed in v8.\n */\nexport function empty(scheduler?: SchedulerLike) {\n return scheduler ? emptyScheduled(scheduler) : EMPTY;\n}\n\nfunction emptyScheduled(scheduler: SchedulerLike) {\n return new Observable((subscriber) => scheduler.schedule(() => subscriber.complete()));\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport function isScheduler(value: any): value is SchedulerLike {\n return value && isFunction(value.schedule);\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\nimport { isScheduler } from './isScheduler';\n\nfunction last(arr: T[]): T | undefined {\n return arr[arr.length - 1];\n}\n\nexport function popResultSelector(args: any[]): ((...args: unknown[]) => unknown) | undefined {\n return isFunction(last(args)) ? args.pop() : undefined;\n}\n\nexport function popScheduler(args: any[]): SchedulerLike | undefined {\n return isScheduler(last(args)) ? args.pop() : undefined;\n}\n\nexport function popNumber(args: any[], defaultValue: number): number {\n return typeof last(args) === 'number' ? args.pop()! : defaultValue;\n}\n", "export const isArrayLike = ((x: any): x is ArrayLike => x && typeof x.length === 'number' && typeof x !== 'function');", "import { isFunction } from \"./isFunction\";\n\n/**\n * Tests to see if the object is \"thennable\".\n * @param value the object to test\n */\nexport function isPromise(value: any): value is PromiseLike {\n return isFunction(value?.then);\n}\n", "import { InteropObservable } from '../types';\nimport { observable as Symbol_observable } from '../symbol/observable';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being Observable (but not necessary an Rx Observable) */\nexport function isInteropObservable(input: any): input is InteropObservable {\n return isFunction(input[Symbol_observable]);\n}\n", "import { isFunction } from './isFunction';\n\nexport function isAsyncIterable(obj: any): obj is AsyncIterable {\n return Symbol.asyncIterator && isFunction(obj?.[Symbol.asyncIterator]);\n}\n", "/**\n * Creates the TypeError to throw if an invalid object is passed to `from` or `scheduled`.\n * @param input The object that was passed.\n */\nexport function createInvalidObservableTypeError(input: any) {\n // TODO: We should create error codes that can be looked up, so this can be less verbose.\n return new TypeError(\n `You provided ${\n input !== null && typeof input === 'object' ? 'an invalid object' : `'${input}'`\n } where a stream was expected. You can provide an Observable, Promise, ReadableStream, Array, AsyncIterable, or Iterable.`\n );\n}\n", "export function getSymbolIterator(): symbol {\n if (typeof Symbol !== 'function' || !Symbol.iterator) {\n return '@@iterator' as any;\n }\n\n return Symbol.iterator;\n}\n\nexport const iterator = getSymbolIterator();\n", "import { iterator as Symbol_iterator } from '../symbol/iterator';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being an Iterable */\nexport function isIterable(input: any): input is Iterable {\n return isFunction(input?.[Symbol_iterator]);\n}\n", "import { ReadableStreamLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport async function* readableStreamLikeToAsyncGenerator(readableStream: ReadableStreamLike): AsyncGenerator {\n const reader = readableStream.getReader();\n try {\n while (true) {\n const { value, done } = await reader.read();\n if (done) {\n return;\n }\n yield value!;\n }\n } finally {\n reader.releaseLock();\n }\n}\n\nexport function isReadableStreamLike(obj: any): obj is ReadableStreamLike {\n // We don't want to use instanceof checks because they would return\n // false for instances from another Realm, like an + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/anbernic/rg35xx-h/index.html b/de/devices/anbernic/rg35xx-h/index.html new file mode 100644 index 000000000..43d63208d --- /dev/null +++ b/de/devices/anbernic/rg35xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX H

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+

Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/anbernic/rg35xx-plus/index.html b/de/devices/anbernic/rg35xx-plus/index.html new file mode 100644 index 000000000..eb012763d --- /dev/null +++ b/de/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Plus - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX Plus

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/anbernic/rg35xx-sp/index.html b/de/devices/anbernic/rg35xx-sp/index.html new file mode 100644 index 000000000..7bfb90baa --- /dev/null +++ b/de/devices/anbernic/rg35xx-sp/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX SP - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX SP

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/anbernic/rg35xx/index.html b/de/devices/anbernic/rg35xx/index.html new file mode 100644 index 000000000..8c983fbae --- /dev/null +++ b/de/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2315 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX (Original)

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx OriginalActions Semi 7039 (ARM)Actions Semi BSP 4.9.170pvrsrvkmEmulation Station / Simplemenu
+
+

The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/anbernic/rg40xx-h/index.html b/de/devices/anbernic/rg40xx-h/index.html new file mode 100644 index 000000000..21ff6ed8e --- /dev/null +++ b/de/devices/anbernic/rg40xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG40XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG40XX H

+

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/index.html b/de/devices/index.html new file mode 100644 index 000000000..e08a6a7e9 --- /dev/null +++ b/de/devices/index.html @@ -0,0 +1,2348 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Device Support - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Device Support

+

We are working on KNULLI versions for a variety of ARM based devices.

+

There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

+
+

Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

+
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GPU supported devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
AnbernicRG35xx OriginalActions Semi 7039 (ARM)Actions BSP 4.7.190PowerVR SGX544fbdev + Emulation Station / Simplemenu
AnbernicRG35XX PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX 2024Allwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
Orange PiOrange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
PowkiddyPowkiddy A12Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyPowkiddy A13Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyRGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
SegaAstro City MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
SJGAMM16Rockchip RK3126 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
TaitoEgret II MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
UnbrandedPocketGo S30Allwinner A33 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.4Malifbdev + Emulation Station
+

Legacy devices

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
CapcomRetro Station TronActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
Powkiddyx51Actions Semi 7051Actions BSP 3.4PowerVR SGX544 (disabled)fbdev + Simplemenu
UnicoNeo Geo MiniActions Semi (MIPS)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoArcade Stick ProActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoMVSXActions Semi 7051 (ARM))Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/orange-pi/orange-pi-zero-2w/index.html b/de/devices/orange-pi/orange-pi-zero-2w/index.html new file mode 100644 index 000000000..f042ad814 --- /dev/null +++ b/de/devices/orange-pi/orange-pi-zero-2w/index.html @@ -0,0 +1,2262 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Orange Pi Zero 2w - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Orange Pi 5

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Orange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

+
+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/powkiddy/rgb30/index.html b/de/devices/powkiddy/rgb30/index.html new file mode 100644 index 000000000..16ca6588d --- /dev/null +++ b/de/devices/powkiddy/rgb30/index.html @@ -0,0 +1,2262 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RGB30 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Powkiddy RGB30

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

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+ + + + + + + + + + \ No newline at end of file diff --git a/de/devices/trimui/smart-pro/index.html b/de/devices/trimui/smart-pro/index.html new file mode 100644 index 000000000..f9944fbfe --- /dev/null +++ b/de/devices/trimui/smart-pro/index.html @@ -0,0 +1,2290 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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TrimUI Smart Pro

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
Trimui Smart ProAllwinner A133 / PowerVR GE8300Allwinner BSPpvrsrvkmEmulation Station
+
+

The TrimUI Smart Pro distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by TrimUI for those

+
+

Extracting the kernel and bootloader

+

TrimUI has not published the source code of the u-boot and kernel of the TrimUI Smart Pro. They have published some libraries and SDK, but those do not include the BSP that includes the kernel, u-boot, and bootloader. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the TrimUI Smart Pro.

+ + + + + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/de/faq/index.html b/de/faq/index.html new file mode 100644 index 000000000..6484ed224 --- /dev/null +++ b/de/faq/index.html @@ -0,0 +1,2155 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Häufige Fragen - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/de/faq/knulli/index.html b/de/faq/knulli/index.html new file mode 100644 index 000000000..1199fee20 --- /dev/null +++ b/de/faq/knulli/index.html @@ -0,0 +1,2438 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Über KNULLI - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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FAQ: About KNULLI

+

Q: What is KNULLI?

+

A: KNULLI is a fork of Batocera. It tries to provide support for devices that fall under at least one of these two categories:

+
    +
  • There are no open source kernel and/or u-boot sources available
  • +
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • +
  • It's a device that I own and I have decided to create a Custom Firmware for it
  • +
+
+

Q: OK, so why a fork and not merge the changes back to Batocera?

+

A: Because the license of Batocera does not allow for closed sourced kernels to be added to the distribution.

+
+

Q: Are there any other differences?

+

A: The goal is to maintain compatibility with batocera, but with focus on low powered devices or devices that don't necessarily benefit from some features that have an impact on device performance, etc. For instance, devices with low memory (256MB like Powkiddy A12/A13 or RG35XX Classic). Then there's also the intention to add features currently present in JelOS/Rocknix, EmuELEC, etc.

+
+

Q: Do you know what the word "Knulli" means in Swedish?

+

A: Yes, we do. 😃

+
+

Q: I am using the Batocera v39/40 beta on my RG35XX Plus/H - should I switch to KNULLI?

+

A: The short answer is: Yes!

+

The long answer is: After we adapted Batocera to make it work on the RG35XX Plus/H, it became clear that Batocera will not be able to integrate our proposed changes into their software due to licensing issues. The license under which Batocera is published is not compatible with the license of the drivers for the RG35XX Plus/H. Therefore, we created a fork of Batocera under a completely new name to resolve the licensing issues. While the Batocera v39/40 beta for RG35XX Plus/H is no longer maintained, KNULLI is its immediate successor. Consequently, switching to KNULLI corresponds to updating to a newer version of the same OS you are already using.

+
+

Q: Where can I download the latest version?

+

A: You will find the latest version of KNULLI on our Releases page. Find the download for your device in the Installation Package Downloads section and follow the Quick Start Guide to install KNULLI on your device. If your device is not listed there, please be patient - there is no public release of KNULLI for your device available, yet.

+
+

Q: Which devices are supported?

+

A: You will find a list of all currently supported devices in the Installation Package Downloads section of our Releases page. If your device is not listed there, there is no public release of KNULLI for your device available, yet.

+
+

Q: Do I have to flash every release or can I update?

+

A: For most of the releases you can run a manual update as explained in the Update section.

+
+

Q: Do you support X device? Will you add support for X device?

+

A: You can find the list of currently supported devices here: Devices

+

If the device you are interested in isn't in that list then no one has contributed the work to add support for it yet. Why? To add support for a device we (1) need to be interested in adding support for it 😊 and (2) need to have direct access to the device.

+

That said, anyone who is interested can submit updates to KNULLI to add support for a device they care about! If you are interested in adding support for a new device please start here: Contribute

+
+

Q: Is it possible to license KNULLI for redistribution?

+

A: KNULLI utilizes a non-commercial CC BY-NC-SA 4.0 copyleft license on our branding which is intended to prevent abuse of our work. Device Makers and others who would like to bundle on devices may not do so without our express permission.

+
+

Q: Can I sell KNULLI?

+

A: The KNULLI brand is licensed for non-commercial use only. It is not allowed to be sold or included as an up charge in any form what-so-ever. Period. This is not negotiable.

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FAQ: Troubleshooting

+

Q: I want to add my own ROMs to the SD card but my Windows/Mac computer can't see the roms partition - what can I do?

+

A: By default KNULLI formats the second partition with the ext4 filesystem for Linux. That format is typically +not readable/mountable under Windows/Mac. However, ext4 is required for several PortMaster games to work properly.

+

Instead of accessing the partition directly, we propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI, if you are sure that you do not want to play PortMaster games. Please refer to the Add Games section for details about network transfer and reformatting.

+
+

Q: Can I use a second SD card for my roms/bios content?

+

A: Yes! Have a look in the Second SD Card section!

+
+

Q: Can I use one SD card only for PortMaster so that the other can still be exFAT?

+

A: The short answer is: No.

+

The long answer is: Knulli will use either SD 1 or SD 2 for all of your user data, including games, saves, etc. There is no way around your SD cards being formatted to ext4 if you want to play PortMaster games.

+

If you know your way around Linux and understand the concept of symbolic links, you can take the time to study the folder structure of KNULLI and employ symbolic links to use the storage space of both SD cards: You could turn certain subfolders on the SD card KNULLI is set up to use into symbolic links to subfolders on the other SD card. However, for that to work, both data storages still need to be formatted to ext4.

+

You can learn more about the Game Storage, using a Second SD card, and the KNULLI filesystem in the respective wiki sections.

+
+

Q: I would like to try muOS and KNULLI - is it possible to have the same second SD card for both CFWs to share my games between them?

+

A: KNULLI requires all the ROMs to be in the respective subfolders of the emulated system, e.g., roms/snes for SNES ROMs. If you populate your SD card the KNULLI way (see Add Games section for details), it will be possible to configure your muOS to take the ROMs from these folders, which will enable you to use the same second SD card for your ROMs in both CFWs.

+
+

Q: I have Garlic with my ROMs/BIOSes on the second SD card. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the ROM folders and their location, but thanks to @XQuader there's a script that creates the compatible configuration for KNULLI based on the Garlic structure. You can read more about it on this Reddit post.

+
+

Q: The installation seems to be running, I can see it's expanding the partition but it's taking too long

+

A: Expanding and booting the first time with a 64GB SDCARD takes about 1 to 1:30 minutes. If your SDCARD is larger it may take much longer, however, if it goes beyond 5 minutes, chances are that something didn't go well. Just press reset and the system will continue. If that's the case, the partition may have not been expanded. For that you will need to manually expand the card on your PC/Mac/Linux.

+
+

Q: I cannot connect to my Wi-Fi even though my device has a wireless network adapter - what can I do?

+

A: Make sure that your router is set to WPA2. Some users experience connection issues with Wi-Fis which are set to WPA3.

+
+

Q: I've installed/updated to the latest version and I don't have audio, or my controls don't respond, or something else is not working as expected - what can I do?

+

A: You might want to try to reset your device to factory settings. Please follow our guide on Resetting to Factory Settings

+
+

Q: When I try to open Retro Achievements, I get an error message with status code 419, telling me I am not authorized. What can I do?

+

A: Nothing. But don't worry! If you see this message, it only means that your version of KNULLI does not support displaying your collected Retro Achievements, yet. However, it is still completely possible to collect Retro Achievements while playing! Just set up your Retro Achievements account as explained in the Retro Achievements section and start hunting!

+
+

Q: Where can I change the hotkey shortcuts? When I try to change hotkeys in RetroArch, my changes are reset every time I start a game!

+

A: The short answer is: Nowhere. You are not supposed to change them, you should just use the ones described in the Hotkey Shortcuts section.

+

The long answer is: Unlike other CFWs for previous generations of handhelds, KNULLI is not limited to RetroArch-integrated emulators. KNULLI comes with a lot of standalone emulators. Some of them have to be configured by the developers with hard-coded programming because they can't be configured at runtime.

+

Like the Batocera project we forked from, KNULLI wants to give the users a consistent user experience. Therefore, we provide a set of pre-defined hotkey shortcuts that work for most emulators as consistent as possible. We are currently not planning to add any options for you to be able to change hotkeys anytime soon, but we are discussing options.

+

Tech-savvy users might be able to override our settings for RetroArch specifically by replacing them in batocera.conf, following this guide on the Batocera website. However, be aware that some shortcuts that we provide on the OS level might conflict with your manual choices for hotkeys on the RetroArch level, which might lead to double-bindings. Consequently, we do not recommend tinkering with hotkeys at all.

+
+

Q: Why do my RetroArch settings always reset whenever I launch a game?

+

A: You are not supposed to make changes in RetroArch directly. Most relevant options for each emulator and/or RetroArch core can be set in EmulationStation either globally or per system or even per game. The RetroArch configuration file is generated anew with every launch of a game, based on the settings you made globally or for the specific system/game in EmulationStation. For that reason, all the changes you make while playing will be overwritten the next time you launch a game, except for overrides and remap files.

+

Please set up your emulators in EmulationStation. If you miss an emulator option in EmulationStation that seems relevant to you, you might want to get in touch and make your case. Maybe we can help you adopt this emulator option into an EmulationStation setting or at least give you insight why we don't think this option should be set by the user (e.g. hotkey changes which would lead to system-wide inconsistencies).

+
+

Q: Why are bezel decorations not working on my KNULLI device?

+

A: Most bezel decorations are made for screens with an aspect ratio of 16:9. Consequently, those bezels do not work on a 4:3 display (like on the Anbernic RG35XX H/Plus/SP). To get bezel decorations working, find a bezel pack for 4:3 displays. You will find a detailed explanation (and a pointer to 4:3-compatible bezels) in the Bezel Decorations section.

+
+

Q: There seems to be some battery drain. What can I do?

+

A: Most likely, there is no battery drain. There is a bug in the algorithm which calculates and refreshes the estimated battery charge. Therefore, the displayed percentage is inaccurate. Do not worry about it, your battery is fine. Our developers are already working on a solution to give you a more precise battery charge indicator.

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Allwinner A133 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

+

Obtaining the stock firmware

+

You can download the stock firmware from GitHub

+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/de/guides/h700-firmware-extract/index.html b/de/guides/h700-firmware-extract/index.html new file mode 100644 index 000000000..ec4761a42 --- /dev/null +++ b/de/guides/h700-firmware-extract/index.html @@ -0,0 +1,2568 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Allwinner H700 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

+
    +
  • RG35xx Plus
  • +
  • RG35xx H
  • +
  • RG35xx 2024
  • +
+

Tools and repositories required

+ +

Firmware building blocks

+

There are four different blocks that are required for the Allwinner H700 BSP to work.

+

Boot0

+

The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

+

The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

+

The boot0 has the following signature:

+
 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7
+ 8
+ 9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|
+00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|
+00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|
+00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|
+00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|
+00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|
+00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|
+00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|
+00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|
+00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|
+000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|
+000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|
+000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|
+000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|
+000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|
+000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|
+00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|
+00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|
+00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|
+00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

Boot package

+

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

+

The boot package has the following signature:

+
 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7
+ 8
+ 9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
+22
+23
+24
+25
+26
+27
+28
+29
+30
+31
+32
+33
+34
00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|
+00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|
+00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|
+00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|
+00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|
+00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|
+00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|
+000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|
+00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|
+00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|
+00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|
+000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|
+000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

The u-boot is included in the boot-package.fex image

+

Boot Image

+

Contains the kernel, ramdisk, and bootargs.

+

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

+

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

+

To extract the boot.img to the folder boot_image:

+
$ unpackbootimg -i boot.img -o boot_image/
+
+BOARD_KERNEL_CMDLINE .BT0
+BOARD_KERNEL_BASE 645ee563
+BOARD_NAME  for boot0
+
+BOARD_PAGE_SIZE 1948279909
+BOARD_HASH_TYPE sha256
+BOARD_KERNEL_OFFSET 00008000
+BOARD_RAMDISK_OFFSET fd058b12
+BOARD_SECOND_OFFSET 9c087c09
+BOARD_TAGS_OFFSET 080a7c03
+BOARD_OS_VERSION 49.91.109
+BOARD_OS_PATCH_LEVEL 2070-12
+BOARD_DT_SIZE 1634541679
+
+

The following files will be extracted into the boot_image folder:

+
boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    
+boot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage
+boot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  
+boot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff
+
+

To repack the boot.img after doing any changes:

+
mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \
+--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \
+--second_offset 00e88000 --tags_offset fff88100 --cmdline "earlyprintk=ttyS0,115200 
+loglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 
+init=/sbin/init" -o updated_boot.img
+
+

Env Image

+

Env image contains the environment variables used by u-boot.

+

The image can be extracted just with strings env.img > env.txt.

+

The environment variables follow this format:

+
earlyprintk=sunxi-uart,0x05000000
+initcall_debug=0
+console=ttyS0,115200
+nand_root=/dev/nand0p4
+mmc_root=/dev/mmcblk0p5
+init=/init
+loglevel=4
+selinux=0
+cma=64M
+mac=
+wifi_mac=
+bt_mac=
+specialstr=
+keybox_list=hdcpkey,widevine
+setargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+setargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+boot_normal=sunxi_flash read 45000000 boot;bootm 45000000
+boot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000
+boot_fastboot=fastboot
+recovery_key_value_max=0x13
+recovery_key_value_min=0x10
+fastboot_key_value_max=0x8
+fastboot_key_value_min=0x2
+bootdelay=0
+bootcmd=run setargs_nand boot_normal
+
+

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

+
mkenvimage -s 0x1000000 -o env.img env.txt 
+
+

Obtaining the stock firmware

+

There are three ways to obtain the stock firmware:

+
    +
  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • +
  • Use the SDCARD included with your device
  • +
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
      +
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
    • +
    +
  • +
+

Firmware extraction

+

This section describes the different methods to extract the firmware

+

Using the original PhoenixCard firmware

+

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

+

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. +With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

+
$ unzip h700_linux_tv_uart0_20231108.zip
+Archive:  h700_linux_tv_uart0_20231108.zip
+  inflating: h700_linux_tv_uart0_20231108.img
+
+

Then run OpenixCard to extract the actual image:

+
$ OpenixCard -u h700_linux_tv_uart0_20231108.img
+ _____             _     _____           _ 
+|     |___ ___ ___|_|_ _|     |___ ___ _| |
+|  |  | . | -_|   | |_'_|   --| .'|  _| . |
+|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|
+      |_| Version: 9ffafbb Commit: 1
+Copyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>
+
+[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img
+[OpenixIMG INFO] Decrypting IMG header...
+[OpenixIMG INFO] IMG version is: 0x300
+[OpenixIMG INFO] Decrypting IMG file contents...
+[OpenixIMG INFO] Writing the IMG config data...
+[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump
+
+

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

+
arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex
+aultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex
+aultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex
+board.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex
+
+

From the files extracted you can identify the four files mentioned above:

+
    +
  1. boot0_sdcard.fex is the boot0
  2. +
  3. boot_package.fex is the boot package image
  4. +
  5. boot-resource.fex is the boot.img
  6. +
  7. env.fex is the env.img
  8. +
+

Using the stock SDCARD or image

+

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

+

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

+

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64
+
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And for boot-package:

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$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464
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For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

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$ fdisk -l RG35XXH-EN16GB-OS240330.IMG
+Disk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors
+Units: sectors of 1 * 512 = 512 bytes
+Sector size (logical/physical): 512 bytes / 512 bytes
+I/O size (minimum/optimal): 512 bytes / 512 bytes
+Disklabel type: gpt
+Disk identifier: AB6F3888-569A-4926-9668-80941DCB40BC
+
+Device                          Start      End  Sectors  Size Type
+RG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data
+
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Then extract partitions 1 and 2 with:

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dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400
+dd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663
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If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

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$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64
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And for boot-package:

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$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464
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To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

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$ sudo dd if=/dev/sdh1 of=boot.img bs=1024
+$ sudo dd if=/dev/sdh2 of=env.img bs=1024
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Putting everything back together

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Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

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  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
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  • Flash the internal partitions boot0 and boot_package.img:
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sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8
+sudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400
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  • Flash the boot.img and env.img
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sudo dd if=boot.img of=/dev/sdh1 bs=1024
+sudo dd if=env.img of=/dev/sdh2 bs=1024
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Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

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Willkommen im KNULLI-Wiki

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KNULLI ist eine unabhängige Custom-Firmware (CFW) für Retro-Gaming-Konsolen (Handhelds, Bartops, etc.). Knulli wird als Fork von Batocera entwickelt und verfolgt das Ziel, Geräte zu unterstützen, die unter mindestens eine dieser Kategorien fallen:

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  • Es ist kein quelloffener Kernel- und/oder u-boot-Code verfügbar
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  • Es gibt Quellcode, aber der Kernel ist nicht Mainline und/oder zu alt (z.B. Geräte mit einem BSP Kernel 3.4 wie der Egret II Mini)
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  • Es gibt keine GPU-Unterstützung oder die GPU wird nicht unterstützt, d.h. Framebuffer ist die einzige Option
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  • Es ist ein Gerät, das ich besitze und für das ich beschlossen habe eine CFW zu bauen
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Features

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KNULLI unterstützt sowohl Geräte mit GPU (GLES-Unterstützung) als auch Geräte, die nur über Framebuffer verfügen (Legacy).

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  • Emulation Station als Frontend für GPU-basierte Geräte
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  • Simplemenu/Simplermenu+ als Frontend für reine Framebuffer-Geräte (auch für GPU-Geräte, wenn bevorzugt)
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  • RetroArch inklusive mehrerer libretro-Kerne
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  • W-LAN- und Bluetooth-Unterstützung (einschließlich Audio), sofern vom Gerät unterstützt
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  • Unterstützung für externe USB-W-LAN-Dongles für Geräte ohne interne Wireless-Karte
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  • RetroAchievements
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  • Netplay
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  • Unterstützung für Cover-Art/Thumbnail Scraper
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Community

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KNULLI nutzt Discord für Diskussionen, wenn du dich uns anschließen möchtest, nutze bitte folgenden Link: Discord

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Lizenzen

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KNULLI ist eine Linux-Distribution, die sich aus vielen Open-Source-Komponenten zusammensetzt. Die Komponenten werden unter ihren jeweiligen Lizenzen bereitgestellt. Diese Distribution enthält Komponenten, die nur für den nicht-kommerziellen Gebrauch lizenziert sind.

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Drittanbieter-Komponenten

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Alle eingebundenen Software-Komponenten werden unter den jeweiligen Lizenzen der einzelnen Komponenten bereitgestellt. Diese Lizenzen sind in den Software-Quellen oder im Lizenzordner dieses Projekts zu finden. Alle Änderungen an den eingebundenen Softwarekomponenten und Skripten durch das KNULLI-Team werden unter den Bedingungen der jeweiligen modifizierten Software lizenziert.

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Kernel und Bootloader

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Die Versionen für einige Geräte enthalten Kernel und/oder Bootloader, für die kein Quellcode verfügbar ist, weil der Hersteller den Quellcode nicht veröffentlicht hat. In diesen Fällen enthält die gerätespezifische Seite Anweisungen, um diese aus der Standard-Firmware zu extrahieren.

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Credits

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Dieses Projekt ist nicht das Werk einer einzelnen Person, sondern das Werk vieler Personen auf der ganzen Welt, die die Open-Source-Komponenten entwickelt haben, ohne die dieses Projekt nicht existieren könnte. Besonderer Dank gilt Batocera, muOS, JelOS, CoreELEC, LibreELEC und den Entwicklern und Mitwirkenden der gesamten Open-Source-Gemeinschaft.

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Auf die SD-Karte zugreifen

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Wichtig: Unbedingt lesen bevor du weitermachst!

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Wir empfehlen dringend, dass du via Netzwerkübertragung auf dein KNULLI-Gerät zugreifst. Bevor du versuchst, direkt auf deine SD-Karte zuzugreifen, solltest du sicherstellen, dass du die Warnung im Abschnitt Spiele hinzufügen gelesen und verstanden hast.

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Wie im Abschnitt Datenstruktur beschrieben, ist die SHARE-Partition von KNULLI standardmäßig mit ext4 formatiert und daher unter Windows nicht lesbar. Wenn Netzwerkübertragung nicht möglich ist, gibt es allerdings weitere Lösungen, um direkt auf die Speicherkarte zuzugreifen.

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Option 1: Linux

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Wenn du Zugriff auf einen Computer hast, der mit Linux betrieben ist, kannst du deine normale Speicherkarte auch dann lesen und bespielen, wenn sie in ext4 formatiert ist. Steck deine SD-Karte einfach in den Kartenleser deines Linux-Computers um direkten Zugriff auf die Speicherkarte zu erhalten.

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Option 2: Drittanbieter-Software

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Es gibt Software von Drittanbietern, mit denen man auch unter Windows/macOS auf Linux-Partitionen zugreifen kann:

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  • Paragon EXTFS für Windows/macOS ist ein kostenpflichtiges Tool, das häufig empfohlen wird und ext2/3/4 unterstützt.
  • +
  • DiskGenius für Windows ist ein Tool, von dem eher abgeraten wird, erfahrungsgemäß beschädigt das Tool häufiger Partitionen und ihren Dateninhalt.
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Der Einsatz von Drittanbieter-Software wird von uns generell nicht empfohlen. Wenn du dich damit auskennst, kannst du versuchen, mit diesem Lösungsansatz zu experimentieren. Du solltest dir aber im Klaren sein, dass du das Risiko eingehst, einen Datenverlust zu erleiden.

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Die Share-Partition mit exFAT formatieren

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+

Important: Read this before you proceed!

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Sei dir bewusst, dass sehr viele PortMaster-Spiele not oder nur stark eingeschränkt funktionieren werden, wenn du deine Speichermedien mit exFAT formatierst. Bitte lies die Warnung im Abschnitt Spiele hinzufügen, bevor du mit dem Formatieren beginnst.

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Es ist möglich, deine Speichermedien mit exFAT zu formatieren, um direkt über Windows/macOS darauf zuzugreifen. Du solltest nicht versuchen, die Speichermedien direkt aus Windows/macOS heraus zu formatieren. Folge stattdessen der Anleitung im Abschnitt Formatieren, um deine Speichermedien mit dem integrierten KNULLI-Formatierer zu formatieren.

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Formatieren

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Wichtig: Unbedingt lesen bevor du weitermachst!

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Wir empfehlen dringend, dass du via Netzwerkübertragung auf dein KNULLI-Gerät zugreifst und das Dateisystem ext4 beibehältst. Bevor du dich dazu entscheidest, deine Speicherkarten zu formatieren, solltest du sicherstellen, dass du die Warnung im Abschnitt Spiele hinzufügen gelesen und verstanden hast.

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Bevor du formatierst

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  • Sei dir bewusst, dass formatieren impliziert, dass alle Daten auf dem formatierten Speicher unwiderruflich gelöscht werden.
  • +
  • Stelle sicher, dass du den richtigen Speicher auswählst, insbeosndere wenn du eine zweite SD-Karte verwendest!
  • +
  • Vermeide nach Möglichkeit, direkt von deinem Windows/macOS/Linux-Computer zu formatieren und benutze stattdessen den integrierten KNULLI-Formatierer!
  • +
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Der integrierte Formatierer

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Probleme mit dem integrierten Formatierer

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Einige Nutzer sind bei der Verwendung des integrierten Formatierers des KNULLI-Builds 05/30 auf Probleme gestoßen. Die Probleme wurden mittlerweile behoben. Falls einen KNULLI-build 05/30 verwendest und Probleme mit dem eingebauten Formatierer hast, musst du möglicherweise stattdessen auf das formatieren mit Windows zurückgreifen.

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Verfügbare Dateisysteme

+

Der integrierte KNULLI-Fomatierer bietet dir drei verschiedene Dateisysteme an. Allerdings werden nur zwei davon derzeit tatsächlich von KNULLI unterstützt:

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    +
  • ext4 ist ein Linux-Dateisystem, auf das nicht via Windows/macOS zugegriffen werden kann. Allerdings unterstützt ext4 große Swap-Dateien sowie symbolische Links. Dementsprechend können die meisten PortMaster-Spiele ohne Einschränkungen auf ext4-formatierten Speichermedien gespielt werden.
  • +
  • exFAT ist ein Windows/macOS-kompatibles Dateisystem, das von den meisten CFWs, Smartphones etc. verwendet wird. Leider unterstützt exFAT weder große Swap-Dateien noch symbolische Links. Viele PortMaster-Spiele können daher nicht oder nur stark eingeschränkt auf exFAT-formatierten Speichermedien gespielt werden.
  • +
  • BTRFS ist ein Dateisystem, das derzeit NICHT VON KNULLI UNTERSTÜTZT WIRD.
  • +
+

Formatieren

+

Der integrierte KNULLI-Formatierer kann verwendet werden, um sowohl den internen Datenspeicher der primären SD-Karte (internal) als auch die optionale zweite SD-Karte (external) zu formatieren.

+

Um deine Speichermedien mit dem Dateisystem deiner Wahl zu formatieren, solltest du das KNULLI-Hauptmenü öffnen, in dem du Start drückst. Dort wählst du zunächst System Settings, dann Frontend Developer Options und schließlich Format a Disk. Stelle sicher, dass du das richtige Speichermedium (Device to Format) und Dateisystem (File System) ausgewählt hast, bevor du mit Format Now die Formatierung auslöst. Die eigentliche Formatierung findet dann während des nächsten Bootvorganges statt, du solltest dein Gerät also neustarten, um die Formatierung abzuschließen.

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Nach dem Formatieren

+

Nach dem Formatieren richtet KNULLI für dich automatisch einen /userdata-Ordner an.

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Formatieren mit Windows

+

Formatieren mit Windows ist nur dann möglich, wenn du deine SD-Karte mit exFAT formatieren willst. Wie an vielen Stellen in diesem Wiki erklärt, ermöglicht exFAT zwar direkten Zugang zur SD-Karte via Windows, allerdings wird es dadurch unmöglich, die meisten PortMaster-Spiele zu spielen.

+

Wenn du deine SD-Karte aus Windows heraus formatieren möchtest, empfehlen wir dir dringend, die Windows-Datenträgerverwaltung zu nutzen. In der Datenträgerverwaltung ist es einfacher, die korrekte Partition zu identifizieren. Du findest die Datenträgerverwaltung, in dem du das Startmenü öffnest und datenträgerverwaltung eintippst. Das Tool nennt sich im Startmenü "Festplattenpartitionen erstellen und formatieren".

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Schritt 1: Stelle sicher, dass deine Partitionen korrekt initialisiert und erweitert wurden, bevor du irgendetwas formatierst. Der Screenshot zeigt eine SD-Karte, deren Share-Partition noch nicht auf ihre volle Größe expandiert wurde. Du erkennst das u.A. an den großen Menge an nicht zugeordnetem Speicher. Um sicherzustellen, dass die Partition einmal korrekt initialisiert wurde, solltet du dein KNULLI-Gerät einmal von der SD-Karte booten, bevor du weitermachst.

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Schritt 2: Nachdem deine SD-Karte initialisiert wurde, identifiziere die größte, jetzt vollständig expandierte Partition, klick sie mit der rechten Maustaste an und wähle Volume löschen....

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Schritt 3: Klick den neuen, nicht zugeordneten Speicher mit der rechten Maustaste an und wähle Neues einfaches Volume....

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Schritt 4: Stelle sicher, dass du den maximalen Speicherplatz für dein neues Volume verwendest.

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Schritt 5: Weise deinem neuen Volume einen Laufwerksbuchstaben zu. (Du kannst einen beliebigen Laufwerksbuchstaben auswählen, wir empfehlen, einfach den Buchstaben zu nutzen, denn Windows automatisch vorschlägt.)

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Schritt 6: Stelle sicher, dass du das Laufwerk mit dem Dateisystem exFAT, Zuordnungseinheit Standard, und Volumebezeichnung share formatierst.

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Schritt 7: Überprüfe, dass du jetzt eine share-Partition hast, die mit exFAT formatiert ist.

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Nach dem Formatieren

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Nach dem Formatieren solltest du die SD-Karte in dein Gerät stecken und KNULLI starten. Während des Bootvorgangs richtet KNULLI für dich automatisch einen /userdata-Ordner an.

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Speicherort für Spiele

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Bevor du anfängst, deine Spiele hinzuzufügen, solltest du dir die Zeit nehmen, um zu verstehen, wie die Datenstruktur von KNULLI funktioniert. Dies ist besonders wichtig, wenn du bereits Erfahrungen mit anderen CFWs gesammelt hast und deine Daten migrieren möchtest.

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Der /userdata-Ordner

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Du kannst KNULLI sowohl mit einer einzelnen SD-Karte als auch mit zwei getrennten SD-Karten verwenden. Intern benutzt KNULLI einen Ordner namens /userdata, um alle deine Daten (Spiele, Screenshots, Bezels, Speicherstände, Konfigurationen, Themes etc.) darin abzulegen. Wenn du KNULLI mit einer einzelnen SD-Karte verwendest, wird der /userdata-Ordner immer auf die SHARE-Partition deiner primären SD-Karte zeigen. Wenn du ein Gerät mit mehr als einem SD-Karten-Slot hast und eine zweite SD-Karte verwenden möchtest, wird /userdata stattdessen auf die Partition der zweiten SD-Karte zeigen.

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Interner und externer Speicher

+

Du kannst zwischen erster und zweiter SD-Karte wechseln, in dem du den Schritten im Abschnitt Eine zweite SD-Karte verwenden folgst. Indem du zwischen internem und externem Speicher hin- und her schaltest, legst du für KNULLI fest, wohin /userdata zeigen soll.

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Im Verzeichnis /userdata befinden sich weitere Unterordner, in denen du Spiele und weitere Dateien ablegen kannst. Nach der ersten Installation wird KNULLI diese Ordner automatisch anlegen und befüllen. Die wichtigsten Ordner für dich sind folgende:

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  • /userdata (entspricht entweder deiner SHARE-Partition auf der primären SD-Karte oder der Hauptpartition auf der zweiten SD-Karte)
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    • /bios ist der Ordner, in dem du BIOSe ablegen kannst.
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    • /cheats ist der Ordner, in dem du Cheats ablegen kannst.
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    • /decorations ist der Ordner, in dem du deine Bezels ablegen kannst.
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    • /music ist der Ordner, in dem du MP3s und OGG-Dateien ablegen kannst, die in EmulationStation als Hintergrundmusik abgespielt werden können. (Die Songs sollten eine Samplerate von 44100Hz haben und eine Bitrate von maximal 256 kb/s.)
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    • /roms ist der Ordner, in dem du deine Spiele ablegen kannst. Der Ordner enthält bereits diverse Unterordner für verschiedene Systeme. Leg deine Spiele einfach in die passenden Ordner der Systeme, für die das jeweilige Spiel entwickelt wurde.
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      • /snes ist der Ordner, in dem du deine SNES-Spiele ablegen kannst.
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      • /gb ist der Ordner, in dem du deine Gameboy-Spiele ablegen kannst.
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      • /ports ist der Ordner, in dem du deine Ports (inklusive PortMaster ablegen kannst.
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      • ...
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    • /saves ist der Ordner, in dem deine gespeicherten Spielstände abgelegt werden.
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    • /screenshots ist der Ordner, in dem deine gespeicherten Screenshots abgelegt werden.
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    • /system ist der Ordner, der deine Einstellungen enthält. Du solltest hier keine Änderungen vornehmen, wenn du nicht weißt, was du tust. Es kann aber nicht schaden, von diesem Ordner regelmäßige Backups anzufertigen.
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    • /theme-customizations ist der Ordner, in dem du Anpassungen an deinen Themes vornehmen kannst.
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    • /themes ist der Ordner, in dem du deine Themes ablegen kannst.
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KNULLI sucht ausschließlich im dafür vorgesehenen Ordner roms nach Spielen. Spiele, die außerhalb des dafür vorgesehenen Ordners abgelegt werden, werden von KNULLI nicht erkannt. Wenn du nicht sicher bist, welche Spiele in welchen Ordner gehören, empfehlen wir dringend, dass du einen Blick ins Batocera Wiki wirfst!

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KNULLI ist ein Linux-System. Anders als Windows unterscheiden Linux-Systeme zwischen Groß- und Kleinschreibung in Datei- und Ordnernamen. Du solltest deswegen darauf achten, dich an die erwartete Groß- und Kleinschreibung zu halten, wenn du deine Dateien migrierst.

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Für Details bzgl. der Dateien, die das jeweilige System benötigt, besuche bitte die entsprechenden Seiten im Abschnitt Systeme in diesem Wiki.

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Spiele zu KNULLI hinzufügen

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Es gibt verschiedene Möglichkeiten, um Spiele auf dein KNULLI-Gerät zu laden. Welche Möglichkeiten für dich geeignet sind, hängt davon ab, welche Funktionen auf deinem Gerät zur Verfügung stehen. Wenn dein Gerät beispielsweise keine geeignete Hardware hat, um einem Netzwerk beizutreten, kannst du natürlich keine Daten via Netzwerk übertragen. Außerdem spielt es natürlich eine Rolle, welches Gerät dir als Datenquelle zur Verfügung steht.

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Wichtig: Unbedingt lesen bevor du loslegst!

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Im Gegensatz zu vielen anderen CFWs verwendet KNULLI standardmäßig das ext4-Dateisystem für deine Spiele, Speicherstände, Konfigurationen etc. Wir haben diese Entscheidung bewusst gefällt, damit du die beste Out-Of-The-Box-Erfahrung mit PortMaster haben kannst. Derzeit funktioniert PortMaster nicht vollumfänglich mit KNULLI, wenn die Spiele auf Windows/macOS-kompatiblen exFAT-Partitionen abgelegt sind. (Du findest mehr Details zu diesem Thema im Abschnitt PortMaster.)

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Es ist möglich, auf die ext4-formatierten Partitionen/SD-Karten via Linux zuzugreifen. Allerdings ist es nicht möglich, von Windows/macOS direkt auf die Partitionen/SD-Karten zuzugreifen. Dementsprechend wird es dir nicht möglich sein, auf deine SD-Karte auf die gleiche Weise zuzugreifen, die du möglicherweise von anderen CFWs gewohnt bist. Um deine Dateien hinzuzufügen, empfehlen wir stattdessen die Netzwerkübertragung. Sobald du dein KNULLI-Gerät deinem W-LAN hinzugefügt hast (wie im Abschnitt Netzwerkverbindungen beschrieben), wird dein KNULLI-Gerät im Bereich Netzwerk in deinem Windows Explorer auftauchen, wo du bequem und einfach per Drag-and-Drop deine Dateien ablegen kannst. (Eine genauere Erklärung findest du im Abschnitt Netzwerkübertragung.)

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Uns ist klar, dass Netzwerkübertragung etwas langsamer ist, und damit die erste Einrichtung deines Gerätes etwas erschwert, gerade dann, wenn du den größten Teil deiner Spielebibliothek auf dein Gerät laden möchtest. Wir glauben allerdings auch, dass es den Aufwand wert ist. Die PortMaster-Bibliothek enthält circa 500 Spiele, viele davon sind auf deinem Handheld vollständig spielbar, wenn du dich für ext4 entscheidest.

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Es gibt allerdings auch eine opt-out-Lösung. Wenn du dir absolut sicher bist, dass du keine PortMaster-Spiele spielen möchtest, kannst du ganz einfach mit dem Windows-kompatiblen exFAT-Dateisystem neu formatieren. (Eine Anleitung zum Formatieren findest du im Abschnitt Formatieren. Sei dir aber bitte bewusst, dass PortMaster nicht vollumfänglich funktionieren wird, wenn du dich dazu entscheidest, deinen Speicher mit exFAT zu formatieren!

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Netzwerkübertragung

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Netzwerkübertragung kann mit jedem Gerät genutzt werden, das mit dem Internet oder einem lokalen Netzwerk verbunden werden kann. (Das schließt nicht nur Geräte ein, die von sich aus W-LAN- oder kabelnetzwerkefähig sind, sondern auch Geräte, an die man einen externen USB-Dongle anschließen kann.)

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Um Netzwerkübertragung zu nutzen, musst du als erstes die Netzwerkverbindungen deines Geräts einrichten. Im Abschnitt Netzwerkverbindungen findest du Details dazu. Um Daten an dein Gerät via Netzwerk übertragen zu können, benötigst du

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  • den Hostnamen und/oder die IP-Adresse deines Geräts.
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Windows-Netzwerk (SMB)

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KNULLI unterstützt, wie viele andere Betriebssysteme, das Windows-Netzwerkprotokoll SMB. Um Daten via SMB an dein Gerät zu übertragen, hast du verschiedene Möglichkeiten, je nachdem, welche Art von Computer du für die Übertragung nutzt.

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Nachdem du dich erfolgreich eingeloggt hast, kannst du den Netzwerkordner share sehen. Dieser Ordner entspricht deinem aktuellen /userdata-Ordner. Hier kannst du deine Daten (Spiele etc.) in den dafür vorgesehenen Ordnern ablegen.

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Windows

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Auf Windows-Computern ist SMB direkt in den Windows-Explorer integriert.

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Schritt 1a: Finde dein KNULLI-Gerät im Abschnitt Netzwerk in deinem Windows Explorer.

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Schritt 1b: Finde dein KNULLI-Gerät, indem du \\KNULLI in der Adressleiste des Windows Explorers eingibst.

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Schritt 2: Öffne den share-Ordner deines KNULLI-Geräts, um auf den Inhalt des /userdata-Ordners zuzugreifen.

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Schritt 3: Öffne den roms-Ordner deines KNULLI-Geräts, um auf die Unterordner für die verschiedenen Systeme zuzugreifen (z.B. SNES).

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Falls du in Zukunft öfter auf dein KNULLI-Gerät zugreifen möchtest, kannst du dem Gerät sogar einen Laufwerksbuchstaben zuweisen, damit es im Bereich Dieser PC sichtbar wird. Wenn du das tust, kannst du dort sogar nachsehen, wieviel freier Speicher auf deiner SD-Karte verfügbar ist.

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Schritt 1: Klick mit der rechten Maustaste auf den share-Ordner in deinem Windows Explorer und wähle Netzlaufwerk verbinden....

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Schritt 2: Weise dem Netzlaufwerk einen Buchstaben zu und bestätige.

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Schritt 3: Du wirst deinen share-Ordner jetzt als Netzlaufwerk im Abschnitt Dieser PC im Windows Explorer finden.

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Problemlösungen

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  • Der Gerätename im Windows-Explorer entspricht dem hostname deines Geräts. Wenn KNULLI nicht funktioniert, solltest du in den Network Settings deines Geräts nachsehen, welchen hostname dein Gerät eingetragen hat. Du kannst anstelle des hostname auch die IP-Adresse deines Gerätes verwenden, wenn du die Adresse direkt in die Adressleiste eintippst.
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  • Du wirst möglicherweise nach Benutzername und Passwort gefragt, wenn die erweiterten Sicherheitseinstellungen aktiv sind.
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macOS

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  • Öffne Finder und wähle Gehe zu und dann Mit Server verbinden aus dem Hauptmenü.
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  • Du wirst möglicherweise nach Benutzername und Passwort gefragt, wenn die erweiterten Sicherheitseinstellungen aktiv sind.
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SCP/FTP

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Mit einem SCP/FTP-Programm deiner Wahl kannst du eine SCP/SFTP-Verbindung zu deinem KNULLI-Gerät aufbauen. Dazu benötigst du den Hostnamen oder die IP-Adresse des Geräts (der Standard-Hostname lautet KNULLI). Stelle sicher, dass als Port 22 eingestellt ist. Der Benutzername lautet root, das Passwort wird dir als Root password im Bereich Security der System settings angezeigt (das Standardpasswort lautet linux).

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Teile von KNULLI sind schreibgeschützt

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Anders als die Dateiübertragung via SMB erlaubt dir SCP/FTP nicht nur Zugang zum /userdata-Ordner sondern zum gesamten KNULLI-Dateisystem. Allerdings ist alles außerhalb des /userdata-Ordners schreibgeschützt. Du kannst Dateien zwar bearbeiten, ändern, löschen und hinzufügen, aber alle deine Änderungen werden bei jedem Neustart des Systems rückgängig gemacht.

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Falls du dauerhafte Änderungen an Dateien außerhalb des /userdata-Ordners vornehmen möchtest, solltest du einen Blick in den Abschnitt Patches und Overlays werfen.

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Windows-Nutzern empfehlen wir die Benutzung von WinSCP. Nach der Installation von WinSCP auf deinem Windows-Computer kannst du mit den folgenden Schritten eine SCP-Verbindung zu deinem KNULLI-Gerät aufbauen, mit der du Dateien per Drag-and-Drop oder Kopieren/Einfügen zwischen deinem Windows Explorer und deinem KNULLI-Gerät übertragen kannst:

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Schritt 1: Lege ein Neues Verbindungsziel mit den folgenden Einstellungen an und klick auf Anmelden.

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Übertragungsprotokoll:SCP
Serveradresse:KNULLI
Portnummer:22
Benutzername:root
Passwort:linux
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Schritt 2: Akzeptiere den Schüssel.

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Schritt 3: Ignoriere alle Warnungen bzgl. des Ablaufdatums des Passworts und wähle Fortsetzen.

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Schritt 4: Du hast erfolgreich eine Verbindung zu deinem KNULLI-Gerät aufgebaut. Keine Panik falls du nicht sofort alle Ordner siehst: Wähle einen Ordner (z.B. userdata) im Verzeichnisbaum auf der linken Seite aus, um dessen Inhalt sichtbar zu machen.

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HTTP

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Dieser Abschnitt ist noch in Bearbeitung. Es tut uns leid, wir arbeiten dran! 😄 Bis es soweit ist kannst du uns via Discord kontaktieren - vielleicht können wir dir dort helfen!

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Nach der Übertragung

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Wenn du deine Daten vollständig übertragen hast, solltest du auf deinem KNULLI-Gerät mit dem Start-Button das Hauptmenü öffnen und unter Game settings die Option Update gamelists wählen. KNULLI wird dann alle ROM-Ordner neu scannen und ggf. hinzugefügte Spiele identifizieren, damit du sie über EmulationStation starten kannst.

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Eine zweite SD-Karte verwenden

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Important: Read this before you proceed!

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Wenn du eine zweite SD-Karte verwenden willst, empfehlen wir dir dringend, sie mit ext4 zu formatieren und via Netzwerkübertragung darauf zuzugreifen. Bevor du anfängst, eine mit exFAT formatierte zweite SD-Karte einzurichten, lies bitte die Warnung im Abschnitt Spiele hinzufügen.

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Wenn du KNULLI auf einem Gerät installierst, das über zwei SD-Karten-Slots verfügt, kannst du den zweiten Slot für eine zweite SD-Karte nutzen, die dann anstelle der SHARE-Partition der ersten SD-Karte genutzt werden kann.

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  • Schalte dein KNULLI-Gerät aus (falls es noch eingeschaltet ist).
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  • Steck die zweite SD-Karte in den dafür vorgesehenen Slot während das Gerät ausgeschaltet ist.
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  • Boote KNULLI, öffne das Hauptmenü mit dem Start-Button und gehe zu System settings.
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  • Im Abschnitt Storage kannst du das Storage device auswählen.
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    • Stelle von Internal (der "interne" Speicher ist die SHARE-Partition deiner KNULLI-SD-Karte) auf den Namen deiner zweiten SD-Karte, z.B. SHARE - 25.6G.
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  • Reboote KNULLI, um die Änderungen wirksam zu machen, drücke dazu den Start-Button und gehe im Hauptmenü zu Quit und wähle dort Restart system.
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    Falls deine zweite SD-Karte noch nicht mit dem Dateisystem deiner Wahl formatiert ist

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    • folge der Anleitung im Abschnitt Formatieren um die SD-Karte mit dem integrierten KNULLI-Formatierer zu formatieren.
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    • stelle sicher, dass du das Gerät noch einmal neustartest, um die Formatierung fertigzustellen.
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    Beim Neustart wird KNULLI auf deiner zweiten SD-Karte automatisch alle benötigten Ordner und Dateien anlegen, die du normalerweise im /userdata-Ordner bzw. auf der SHARE-Partition findest.

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  • Falls du deine zweite SD-Karte mit exFAT formatiert hast, kannst du die Karte aus dem Slot nehmen, nachdem du das Gerät heruntergefahren hast, und über deinen Computer mit Daten füllen.
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Der batocera-Ordner

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Ältere Alpha-Versionen von KNULLI haben auf der zweiten SD-Karte einen Ordner namens batocera angelegt. In diesen Versionen hat der /userdata-Ordner noch auf den batocera-Ordner gezeigt. Um Kompatiblität mit aktuellen KNULLI-Releases sicherzustellen, kannst du einfach den gesamten Inhalt des batocera-Ordners auf die oberste Ebene deiner zweiten SD-Karte verschieben."

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BIOSes

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A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

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BIOSes are protected by copyright

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Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

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Adding BIOS files

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KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

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Identifying missing BIOS files

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Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

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Make sure to pay attention to

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Files with wrong checksum

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The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

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Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

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If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

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Missing BIOS warnings

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When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

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Adding the files

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You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

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Hotkey shortcuts

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Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

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The Power button

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When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

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  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
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  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
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    • If you are playing a game with a RetroArch core, your game will be saved automatically.
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  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
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    • LED always off
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Clamshell lid

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If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

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The Function button

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Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the "menu" button, the "FN" button, the "F" button, or the "hotkey".)

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The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

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When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

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The face buttons

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Face buttons

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Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

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KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

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Face buttons on different systems

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KNULLILocationDirectionPSXBOX
XNorthY
AEastB
BSouthA
YWestX
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By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

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Hotkey shortcuts

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All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

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If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

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ShortcutAction
Function + StartQuit the game and return to EmulationStation
Function + SelectOn devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64)
Function + Open the emulator menu of the current core
Function + Quick save in the currently selected save slot
Function + Quick load from the currently selected save slot
Function + Next save slot
Function + Previous save slot
Function + Fast forward
Function + Rewind
Function + L1Take a screenshot
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Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

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If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

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Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

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KNULLI installieren

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Um KNULLI installieren zu können, musst du als erstes ein passendes Image für dein Gerät herunterladen. Anschließend kannst du das Image auf eine passende SD-Karte (oder den internen Speicher deines Geräts) flashen. Der Installationvorgang beginnt, wenn du dein Gerät zum ersten Mal mit der geflashten SD-Karte (oder dem geflashten internen Speicher) bootest.

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Schritt 1: Image herunterladen LatestLatest

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  • Lade die aktuellste Version von KNULLI für dein Gerät von der Release-Seite herunter.
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    • Du findest Download-Links für alle Geräte und Plattformen, die von uns unterstützt werden, in der Tabelle "Installation Package Downloads".
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    • Stelle sicher, dass du das richtige Image für dein Gerät herunterlädst. Wenn du KNULLI z.B. auf einem RG35XX installieren möchtest, musst du das rg45xx-Image herunterladen.
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    • Wenn unklar ist, welches Image für dein Gerät geeignet ist, kannst du im Abschnitt Unterstützte Geräte überprüfen, welches Image du für dein Gerät herunterladen solltest.
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Falls dein Gerät nicht ist der Liste der Installation Package Downloads enthalten ist, gibt es noch keine öffentlich zugängliche Releaseversion von Knulli für dein Gerät. Du solltest nicht versuchen, ein Installationspaket für ein anderes Gerät zu installieren.

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Schritt 2: Speicher flashen

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  • Entpacke zunächst das komprimierte Image (z.B. mit 7-Zip).
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Während des Flashens werden mehrere Partitionen angelegt, die auf deinem Computer als einzelne Laufwerke angezeigt werden. Die meisten Laufwerke können nur von Linux-Betriebssystemen gelesen werden, unter Windows erscheinen diese Laufwerke unbrauchbar.

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Du solltest auf keinen Fall die für Windows unleserlichen KNULLI-Partitionen formatieren, auch wenn Windows es dir vorschlägt.

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Nur das Laufwerk BATOCERA wird von KNULLI mit FAT32 formatiert, damit du auch von Windows aus darauf zugreifen kannst, um manuelle Updates zu installieren, wie im Abschnitt Aktualisieren beschrieben. Auf diesem Laufwerk liegt allerdings nur das KNULLI-Betriebssystem, du solltest hier keine Spiele ablegen. Im Abschnitt Spiele hinzufügen wirst du lernen, wie du deine Spiele auf das Gerät laden kannst - nachdem du es zum ersten Mal hochgefahren hast.

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Beim Flashen wird eine Partition namens SHARE angelegt, auf der später deine Spiele etc. abgelegt werden können. Die SHARE-Partition wird allerdings erst beim ersten Booten auf ihre volle Größe ausgedehnt. Es ist zwingend notwendig, KNULLI einmal hochzufahren und die Installation abzuschließen, bevor du auf die SHARE-Partition zugreifen kannst. Standardmäßig wird die SHARE-Partition mit dem Dateisystem ext4 formatiert. Wirf einen Blick in den Abschnitt Spiele hinzufügen um zu erfahren, wie du Spiele und andere Dateien auf dein KNULLI-Gerät aufspielst.

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Schritt 3: Boote das Gerät

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  • Steck die SD-Karte in den dafür vorgesehen Slot während das Gerät ausgeschaltet ist.
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  • Schalte das Gerät ein.
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    • Achtung: Bei manchen Geräte muss die Bootreihenfolge so angepasst werden, dass die SD-Karte als erstes angesprochen wird. Überprüfe im Zweifelsfall die Dokumentation für dein Gerät, um zu prüfen, ob es in deinem Fall notwendig ist.
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  • Beim ersten Booten läuft KNULLI selbstständig durch den Installationsvorgang und startet das Gerät automatisch neu, sobald die Installation abgeschlossen ist.
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  • Am Ende des Reboots wird das Gerät automatisch EmulationStation laden, die grafische Benutzeroberfläche von KNULLI. Die Installation ist jetzt abgeschlossen und du kannst loslegen!
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Netplay

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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Schnellstartanleitung

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Moin! Willkommen bei KNULLI!

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Mit dieser Schnellstartanleitung wollen wir dir helfen, KNULLI auf deinem Handheld in Betrieb zu nehmen. Falls du zum ersten Mal einen Retro-Gaming-Handheld einrichtest und Emulatoren und Custom Firwmwares (CFWs) für dich Neuland sind, wird diese Anleitung dich durch deine ersten Schritte führen. Falls du ein erfahrener Nutzer bist, wird diese Anleitung dir einen Überblick verschaffen, was KNULLI grundlegend von anderen Custom Firmwares unterscheidet, die du evtl. bereits benutzt hast.

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Wichtig: Unbedingt lesen bevor du loslegst!

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Im Gegensatz zu vielen anderen CFWs verwendet KNULLI standardmäßig das ext4-Dateisystem für deine Spiele, Speicherstände, Konfigurationen etc. Wir haben diese Entscheidung bewusst gefällt, damit du die beste Out-Of-The-Box-Erfahrung mit PortMaster haben kannst. Derzeit funktioniert PortMaster nicht vollumfänglich mit KNULLI, wenn die Spiele auf Windows/macOS-kompatiblen exFAT-Partitionen abgelegt sind. (Du findest mehr Details zu diesem Thema im Abschnitt PortMaster.)

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Es ist möglich, auf die ext4-formatierten Partitionen/SD-Karten via Linux zuzugreifen. Allerdings ist es nicht möglich, von Windows/macOS direkt auf die Partitionen/SD-Karten zuzugreifen. Dementsprechend wird es dir nicht möglich sein, auf deine SD-Karte auf die gleiche Weise zuzugreifen, die du möglicherweise von anderen CFWs gewohnt bist. Um deine Dateien hinzuzufügen, empfehlen wir stattdessen die Netzwerkübertragung. Sobald du dein KNULLI-Gerät deinem W-LAN hinzugefügt hast (wie im Abschnitt Netzwerkverbindungen beschrieben), wird dein KNULLI-Gerät im Bereich Netzwerk in deinem Windows Explorer auftauchen, wo du bequem und einfach per Drag-and-Drop deine Dateien ablegen kannst. (Eine genauere Erklärung findest du im Abschnitt Netzwerkübertragung.)

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Uns ist klar, dass Netzwerkübertragung etwas langsamer ist, und damit die erste Einrichtung deines Gerätes etwas erschwert, gerade dann, wenn du den größten Teil deiner Spielebibliothek auf dein Gerät laden möchtest. Wir glauben allerdings auch, dass es den Aufwand wert ist. Die PortMaster-Bibliothek enthält circa 500 Spiele, viele davon sind auf deinem Handheld vollständig spielbar, wenn du dich für ext4 entscheidest.

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Es gibt allerdings auch eine opt-out-Lösung. Wenn du dir absolut sicher bist, dass du keine PortMaster-Spiele spielen möchtest, kannst du ganz einfach mit dem Windows-kompatiblen exFAT-Dateisystem neu formatieren. (Eine Anleitung zum Formatieren findest du im Abschnitt Formatieren. Sei dir aber bitte bewusst, dass PortMaster nicht vollumfänglich funktionieren wird, wenn du dich dazu entscheidest, deinen Speicher mit exFAT zu formatieren!

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KNULLI installieren LatestLatest

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zuerst solltest du die aktuellste KNULLI-Version in unserem GitHub-Repository identifizieren, die exakt für dein Gerät vorgesehen ist. Du findest eine Übersicht über alle verfügbaren Downloads in der Tabelle Installation Download Package. Lade die KNULLI-Version für dein Gerät herunter und "flash" sie auf eine SD-Karte. Du solltest nicht versuchen, irgendetwas nach der Installation manuell zu formatieren - KNULLI wird das für dich erledigen! Steck die SD-Karte einfach in dein Gerät und entferne alle weiteren SD-Karten aus den übrigen Slots deines Geräts, falls vorhanden. Jetzt kannst du dein KNULLI-Gerät einschalten und booten, um die Installation abzuschließen. (Der erste Bootvorgang kann relativ lange dauern, da KNULLI währenddessen deine Spielepartition expandieren und formatieren wird. Bleib geduldig!)

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Falls du ausführlichere Hilfe bei der Installation von KNULLI benötigst, schau am Besten in den Abschnitt Installation.

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Erste Schritte

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Deine ersten Schritte hängen teilweise davon ab, wie du dein KNULLI-Gerät benutzen möchtest.

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1. Datenspeicher einrichten

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Den meisten Nutzern empfehlen wir, eine eiznelne SD-Karte mit der Standardformatierung zu verwenden.

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Falls du allerdings eine andere Speicherkonfiguration nutzen möchtest, z.B. weil dein Gerät keine W-LAN-Verbindungen unterstützt, kannst du die folgende Tabelle nutzen, um herauszufinden, welche Konfiguration für dich am geeignetsten ist. Sei dir bewusst, dass du deinen Datenspeicher möglicherweise neu formatieren musst, bevor du ihn benutzen kannst. Benutze dazu bitte den eingebauten KNULLI-Formatierer. Außerdem solltest du beachten, dass du manuell zwischen internem und externem Speicher umschalten musst. (Eine genauere Anleitung zum Wechseln von SD-Karten und zum Formatieren deines Datenspeichers findest du im Abschnitt Spiele hinzufügen.

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Es ist theoretisch möglich, eine bereits mit Daten befüllte SD-Karte als zweite SD-Karte in einer 2-Karten-Konfiguration zu verwenden. Falls du das versuchen möchtest, solltest du sicherstellen, dass die Ordnerstruktur auf deiner SD-Karte exakt so ist wie im Abschnitt Speicherort für Spiele beschrieben.

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Entscheide dich, wie du deine Spiele speichern möchtest

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SD-KartenIch möchte PortMaster-Spiele spielen!Ich möchte von Windows ohne Netzwerkverbindung direkt auf meine SD-Karte zugreifen! (Ich akzeptiere, dass PortMaster nicht funktionieren wird.)
1Du kannst loslegen! Du musst deinen internen Speicher mit exFAT neu formatieren.
2Du musst deinen externen Speicher mit ext4 neu formatieren (es sei denn er ist schon mit ext4 formatiert).Du musst deinen externen Speicher mit exFAT neu formatieren (es sei denn er ist schon mit exFAT formatiert).
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Stell sicher, dass du eine Entscheidung gefällt hast, wie du deinen Datenspeicher einrichten möchtest, und dass du den Speicher entsprechend vorbereitet hast bevor du mit dem nächsten Schritt weitermachst.

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Sei dir bitte bewusst, dass PortMaster nicht vollumfänglich funktionieren wird, wenn du dich dafür entscheidest, deinen Datenspeicher mit exFAT zu formatieren.

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2. W-LAN einrichten

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Dieser Schritt ist zwingend nötig um deine Spiele hinzuzufügen, es sei denn, dass du dich dafür entschieden hast, deine SD-Karte mit exFAT zu formatieren. Drück Start um ins Hauptmenü zu gelangen und gehe zu Network settings, wo du deine W-LAN-Verbindung einrichten kannst. (Eine detailliertere Anleitung zur Einrichtung des W-LANs und zur Verbesserung der Sicherheit deines Gerätes findest du im Abschnitt Netzwerkverbindungen.)

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Problemlösungen

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Falls du dein KNULLI-Gerät nicht mit deinem W-LAN verbinden kannst, solltest du prüfen, ob WPA3-Verschlüsselung in deinem Router aktiviert ist und sie ggf. abschalten und stattdessen WPA2 verwenden.

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3. Spiele und BIOSe hinzufügen

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Abhängig davon, wie du deinen Datenspeicher eingerichtet hast, kannst du jetzt anfangen, deine Spiele auf dein Gerät zu laden. Unter Windows kannst du im Normalfall einfach den Windows Explorer öffnen und dein Gerät unter dem Namen KNULLI im Abschnitt Netzwerk finden. Falls das Gerät dort nicht auftaucht, kannst du einfach \\KNULLI in die Adresszeile deines Windows Explorers eingeben. Unter macOS findest du dein Gerät, in dem du im Finder Gehe zu öffnest und dort Mit Server verbinden auswählst. Hier kannst du smb://KNULLI in der Adressleiste eintippen, um auf dein Gerät zuzugreifen. (Falls du den Hostnamen deines Gerätes geändert hast, musst du stattdessen den geänderten Hostnamen deines Gerätes verwenden.)

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Schritt 1a: Wähle dein KNULLI-Gerät im Abschnitt Netzwerk deines Windows Explorers.

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Schritt 1b: Greif auf dein KNULLI-Gerät zu, in dem du \\KNULLI in der Adressleiste dines Windows Explorers.

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Schritt 2: Öffne den Ordner share auf deinem KNULLI-Gerät, um den Inhalt des /userdata-Ordners anzuzeigen.

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Schritt 3: Öffne den Ordner roms um zu den Unterverzeichnissen für die jeweiligen Systeme zu gelangen (z.B. SNES).

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Als Alternative kannst du, falls dir ein Linux-Computer zur Verfügung steht, oder du deine SD-Karte mit exFAT formatiert hast, dein KNULLI-Gerät herunterfahren, die SD-Karte entnehmen und in deinen Computer stecken, um direkt darauf zuzugreifen.

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In jedem Fall kannst du bequem per Drag-and-Drop deine Spiele und BIOS-Dateien von deiner Festplatte in die entsprechenden Ordner deines KNULLI-Gerätes kopieren. Eine umfangreichere Anleitung und ein paar weitere alternative Möglichkeiten findest du im Abschnitt Spiele hinzufügen.

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4. PortMaster installieren (optional)

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Falls du dich dafür entschieden hast, bei ext4 zu bleiben, kannst du jetzt PortMaster installieren. Als erstes solltest du sicherstellen, dass du mit deinem W-LAN verbunden bist. Anschließend kannst du auf deinem KNULLI-Gerät in der Kategorie Ports das Script Install.PortMaster ausführen, um die Installation zu beginnn. Nach Abschluss der Installation wirst du PortMaster in der Ports-Kategorie finden. (Mehr Informationen rund um PortMaster findest du im entsprechenden Abschnitt des Wikis.)

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Fehlendes PortMaster-Installationsscript

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Falls Install.PortMaster in deiner Ports-Kategorie fehlt, folge den Anweisungen im AbschnittPortMaster.

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5. Medien und Metadaten scrapen (optional)

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Nachdem du alle deine Spiele hinzugefügt und installiert hast, möchtest du möglicherweise Artworks, textuelle Beschreibungen und andere Metadaten hinzufügen. KNULLI bringt dafür einen Scraper mit, der für dich verfügbare Medien und Metadaten herunterladen kann. Unser Scraper unterstützt ScreenScraper, TheGamesDB und ArcadeDB als Datenquellen. (Eine umfangreichere Anleitung zum Scraping findest du im entsprechenden Abschnitt des Wikis.)

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6. Retro Achievements einrichten (optional)

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Wenn du Retro-Achievements sammeln möchtest, solltest du dich in dein Retro-Achievements-Konto einloggen. Drück START, wähle Game Settings und gehe dort zu RetroAchievement Settings um deine Zugangsdaten einzugeben. Bitte denk daran, dass Retro-Achievements nur funktionieren während du mit dem Internet verbunden bist. (Weitere Informationen zum Thema Retro-Achievements findest du im Abschnitt Achievements.)

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Spielen!!

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Herzlichen Glückwunsch - dein Gerät ist bereit um zu spielen! Wie fühlt sich das an? Wenn dies deine erste Berührung mit einem Retro-Gaming-Handheld und/oder einer CFW ist, würden wir dir empfehlen, noch schnell die Hotkey Shortcuts zu lernen (du findest eine Liste im Abschnitt Hotkey Shortcuts) bevor du das erste Spiel startest. Abgesehen davon kannst du jetzt loslegen!

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Wir hoffen, dass du viel Spaß hast beim Spielen mit KNULLI!

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Du bist nicht allein!

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Falls du Probleme hast oder Hilfe brauchst: Keine Panik - du bist nicht allein! Vielleicht findest du eine Lösung für deine Probleme hier im Wiki, wirf z.B. mal einen Blick auf die häufig gestellten Fragen oder besuch uns auf Discord, wo wir gern versuchen werden, deine Fragen zu beantworten.

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Retro Achievements

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KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

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Error 419

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While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to "Error 419". Our developers are aware of the issue and are working on a solution.

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Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

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Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

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Setup

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  1. Create an account at RetroAchievements.org.
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  3. Follow the steps on the Networking page to connect your device to the internet.
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  5. While in EmulationStation press START on your controller to open the Main Menu.
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  7. Select Game Settings and then choose RetroAchievement Settings.
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  9. Turn On RetroAchievements (first toggle).
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  11. Then enter your username and password for RetroAchievements.org in the username and password fields.
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Additional Notes

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  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
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    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
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    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
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  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
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Scraping

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Sobald du deine Spiele auf dein KNULLI-Gerät geladen hast, möchtest du möglicherweise auch Cover, Screenshots oder andere Metadaten für deine Spiele hinzufügen. Du kannst natürlich jederzeit die gamelist.xml-Dateien von Hand editieren und die Metadaten selbst dort einfügen. KNULLI unterstützt allerdings auch Scraping von Medien (d.h. Covers, Logos, Handbücher, Videos etc.) und Metadaten aus drei verschiedenen Quellen: ScreenScraper, TheGamesDB und ArcadeDB.

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Der in KNULLI integrierte Scraper versucht, alle Medien und Metadaten deiner Spiele anhand der Dateinamen deiner ROMs (oder der Launch-Scripte deiner Ports) zu ermitteln. Wenn die Dateinamen Informationen über die Region enthalten (z.B. (U) oder (EU)), wird der Scraper diese Informationen berücksichtigen. Stelle sicher, dass alle deine ROMs und Scripte vernünftig benannt sind, andernfalls wird der Scraper die Spiele nicht identifizieren können. Falls du keinen verständlichen Dateinamen für dein Spiel festlegen kannst, z.B. weil einige Systeme verlangen, dass die Launch-Scripte einen bestimmen Namen haben (z.B. ScummVM) - mach dir keine Sorgen. Du kannst für diese Spiele die Daten einzeln von Hand scrapen.

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Gescrapete Medien anzeigen

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Das Standard-Theme, das KNULLI für die grafische Benutzeroberfläche EmulationStation mitliefert, heißt Art-Book-Next. Das Theme unterstützt die Darstellung von vielen der Metadaten und Medien, die du aus den von KNULLI unterstützten Scraper-Quellen beziehen kannst.

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Das Theme zeigt

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  • in der Spieleliste des jeweiligen Systems
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      • Drücke den Start-Button und gehe zum Abschnitt Theme configuration der User interface settings um einzustellen, welches Game artwork du möchtest.
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    • die Beschreibung des Spiels.
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    • die Community-Bewertung des Spiels.
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  • im Spielmenü (halte den Knopf gedrückt, mit dem du das Spiel starten würdest, um das Spiel-Menü zu öffnen)
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Wenn du ein anderes Theme anstelle des Standardthemes benutzt, kann es sein, dass du keine/andere Metadaten und Medien angezeigt bekommst. Falls deine gescrapeten Informationen nicht korrekt angezeigt werden und du ein Theme benutzt, das du selbst installiert hast, bitte schau in der Dokumentation des Themes nach einer Lösung.

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Gescrapete Daten und Artworks von einem anderen EmulationStation-Gerät übernehmen

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Wenn du bereits ein anderes Gerät hast, das EmulationStation als Frontend nutzt, möchtest du möglicherweise deine gescrapeten Daten übernehmen, wenn du deine Spiele auf dein KNULLI-Gerät überträgst. Bitte stelle dabei sicher, dass du sowohl alle Unterordner mit gescrapeten Dateien als auch die gamelist.xml-Dateien für jedes System übernimmst. Die Gamelist-Dateien enthalten Referenzen, um die gescrapeten Bilder und Videos den jeweiligen Spielen zuzuordnen. Ohne diese Referenzen werden die gescrapeten Dateien auf dem KNULLI-Gerät nicht angezeigt.

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Wenn du beispielsweise deine SNES-ROMs mit allen gescrapeten Daten übertragen möchtest, kopiere einfach den gesamten Inhalt des roms/snes-Ordner deines alten Systems in den roms/snes-Ordner deines KNULLI-Geräts. Achte darauf, dass du die existierende gamelist.xml auf deinem KNULLI-Gerät mit der Datei aus deinem alten System überschreibst.

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Falls deine gescrapeten Daten nicht sofort sichtbar werden, drücke Start um das Hauptmenü zu offnen. Wähle dort Game settings und dann Update gamelists. Anschließend sollten alle Medien und Metadaten deiner Spiele korrekt angezeigt werden. Falls das nicht geklappt hat, kann es sein, dass die gescrapeten Medien (oder die Gamelist-Dateien) deines alten Systems nicht kompatibel sind mit der Version von EmulationStation oder dem Theme, das KNULLI verwendet. In diesem Fall wirst du wahrscheinlich deine Medien und Metadaten mit dem in KNULLI integrierten Scraper erneut scrapen müssen..

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Scrapen

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Es gibt zwei verschiedene Möglichkeiten, um Informationen aus den Quellen zu scrapen, die KNULLI unterstützt. Du kannst entweder Informationen für deine ganze Spielesammlung (oder Teile deiner Spielesammlung) scrapen, oder du kannst Informationen für ein einzelnes spezifisches Spiel scrapen. Aber bevor du mit dem Scrapen beginnst, solltest du sicherstellen, dass der Scraper so eingestellt ist, wie du es gerne möchtest.

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Einige Scraper-Quellen begrenzen die Menge an Daten/Medien, die du pro Tag von ihnen herunterladen kannst. Du solltest versuchen, unnötige Scraping-Vorgänge zu vermeiden, in dem du erst mit dem Scrapen beginnst, wenn du deinen Scraper fertig konfiguriert hast.

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Scraper-Einstellungen

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Um den Scraper einzurichten, drücke zunächst Start, um das Hauptmenü zu öffnen und wähle Scraper, um das Scraper-Menü zu öffnen. Im Scraper-Menü kannst du bei Scraper source deine primäre Scraper-Quelle einstellen. Dies ist die Quelle, die immer dann benutzt wird, wenn du für mehrere (oder gar alle) Spiele gleichzeitig scrapen möchtest. Standardmäßig ist hier ScreenScraper ausgewählt. Du kannst allerdings stattdessen auch TheGamesDB oder ArcadeDB einstellen, falls du eine dieser Quellen bevorzugst.

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Um ScreenScraper zu nutzen, musst du in einem ScreenScraper-Account eingeloggt sein. Wenn du von ScreenScraper Daten beziehen möchtest, besuche die Homepage von ScreenScraper und melde dich dort an. (Es ist kostenlos!)

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In den Scraper settings kannst du Name und Passwort deines ScreenScraper-Accounts hinterlegen und genau festlegen, welche Art von Daten du scrapen möchtest. Unter Box source kannst du einstellen, welche Art von Cover (z.B. 2D-Boxart oder 3D-Boxart) du verwenden möchtest. Unter Logo source kannst du einstellen, welche Art von Logo du verwenden möchtest (wheel beschreibt das Logo des Spiels auf einem transparenten Hintergrund ohne weitere Designelemente, die anderen Varianten sind alle in verschiedenen Formen stilisiert).

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Du kannst auch eine bevorzugte Region (Preferred region) einstellen, da manche Spiele in verschiedenen Ländern publiziert worden und dort andere Covers und z.T. sogar andere Namen haben.

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Mit den Schaltern Overwrite descriptions und Overwrite medias kannst du einstellen, ob bereits gescrapete oder von dir händisch hinterlegte Daten überschrieben werden dürfen oder nicht.

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Zusätzlich zu diesen Optionen findest du noch viele weitere Schalter, mit denen du einstellen kannst, welche Medien und Metadaten du scrapen willst, darunter fallen z.B. Videos, die Community-Bewertung oder sogar das Handbuch des Spiels. Nimm dir Zeit, um deine Scraper-Einstellungen so anzupassen, wie du sie haben möchtest. Am besten probierst du danach erstmal mit einem einzelnen Spiel aus, ob dir das Ergebnis gefällt, bevor du gleich die Daten für deine ganze Spielesammlung scrapest.

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Daten eines einzelnen Spiels scrapen

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Wenn du deinen Scraper fertig konfiguriert hast, kannst du ihn ausprobieren, in dem du zunächst für ein einzelnes Spiel die Medien und Metadaten scrapest. Wähle ein Spiel aus, irgendein Spiel (am besten aber eines, das relativ bekannt ist, um sicherzugehen, dass Metadaten und Medien dafür vorliegen). Geh in die Kategorie des jeweiligen Systems (z.B. SNES) und wähle ein Spiel (z.B. "Super Mario World"). Du musst jetzt die Taste drücken und gedrückt halten, mit der du das Spiel normalerweise starten würdest. Abhängig von deinen GUI-Einstellungen ist es wahrscheinlich B (Süd) oder A (Ost). Wenn du die Taste gedrückt hältst, öffnet sich das Spielmenü.

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Am Ende des Spielmenüs kannst du Scrape auswählen. KNULLI wird dann versuchen, Metadaten und Medien für dein Spiel in den Scraper-Quellen zu finden. Anders als beim Scrapen von Spielelisten wird beim Scrapen für einzelne Spiele jede verfügbare Scraper-Quelle angefragt. Wenn alle Daten empfangen wurden, kannst du auswählen, welchen Datensatz du für das Spiel verwenden möchtest. Die Datensätze werden nach Scraper-Quelle sortiert angezeigt.

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Falls der Scraper keine Ergebnisse findet (z.B. weil du nach Metadaten für ein Launch-Script eines Port suchst, das aus technischen Gründen einen obskuren Namen hat), kannst du versuchen, das richtige Spiel selbst herauszusuchen. Am unteren Bildschirmrand findest du die Schaltfläche Input. Wenn du sie auswählst, kannst du den Namen des Spiels, nach dem du suchst, dort selbst eingeben.

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Manche Spiele haben in verschiedenen Regionen unterschiedliche Namen. Das Spiel, das im deutschsprachigen Raum "Baphomet's Fluch" heißt, heißt im Originaltitel "Broken Sword". Falls du dein Spiel unter seinem regionalen Namen nicht findest, such nach dem internationalen Titel oder dem Originaltitel.

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Nachdem du das Scraping-Ergebnis ausgesucht hast, das dir am passendsten scheint, wird der Scraper-Bildschirm sich automatisch schließen. Falls du die gescrapeten Informationen und Medien nicht sofort sehen kannst, musst du möglicherweise die gamelist.xml-Dateien aktualisieren. Drücke dazu auf Start, um das Hauptmenü zu öffnen, wähle Game settings und wähle dort Update gamelists aus. Anschließend solltest du die gescrapeten Medien und Metadaten sehen können.

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Daten aller Spiele scrapen

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Wenn du zum ersten Mal deine Spielesammlung auf dein KNULLI-Gerät geladen hast, möchtest du wahrscheinlich Medien für alle deine Spiele auf einmal scrapen. Nachdem du den Scraper eingestellt und an einem einzelnen Spiel getestet hast, kannst du jetzt damit loslegen. Du solltest dir aber im Klaren sein, dass Scraping von mehreren Spielen eine ganze Weile dauern kann, je nach dem wie groß deine Spielesammlung ist.

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Um das Massenscrapen zu starten, drück zunächst auf Start, um das Hauptmenü zu öffnen, und gehe in den Abschnitt Scraper. Dort kannst du unter der Überschrift Filters verschiedene Filter einstellen, um genau festzulegen, für welche deiner Spiele du Daten scrapen möchtest. Du kannst beispielsweise bestimmte Systeme aus- oder abwählen, oder Spiele ausschließen, für die du erst kürzlich neue Daten gescrapet hast. Wenn du mit deinen Filtereinstellungen zufrieden bist, kannst du am unteren Bildschirmrand mit Scrape now drauflosscrapen.

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KNULLI wird jetzt anfangen zu scrapen. Du kannst das Menü verlassen, da KNULLI im Hintergrund weiterscrapen wird. Solange du EmulationStation geöffnet hast, siehst du am oberen rechten Bildschirmrand den Scraping-Fortschritt. KNULLI wird auch weiterscrapen während du ein Spiel spielst. Du solltest aber darauf achten, keine Spiele zu spielen, die besonders viel Rechenleistung erfordern, während das Scraping im Hintergrund läuft, denn auch das Scraping selbst braucht nicht nur viel Zeit, sondern auch viel Rechenleistung.

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Wenn der Scraping-Vorgang abgeschlossen ist, kann es sein, dass du die gamelist.xml-Dateien wieder aktualisieren musst, damit die Änderungen sichtbar werden. Drück auf Start um das Hauptmenü zu öffnen, wähle Game settings und dann Update gamelists.

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Jetzt sollten alle deine Spiele die gewünschen Covers, Beschreibungen, Videos und Handbücher haben. Falls du ein Spiel entdeckst, dem keine oder falsche Medien/Metadaten zugeordnet wurden, kannst du versuchen, für dieses einzelne Spiel die Metadaten manuell zu scrapen, wie im Abschnitt Daten für ein einzelnes Spiel scrapen beschrieben.

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KNULLI aktualisieren

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OTA-Updates

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Batocera unterstützt OTA-Updates (over-the-air), die direkt aus der EmulationStation-GUI heraus gestartet werden können. Auch KNULLI zeigt dir bereits das OTA-Update-Menü an. Leider haben wir aber noch keine OTA-Server eingerichtet. Bis wir das getan haben, müssen wir dich leider bitten, dein KNULLI-Gerät manuell zu aktualisieren.

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Manuelles Update

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Du kannst die KNULLI-Installation auf deinem Gerät aktualisieren, indem du das neueste Boot-Package für dein Gerät herunterlädst und manuell die batocera-Datei auf deinem Gerät ersetzt.

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  1. Lade das aktuelle Boot-Package für dein Gerät von unserer Releases-Seite herunter, indem du den folgenden Schritten folgst:
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    • Scroll bis zum Ende des aktuellsten Releases, wo du die Assets-Liste findest.
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    • Identifiziere das Boot-Package für dein jeweiliges Gerät indem du sicherstellst, dass
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  3. Entpacke das komprimierte Archiv (z.B. mit 7-Zip).
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    • Dateien, deren Namen mit tar.gz oder tar.xz enden, sind komprimierte Dateien, die zunächst eine weitere komprimierte Datei enthalten. In diesem Fall musst du zunächst die tar-Datei aus der gz/xz-Datei extrahieren, bevor du dann den Inhalt der tar-Datei entpacken kannst.
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  5. Setz deine SD-Karte deiner KNULLI-Installation in deinen Kartenleser am Computer ein.
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  7. Ersetze die Datei boot/batocera auf der BATOCERA-Partition deiner SD-Karte durch die Datei boot/batocera.update aus dem heruntergeladenen Archiv indem du den folgenden Schritten folgst:
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    • Lösche die existierende batocera-Datei oder bennene sie um (z.B. in batocera.bak) falls du sie behalten willst, z.B. um im Notfall zur vorherigen KNULLI-Version zurückkehren zu können. (Falls du bereits ein Backup einer vorherigen KNULLI-Version in diesem Ordner hast, solltest du es jetzt evtl. löschen um etwas Platz zu schaffen.)
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    • Kopiere die Datei batocera.update, die du aus dem Boot-Package extrahiert hast, in den boot-Ordner der batocera-Partition deiner SD-Karte.
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    • Benenne die datei batocera.update in batocera um.
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  9. Starte das Gerät erneut, um mit dem Updatevorgang zu beginnen!
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Re-creating default settings

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Normalerweise erfordern KNULLI-Updates NICHT dass du einzelne Dateien oder gar den ganzen system-Ordner auf Werkseinstellungen zurücksetzt. In SEHR seltenen Fällen kann es allerdings nötig sein, deine Einstellungen an neue KNULLI-Standardeinstellungen anzupassen. In diesen Fällen ist es häufig am einfachsten, die entsprechenden Werkseinstellungen wiederherzustellen, entweder in dem man einzelne Dateien oder ganze Ordner zurücksetzt. Du kannst mehr über das Thema im Abschnitt Werkseinstellungen erfahren. Du solltest dies aber NIEMALS tun, wenn du dir nicht absolut sicher bist, dass es notwendig ist!

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Pico-8

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Overview

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Game PathSupported Extensions
roms/pico8.png .p8
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Instructions

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Option 1: Running Pico-8 through RetroArch Fake-08

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By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or "carts") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

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Option 2: Running Pico-8 through the native engine

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Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

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Setup

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1) Pico-8 Files
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  • Go to Lexaloffle's download page
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  • From that page download the Raspberry Pi zip file
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  • Unzip the Raspberry Pi zip file and...
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    • Delete the pico8 file
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    • Rename the pico8_64 file to pico8
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  • Create a directory in userdata/bios/ called pico-8
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    Final Folder Structure
    /userdata/bios/pico-8/
    +    ├─ pico8
    +    ├─ pico8_dyn
    +    ├─ pico8_gpio
    +    └─ pico8.dat
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2) Make sure that Pico8 is executable
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By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

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To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

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chmod +x /userdata/bios/pico-8/pico8
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The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

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ls -l /userdata/bios/pico-8/pico8
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3) EmulationStation
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    es_systems_pico8.cfg
    <?xml version="1.0" encoding="UTF-8"?>
    +<systemList>
    +  <system>
    +        <name>pico8</name>
    +        <emulators>
    +            <emulator name="lexaloffle">
    +                <cores>
    +                    <core default="true">pico8_official</core>
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    +            </emulator>
    +            <emulator name="libretro">
    +                <cores>
    +                    <core>fake08</core>
    +                </cores>
    +            </emulator>
    +        </emulators>
    +  </system>
    +</systemList>
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  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
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  • restart EmulationStation
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  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS → EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
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Playing a game

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Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

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  1. Using Splore
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    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
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    • To use this method simply create a file named Splore.png in roms/pico8.
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    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
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    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
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  3. Through .png or .p8 files added directly roms/pico8
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    • Browse the list of games (aka. "Carts") on Lexaloffle's website
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    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
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    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
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    • You should now be able to launch the game by selecting it from the gamelist.
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    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
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PortMaster

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PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

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Games

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The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

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The library is divided in two major categories:

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  • Ports which are "Ready to run" are ports of free games which you can install and immediately start playing.
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  • Ports with "Files needed" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.
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Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

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Installing PortMaster

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After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

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If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

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Managing games

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PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

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PortMaster requires an active internet connection to install and update ports.

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  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
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  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
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  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
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  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.
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There is also an Options section where you will find settings for PortMaster itself.

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Installing ready-to-run games

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To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Installing games with files needed

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To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

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Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

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The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

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After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

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During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Known issues with PortMaster games on exFAT-formatted partitions

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As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

+

For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

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The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

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PortMaster compatibility chart

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GameRuns on ext4Runs on exFATGame breaking issues on exFAT
Half-LifeNone
OwlboyLoses all settings/savegames when quit.
Stardew ValleyLoses all settings/savegames when quit.
TMNT: Shredder's RevengeLoses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues.
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ScummVM

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ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

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Point and click

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By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

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However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

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Standalone and RetroArch ScummVM

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KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

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Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

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  • Standalone ScummVM
      +
    • keeps its scummvm.ini in system/.config/scummvm.
    • +
    • will only launch games from EmulationStation which have been added to scummvm.ini
        +
      • either by manually editing the file or
      • +
      • by adding the games from the standalone launcher.
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  • Libretro ScummVM
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    • keeps its scummvm.ini in bios.
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    • will launch games from EmulationStation without adding them to the scummvm.ini.
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    • will not memorize game-specific settings for games which are launched from EmulationStation.
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  • +
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Updated version coming soon

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We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

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Adding ScummVM games

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Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

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Game IDs

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Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, "Indiana Jones And The Fate Of Atlantis" by LucasArts has the ID atlantis. Consequently, the game ID of "Indiana Jones And The Fate Of Atlantis" is scumm:atlantis.

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The game "Atlantis: The Lost Tales" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of "Atlantis: The Lost Tales" is cryomni3d:atlantis.

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Launcher IDs

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When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

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For example, "Broken Sword" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of "Broken Sword" would receive the launcher ID sword1-win-de-1.

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Step 1: Find out the (default) launcher ID

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To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

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Open ScummVM launcher on your device

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The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. +In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

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Step 2: Add your game files

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In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

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Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

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Step 3: Create the ScummVM file

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After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of "Broken Sword" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

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However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

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So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

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sword1-win-de
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Saving game-specific settings in RetroArch-integrated ScummVM

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Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

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Step 4: Update gamelists

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Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

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Step 5: Add the game to the ScummVM launcher

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Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

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Step 6: Scrape media

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By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

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Anbernic RG35XX 2024

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
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+

The RG35XX 2024 distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

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Extracting the kernel and bootloader

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Anbernic has not published the source code of the u-boot and kernel of the RG35xx Plus. In order to have a working configuration you have two options:

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    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

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You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

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Features

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    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
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Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX 2024.

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Video Guide

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Courtesy of @TechDweeb

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Community

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Videos

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Anbernic RG35XX H

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
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+

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

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Features

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    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

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Video Guide

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+

Courtesy of @TechDweeb

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Community

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Videos

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Anbernic RG35XX Plus

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
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+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

+

Video Guide

+
+

Courtesy of @TechDweeb

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Community

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Videos

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Anbernic RG35XX SP

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
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+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

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Videos

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Anbernic RG35XX (Original)

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx OriginalActions Semi 7039 (ARM)Actions Semi BSP 4.9.170pvrsrvkmEmulation Station / Simplemenu
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+

The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

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The RG35XX is currently not supported by KNULLI.

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+ + + + + + + + + + \ No newline at end of file diff --git a/devices/anbernic/rg40xx-h/index.html b/devices/anbernic/rg40xx-h/index.html new file mode 100644 index 000000000..e21c92fa2 --- /dev/null +++ b/devices/anbernic/rg40xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG40XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG40XX H

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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Device Support

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We are working on KNULLI versions for a variety of ARM based devices.

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There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

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Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

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GPU supported devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
AnbernicRG35xx OriginalActions Semi 7039 (ARM)Actions BSP 4.7.190PowerVR SGX544fbdev + Emulation Station / Simplemenu
AnbernicRG35XX PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX 2024Allwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
Orange PiOrange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
PowkiddyPowkiddy A12Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyPowkiddy A13Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyRGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
SegaAstro City MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
SJGAMM16Rockchip RK3126 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
TaitoEgret II MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
UnbrandedPocketGo S30Allwinner A33 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.4Malifbdev + Emulation Station
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Legacy devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
CapcomRetro Station TronActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
Powkiddyx51Actions Semi 7051Actions BSP 3.4PowerVR SGX544 (disabled)fbdev + Simplemenu
UnicoNeo Geo MiniActions Semi (MIPS)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoArcade Stick ProActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoMVSXActions Semi 7051 (ARM))Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
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Orange Pi 5

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Orange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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Powkiddy RGB30

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DeviceCPU / ArchitectureKernelGL driverInterface
RGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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TrimUI Smart Pro

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Trimui Smart ProAllwinner A133 / PowerVR GE8300Allwinner BSPpvrsrvkmEmulation Station
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The TrimUI Smart Pro distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by TrimUI for those

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Extracting the kernel and bootloader

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TrimUI has not published the source code of the u-boot and kernel of the TrimUI Smart Pro. They have published some libraries and SDK, but those do not include the BSP that includes the kernel, u-boot, and bootloader. In order to have a working configuration you have two options:

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  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
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  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
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The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

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You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

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Installation

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Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the TrimUI Smart Pro.

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Bluetooth

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KNULLI supports a lot of different types of Bluetooth devices, such as input devices (controllers, mice, keyboards, etc.) and audio speakers and headphones.

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Connect a Bluetooth device

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Troubleshooting

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If your KNULLI device fails to pair with one of your Bluetooth devices, try disabling Wi-Fi while pairing. (You can enable Wi-Fi again after pairing.)

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Also, please be aware that some Bluetooth controllers might be built to only support the system they are made for, e.g., Android or Nintendo Switch. If your Bluetooth controller does not work with your KNULLI device, make sure that it supports Bluetooth for PC.

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To connect a Bluetooth device with your KNULLI device, you first need to make sure that both devices support Bluetooth. If so, press Start to bring up the main menu and go to Controller & Bluetooth Settings. Here, you will be able to Enable Bluetooth if it is not enabled, yet.

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Once Bluetooth is enabled, either try to Pair Bluetooth Pads Automatically (to automatically pair input-devices in pairing mode) or select Pair A Bluetooth Device Manually and find your device in a list of available Bluetooth devices in your vicinity. If your Bluetooth device does not show up or pairing does not work as expected, check the manual of your Bluetooth device for pairing instructions.

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Assigning controllers

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After your devices have been paired successfully, you might need to take additional steps in order to use them. For example, after connecting a Bluetooth controller, you will have to assign the controller to a player as explained in the Controls section.

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Set up audio output

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After pairing an audio output device (like a headphone), you need to set it as your audio output. Press Start to bring up the main menu, head to System Settings and choose your Blueooth device as Audio output.

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Forget a Bluetooth device

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If you want to remove or "forget" a paired Bluetooth device, press the Start button to bring up the main menu, head to Controller & Bluetooth Settings, open Forget A Bluetooth Device, find the device and remove it.

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Collections

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In addition to the systems displayed; EmulationStation (ES) has functionality to create custom collections that you can use to group and organize your game library in different ways. For example; if you wanted to create a view that automatically grouped all of your Role Playing Games or one that only lists the games you are currently playing you can use ES collections to do that.

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All of the options described below can be managed by pressing START anywhere in ES to open the Main Menu and then opening Game Collection Settings

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Game Collection Settings Menu

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Managing Your Backlog

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Knulli includes a Now Playing collection that can be used to curate and play through your backlog. You can turn this on by going to Game Collection Settings > Create New Custom Collection from Theme while using our default system-theme.

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Once its turned on; you can add to it by pressing X(NORTH) on any game while in ES. In the menu that opens you'll see Now Playing listed under the collections header. Simply highlight it and press the confirm button.

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You can also set Knulli to boot directly into the Now Playing collection by setting the Start on System value in the Game Collection Settings menu. Change that value to Now Playing and also turn on Start on Gamelist.

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With the above settings you can create a very simple view of the games you are trying to finish that displays directly when Knulli launches.

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Collection Types

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There are 3 collection types in ES so let's walk through each to help you decide which makes sense to use for your use cases.

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Automated Collections

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EmulationStation has a set of built-in automated collections to easily view your last played games, favorites and all the games in your library. You can turn these on or off in the Automated Game Collections menu.

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Editable Collections

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An editable collection is one that you can specifically curate by hand. Simply give it a name and then as you are browing your gamelists you can press X(NORTH) on any game and add it to the collection you created. As an example, you could use this functionality to create a collection for all of your Final Fantasy games and then manually add each FF game to the list.

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Dynamic Collections

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A dynamic collection enables you to create a set of filters that will automatically group your games. For example if you wanted to create a collection that automatically grouped all of your Role Playing Games into a single view; you could create a dynamic collection called RPGs, select a genre filter of Role Playing Games and then save the filter. Then any time you add a new game with the Role Playing genre it will automatically show up in this collection.

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Additional Notes

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You can also use the Game Collection Settings menu to manage which systems are displayed. Press START anywhere in ES to open the Main Menu and then go to Game Collection Settings > Systems Displayed. In this menu; uncheck the systems you would like to hide and then exit the menu. ES will then refresh and those systems will be hidden.

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Controls

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Do not confuse hardware setup with button mapping for games/systems!

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Do not confuse controller setup with game- or core-specific button remapping! This section is about the global controller setup to make the hardware work. If you want to remap the controls for a specific game or emulator, follow the guide for the respective emulator (e.g. Retroarch).

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Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. Additionally, Knulli also supports other types of input devices, such as mice and keyboards.

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If a controller does not work with your KNULLI-device out of the box, it might be necessary to map its buttons and directional controls to the corresponding game inputs, as explained in the sections below.

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The built-in controls

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Most KNULLI-compatible devices are handhelds with built-in controls. They usually consists of a directional pad (, short: D-pad), the so called face buttons (), some shoulder buttons (L1, R1) and/or shoulder triggers (L2, R2) and some buttons for Start and Select. Additionally, your device will most likely have power switch and a function button (Function) which will be used for hotkey shortcuts. Optionally, your device might also have analog sticks and a reset button. If you do not know where those buttons are located on your device, please have a look at the manual of your device.

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KNULLI comes with a set of pre-defined hotkey shortcuts which allow you to save, load, and quit your games, take screenshots, etc. We strongly recommend to learn the hotkey shortcuts and we also strongly advise against modifying the hotkey shortcuts. You will find a list of all default hotkey shortcuts in the Hotkey Shortcuts section.

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Controller names

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Depending on your device, your built-in controls have a distinct name. For example, on the Anbernic RG40XX H, the built-in controls are called ANBERNIC-keys, on the RG35XX H, they are called Deeplay-keys.

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Assigning controllers

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After connecting a controller, the controller can instantly be used to navigate the EmulationStation GUI. However, to use a controller in a game, it must be assigned to a player. By default, only the built-in controls are assigned to player 1. After connecting additional controllers, you have to assign the controllers to the respective players.

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Press Start to open the main menu and head to Controller & Bluetooth Settings. Towards the end of the menu, you will find the controller assignments for players 1-8. Here, you can assign each player a dedicated controller.

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Controller assignments are reset after reboot

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Your KNULLI device does not memorize, which controller was assigned to which player in a previous session. Make sure to always assign all controllers to the corresponding players after you (re-)connected them to your KNULLI device.

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Controller mapping

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Do not attempt to remap the built-in controls

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Each KNULLI build is optimized for the specific device it was designed for. Specificially, all built-in controls are already mapped for you. Do not attempt to remap the built-in controls in the Controller & Bluetooth Settings menu. By doing so, you might break any hidden virtual controls (e.g. the D-pad-to-virtual-stick mapping for devices without analog sticks, which usually can be toggled with Function+Select). If you want to remap controls for certain games or systems, please do it within the respective game or emulator settings. The Controller & Bluetooth Settings menu is not the right place to map game- or system-specific controls!

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To map the buttons and directional inputs of a controller, press the Start button to bring up the main menu, find Controller & Bluetooth Settings and select Controller Mapping. On-screen instructions will ask you to hold a button on the controller you want to map. Once the controller was detected, you will be guided through the process: Simply press the button on your controller which corresponds best to the button/function displayed on screen.

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If you press a wrong button, don't worry: You will always be able to return to this menu and remap the controller again.

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Face buttons are indicated by direction!

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KNULLI supports several different controllers from different brands. Depending on your controller, labels on the face buttons might differ. Therefore, KNULLI names face buttons not by their label but by their direction.

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For example, out of the four face buttons, the north button () is labeled X on the standard SNES controllers. The same button is labeled Y on Xbox controllers and on PlayStation controllers.

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Make sure that you do not confuse the directional face buttons ( ) with the D-pad directions ( )! You will find more information about face buttons in the Hotkey shortcuts section.

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Background Music

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Your userdata folder contains a folder called music. If you store any compatible music files in this folder, the music will replace the original background music that comes with KNULLI. Instead of the built-in background music, KNULLI will now play the songs from your music folder while you are browsing your games in EmulationStation.

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Make sure your music files are compatible

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Background music for KNULLI/EmulationStation should be in MP3 or OGG format and have a sample rate of 44100Hz and a bitrate of 256kb/s max.

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When adding your background music, you can either dump all your songs randomly into the music folder or create subfolders for each system if you want to add system-specific music for all the systems you like to play. If you want to add your music per system, you should not leave any music files in the top level of the music folder but sort all your music by system. The system names in the music folder correspond to the system names in the roms folder (e.g., snes for SNES, megadrive for Mega Drive/Genesis).

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Once you added your music, press Start to bring up the main menu and head to Sound Settings. Here you can toggle Frontend music on and off. Additionally, you can set up volume, title display duration, and you can also set up whether you want your music selection to be played per system or not.

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Bezel Decorations

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KNULLI supports a lot of different emulators for a lot of different systems. Many of these systems originally had an aspect ratio that is different from the built-in screen of your KNULLI device. To fill the black void between the border of the screen and the game area, KNULLI supports using decorations, also referred to as bezels or bezel decorations.

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Decorations only work with RetroArch cores

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KNULLI comes with a lot of different emulators. However, bezel decorations currently only work with RetroArch-integrated emulators (libretro cores).

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Mind the aspect ratio

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Most bezel decorations are made for a specific aspect ratio of 16:9, to provide a decoration for the void around the game when playing on a TV screen. However, if the screen of your handheld has a different aspect ratio, those bezels will not work on your device!

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For example, the devices of Anbernic's RG35XX H/Plus/SP series have a 3.5" screen with an aspect ratio of 4:3, hence, a lot of well-known bezel decoration packs which have been designed for 19:6 displays (e.g., The Bezel Project) will not work on the built-in screen of those devices.

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Bezel decorations for 4:3 displays

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Even though most bezel decoration packs are specifically designed for 16:9 displays, there are a few options for 4:3 displays, too.

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drkhrse/antiKk

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Some bezels which were originally created by drkhrse and antiKk have been adapted by nvitaterna to work on Batocera-based handhelds with 4:3 displays. To install this set on your Knulli device

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  • find the batocera_4_3_handheld_bezels folder inside the decorations folder you just unzipped.
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  • copy the entire batocera_4_3_handheld_bezels folder into the decorations folder of your userdata folder.
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The bezel pack should now be installed and ready to use. However, to apply it, you have to set it up as explained in the Apply bezel decorations section.

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Apply bezel decorations

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If you want to apply bezel decorations, you can do this either globally, by system, or by game. Since game settings override system settings and system settings override global settings, it is possible to globally set a specific bezel pack and, at the same time, pick a different one for a specific system, or even just a single game.

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EmulationStation does the work for you

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You might be used to setting up bezels directly within RetroArch. On your KNULLI device, EmulationStation will take care of this for you. Do not attempt to set up bezel decorations from within RetroArch.

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Global bezel decorations

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To apply a set of bezel decorations globally

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  • press Start on the home screen to bring up the main menu.
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  • go to Game Settings and open Decorations.
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  • select the Decoration Set of your choice.
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  • leave the menu to apply the change.
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System bezel decorations

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To apply a set of bezel decorations to a system

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  • press Start on the home screen to bring up the main menu.
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  • go to Game Settings and open Per System Advanced Configuration.
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  • select the system you want to apply the bezels to.
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  • open Decorations.
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  • select the Decoration Set of your choice. (Auto means to inherit global settings.)
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  • leave the menu to apply the change.
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Game bezel decorations

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To apply a set of bezel decorations to a single game

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  • find the game on your device by browsing your game lists.
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  • hold the button that launches your games (usually A or B).
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  • go to Advanced Game Options and open Decorations.
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  • select the Decoration Set of your choice. (Auto means to inherit global/system settings.)
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  • leave the menu to apply the change.
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Boot Logo

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For a wholesome KNULLI experience, you may want to replace your boot logo to match the style of your theme. The KNULLI boot logo is stored on your primary SD card, on the batocera partition. If you want to replace your boot logo, simply follow the steps below.

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  • Create a new bitmap file (bootlogo.bmp) that has the exact same resolution as your built-in display (e.g. 640x480 for the Anbernic RG35XX Plus/H/SP/2024 series)
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  • Shut down your KNULLI device
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  • Eject the primary SD card from your KNULLI device and insert it into your computer
  • +
  • Find the batocera partition on your SD card (and, if you are using Windows, ignore any warnings about broken/unformatted drives!)
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  • Locate bootlogo.bmp on your batocera partition and replace it with your new boot logo
      +
    • (You might want to back up the original file before you replace it)
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  • +
  • Eject the SD card from your computer and put it back into your KNULLI device
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  • Turn on your KNULLI device and enjoy your custom boot logo
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Boot logo and splash screen

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The boot logo is an image which is displayed while KNULLI is booting, from the moment the device is turned on until the moment EmulationStation is launched. The EmulationStation splash screen is displayed while EmulationStation is loading, scanning for games, or shutting down. The splash screen is controlled by the theme of your KNULLI installation - learn how to customize it in the Themes section. the boot logo on the other hand is part of the boot partition KNULLI is installed on.

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Customization

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KNULLI comes with a lot of options to customize your gaming experience and make your KNULLI-driven device truly your own.

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  • You can customize the default KNULLI theme (including its Splash screen) or install different themes as explained in the Themes section
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  • You can add your own background music as explained in the Background Music section
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  • You can install your preferred bezel decorations as explained in the Bezel Decorations section
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  • You can replace the boot logo with a different image as explained in the Boot Logo section
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Themes

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Knulli's default frontend is EmulationStation and default theme is Art Book Next. Also included by default is the Carbon theme from Batocera. Both are updated automatically as part of each release.

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Preview

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Configuration

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The following options can be changed directly from the main menu under User Interface Settings > Theme Configuration

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SettingDescriptionOptions
DistributionUsed to define which folder to look in for Theme Customization files.Batocera/Knulli, RetroBat
Aspect RatioEnables you to select the correct aspect ratio for your screen. This will automatically set itself so you should not need to change it but if the theme layout looks odd or spacing looks incorrect you can use this setting to make sure the aspect ratio matches your screen.16:9, 16:10, 4:3, 3:2, 1:1
System ArtworkDefines the set of artwork that is displayed on the system viewDefault, Noir, Custom, Custom (Fullscreen)
System LogosDefines the logo set used on all viewsDefault, Custom
Game ArtworkDefines the type of artwork used to represent a game. These are sourced from the the selections you make in the scraper menu. Image will display the image you selected to scrape for Image Source. Image (Cropped) will display that same image zoomed in to fill the screen. Boxart will display the image you selected to scrape for Box SourceImage, Image (Cropped), Boxart
Game MetadataSets if metadata (e.g. description, release date, etc...) should be displayed for a gameOn, Off
Font SizeSet the size for text elements throughout the theme.Default, Small, Large
Color SchemeSets the color scheme that is used for the theme. There is a set of prebuilt color schemes that you can select and an option to supply your custom color scheme (selected by choosing custom). You can see details on customizations below under Customization.Default, Light, Steam OS, SNES, Famicom, DMG, OLED, Custom
Splash ScreenToggles an optional custom splash screen which will be displayed when EmulationStation is loading and/or scanning for ROMs.Default, Custom
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Additional UI Settings

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The following EmulationStation settings can also be changed and will update the look of the theme accordingly:

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    +
  • User Interface Settings > Show Clock - This will allow you to turn the system clock on or off
  • +
  • User Interface Settings > On-Screen Help - This will turn the display of EmulationStation's help system on or off (the theme's layout will automatically adapt to the available space)
  • +
  • User Interface Settings > Show Battery Status - This will allow you to change what is displayed for the battery status.
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Customization

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Art Book Next allows customizations to system artwork and color schemes without the need to edit the source XML. This enables you to change the look of the theme and still retain your changes when the theme is updated.

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Start Here

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    +
  • Make sure the Distribution setting is set to Batocera/Knulli (This value determines the folder where you will add your customizations)
      +
    • Batocera/Knulli folder is = /userdata/theme-customizations/art-book-next/
    • +
    • Create this folder and then move on to the options below...
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Background Art

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The artwork used on the system view can be customized with your own images.

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For angled artwork:

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    +
  • Create your custom artwork using one of the masks i've supplied in this theme's resources directory here. I've included a set of masks that should work in all major image editing programs.
  • +
  • Export your final images as transparent pngs
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  • Create a folder in the path you created above called artwork
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • _default.png
    • +
    • ${system.theme}.png
    • +
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
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    • _default.png can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png in the artwork folder.
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  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom
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For fullscreen artwork:

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  • Create a folder in the path you created above called artwork-fullscreen
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  • Upload your images to that folder
  • +
  • They can be named:
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    • _default.png
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    • _default.jpg
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    • ${system.theme}.png
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    • ${system.theme}.jpg
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    • The theme will look them them up in that order.
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    • _default.png/jpg can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png/jpg should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png or snes.jpg in the artwork folder.
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  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom (Fullscreen)
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Splash Screen

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  • Upload your image to the folder you created above
  • +
  • It can be named:
      +
    • splash.png
    • +
    • splash.jpg
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  • One your image is in place you turn on your splash screen by changing Splash Screen to Custom
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Color Schemes

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You can create your own custom color scheme to use for the theme

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    +
  • Download this template
  • +
  • Upload it in the path you created above and make sure its called colors.xml
  • +
  • Change any values in the template to the colors you prefer.
  • +
  • I tried to make the values as self explanatory as possible but if you have questions regarding which property does what please don't hesitate to ask.
  • +
  • After your colors are defined; in theme configuration change Color Scheme to Custom
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Logos

+

System logos can be customized by adding your own images

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    +
  • Create a folder in the path you created above called logos
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • ${system.theme}.svg
    • +
    • ${system.theme}.png
    • +
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
    • +
    • ${system.theme}.svg/png should be named for the system you are looking to override. For example if you wanted to override the logo for snes you would create an image called snes.svg or snes.png in the logos folder.
    • +
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  • +
  • Once your images are in place you turn on custom images by changing the System Logos setting to Custom
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Adding Additional Themes

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    +
  • Knulli's version of EmulationStation is sourced from the same version used in Batocera so you can also use themes that were created for Batocera directly
  • +
  • You can download themes directly using the built-in theme downloader (which includes nice previews of each theme)
  • +
  • You can also find a list of Batocera themes here: https://batocera.org/themes.php if you would prefer to download them manually
  • +
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There are no guarantees that themes from the above list will support the aspect ratio of your device or all of the systems we support. Because of that; some themes may look odd, not display all systems or have layouts that do not match well to your screen.

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Creating Your Own Theme

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An exhaustive tutorial is out of scope for this wiki. That said; please see Batocera's theme documention @ https://wiki.batocera.org/write_themes_for_emulationstation. Its a great starter guide for understanding the fundamentals of creating themes for the version of EmulationStation used by Knulli.

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Multi-Disc Games

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Some video games for disc-based consoles, especially those with lots of cinematics, come on more than one disc. Once you added a multi-disc game to your KNULLI device, each disc of the game will show up as its own game. Of course, this adds unnecessary clutter to your game list. Therefore, KNULLI comes with a feature that allows you to hide all the discs of the multi-disc game and display a playlist instead.

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All you have to do is create a m3u playlist file within the folder for the ROMs of the given system and add relative path references to all the disc images in the correct order.

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If you feel unsure how to achieve that, follow this guide. It will take you through the process step by step.

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Make sure that 'Ignore Multi-File Disk Content' is turned on

+

KNULLI comes with a setting that allows to hide or show the content (the individual discs) of multi-disc games. By default, hiding individual discs is turned on. However, if you have issues with individual discs unwantedly showing up on your Knulli device, make sure this feature is turned on.

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Press Start to bring up the main menu, go to System Settings, then Frontend Developer Options, where you find the option Ignore Multi-File Disk Content (CUE/GDI/CCD/M3U). Make sure it is turned on. To apply any change you made here, you will need to update your gamelists by going to Game Settings from the main menu and select Update Gamelists.

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This option will hide every disc file that is correctly referenced in a playlist. If your game discs still show up, there is likely something wrong with your m3u file.

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How to store multi-disc game files

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There are several possibilities how to store multi-disc game files. Let's take the PlayStation classic Metal Gear Solid as an example.

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As thoroughly explained in the Add Games section, all your games have to be stored in your userdata/share folder in a subfolder of roms that corresponds to the system the game was developed for - in this case, psx, the folder for PlayStation games.

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Top level of the system's ROMs folder

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Some users prefer to add their multi-disc games to the ROMs folder like any other game:

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/roms
+ └─ psx/
+    ├─ Metal Gear Solid (Disc 1).chd
+    └─ Metal Gear Solid (Disc 2).chd
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Game-specific subfolder of the system's ROMs folder

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Some users prefer to create a subfolder for every multi-disc game and drop all the files there:

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/roms
+ └─ psx/
+    └─ Metal Gear Solid
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
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"Hidden" subfolder of the system's ROMs folder

+

some users prefer to put all their multi-disc games in a subfolder called hidden (or something similar):

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/roms
+ └─ psx/
+    └─ hidden
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
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Creating the playlist

+

After you stored the files on your KNULLI device, you can now create a playlist to group all the discs that belong to a single game into a single file.

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For that purpose, create a plain text file with the file extension .m3u. Ideally, the m3u file should be named like the game and its discs, so for the example given above, the file name should be Metal Gear Solid.m3u.

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Following the above examples, you now have two options where to store the playlist file. You can either store it on the top level of the roms/psx folder or optionally in the same subfolder you might have stored your game files in. Depending on where your game files and your playlist file are stored and how they relate to each other, you now need to edit the playlist file:

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Playlist and game files in the same folder

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If you decided to store your game files and your playlist file in the same folder, make sure that your m3u refers to the game files directly without any path.

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For the examples shown above, your Metal Gear Solid.m3u file should contain

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Metal Gear Solid (Disc 1).chd
+Metal Gear Solid (Disc 2).chd
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if it is stored in the same folder as Metal Gear Solid (Disc 1).chd and Metal Gear Solid (Disc 1).chd.

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Playlist and game files in different folders

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If you decided to store your game files and your playlist file in different folders, make sure that your m3u includes the path when referring to the game files.

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For the examples shown above, your Metal Gear Solid.m3u file should contain

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Metal Gear Solid/Metal Gear Solid (Disc 1).chd
+Metal Gear Solid/Metal Gear Solid (Disc 2).chd
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if your Metal Gear Solid.m3u is stored in roms/psx and your game files are stored in roms/psx/Metal Gear Solid.

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Networking

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Many devices which are supported by KNULLI are capable of connecting to the internet as well as local networks. In most cases, this is achieved by a built-in Wi-Fi adapter. However, KNULLI also supports network connection via USB dongles.

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Supported network adapters

+

Some KNULLI-supported devices (e.g., Anbernic RG35XX Plus/H/SP, TrimUI Smart Pro) already come with a built-in network adapter that is completely supported by KNULLI. If your device comes with a built-in Wi-Fi adapter, you can skip ahead to setting up Wi-Fi.

+

However, even devices without a built-in network adapter (e.g., Anbernic RG35XX 2024, Anbernic RG28XX) can be connected to your Wi-Fi. KNULLI supports external USB Wi-Fi dongles which are based on the RTL8192cu or RTL8188eu/us chipsets. More specifically, the KNULLI community strongly recommends the TP-Link TL-WN725N network adapter.

+

To activate your USB network adapter

+
    +
  • plug the network adapter into an appropriate USB port of your KNULLI device.
  • +
  • press the Start button and head to System Settings. There you will find Services where you need to turn on ENABLE_WIFI after you plugged the network adapter into your device.
  • +
  • follow the instructions for setting up Wi-Fi.
  • +
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Setting up Wi-Fi

+
+

WPA3 issues

+

Some users experienced issues when connecting their device to a WPA3-protected Wi-Fi. If your device does not connect to your local Wi-Fi, make sure that it is protected with WPA2, not WPA3.

+
+

If your device has a built-in Wi-Fi adapter, you can set it up directly via KNULLI. Press the Start button to open the main menu, go to Network settings where you can configure your Wi-Fi connection. In the lower Settings section, enable Wi-Fi, then select your Wi-Fi by its SSID, enter your Wi-Fi key, and leave the menu to connect to your Wi-Fi.

+

In the section above, you can see whether you are currently connected to Wi-Fi, see your current IP address and toggle the network indicator on or off.

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Password protection

+

By default, your KNULLI device does not require a root password to access your device. Consequently, as soon as you connect to a network, the data on your device becomes accessible in your local network without any password protection. While this might be convenient within your own home, it might be a severe security risk when connecting to a network which is not under your control. We strongly suggest to enable additional security.

+
+

Additional security

+

Press the Start button to open the main menu, go to System settings and find Security. There, you can toggle Enforce security on or off. Be aware that you need to restart the device for the change to take effect.

+

After you enabled additioal security and rebooted your device, return to the Security menu. Below the toggle to Enforce security you will find the Root password now. The root password is generated randomly and sometimes changes automatically when the system receives updates or when major settings have been modified. However, you will always be able to look up your current root password by returning to this menu.

+

The password and the username root must now be used to access the device via network.

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Unknown networks

+

Be aware, that KNULLI is built for retro gaming and easy network access. While this setting will make it harder to access your userdata partition, you still should not connect your KNULLI-driven device to any unknown local networks.

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Hostname

+

The default hostname of the device will always be KNULLI. However, you can pick your own hostname, which might come in handy if you have more that one KNULLI-driven device in your local network. Within your local network, the hostname should be unique, if possible.

+

If you want to change the hostname of your device, press the Start button to open the main menu and go to Network settings where you can modify the Hostname.

+

Windows users may use the hostname to find the device and access the userdata partition. When the device is turned on and connected to your local network, you will find the device in Windows Explorer at the "Network" section under its hostname. Alternatively, you can access the device directly by typing the path in the address bar of Windows Explorer.

+

The path

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\\KNULLI\share
+
+

(replaceKNULLI with your hostname if you changed it) will lead directly to the /userdata folder where you will find your ROMs, BIOSes, etc. See the Add Games section for more details.

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Patches and Overlays

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Important: Read this before you start!

+

This section deals with adding patches to your KNULLI installation manually. This is not a guide for regular updates. Please be absolutely aware that this guide is just a kick-off guide for advanced users who want to learn more about Linux and apply manual changes to their KNULLI installation.

+

If you are looking for information on how to update your KNULLI device regularly, please head to the Update section instead!

+
+
+

SSH network access to your device is mandatory

+

Before reading any further, be aware that it is mandatory to be able to access a command line on your KNULLI device via SSH to install patches and create overlays. Consequently, you will not be able to do either unless your device is connected to your Wi-Fi (as explained in the Networking section) and you have prepared SSH access to your device (as explained in the SSH section).

+
+

This section covers details about installing patches and persisting changes to the operating system in an overlay. As a regular KNULLI user, you probably do not need to know any of this. This entire section is written for two groups of users:

+
    +
  • Community members from our Discord who want to try patches before they are included in a new internal or public build.
  • +
  • Advanced users who know their way around Linux and want to make changes to their KNULLI setup.
  • +
+

Understanding Linux file systems

+

If you are a Windows user who has never worked with Linux before, you might want to take a little time to understand how Linux file systems work. Bare in mind that this is a simplified explanation which is only meant to pick you up and give you a brief understanding of how KNULLI works differently from your Windows PC. If you want to learn more about how Linux work, we strongly recommend to find a more extensive source of information.

+

File systems on Windows machines

+

On your Windows computer, each drive (or partition) has an assigned drive letter. You might think about them like labeled drawers of a filing cabinet. The main drive that hosts your Windows installation traditionally uses the drive letter C: - this is a relic of a time when drive letters A: and B: were reserved for the two floppy disk drives computers used to have. However, if you connect another drive to your PC, like a thumb drive or a SD card, Windows automatically assigns new drive letters to them, so you can access those drives from your Windows Explorer. Files and folders are addressed by their absolute path which starts with the drive letter. E.g., the folder which holds your pictures is located at

+
C:\Users\<username>\Pictures
+
+

File systems on Linux machines

+

Linux filesystems work a little different. On Linux, every drive is treated like a folder. A Linux system always has a so called root that loosely corresponds conceptually to the drive letter C: on a Windows machine. The root is always referred to by the symbol /. By definition, each absolute path always starts with the / symbol.

+

Other drives are treated like subfolders of the root. With a command called mount, any empty folder of a Linux system can be assigned to any drive of the device. It is even allowed, to have more than one folder that points to the same drive. Following the previous metaphor, consider a filing cabinet with only a single drawer.

+

For example, on your KNULLI device, your games are stored in

+
/userdata/roms
+
+

The KNULLI file system

+

KNULLI is a Linux, so it uses a Linux file system. The entire KNULLI system is stored in a read-only SquashFS. (You can learn more about SquashFS on Wikipedia.) The only exception is a writable folder called /userdata.

+

During boot, KNULLI uses the mount command to make the folder /userdata point to a writable drive. By switching between internal and external storage (as explained in the Second SD Card section), you tell KNULLI which drive to mount as /userdata during boot:

+
    +
  • If you use a single SD card setup (internal storage), KNULLI mounts the SHARE partition of SD 1.
  • +
  • If you use a dual SD card setup (external storage), KNULLI mounts the main partition of SD 2.
  • +
+

When accessing your KNULLI device via Windows/SMB network transfer (as explained in the Network Transfer section), you will access a network drive called share that corresponds exactly to your current /userdata folder. The SMB address

+
\\KNULLI\share
+
+

points to the exact same place as the absolute path

+
/userdata
+
+

on your KNULLI device.

+

The Game Storage section covers in great detail how to use the writable part of your device to add games, BIOS files, bezel decorations, etc. However, when you want to install patches, you want to modify files outside of the writable /userdata folder - that is, where the overlay comes into play.

+

Many ways lead to Rome

+

Keep in mind that Linux allows multiple paths to the same files and folders:

+
/media/SHARE
+
+

points to your internal storage while

+
/media/SHARE_1
+
+

points to your external storage (if you have a dual SD card setup).

+

Consequently, on a single SD card setup, the paths

+
/media/SHARE/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file.

+

Following that principle, on a dual SD card setup, the paths

+
/media/SHARE_1/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file, too.

+

The overlay

+

Since everything outside of the /userdata folder of your KNULLI installation is read-only by definition, you will need to create an overlay to make permanent changes to your KNULLI installation. Otherwise, all changes will simply be undone after every reboot of your system.

+

Your primary SD card (SD1) has a drive called BATOCERA, which is formatted to FAT32 and can be accessed easily from Windows, Linux, and MacOS. On that drive, you will find a folder called boot which contains a file called batocera - that file contains the majority of your KNULLI installation. (This is why you can manually update your KNULLI installation by simply replacing this file, as explained in the Update section.)

+

The overlay is another file that is just called overlay and resides in the same folder. The overlay is optional - usually, users do not have an overlay in place. The overlay file contains changes you made to the KNULLI installation, which will be applied during boot.

+
+

Important: Undo changes

+

If you have created an overlay that breaks your system, you can always undo all your changes by simply deleting the overlay file from the boot folder of your batocera partition.

+

We strongly recommend to always remove your current overlay when you update your KNULLI installation, because patches and other modifications stored in the overlay might be in conflict with the new KNULLI version.

+
+

Installing patches (or manual modifications)

+
+

Patches

+

Some community members on our Discord server occasionally provide patches you can install manually. These patches are usually new features which are either considered or already confirmed to be included in a future KNULLI release. Be aware that patches might be experimental and sometimes just a prototype for a final solution!

+

By installing a patch and reporting feedback to the developers, you provide valuable assistance to the development of KNULLI. However, patches are often not yet approved by the community or the lead developers of the KNULLI project, consequently, there are no guarantees that they will work for you.

+

Before installing a patch, make sure you find the source trustworthy.

+
+

Most patch installations (or manual modifications) to your KNULLI system follow a simple pattern:

+
    +
  • Add, replace, or remove files outside of your /userdata folder
  • +
  • Make some of the files executable by applying the command chmod +x to the files.
  • +
  • Create or update your overlay by executing the command batocera-save-overlay which makes all the changes persistent.
  • +
  • Reboot your device.
  • +
+

Some developers simplify this process for you, by providing a patch installer which does most of these steps for you. However, even if you received a patch installer, you will still have to make the patch installer executable and run it from an SSH command line.

+

Putting files into the right places

+

There are several options to put files in the right places outside of the /userdata folder.

+
    +
  • Some patches come with a patch installer which moves the file for you. In this case, simply store the patch installer and all patch files in your /userdata folder according to the specifications made by the developer.
  • +
  • You can use SCP/FTP to access the entire KNULLI file system. You will find a subsection on how to use SCP/FTP in the Network Transfer section. This approach allows to put the files directly to their final destination.
  • +
  • You can copy the files to your /userdata folder by the same method you add your games and BIOSes. Afterwards, you can move the files from their location inside /userdata to their final destination
      +
    • either by using the OD-Commander tool you will find in the Ports category of your KNULLI device
    • +
    • or by connecting via SSH (as explained in the SSH section) and copying/moving the files via cp/mv on the command line, e.g., +
      cp /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +or +
      mv /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +where the first argument is always the path to the source file you want to copy/move and the second argument is always the final destination where you want the file to end up.
    • +
    +
  • +
+

Making files executable

+

After you have moved the files in the right places, you need to make sure that all files which are supposed to be executable actually are executable.

+

Linux file system permissions

+

On Linux file systems, three different permissions can be set on each file or folder:

+
    +
  • The read (r) permission allows to read the contents of the file.
  • +
  • The write (w) permission allows to modify or even delete the file and/or its content.
  • +
  • The execute (x) permission allows to execute the file, which is a special precaution to avoid users accidentally launching dangerous programs. Each program has to be actively set to actually be executable.
  • +
+

The three permissions can be set on each file for three different "user classes":

+
    +
  • The owner is a single user who owns the file. (It doesn't necessarily has to be the file's creator.)
  • +
  • The group is a single group of users who might have a certain interest in the file.
  • +
  • The others are all other users who are not the owner and not members of the group.
  • +
+

As a result, the permissions of each file can be represented by a 3-by-3 matrix. In this example, everyone can read and execute the file, but only the owner can modify it:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ReadWriteExecute
Owner
Group
Others
+

This corresponds to a string representation of

+
rwxr-xr-x
+
+

where the first 3 letters represent the owner, the next 3 letters represent the group and the last 3 letters represent the others.

+

Setting Linux file permissions

+
+

Make sure that files need to be executable

+

Before you make a file executable, make sure the file actually needs to be executable. Do not randomly mark files as executable "just to be safe". If you are unsure, check back with the patch developer and ask if a file should be executable or not.

+
+

Again, you have several options to set the file permissions on the files of your KNULLI system and make sure a file is executable:

+
    +
  • If using WinSCP, you can right-click a file and select Properties.
      +
    • In the Common tab, go to the Permissions section and make sure all the Xes are checked if the file is required to be executable.
    • +
    +
  • +
  • If connected via SSH (as explained in the SSH section), you can
      +
    • use the ls command to check the permissions of a file, e.g., +
      ls -l /userdata/system/patch-installer.sh
      +
      +to see if a file called patch-installer.sh is executable. The response will look like +
      -rwxr-xr-x 1 root root 458 Aug  3 22:20 /userdata/system/patch-installer.sh
      +
      +and you can tell from the part rwxr-xr-x if a file is executable for everyone.
    • +
    • use the chmod command to change the permissions of a file and make it executable, e.g., +
      chmod +x /userdata/system/patch-installer.sh
      +
    • +
    +
  • +
+

If provided: Run the patch installer

+

If your patch came with a patch installer which you have made executable in the previous step, you can now execute the patch installer from the SSH command line. To do so, establish a SSH connection (as explained in the SSH section) and launch the installer by calling the script by its name from the command line (Mind the dot at the beginning of the command!), e.g., +

./userdata/system/patch-installer.sh
+

+

Have a close look at the output of this command, maybe copy-paste it to a text file for debugging purposes and reach out to the Discord community if you have problems understanding the output.

+

If required: Create overlay manually

+

Some patch installers implicitly create or update the overlay. However, some do not. If your patch did not come with a patch installer, if you want to patch in your own modifications, or if you are not sure whether the patch you applied created an overlay, you better do it yourself. To do so, establish a SSH connection (as explained in the SSH section) and execute the following command: +

batocera-save-overlay
+
+Once the overlay was created/updated successfully, you can type +
reboot
+
+to reboot your system and check if your changes are still in place afterwards.

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Cheats for PPSSPP

+

The standalone PPSSPP emulator for PlayStation Portable (PSP) brings its own database of cheats which can be applied to your PSP games.

+

Installing PPSSPP cheats

+

To install PPSSPP cheats on your KNULLI device, simply press Start to bring up the main menu. From there, head to Updates & Downloads and open the Content Downloader. Find Cheats for PPSSPP emulator, either by searching for it by keyword or by scrolling down to the PlayStation Portable section. Either way, after selecting Cheats for PPSSPP emulator from the list and pressing the confirm button (either A or B depending on your settings), you will be prompted to install cheats. Confirm again to begin installation.

+

Applying PPSSPP cheats on your games

+

By default, KNULLI uses standalone PPSSPP as emulator for your PSP games. However, if you want to make sure that your game runs on PPSSPP (e.g., because you have set global default PSP emulation to another core), you can go to the PSP category, find the game you want to apply cheats on, and hold the confirm button (either A or B depending on your settings) to bring up the game menu. Find Advanced Game Options and make sure to set Emulator to PPSSPP.

+

Applying cheats

+
    +
  • Launch the game and press the Function button to bring up the PPSSPP menu.
  • +
  • In the PPSSPP menu, pick Create game config to create a game config file for your game.
  • +
  • Next, pick Game Settings and head to the System tab where you will find a toggle to Enable Cheats. Make sure that the box is checked.
  • +
  • Head back to the main menu of the PPSSPP overlay, which will now have a Cheats section.
  • +
  • Go to the Cheats section and simply check all the cheats you want to apply to your game. Be aware that not every cheat is available for every game.
  • +
+

You may now return to your game, the cheats should be applied automatically. Since you stored them in a game config file, the cheats will be restored automatically the next time you launch the game with PPSSPP.

+

Enhancing performance with cheats

+

Even though the word "cheat" usually refers to gaining gameplay advantages by manipulating, breaking, overriding the rules of a game, PPSSPP cheats also contain some means to improve the performance of certain games.

+

For example, among the cheats for "God Of War: Chains Of Sparta", you will find cheats for locking the framerate to 30 or 60 FPS. By enabling the 30 FPS lock cheat and setting Frame skipping to 1 and Auto frameskip to disabled in the Graphics tab of the Game settings, you might get a more enjoyable performance on a low-powered device like the Anbernic RG35XX H/Plus/SP.

+
+

Some stock operating systems (e.g., the Anbernic stock OS) already include game configurations for several games, which have cheats activated by default. If you feel like one of your games performs better on the stock OS of your device, take the time to compare the emulator settings of the same game on both devices and adapt the configuration from the stock OS to your KNULLI device.

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Reset To Factory Settings

+
+

Re-creating the entire system folder

+

Usually, KNULLI updates will NOT require you to re-create your entire system folder. Re-creating the system folder corresponds to resetting to factory defaults. Consequently, it will force you to re-configure a lot of settings manually since they will be gone afterwards! Do NOT do this, unless you are absolutely sure it is required.

+
+

As you might already know, all your settings are stored in your userdata/system folder as explained in the Game Storage section.

+

If your system does not work as expected after you changed a setting and you can't find a way to undo said setting, your issue might still be fixed by resetting the corresponding configuration file or the entire system folder to factory settings. In VERY rare cases, it might also be required to adapt your settings to new KNULLI defaults by replacing/updating some files in that system folder after you installed an update.

+

The easiest way to achieve that is by just removing either the respective files or the entire folder. During the next boot, KNULLI will replace all the missing files with new files which contain the default settings.

+

Back up your current settings

+

If you want or need to re-create a configuration file (or the entire system folder) with default settings, access your userdata folder the same way you always access it. Alternatively, you can use the built-in OD-Commander from the Ports category. Either way, we strongly suggest that you rename the system folder or the files you want to replace by adding a suffix like .bak (e.g., rename from system to system.bak). This way, you will be able to put your old settings back entirely or hand-pick single files/lines from your old settings.

+

Renaming files/folders with OD-Commander

+
    +
  • Go to the Ports category.
  • +
  • Find and launch OD-Commander.
  • +
  • You should already see the contents of your userdata folder on the left side, indicated by the headline /userdata. If you are not there, yet, navigate to /userdata by using up/down on the D-pad to navigate and the OK/Back buttons to enter/leave a folder.
  • +
  • Locate the system folder on the left side of the screen.
  • +
  • While the focus is on the system folder
      +
    • either enter the folder and locate the single files or subfolders you want to re-create
    • +
    • or just stay, if you want to re-create the entire system folder.
    • +
    +
  • +
  • Once you have moved the focus on a file/folder you want to re-create
      +
    • press X to open the file menu.
    • +
    • select Rename.
    • +
    • use the on-screen keyboard to rename the file/folder.
    • +
    +
  • +
+

Re-create your configuration files

+

Afterwards, reboot your KNULLI device. It will re-create the missing files and folders from KNULLI defaults. Now, you can either re-configure all your settings via the EmulationStation GUI or you can hand-pick configuration details by comparing your old settings (.bak) with the new ones.

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Modifying controls in RetroArch

+

For several systems, KNULLI employs emulation cores from the RetroArch library (libretro). You will find exhaustive documentation on how to use RetroArch in the excellent RetroArch documentation portal. However, to give you a kick-start, here's how to remap controls for your RetroArch-driven emulation systems on your KNULLI device.

+

Remap by game, content directory, or core

+

If you want to remap controls for your retroArch-driven games, first you got to decide, whether you want to change controls for the game, the content directory where the game is stored, or the entire emulation core.

+

When launching a game with a RetroArch core, RetroArch first loads its default remap file common.rmp. However, the default remap file can be overriden hierarchically in the following order:

+
    +
  1. core remap file overrides default remap file
  2. +
  3. content directory remap file overrides core and default remap file
  4. +
  5. game remap file overrides all other remap files
  6. +
+

Now, depending on how your games are stored on your device, if you want to change key mappings for each game of a system, you might either want to change controls for the entire core or for the content directory. However, even if you create a remap file for a content directory, the remapping still will only apply to the core it was made for.

+

Changing controls for an entire core might come in handy if you want to change the key mappings for every game which is run by that core, e.g. for globally swapping B and Y and A and B on a Gameboy core to make default Gameboy controls more similar to default SNES controls and not having to make the same change for every single game again.

+

Remapping controls for a content directory could be helpful if the core covers games from more than one folder but you want to apply the remap to games from only one of these folders.

+

Changing controls for a single game will help you to adapt controls for a single game without messing up controls for every other game of the same core (or folder).

+

Remap your controls

+

After you made a decision on whether you want a game or core specific remapping, hold F (the function button) and press B to bring up the RetroArch menu while playing the game.

+
    +
  • Go to the Controls section and select Manage Remap Files.
  • +
  • Check if there is already an Active Remap File indicated at the top of the menu and if that is the remap file you would like to edit.
      +
    • If the file is named like the game, it is a game remap file.
    • +
    • If the file is named like the folder it is a content directory remap file.
    • +
    • If the file is named like the emulation core it is a core remap file.
    • +
    • If the file is named common.rmp it is the default remap file. (You should not try to edit this one.)
    • +
    +
  • +
  • If the default remap file is selected (or the active remap file is not the remap file you want to use),
      +
    • pick Save Game Remap File to create a game remap file or
    • +
    • pick Save Content Directory File to create a content directory remap file or
    • +
    • pick Save Core Remap File to create a core remap file.
    • +
    +
  • +
  • If you want to permanently delete the current remap file
      +
    • pick Remove Game Remap File to permanently delete the game remap file or
    • +
    • pick Remove Content Directory File to permanently delete the content directory remap file or
    • +
    • pick Remove Core Remap File to permanently delete the core remap file.
    • +
    +
  • +
  • After you made sure the Active Remap File indicates the file you want to use and modify,
      +
    • return the previous section (Controls),
    • +
    • pick the control port you want to remap (for the controls integrated in your KNULLI device, use Port 1 Controls), and
    • +
    • find the input of your device that you want to reassign (first/left column) and assign it to the desired input of the emulated system (second/right column).
    • +
    +
  • +
+

Once you are done remapping, return to your game. All changes you made will be stored in the currently active remap file and will be automatically restored when you launch the game again, unless they are overriden by another remap file as illustrated above.

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SSH

+

As an advanced user, you might want to access the command line (or shell) of your KNULLI device to enter Linux commands directly. You may do so by connecting to KNULLI via SSH. There are several SSH clients available. For Windows users, we recommmend SmarTTY (which is also able to do file transfers) or PuTTY.

+

However, it is also possible to simply use the SSH client which is already integrated in your operating system: Most Linux distributions and modern Windows versions come with a SSH command line tool.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section and establish the SSH connection as explained below.

+

Required information

+

When establishing your SSH connection, you will need the following information:

+
    +
  • Host: Either the hostname of your KNULLI device (default is KNULLI) or the current IP address (press Start and go to Network settings to find your current IP address)
  • +
  • Username: root
  • +
  • Password: Your current root password (press Start and go to System settings and Security to find your current root password, default is linux)
  • +
+

Option 1: Using SSH from the command line

+
    +
  • Open a command line/terminal on your computer.
      +
    • Windows users can use the new Windows Terminal, classic CMD, or PowerShell.
    • +
    • Linux users probably know their way around the command line anyway.
    • +
    +
  • +
  • Type +
    ssh root@knulli
    +
    + and confirm by pressing Enter. (If you changed the hostname of your KNULLI device, you might need to replace knulli with the hostname you chose or the IP address of your KNULLI device.)
  • +
  • If asked, you may confirm fingerprinting.
  • +
  • When asked, type your password and confirm.
  • +
  • After the password was verified, you should be connected to your device via SSH.
  • +
  • Once you are done with SSH, you can quit the SSH client by typing exit and confirming.
  • +
+

Option 2: Using a standalone SSH client tool

+

To establish a SSH connection via SmarTTY, install and launch the program, then follow these steps:

+ + + + + + + + + +
+ +

Step 1: Click New SSH connection... at the bottom left of the window.

+

+ +

Step 2: Setup a new SSH connection with the following settings and click Connect.

+ + + + + + + + + + + + + + + + +
Host Name:KNULLI
User Name:root
Password:linux
+ Also check: +
    +
  • Setup public key authentication and don't ask for password again
  • +
  • Save this connection to connections list
  • +
+
+
+ +

Step 3: When prompted for a type of virtual terminal, choose a regular Terminal.

+
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Step 4: You have successfully established a SSH connection to your KNULLI device.

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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/anbernic/rg35xx-2024/index.html b/es/devices/anbernic/rg35xx-2024/index.html new file mode 100644 index 000000000..5bf7b9a24 --- /dev/null +++ b/es/devices/anbernic/rg35xx-2024/index.html @@ -0,0 +1,2414 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX 2024 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX 2024

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX 2024 distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX 2024.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/anbernic/rg35xx-h/index.html b/es/devices/anbernic/rg35xx-h/index.html new file mode 100644 index 000000000..d56671166 --- /dev/null +++ b/es/devices/anbernic/rg35xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX H

+

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/anbernic/rg35xx-plus/index.html b/es/devices/anbernic/rg35xx-plus/index.html new file mode 100644 index 000000000..df3b51674 --- /dev/null +++ b/es/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Plus - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX Plus

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/anbernic/rg35xx-sp/index.html b/es/devices/anbernic/rg35xx-sp/index.html new file mode 100644 index 000000000..ee341822f --- /dev/null +++ b/es/devices/anbernic/rg35xx-sp/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX SP - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX SP

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/anbernic/rg35xx/index.html b/es/devices/anbernic/rg35xx/index.html new file mode 100644 index 000000000..0418abaa4 --- /dev/null +++ b/es/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2315 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX (Original)

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx OriginalActions Semi 7039 (ARM)Actions Semi BSP 4.9.170pvrsrvkmEmulation Station / Simplemenu
+
+

The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

+
+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/anbernic/rg40xx-h/index.html b/es/devices/anbernic/rg40xx-h/index.html new file mode 100644 index 000000000..116c1fab1 --- /dev/null +++ b/es/devices/anbernic/rg40xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG40XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG40XX H

+

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/index.html b/es/devices/index.html new file mode 100644 index 000000000..66a911aca --- /dev/null +++ b/es/devices/index.html @@ -0,0 +1,2348 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Device Support - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Device Support

+

We are working on KNULLI versions for a variety of ARM based devices.

+

There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

+
+

Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

+
+

GPU supported devices

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
AnbernicRG35xx OriginalActions Semi 7039 (ARM)Actions BSP 4.7.190PowerVR SGX544fbdev + Emulation Station / Simplemenu
AnbernicRG35XX PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX 2024Allwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
Orange PiOrange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
PowkiddyPowkiddy A12Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyPowkiddy A13Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyRGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
SegaAstro City MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
SJGAMM16Rockchip RK3126 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
TaitoEgret II MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
UnbrandedPocketGo S30Allwinner A33 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.4Malifbdev + Emulation Station
+

Legacy devices

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
CapcomRetro Station TronActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
Powkiddyx51Actions Semi 7051Actions BSP 3.4PowerVR SGX544 (disabled)fbdev + Simplemenu
UnicoNeo Geo MiniActions Semi (MIPS)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoArcade Stick ProActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoMVSXActions Semi 7051 (ARM))Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/orange-pi/orange-pi-zero-2w/index.html b/es/devices/orange-pi/orange-pi-zero-2w/index.html new file mode 100644 index 000000000..0497733e1 --- /dev/null +++ b/es/devices/orange-pi/orange-pi-zero-2w/index.html @@ -0,0 +1,2262 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Orange Pi Zero 2w - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Orange Pi 5

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
Orange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

+
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/powkiddy/rgb30/index.html b/es/devices/powkiddy/rgb30/index.html new file mode 100644 index 000000000..e6ffbd381 --- /dev/null +++ b/es/devices/powkiddy/rgb30/index.html @@ -0,0 +1,2262 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RGB30 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Powkiddy RGB30

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

+
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
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+
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+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/trimui/smart-pro/index.html b/es/devices/trimui/smart-pro/index.html new file mode 100644 index 000000000..a0b7bad2d --- /dev/null +++ b/es/devices/trimui/smart-pro/index.html @@ -0,0 +1,2290 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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TrimUI Smart Pro

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
Trimui Smart ProAllwinner A133 / PowerVR GE8300Allwinner BSPpvrsrvkmEmulation Station
+
+

The TrimUI Smart Pro distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by TrimUI for those

+
+

Extracting the kernel and bootloader

+

TrimUI has not published the source code of the u-boot and kernel of the TrimUI Smart Pro. They have published some libraries and SDK, but those do not include the BSP that includes the kernel, u-boot, and bootloader. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the TrimUI Smart Pro.

+ + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
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FAQ: About KNULLI

+

Q: What is KNULLI?

+

A: KNULLI is a fork of Batocera. It tries to provide support for devices that fall under at least one of these two categories:

+
    +
  • There are no open source kernel and/or u-boot sources available
  • +
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • +
  • It's a device that I own and I have decided to create a Custom Firmware for it
  • +
+
+

Q: OK, so why a fork and not merge the changes back to Batocera?

+

A: Because the license of Batocera does not allow for closed sourced kernels to be added to the distribution.

+
+

Q: Are there any other differences?

+

A: The goal is to maintain compatibility with batocera, but with focus on low powered devices or devices that don't necessarily benefit from some features that have an impact on device performance, etc. For instance, devices with low memory (256MB like Powkiddy A12/A13 or RG35XX Classic). Then there's also the intention to add features currently present in JelOS/Rocknix, EmuELEC, etc.

+
+

Q: Do you know what the word "Knulli" means in Swedish?

+

A: Yes, we do. 😃

+
+

Q: I am using the Batocera v39/40 beta on my RG35XX Plus/H - should I switch to KNULLI?

+

A: The short answer is: Yes!

+

The long answer is: After we adapted Batocera to make it work on the RG35XX Plus/H, it became clear that Batocera will not be able to integrate our proposed changes into their software due to licensing issues. The license under which Batocera is published is not compatible with the license of the drivers for the RG35XX Plus/H. Therefore, we created a fork of Batocera under a completely new name to resolve the licensing issues. While the Batocera v39/40 beta for RG35XX Plus/H is no longer maintained, KNULLI is its immediate successor. Consequently, switching to KNULLI corresponds to updating to a newer version of the same OS you are already using.

+
+

Q: Where can I download the latest version?

+

A: You will find the latest version of KNULLI on our Releases page. Find the download for your device in the Installation Package Downloads section and follow the Quick Start Guide to install KNULLI on your device. If your device is not listed there, please be patient - there is no public release of KNULLI for your device available, yet.

+
+

Q: Which devices are supported?

+

A: You will find a list of all currently supported devices in the Installation Package Downloads section of our Releases page. If your device is not listed there, there is no public release of KNULLI for your device available, yet.

+
+

Q: Do I have to flash every release or can I update?

+

A: For most of the releases you can run a manual update as explained in the Update section.

+
+

Q: Do you support X device? Will you add support for X device?

+

A: You can find the list of currently supported devices here: Devices

+

If the device you are interested in isn't in that list then no one has contributed the work to add support for it yet. Why? To add support for a device we (1) need to be interested in adding support for it 😊 and (2) need to have direct access to the device.

+

That said, anyone who is interested can submit updates to KNULLI to add support for a device they care about! If you are interested in adding support for a new device please start here: Contribute

+
+

Q: Is it possible to license KNULLI for redistribution?

+

A: KNULLI utilizes a non-commercial CC BY-NC-SA 4.0 copyleft license on our branding which is intended to prevent abuse of our work. Device Makers and others who would like to bundle on devices may not do so without our express permission.

+
+

Q: Can I sell KNULLI?

+

A: The KNULLI brand is licensed for non-commercial use only. It is not allowed to be sold or included as an up charge in any form what-so-ever. Period. This is not negotiable.

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FAQ: Troubleshooting

+

Q: I want to add my own ROMs to the SD card but my Windows/Mac computer can't see the roms partition - what can I do?

+

A: By default KNULLI formats the second partition with the ext4 filesystem for Linux. That format is typically +not readable/mountable under Windows/Mac. However, ext4 is required for several PortMaster games to work properly.

+

Instead of accessing the partition directly, we propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI, if you are sure that you do not want to play PortMaster games. Please refer to the Add Games section for details about network transfer and reformatting.

+
+

Q: Can I use a second SD card for my roms/bios content?

+

A: Yes! Have a look in the Second SD Card section!

+
+

Q: Can I use one SD card only for PortMaster so that the other can still be exFAT?

+

A: The short answer is: No.

+

The long answer is: Knulli will use either SD 1 or SD 2 for all of your user data, including games, saves, etc. There is no way around your SD cards being formatted to ext4 if you want to play PortMaster games.

+

If you know your way around Linux and understand the concept of symbolic links, you can take the time to study the folder structure of KNULLI and employ symbolic links to use the storage space of both SD cards: You could turn certain subfolders on the SD card KNULLI is set up to use into symbolic links to subfolders on the other SD card. However, for that to work, both data storages still need to be formatted to ext4.

+

You can learn more about the Game Storage, using a Second SD card, and the KNULLI filesystem in the respective wiki sections.

+
+

Q: I would like to try muOS and KNULLI - is it possible to have the same second SD card for both CFWs to share my games between them?

+

A: KNULLI requires all the ROMs to be in the respective subfolders of the emulated system, e.g., roms/snes for SNES ROMs. If you populate your SD card the KNULLI way (see Add Games section for details), it will be possible to configure your muOS to take the ROMs from these folders, which will enable you to use the same second SD card for your ROMs in both CFWs.

+
+

Q: I have Garlic with my ROMs/BIOSes on the second SD card. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the ROM folders and their location, but thanks to @XQuader there's a script that creates the compatible configuration for KNULLI based on the Garlic structure. You can read more about it on this Reddit post.

+
+

Q: The installation seems to be running, I can see it's expanding the partition but it's taking too long

+

A: Expanding and booting the first time with a 64GB SDCARD takes about 1 to 1:30 minutes. If your SDCARD is larger it may take much longer, however, if it goes beyond 5 minutes, chances are that something didn't go well. Just press reset and the system will continue. If that's the case, the partition may have not been expanded. For that you will need to manually expand the card on your PC/Mac/Linux.

+
+

Q: I cannot connect to my Wi-Fi even though my device has a wireless network adapter - what can I do?

+

A: Make sure that your router is set to WPA2. Some users experience connection issues with Wi-Fis which are set to WPA3.

+
+

Q: I've installed/updated to the latest version and I don't have audio, or my controls don't respond, or something else is not working as expected - what can I do?

+

A: You might want to try to reset your device to factory settings. Please follow our guide on Resetting to Factory Settings

+
+

Q: When I try to open Retro Achievements, I get an error message with status code 419, telling me I am not authorized. What can I do?

+

A: Nothing. But don't worry! If you see this message, it only means that your version of KNULLI does not support displaying your collected Retro Achievements, yet. However, it is still completely possible to collect Retro Achievements while playing! Just set up your Retro Achievements account as explained in the Retro Achievements section and start hunting!

+
+

Q: Where can I change the hotkey shortcuts? When I try to change hotkeys in RetroArch, my changes are reset every time I start a game!

+

A: The short answer is: Nowhere. You are not supposed to change them, you should just use the ones described in the Hotkey Shortcuts section.

+

The long answer is: Unlike other CFWs for previous generations of handhelds, KNULLI is not limited to RetroArch-integrated emulators. KNULLI comes with a lot of standalone emulators. Some of them have to be configured by the developers with hard-coded programming because they can't be configured at runtime.

+

Like the Batocera project we forked from, KNULLI wants to give the users a consistent user experience. Therefore, we provide a set of pre-defined hotkey shortcuts that work for most emulators as consistent as possible. We are currently not planning to add any options for you to be able to change hotkeys anytime soon, but we are discussing options.

+

Tech-savvy users might be able to override our settings for RetroArch specifically by replacing them in batocera.conf, following this guide on the Batocera website. However, be aware that some shortcuts that we provide on the OS level might conflict with your manual choices for hotkeys on the RetroArch level, which might lead to double-bindings. Consequently, we do not recommend tinkering with hotkeys at all.

+
+

Q: Why do my RetroArch settings always reset whenever I launch a game?

+

A: You are not supposed to make changes in RetroArch directly. Most relevant options for each emulator and/or RetroArch core can be set in EmulationStation either globally or per system or even per game. The RetroArch configuration file is generated anew with every launch of a game, based on the settings you made globally or for the specific system/game in EmulationStation. For that reason, all the changes you make while playing will be overwritten the next time you launch a game, except for overrides and remap files.

+

Please set up your emulators in EmulationStation. If you miss an emulator option in EmulationStation that seems relevant to you, you might want to get in touch and make your case. Maybe we can help you adopt this emulator option into an EmulationStation setting or at least give you insight why we don't think this option should be set by the user (e.g. hotkey changes which would lead to system-wide inconsistencies).

+
+

Q: Why are bezel decorations not working on my KNULLI device?

+

A: Most bezel decorations are made for screens with an aspect ratio of 16:9. Consequently, those bezels do not work on a 4:3 display (like on the Anbernic RG35XX H/Plus/SP). To get bezel decorations working, find a bezel pack for 4:3 displays. You will find a detailed explanation (and a pointer to 4:3-compatible bezels) in the Bezel Decorations section.

+
+

Q: There seems to be some battery drain. What can I do?

+

A: Most likely, there is no battery drain. There is a bug in the algorithm which calculates and refreshes the estimated battery charge. Therefore, the displayed percentage is inaccurate. Do not worry about it, your battery is fine. Our developers are already working on a solution to give you a more precise battery charge indicator.

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Allwinner A133 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

+

Obtaining the stock firmware

+

You can download the stock firmware from GitHub

+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/es/guides/h700-firmware-extract/index.html b/es/guides/h700-firmware-extract/index.html new file mode 100644 index 000000000..73a3346f2 --- /dev/null +++ b/es/guides/h700-firmware-extract/index.html @@ -0,0 +1,2568 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Allwinner H700 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

+
    +
  • RG35xx Plus
  • +
  • RG35xx H
  • +
  • RG35xx 2024
  • +
+

Tools and repositories required

+ +

Firmware building blocks

+

There are four different blocks that are required for the Allwinner H700 BSP to work.

+

Boot0

+

The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

+

The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

+

The boot0 has the following signature:

+
 1
+ 2
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00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|
+00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|
+00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|
+00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|
+00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|
+00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|
+00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|
+00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|
+00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|
+00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|
+000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|
+000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|
+000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|
+000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|
+000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|
+000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|
+00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|
+00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|
+00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|
+00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

Boot package

+

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

+

The boot package has the following signature:

+
 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7
+ 8
+ 9
+10
+11
+12
+13
+14
+15
+16
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00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|
+00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|
+00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|
+00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|
+00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|
+00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|
+00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|
+000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|
+00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|
+00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|
+00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|
+000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|
+000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

The u-boot is included in the boot-package.fex image

+

Boot Image

+

Contains the kernel, ramdisk, and bootargs.

+

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

+

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

+

To extract the boot.img to the folder boot_image:

+
$ unpackbootimg -i boot.img -o boot_image/
+
+BOARD_KERNEL_CMDLINE .BT0
+BOARD_KERNEL_BASE 645ee563
+BOARD_NAME  for boot0
+
+BOARD_PAGE_SIZE 1948279909
+BOARD_HASH_TYPE sha256
+BOARD_KERNEL_OFFSET 00008000
+BOARD_RAMDISK_OFFSET fd058b12
+BOARD_SECOND_OFFSET 9c087c09
+BOARD_TAGS_OFFSET 080a7c03
+BOARD_OS_VERSION 49.91.109
+BOARD_OS_PATCH_LEVEL 2070-12
+BOARD_DT_SIZE 1634541679
+
+

The following files will be extracted into the boot_image folder:

+
boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    
+boot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage
+boot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  
+boot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff
+
+

To repack the boot.img after doing any changes:

+
mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \
+--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \
+--second_offset 00e88000 --tags_offset fff88100 --cmdline "earlyprintk=ttyS0,115200 
+loglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 
+init=/sbin/init" -o updated_boot.img
+
+

Env Image

+

Env image contains the environment variables used by u-boot.

+

The image can be extracted just with strings env.img > env.txt.

+

The environment variables follow this format:

+
earlyprintk=sunxi-uart,0x05000000
+initcall_debug=0
+console=ttyS0,115200
+nand_root=/dev/nand0p4
+mmc_root=/dev/mmcblk0p5
+init=/init
+loglevel=4
+selinux=0
+cma=64M
+mac=
+wifi_mac=
+bt_mac=
+specialstr=
+keybox_list=hdcpkey,widevine
+setargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+setargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+boot_normal=sunxi_flash read 45000000 boot;bootm 45000000
+boot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000
+boot_fastboot=fastboot
+recovery_key_value_max=0x13
+recovery_key_value_min=0x10
+fastboot_key_value_max=0x8
+fastboot_key_value_min=0x2
+bootdelay=0
+bootcmd=run setargs_nand boot_normal
+
+

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

+
mkenvimage -s 0x1000000 -o env.img env.txt 
+
+

Obtaining the stock firmware

+

There are three ways to obtain the stock firmware:

+
    +
  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • +
  • Use the SDCARD included with your device
  • +
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
      +
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
    • +
    +
  • +
+

Firmware extraction

+

This section describes the different methods to extract the firmware

+

Using the original PhoenixCard firmware

+

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

+

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. +With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

+
$ unzip h700_linux_tv_uart0_20231108.zip
+Archive:  h700_linux_tv_uart0_20231108.zip
+  inflating: h700_linux_tv_uart0_20231108.img
+
+

Then run OpenixCard to extract the actual image:

+
$ OpenixCard -u h700_linux_tv_uart0_20231108.img
+ _____             _     _____           _ 
+|     |___ ___ ___|_|_ _|     |___ ___ _| |
+|  |  | . | -_|   | |_'_|   --| .'|  _| . |
+|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|
+      |_| Version: 9ffafbb Commit: 1
+Copyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>
+
+[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img
+[OpenixIMG INFO] Decrypting IMG header...
+[OpenixIMG INFO] IMG version is: 0x300
+[OpenixIMG INFO] Decrypting IMG file contents...
+[OpenixIMG INFO] Writing the IMG config data...
+[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump
+
+

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

+
arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex
+aultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex
+aultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex
+board.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex
+
+

From the files extracted you can identify the four files mentioned above:

+
    +
  1. boot0_sdcard.fex is the boot0
  2. +
  3. boot_package.fex is the boot package image
  4. +
  5. boot-resource.fex is the boot.img
  6. +
  7. env.fex is the env.img
  8. +
+

Using the stock SDCARD or image

+

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

+

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

+

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464
+
+

For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

+
$ fdisk -l RG35XXH-EN16GB-OS240330.IMG
+Disk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors
+Units: sectors of 1 * 512 = 512 bytes
+Sector size (logical/physical): 512 bytes / 512 bytes
+I/O size (minimum/optimal): 512 bytes / 512 bytes
+Disklabel type: gpt
+Disk identifier: AB6F3888-569A-4926-9668-80941DCB40BC
+
+Device                          Start      End  Sectors  Size Type
+RG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data
+
+

Then extract partitions 1 and 2 with:

+
dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400
+dd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663
+
+

If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

+
$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464
+
+

To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

+
$ sudo dd if=/dev/sdh1 of=boot.img bs=1024
+$ sudo dd if=/dev/sdh2 of=env.img bs=1024
+
+

Putting everything back together

+

Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

+
    +
  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
  • +
  • Flash the internal partitions boot0 and boot_package.img:
  • +
+
sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8
+sudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400
+
+
    +
  • Flash the boot.img and env.img
  • +
+
sudo dd if=boot.img of=/dev/sdh1 bs=1024
+sudo dd if=env.img of=/dev/sdh2 bs=1024
+
+

Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

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Bienvenido a la wiki de KNULLI

+

KNULLI es un firmware personalizado (custom firmware or CFW en inglés) para dispositivos de juegos retro (portátiles, bartops, etc.). Se ha desarrollado como un "fork" de Batocera. Intenta proporcionar soporte para dispositivos que se encuentran en al menos una de estas categorías:

+
    +
  • No existen fuentes del kernel or del u-boot disponibles
  • +
  • Existen fuentes disponibles, pero el kernel no está en linux mainline, y/o es demasiado antiguo (por ejemplo, dispositivos con un kernel BSP 3.4 como el Egret II Mini)
  • +
  • No hay soporte para GPU o la GPU no es compatible, por lo que el framebuffer es la única opción
  • +
  • Es un dispositivo que tengo (en un cajón) y he decidido hacerle un firmware para él
  • +
+

Características

+

KNULLI soporta dispostivos con GPU (soporte a través de GLES) y aquellas que sólo tienen framebuffer (legacy).

+
    +
  • Interfaz Emulation Station para dispositivos basados en GPU
  • +
  • Simplemenu/Simplermenu+ para dispositivos solo de framebuffer (también para los de GPU si se prefiere)
  • +
  • RetroArch más múltiples núcleos libretro
  • +
  • Soporte inalámbrico y Bluetooth (incluido el audio) cuando el dispositivo lo soporta
  • +
  • Soporte para USB inalámbrico externo para aquellos sin tarjeta inalámbrica interna
  • +
  • Retroachivements
  • +
  • Juego en red (Netplay)
  • +
  • Soporte para raspador de carátulas/miniaturas
  • +
+

Comunidad

+

KNULLI utiliza las páginas de discusión de Discord, si te gustaría unirte a nosotros por favor usa este enlace: Discord

+

Licencias

+

KNULLI es una distribución de Linux que está compuesta por muchos componentes de código abierto. Los componentes se proporcionan bajo sus respectivas licencias. Esta distribución incluye componentes licenciados solo para uso no comercial.

+

Bundled Works

+

All other software is provided under each component's respective license. These licenses can be found in the software sources or in this project's licenses folder. Modifications to bundled software and scripts by the KNULLI team are licensed under the terms of the software being modified.

+

Kernels y bootloaders en formato binario

+

Las versiones liberadas para algunos dispositivos incluyen kernels y/o bootloaders que no tienen código fuente disponible porque el fabricante no los ha publicado. En esos casos, la página específica de cada dispositivo incluye instrucciones para extraerlos del firmware de fábrica (stock).

+

Créditos

+

Este proyecto no es el trabajo de una sola persona, sino el trabajo de muchas personas en todo el mundo que han desarrollado trocito a trocito de código abierto sin los cuales este proyecto no podría existir. Un agradecimiento especial a Batocera, muOS, JelOS, CoreELEC, LibreELEC, y a los desarrolladores y colaboradores de toda la comunidad de código abierto.

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Accessing the SD Card

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+

Important: Read this before you proceed!

+

We strongly suggest to use Network Transfer to access to your KNULLI device. Before you attempt to access your SD card directly, please make sure to read the warning in the Add Games section.

+
+

As explained above, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if network transfer is not available to you, there are other options to access the SD card directly.

+

Option 1: Linux

+

If you have access to a Linux computer, you will be able to access the SHARE partition anyway, even if it is formatted to ext4. Simply plug your card into your Linux computer and you will be able to browse the directories and add files directly.

+

Option 2: Third Party Software

+

Some third-party developers offer software solutions to access Linux file systems from Windows/MacOS:

+
    +
  • Paragon EXTFS for Windows/Mac is a tool which is not free but it's highly recommended since it allows seamless access to ext2/3/4.
  • +
  • DiskGenius on Windows is an tool which we cannot recommend since it performs badly and tends to corrupt the partition and its content.
  • +
+
+

We generally do not recommend using third party software to access Linux file systems. If you know what you are doing, you may try this approach anyway. However, you should be aware that you risk data loss.

+
+

Option 3: Reformat to exFAT

+
+

Important: Read this before you proceed!

+

Be aware, that many PortMaster games will not work properly from an exFAT-formatted drive. Read the warning in the Add Games section for a detailed explanation.

+
+

It is possible to (re)format your file storages to exFAT, to make them accessible on your Windows/macOS computer. Please avoid formatting your storages directly from Windows/macOS. Instead, follow the instructions in the Formatting to format with the built-in KNULLI formatter.

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Formatting

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+

Important: Read this before you proceed!

+

We strongly suggest to use Network Transfer to access to your KNULLI device and stick with the ext4 file system. Before you attempt to format any of your SD cards, please make sure to read the warning in the Add Games section.

+
+

Before you format

+
    +
  • Be aware that formatting implies that all data on the formatted storage will be permanently deleted.
  • +
  • Make sure to choose the correct disk for formatting, especially if you have a 2-SD-card setup!
  • +
  • Avoid formatting directly from your Windows/macOS/Linux computer and use the built-in KNULLI formatter instead if possible!
  • +
+

The built-in formatter

+
+

Issues with the built-in formatter

+

Some users experienced issues when formatting their SD cards with the built-in formatter of KNULLI build 05/30. The issues have been resolved since. However, if you run KNULLI build 05/30 and are unable to format your SD card with the built-in formatter, you might want to try formatting with Windows instead.

+
+

Available file systems

+

The built-in KNULLI formatter offers three different filesystems. However, only two of them are currently supported by KNULLI:

+
    +
  • ext4 is a Linux file system which cannot be accessed directly from Windows/macOS. However, ext4 supports large swap files and symbolic links. Therefore, PortMaster games run perfectly on ext4-formatted storages.
  • +
  • exFAT is a Windows/macOS-compatible file system which is used by most CFWs, Smartphones, etc. However, exFAT is incapable of handling large swap files and symbolic links. Therefore, many PortMaster games cannot be played on exFAT-formatted storages.
  • +
  • BTRFS is a file system which is currently NOT SUPPORTED BY KNULLI.
  • +
+

Formatting

+

The built-in KNULLI formatter can be used to format both, the internal data storage on your primary SD card (internal) and the optional second SD card (external).

+

To format your data storages to the file systems of your choice, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. Make sure to choose the correct Device to Format and the File System you want to format the device to. Be aware that you need to reboot your device to apply the formatting after you chose Format now.

+
+

After Formatting

+

After formatting, KNULLI will create and populate the /userdata folder for you.

+
+

Formatting with Windows

+

Formatting with Windows is only useful if you want to format your SD card to exFAT. As explained throughout this wiki, exFAT will allow direct access to your SD card from Windows but will make it impossible to run most PortMaster games.

+

If you want to format your SD card from Windows, we strongly suggest to use the Windows Disk Management tool which will make it easier to format the correct partition. You can find the tool by opening the Start Menu and typing disk management. (The tool will present itself by the name "Create and format hard disk partitions".

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Step 1: Make sure that your partitions have been expanded properly before proceeding. The screenshot shows an SD card before the share partition was expanded with a lot of unallocated space. To make sure the partition is expanded properly, you might want to boot your KNULLI device from the SD card before proceeding.

+
+ +

Step 2: After your SD card has been initialized, find the largest, now expanded partition, right-click and select Delete Volume....

+
+ +

Step 3: Right-click the now unallocated space and pick New Simple Volume....

+
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Step 4: Make sure to assign all available disk space to your newly created volume.

+
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Step 5: Assign a drive letter to your newly created volume. (You can pick any drive letter you want, it doesn't matter, however, we recommend to use one Windows suggests automatically.)

+
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Step 6: Make sure to format the volume with the file system exFAT, allocation unit size default, and volume label share.

+
+ +

Step 7: Verify that you now have a share partition formatted to exFAT.

+
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+

After Formatting

+

After formatting, you should put the SD card in your device and boot KNULLI. While booting, KNULLI will create and populate the /userdata folder for you.

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Game Storage

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Before you start adding your games, please take the time to understand how data storage is structured on KNULLI. This might be helpful, especially when you already have experience with other CFWs and want to migrate your data.

+

The /userdata Folder

+

KNULLI supports single and dual SD card setups. Internally, KNULLI has a folder called /userdata where all your data (games, screenshots, bezels, saves, configurations, themes, etc.) will be stored. On a single-SD-card setup, the /userdata folder will always point to the SHARE partition of your primary SD card. If you have a device with more than one SD card slot and choose to create a dual-SD-card setup, the /userdata folder will point to the main partition of your secondary SD card instead.

+
+

Internal and external storage

+

You can switch between single/dual SD card mode by following the steps in the section about Using a second SD card. Basically, by switching between internal/external storage, you just tell KNULLI which drive/partition /userdata should point to.

+
+

Inside the /userdata folder, you will find subfolders where you can store your games and other files. After installing for the first time, KNULLI will create and populate all these folders automatically. The most important folders for you to know are the following:

+
    +
  • /userdata (corresponds to either the SHARE partition of your primary SD card or the main partition of the secondary SD card)
      +
    • /bios is the folder where you can store your BIOSes.
    • +
    • /cheats is the folder where you can store your cheats.
    • +
    • /decorations is the folder where you can store your decorations/bezels.
    • +
    • /music is the folder where you can store MP3 and OGG files to have them play as background music on EmulationStation. (The songs should have a sample rate of 44100Hz and a bitrate of 256kb/s max.)
    • +
    • /roms is the folder where you can store your games. Inside the folder you will find subfolders for all supported systems. Simply place your game files into the folders of the system the game was made for, e.g.
        +
      • /snes is the folder where your SNES games should be stored.
      • +
      • /gb is the folder where your Gameboy games should be stored.
      • +
      • /ports is the folder where your ports (including PortMaster should be stored.
      • +
      • ...
      • +
      +
    • +
    • /saves is the folder where your savegames will be stored.
    • +
    • /screenshots is the folder where your screenshots will be stored.
    • +
    • /system is the folder where your settings will be stored. You should not change anything in here, unless you are absolutely sure that you know what you are doing. However, it can't hurt to include this folder in your backups.
    • +
    • /theme-customizations is the folder where your theme customizations will be stored.
    • +
    • /themes is the folder where your themes will be stored.
    • +
    +
  • +
+
+

KNULLI only scans for games in the subfolders of the roms folder. Games which are stored anywhere else will not be recognized as such. If you are unsure, which folder to choose for your games, we strongly suggest to have a look into the Batocera Wiki!

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+
+

KNULLI is a Linux system which is case-sensitive. Consequently, you should pay attention to capital letters when renaming folders or migrating folders from other systems/devices.

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For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

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Adding Games to KNULLI

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KNULLI has a few options for adding games. Depending on the capabilites of your device, you will have to determine which option to choose. For example, some devices do not have networking capabilites, so with those devices you will not be able to use the network transfer options. Additionally, you might have to consider the computer you will use as a data source, since some options are restricted to specific operating systems.

+
+

Important: Read this before you start!

+

Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

+

It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

+

We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

+

There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Network Transfer

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Network transfer can be used on any device which can be connected to the internet or a local network. (This includes devices with native networking capabilites and ones where networking can be added through an external dongle.)

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This option first requires you to set up networking on your device. Please see Networking for details. Once you have completed those steps, you will need

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  • the hostname and/or IP address of your device.
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  • the root password, if additional security measurements are in place, as explained in the Networking section.
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Windows networks (SMB)

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Like many other operating systems, KNULLI supports SMB, the Windows network protocol. Depending on the type of computer you have, there are different options to transfer your games and other data via SMB.

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After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your current /userdata folder. Here, you can put all your data (games, etc.) in the respective folders.

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Windows

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On every Windows computer, SMB is integrated into the Windows Explorer.

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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If you want to access your KNULLI device regularly, you can even assign a drive letter to make it show up in This PC. By doing so, you will even be able to see, how much space you have left on your SD card.

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Step 1: Right-click the share folder in Windows Explorer and select Map network drive....

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Step 2: Assign a drive letter and confirm.

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Step 3: Find your KNULLI share folder as a network drive in This PC in Windows Explorer.

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Troubleshooting

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  • The name of the device corresponds to the hostname set it your KNULLI device. If KNULLI does not work, check the current hostname in the Network Settings of your KNULLI device. you can also use the IP address of your device when typing directly into the address bar.
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  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the root password shown in the Security section of the System Settings.
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macOS

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  • Open finder, select Go and then Connect to Server from the top menu.
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  • In the address bar that appears, type either smb://[HOSTNAME] or smb://[IP-ADDRESS] into the address bar (replace [HOSTNAME] with the hostname or [IP-ADDRESS] with the IP address of your device).
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  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the Root password shown in the Security section of the System settings.
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SCP/FTP

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Using your SCP/FTP program of choice; set up an SCP/SFTP connection to the IP address to your KNULLI device. You will need the hostname or the IP address of the device (the default hostname is KNULLI). Make sure the port is set to 22. The expected username is root and the expected password is the Root password you will find in the Security section of the System settings (the default password is linux).

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Parts of KNULLI are read-only

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Unlike the SMB file transfer, SCP/FTP will provide access to the entire KNULLI file system, not just the /userdata folder. However, everything outside of the /userdata folder is read-only - you can edit, change, remove, and delete files, but your changes will be undone every time you reboot.

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If you want to make persistent chances outside of the /userdata folder, please have a look at the section about Patches and Overlays.

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For Windows users, we recommend to use WinSCP. After installing WinSCP on your Windows computer, follow these steps to establish a SCP connection to your KNULLI device, where you will able to drag-and-drop or copy/paste files directly from the Windows Explorer:

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Step 1: Create a New Site with the following setup and click Login.

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File protocol:SCP
Host name:KNULLI
Port:22
User name:root
Password:linux
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Step 2: Accept the host key.

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Step 3: Ignore any warnings about password expiration and just Continue.

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Step 4: You have successfully established a connection to your KNULLI device. Do not panic if you do not see all the folders immediately. Select a folder (e.g., userdata) in the folder tree on the left side of the window to see its contents.

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HTTP

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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After transferring your data

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Once your data is completely transferred, make sure to update your gamelists to make the data available. You can do so by pressing Start to open the main menu, then open Game settings and select Update gamelists. KNULLI will rescan all game folders and identify all the games you added to make them available in EmulationStation.

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Using a Second SD Card

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Important: Read this before you proceed!

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If you want to use a second SD card, we strongly recommend to format it to ext4 and use Network Transfer to access it. Before you attempt set up a exFAT-formatted second SD card, pleae make sure to read the warning in the Add Games section.

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If you use KNULLI on a device which has a second SD card slot, you may use the second slot for a secondary SD card, which can be used instead of the SHARE partition of the primary SD card.

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  • Shut down your KNULLI device (if it is currently turned on).
  • +
  • Insert the second SD card into the second SD card slot while the device is turned off.
  • +
  • Boot KNULLI, open the main menu by pressing the Start button and choose System settings.
  • +
  • Find the Storage section where you can choose your Storage device.
      +
    • Switch fom Internal (the "internal" storage is the SHARE partition of your KNULLI SD card) to the name of your second SD card, e.g., SHARE - 25.6G.
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  • +
  • Reboot KNULLI to apply the changes by pressing the Start button and choosing Restart system in the Quit section.
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  • If your secondary SD card is not yet formatted to the file system of your choice
      +
    • follow instructions in the Formatting section to format your SD card with the built-in KNULLI formatter.
    • +
    • make sure to reboot once more to apply the formatting.
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  • +
  • During reboot, KNULLI will automatically populate the second SD card with all the required folders and files you would usually find in the userdata folder/SHARE partition.
  • +
  • If your second SD card is formatted to exFAT, you can now shut down your device and take the card out. You can put the card in your computer to access it and populate it with your data.
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The batocera folder

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Older alpha versions of KNULLI created a subfolder batocera on your secondary SD card and made the userdata folder point to that batocera folder. However, more recent versions got rid of the batocera folder entirely. To maintain compatibility with current KNULLI releases, simply move the entire contents of the batocera folder to the top level of your second SD card."

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BIOSes

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A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

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BIOSes are protected by copyright

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Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

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Adding BIOS files

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KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

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Identifying missing BIOS files

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Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

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Make sure to pay attention to

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  • the path of the file. (Is it bios/[filename] or bios/[subdir]/[filename]?)
  • +
  • the exact path/file names. (Mind spaces, underscores, etc.)
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  • any lowercase/uppercase letters. (Knulli is case-sensitive!)
  • +
  • whether the file is really missing or just has the wrong checksum, indicating a wrong file rather than a missing file.
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Files with wrong checksum

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The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

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Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

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If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

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Missing BIOS warnings

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When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

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Adding the files

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You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

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Hotkey shortcuts

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Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

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The Power button

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When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

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  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
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  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
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    • All system settings you made since you last booted your device will be saved automatically.
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    • If you are playing a game with a RetroArch core, your game will be saved automatically.
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    • If you are playing a game with a standalone emulator your game will not be saved automatically.
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  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
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    • Nothing will be saved - this is meant as a last resort when your device is frozen!
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  • hold the Function button and tap the power button to switch between LED modes:
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    • LED always on (default)
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    • LED turns off while playing (LED blinks to confirm)
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    • LED always off
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    • The LED mode will reset to default after each reboot/shutdown.
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Clamshell lid

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If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

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  • close the lid to enter sleep mode.
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  • open the lid to return from sleep mode.
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The Function button

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Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the "menu" button, the "FN" button, the "F" button, or the "hotkey".)

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The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

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When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

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The face buttons

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Face buttons

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Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

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KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

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Face buttons on different systems

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KNULLILocationDirectionPSXBOX
XNorthY
AEastB
BSouthA
YWestX
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By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

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Hotkey shortcuts

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All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

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If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

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ShortcutAction
Function + StartQuit the game and return to EmulationStation
Function + SelectOn devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64)
Function + Open the emulator menu of the current core
Function + Quick save in the currently selected save slot
Function + Quick load from the currently selected save slot
Function + Next save slot
Function + Previous save slot
Function + Fast forward
Function + Rewind
Function + L1Take a screenshot
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Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

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If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

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Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

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Installing KNULLI

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KNULLI is installed by downloading an image for your device, flashing it to an SD Card (or your device's internal storage) and then booting the device to start the install process.

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Step 1: Download LatestLatest

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  • Download the latest version of KNULLI for your device from the releases page.
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    • You'll find download links for each device/platform we support under the "Installation Package Downloads" header.
    • +
    • Make sure to download the correct image for your device. For example; if you are installing KNULLI on a RG35XX you would download the rg35xx image.
    • +
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
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If your device is not listed among the Installation Package Downloads, there is no public release of Knulli for your device, yet. You should not attempt to use a package for a different device.

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Step 2: Flash

+
    +
  • First decompress the image.
  • +
  • Then write the image to an SD Card using an imaging tool. +
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During the imaging, several partitions will be created, which will be shown to you as different drives on your computer. Most of these drives can only be accessed from a Linux operating system. They are not accessible on Windows.

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You should never format the KNULLI partitions which Windows cannot read, no matter how strongly Windows suggests that.

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After successful flashing, the BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows for manual updates as described in the update section. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. For more information on how to add games, please refer to the Add Games section after first boot.

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During flashing, a partition called SHARE will be created. This is where all your games and other data will be stored. However, the SHARE partition will only be expanded to its full size during first boot. It is mandatory to finish installation by booting KNULLI before you can access the SHARE partition and start adding your games. By default, the SHARE partition will be formatted to ext4, hence, it will not be accessible through Windows. Please have a look at the Add Games section to learn how to add games to your KNULLI device - after first boot.

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Step 3: Boot your device

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    +
  • Insert your SD Card into your device while it is turned off.
      +
    • If your device has a secondary SD card slot, please make sure it is empty during first boot.
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  • Turn on your device.
      +
    • Note: Some devices may require you to set the boot order so your SD Card is loaded first. Please see documentation for your specific device to see if this applies to you.
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  • KNULLI will run through its install process and then reboot your device after its complete.
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  • When your device reboots it will load directly into EmulationStation; at this point you are good to go!
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Next Steps

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Netplay

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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Quick Start Guide

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Hi there! Welcome to KNULLI!

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With this quick start guide, we will help you get started with KNULLI on your handheld device. If you are completely new to handheld emulation and custom firmwares (CFWs), this guide will lead you through your first steps. If you are an advanced user, this guide will make you aware of things KNULLI might do differently than other custom firmwares you have already used.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Installing KNULLI LatestLatest

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Find the latest KNULLI release on our GitHub repository, find the image for your specific device in the Installation Download Package section, download it, and flash it onto an SD card. Do not attempt to format anything manually afterwards, KNULLI will do it for you! Just put the SD card in your device, remove SD cards from any other slot, and boot the device to finish installation. (First boot can take quite long since KNULLI will expand and format your games partition. Be patient.)

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If you need more detailed information on how to install KNULLI, have a look into the Install section.

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First steps

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Your first steps will depend on how you want to use your KNULLI device.

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1. Set up your data storage

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For most users, we recommend to use a single SD card with the default formatting.

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However, if you want a different setup, e.g. because your device does not support Wi-Fi, use the table below to determine, which setup suits your needs. Be aware that it might be required to reformat the storage before you can use it. Please use the built-in KNULLI formatter for this purpose. Also, please be aware that you have to switch between internal and external storage manually. (You will find detailed instructions on switching and formatting storages in the Add Games section.)

+

It is possible to use an already populated SD card as secondary SD card. However, if you attempt to do so, please make sure that the folder structure matches the one described in the Game Storage section.

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Decide how you want to store your files

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SD cardsI want to play PortMaster games!I want to access the SD card from Windows without Network transfer! (I accept that PortMaster will not work.)
1You are good to go! You will have to reformat your internal storage to exFAT.
2You will have to reformat your external storage to ext4 (unless it is already formatted to ext4).You will have to reformat your external storage to exFAT (unless it is already formatted to exFAT).
+
+

Make sure that you made a decision on how to store your files and prepared the storage accordingly before you continue with the next step.

+

Be aware that PortMaster will not work properly if you decide to format to exFAT.

+

2. Set up your Wi-Fi

+

Unless you have decided to reformat to exFAT, this step is mandatory to be able to add your games. Press the Start button to open the main menu and go to Network settings where you can configure your Wi-Fi connection. (You will find more detailed instructions about setting up Wi-Fi and increasing security in the Networking section.)

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Troubleshooting

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If you are unable to connect your KNULLI device to your Wi-Fi, please make sure to disable WPA3 encryption in your router and stick with WPA2 instead.

+
+

3. Add games and BIOSes

+

Depending on your storage choice, you can now start to add your games. On Windows, open your Windows Explorer and find the KNULLI device in your Network section. If the device does not show up, you can type \\KNULLI in the address bar of your Windows Explorer to find it manually. On macOS, select Go in Finder, pick Connect to Server and type smb://KNULLI in the address bar. (If you changed the hostname manually, look for the hostname of your choice instead.)

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+ +

Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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+ +

Alternatively, if you have a Linux-driven computer available, or if you have formatted your SD card to exFAT, you can shut down your KNULLI device, eject the SD card, insert it into your computer, and access it directly.

+

In any case, you may drag-and-drop your games and BIOS files from your local hard disk drives to the corresponding folders on your KNULLI device. You will find a more detailed walkthrough and more alternative solutions for adding games in the Add Games section.

+

4. Install PortMaster (optional)

+

If you chose to stick with ext4, you may now install PortMaster. Make sure that you are connected to your Wi-Fi, head to the Ports section, find Install.PortMaster and launch it. Afterwards, you will find PortMaster in the Ports section. (You will find more information about how to install and run PortMaster in the PortMaster section.)

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+

Missing PortMaster installer

+

If Install.PortMaster is missing from your Ports section, please follow the instructions in the PortMaster section.

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+

5. Scrape media (optional)

+

After you have added and installed all your games, you might want to add cover artworks, text descriptions and other metadata to your games. KNULLI comes with a fully functional scraper which will retrieve available media and metadata for you. Our scraper supports ScreenScraper, TheGamesDB and ArcadeDB as scraping sources. (You will find instructions for scraping in the Scraping section.)

+

6. Set up Retro Achievements (optional)

+

If you want to collect Retro Achievements, you should log in to your Retro Achievements account. Press START on your controller, select Game Settings and head to RetroAchievement Settings to enter your credentials. Be aware that Retro Achievements only work while you are connected to the internet. (You will find more information about Retro Achievements in the Retro Achievements section.)

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Play!!

+

Congratulations - you are ready to start playing! How does that feel? If this is your first time using a device/CFW like this, we strongly recommend to learn the hotkey shortcuts (you will find them in the Hotkey Shortcuts section) before you launch the first game. Aside of that, you are good to go!

+

We hope you enjoy playing your games with KNULLI!

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You are not alone!

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If you run into any issues, don't worry - you are not alone! Find help in our wiki, have a look into the FAQ, or join us on Discord where we will try to answer your questions.

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Retro Achievements

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KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

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+

Error 419

+

While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to "Error 419". Our developers are aware of the issue and are working on a solution.

+

Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

+

Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

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Setup

+
    +
  1. Create an account at RetroAchievements.org.
  2. +
  3. Follow the steps on the Networking page to connect your device to the internet.
  4. +
  5. While in EmulationStation press START on your controller to open the Main Menu.
  6. +
  7. Select Game Settings and then choose RetroAchievement Settings.
  8. +
  9. Turn On RetroAchievements (first toggle).
  10. +
  11. Then enter your username and password for RetroAchievements.org in the username and password fields.
  12. +
+

Additional Notes

+
    +
  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
      +
    • Recommended Settings:
    • +
    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
    • +
    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
    • +
    +
  • +
  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
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Scraping

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Once you added all your games to your KNULLI device, you might want to add box art and other metadata for your games. Of course, you can always edit the gamelist.xml files manually and fill in all the metadata. However, KNULLI supports scraping media and metadata automatically from three different sources: ScreenScraper, TheGamesDB and ArcadeDB.

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The built-in scraper attempts to find media and metadata for your games based on the file names of the game ROMs (or launch scripts for ports). If the file names contain region information (like (U) or (EU)), the scraper will take that into account. Make sure the ROMs and scripts are named properly, otherwise the scraper will fail to identify the game. If you cannot provide a readable name for your game, as some systems require the scripts to have specific names (e.g., ScummVM), don't worry - you can scrape data for those games manually.

+
+

Displaying scraped media

+

KNULLI uses Art-Book-Next as the default theme for the EmulationStation GUI. The theme supports displaying a lot of metadata and media you can scrape from the supported scraping sources.

+

The theme displays

+
    +
  • in the game list of the respective system
      +
    • either boxart or image as the game artwork.
        +
      • Press the Start button and go to the Theme configuration section of the User interface settings to toggle Game artwork.
      • +
      +
    • +
    • a scraped video to preview some gameplay in the game list.
    • +
    • the description of the game.
    • +
    • the community rating.
    • +
    • the release date.
    • +
    +
  • +
  • in the game menu (hold the button which starts the game to bring up the game menu)
      +
    • the game logo.
    • +
    • the game manual.
    • +
    • other scraped game media as a gallery.
    • +
    +
  • +
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+

If you switch to a different theme, you might not be able to display the same media. If your scraped media is not displayed as expected in a theme you manually installed, please refer to the theme's documentation for help.

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+

Adopt scraped media from another EmulationStation-based device

+

If you already have another device with EmulationStation as a frontend, you might want to transfer all your scraped media along with your games. If you do that, please make sure that you include all the subfolders for your scraped media and the gamelist.xml files of every system. The gamelist files contain references to the scraped media, without those references, the scraped media will not be displayed.

+

For example, if you want to migrate your SNES ROMs with all the scraped media included, make sure that you transfer the entire roms/snes folder from your previous device to the roms/snes folder of your KNULLI device. Make sure to replace the existing gamelist.xml on the KNULLI device with the one from your previous device.

+

If your scraped media does not show up, press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected. If that does not work, your previously scraped media (or the respective gamelist files) might not be compatible with the EmulationStation version or the theme KNULLI is using. In this case, you might want to rescrape your media directly with the build-in scraper of KNULLI.

+

Scraping media

+

To scrape media from any of the sources KNULLI supports, there are two different options. You may either scrape media for your whole collection (or parts of your collection) or you can scrape media for a single game. But before you scrape, make sure that your scraper settings are set up the way you like them to be.

+
+

Some scraper sources have a limit for the amount of data/media you are allowed to scrape per day. Make sure to avoid unnecessary scraping by setting up your scraper properly before you begin scraping.

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+

Scraper settings

+

To set up the scraper, press Start to get to the main menu and select Scraper to bring up the scraper menu. In the scraper menu, you can set your main scraper source. This is the source that will always be used when you scrape for several (or even all) games at the same time. By default, ScreenScraper will be selected. However, you can switch the source to TheGamesDB or ArcadeDB if you prefer.

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ScreenScraper requires the user to be logged in to a ScreenScraper account. If you want to scrape from ScreenScraper, go to the ScreenScraper website and register for an account. (It's free!)

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+

In the Scraper settings, you can put in your ScreenScraper login credentials and choose exactly what data to scrape for. The option Box source allows you to pick which type of box art you want for your collection (e.g., 2D box art or 3D box art). Logo source allows to pick from a number of different types of logos (wheel corresponds to the logo of the game on a transparent background without any further decorations, the other options are stylized variants of the logo).

+

You may also pick a Preferred region, since many games have been published all over the world and box art may be different in certain regions.

+

With the toggles for Overwrite descriptions and Overwrite medias, you can protect the data you have already scraped or maybe even edited manually.

+

Aside of those options, there are a lot of toggles for different types of metadata like video, community rating, and even the game manual. Take your time to set up your scraping preferences and maybe try them out with a single game before you scrape your whole collection.

+

Scraping media for a single game

+

Once your scraper settings are done, you can try them out by scraping data and media for a single game. Pick a game, any game (preferrably, a game that is well known, to be sure that there's data and media available). Go to the system category (e.g., SNES) and pick a game (e.g., "Super Mario World"). Now, depending on your GUI settings, either the B button (south) or the A button (east) will be the button which launches a game. Press the button that launches your games and hold it to bring up the game menu.

+

At the bottom of the game menu, you will find the Scrape option. If you select it, KNULLI will attempt to find metadata and media for that game. Unlike the bulk scraping for several games, scraping for a single game will fetch information from all available sources. Once the data was received, the scraper will prompt the user with a selection to pick from, sorted by the scraper source.

+

If the scraper does not find any results (e.g., because you are scanning for a launch script of a port which as an odd name), you can try to find the correct game manually. On the bottom of the scraper screen, you will find the option Input. Select that and enter the name of the game you want to scrape media for.

+
+

Some games have different names in different regions. For example, "Broken Sword" is called "Baphomet's Fluch" in Germany. If the scraper cannot find the game by its regional name, search for the international name instead.

+
+

After you picked the preferred scraping result, the scraper screen will close. If you do not see the scraped information, yet, you might need to update your gamelists. Press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected.

+

Scraping media for all games

+

When you first set up your KNULLI device, you will most likely want to scrape media for all your games at once. After you made sure that the scraper settings are to your liking and you verified by scraping data for a single game, you are now ready for bulk scraping. Be aware that bulk scraping can take quite some time, depending on the size of your game collection.

+

To start bulk scraping, press the Start button to bring up the main menu and head to Scraper. In the section Filters you will be able to configure which games you want to scrape data and media for. You can pick or omit certain systems or exclude games which have been scraped for recently. After you have set up your filters, select Scrape now at the bottom of the screen.

+

KNULLI will start to scrape. You can leave the menu, since KNULLI will continue scraping in the background. While on EmulationStation, you will be able to monitor the scraping process in the top right of the screen. Scraping will continue, even while you play a game. However, since the scraping is a time- and energy-consuming operation, you might not want to play any resource-demanding games while the scraping runs in the background.

+

After scraping was finished, you might need to update gamelists again to apply the changes. Press the Start button to open the main menu, go to Game settings and select Update gamelists.

+

All your games will have the desired boxart, descriptions, and videos now. If you notice that a game is still missing media or metadata (or has the wrong media or metadata), you may try to scrape media again for that specific game, as described in the Scraping media for a single game section.

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Updating KNULLI

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OTA Updates

+

Batocera supports OTA (over-the-air) updates which can be executed directly from the EmulationStation GUI. Consequently, KNULLI also shows the OTA update menu. However, currently, we do not have OTA servers set up, yet. Until we do, we kindly ask you to update your KNULLI installation manually.

+
+

Manual Update

+

KNULLI can be updated by downloading the boot package for your device and replacing the batocera file manually.

+
    +
  1. Download the latest boot package for your device from our Releases page by following these steps:
      +
    • Scroll to the bottom of the latest release to find it's Assets list.
    • +
    • Identify the boot package for your respective device by making sure
        +
      • it contains the device name (e.g., rg35xx-h for the Anbernic RG35XX-H).
      • +
      • it ends with boot.gz, boot.xz,boot.tar.gz, or boot.tar.xz.
      • +
      • it has a size of approx. 1.5-2.0 GB.
      • +
      +
    • +
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
    • +
    +
  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
      +
    • Be aware that a package that ends in tar.gz or tar.xz contains a compressed file within a compressed file, so you might need to first take the tar file out of the gz/xz file before you can extract the contents of the tar file.
    • +
    +
  4. +
  5. Insert your KNULLI SD card into the SD card reader of your computer.
  6. +
  7. Replace the file boot/batocera on the BATOCERA partition of your SD card with the file boot/batocera.update from the file you downloaded by following these steps:
      +
    • Delete the existing batocera file or rename the current batocera file (e.g. to batocera.bak) if you want to keep it, e.g., to be able to downgrade to the previous KNULLI version again. (If you still have a backup of a previous KNULLI version, you might want to delete this now to make some room.)
    • +
    • Copy batocera.update you extracted from the boot package to the boot folder on the batocera drive of your SD card.
    • +
    • Rename batocera.update to batocera.
    • +
    +
  8. +
  9. Reboot the device, and the update will begin automatically.
  10. +
+
+

Re-creating default settings

+

Usually, KNULLI updates will NOT require you to re-create neither a single configuration file nor your entire system folder. However, in VERY rare cases it might be required to adapt your configuration to new KNULLI default settings. In those cases, the easiest way is to reset to factory settings, either by re-creating single files or sometimes the entire system folder. You can learn more about it in the Reset to factory settings section, however, do NOT do this, unless you are absolutely sure it is required!

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Pico-8

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Overview

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Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: Running Pico-8 through RetroArch Fake-08

+

By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or "carts") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

+

Option 2: Running Pico-8 through the native engine

+

Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

+

Setup

+
1) Pico-8 Files
+
    +
  • Go to Lexaloffle's download page
  • +
  • From that page download the Raspberry Pi zip file
  • +
  • Unzip the Raspberry Pi zip file and...
      +
    • Delete the pico8 file
    • +
    • Rename the pico8_64 file to pico8
    • +
    +
  • +
  • Create a directory in userdata/bios/ called pico-8
  • +
  • Upload the pico8, pico8_dyn, pico8_gpio and pico8.dat to this directory (you do not need any of the other files) +
    Final Folder Structure
    /userdata/bios/pico-8/
    +    ├─ pico8
    +    ├─ pico8_dyn
    +    ├─ pico8_gpio
    +    └─ pico8.dat
    +
  • +
+
2) Make sure that Pico8 is executable
+

By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

+

To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

+
chmod +x /userdata/bios/pico-8/pico8
+
+

The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

+
ls -l /userdata/bios/pico-8/pico8
+
+
3) EmulationStation
+
    +
  • copy the following text into a file called es_systems_pico8.cfg +
    es_systems_pico8.cfg
    <?xml version="1.0" encoding="UTF-8"?>
    +<systemList>
    +  <system>
    +        <name>pico8</name>
    +        <emulators>
    +            <emulator name="lexaloffle">
    +                <cores>
    +                    <core default="true">pico8_official</core>
    +                </cores>
    +            </emulator>
    +            <emulator name="libretro">
    +                <cores>
    +                    <core>fake08</core>
    +                </cores>
    +            </emulator>
    +        </emulators>
    +  </system>
    +</systemList>
    +
  • +
  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
  • +
  • restart EmulationStation
  • +
  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS → EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
  • +
+

Playing a game

+

Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

+
    +
  1. Using Splore
      +
    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
    • +
    • To use this method simply create a file named Splore.png in roms/pico8.
    • +
    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
    • +
    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
    • +
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  2. +
  3. Through .png or .p8 files added directly roms/pico8
      +
    • Browse the list of games (aka. "Carts") on Lexaloffle's website
    • +
    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
    • +
    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
    • +
    • You should now be able to launch the game by selecting it from the gamelist.
    • +
    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
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PortMaster

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PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

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Games

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The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

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The library is divided in two major categories:

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    +
  • Ports which are "Ready to run" are ports of free games which you can install and immediately start playing.
  • +
  • Ports with "Files needed" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.
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Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

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Installing PortMaster

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After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

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If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

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Managing games

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PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

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PortMaster requires an active internet connection to install and update ports.

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  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
  • +
  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
  • +
  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
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  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.
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There is also an Options section where you will find settings for PortMaster itself.

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Installing ready-to-run games

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To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Installing games with files needed

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To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

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Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

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The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

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After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

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During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Known issues with PortMaster games on exFAT-formatted partitions

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As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

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For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

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The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

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PortMaster compatibility chart

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GameRuns on ext4Runs on exFATGame breaking issues on exFAT
Half-LifeNone
OwlboyLoses all settings/savegames when quit.
Stardew ValleyLoses all settings/savegames when quit.
TMNT: Shredder's RevengeLoses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues.
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ScummVM

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ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

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Point and click

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By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

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However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

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Standalone and RetroArch ScummVM

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KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

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Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

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  • Standalone ScummVM
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  • Libretro ScummVM
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    • will launch games from EmulationStation without adding them to the scummvm.ini.
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    • will not memorize game-specific settings for games which are launched from EmulationStation.
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Updated version coming soon

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We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

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Adding ScummVM games

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Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

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Game IDs

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Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, "Indiana Jones And The Fate Of Atlantis" by LucasArts has the ID atlantis. Consequently, the game ID of "Indiana Jones And The Fate Of Atlantis" is scumm:atlantis.

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The game "Atlantis: The Lost Tales" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of "Atlantis: The Lost Tales" is cryomni3d:atlantis.

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Launcher IDs

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When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

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For example, "Broken Sword" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of "Broken Sword" would receive the launcher ID sword1-win-de-1.

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Step 1: Find out the (default) launcher ID

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To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

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Open ScummVM launcher on your device

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The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. +In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

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Step 2: Add your game files

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In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

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Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

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Step 3: Create the ScummVM file

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After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of "Broken Sword" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

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However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

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So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

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sword1-win-de
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Saving game-specific settings in RetroArch-integrated ScummVM

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Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

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Step 4: Update gamelists

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Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

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Step 5: Add the game to the ScummVM launcher

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Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

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Step 6: Scrape media

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By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

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FAQ: About KNULLI

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Q: What is KNULLI?

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A: KNULLI is a fork of Batocera. It tries to provide support for devices that fall under at least one of these two categories:

+
    +
  • There are no open source kernel and/or u-boot sources available
  • +
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • +
  • It's a device that I own and I have decided to create a Custom Firmware for it
  • +
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Q: OK, so why a fork and not merge the changes back to Batocera?

+

A: Because the license of Batocera does not allow for closed sourced kernels to be added to the distribution.

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Q: Are there any other differences?

+

A: The goal is to maintain compatibility with batocera, but with focus on low powered devices or devices that don't necessarily benefit from some features that have an impact on device performance, etc. For instance, devices with low memory (256MB like Powkiddy A12/A13 or RG35XX Classic). Then there's also the intention to add features currently present in JelOS/Rocknix, EmuELEC, etc.

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+

Q: Do you know what the word "Knulli" means in Swedish?

+

A: Yes, we do. 😃

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+

Q: I am using the Batocera v39/40 beta on my RG35XX Plus/H - should I switch to KNULLI?

+

A: The short answer is: Yes!

+

The long answer is: After we adapted Batocera to make it work on the RG35XX Plus/H, it became clear that Batocera will not be able to integrate our proposed changes into their software due to licensing issues. The license under which Batocera is published is not compatible with the license of the drivers for the RG35XX Plus/H. Therefore, we created a fork of Batocera under a completely new name to resolve the licensing issues. While the Batocera v39/40 beta for RG35XX Plus/H is no longer maintained, KNULLI is its immediate successor. Consequently, switching to KNULLI corresponds to updating to a newer version of the same OS you are already using.

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+

Q: Where can I download the latest version?

+

A: You will find the latest version of KNULLI on our Releases page. Find the download for your device in the Installation Package Downloads section and follow the Quick Start Guide to install KNULLI on your device. If your device is not listed there, please be patient - there is no public release of KNULLI for your device available, yet.

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+

Q: Which devices are supported?

+

A: You will find a list of all currently supported devices in the Installation Package Downloads section of our Releases page. If your device is not listed there, there is no public release of KNULLI for your device available, yet.

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+

Q: Do I have to flash every release or can I update?

+

A: For most of the releases you can run a manual update as explained in the Update section.

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+

Q: Do you support X device? Will you add support for X device?

+

A: You can find the list of currently supported devices here: Devices

+

If the device you are interested in isn't in that list then no one has contributed the work to add support for it yet. Why? To add support for a device we (1) need to be interested in adding support for it 😊 and (2) need to have direct access to the device.

+

That said, anyone who is interested can submit updates to KNULLI to add support for a device they care about! If you are interested in adding support for a new device please start here: Contribute

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Q: Is it possible to license KNULLI for redistribution?

+

A: KNULLI utilizes a non-commercial CC BY-NC-SA 4.0 copyleft license on our branding which is intended to prevent abuse of our work. Device Makers and others who would like to bundle on devices may not do so without our express permission.

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Q: Can I sell KNULLI?

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A: The KNULLI brand is licensed for non-commercial use only. It is not allowed to be sold or included as an up charge in any form what-so-ever. Period. This is not negotiable.

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FAQ: Troubleshooting

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Q: I want to add my own ROMs to the SD card but my Windows/Mac computer can't see the roms partition - what can I do?

+

A: By default KNULLI formats the second partition with the ext4 filesystem for Linux. That format is typically +not readable/mountable under Windows/Mac. However, ext4 is required for several PortMaster games to work properly.

+

Instead of accessing the partition directly, we propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI, if you are sure that you do not want to play PortMaster games. Please refer to the Add Games section for details about network transfer and reformatting.

+
+

Q: Can I use a second SD card for my roms/bios content?

+

A: Yes! Have a look in the Second SD Card section!

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+

Q: Can I use one SD card only for PortMaster so that the other can still be exFAT?

+

A: The short answer is: No.

+

The long answer is: Knulli will use either SD 1 or SD 2 for all of your user data, including games, saves, etc. There is no way around your SD cards being formatted to ext4 if you want to play PortMaster games.

+

If you know your way around Linux and understand the concept of symbolic links, you can take the time to study the folder structure of KNULLI and employ symbolic links to use the storage space of both SD cards: You could turn certain subfolders on the SD card KNULLI is set up to use into symbolic links to subfolders on the other SD card. However, for that to work, both data storages still need to be formatted to ext4.

+

You can learn more about the Game Storage, using a Second SD card, and the KNULLI filesystem in the respective wiki sections.

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Q: I would like to try muOS and KNULLI - is it possible to have the same second SD card for both CFWs to share my games between them?

+

A: KNULLI requires all the ROMs to be in the respective subfolders of the emulated system, e.g., roms/snes for SNES ROMs. If you populate your SD card the KNULLI way (see Add Games section for details), it will be possible to configure your muOS to take the ROMs from these folders, which will enable you to use the same second SD card for your ROMs in both CFWs.

+
+

Q: I have Garlic with my ROMs/BIOSes on the second SD card. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the ROM folders and their location, but thanks to @XQuader there's a script that creates the compatible configuration for KNULLI based on the Garlic structure. You can read more about it on this Reddit post.

+
+

Q: The installation seems to be running, I can see it's expanding the partition but it's taking too long

+

A: Expanding and booting the first time with a 64GB SDCARD takes about 1 to 1:30 minutes. If your SDCARD is larger it may take much longer, however, if it goes beyond 5 minutes, chances are that something didn't go well. Just press reset and the system will continue. If that's the case, the partition may have not been expanded. For that you will need to manually expand the card on your PC/Mac/Linux.

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+

Q: I cannot connect to my Wi-Fi even though my device has a wireless network adapter - what can I do?

+

A: Make sure that your router is set to WPA2. Some users experience connection issues with Wi-Fis which are set to WPA3.

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+

Q: I've installed/updated to the latest version and I don't have audio, or my controls don't respond, or something else is not working as expected - what can I do?

+

A: You might want to try to reset your device to factory settings. Please follow our guide on Resetting to Factory Settings

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+

Q: When I try to open Retro Achievements, I get an error message with status code 419, telling me I am not authorized. What can I do?

+

A: Nothing. But don't worry! If you see this message, it only means that your version of KNULLI does not support displaying your collected Retro Achievements, yet. However, it is still completely possible to collect Retro Achievements while playing! Just set up your Retro Achievements account as explained in the Retro Achievements section and start hunting!

+
+

Q: Where can I change the hotkey shortcuts? When I try to change hotkeys in RetroArch, my changes are reset every time I start a game!

+

A: The short answer is: Nowhere. You are not supposed to change them, you should just use the ones described in the Hotkey Shortcuts section.

+

The long answer is: Unlike other CFWs for previous generations of handhelds, KNULLI is not limited to RetroArch-integrated emulators. KNULLI comes with a lot of standalone emulators. Some of them have to be configured by the developers with hard-coded programming because they can't be configured at runtime.

+

Like the Batocera project we forked from, KNULLI wants to give the users a consistent user experience. Therefore, we provide a set of pre-defined hotkey shortcuts that work for most emulators as consistent as possible. We are currently not planning to add any options for you to be able to change hotkeys anytime soon, but we are discussing options.

+

Tech-savvy users might be able to override our settings for RetroArch specifically by replacing them in batocera.conf, following this guide on the Batocera website. However, be aware that some shortcuts that we provide on the OS level might conflict with your manual choices for hotkeys on the RetroArch level, which might lead to double-bindings. Consequently, we do not recommend tinkering with hotkeys at all.

+
+

Q: Why do my RetroArch settings always reset whenever I launch a game?

+

A: You are not supposed to make changes in RetroArch directly. Most relevant options for each emulator and/or RetroArch core can be set in EmulationStation either globally or per system or even per game. The RetroArch configuration file is generated anew with every launch of a game, based on the settings you made globally or for the specific system/game in EmulationStation. For that reason, all the changes you make while playing will be overwritten the next time you launch a game, except for overrides and remap files.

+

Please set up your emulators in EmulationStation. If you miss an emulator option in EmulationStation that seems relevant to you, you might want to get in touch and make your case. Maybe we can help you adopt this emulator option into an EmulationStation setting or at least give you insight why we don't think this option should be set by the user (e.g. hotkey changes which would lead to system-wide inconsistencies).

+
+

Q: Why are bezel decorations not working on my KNULLI device?

+

A: Most bezel decorations are made for screens with an aspect ratio of 16:9. Consequently, those bezels do not work on a 4:3 display (like on the Anbernic RG35XX H/Plus/SP). To get bezel decorations working, find a bezel pack for 4:3 displays. You will find a detailed explanation (and a pointer to 4:3-compatible bezels) in the Bezel Decorations section.

+
+

Q: There seems to be some battery drain. What can I do?

+

A: Most likely, there is no battery drain. There is a bug in the algorithm which calculates and refreshes the estimated battery charge. Therefore, the displayed percentage is inaccurate. Do not worry about it, your battery is fine. Our developers are already working on a solution to give you a more precise battery charge indicator.

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Allwinner A133 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

+

Obtaining the stock firmware

+

You can download the stock firmware from GitHub

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Allwinner H700 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

+
    +
  • RG35xx Plus
  • +
  • RG35xx H
  • +
  • RG35xx 2024
  • +
+

Tools and repositories required

+ +

Firmware building blocks

+

There are four different blocks that are required for the Allwinner H700 BSP to work.

+

Boot0

+

The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

+

The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

+

The boot0 has the following signature:

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00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|
+00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|
+00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|
+00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|
+00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|
+00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|
+00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|
+00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|
+00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|
+00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|
+000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|
+000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|
+000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|
+000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|
+000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|
+000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|
+00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|
+00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|
+00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|
+00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

Boot package

+

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

+

The boot package has the following signature:

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00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|
+00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|
+00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|
+00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|
+00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|
+00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|
+00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|
+000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|
+00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|
+00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|
+00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|
+000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|
+000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

The u-boot is included in the boot-package.fex image

+

Boot Image

+

Contains the kernel, ramdisk, and bootargs.

+

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

+

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

+

To extract the boot.img to the folder boot_image:

+
$ unpackbootimg -i boot.img -o boot_image/
+
+BOARD_KERNEL_CMDLINE .BT0
+BOARD_KERNEL_BASE 645ee563
+BOARD_NAME  for boot0
+
+BOARD_PAGE_SIZE 1948279909
+BOARD_HASH_TYPE sha256
+BOARD_KERNEL_OFFSET 00008000
+BOARD_RAMDISK_OFFSET fd058b12
+BOARD_SECOND_OFFSET 9c087c09
+BOARD_TAGS_OFFSET 080a7c03
+BOARD_OS_VERSION 49.91.109
+BOARD_OS_PATCH_LEVEL 2070-12
+BOARD_DT_SIZE 1634541679
+
+

The following files will be extracted into the boot_image folder:

+
boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    
+boot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage
+boot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  
+boot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff
+
+

To repack the boot.img after doing any changes:

+
mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \
+--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \
+--second_offset 00e88000 --tags_offset fff88100 --cmdline "earlyprintk=ttyS0,115200 
+loglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 
+init=/sbin/init" -o updated_boot.img
+
+

Env Image

+

Env image contains the environment variables used by u-boot.

+

The image can be extracted just with strings env.img > env.txt.

+

The environment variables follow this format:

+
earlyprintk=sunxi-uart,0x05000000
+initcall_debug=0
+console=ttyS0,115200
+nand_root=/dev/nand0p4
+mmc_root=/dev/mmcblk0p5
+init=/init
+loglevel=4
+selinux=0
+cma=64M
+mac=
+wifi_mac=
+bt_mac=
+specialstr=
+keybox_list=hdcpkey,widevine
+setargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+setargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+boot_normal=sunxi_flash read 45000000 boot;bootm 45000000
+boot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000
+boot_fastboot=fastboot
+recovery_key_value_max=0x13
+recovery_key_value_min=0x10
+fastboot_key_value_max=0x8
+fastboot_key_value_min=0x2
+bootdelay=0
+bootcmd=run setargs_nand boot_normal
+
+

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

+
mkenvimage -s 0x1000000 -o env.img env.txt 
+
+

Obtaining the stock firmware

+

There are three ways to obtain the stock firmware:

+
    +
  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • +
  • Use the SDCARD included with your device
  • +
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
      +
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
    • +
    +
  • +
+

Firmware extraction

+

This section describes the different methods to extract the firmware

+

Using the original PhoenixCard firmware

+

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

+

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. +With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

+
$ unzip h700_linux_tv_uart0_20231108.zip
+Archive:  h700_linux_tv_uart0_20231108.zip
+  inflating: h700_linux_tv_uart0_20231108.img
+
+

Then run OpenixCard to extract the actual image:

+
$ OpenixCard -u h700_linux_tv_uart0_20231108.img
+ _____             _     _____           _ 
+|     |___ ___ ___|_|_ _|     |___ ___ _| |
+|  |  | . | -_|   | |_'_|   --| .'|  _| . |
+|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|
+      |_| Version: 9ffafbb Commit: 1
+Copyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>
+
+[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img
+[OpenixIMG INFO] Decrypting IMG header...
+[OpenixIMG INFO] IMG version is: 0x300
+[OpenixIMG INFO] Decrypting IMG file contents...
+[OpenixIMG INFO] Writing the IMG config data...
+[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump
+
+

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

+
arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex
+aultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex
+aultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex
+board.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex
+
+

From the files extracted you can identify the four files mentioned above:

+
    +
  1. boot0_sdcard.fex is the boot0
  2. +
  3. boot_package.fex is the boot package image
  4. +
  5. boot-resource.fex is the boot.img
  6. +
  7. env.fex is the env.img
  8. +
+

Using the stock SDCARD or image

+

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

+

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

+

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464
+
+

For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

+
$ fdisk -l RG35XXH-EN16GB-OS240330.IMG
+Disk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors
+Units: sectors of 1 * 512 = 512 bytes
+Sector size (logical/physical): 512 bytes / 512 bytes
+I/O size (minimum/optimal): 512 bytes / 512 bytes
+Disklabel type: gpt
+Disk identifier: AB6F3888-569A-4926-9668-80941DCB40BC
+
+Device                          Start      End  Sectors  Size Type
+RG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data
+
+

Then extract partitions 1 and 2 with:

+
dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400
+dd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663
+
+

If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

+
$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464
+
+

To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

+
$ sudo dd if=/dev/sdh1 of=boot.img bs=1024
+$ sudo dd if=/dev/sdh2 of=env.img bs=1024
+
+

Putting everything back together

+

Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

+
    +
  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
  • +
  • Flash the internal partitions boot0 and boot_package.img:
  • +
+
sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8
+sudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400
+
+
    +
  • Flash the boot.img and env.img
  • +
+
sudo dd if=boot.img of=/dev/sdh1 bs=1024
+sudo dd if=env.img of=/dev/sdh2 bs=1024
+
+

Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

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Welcome to KNULLI Wiki

+

KNULLI is a custom firmware for retro gaming devices (handhelds, bartops, etc.). It's developed as a fork of Batocera. It tries to provide support for devices that fall under at least one of these categories:

+
    +
  • There are no open source kernel and/or u-boot sources available
  • +
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • +
  • There is no GPU support or the gpu is not supported, so framebuffer is the only option
  • +
  • It's a device that I own and have decided to build a CFW for it
  • +
+

Features

+

KNULLI supports devices with GPU (GLES support) and framebuffer only (legacy).

+
    +
  • Emulation Station frontend for GPU based devices
  • +
  • Simplemenu/Simplermenu+ for framebuffer only devices (also for GPU ones if preferred)
  • +
  • RetroArch plus multiple libretro cores
  • +
  • Wireless and Bluetooth support (including audio) when supported by the device
  • +
  • Support for external USB wireless for those without internal wireless card
  • +
  • Retroachievments
  • +
  • Netplay
  • +
  • Cover art/thumbnail scraper support
  • +
+

Community

+

KNULLI uses Discord for discussions, it you would like to join us please use this link: Discord

+

Licenses

+

KNULLI is a Linux distribution that is made up of many open-source components. Components are provided under their respective licenses. This distribution includes components licensed for non-commercial use only.

+

Bundled Works

+

All other software is provided under each component's respective license. These licenses can be found in the software sources or in this project's licenses folder. Modifications to bundled software and scripts by the KNULLI team are licensed under the terms of the software being modified.

+

Binary kernels and bootloaders

+

The releases for some devices include kernels and/or bootloaders that don't have source code available because the manufacturer has not published them. In those cases the device specific page includes instructions to extract those from the stock firmware.

+

Credits

+

This project is not the work of one person but it is the work of many persons all over the world who have developed the open source bits without which this project could not exist. Special thanks to Batocera, muOS, JelOS, CoreELEC, LibreELEC, and to developers and contributors across the open source community.

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+ + + + + + + + + + \ No newline at end of file diff --git a/it/configure/bluetooth/index.html b/it/configure/bluetooth/index.html new file mode 100644 index 000000000..78b5cc162 --- /dev/null +++ b/it/configure/bluetooth/index.html @@ -0,0 +1,2298 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Bluetooth - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Bluetooth

+

KNULLI supports a lot of different types of Bluetooth devices, such as input devices (controllers, mice, keyboards, etc.) and audio speakers and headphones.

+

Connect a Bluetooth device

+
+

Troubleshooting

+

If your KNULLI device fails to pair with one of your Bluetooth devices, try disabling Wi-Fi while pairing. (You can enable Wi-Fi again after pairing.)

+

Also, please be aware that some Bluetooth controllers might be built to only support the system they are made for, e.g., Android or Nintendo Switch. If your Bluetooth controller does not work with your KNULLI device, make sure that it supports Bluetooth for PC.

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To connect a Bluetooth device with your KNULLI device, you first need to make sure that both devices support Bluetooth. If so, press Start to bring up the main menu and go to Controller & Bluetooth Settings. Here, you will be able to Enable Bluetooth if it is not enabled, yet.

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Once Bluetooth is enabled, either try to Pair Bluetooth Pads Automatically (to automatically pair input-devices in pairing mode) or select Pair A Bluetooth Device Manually and find your device in a list of available Bluetooth devices in your vicinity. If your Bluetooth device does not show up or pairing does not work as expected, check the manual of your Bluetooth device for pairing instructions.

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Assigning controllers

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After your devices have been paired successfully, you might need to take additional steps in order to use them. For example, after connecting a Bluetooth controller, you will have to assign the controller to a player as explained in the Controls section.

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Set up audio output

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After pairing an audio output device (like a headphone), you need to set it as your audio output. Press Start to bring up the main menu, head to System Settings and choose your Blueooth device as Audio output.

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Forget a Bluetooth device

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If you want to remove or "forget" a paired Bluetooth device, press the Start button to bring up the main menu, head to Controller & Bluetooth Settings, open Forget A Bluetooth Device, find the device and remove it.

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Collections

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In addition to the systems displayed; EmulationStation (ES) has functionality to create custom collections that you can use to group and organize your game library in different ways. For example; if you wanted to create a view that automatically grouped all of your Role Playing Games or one that only lists the games you are currently playing you can use ES collections to do that.

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All of the options described below can be managed by pressing START anywhere in ES to open the Main Menu and then opening Game Collection Settings

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Game Collection Settings Menu

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Managing Your Backlog

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Knulli includes a Now Playing collection that can be used to curate and play through your backlog. You can turn this on by going to Game Collection Settings > Create New Custom Collection from Theme while using our default system-theme.

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Once its turned on; you can add to it by pressing X(NORTH) on any game while in ES. In the menu that opens you'll see Now Playing listed under the collections header. Simply highlight it and press the confirm button.

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You can also set Knulli to boot directly into the Now Playing collection by setting the Start on System value in the Game Collection Settings menu. Change that value to Now Playing and also turn on Start on Gamelist.

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With the above settings you can create a very simple view of the games you are trying to finish that displays directly when Knulli launches.

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Collection Types

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There are 3 collection types in ES so let's walk through each to help you decide which makes sense to use for your use cases.

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Automated Collections

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EmulationStation has a set of built-in automated collections to easily view your last played games, favorites and all the games in your library. You can turn these on or off in the Automated Game Collections menu.

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Editable Collections

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An editable collection is one that you can specifically curate by hand. Simply give it a name and then as you are browing your gamelists you can press X(NORTH) on any game and add it to the collection you created. As an example, you could use this functionality to create a collection for all of your Final Fantasy games and then manually add each FF game to the list.

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Dynamic Collections

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A dynamic collection enables you to create a set of filters that will automatically group your games. For example if you wanted to create a collection that automatically grouped all of your Role Playing Games into a single view; you could create a dynamic collection called RPGs, select a genre filter of Role Playing Games and then save the filter. Then any time you add a new game with the Role Playing genre it will automatically show up in this collection.

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Additional Notes

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You can also use the Game Collection Settings menu to manage which systems are displayed. Press START anywhere in ES to open the Main Menu and then go to Game Collection Settings > Systems Displayed. In this menu; uncheck the systems you would like to hide and then exit the menu. ES will then refresh and those systems will be hidden.

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Controls

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Do not confuse hardware setup with button mapping for games/systems!

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Do not confuse controller setup with game- or core-specific button remapping! This section is about the global controller setup to make the hardware work. If you want to remap the controls for a specific game or emulator, follow the guide for the respective emulator (e.g. Retroarch).

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Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. Additionally, Knulli also supports other types of input devices, such as mice and keyboards.

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If a controller does not work with your KNULLI-device out of the box, it might be necessary to map its buttons and directional controls to the corresponding game inputs, as explained in the sections below.

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The built-in controls

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Most KNULLI-compatible devices are handhelds with built-in controls. They usually consists of a directional pad (, short: D-pad), the so called face buttons (), some shoulder buttons (L1, R1) and/or shoulder triggers (L2, R2) and some buttons for Start and Select. Additionally, your device will most likely have power switch and a function button (Function) which will be used for hotkey shortcuts. Optionally, your device might also have analog sticks and a reset button. If you do not know where those buttons are located on your device, please have a look at the manual of your device.

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KNULLI comes with a set of pre-defined hotkey shortcuts which allow you to save, load, and quit your games, take screenshots, etc. We strongly recommend to learn the hotkey shortcuts and we also strongly advise against modifying the hotkey shortcuts. You will find a list of all default hotkey shortcuts in the Hotkey Shortcuts section.

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Controller names

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Depending on your device, your built-in controls have a distinct name. For example, on the Anbernic RG40XX H, the built-in controls are called ANBERNIC-keys, on the RG35XX H, they are called Deeplay-keys.

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Assigning controllers

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After connecting a controller, the controller can instantly be used to navigate the EmulationStation GUI. However, to use a controller in a game, it must be assigned to a player. By default, only the built-in controls are assigned to player 1. After connecting additional controllers, you have to assign the controllers to the respective players.

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Press Start to open the main menu and head to Controller & Bluetooth Settings. Towards the end of the menu, you will find the controller assignments for players 1-8. Here, you can assign each player a dedicated controller.

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Controller assignments are reset after reboot

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Your KNULLI device does not memorize, which controller was assigned to which player in a previous session. Make sure to always assign all controllers to the corresponding players after you (re-)connected them to your KNULLI device.

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Controller mapping

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Do not attempt to remap the built-in controls

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Each KNULLI build is optimized for the specific device it was designed for. Specificially, all built-in controls are already mapped for you. Do not attempt to remap the built-in controls in the Controller & Bluetooth Settings menu. By doing so, you might break any hidden virtual controls (e.g. the D-pad-to-virtual-stick mapping for devices without analog sticks, which usually can be toggled with Function+Select). If you want to remap controls for certain games or systems, please do it within the respective game or emulator settings. The Controller & Bluetooth Settings menu is not the right place to map game- or system-specific controls!

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To map the buttons and directional inputs of a controller, press the Start button to bring up the main menu, find Controller & Bluetooth Settings and select Controller Mapping. On-screen instructions will ask you to hold a button on the controller you want to map. Once the controller was detected, you will be guided through the process: Simply press the button on your controller which corresponds best to the button/function displayed on screen.

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If you press a wrong button, don't worry: You will always be able to return to this menu and remap the controller again.

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Face buttons are indicated by direction!

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KNULLI supports several different controllers from different brands. Depending on your controller, labels on the face buttons might differ. Therefore, KNULLI names face buttons not by their label but by their direction.

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For example, out of the four face buttons, the north button () is labeled X on the standard SNES controllers. The same button is labeled Y on Xbox controllers and on PlayStation controllers.

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Make sure that you do not confuse the directional face buttons ( ) with the D-pad directions ( )! You will find more information about face buttons in the Hotkey shortcuts section.

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Background Music

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Your userdata folder contains a folder called music. If you store any compatible music files in this folder, the music will replace the original background music that comes with KNULLI. Instead of the built-in background music, KNULLI will now play the songs from your music folder while you are browsing your games in EmulationStation.

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Make sure your music files are compatible

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Background music for KNULLI/EmulationStation should be in MP3 or OGG format and have a sample rate of 44100Hz and a bitrate of 256kb/s max.

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When adding your background music, you can either dump all your songs randomly into the music folder or create subfolders for each system if you want to add system-specific music for all the systems you like to play. If you want to add your music per system, you should not leave any music files in the top level of the music folder but sort all your music by system. The system names in the music folder correspond to the system names in the roms folder (e.g., snes for SNES, megadrive for Mega Drive/Genesis).

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Once you added your music, press Start to bring up the main menu and head to Sound Settings. Here you can toggle Frontend music on and off. Additionally, you can set up volume, title display duration, and you can also set up whether you want your music selection to be played per system or not.

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Bezel Decorations

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KNULLI supports a lot of different emulators for a lot of different systems. Many of these systems originally had an aspect ratio that is different from the built-in screen of your KNULLI device. To fill the black void between the border of the screen and the game area, KNULLI supports using decorations, also referred to as bezels or bezel decorations.

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Decorations only work with RetroArch cores

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KNULLI comes with a lot of different emulators. However, bezel decorations currently only work with RetroArch-integrated emulators (libretro cores).

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Mind the aspect ratio

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Most bezel decorations are made for a specific aspect ratio of 16:9, to provide a decoration for the void around the game when playing on a TV screen. However, if the screen of your handheld has a different aspect ratio, those bezels will not work on your device!

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For example, the devices of Anbernic's RG35XX H/Plus/SP series have a 3.5" screen with an aspect ratio of 4:3, hence, a lot of well-known bezel decoration packs which have been designed for 19:6 displays (e.g., The Bezel Project) will not work on the built-in screen of those devices.

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Bezel decorations for 4:3 displays

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Even though most bezel decoration packs are specifically designed for 16:9 displays, there are a few options for 4:3 displays, too.

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drkhrse/antiKk

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Some bezels which were originally created by drkhrse and antiKk have been adapted by nvitaterna to work on Batocera-based handhelds with 4:3 displays. To install this set on your Knulli device

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  • download the bezel pack from the GitHub repository of nvitaterna, either by +
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  • unzip the file (e.g. with 7-Zip).
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  • find the batocera_4_3_handheld_bezels folder inside the decorations folder you just unzipped.
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  • copy the entire batocera_4_3_handheld_bezels folder into the decorations folder of your userdata folder.
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The bezel pack should now be installed and ready to use. However, to apply it, you have to set it up as explained in the Apply bezel decorations section.

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Apply bezel decorations

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If you want to apply bezel decorations, you can do this either globally, by system, or by game. Since game settings override system settings and system settings override global settings, it is possible to globally set a specific bezel pack and, at the same time, pick a different one for a specific system, or even just a single game.

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EmulationStation does the work for you

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You might be used to setting up bezels directly within RetroArch. On your KNULLI device, EmulationStation will take care of this for you. Do not attempt to set up bezel decorations from within RetroArch.

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Global bezel decorations

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To apply a set of bezel decorations globally

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  • go to Game Settings and open Decorations.
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  • select the Decoration Set of your choice.
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  • leave the menu to apply the change.
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System bezel decorations

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To apply a set of bezel decorations to a system

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  • go to Game Settings and open Per System Advanced Configuration.
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  • select the system you want to apply the bezels to.
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  • open Decorations.
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  • select the Decoration Set of your choice. (Auto means to inherit global settings.)
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  • leave the menu to apply the change.
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Game bezel decorations

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To apply a set of bezel decorations to a single game

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  • find the game on your device by browsing your game lists.
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  • select the Decoration Set of your choice. (Auto means to inherit global/system settings.)
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  • leave the menu to apply the change.
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Boot Logo

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For a wholesome KNULLI experience, you may want to replace your boot logo to match the style of your theme. The KNULLI boot logo is stored on your primary SD card, on the batocera partition. If you want to replace your boot logo, simply follow the steps below.

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  • Create a new bitmap file (bootlogo.bmp) that has the exact same resolution as your built-in display (e.g. 640x480 for the Anbernic RG35XX Plus/H/SP/2024 series)
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  • Shut down your KNULLI device
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  • Eject the primary SD card from your KNULLI device and insert it into your computer
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  • Find the batocera partition on your SD card (and, if you are using Windows, ignore any warnings about broken/unformatted drives!)
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  • Locate bootlogo.bmp on your batocera partition and replace it with your new boot logo
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  • Turn on your KNULLI device and enjoy your custom boot logo
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Boot logo and splash screen

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The boot logo is an image which is displayed while KNULLI is booting, from the moment the device is turned on until the moment EmulationStation is launched. The EmulationStation splash screen is displayed while EmulationStation is loading, scanning for games, or shutting down. The splash screen is controlled by the theme of your KNULLI installation - learn how to customize it in the Themes section. the boot logo on the other hand is part of the boot partition KNULLI is installed on.

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Customization

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KNULLI comes with a lot of options to customize your gaming experience and make your KNULLI-driven device truly your own.

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  • You can customize the default KNULLI theme (including its Splash screen) or install different themes as explained in the Themes section
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  • You can add your own background music as explained in the Background Music section
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  • You can install your preferred bezel decorations as explained in the Bezel Decorations section
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  • You can replace the boot logo with a different image as explained in the Boot Logo section
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Themes

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Knulli's default frontend is EmulationStation and default theme is Art Book Next. Also included by default is the Carbon theme from Batocera. Both are updated automatically as part of each release.

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Preview

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Configuration

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The following options can be changed directly from the main menu under User Interface Settings > Theme Configuration

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SettingDescriptionOptions
DistributionUsed to define which folder to look in for Theme Customization files.Batocera/Knulli, RetroBat
Aspect RatioEnables you to select the correct aspect ratio for your screen. This will automatically set itself so you should not need to change it but if the theme layout looks odd or spacing looks incorrect you can use this setting to make sure the aspect ratio matches your screen.16:9, 16:10, 4:3, 3:2, 1:1
System ArtworkDefines the set of artwork that is displayed on the system viewDefault, Noir, Custom, Custom (Fullscreen)
System LogosDefines the logo set used on all viewsDefault, Custom
Game ArtworkDefines the type of artwork used to represent a game. These are sourced from the the selections you make in the scraper menu. Image will display the image you selected to scrape for Image Source. Image (Cropped) will display that same image zoomed in to fill the screen. Boxart will display the image you selected to scrape for Box SourceImage, Image (Cropped), Boxart
Game MetadataSets if metadata (e.g. description, release date, etc...) should be displayed for a gameOn, Off
Font SizeSet the size for text elements throughout the theme.Default, Small, Large
Color SchemeSets the color scheme that is used for the theme. There is a set of prebuilt color schemes that you can select and an option to supply your custom color scheme (selected by choosing custom). You can see details on customizations below under Customization.Default, Light, Steam OS, SNES, Famicom, DMG, OLED, Custom
Splash ScreenToggles an optional custom splash screen which will be displayed when EmulationStation is loading and/or scanning for ROMs.Default, Custom
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Additional UI Settings

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The following EmulationStation settings can also be changed and will update the look of the theme accordingly:

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  • User Interface Settings > Show Clock - This will allow you to turn the system clock on or off
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  • User Interface Settings > On-Screen Help - This will turn the display of EmulationStation's help system on or off (the theme's layout will automatically adapt to the available space)
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  • User Interface Settings > Show Battery Status - This will allow you to change what is displayed for the battery status.
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Customization

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Art Book Next allows customizations to system artwork and color schemes without the need to edit the source XML. This enables you to change the look of the theme and still retain your changes when the theme is updated.

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Start Here

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  • Make sure the Distribution setting is set to Batocera/Knulli (This value determines the folder where you will add your customizations)
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    • Batocera/Knulli folder is = /userdata/theme-customizations/art-book-next/
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    • Create this folder and then move on to the options below...
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Background Art

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The artwork used on the system view can be customized with your own images.

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For angled artwork:

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  • Create your custom artwork using one of the masks i've supplied in this theme's resources directory here. I've included a set of masks that should work in all major image editing programs.
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  • Export your final images as transparent pngs
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  • Create a folder in the path you created above called artwork
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  • Upload your images to that folder
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  • They can be named:
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    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
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    • _default.png can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png in the artwork folder.
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  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom
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For fullscreen artwork:

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  • Create a folder in the path you created above called artwork-fullscreen
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  • Upload your images to that folder
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  • They can be named:
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    • _default.jpg
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    • ${system.theme}.png
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    • ${system.theme}.jpg
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    • The theme will look them them up in that order.
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    • _default.png/jpg can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png/jpg should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png or snes.jpg in the artwork folder.
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  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom (Fullscreen)
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Splash Screen

+
    +
  • Upload your image to the folder you created above
  • +
  • It can be named:
      +
    • splash.png
    • +
    • splash.jpg
    • +
    +
  • +
  • One your image is in place you turn on your splash screen by changing Splash Screen to Custom
  • +
+

Color Schemes

+

You can create your own custom color scheme to use for the theme

+
    +
  • Download this template
  • +
  • Upload it in the path you created above and make sure its called colors.xml
  • +
  • Change any values in the template to the colors you prefer.
  • +
  • I tried to make the values as self explanatory as possible but if you have questions regarding which property does what please don't hesitate to ask.
  • +
  • After your colors are defined; in theme configuration change Color Scheme to Custom
  • +
+

Logos

+

System logos can be customized by adding your own images

+
    +
  • Create a folder in the path you created above called logos
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • ${system.theme}.svg
    • +
    • ${system.theme}.png
    • +
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
    • +
    • ${system.theme}.svg/png should be named for the system you are looking to override. For example if you wanted to override the logo for snes you would create an image called snes.svg or snes.png in the logos folder.
    • +
    +
  • +
  • Once your images are in place you turn on custom images by changing the System Logos setting to Custom
  • +
+

Adding Additional Themes

+
    +
  • Knulli's version of EmulationStation is sourced from the same version used in Batocera so you can also use themes that were created for Batocera directly
  • +
  • You can download themes directly using the built-in theme downloader (which includes nice previews of each theme)
  • +
  • You can also find a list of Batocera themes here: https://batocera.org/themes.php if you would prefer to download them manually
  • +
+
+

There are no guarantees that themes from the above list will support the aspect ratio of your device or all of the systems we support. Because of that; some themes may look odd, not display all systems or have layouts that do not match well to your screen.

+
+

Creating Your Own Theme

+

An exhaustive tutorial is out of scope for this wiki. That said; please see Batocera's theme documention @ https://wiki.batocera.org/write_themes_for_emulationstation. Its a great starter guide for understanding the fundamentals of creating themes for the version of EmulationStation used by Knulli.

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Multi-Disc Games

+

Some video games for disc-based consoles, especially those with lots of cinematics, come on more than one disc. Once you added a multi-disc game to your KNULLI device, each disc of the game will show up as its own game. Of course, this adds unnecessary clutter to your game list. Therefore, KNULLI comes with a feature that allows you to hide all the discs of the multi-disc game and display a playlist instead.

+

All you have to do is create a m3u playlist file within the folder for the ROMs of the given system and add relative path references to all the disc images in the correct order.

+

If you feel unsure how to achieve that, follow this guide. It will take you through the process step by step.

+
+

Make sure that 'Ignore Multi-File Disk Content' is turned on

+

KNULLI comes with a setting that allows to hide or show the content (the individual discs) of multi-disc games. By default, hiding individual discs is turned on. However, if you have issues with individual discs unwantedly showing up on your Knulli device, make sure this feature is turned on.

+

Press Start to bring up the main menu, go to System Settings, then Frontend Developer Options, where you find the option Ignore Multi-File Disk Content (CUE/GDI/CCD/M3U). Make sure it is turned on. To apply any change you made here, you will need to update your gamelists by going to Game Settings from the main menu and select Update Gamelists.

+

This option will hide every disc file that is correctly referenced in a playlist. If your game discs still show up, there is likely something wrong with your m3u file.

+
+

How to store multi-disc game files

+

There are several possibilities how to store multi-disc game files. Let's take the PlayStation classic Metal Gear Solid as an example.

+

As thoroughly explained in the Add Games section, all your games have to be stored in your userdata/share folder in a subfolder of roms that corresponds to the system the game was developed for - in this case, psx, the folder for PlayStation games.

+

Top level of the system's ROMs folder

+

Some users prefer to add their multi-disc games to the ROMs folder like any other game:

+
/roms
+ └─ psx/
+    ├─ Metal Gear Solid (Disc 1).chd
+    └─ Metal Gear Solid (Disc 2).chd
+
+

Game-specific subfolder of the system's ROMs folder

+

Some users prefer to create a subfolder for every multi-disc game and drop all the files there:

+
/roms
+ └─ psx/
+    └─ Metal Gear Solid
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
+

"Hidden" subfolder of the system's ROMs folder

+

some users prefer to put all their multi-disc games in a subfolder called hidden (or something similar):

+
/roms
+ └─ psx/
+    └─ hidden
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
+

Creating the playlist

+

After you stored the files on your KNULLI device, you can now create a playlist to group all the discs that belong to a single game into a single file.

+

For that purpose, create a plain text file with the file extension .m3u. Ideally, the m3u file should be named like the game and its discs, so for the example given above, the file name should be Metal Gear Solid.m3u.

+

Following the above examples, you now have two options where to store the playlist file. You can either store it on the top level of the roms/psx folder or optionally in the same subfolder you might have stored your game files in. Depending on where your game files and your playlist file are stored and how they relate to each other, you now need to edit the playlist file:

+

Playlist and game files in the same folder

+

If you decided to store your game files and your playlist file in the same folder, make sure that your m3u refers to the game files directly without any path.

+

For the examples shown above, your Metal Gear Solid.m3u file should contain

+
Metal Gear Solid (Disc 1).chd
+Metal Gear Solid (Disc 2).chd
+
+

if it is stored in the same folder as Metal Gear Solid (Disc 1).chd and Metal Gear Solid (Disc 1).chd.

+

Playlist and game files in different folders

+

If you decided to store your game files and your playlist file in different folders, make sure that your m3u includes the path when referring to the game files.

+

For the examples shown above, your Metal Gear Solid.m3u file should contain

+
Metal Gear Solid/Metal Gear Solid (Disc 1).chd
+Metal Gear Solid/Metal Gear Solid (Disc 2).chd
+
+

if your Metal Gear Solid.m3u is stored in roms/psx and your game files are stored in roms/psx/Metal Gear Solid.

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Networking

+

Many devices which are supported by KNULLI are capable of connecting to the internet as well as local networks. In most cases, this is achieved by a built-in Wi-Fi adapter. However, KNULLI also supports network connection via USB dongles.

+

Supported network adapters

+

Some KNULLI-supported devices (e.g., Anbernic RG35XX Plus/H/SP, TrimUI Smart Pro) already come with a built-in network adapter that is completely supported by KNULLI. If your device comes with a built-in Wi-Fi adapter, you can skip ahead to setting up Wi-Fi.

+

However, even devices without a built-in network adapter (e.g., Anbernic RG35XX 2024, Anbernic RG28XX) can be connected to your Wi-Fi. KNULLI supports external USB Wi-Fi dongles which are based on the RTL8192cu or RTL8188eu/us chipsets. More specifically, the KNULLI community strongly recommends the TP-Link TL-WN725N network adapter.

+

To activate your USB network adapter

+
    +
  • plug the network adapter into an appropriate USB port of your KNULLI device.
  • +
  • press the Start button and head to System Settings. There you will find Services where you need to turn on ENABLE_WIFI after you plugged the network adapter into your device.
  • +
  • follow the instructions for setting up Wi-Fi.
  • +
+

Setting up Wi-Fi

+
+

WPA3 issues

+

Some users experienced issues when connecting their device to a WPA3-protected Wi-Fi. If your device does not connect to your local Wi-Fi, make sure that it is protected with WPA2, not WPA3.

+
+

If your device has a built-in Wi-Fi adapter, you can set it up directly via KNULLI. Press the Start button to open the main menu, go to Network settings where you can configure your Wi-Fi connection. In the lower Settings section, enable Wi-Fi, then select your Wi-Fi by its SSID, enter your Wi-Fi key, and leave the menu to connect to your Wi-Fi.

+

In the section above, you can see whether you are currently connected to Wi-Fi, see your current IP address and toggle the network indicator on or off.

+
+

Password protection

+

By default, your KNULLI device does not require a root password to access your device. Consequently, as soon as you connect to a network, the data on your device becomes accessible in your local network without any password protection. While this might be convenient within your own home, it might be a severe security risk when connecting to a network which is not under your control. We strongly suggest to enable additional security.

+
+

Additional security

+

Press the Start button to open the main menu, go to System settings and find Security. There, you can toggle Enforce security on or off. Be aware that you need to restart the device for the change to take effect.

+

After you enabled additioal security and rebooted your device, return to the Security menu. Below the toggle to Enforce security you will find the Root password now. The root password is generated randomly and sometimes changes automatically when the system receives updates or when major settings have been modified. However, you will always be able to look up your current root password by returning to this menu.

+

The password and the username root must now be used to access the device via network.

+
+

Unknown networks

+

Be aware, that KNULLI is built for retro gaming and easy network access. While this setting will make it harder to access your userdata partition, you still should not connect your KNULLI-driven device to any unknown local networks.

+
+

Hostname

+

The default hostname of the device will always be KNULLI. However, you can pick your own hostname, which might come in handy if you have more that one KNULLI-driven device in your local network. Within your local network, the hostname should be unique, if possible.

+

If you want to change the hostname of your device, press the Start button to open the main menu and go to Network settings where you can modify the Hostname.

+

Windows users may use the hostname to find the device and access the userdata partition. When the device is turned on and connected to your local network, you will find the device in Windows Explorer at the "Network" section under its hostname. Alternatively, you can access the device directly by typing the path in the address bar of Windows Explorer.

+

The path

+
\\KNULLI\share
+
+

(replaceKNULLI with your hostname if you changed it) will lead directly to the /userdata folder where you will find your ROMs, BIOSes, etc. See the Add Games section for more details.

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Patches and Overlays

+
+

Important: Read this before you start!

+

This section deals with adding patches to your KNULLI installation manually. This is not a guide for regular updates. Please be absolutely aware that this guide is just a kick-off guide for advanced users who want to learn more about Linux and apply manual changes to their KNULLI installation.

+

If you are looking for information on how to update your KNULLI device regularly, please head to the Update section instead!

+
+
+

SSH network access to your device is mandatory

+

Before reading any further, be aware that it is mandatory to be able to access a command line on your KNULLI device via SSH to install patches and create overlays. Consequently, you will not be able to do either unless your device is connected to your Wi-Fi (as explained in the Networking section) and you have prepared SSH access to your device (as explained in the SSH section).

+
+

This section covers details about installing patches and persisting changes to the operating system in an overlay. As a regular KNULLI user, you probably do not need to know any of this. This entire section is written for two groups of users:

+
    +
  • Community members from our Discord who want to try patches before they are included in a new internal or public build.
  • +
  • Advanced users who know their way around Linux and want to make changes to their KNULLI setup.
  • +
+

Understanding Linux file systems

+

If you are a Windows user who has never worked with Linux before, you might want to take a little time to understand how Linux file systems work. Bare in mind that this is a simplified explanation which is only meant to pick you up and give you a brief understanding of how KNULLI works differently from your Windows PC. If you want to learn more about how Linux work, we strongly recommend to find a more extensive source of information.

+

File systems on Windows machines

+

On your Windows computer, each drive (or partition) has an assigned drive letter. You might think about them like labeled drawers of a filing cabinet. The main drive that hosts your Windows installation traditionally uses the drive letter C: - this is a relic of a time when drive letters A: and B: were reserved for the two floppy disk drives computers used to have. However, if you connect another drive to your PC, like a thumb drive or a SD card, Windows automatically assigns new drive letters to them, so you can access those drives from your Windows Explorer. Files and folders are addressed by their absolute path which starts with the drive letter. E.g., the folder which holds your pictures is located at

+
C:\Users\<username>\Pictures
+
+

File systems on Linux machines

+

Linux filesystems work a little different. On Linux, every drive is treated like a folder. A Linux system always has a so called root that loosely corresponds conceptually to the drive letter C: on a Windows machine. The root is always referred to by the symbol /. By definition, each absolute path always starts with the / symbol.

+

Other drives are treated like subfolders of the root. With a command called mount, any empty folder of a Linux system can be assigned to any drive of the device. It is even allowed, to have more than one folder that points to the same drive. Following the previous metaphor, consider a filing cabinet with only a single drawer.

+

For example, on your KNULLI device, your games are stored in

+
/userdata/roms
+
+

The KNULLI file system

+

KNULLI is a Linux, so it uses a Linux file system. The entire KNULLI system is stored in a read-only SquashFS. (You can learn more about SquashFS on Wikipedia.) The only exception is a writable folder called /userdata.

+

During boot, KNULLI uses the mount command to make the folder /userdata point to a writable drive. By switching between internal and external storage (as explained in the Second SD Card section), you tell KNULLI which drive to mount as /userdata during boot:

+
    +
  • If you use a single SD card setup (internal storage), KNULLI mounts the SHARE partition of SD 1.
  • +
  • If you use a dual SD card setup (external storage), KNULLI mounts the main partition of SD 2.
  • +
+

When accessing your KNULLI device via Windows/SMB network transfer (as explained in the Network Transfer section), you will access a network drive called share that corresponds exactly to your current /userdata folder. The SMB address

+
\\KNULLI\share
+
+

points to the exact same place as the absolute path

+
/userdata
+
+

on your KNULLI device.

+

The Game Storage section covers in great detail how to use the writable part of your device to add games, BIOS files, bezel decorations, etc. However, when you want to install patches, you want to modify files outside of the writable /userdata folder - that is, where the overlay comes into play.

+

Many ways lead to Rome

+

Keep in mind that Linux allows multiple paths to the same files and folders:

+
/media/SHARE
+
+

points to your internal storage while

+
/media/SHARE_1
+
+

points to your external storage (if you have a dual SD card setup).

+

Consequently, on a single SD card setup, the paths

+
/media/SHARE/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file.

+

Following that principle, on a dual SD card setup, the paths

+
/media/SHARE_1/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file, too.

+

The overlay

+

Since everything outside of the /userdata folder of your KNULLI installation is read-only by definition, you will need to create an overlay to make permanent changes to your KNULLI installation. Otherwise, all changes will simply be undone after every reboot of your system.

+

Your primary SD card (SD1) has a drive called BATOCERA, which is formatted to FAT32 and can be accessed easily from Windows, Linux, and MacOS. On that drive, you will find a folder called boot which contains a file called batocera - that file contains the majority of your KNULLI installation. (This is why you can manually update your KNULLI installation by simply replacing this file, as explained in the Update section.)

+

The overlay is another file that is just called overlay and resides in the same folder. The overlay is optional - usually, users do not have an overlay in place. The overlay file contains changes you made to the KNULLI installation, which will be applied during boot.

+
+

Important: Undo changes

+

If you have created an overlay that breaks your system, you can always undo all your changes by simply deleting the overlay file from the boot folder of your batocera partition.

+

We strongly recommend to always remove your current overlay when you update your KNULLI installation, because patches and other modifications stored in the overlay might be in conflict with the new KNULLI version.

+
+

Installing patches (or manual modifications)

+
+

Patches

+

Some community members on our Discord server occasionally provide patches you can install manually. These patches are usually new features which are either considered or already confirmed to be included in a future KNULLI release. Be aware that patches might be experimental and sometimes just a prototype for a final solution!

+

By installing a patch and reporting feedback to the developers, you provide valuable assistance to the development of KNULLI. However, patches are often not yet approved by the community or the lead developers of the KNULLI project, consequently, there are no guarantees that they will work for you.

+

Before installing a patch, make sure you find the source trustworthy.

+
+

Most patch installations (or manual modifications) to your KNULLI system follow a simple pattern:

+
    +
  • Add, replace, or remove files outside of your /userdata folder
  • +
  • Make some of the files executable by applying the command chmod +x to the files.
  • +
  • Create or update your overlay by executing the command batocera-save-overlay which makes all the changes persistent.
  • +
  • Reboot your device.
  • +
+

Some developers simplify this process for you, by providing a patch installer which does most of these steps for you. However, even if you received a patch installer, you will still have to make the patch installer executable and run it from an SSH command line.

+

Putting files into the right places

+

There are several options to put files in the right places outside of the /userdata folder.

+
    +
  • Some patches come with a patch installer which moves the file for you. In this case, simply store the patch installer and all patch files in your /userdata folder according to the specifications made by the developer.
  • +
  • You can use SCP/FTP to access the entire KNULLI file system. You will find a subsection on how to use SCP/FTP in the Network Transfer section. This approach allows to put the files directly to their final destination.
  • +
  • You can copy the files to your /userdata folder by the same method you add your games and BIOSes. Afterwards, you can move the files from their location inside /userdata to their final destination
      +
    • either by using the OD-Commander tool you will find in the Ports category of your KNULLI device
    • +
    • or by connecting via SSH (as explained in the SSH section) and copying/moving the files via cp/mv on the command line, e.g., +
      cp /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +or +
      mv /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +where the first argument is always the path to the source file you want to copy/move and the second argument is always the final destination where you want the file to end up.
    • +
    +
  • +
+

Making files executable

+

After you have moved the files in the right places, you need to make sure that all files which are supposed to be executable actually are executable.

+

Linux file system permissions

+

On Linux file systems, three different permissions can be set on each file or folder:

+
    +
  • The read (r) permission allows to read the contents of the file.
  • +
  • The write (w) permission allows to modify or even delete the file and/or its content.
  • +
  • The execute (x) permission allows to execute the file, which is a special precaution to avoid users accidentally launching dangerous programs. Each program has to be actively set to actually be executable.
  • +
+

The three permissions can be set on each file for three different "user classes":

+
    +
  • The owner is a single user who owns the file. (It doesn't necessarily has to be the file's creator.)
  • +
  • The group is a single group of users who might have a certain interest in the file.
  • +
  • The others are all other users who are not the owner and not members of the group.
  • +
+

As a result, the permissions of each file can be represented by a 3-by-3 matrix. In this example, everyone can read and execute the file, but only the owner can modify it:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ReadWriteExecute
Owner
Group
Others
+

This corresponds to a string representation of

+
rwxr-xr-x
+
+

where the first 3 letters represent the owner, the next 3 letters represent the group and the last 3 letters represent the others.

+

Setting Linux file permissions

+
+

Make sure that files need to be executable

+

Before you make a file executable, make sure the file actually needs to be executable. Do not randomly mark files as executable "just to be safe". If you are unsure, check back with the patch developer and ask if a file should be executable or not.

+
+

Again, you have several options to set the file permissions on the files of your KNULLI system and make sure a file is executable:

+
    +
  • If using WinSCP, you can right-click a file and select Properties.
      +
    • In the Common tab, go to the Permissions section and make sure all the Xes are checked if the file is required to be executable.
    • +
    +
  • +
  • If connected via SSH (as explained in the SSH section), you can
      +
    • use the ls command to check the permissions of a file, e.g., +
      ls -l /userdata/system/patch-installer.sh
      +
      +to see if a file called patch-installer.sh is executable. The response will look like +
      -rwxr-xr-x 1 root root 458 Aug  3 22:20 /userdata/system/patch-installer.sh
      +
      +and you can tell from the part rwxr-xr-x if a file is executable for everyone.
    • +
    • use the chmod command to change the permissions of a file and make it executable, e.g., +
      chmod +x /userdata/system/patch-installer.sh
      +
    • +
    +
  • +
+

If provided: Run the patch installer

+

If your patch came with a patch installer which you have made executable in the previous step, you can now execute the patch installer from the SSH command line. To do so, establish a SSH connection (as explained in the SSH section) and launch the installer by calling the script by its name from the command line (Mind the dot at the beginning of the command!), e.g., +

./userdata/system/patch-installer.sh
+

+

Have a close look at the output of this command, maybe copy-paste it to a text file for debugging purposes and reach out to the Discord community if you have problems understanding the output.

+

If required: Create overlay manually

+

Some patch installers implicitly create or update the overlay. However, some do not. If your patch did not come with a patch installer, if you want to patch in your own modifications, or if you are not sure whether the patch you applied created an overlay, you better do it yourself. To do so, establish a SSH connection (as explained in the SSH section) and execute the following command: +

batocera-save-overlay
+
+Once the overlay was created/updated successfully, you can type +
reboot
+
+to reboot your system and check if your changes are still in place afterwards.

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+ + + + + + + + + + \ No newline at end of file diff --git a/it/configure/ppsspp/cheats/index.html b/it/configure/ppsspp/cheats/index.html new file mode 100644 index 000000000..9ba1d16b5 --- /dev/null +++ b/it/configure/ppsspp/cheats/index.html @@ -0,0 +1,2305 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Cheats - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Cheats for PPSSPP

+

The standalone PPSSPP emulator for PlayStation Portable (PSP) brings its own database of cheats which can be applied to your PSP games.

+

Installing PPSSPP cheats

+

To install PPSSPP cheats on your KNULLI device, simply press Start to bring up the main menu. From there, head to Updates & Downloads and open the Content Downloader. Find Cheats for PPSSPP emulator, either by searching for it by keyword or by scrolling down to the PlayStation Portable section. Either way, after selecting Cheats for PPSSPP emulator from the list and pressing the confirm button (either A or B depending on your settings), you will be prompted to install cheats. Confirm again to begin installation.

+

Applying PPSSPP cheats on your games

+

By default, KNULLI uses standalone PPSSPP as emulator for your PSP games. However, if you want to make sure that your game runs on PPSSPP (e.g., because you have set global default PSP emulation to another core), you can go to the PSP category, find the game you want to apply cheats on, and hold the confirm button (either A or B depending on your settings) to bring up the game menu. Find Advanced Game Options and make sure to set Emulator to PPSSPP.

+

Applying cheats

+
    +
  • Launch the game and press the Function button to bring up the PPSSPP menu.
  • +
  • In the PPSSPP menu, pick Create game config to create a game config file for your game.
  • +
  • Next, pick Game Settings and head to the System tab where you will find a toggle to Enable Cheats. Make sure that the box is checked.
  • +
  • Head back to the main menu of the PPSSPP overlay, which will now have a Cheats section.
  • +
  • Go to the Cheats section and simply check all the cheats you want to apply to your game. Be aware that not every cheat is available for every game.
  • +
+

You may now return to your game, the cheats should be applied automatically. Since you stored them in a game config file, the cheats will be restored automatically the next time you launch the game with PPSSPP.

+

Enhancing performance with cheats

+

Even though the word "cheat" usually refers to gaining gameplay advantages by manipulating, breaking, overriding the rules of a game, PPSSPP cheats also contain some means to improve the performance of certain games.

+

For example, among the cheats for "God Of War: Chains Of Sparta", you will find cheats for locking the framerate to 30 or 60 FPS. By enabling the 30 FPS lock cheat and setting Frame skipping to 1 and Auto frameskip to disabled in the Graphics tab of the Game settings, you might get a more enjoyable performance on a low-powered device like the Anbernic RG35XX H/Plus/SP.

+
+

Some stock operating systems (e.g., the Anbernic stock OS) already include game configurations for several games, which have cheats activated by default. If you feel like one of your games performs better on the stock OS of your device, take the time to compare the emulator settings of the same game on both devices and adapt the configuration from the stock OS to your KNULLI device.

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Reset To Factory Settings

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Re-creating the entire system folder

+

Usually, KNULLI updates will NOT require you to re-create your entire system folder. Re-creating the system folder corresponds to resetting to factory defaults. Consequently, it will force you to re-configure a lot of settings manually since they will be gone afterwards! Do NOT do this, unless you are absolutely sure it is required.

+
+

As you might already know, all your settings are stored in your userdata/system folder as explained in the Game Storage section.

+

If your system does not work as expected after you changed a setting and you can't find a way to undo said setting, your issue might still be fixed by resetting the corresponding configuration file or the entire system folder to factory settings. In VERY rare cases, it might also be required to adapt your settings to new KNULLI defaults by replacing/updating some files in that system folder after you installed an update.

+

The easiest way to achieve that is by just removing either the respective files or the entire folder. During the next boot, KNULLI will replace all the missing files with new files which contain the default settings.

+

Back up your current settings

+

If you want or need to re-create a configuration file (or the entire system folder) with default settings, access your userdata folder the same way you always access it. Alternatively, you can use the built-in OD-Commander from the Ports category. Either way, we strongly suggest that you rename the system folder or the files you want to replace by adding a suffix like .bak (e.g., rename from system to system.bak). This way, you will be able to put your old settings back entirely or hand-pick single files/lines from your old settings.

+

Renaming files/folders with OD-Commander

+
    +
  • Go to the Ports category.
  • +
  • Find and launch OD-Commander.
  • +
  • You should already see the contents of your userdata folder on the left side, indicated by the headline /userdata. If you are not there, yet, navigate to /userdata by using up/down on the D-pad to navigate and the OK/Back buttons to enter/leave a folder.
  • +
  • Locate the system folder on the left side of the screen.
  • +
  • While the focus is on the system folder
      +
    • either enter the folder and locate the single files or subfolders you want to re-create
    • +
    • or just stay, if you want to re-create the entire system folder.
    • +
    +
  • +
  • Once you have moved the focus on a file/folder you want to re-create
      +
    • press X to open the file menu.
    • +
    • select Rename.
    • +
    • use the on-screen keyboard to rename the file/folder.
    • +
    +
  • +
+

Re-create your configuration files

+

Afterwards, reboot your KNULLI device. It will re-create the missing files and folders from KNULLI defaults. Now, you can either re-configure all your settings via the EmulationStation GUI or you can hand-pick configuration details by comparing your old settings (.bak) with the new ones.

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Modifying controls in RetroArch

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For several systems, KNULLI employs emulation cores from the RetroArch library (libretro). You will find exhaustive documentation on how to use RetroArch in the excellent RetroArch documentation portal. However, to give you a kick-start, here's how to remap controls for your RetroArch-driven emulation systems on your KNULLI device.

+

Remap by game, content directory, or core

+

If you want to remap controls for your retroArch-driven games, first you got to decide, whether you want to change controls for the game, the content directory where the game is stored, or the entire emulation core.

+

When launching a game with a RetroArch core, RetroArch first loads its default remap file common.rmp. However, the default remap file can be overriden hierarchically in the following order:

+
    +
  1. core remap file overrides default remap file
  2. +
  3. content directory remap file overrides core and default remap file
  4. +
  5. game remap file overrides all other remap files
  6. +
+

Now, depending on how your games are stored on your device, if you want to change key mappings for each game of a system, you might either want to change controls for the entire core or for the content directory. However, even if you create a remap file for a content directory, the remapping still will only apply to the core it was made for.

+

Changing controls for an entire core might come in handy if you want to change the key mappings for every game which is run by that core, e.g. for globally swapping B and Y and A and B on a Gameboy core to make default Gameboy controls more similar to default SNES controls and not having to make the same change for every single game again.

+

Remapping controls for a content directory could be helpful if the core covers games from more than one folder but you want to apply the remap to games from only one of these folders.

+

Changing controls for a single game will help you to adapt controls for a single game without messing up controls for every other game of the same core (or folder).

+

Remap your controls

+

After you made a decision on whether you want a game or core specific remapping, hold F (the function button) and press B to bring up the RetroArch menu while playing the game.

+
    +
  • Go to the Controls section and select Manage Remap Files.
  • +
  • Check if there is already an Active Remap File indicated at the top of the menu and if that is the remap file you would like to edit.
      +
    • If the file is named like the game, it is a game remap file.
    • +
    • If the file is named like the folder it is a content directory remap file.
    • +
    • If the file is named like the emulation core it is a core remap file.
    • +
    • If the file is named common.rmp it is the default remap file. (You should not try to edit this one.)
    • +
    +
  • +
  • If the default remap file is selected (or the active remap file is not the remap file you want to use),
      +
    • pick Save Game Remap File to create a game remap file or
    • +
    • pick Save Content Directory File to create a content directory remap file or
    • +
    • pick Save Core Remap File to create a core remap file.
    • +
    +
  • +
  • If you want to permanently delete the current remap file
      +
    • pick Remove Game Remap File to permanently delete the game remap file or
    • +
    • pick Remove Content Directory File to permanently delete the content directory remap file or
    • +
    • pick Remove Core Remap File to permanently delete the core remap file.
    • +
    +
  • +
  • After you made sure the Active Remap File indicates the file you want to use and modify,
      +
    • return the previous section (Controls),
    • +
    • pick the control port you want to remap (for the controls integrated in your KNULLI device, use Port 1 Controls), and
    • +
    • find the input of your device that you want to reassign (first/left column) and assign it to the desired input of the emulated system (second/right column).
    • +
    +
  • +
+

Once you are done remapping, return to your game. All changes you made will be stored in the currently active remap file and will be automatically restored when you launch the game again, unless they are overriden by another remap file as illustrated above.

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SSH

+

As an advanced user, you might want to access the command line (or shell) of your KNULLI device to enter Linux commands directly. You may do so by connecting to KNULLI via SSH. There are several SSH clients available. For Windows users, we recommmend SmarTTY (which is also able to do file transfers) or PuTTY.

+

However, it is also possible to simply use the SSH client which is already integrated in your operating system: Most Linux distributions and modern Windows versions come with a SSH command line tool.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section and establish the SSH connection as explained below.

+

Required information

+

When establishing your SSH connection, you will need the following information:

+
    +
  • Host: Either the hostname of your KNULLI device (default is KNULLI) or the current IP address (press Start and go to Network settings to find your current IP address)
  • +
  • Username: root
  • +
  • Password: Your current root password (press Start and go to System settings and Security to find your current root password, default is linux)
  • +
+

Option 1: Using SSH from the command line

+
    +
  • Open a command line/terminal on your computer.
      +
    • Windows users can use the new Windows Terminal, classic CMD, or PowerShell.
    • +
    • Linux users probably know their way around the command line anyway.
    • +
    +
  • +
  • Type +
    ssh root@knulli
    +
    + and confirm by pressing Enter. (If you changed the hostname of your KNULLI device, you might need to replace knulli with the hostname you chose or the IP address of your KNULLI device.)
  • +
  • If asked, you may confirm fingerprinting.
  • +
  • When asked, type your password and confirm.
  • +
  • After the password was verified, you should be connected to your device via SSH.
  • +
  • Once you are done with SSH, you can quit the SSH client by typing exit and confirming.
  • +
+

Option 2: Using a standalone SSH client tool

+

To establish a SSH connection via SmarTTY, install and launch the program, then follow these steps:

+ + + + + + + + + +
+ +

Step 1: Click New SSH connection... at the bottom left of the window.

+

+ +

Step 2: Setup a new SSH connection with the following settings and click Connect.

+ + + + + + + + + + + + + + + + +
Host Name:KNULLI
User Name:root
Password:linux
+ Also check: +
    +
  • Setup public key authentication and don't ask for password again
  • +
  • Save this connection to connections list
  • +
+
+
+ +

Step 3: When prompted for a type of virtual terminal, choose a regular Terminal.

+
+ +

Step 4: You have successfully established a SSH connection to your KNULLI device.

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Anbernic RG35XX 2024

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX 2024 distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX 2024.

+

Video Guide

+
+

Courtesy of @TechDweeb

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Community

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Videos

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Anbernic RG35XX H

+

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

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Community

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Videos

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Anbernic RG35XX Plus

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/it/devices/anbernic/rg35xx-sp/index.html b/it/devices/anbernic/rg35xx-sp/index.html new file mode 100644 index 000000000..8bb7a72b0 --- /dev/null +++ b/it/devices/anbernic/rg35xx-sp/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX SP - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX SP

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

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Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/it/devices/anbernic/rg35xx/index.html b/it/devices/anbernic/rg35xx/index.html new file mode 100644 index 000000000..e01633ecb --- /dev/null +++ b/it/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2315 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX (Original)

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx OriginalActions Semi 7039 (ARM)Actions Semi BSP 4.9.170pvrsrvkmEmulation Station / Simplemenu
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The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
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Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

Features

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    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
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Notes

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The RG35XX is currently not supported by KNULLI.

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Anbernic RG40XX H

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
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The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

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Community

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Videos

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Device Support

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We are working on KNULLI versions for a variety of ARM based devices.

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There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

+
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Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

+
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GPU supported devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
AnbernicRG35xx OriginalActions Semi 7039 (ARM)Actions BSP 4.7.190PowerVR SGX544fbdev + Emulation Station / Simplemenu
AnbernicRG35XX PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX 2024Allwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
Orange PiOrange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
PowkiddyPowkiddy A12Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyPowkiddy A13Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyRGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
SegaAstro City MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
SJGAMM16Rockchip RK3126 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
TaitoEgret II MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
UnbrandedPocketGo S30Allwinner A33 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.4Malifbdev + Emulation Station
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Legacy devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
CapcomRetro Station TronActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
Powkiddyx51Actions Semi 7051Actions BSP 3.4PowerVR SGX544 (disabled)fbdev + Simplemenu
UnicoNeo Geo MiniActions Semi (MIPS)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoArcade Stick ProActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoMVSXActions Semi 7051 (ARM))Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
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Orange Pi 5

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Orange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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Powkiddy RGB30

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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TrimUI Smart Pro

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
Trimui Smart ProAllwinner A133 / PowerVR GE8300Allwinner BSPpvrsrvkmEmulation Station
+
+

The TrimUI Smart Pro distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by TrimUI for those

+
+

Extracting the kernel and bootloader

+

TrimUI has not published the source code of the u-boot and kernel of the TrimUI Smart Pro. They have published some libraries and SDK, but those do not include the BSP that includes the kernel, u-boot, and bootloader. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the TrimUI Smart Pro.

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FAQ: About KNULLI

+

Q: What is KNULLI?

+

A: KNULLI is a fork of Batocera. It tries to provide support for devices that fall under at least one of these two categories:

+
    +
  • There are no open source kernel and/or u-boot sources available
  • +
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • +
  • It's a device that I own and I have decided to create a Custom Firmware for it
  • +
+
+

Q: OK, so why a fork and not merge the changes back to Batocera?

+

A: Because the license of Batocera does not allow for closed sourced kernels to be added to the distribution.

+
+

Q: Are there any other differences?

+

A: The goal is to maintain compatibility with batocera, but with focus on low powered devices or devices that don't necessarily benefit from some features that have an impact on device performance, etc. For instance, devices with low memory (256MB like Powkiddy A12/A13 or RG35XX Classic). Then there's also the intention to add features currently present in JelOS/Rocknix, EmuELEC, etc.

+
+

Q: Do you know what the word "Knulli" means in Swedish?

+

A: Yes, we do. 😃

+
+

Q: I am using the Batocera v39/40 beta on my RG35XX Plus/H - should I switch to KNULLI?

+

A: The short answer is: Yes!

+

The long answer is: After we adapted Batocera to make it work on the RG35XX Plus/H, it became clear that Batocera will not be able to integrate our proposed changes into their software due to licensing issues. The license under which Batocera is published is not compatible with the license of the drivers for the RG35XX Plus/H. Therefore, we created a fork of Batocera under a completely new name to resolve the licensing issues. While the Batocera v39/40 beta for RG35XX Plus/H is no longer maintained, KNULLI is its immediate successor. Consequently, switching to KNULLI corresponds to updating to a newer version of the same OS you are already using.

+
+

Q: Where can I download the latest version?

+

A: You will find the latest version of KNULLI on our Releases page. Find the download for your device in the Installation Package Downloads section and follow the Quick Start Guide to install KNULLI on your device. If your device is not listed there, please be patient - there is no public release of KNULLI for your device available, yet.

+
+

Q: Which devices are supported?

+

A: You will find a list of all currently supported devices in the Installation Package Downloads section of our Releases page. If your device is not listed there, there is no public release of KNULLI for your device available, yet.

+
+

Q: Do I have to flash every release or can I update?

+

A: For most of the releases you can run a manual update as explained in the Update section.

+
+

Q: Do you support X device? Will you add support for X device?

+

A: You can find the list of currently supported devices here: Devices

+

If the device you are interested in isn't in that list then no one has contributed the work to add support for it yet. Why? To add support for a device we (1) need to be interested in adding support for it 😊 and (2) need to have direct access to the device.

+

That said, anyone who is interested can submit updates to KNULLI to add support for a device they care about! If you are interested in adding support for a new device please start here: Contribute

+
+

Q: Is it possible to license KNULLI for redistribution?

+

A: KNULLI utilizes a non-commercial CC BY-NC-SA 4.0 copyleft license on our branding which is intended to prevent abuse of our work. Device Makers and others who would like to bundle on devices may not do so without our express permission.

+
+

Q: Can I sell KNULLI?

+

A: The KNULLI brand is licensed for non-commercial use only. It is not allowed to be sold or included as an up charge in any form what-so-ever. Period. This is not negotiable.

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FAQ: Troubleshooting

+

Q: I want to add my own ROMs to the SD card but my Windows/Mac computer can't see the roms partition - what can I do?

+

A: By default KNULLI formats the second partition with the ext4 filesystem for Linux. That format is typically +not readable/mountable under Windows/Mac. However, ext4 is required for several PortMaster games to work properly.

+

Instead of accessing the partition directly, we propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI, if you are sure that you do not want to play PortMaster games. Please refer to the Add Games section for details about network transfer and reformatting.

+
+

Q: Can I use a second SD card for my roms/bios content?

+

A: Yes! Have a look in the Second SD Card section!

+
+

Q: Can I use one SD card only for PortMaster so that the other can still be exFAT?

+

A: The short answer is: No.

+

The long answer is: Knulli will use either SD 1 or SD 2 for all of your user data, including games, saves, etc. There is no way around your SD cards being formatted to ext4 if you want to play PortMaster games.

+

If you know your way around Linux and understand the concept of symbolic links, you can take the time to study the folder structure of KNULLI and employ symbolic links to use the storage space of both SD cards: You could turn certain subfolders on the SD card KNULLI is set up to use into symbolic links to subfolders on the other SD card. However, for that to work, both data storages still need to be formatted to ext4.

+

You can learn more about the Game Storage, using a Second SD card, and the KNULLI filesystem in the respective wiki sections.

+
+

Q: I would like to try muOS and KNULLI - is it possible to have the same second SD card for both CFWs to share my games between them?

+

A: KNULLI requires all the ROMs to be in the respective subfolders of the emulated system, e.g., roms/snes for SNES ROMs. If you populate your SD card the KNULLI way (see Add Games section for details), it will be possible to configure your muOS to take the ROMs from these folders, which will enable you to use the same second SD card for your ROMs in both CFWs.

+
+

Q: I have Garlic with my ROMs/BIOSes on the second SD card. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the ROM folders and their location, but thanks to @XQuader there's a script that creates the compatible configuration for KNULLI based on the Garlic structure. You can read more about it on this Reddit post.

+
+

Q: The installation seems to be running, I can see it's expanding the partition but it's taking too long

+

A: Expanding and booting the first time with a 64GB SDCARD takes about 1 to 1:30 minutes. If your SDCARD is larger it may take much longer, however, if it goes beyond 5 minutes, chances are that something didn't go well. Just press reset and the system will continue. If that's the case, the partition may have not been expanded. For that you will need to manually expand the card on your PC/Mac/Linux.

+
+

Q: I cannot connect to my Wi-Fi even though my device has a wireless network adapter - what can I do?

+

A: Make sure that your router is set to WPA2. Some users experience connection issues with Wi-Fis which are set to WPA3.

+
+

Q: I've installed/updated to the latest version and I don't have audio, or my controls don't respond, or something else is not working as expected - what can I do?

+

A: You might want to try to reset your device to factory settings. Please follow our guide on Resetting to Factory Settings

+
+

Q: When I try to open Retro Achievements, I get an error message with status code 419, telling me I am not authorized. What can I do?

+

A: Nothing. But don't worry! If you see this message, it only means that your version of KNULLI does not support displaying your collected Retro Achievements, yet. However, it is still completely possible to collect Retro Achievements while playing! Just set up your Retro Achievements account as explained in the Retro Achievements section and start hunting!

+
+

Q: Where can I change the hotkey shortcuts? When I try to change hotkeys in RetroArch, my changes are reset every time I start a game!

+

A: The short answer is: Nowhere. You are not supposed to change them, you should just use the ones described in the Hotkey Shortcuts section.

+

The long answer is: Unlike other CFWs for previous generations of handhelds, KNULLI is not limited to RetroArch-integrated emulators. KNULLI comes with a lot of standalone emulators. Some of them have to be configured by the developers with hard-coded programming because they can't be configured at runtime.

+

Like the Batocera project we forked from, KNULLI wants to give the users a consistent user experience. Therefore, we provide a set of pre-defined hotkey shortcuts that work for most emulators as consistent as possible. We are currently not planning to add any options for you to be able to change hotkeys anytime soon, but we are discussing options.

+

Tech-savvy users might be able to override our settings for RetroArch specifically by replacing them in batocera.conf, following this guide on the Batocera website. However, be aware that some shortcuts that we provide on the OS level might conflict with your manual choices for hotkeys on the RetroArch level, which might lead to double-bindings. Consequently, we do not recommend tinkering with hotkeys at all.

+
+

Q: Why do my RetroArch settings always reset whenever I launch a game?

+

A: You are not supposed to make changes in RetroArch directly. Most relevant options for each emulator and/or RetroArch core can be set in EmulationStation either globally or per system or even per game. The RetroArch configuration file is generated anew with every launch of a game, based on the settings you made globally or for the specific system/game in EmulationStation. For that reason, all the changes you make while playing will be overwritten the next time you launch a game, except for overrides and remap files.

+

Please set up your emulators in EmulationStation. If you miss an emulator option in EmulationStation that seems relevant to you, you might want to get in touch and make your case. Maybe we can help you adopt this emulator option into an EmulationStation setting or at least give you insight why we don't think this option should be set by the user (e.g. hotkey changes which would lead to system-wide inconsistencies).

+
+

Q: Why are bezel decorations not working on my KNULLI device?

+

A: Most bezel decorations are made for screens with an aspect ratio of 16:9. Consequently, those bezels do not work on a 4:3 display (like on the Anbernic RG35XX H/Plus/SP). To get bezel decorations working, find a bezel pack for 4:3 displays. You will find a detailed explanation (and a pointer to 4:3-compatible bezels) in the Bezel Decorations section.

+
+

Q: There seems to be some battery drain. What can I do?

+

A: Most likely, there is no battery drain. There is a bug in the algorithm which calculates and refreshes the estimated battery charge. Therefore, the displayed percentage is inaccurate. Do not worry about it, your battery is fine. Our developers are already working on a solution to give you a more precise battery charge indicator.

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Allwinner A133 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

+

Obtaining the stock firmware

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You can download the stock firmware from GitHub

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+ + + + + + + + + + \ No newline at end of file diff --git a/it/guides/h700-firmware-extract/index.html b/it/guides/h700-firmware-extract/index.html new file mode 100644 index 000000000..23bc46ae8 --- /dev/null +++ b/it/guides/h700-firmware-extract/index.html @@ -0,0 +1,2568 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Allwinner H700 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

+
    +
  • RG35xx Plus
  • +
  • RG35xx H
  • +
  • RG35xx 2024
  • +
+

Tools and repositories required

+ +

Firmware building blocks

+

There are four different blocks that are required for the Allwinner H700 BSP to work.

+

Boot0

+

The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

+

The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

+

The boot0 has the following signature:

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00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|
+00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|
+00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|
+00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|
+00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|
+00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|
+00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|
+00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|
+00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|
+00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|
+000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|
+000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|
+000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|
+000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|
+000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|
+000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|
+00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|
+00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|
+00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|
+00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

Boot package

+

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

+

The boot package has the following signature:

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00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|
+00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|
+00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|
+00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|
+00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|
+00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|
+00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|
+000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|
+00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|
+00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|
+00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|
+000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|
+000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

The u-boot is included in the boot-package.fex image

+

Boot Image

+

Contains the kernel, ramdisk, and bootargs.

+

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

+

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

+

To extract the boot.img to the folder boot_image:

+
$ unpackbootimg -i boot.img -o boot_image/
+
+BOARD_KERNEL_CMDLINE .BT0
+BOARD_KERNEL_BASE 645ee563
+BOARD_NAME  for boot0
+
+BOARD_PAGE_SIZE 1948279909
+BOARD_HASH_TYPE sha256
+BOARD_KERNEL_OFFSET 00008000
+BOARD_RAMDISK_OFFSET fd058b12
+BOARD_SECOND_OFFSET 9c087c09
+BOARD_TAGS_OFFSET 080a7c03
+BOARD_OS_VERSION 49.91.109
+BOARD_OS_PATCH_LEVEL 2070-12
+BOARD_DT_SIZE 1634541679
+
+

The following files will be extracted into the boot_image folder:

+
boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    
+boot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage
+boot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  
+boot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff
+
+

To repack the boot.img after doing any changes:

+
mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \
+--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \
+--second_offset 00e88000 --tags_offset fff88100 --cmdline "earlyprintk=ttyS0,115200 
+loglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 
+init=/sbin/init" -o updated_boot.img
+
+

Env Image

+

Env image contains the environment variables used by u-boot.

+

The image can be extracted just with strings env.img > env.txt.

+

The environment variables follow this format:

+
earlyprintk=sunxi-uart,0x05000000
+initcall_debug=0
+console=ttyS0,115200
+nand_root=/dev/nand0p4
+mmc_root=/dev/mmcblk0p5
+init=/init
+loglevel=4
+selinux=0
+cma=64M
+mac=
+wifi_mac=
+bt_mac=
+specialstr=
+keybox_list=hdcpkey,widevine
+setargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+setargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+boot_normal=sunxi_flash read 45000000 boot;bootm 45000000
+boot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000
+boot_fastboot=fastboot
+recovery_key_value_max=0x13
+recovery_key_value_min=0x10
+fastboot_key_value_max=0x8
+fastboot_key_value_min=0x2
+bootdelay=0
+bootcmd=run setargs_nand boot_normal
+
+

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

+
mkenvimage -s 0x1000000 -o env.img env.txt 
+
+

Obtaining the stock firmware

+

There are three ways to obtain the stock firmware:

+
    +
  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • +
  • Use the SDCARD included with your device
  • +
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
      +
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
    • +
    +
  • +
+

Firmware extraction

+

This section describes the different methods to extract the firmware

+

Using the original PhoenixCard firmware

+

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

+

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. +With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

+
$ unzip h700_linux_tv_uart0_20231108.zip
+Archive:  h700_linux_tv_uart0_20231108.zip
+  inflating: h700_linux_tv_uart0_20231108.img
+
+

Then run OpenixCard to extract the actual image:

+
$ OpenixCard -u h700_linux_tv_uart0_20231108.img
+ _____             _     _____           _ 
+|     |___ ___ ___|_|_ _|     |___ ___ _| |
+|  |  | . | -_|   | |_'_|   --| .'|  _| . |
+|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|
+      |_| Version: 9ffafbb Commit: 1
+Copyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>
+
+[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img
+[OpenixIMG INFO] Decrypting IMG header...
+[OpenixIMG INFO] IMG version is: 0x300
+[OpenixIMG INFO] Decrypting IMG file contents...
+[OpenixIMG INFO] Writing the IMG config data...
+[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump
+
+

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

+
arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex
+aultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex
+aultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex
+board.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex
+
+

From the files extracted you can identify the four files mentioned above:

+
    +
  1. boot0_sdcard.fex is the boot0
  2. +
  3. boot_package.fex is the boot package image
  4. +
  5. boot-resource.fex is the boot.img
  6. +
  7. env.fex is the env.img
  8. +
+

Using the stock SDCARD or image

+

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

+

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

+

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464
+
+

For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

+
$ fdisk -l RG35XXH-EN16GB-OS240330.IMG
+Disk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors
+Units: sectors of 1 * 512 = 512 bytes
+Sector size (logical/physical): 512 bytes / 512 bytes
+I/O size (minimum/optimal): 512 bytes / 512 bytes
+Disklabel type: gpt
+Disk identifier: AB6F3888-569A-4926-9668-80941DCB40BC
+
+Device                          Start      End  Sectors  Size Type
+RG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data
+
+

Then extract partitions 1 and 2 with:

+
dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400
+dd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663
+
+

If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

+
$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464
+
+

To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

+
$ sudo dd if=/dev/sdh1 of=boot.img bs=1024
+$ sudo dd if=/dev/sdh2 of=env.img bs=1024
+
+

Putting everything back together

+

Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

+
    +
  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
  • +
  • Flash the internal partitions boot0 and boot_package.img:
  • +
+
sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8
+sudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400
+
+
    +
  • Flash the boot.img and env.img
  • +
+
sudo dd if=boot.img of=/dev/sdh1 bs=1024
+sudo dd if=env.img of=/dev/sdh2 bs=1024
+
+

Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

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Benvenuti nella Wiki di KNULLI

+

KNULLI è un sistema operativo personalizzato per emulatori di giochi retrò (portatili, bartop, ecc.). È sviluppato come fork di Batocera. Cerca di fornire supporto per i dispositivi che rientrano in almeno una di queste categorie:

+
    +
  • Non sono disponibili kernel open source e/o sorgenti u-boot
  • +
  • Esistono delle sorgenti, ma il kernel non è mainline e/o è troppo vecchio (ad esempio dispositivi con kernel BSP 3.4 come Egret II Mini)
  • +
  • Non c'è supporto per la GPU o non è supportata, quindi il framebuffer è l'unica opzione
  • +
  • È un dispositivo che possiedo e ho deciso di creare un CFW per esso
  • +
+

Caratteristiche

+

KNULLI supporta solo dispositivi con GPU (supporto GLES) e framebuffer (legacy).

+
    +
  • Frontend Emulation Station per dispositivi basati su GPU
  • +
  • Simplemenu/Simplermenu+ per dispositivi provvisti solo di framebuffer (anche per quelli con la GPU se si preferisce)
  • +
  • RetroArch, più multipli libretro cores
  • +
  • Supporto per il Wireless e Bluetooth (incluso l'audio) quando supportato dal dispositivo
  • +
  • Supporto per wireless USB esterno per chi non dispone di scheda wireless interna
  • +
  • RetroAchievments
  • +
  • Netplay
  • +
  • Supporto scraping per copertine/miniature
  • +
+

Comunità

+

KNULLI utilizza Discord per le discussioni, se desideri unirti a noi utilizza questo link: Discord

+

Licenza

+

KNULLI è una distribuzione Linux composta da molti componenti open source. I componenti sono forniti con le rispettive licenze. Questa distribuzione include componenti concessi in licenza solo per uso non commerciale.

+

Software inclusi

+

Tutto il resto del software viene fornito con la rispettiva licenza di ciascun componente. Queste licenze possono essere trovate nelle fonti del software o nella cartella delle licenze di questo progetto. Le modifiche apportate al software e agli script in bundle da parte del team KNULLI vengono concesse in licenza secondo i termini del software modificato.

+

Kernel binari e bootloader

+

Le versioni per alcuni dispositivi includono kernel e/o bootloader che non hanno codice sorgente disponibile perché il produttore non li ha pubblicati. In questi casi la pagina specifica del dispositivo include le istruzioni per estrarle dal firmware di serie.

+

Ringraziamenti

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Questo progetto non è il lavoro di una persona ma è il lavoro di molte persone di tutto il mondo che hanno sviluppato le componenti open source senza le quali questo progetto non potrebbe esistere. Un ringraziamento speciale a Batocera, muOS, JelOS, CoreELEC, LibreELEC e agli sviluppatori e ai contributori della comunità open source.

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Accessing the SD Card

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Important: Read this before you proceed!

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We strongly suggest to use Network Transfer to access to your KNULLI device. Before you attempt to access your SD card directly, please make sure to read the warning in the Add Games section.

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As explained above, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if network transfer is not available to you, there are other options to access the SD card directly.

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Option 1: Linux

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If you have access to a Linux computer, you will be able to access the SHARE partition anyway, even if it is formatted to ext4. Simply plug your card into your Linux computer and you will be able to browse the directories and add files directly.

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Option 2: Third Party Software

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Some third-party developers offer software solutions to access Linux file systems from Windows/MacOS:

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  • Paragon EXTFS for Windows/Mac is a tool which is not free but it's highly recommended since it allows seamless access to ext2/3/4.
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  • DiskGenius on Windows is an tool which we cannot recommend since it performs badly and tends to corrupt the partition and its content.
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We generally do not recommend using third party software to access Linux file systems. If you know what you are doing, you may try this approach anyway. However, you should be aware that you risk data loss.

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Option 3: Reformat to exFAT

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Important: Read this before you proceed!

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Be aware, that many PortMaster games will not work properly from an exFAT-formatted drive. Read the warning in the Add Games section for a detailed explanation.

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It is possible to (re)format your file storages to exFAT, to make them accessible on your Windows/macOS computer. Please avoid formatting your storages directly from Windows/macOS. Instead, follow the instructions in the Formatting to format with the built-in KNULLI formatter.

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Formatting

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Important: Read this before you proceed!

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We strongly suggest to use Network Transfer to access to your KNULLI device and stick with the ext4 file system. Before you attempt to format any of your SD cards, please make sure to read the warning in the Add Games section.

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Before you format

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  • Be aware that formatting implies that all data on the formatted storage will be permanently deleted.
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  • Make sure to choose the correct disk for formatting, especially if you have a 2-SD-card setup!
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  • Avoid formatting directly from your Windows/macOS/Linux computer and use the built-in KNULLI formatter instead if possible!
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The built-in formatter

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Issues with the built-in formatter

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Some users experienced issues when formatting their SD cards with the built-in formatter of KNULLI build 05/30. The issues have been resolved since. However, if you run KNULLI build 05/30 and are unable to format your SD card with the built-in formatter, you might want to try formatting with Windows instead.

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Available file systems

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The built-in KNULLI formatter offers three different filesystems. However, only two of them are currently supported by KNULLI:

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  • ext4 is a Linux file system which cannot be accessed directly from Windows/macOS. However, ext4 supports large swap files and symbolic links. Therefore, PortMaster games run perfectly on ext4-formatted storages.
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  • exFAT is a Windows/macOS-compatible file system which is used by most CFWs, Smartphones, etc. However, exFAT is incapable of handling large swap files and symbolic links. Therefore, many PortMaster games cannot be played on exFAT-formatted storages.
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  • BTRFS is a file system which is currently NOT SUPPORTED BY KNULLI.
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Formatting

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The built-in KNULLI formatter can be used to format both, the internal data storage on your primary SD card (internal) and the optional second SD card (external).

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To format your data storages to the file systems of your choice, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. Make sure to choose the correct Device to Format and the File System you want to format the device to. Be aware that you need to reboot your device to apply the formatting after you chose Format now.

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After Formatting

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After formatting, KNULLI will create and populate the /userdata folder for you.

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Formatting with Windows

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Formatting with Windows is only useful if you want to format your SD card to exFAT. As explained throughout this wiki, exFAT will allow direct access to your SD card from Windows but will make it impossible to run most PortMaster games.

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If you want to format your SD card from Windows, we strongly suggest to use the Windows Disk Management tool which will make it easier to format the correct partition. You can find the tool by opening the Start Menu and typing disk management. (The tool will present itself by the name "Create and format hard disk partitions".

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Step 1: Make sure that your partitions have been expanded properly before proceeding. The screenshot shows an SD card before the share partition was expanded with a lot of unallocated space. To make sure the partition is expanded properly, you might want to boot your KNULLI device from the SD card before proceeding.

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Step 2: After your SD card has been initialized, find the largest, now expanded partition, right-click and select Delete Volume....

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Step 3: Right-click the now unallocated space and pick New Simple Volume....

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Step 4: Make sure to assign all available disk space to your newly created volume.

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Step 5: Assign a drive letter to your newly created volume. (You can pick any drive letter you want, it doesn't matter, however, we recommend to use one Windows suggests automatically.)

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Step 6: Make sure to format the volume with the file system exFAT, allocation unit size default, and volume label share.

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Step 7: Verify that you now have a share partition formatted to exFAT.

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After Formatting

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After formatting, you should put the SD card in your device and boot KNULLI. While booting, KNULLI will create and populate the /userdata folder for you.

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Game Storage

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Before you start adding your games, please take the time to understand how data storage is structured on KNULLI. This might be helpful, especially when you already have experience with other CFWs and want to migrate your data.

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The /userdata Folder

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KNULLI supports single and dual SD card setups. Internally, KNULLI has a folder called /userdata where all your data (games, screenshots, bezels, saves, configurations, themes, etc.) will be stored. On a single-SD-card setup, the /userdata folder will always point to the SHARE partition of your primary SD card. If you have a device with more than one SD card slot and choose to create a dual-SD-card setup, the /userdata folder will point to the main partition of your secondary SD card instead.

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Internal and external storage

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You can switch between single/dual SD card mode by following the steps in the section about Using a second SD card. Basically, by switching between internal/external storage, you just tell KNULLI which drive/partition /userdata should point to.

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Inside the /userdata folder, you will find subfolders where you can store your games and other files. After installing for the first time, KNULLI will create and populate all these folders automatically. The most important folders for you to know are the following:

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  • /userdata (corresponds to either the SHARE partition of your primary SD card or the main partition of the secondary SD card)
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    • /bios is the folder where you can store your BIOSes.
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    • /cheats is the folder where you can store your cheats.
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    • /decorations is the folder where you can store your decorations/bezels.
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    • /music is the folder where you can store MP3 and OGG files to have them play as background music on EmulationStation. (The songs should have a sample rate of 44100Hz and a bitrate of 256kb/s max.)
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    • /roms is the folder where you can store your games. Inside the folder you will find subfolders for all supported systems. Simply place your game files into the folders of the system the game was made for, e.g.
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      • /snes is the folder where your SNES games should be stored.
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      • /gb is the folder where your Gameboy games should be stored.
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      • /ports is the folder where your ports (including PortMaster should be stored.
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      • ...
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    • /saves is the folder where your savegames will be stored.
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    • /screenshots is the folder where your screenshots will be stored.
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    • /system is the folder where your settings will be stored. You should not change anything in here, unless you are absolutely sure that you know what you are doing. However, it can't hurt to include this folder in your backups.
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    • /theme-customizations is the folder where your theme customizations will be stored.
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    • /themes is the folder where your themes will be stored.
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KNULLI only scans for games in the subfolders of the roms folder. Games which are stored anywhere else will not be recognized as such. If you are unsure, which folder to choose for your games, we strongly suggest to have a look into the Batocera Wiki!

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KNULLI is a Linux system which is case-sensitive. Consequently, you should pay attention to capital letters when renaming folders or migrating folders from other systems/devices.

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For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

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Adding Games to KNULLI

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KNULLI has a few options for adding games. Depending on the capabilites of your device, you will have to determine which option to choose. For example, some devices do not have networking capabilites, so with those devices you will not be able to use the network transfer options. Additionally, you might have to consider the computer you will use as a data source, since some options are restricted to specific operating systems.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Network Transfer

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Network transfer can be used on any device which can be connected to the internet or a local network. (This includes devices with native networking capabilites and ones where networking can be added through an external dongle.)

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This option first requires you to set up networking on your device. Please see Networking for details. Once you have completed those steps, you will need

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  • the root password, if additional security measurements are in place, as explained in the Networking section.
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Windows networks (SMB)

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Like many other operating systems, KNULLI supports SMB, the Windows network protocol. Depending on the type of computer you have, there are different options to transfer your games and other data via SMB.

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After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your current /userdata folder. Here, you can put all your data (games, etc.) in the respective folders.

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Windows

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On every Windows computer, SMB is integrated into the Windows Explorer.

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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If you want to access your KNULLI device regularly, you can even assign a drive letter to make it show up in This PC. By doing so, you will even be able to see, how much space you have left on your SD card.

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Step 1: Right-click the share folder in Windows Explorer and select Map network drive....

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Step 2: Assign a drive letter and confirm.

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Step 3: Find your KNULLI share folder as a network drive in This PC in Windows Explorer.

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Troubleshooting

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  • The name of the device corresponds to the hostname set it your KNULLI device. If KNULLI does not work, check the current hostname in the Network Settings of your KNULLI device. you can also use the IP address of your device when typing directly into the address bar.
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  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the root password shown in the Security section of the System Settings.
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macOS

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  • Open finder, select Go and then Connect to Server from the top menu.
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  • In the address bar that appears, type either smb://[HOSTNAME] or smb://[IP-ADDRESS] into the address bar (replace [HOSTNAME] with the hostname or [IP-ADDRESS] with the IP address of your device).
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  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the Root password shown in the Security section of the System settings.
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SCP/FTP

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Using your SCP/FTP program of choice; set up an SCP/SFTP connection to the IP address to your KNULLI device. You will need the hostname or the IP address of the device (the default hostname is KNULLI). Make sure the port is set to 22. The expected username is root and the expected password is the Root password you will find in the Security section of the System settings (the default password is linux).

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Parts of KNULLI are read-only

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Unlike the SMB file transfer, SCP/FTP will provide access to the entire KNULLI file system, not just the /userdata folder. However, everything outside of the /userdata folder is read-only - you can edit, change, remove, and delete files, but your changes will be undone every time you reboot.

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If you want to make persistent chances outside of the /userdata folder, please have a look at the section about Patches and Overlays.

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For Windows users, we recommend to use WinSCP. After installing WinSCP on your Windows computer, follow these steps to establish a SCP connection to your KNULLI device, where you will able to drag-and-drop or copy/paste files directly from the Windows Explorer:

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Step 1: Create a New Site with the following setup and click Login.

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File protocol:SCP
Host name:KNULLI
Port:22
User name:root
Password:linux
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Step 2: Accept the host key.

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Step 3: Ignore any warnings about password expiration and just Continue.

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Step 4: You have successfully established a connection to your KNULLI device. Do not panic if you do not see all the folders immediately. Select a folder (e.g., userdata) in the folder tree on the left side of the window to see its contents.

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HTTP

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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After transferring your data

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Once your data is completely transferred, make sure to update your gamelists to make the data available. You can do so by pressing Start to open the main menu, then open Game settings and select Update gamelists. KNULLI will rescan all game folders and identify all the games you added to make them available in EmulationStation.

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Using a Second SD Card

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Important: Read this before you proceed!

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If you want to use a second SD card, we strongly recommend to format it to ext4 and use Network Transfer to access it. Before you attempt set up a exFAT-formatted second SD card, pleae make sure to read the warning in the Add Games section.

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If you use KNULLI on a device which has a second SD card slot, you may use the second slot for a secondary SD card, which can be used instead of the SHARE partition of the primary SD card.

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  • Shut down your KNULLI device (if it is currently turned on).
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  • Insert the second SD card into the second SD card slot while the device is turned off.
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  • Boot KNULLI, open the main menu by pressing the Start button and choose System settings.
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  • Find the Storage section where you can choose your Storage device.
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    • Switch fom Internal (the "internal" storage is the SHARE partition of your KNULLI SD card) to the name of your second SD card, e.g., SHARE - 25.6G.
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  • Reboot KNULLI to apply the changes by pressing the Start button and choosing Restart system in the Quit section.
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  • If your secondary SD card is not yet formatted to the file system of your choice
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    • follow instructions in the Formatting section to format your SD card with the built-in KNULLI formatter.
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    • make sure to reboot once more to apply the formatting.
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  • During reboot, KNULLI will automatically populate the second SD card with all the required folders and files you would usually find in the userdata folder/SHARE partition.
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  • If your second SD card is formatted to exFAT, you can now shut down your device and take the card out. You can put the card in your computer to access it and populate it with your data.
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The batocera folder

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Older alpha versions of KNULLI created a subfolder batocera on your secondary SD card and made the userdata folder point to that batocera folder. However, more recent versions got rid of the batocera folder entirely. To maintain compatibility with current KNULLI releases, simply move the entire contents of the batocera folder to the top level of your second SD card."

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BIOSes

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A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

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BIOSes are protected by copyright

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Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

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Adding BIOS files

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KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

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Identifying missing BIOS files

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Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

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Make sure to pay attention to

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  • the exact path/file names. (Mind spaces, underscores, etc.)
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  • any lowercase/uppercase letters. (Knulli is case-sensitive!)
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  • whether the file is really missing or just has the wrong checksum, indicating a wrong file rather than a missing file.
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Files with wrong checksum

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The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

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Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

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If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

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Missing BIOS warnings

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When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

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Adding the files

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You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

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Hotkey shortcuts

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Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

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The Power button

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When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

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  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
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  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
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    • All system settings you made since you last booted your device will be saved automatically.
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    • If you are playing a game with a RetroArch core, your game will be saved automatically.
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  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
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    • Nothing will be saved - this is meant as a last resort when your device is frozen!
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  • hold the Function button and tap the power button to switch between LED modes:
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    • LED always on (default)
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    • LED always off
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    • The LED mode will reset to default after each reboot/shutdown.
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Clamshell lid

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If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

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  • close the lid to enter sleep mode.
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  • open the lid to return from sleep mode.
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The Function button

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Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the "menu" button, the "FN" button, the "F" button, or the "hotkey".)

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The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

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When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

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The face buttons

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Face buttons

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Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

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KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

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Face buttons on different systems

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KNULLILocationDirectionPSXBOX
XNorthY
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BSouthA
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By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

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Hotkey shortcuts

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All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

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If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

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ShortcutAction
Function + StartQuit the game and return to EmulationStation
Function + SelectOn devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64)
Function + Open the emulator menu of the current core
Function + Quick save in the currently selected save slot
Function + Quick load from the currently selected save slot
Function + Next save slot
Function + Previous save slot
Function + Fast forward
Function + Rewind
Function + L1Take a screenshot
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Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

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If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

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Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

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Installing KNULLI

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KNULLI is installed by downloading an image for your device, flashing it to an SD Card (or your device's internal storage) and then booting the device to start the install process.

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Step 1: Download LatestLatest

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  • Download the latest version of KNULLI for your device from the releases page.
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    • You'll find download links for each device/platform we support under the "Installation Package Downloads" header.
    • +
    • Make sure to download the correct image for your device. For example; if you are installing KNULLI on a RG35XX you would download the rg35xx image.
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    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
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If your device is not listed among the Installation Package Downloads, there is no public release of Knulli for your device, yet. You should not attempt to use a package for a different device.

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Step 2: Flash

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  • First decompress the image.
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  • Then write the image to an SD Card using an imaging tool. +
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During the imaging, several partitions will be created, which will be shown to you as different drives on your computer. Most of these drives can only be accessed from a Linux operating system. They are not accessible on Windows.

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You should never format the KNULLI partitions which Windows cannot read, no matter how strongly Windows suggests that.

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After successful flashing, the BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows for manual updates as described in the update section. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. For more information on how to add games, please refer to the Add Games section after first boot.

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During flashing, a partition called SHARE will be created. This is where all your games and other data will be stored. However, the SHARE partition will only be expanded to its full size during first boot. It is mandatory to finish installation by booting KNULLI before you can access the SHARE partition and start adding your games. By default, the SHARE partition will be formatted to ext4, hence, it will not be accessible through Windows. Please have a look at the Add Games section to learn how to add games to your KNULLI device - after first boot.

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Step 3: Boot your device

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  • Insert your SD Card into your device while it is turned off.
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    • If your device has a secondary SD card slot, please make sure it is empty during first boot.
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  • Turn on your device.
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    • Note: Some devices may require you to set the boot order so your SD Card is loaded first. Please see documentation for your specific device to see if this applies to you.
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  • KNULLI will run through its install process and then reboot your device after its complete.
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  • When your device reboots it will load directly into EmulationStation; at this point you are good to go!
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Next Steps

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Netplay

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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Quick Start Guide

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Hi there! Welcome to KNULLI!

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With this quick start guide, we will help you get started with KNULLI on your handheld device. If you are completely new to handheld emulation and custom firmwares (CFWs), this guide will lead you through your first steps. If you are an advanced user, this guide will make you aware of things KNULLI might do differently than other custom firmwares you have already used.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Installing KNULLI LatestLatest

+

Find the latest KNULLI release on our GitHub repository, find the image for your specific device in the Installation Download Package section, download it, and flash it onto an SD card. Do not attempt to format anything manually afterwards, KNULLI will do it for you! Just put the SD card in your device, remove SD cards from any other slot, and boot the device to finish installation. (First boot can take quite long since KNULLI will expand and format your games partition. Be patient.)

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If you need more detailed information on how to install KNULLI, have a look into the Install section.

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First steps

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Your first steps will depend on how you want to use your KNULLI device.

+

1. Set up your data storage

+

For most users, we recommend to use a single SD card with the default formatting.

+

However, if you want a different setup, e.g. because your device does not support Wi-Fi, use the table below to determine, which setup suits your needs. Be aware that it might be required to reformat the storage before you can use it. Please use the built-in KNULLI formatter for this purpose. Also, please be aware that you have to switch between internal and external storage manually. (You will find detailed instructions on switching and formatting storages in the Add Games section.)

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It is possible to use an already populated SD card as secondary SD card. However, if you attempt to do so, please make sure that the folder structure matches the one described in the Game Storage section.

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Decide how you want to store your files

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SD cardsI want to play PortMaster games!I want to access the SD card from Windows without Network transfer! (I accept that PortMaster will not work.)
1You are good to go! You will have to reformat your internal storage to exFAT.
2You will have to reformat your external storage to ext4 (unless it is already formatted to ext4).You will have to reformat your external storage to exFAT (unless it is already formatted to exFAT).
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Make sure that you made a decision on how to store your files and prepared the storage accordingly before you continue with the next step.

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Be aware that PortMaster will not work properly if you decide to format to exFAT.

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2. Set up your Wi-Fi

+

Unless you have decided to reformat to exFAT, this step is mandatory to be able to add your games. Press the Start button to open the main menu and go to Network settings where you can configure your Wi-Fi connection. (You will find more detailed instructions about setting up Wi-Fi and increasing security in the Networking section.)

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Troubleshooting

+

If you are unable to connect your KNULLI device to your Wi-Fi, please make sure to disable WPA3 encryption in your router and stick with WPA2 instead.

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3. Add games and BIOSes

+

Depending on your storage choice, you can now start to add your games. On Windows, open your Windows Explorer and find the KNULLI device in your Network section. If the device does not show up, you can type \\KNULLI in the address bar of your Windows Explorer to find it manually. On macOS, select Go in Finder, pick Connect to Server and type smb://KNULLI in the address bar. (If you changed the hostname manually, look for the hostname of your choice instead.)

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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Alternatively, if you have a Linux-driven computer available, or if you have formatted your SD card to exFAT, you can shut down your KNULLI device, eject the SD card, insert it into your computer, and access it directly.

+

In any case, you may drag-and-drop your games and BIOS files from your local hard disk drives to the corresponding folders on your KNULLI device. You will find a more detailed walkthrough and more alternative solutions for adding games in the Add Games section.

+

4. Install PortMaster (optional)

+

If you chose to stick with ext4, you may now install PortMaster. Make sure that you are connected to your Wi-Fi, head to the Ports section, find Install.PortMaster and launch it. Afterwards, you will find PortMaster in the Ports section. (You will find more information about how to install and run PortMaster in the PortMaster section.)

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Missing PortMaster installer

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If Install.PortMaster is missing from your Ports section, please follow the instructions in the PortMaster section.

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5. Scrape media (optional)

+

After you have added and installed all your games, you might want to add cover artworks, text descriptions and other metadata to your games. KNULLI comes with a fully functional scraper which will retrieve available media and metadata for you. Our scraper supports ScreenScraper, TheGamesDB and ArcadeDB as scraping sources. (You will find instructions for scraping in the Scraping section.)

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6. Set up Retro Achievements (optional)

+

If you want to collect Retro Achievements, you should log in to your Retro Achievements account. Press START on your controller, select Game Settings and head to RetroAchievement Settings to enter your credentials. Be aware that Retro Achievements only work while you are connected to the internet. (You will find more information about Retro Achievements in the Retro Achievements section.)

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Play!!

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Congratulations - you are ready to start playing! How does that feel? If this is your first time using a device/CFW like this, we strongly recommend to learn the hotkey shortcuts (you will find them in the Hotkey Shortcuts section) before you launch the first game. Aside of that, you are good to go!

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We hope you enjoy playing your games with KNULLI!

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You are not alone!

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If you run into any issues, don't worry - you are not alone! Find help in our wiki, have a look into the FAQ, or join us on Discord where we will try to answer your questions.

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Retro Achievements

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KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

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Error 419

+

While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to "Error 419". Our developers are aware of the issue and are working on a solution.

+

Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

+

Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

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Setup

+
    +
  1. Create an account at RetroAchievements.org.
  2. +
  3. Follow the steps on the Networking page to connect your device to the internet.
  4. +
  5. While in EmulationStation press START on your controller to open the Main Menu.
  6. +
  7. Select Game Settings and then choose RetroAchievement Settings.
  8. +
  9. Turn On RetroAchievements (first toggle).
  10. +
  11. Then enter your username and password for RetroAchievements.org in the username and password fields.
  12. +
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Additional Notes

+
    +
  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
      +
    • Recommended Settings:
    • +
    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
    • +
    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
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  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
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Scraping

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Once you added all your games to your KNULLI device, you might want to add box art and other metadata for your games. Of course, you can always edit the gamelist.xml files manually and fill in all the metadata. However, KNULLI supports scraping media and metadata automatically from three different sources: ScreenScraper, TheGamesDB and ArcadeDB.

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The built-in scraper attempts to find media and metadata for your games based on the file names of the game ROMs (or launch scripts for ports). If the file names contain region information (like (U) or (EU)), the scraper will take that into account. Make sure the ROMs and scripts are named properly, otherwise the scraper will fail to identify the game. If you cannot provide a readable name for your game, as some systems require the scripts to have specific names (e.g., ScummVM), don't worry - you can scrape data for those games manually.

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Displaying scraped media

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KNULLI uses Art-Book-Next as the default theme for the EmulationStation GUI. The theme supports displaying a lot of metadata and media you can scrape from the supported scraping sources.

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The theme displays

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  • in the game list of the respective system
      +
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      • Press the Start button and go to the Theme configuration section of the User interface settings to toggle Game artwork.
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    • the description of the game.
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    • the community rating.
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    • the release date.
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  • in the game menu (hold the button which starts the game to bring up the game menu)
      +
    • the game logo.
    • +
    • the game manual.
    • +
    • other scraped game media as a gallery.
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  • +
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If you switch to a different theme, you might not be able to display the same media. If your scraped media is not displayed as expected in a theme you manually installed, please refer to the theme's documentation for help.

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Adopt scraped media from another EmulationStation-based device

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If you already have another device with EmulationStation as a frontend, you might want to transfer all your scraped media along with your games. If you do that, please make sure that you include all the subfolders for your scraped media and the gamelist.xml files of every system. The gamelist files contain references to the scraped media, without those references, the scraped media will not be displayed.

+

For example, if you want to migrate your SNES ROMs with all the scraped media included, make sure that you transfer the entire roms/snes folder from your previous device to the roms/snes folder of your KNULLI device. Make sure to replace the existing gamelist.xml on the KNULLI device with the one from your previous device.

+

If your scraped media does not show up, press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected. If that does not work, your previously scraped media (or the respective gamelist files) might not be compatible with the EmulationStation version or the theme KNULLI is using. In this case, you might want to rescrape your media directly with the build-in scraper of KNULLI.

+

Scraping media

+

To scrape media from any of the sources KNULLI supports, there are two different options. You may either scrape media for your whole collection (or parts of your collection) or you can scrape media for a single game. But before you scrape, make sure that your scraper settings are set up the way you like them to be.

+
+

Some scraper sources have a limit for the amount of data/media you are allowed to scrape per day. Make sure to avoid unnecessary scraping by setting up your scraper properly before you begin scraping.

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+

Scraper settings

+

To set up the scraper, press Start to get to the main menu and select Scraper to bring up the scraper menu. In the scraper menu, you can set your main scraper source. This is the source that will always be used when you scrape for several (or even all) games at the same time. By default, ScreenScraper will be selected. However, you can switch the source to TheGamesDB or ArcadeDB if you prefer.

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ScreenScraper requires the user to be logged in to a ScreenScraper account. If you want to scrape from ScreenScraper, go to the ScreenScraper website and register for an account. (It's free!)

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+

In the Scraper settings, you can put in your ScreenScraper login credentials and choose exactly what data to scrape for. The option Box source allows you to pick which type of box art you want for your collection (e.g., 2D box art or 3D box art). Logo source allows to pick from a number of different types of logos (wheel corresponds to the logo of the game on a transparent background without any further decorations, the other options are stylized variants of the logo).

+

You may also pick a Preferred region, since many games have been published all over the world and box art may be different in certain regions.

+

With the toggles for Overwrite descriptions and Overwrite medias, you can protect the data you have already scraped or maybe even edited manually.

+

Aside of those options, there are a lot of toggles for different types of metadata like video, community rating, and even the game manual. Take your time to set up your scraping preferences and maybe try them out with a single game before you scrape your whole collection.

+

Scraping media for a single game

+

Once your scraper settings are done, you can try them out by scraping data and media for a single game. Pick a game, any game (preferrably, a game that is well known, to be sure that there's data and media available). Go to the system category (e.g., SNES) and pick a game (e.g., "Super Mario World"). Now, depending on your GUI settings, either the B button (south) or the A button (east) will be the button which launches a game. Press the button that launches your games and hold it to bring up the game menu.

+

At the bottom of the game menu, you will find the Scrape option. If you select it, KNULLI will attempt to find metadata and media for that game. Unlike the bulk scraping for several games, scraping for a single game will fetch information from all available sources. Once the data was received, the scraper will prompt the user with a selection to pick from, sorted by the scraper source.

+

If the scraper does not find any results (e.g., because you are scanning for a launch script of a port which as an odd name), you can try to find the correct game manually. On the bottom of the scraper screen, you will find the option Input. Select that and enter the name of the game you want to scrape media for.

+
+

Some games have different names in different regions. For example, "Broken Sword" is called "Baphomet's Fluch" in Germany. If the scraper cannot find the game by its regional name, search for the international name instead.

+
+

After you picked the preferred scraping result, the scraper screen will close. If you do not see the scraped information, yet, you might need to update your gamelists. Press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected.

+

Scraping media for all games

+

When you first set up your KNULLI device, you will most likely want to scrape media for all your games at once. After you made sure that the scraper settings are to your liking and you verified by scraping data for a single game, you are now ready for bulk scraping. Be aware that bulk scraping can take quite some time, depending on the size of your game collection.

+

To start bulk scraping, press the Start button to bring up the main menu and head to Scraper. In the section Filters you will be able to configure which games you want to scrape data and media for. You can pick or omit certain systems or exclude games which have been scraped for recently. After you have set up your filters, select Scrape now at the bottom of the screen.

+

KNULLI will start to scrape. You can leave the menu, since KNULLI will continue scraping in the background. While on EmulationStation, you will be able to monitor the scraping process in the top right of the screen. Scraping will continue, even while you play a game. However, since the scraping is a time- and energy-consuming operation, you might not want to play any resource-demanding games while the scraping runs in the background.

+

After scraping was finished, you might need to update gamelists again to apply the changes. Press the Start button to open the main menu, go to Game settings and select Update gamelists.

+

All your games will have the desired boxart, descriptions, and videos now. If you notice that a game is still missing media or metadata (or has the wrong media or metadata), you may try to scrape media again for that specific game, as described in the Scraping media for a single game section.

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Updating KNULLI

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OTA Updates

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Batocera supports OTA (over-the-air) updates which can be executed directly from the EmulationStation GUI. Consequently, KNULLI also shows the OTA update menu. However, currently, we do not have OTA servers set up, yet. Until we do, we kindly ask you to update your KNULLI installation manually.

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+

Manual Update

+

KNULLI can be updated by downloading the boot package for your device and replacing the batocera file manually.

+
    +
  1. Download the latest boot package for your device from our Releases page by following these steps:
      +
    • Scroll to the bottom of the latest release to find it's Assets list.
    • +
    • Identify the boot package for your respective device by making sure
        +
      • it contains the device name (e.g., rg35xx-h for the Anbernic RG35XX-H).
      • +
      • it ends with boot.gz, boot.xz,boot.tar.gz, or boot.tar.xz.
      • +
      • it has a size of approx. 1.5-2.0 GB.
      • +
      +
    • +
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
    • +
    +
  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
      +
    • Be aware that a package that ends in tar.gz or tar.xz contains a compressed file within a compressed file, so you might need to first take the tar file out of the gz/xz file before you can extract the contents of the tar file.
    • +
    +
  4. +
  5. Insert your KNULLI SD card into the SD card reader of your computer.
  6. +
  7. Replace the file boot/batocera on the BATOCERA partition of your SD card with the file boot/batocera.update from the file you downloaded by following these steps:
      +
    • Delete the existing batocera file or rename the current batocera file (e.g. to batocera.bak) if you want to keep it, e.g., to be able to downgrade to the previous KNULLI version again. (If you still have a backup of a previous KNULLI version, you might want to delete this now to make some room.)
    • +
    • Copy batocera.update you extracted from the boot package to the boot folder on the batocera drive of your SD card.
    • +
    • Rename batocera.update to batocera.
    • +
    +
  8. +
  9. Reboot the device, and the update will begin automatically.
  10. +
+
+

Re-creating default settings

+

Usually, KNULLI updates will NOT require you to re-create neither a single configuration file nor your entire system folder. However, in VERY rare cases it might be required to adapt your configuration to new KNULLI default settings. In those cases, the easiest way is to reset to factory settings, either by re-creating single files or sometimes the entire system folder. You can learn more about it in the Reset to factory settings section, however, do NOT do this, unless you are absolutely sure it is required!

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Pico-8

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Overview

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Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: Running Pico-8 through RetroArch Fake-08

+

By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or "carts") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

+

Option 2: Running Pico-8 through the native engine

+

Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

+

Setup

+
1) Pico-8 Files
+
    +
  • Go to Lexaloffle's download page
  • +
  • From that page download the Raspberry Pi zip file
  • +
  • Unzip the Raspberry Pi zip file and...
      +
    • Delete the pico8 file
    • +
    • Rename the pico8_64 file to pico8
    • +
    +
  • +
  • Create a directory in userdata/bios/ called pico-8
  • +
  • Upload the pico8, pico8_dyn, pico8_gpio and pico8.dat to this directory (you do not need any of the other files) +
    Final Folder Structure
    /userdata/bios/pico-8/
    +    ├─ pico8
    +    ├─ pico8_dyn
    +    ├─ pico8_gpio
    +    └─ pico8.dat
    +
  • +
+
2) Make sure that Pico8 is executable
+

By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

+

To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

+
chmod +x /userdata/bios/pico-8/pico8
+
+

The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

+
ls -l /userdata/bios/pico-8/pico8
+
+
3) EmulationStation
+
    +
  • copy the following text into a file called es_systems_pico8.cfg +
    es_systems_pico8.cfg
    <?xml version="1.0" encoding="UTF-8"?>
    +<systemList>
    +  <system>
    +        <name>pico8</name>
    +        <emulators>
    +            <emulator name="lexaloffle">
    +                <cores>
    +                    <core default="true">pico8_official</core>
    +                </cores>
    +            </emulator>
    +            <emulator name="libretro">
    +                <cores>
    +                    <core>fake08</core>
    +                </cores>
    +            </emulator>
    +        </emulators>
    +  </system>
    +</systemList>
    +
  • +
  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
  • +
  • restart EmulationStation
  • +
  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS → EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
  • +
+

Playing a game

+

Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

+
    +
  1. Using Splore
      +
    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
    • +
    • To use this method simply create a file named Splore.png in roms/pico8.
    • +
    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
    • +
    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
    • +
    +
  2. +
  3. Through .png or .p8 files added directly roms/pico8
      +
    • Browse the list of games (aka. "Carts") on Lexaloffle's website
    • +
    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
    • +
    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
    • +
    • You should now be able to launch the game by selecting it from the gamelist.
    • +
    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
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PortMaster

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PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

+

Games

+

The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

+

The library is divided in two major categories:

+
    +
  • Ports which are "Ready to run" are ports of free games which you can install and immediately start playing.
  • +
  • Ports with "Files needed" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.
  • +
+
+

Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

+
+

Installing PortMaster

+

After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

+
+

If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

+
+

Managing games

+

PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

+
+

PortMaster requires an active internet connection to install and update ports.

+
+
    +
  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
  • +
  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
  • +
  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
  • +
  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.
  • +
+

There is also an Options section where you will find settings for PortMaster itself.

+

Installing ready-to-run games

+

To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

+

If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

+

Installing games with files needed

+

To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

+

Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

+

The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

+

After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

+
+

During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

+
+

If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

+

Known issues with PortMaster games on exFAT-formatted partitions

+

As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

+

For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

+

The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

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PortMaster compatibility chart

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GameRuns on ext4Runs on exFATGame breaking issues on exFAT
Half-LifeNone
OwlboyLoses all settings/savegames when quit.
Stardew ValleyLoses all settings/savegames when quit.
TMNT: Shredder's RevengeLoses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues.
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ScummVM

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ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

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Point and click

+

By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

+

However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

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+

Standalone and RetroArch ScummVM

+

KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

+

Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

+
    +
  • Standalone ScummVM
      +
    • keeps its scummvm.ini in system/.config/scummvm.
    • +
    • will only launch games from EmulationStation which have been added to scummvm.ini
        +
      • either by manually editing the file or
      • +
      • by adding the games from the standalone launcher.
      • +
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  • Libretro ScummVM
      +
    • keeps its scummvm.ini in bios.
    • +
    • will launch games from EmulationStation without adding them to the scummvm.ini.
    • +
    • will not memorize game-specific settings for games which are launched from EmulationStation.
    • +
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  • +
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+

Updated version coming soon

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We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

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+

Adding ScummVM games

+

Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

+

Game IDs

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Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, "Indiana Jones And The Fate Of Atlantis" by LucasArts has the ID atlantis. Consequently, the game ID of "Indiana Jones And The Fate Of Atlantis" is scumm:atlantis.

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The game "Atlantis: The Lost Tales" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of "Atlantis: The Lost Tales" is cryomni3d:atlantis.

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Launcher IDs

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When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

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For example, "Broken Sword" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of "Broken Sword" would receive the launcher ID sword1-win-de-1.

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Step 1: Find out the (default) launcher ID

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To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

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Open ScummVM launcher on your device

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The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. +In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

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Step 2: Add your game files

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In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

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Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

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Step 3: Create the ScummVM file

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After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of "Broken Sword" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

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However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

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So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

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sword1-win-de
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Saving game-specific settings in RetroArch-integrated ScummVM

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Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

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Step 4: Update gamelists

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Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

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Step 5: Add the game to the ScummVM launcher

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Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

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Step 6: Scrape media

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By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

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Bluetooth

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KNULLI supports a lot of different types of Bluetooth devices, such as input devices (controllers, mice, keyboards, etc.) and audio speakers and headphones.

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Connect a Bluetooth device

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Troubleshooting

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If your KNULLI device fails to pair with one of your Bluetooth devices, try disabling Wi-Fi while pairing. (You can enable Wi-Fi again after pairing.)

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Also, please be aware that some Bluetooth controllers might be built to only support the system they are made for, e.g., Android or Nintendo Switch. If your Bluetooth controller does not work with your KNULLI device, make sure that it supports Bluetooth for PC.

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To connect a Bluetooth device with your KNULLI device, you first need to make sure that both devices support Bluetooth. If so, press Start to bring up the main menu and go to Controller & Bluetooth Settings. Here, you will be able to Enable Bluetooth if it is not enabled, yet.

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Once Bluetooth is enabled, either try to Pair Bluetooth Pads Automatically (to automatically pair input-devices in pairing mode) or select Pair A Bluetooth Device Manually and find your device in a list of available Bluetooth devices in your vicinity. If your Bluetooth device does not show up or pairing does not work as expected, check the manual of your Bluetooth device for pairing instructions.

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Assigning controllers

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After your devices have been paired successfully, you might need to take additional steps in order to use them. For example, after connecting a Bluetooth controller, you will have to assign the controller to a player as explained in the Controls section.

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Set up audio output

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After pairing an audio output device (like a headphone), you need to set it as your audio output. Press Start to bring up the main menu, head to System Settings and choose your Blueooth device as Audio output.

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Forget a Bluetooth device

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If you want to remove or "forget" a paired Bluetooth device, press the Start button to bring up the main menu, head to Controller & Bluetooth Settings, open Forget A Bluetooth Device, find the device and remove it.

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Collections

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In addition to the systems displayed; EmulationStation (ES) has functionality to create custom collections that you can use to group and organize your game library in different ways. For example; if you wanted to create a view that automatically grouped all of your Role Playing Games or one that only lists the games you are currently playing you can use ES collections to do that.

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All of the options described below can be managed by pressing START anywhere in ES to open the Main Menu and then opening Game Collection Settings

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Game Collection Settings Menu

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Managing Your Backlog

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Knulli includes a Now Playing collection that can be used to curate and play through your backlog. You can turn this on by going to Game Collection Settings > Create New Custom Collection from Theme while using our default system-theme.

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Once its turned on; you can add to it by pressing X(NORTH) on any game while in ES. In the menu that opens you'll see Now Playing listed under the collections header. Simply highlight it and press the confirm button.

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You can also set Knulli to boot directly into the Now Playing collection by setting the Start on System value in the Game Collection Settings menu. Change that value to Now Playing and also turn on Start on Gamelist.

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With the above settings you can create a very simple view of the games you are trying to finish that displays directly when Knulli launches.

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Collection Types

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There are 3 collection types in ES so let's walk through each to help you decide which makes sense to use for your use cases.

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Automated Collections

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EmulationStation has a set of built-in automated collections to easily view your last played games, favorites and all the games in your library. You can turn these on or off in the Automated Game Collections menu.

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Editable Collections

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An editable collection is one that you can specifically curate by hand. Simply give it a name and then as you are browing your gamelists you can press X(NORTH) on any game and add it to the collection you created. As an example, you could use this functionality to create a collection for all of your Final Fantasy games and then manually add each FF game to the list.

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Dynamic Collections

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A dynamic collection enables you to create a set of filters that will automatically group your games. For example if you wanted to create a collection that automatically grouped all of your Role Playing Games into a single view; you could create a dynamic collection called RPGs, select a genre filter of Role Playing Games and then save the filter. Then any time you add a new game with the Role Playing genre it will automatically show up in this collection.

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Additional Notes

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You can also use the Game Collection Settings menu to manage which systems are displayed. Press START anywhere in ES to open the Main Menu and then go to Game Collection Settings > Systems Displayed. In this menu; uncheck the systems you would like to hide and then exit the menu. ES will then refresh and those systems will be hidden.

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Controls

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Do not confuse hardware setup with button mapping for games/systems!

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Do not confuse controller setup with game- or core-specific button remapping! This section is about the global controller setup to make the hardware work. If you want to remap the controls for a specific game or emulator, follow the guide for the respective emulator (e.g. Retroarch).

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Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. Additionally, Knulli also supports other types of input devices, such as mice and keyboards.

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If a controller does not work with your KNULLI-device out of the box, it might be necessary to map its buttons and directional controls to the corresponding game inputs, as explained in the sections below.

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The built-in controls

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Most KNULLI-compatible devices are handhelds with built-in controls. They usually consists of a directional pad (, short: D-pad), the so called face buttons (), some shoulder buttons (L1, R1) and/or shoulder triggers (L2, R2) and some buttons for Start and Select. Additionally, your device will most likely have power switch and a function button (Function) which will be used for hotkey shortcuts. Optionally, your device might also have analog sticks and a reset button. If you do not know where those buttons are located on your device, please have a look at the manual of your device.

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KNULLI comes with a set of pre-defined hotkey shortcuts which allow you to save, load, and quit your games, take screenshots, etc. We strongly recommend to learn the hotkey shortcuts and we also strongly advise against modifying the hotkey shortcuts. You will find a list of all default hotkey shortcuts in the Hotkey Shortcuts section.

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Controller names

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Depending on your device, your built-in controls have a distinct name. For example, on the Anbernic RG40XX H, the built-in controls are called ANBERNIC-keys, on the RG35XX H, they are called Deeplay-keys.

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Assigning controllers

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After connecting a controller, the controller can instantly be used to navigate the EmulationStation GUI. However, to use a controller in a game, it must be assigned to a player. By default, only the built-in controls are assigned to player 1. After connecting additional controllers, you have to assign the controllers to the respective players.

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Press Start to open the main menu and head to Controller & Bluetooth Settings. Towards the end of the menu, you will find the controller assignments for players 1-8. Here, you can assign each player a dedicated controller.

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Controller assignments are reset after reboot

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Your KNULLI device does not memorize, which controller was assigned to which player in a previous session. Make sure to always assign all controllers to the corresponding players after you (re-)connected them to your KNULLI device.

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Controller mapping

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Do not attempt to remap the built-in controls

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Each KNULLI build is optimized for the specific device it was designed for. Specificially, all built-in controls are already mapped for you. Do not attempt to remap the built-in controls in the Controller & Bluetooth Settings menu. By doing so, you might break any hidden virtual controls (e.g. the D-pad-to-virtual-stick mapping for devices without analog sticks, which usually can be toggled with Function+Select). If you want to remap controls for certain games or systems, please do it within the respective game or emulator settings. The Controller & Bluetooth Settings menu is not the right place to map game- or system-specific controls!

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To map the buttons and directional inputs of a controller, press the Start button to bring up the main menu, find Controller & Bluetooth Settings and select Controller Mapping. On-screen instructions will ask you to hold a button on the controller you want to map. Once the controller was detected, you will be guided through the process: Simply press the button on your controller which corresponds best to the button/function displayed on screen.

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If you press a wrong button, don't worry: You will always be able to return to this menu and remap the controller again.

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Face buttons are indicated by direction!

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KNULLI supports several different controllers from different brands. Depending on your controller, labels on the face buttons might differ. Therefore, KNULLI names face buttons not by their label but by their direction.

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For example, out of the four face buttons, the north button () is labeled X on the standard SNES controllers. The same button is labeled Y on Xbox controllers and on PlayStation controllers.

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Make sure that you do not confuse the directional face buttons ( ) with the D-pad directions ( )! You will find more information about face buttons in the Hotkey shortcuts section.

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Background Music

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Your userdata folder contains a folder called music. If you store any compatible music files in this folder, the music will replace the original background music that comes with KNULLI. Instead of the built-in background music, KNULLI will now play the songs from your music folder while you are browsing your games in EmulationStation.

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Make sure your music files are compatible

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Background music for KNULLI/EmulationStation should be in MP3 or OGG format and have a sample rate of 44100Hz and a bitrate of 256kb/s max.

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When adding your background music, you can either dump all your songs randomly into the music folder or create subfolders for each system if you want to add system-specific music for all the systems you like to play. If you want to add your music per system, you should not leave any music files in the top level of the music folder but sort all your music by system. The system names in the music folder correspond to the system names in the roms folder (e.g., snes for SNES, megadrive for Mega Drive/Genesis).

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Once you added your music, press Start to bring up the main menu and head to Sound Settings. Here you can toggle Frontend music on and off. Additionally, you can set up volume, title display duration, and you can also set up whether you want your music selection to be played per system or not.

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Bezel Decorations

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KNULLI supports a lot of different emulators for a lot of different systems. Many of these systems originally had an aspect ratio that is different from the built-in screen of your KNULLI device. To fill the black void between the border of the screen and the game area, KNULLI supports using decorations, also referred to as bezels or bezel decorations.

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Decorations only work with RetroArch cores

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KNULLI comes with a lot of different emulators. However, bezel decorations currently only work with RetroArch-integrated emulators (libretro cores).

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Mind the aspect ratio

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Most bezel decorations are made for a specific aspect ratio of 16:9, to provide a decoration for the void around the game when playing on a TV screen. However, if the screen of your handheld has a different aspect ratio, those bezels will not work on your device!

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For example, the devices of Anbernic's RG35XX H/Plus/SP series have a 3.5" screen with an aspect ratio of 4:3, hence, a lot of well-known bezel decoration packs which have been designed for 19:6 displays (e.g., The Bezel Project) will not work on the built-in screen of those devices.

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Bezel decorations for 4:3 displays

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Even though most bezel decoration packs are specifically designed for 16:9 displays, there are a few options for 4:3 displays, too.

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drkhrse/antiKk

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Some bezels which were originally created by drkhrse and antiKk have been adapted by nvitaterna to work on Batocera-based handhelds with 4:3 displays. To install this set on your Knulli device

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The bezel pack should now be installed and ready to use. However, to apply it, you have to set it up as explained in the Apply bezel decorations section.

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Apply bezel decorations

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If you want to apply bezel decorations, you can do this either globally, by system, or by game. Since game settings override system settings and system settings override global settings, it is possible to globally set a specific bezel pack and, at the same time, pick a different one for a specific system, or even just a single game.

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EmulationStation does the work for you

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You might be used to setting up bezels directly within RetroArch. On your KNULLI device, EmulationStation will take care of this for you. Do not attempt to set up bezel decorations from within RetroArch.

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Global bezel decorations

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To apply a set of bezel decorations globally

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System bezel decorations

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To apply a set of bezel decorations to a system

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Game bezel decorations

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To apply a set of bezel decorations to a single game

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Boot Logo

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For a wholesome KNULLI experience, you may want to replace your boot logo to match the style of your theme. The KNULLI boot logo is stored on your primary SD card, on the batocera partition. If you want to replace your boot logo, simply follow the steps below.

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  • Create a new bitmap file (bootlogo.bmp) that has the exact same resolution as your built-in display (e.g. 640x480 for the Anbernic RG35XX Plus/H/SP/2024 series)
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Boot logo and splash screen

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The boot logo is an image which is displayed while KNULLI is booting, from the moment the device is turned on until the moment EmulationStation is launched. The EmulationStation splash screen is displayed while EmulationStation is loading, scanning for games, or shutting down. The splash screen is controlled by the theme of your KNULLI installation - learn how to customize it in the Themes section. the boot logo on the other hand is part of the boot partition KNULLI is installed on.

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Customization

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KNULLI comes with a lot of options to customize your gaming experience and make your KNULLI-driven device truly your own.

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  • You can customize the default KNULLI theme (including its Splash screen) or install different themes as explained in the Themes section
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  • You can add your own background music as explained in the Background Music section
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  • You can install your preferred bezel decorations as explained in the Bezel Decorations section
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  • You can replace the boot logo with a different image as explained in the Boot Logo section
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Themes

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Knulli's default frontend is EmulationStation and default theme is Art Book Next. Also included by default is the Carbon theme from Batocera. Both are updated automatically as part of each release.

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Preview

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Configuration

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The following options can be changed directly from the main menu under User Interface Settings > Theme Configuration

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SettingDescriptionOptions
DistributionUsed to define which folder to look in for Theme Customization files.Batocera/Knulli, RetroBat
Aspect RatioEnables you to select the correct aspect ratio for your screen. This will automatically set itself so you should not need to change it but if the theme layout looks odd or spacing looks incorrect you can use this setting to make sure the aspect ratio matches your screen.16:9, 16:10, 4:3, 3:2, 1:1
System ArtworkDefines the set of artwork that is displayed on the system viewDefault, Noir, Custom, Custom (Fullscreen)
System LogosDefines the logo set used on all viewsDefault, Custom
Game ArtworkDefines the type of artwork used to represent a game. These are sourced from the the selections you make in the scraper menu. Image will display the image you selected to scrape for Image Source. Image (Cropped) will display that same image zoomed in to fill the screen. Boxart will display the image you selected to scrape for Box SourceImage, Image (Cropped), Boxart
Game MetadataSets if metadata (e.g. description, release date, etc...) should be displayed for a gameOn, Off
Font SizeSet the size for text elements throughout the theme.Default, Small, Large
Color SchemeSets the color scheme that is used for the theme. There is a set of prebuilt color schemes that you can select and an option to supply your custom color scheme (selected by choosing custom). You can see details on customizations below under Customization.Default, Light, Steam OS, SNES, Famicom, DMG, OLED, Custom
Splash ScreenToggles an optional custom splash screen which will be displayed when EmulationStation is loading and/or scanning for ROMs.Default, Custom
+

Additional UI Settings

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The following EmulationStation settings can also be changed and will update the look of the theme accordingly:

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    +
  • User Interface Settings > Show Clock - This will allow you to turn the system clock on or off
  • +
  • User Interface Settings > On-Screen Help - This will turn the display of EmulationStation's help system on or off (the theme's layout will automatically adapt to the available space)
  • +
  • User Interface Settings > Show Battery Status - This will allow you to change what is displayed for the battery status.
  • +
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Customization

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Art Book Next allows customizations to system artwork and color schemes without the need to edit the source XML. This enables you to change the look of the theme and still retain your changes when the theme is updated.

+

Start Here

+
    +
  • Make sure the Distribution setting is set to Batocera/Knulli (This value determines the folder where you will add your customizations)
      +
    • Batocera/Knulli folder is = /userdata/theme-customizations/art-book-next/
    • +
    • Create this folder and then move on to the options below...
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  • +
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Background Art

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The artwork used on the system view can be customized with your own images.

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For angled artwork:

+
    +
  • Create your custom artwork using one of the masks i've supplied in this theme's resources directory here. I've included a set of masks that should work in all major image editing programs.
  • +
  • Export your final images as transparent pngs
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  • Create a folder in the path you created above called artwork
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • _default.png
    • +
    • ${system.theme}.png
    • +
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
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    • _default.png can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png in the artwork folder.
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  • +
  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom
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For fullscreen artwork:

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  • Create a folder in the path you created above called artwork-fullscreen
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  • Upload your images to that folder
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  • They can be named:
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    • _default.png
    • +
    • _default.jpg
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    • ${system.theme}.png
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    • ${system.theme}.jpg
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    • The theme will look them them up in that order.
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    • _default.png/jpg can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png/jpg should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png or snes.jpg in the artwork folder.
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  • +
  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom (Fullscreen)
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Splash Screen

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  • Upload your image to the folder you created above
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  • It can be named:
      +
    • splash.png
    • +
    • splash.jpg
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  • +
  • One your image is in place you turn on your splash screen by changing Splash Screen to Custom
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Color Schemes

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You can create your own custom color scheme to use for the theme

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    +
  • Download this template
  • +
  • Upload it in the path you created above and make sure its called colors.xml
  • +
  • Change any values in the template to the colors you prefer.
  • +
  • I tried to make the values as self explanatory as possible but if you have questions regarding which property does what please don't hesitate to ask.
  • +
  • After your colors are defined; in theme configuration change Color Scheme to Custom
  • +
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Logos

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System logos can be customized by adding your own images

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    +
  • Create a folder in the path you created above called logos
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • ${system.theme}.svg
    • +
    • ${system.theme}.png
    • +
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
    • +
    • ${system.theme}.svg/png should be named for the system you are looking to override. For example if you wanted to override the logo for snes you would create an image called snes.svg or snes.png in the logos folder.
    • +
    +
  • +
  • Once your images are in place you turn on custom images by changing the System Logos setting to Custom
  • +
+

Adding Additional Themes

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    +
  • Knulli's version of EmulationStation is sourced from the same version used in Batocera so you can also use themes that were created for Batocera directly
  • +
  • You can download themes directly using the built-in theme downloader (which includes nice previews of each theme)
  • +
  • You can also find a list of Batocera themes here: https://batocera.org/themes.php if you would prefer to download them manually
  • +
+
+

There are no guarantees that themes from the above list will support the aspect ratio of your device or all of the systems we support. Because of that; some themes may look odd, not display all systems or have layouts that do not match well to your screen.

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Creating Your Own Theme

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An exhaustive tutorial is out of scope for this wiki. That said; please see Batocera's theme documention @ https://wiki.batocera.org/write_themes_for_emulationstation. Its a great starter guide for understanding the fundamentals of creating themes for the version of EmulationStation used by Knulli.

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Multi-Disc Games

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Some video games for disc-based consoles, especially those with lots of cinematics, come on more than one disc. Once you added a multi-disc game to your KNULLI device, each disc of the game will show up as its own game. Of course, this adds unnecessary clutter to your game list. Therefore, KNULLI comes with a feature that allows you to hide all the discs of the multi-disc game and display a playlist instead.

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All you have to do is create a m3u playlist file within the folder for the ROMs of the given system and add relative path references to all the disc images in the correct order.

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If you feel unsure how to achieve that, follow this guide. It will take you through the process step by step.

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Make sure that 'Ignore Multi-File Disk Content' is turned on

+

KNULLI comes with a setting that allows to hide or show the content (the individual discs) of multi-disc games. By default, hiding individual discs is turned on. However, if you have issues with individual discs unwantedly showing up on your Knulli device, make sure this feature is turned on.

+

Press Start to bring up the main menu, go to System Settings, then Frontend Developer Options, where you find the option Ignore Multi-File Disk Content (CUE/GDI/CCD/M3U). Make sure it is turned on. To apply any change you made here, you will need to update your gamelists by going to Game Settings from the main menu and select Update Gamelists.

+

This option will hide every disc file that is correctly referenced in a playlist. If your game discs still show up, there is likely something wrong with your m3u file.

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How to store multi-disc game files

+

There are several possibilities how to store multi-disc game files. Let's take the PlayStation classic Metal Gear Solid as an example.

+

As thoroughly explained in the Add Games section, all your games have to be stored in your userdata/share folder in a subfolder of roms that corresponds to the system the game was developed for - in this case, psx, the folder for PlayStation games.

+

Top level of the system's ROMs folder

+

Some users prefer to add their multi-disc games to the ROMs folder like any other game:

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/roms
+ └─ psx/
+    ├─ Metal Gear Solid (Disc 1).chd
+    └─ Metal Gear Solid (Disc 2).chd
+
+

Game-specific subfolder of the system's ROMs folder

+

Some users prefer to create a subfolder for every multi-disc game and drop all the files there:

+
/roms
+ └─ psx/
+    └─ Metal Gear Solid
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
+

"Hidden" subfolder of the system's ROMs folder

+

some users prefer to put all their multi-disc games in a subfolder called hidden (or something similar):

+
/roms
+ └─ psx/
+    └─ hidden
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
+

Creating the playlist

+

After you stored the files on your KNULLI device, you can now create a playlist to group all the discs that belong to a single game into a single file.

+

For that purpose, create a plain text file with the file extension .m3u. Ideally, the m3u file should be named like the game and its discs, so for the example given above, the file name should be Metal Gear Solid.m3u.

+

Following the above examples, you now have two options where to store the playlist file. You can either store it on the top level of the roms/psx folder or optionally in the same subfolder you might have stored your game files in. Depending on where your game files and your playlist file are stored and how they relate to each other, you now need to edit the playlist file:

+

Playlist and game files in the same folder

+

If you decided to store your game files and your playlist file in the same folder, make sure that your m3u refers to the game files directly without any path.

+

For the examples shown above, your Metal Gear Solid.m3u file should contain

+
Metal Gear Solid (Disc 1).chd
+Metal Gear Solid (Disc 2).chd
+
+

if it is stored in the same folder as Metal Gear Solid (Disc 1).chd and Metal Gear Solid (Disc 1).chd.

+

Playlist and game files in different folders

+

If you decided to store your game files and your playlist file in different folders, make sure that your m3u includes the path when referring to the game files.

+

For the examples shown above, your Metal Gear Solid.m3u file should contain

+
Metal Gear Solid/Metal Gear Solid (Disc 1).chd
+Metal Gear Solid/Metal Gear Solid (Disc 2).chd
+
+

if your Metal Gear Solid.m3u is stored in roms/psx and your game files are stored in roms/psx/Metal Gear Solid.

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Networking

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Many devices which are supported by KNULLI are capable of connecting to the internet as well as local networks. In most cases, this is achieved by a built-in Wi-Fi adapter. However, KNULLI also supports network connection via USB dongles.

+

Supported network adapters

+

Some KNULLI-supported devices (e.g., Anbernic RG35XX Plus/H/SP, TrimUI Smart Pro) already come with a built-in network adapter that is completely supported by KNULLI. If your device comes with a built-in Wi-Fi adapter, you can skip ahead to setting up Wi-Fi.

+

However, even devices without a built-in network adapter (e.g., Anbernic RG35XX 2024, Anbernic RG28XX) can be connected to your Wi-Fi. KNULLI supports external USB Wi-Fi dongles which are based on the RTL8192cu or RTL8188eu/us chipsets. More specifically, the KNULLI community strongly recommends the TP-Link TL-WN725N network adapter.

+

To activate your USB network adapter

+
    +
  • plug the network adapter into an appropriate USB port of your KNULLI device.
  • +
  • press the Start button and head to System Settings. There you will find Services where you need to turn on ENABLE_WIFI after you plugged the network adapter into your device.
  • +
  • follow the instructions for setting up Wi-Fi.
  • +
+

Setting up Wi-Fi

+
+

WPA3 issues

+

Some users experienced issues when connecting their device to a WPA3-protected Wi-Fi. If your device does not connect to your local Wi-Fi, make sure that it is protected with WPA2, not WPA3.

+
+

If your device has a built-in Wi-Fi adapter, you can set it up directly via KNULLI. Press the Start button to open the main menu, go to Network settings where you can configure your Wi-Fi connection. In the lower Settings section, enable Wi-Fi, then select your Wi-Fi by its SSID, enter your Wi-Fi key, and leave the menu to connect to your Wi-Fi.

+

In the section above, you can see whether you are currently connected to Wi-Fi, see your current IP address and toggle the network indicator on or off.

+
+

Password protection

+

By default, your KNULLI device does not require a root password to access your device. Consequently, as soon as you connect to a network, the data on your device becomes accessible in your local network without any password protection. While this might be convenient within your own home, it might be a severe security risk when connecting to a network which is not under your control. We strongly suggest to enable additional security.

+
+

Additional security

+

Press the Start button to open the main menu, go to System settings and find Security. There, you can toggle Enforce security on or off. Be aware that you need to restart the device for the change to take effect.

+

After you enabled additioal security and rebooted your device, return to the Security menu. Below the toggle to Enforce security you will find the Root password now. The root password is generated randomly and sometimes changes automatically when the system receives updates or when major settings have been modified. However, you will always be able to look up your current root password by returning to this menu.

+

The password and the username root must now be used to access the device via network.

+
+

Unknown networks

+

Be aware, that KNULLI is built for retro gaming and easy network access. While this setting will make it harder to access your userdata partition, you still should not connect your KNULLI-driven device to any unknown local networks.

+
+

Hostname

+

The default hostname of the device will always be KNULLI. However, you can pick your own hostname, which might come in handy if you have more that one KNULLI-driven device in your local network. Within your local network, the hostname should be unique, if possible.

+

If you want to change the hostname of your device, press the Start button to open the main menu and go to Network settings where you can modify the Hostname.

+

Windows users may use the hostname to find the device and access the userdata partition. When the device is turned on and connected to your local network, you will find the device in Windows Explorer at the "Network" section under its hostname. Alternatively, you can access the device directly by typing the path in the address bar of Windows Explorer.

+

The path

+
\\KNULLI\share
+
+

(replaceKNULLI with your hostname if you changed it) will lead directly to the /userdata folder where you will find your ROMs, BIOSes, etc. See the Add Games section for more details.

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Patches and Overlays

+
+

Important: Read this before you start!

+

This section deals with adding patches to your KNULLI installation manually. This is not a guide for regular updates. Please be absolutely aware that this guide is just a kick-off guide for advanced users who want to learn more about Linux and apply manual changes to their KNULLI installation.

+

If you are looking for information on how to update your KNULLI device regularly, please head to the Update section instead!

+
+
+

SSH network access to your device is mandatory

+

Before reading any further, be aware that it is mandatory to be able to access a command line on your KNULLI device via SSH to install patches and create overlays. Consequently, you will not be able to do either unless your device is connected to your Wi-Fi (as explained in the Networking section) and you have prepared SSH access to your device (as explained in the SSH section).

+
+

This section covers details about installing patches and persisting changes to the operating system in an overlay. As a regular KNULLI user, you probably do not need to know any of this. This entire section is written for two groups of users:

+
    +
  • Community members from our Discord who want to try patches before they are included in a new internal or public build.
  • +
  • Advanced users who know their way around Linux and want to make changes to their KNULLI setup.
  • +
+

Understanding Linux file systems

+

If you are a Windows user who has never worked with Linux before, you might want to take a little time to understand how Linux file systems work. Bare in mind that this is a simplified explanation which is only meant to pick you up and give you a brief understanding of how KNULLI works differently from your Windows PC. If you want to learn more about how Linux work, we strongly recommend to find a more extensive source of information.

+

File systems on Windows machines

+

On your Windows computer, each drive (or partition) has an assigned drive letter. You might think about them like labeled drawers of a filing cabinet. The main drive that hosts your Windows installation traditionally uses the drive letter C: - this is a relic of a time when drive letters A: and B: were reserved for the two floppy disk drives computers used to have. However, if you connect another drive to your PC, like a thumb drive or a SD card, Windows automatically assigns new drive letters to them, so you can access those drives from your Windows Explorer. Files and folders are addressed by their absolute path which starts with the drive letter. E.g., the folder which holds your pictures is located at

+
C:\Users\<username>\Pictures
+
+

File systems on Linux machines

+

Linux filesystems work a little different. On Linux, every drive is treated like a folder. A Linux system always has a so called root that loosely corresponds conceptually to the drive letter C: on a Windows machine. The root is always referred to by the symbol /. By definition, each absolute path always starts with the / symbol.

+

Other drives are treated like subfolders of the root. With a command called mount, any empty folder of a Linux system can be assigned to any drive of the device. It is even allowed, to have more than one folder that points to the same drive. Following the previous metaphor, consider a filing cabinet with only a single drawer.

+

For example, on your KNULLI device, your games are stored in

+
/userdata/roms
+
+

The KNULLI file system

+

KNULLI is a Linux, so it uses a Linux file system. The entire KNULLI system is stored in a read-only SquashFS. (You can learn more about SquashFS on Wikipedia.) The only exception is a writable folder called /userdata.

+

During boot, KNULLI uses the mount command to make the folder /userdata point to a writable drive. By switching between internal and external storage (as explained in the Second SD Card section), you tell KNULLI which drive to mount as /userdata during boot:

+
    +
  • If you use a single SD card setup (internal storage), KNULLI mounts the SHARE partition of SD 1.
  • +
  • If you use a dual SD card setup (external storage), KNULLI mounts the main partition of SD 2.
  • +
+

When accessing your KNULLI device via Windows/SMB network transfer (as explained in the Network Transfer section), you will access a network drive called share that corresponds exactly to your current /userdata folder. The SMB address

+
\\KNULLI\share
+
+

points to the exact same place as the absolute path

+
/userdata
+
+

on your KNULLI device.

+

The Game Storage section covers in great detail how to use the writable part of your device to add games, BIOS files, bezel decorations, etc. However, when you want to install patches, you want to modify files outside of the writable /userdata folder - that is, where the overlay comes into play.

+

Many ways lead to Rome

+

Keep in mind that Linux allows multiple paths to the same files and folders:

+
/media/SHARE
+
+

points to your internal storage while

+
/media/SHARE_1
+
+

points to your external storage (if you have a dual SD card setup).

+

Consequently, on a single SD card setup, the paths

+
/media/SHARE/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file.

+

Following that principle, on a dual SD card setup, the paths

+
/media/SHARE_1/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file, too.

+

The overlay

+

Since everything outside of the /userdata folder of your KNULLI installation is read-only by definition, you will need to create an overlay to make permanent changes to your KNULLI installation. Otherwise, all changes will simply be undone after every reboot of your system.

+

Your primary SD card (SD1) has a drive called BATOCERA, which is formatted to FAT32 and can be accessed easily from Windows, Linux, and MacOS. On that drive, you will find a folder called boot which contains a file called batocera - that file contains the majority of your KNULLI installation. (This is why you can manually update your KNULLI installation by simply replacing this file, as explained in the Update section.)

+

The overlay is another file that is just called overlay and resides in the same folder. The overlay is optional - usually, users do not have an overlay in place. The overlay file contains changes you made to the KNULLI installation, which will be applied during boot.

+
+

Important: Undo changes

+

If you have created an overlay that breaks your system, you can always undo all your changes by simply deleting the overlay file from the boot folder of your batocera partition.

+

We strongly recommend to always remove your current overlay when you update your KNULLI installation, because patches and other modifications stored in the overlay might be in conflict with the new KNULLI version.

+
+

Installing patches (or manual modifications)

+
+

Patches

+

Some community members on our Discord server occasionally provide patches you can install manually. These patches are usually new features which are either considered or already confirmed to be included in a future KNULLI release. Be aware that patches might be experimental and sometimes just a prototype for a final solution!

+

By installing a patch and reporting feedback to the developers, you provide valuable assistance to the development of KNULLI. However, patches are often not yet approved by the community or the lead developers of the KNULLI project, consequently, there are no guarantees that they will work for you.

+

Before installing a patch, make sure you find the source trustworthy.

+
+

Most patch installations (or manual modifications) to your KNULLI system follow a simple pattern:

+
    +
  • Add, replace, or remove files outside of your /userdata folder
  • +
  • Make some of the files executable by applying the command chmod +x to the files.
  • +
  • Create or update your overlay by executing the command batocera-save-overlay which makes all the changes persistent.
  • +
  • Reboot your device.
  • +
+

Some developers simplify this process for you, by providing a patch installer which does most of these steps for you. However, even if you received a patch installer, you will still have to make the patch installer executable and run it from an SSH command line.

+

Putting files into the right places

+

There are several options to put files in the right places outside of the /userdata folder.

+
    +
  • Some patches come with a patch installer which moves the file for you. In this case, simply store the patch installer and all patch files in your /userdata folder according to the specifications made by the developer.
  • +
  • You can use SCP/FTP to access the entire KNULLI file system. You will find a subsection on how to use SCP/FTP in the Network Transfer section. This approach allows to put the files directly to their final destination.
  • +
  • You can copy the files to your /userdata folder by the same method you add your games and BIOSes. Afterwards, you can move the files from their location inside /userdata to their final destination
      +
    • either by using the OD-Commander tool you will find in the Ports category of your KNULLI device
    • +
    • or by connecting via SSH (as explained in the SSH section) and copying/moving the files via cp/mv on the command line, e.g., +
      cp /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +or +
      mv /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +where the first argument is always the path to the source file you want to copy/move and the second argument is always the final destination where you want the file to end up.
    • +
    +
  • +
+

Making files executable

+

After you have moved the files in the right places, you need to make sure that all files which are supposed to be executable actually are executable.

+

Linux file system permissions

+

On Linux file systems, three different permissions can be set on each file or folder:

+
    +
  • The read (r) permission allows to read the contents of the file.
  • +
  • The write (w) permission allows to modify or even delete the file and/or its content.
  • +
  • The execute (x) permission allows to execute the file, which is a special precaution to avoid users accidentally launching dangerous programs. Each program has to be actively set to actually be executable.
  • +
+

The three permissions can be set on each file for three different "user classes":

+
    +
  • The owner is a single user who owns the file. (It doesn't necessarily has to be the file's creator.)
  • +
  • The group is a single group of users who might have a certain interest in the file.
  • +
  • The others are all other users who are not the owner and not members of the group.
  • +
+

As a result, the permissions of each file can be represented by a 3-by-3 matrix. In this example, everyone can read and execute the file, but only the owner can modify it:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ReadWriteExecute
Owner
Group
Others
+

This corresponds to a string representation of

+
rwxr-xr-x
+
+

where the first 3 letters represent the owner, the next 3 letters represent the group and the last 3 letters represent the others.

+

Setting Linux file permissions

+
+

Make sure that files need to be executable

+

Before you make a file executable, make sure the file actually needs to be executable. Do not randomly mark files as executable "just to be safe". If you are unsure, check back with the patch developer and ask if a file should be executable or not.

+
+

Again, you have several options to set the file permissions on the files of your KNULLI system and make sure a file is executable:

+
    +
  • If using WinSCP, you can right-click a file and select Properties.
      +
    • In the Common tab, go to the Permissions section and make sure all the Xes are checked if the file is required to be executable.
    • +
    +
  • +
  • If connected via SSH (as explained in the SSH section), you can
      +
    • use the ls command to check the permissions of a file, e.g., +
      ls -l /userdata/system/patch-installer.sh
      +
      +to see if a file called patch-installer.sh is executable. The response will look like +
      -rwxr-xr-x 1 root root 458 Aug  3 22:20 /userdata/system/patch-installer.sh
      +
      +and you can tell from the part rwxr-xr-x if a file is executable for everyone.
    • +
    • use the chmod command to change the permissions of a file and make it executable, e.g., +
      chmod +x /userdata/system/patch-installer.sh
      +
    • +
    +
  • +
+

If provided: Run the patch installer

+

If your patch came with a patch installer which you have made executable in the previous step, you can now execute the patch installer from the SSH command line. To do so, establish a SSH connection (as explained in the SSH section) and launch the installer by calling the script by its name from the command line (Mind the dot at the beginning of the command!), e.g., +

./userdata/system/patch-installer.sh
+

+

Have a close look at the output of this command, maybe copy-paste it to a text file for debugging purposes and reach out to the Discord community if you have problems understanding the output.

+

If required: Create overlay manually

+

Some patch installers implicitly create or update the overlay. However, some do not. If your patch did not come with a patch installer, if you want to patch in your own modifications, or if you are not sure whether the patch you applied created an overlay, you better do it yourself. To do so, establish a SSH connection (as explained in the SSH section) and execute the following command: +

batocera-save-overlay
+
+Once the overlay was created/updated successfully, you can type +
reboot
+
+to reboot your system and check if your changes are still in place afterwards.

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Cheats for PPSSPP

+

The standalone PPSSPP emulator for PlayStation Portable (PSP) brings its own database of cheats which can be applied to your PSP games.

+

Installing PPSSPP cheats

+

To install PPSSPP cheats on your KNULLI device, simply press Start to bring up the main menu. From there, head to Updates & Downloads and open the Content Downloader. Find Cheats for PPSSPP emulator, either by searching for it by keyword or by scrolling down to the PlayStation Portable section. Either way, after selecting Cheats for PPSSPP emulator from the list and pressing the confirm button (either A or B depending on your settings), you will be prompted to install cheats. Confirm again to begin installation.

+

Applying PPSSPP cheats on your games

+

By default, KNULLI uses standalone PPSSPP as emulator for your PSP games. However, if you want to make sure that your game runs on PPSSPP (e.g., because you have set global default PSP emulation to another core), you can go to the PSP category, find the game you want to apply cheats on, and hold the confirm button (either A or B depending on your settings) to bring up the game menu. Find Advanced Game Options and make sure to set Emulator to PPSSPP.

+

Applying cheats

+
    +
  • Launch the game and press the Function button to bring up the PPSSPP menu.
  • +
  • In the PPSSPP menu, pick Create game config to create a game config file for your game.
  • +
  • Next, pick Game Settings and head to the System tab where you will find a toggle to Enable Cheats. Make sure that the box is checked.
  • +
  • Head back to the main menu of the PPSSPP overlay, which will now have a Cheats section.
  • +
  • Go to the Cheats section and simply check all the cheats you want to apply to your game. Be aware that not every cheat is available for every game.
  • +
+

You may now return to your game, the cheats should be applied automatically. Since you stored them in a game config file, the cheats will be restored automatically the next time you launch the game with PPSSPP.

+

Enhancing performance with cheats

+

Even though the word "cheat" usually refers to gaining gameplay advantages by manipulating, breaking, overriding the rules of a game, PPSSPP cheats also contain some means to improve the performance of certain games.

+

For example, among the cheats for "God Of War: Chains Of Sparta", you will find cheats for locking the framerate to 30 or 60 FPS. By enabling the 30 FPS lock cheat and setting Frame skipping to 1 and Auto frameskip to disabled in the Graphics tab of the Game settings, you might get a more enjoyable performance on a low-powered device like the Anbernic RG35XX H/Plus/SP.

+
+

Some stock operating systems (e.g., the Anbernic stock OS) already include game configurations for several games, which have cheats activated by default. If you feel like one of your games performs better on the stock OS of your device, take the time to compare the emulator settings of the same game on both devices and adapt the configuration from the stock OS to your KNULLI device.

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Reset To Factory Settings

+
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Re-creating the entire system folder

+

Usually, KNULLI updates will NOT require you to re-create your entire system folder. Re-creating the system folder corresponds to resetting to factory defaults. Consequently, it will force you to re-configure a lot of settings manually since they will be gone afterwards! Do NOT do this, unless you are absolutely sure it is required.

+
+

As you might already know, all your settings are stored in your userdata/system folder as explained in the Game Storage section.

+

If your system does not work as expected after you changed a setting and you can't find a way to undo said setting, your issue might still be fixed by resetting the corresponding configuration file or the entire system folder to factory settings. In VERY rare cases, it might also be required to adapt your settings to new KNULLI defaults by replacing/updating some files in that system folder after you installed an update.

+

The easiest way to achieve that is by just removing either the respective files or the entire folder. During the next boot, KNULLI will replace all the missing files with new files which contain the default settings.

+

Back up your current settings

+

If you want or need to re-create a configuration file (or the entire system folder) with default settings, access your userdata folder the same way you always access it. Alternatively, you can use the built-in OD-Commander from the Ports category. Either way, we strongly suggest that you rename the system folder or the files you want to replace by adding a suffix like .bak (e.g., rename from system to system.bak). This way, you will be able to put your old settings back entirely or hand-pick single files/lines from your old settings.

+

Renaming files/folders with OD-Commander

+
    +
  • Go to the Ports category.
  • +
  • Find and launch OD-Commander.
  • +
  • You should already see the contents of your userdata folder on the left side, indicated by the headline /userdata. If you are not there, yet, navigate to /userdata by using up/down on the D-pad to navigate and the OK/Back buttons to enter/leave a folder.
  • +
  • Locate the system folder on the left side of the screen.
  • +
  • While the focus is on the system folder
      +
    • either enter the folder and locate the single files or subfolders you want to re-create
    • +
    • or just stay, if you want to re-create the entire system folder.
    • +
    +
  • +
  • Once you have moved the focus on a file/folder you want to re-create
      +
    • press X to open the file menu.
    • +
    • select Rename.
    • +
    • use the on-screen keyboard to rename the file/folder.
    • +
    +
  • +
+

Re-create your configuration files

+

Afterwards, reboot your KNULLI device. It will re-create the missing files and folders from KNULLI defaults. Now, you can either re-configure all your settings via the EmulationStation GUI or you can hand-pick configuration details by comparing your old settings (.bak) with the new ones.

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Modifying controls in RetroArch

+

For several systems, KNULLI employs emulation cores from the RetroArch library (libretro). You will find exhaustive documentation on how to use RetroArch in the excellent RetroArch documentation portal. However, to give you a kick-start, here's how to remap controls for your RetroArch-driven emulation systems on your KNULLI device.

+

Remap by game, content directory, or core

+

If you want to remap controls for your retroArch-driven games, first you got to decide, whether you want to change controls for the game, the content directory where the game is stored, or the entire emulation core.

+

When launching a game with a RetroArch core, RetroArch first loads its default remap file common.rmp. However, the default remap file can be overriden hierarchically in the following order:

+
    +
  1. core remap file overrides default remap file
  2. +
  3. content directory remap file overrides core and default remap file
  4. +
  5. game remap file overrides all other remap files
  6. +
+

Now, depending on how your games are stored on your device, if you want to change key mappings for each game of a system, you might either want to change controls for the entire core or for the content directory. However, even if you create a remap file for a content directory, the remapping still will only apply to the core it was made for.

+

Changing controls for an entire core might come in handy if you want to change the key mappings for every game which is run by that core, e.g. for globally swapping B and Y and A and B on a Gameboy core to make default Gameboy controls more similar to default SNES controls and not having to make the same change for every single game again.

+

Remapping controls for a content directory could be helpful if the core covers games from more than one folder but you want to apply the remap to games from only one of these folders.

+

Changing controls for a single game will help you to adapt controls for a single game without messing up controls for every other game of the same core (or folder).

+

Remap your controls

+

After you made a decision on whether you want a game or core specific remapping, hold F (the function button) and press B to bring up the RetroArch menu while playing the game.

+
    +
  • Go to the Controls section and select Manage Remap Files.
  • +
  • Check if there is already an Active Remap File indicated at the top of the menu and if that is the remap file you would like to edit.
      +
    • If the file is named like the game, it is a game remap file.
    • +
    • If the file is named like the folder it is a content directory remap file.
    • +
    • If the file is named like the emulation core it is a core remap file.
    • +
    • If the file is named common.rmp it is the default remap file. (You should not try to edit this one.)
    • +
    +
  • +
  • If the default remap file is selected (or the active remap file is not the remap file you want to use),
      +
    • pick Save Game Remap File to create a game remap file or
    • +
    • pick Save Content Directory File to create a content directory remap file or
    • +
    • pick Save Core Remap File to create a core remap file.
    • +
    +
  • +
  • If you want to permanently delete the current remap file
      +
    • pick Remove Game Remap File to permanently delete the game remap file or
    • +
    • pick Remove Content Directory File to permanently delete the content directory remap file or
    • +
    • pick Remove Core Remap File to permanently delete the core remap file.
    • +
    +
  • +
  • After you made sure the Active Remap File indicates the file you want to use and modify,
      +
    • return the previous section (Controls),
    • +
    • pick the control port you want to remap (for the controls integrated in your KNULLI device, use Port 1 Controls), and
    • +
    • find the input of your device that you want to reassign (first/left column) and assign it to the desired input of the emulated system (second/right column).
    • +
    +
  • +
+

Once you are done remapping, return to your game. All changes you made will be stored in the currently active remap file and will be automatically restored when you launch the game again, unless they are overriden by another remap file as illustrated above.

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SSH

+

As an advanced user, you might want to access the command line (or shell) of your KNULLI device to enter Linux commands directly. You may do so by connecting to KNULLI via SSH. There are several SSH clients available. For Windows users, we recommmend SmarTTY (which is also able to do file transfers) or PuTTY.

+

However, it is also possible to simply use the SSH client which is already integrated in your operating system: Most Linux distributions and modern Windows versions come with a SSH command line tool.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section and establish the SSH connection as explained below.

+

Required information

+

When establishing your SSH connection, you will need the following information:

+
    +
  • Host: Either the hostname of your KNULLI device (default is KNULLI) or the current IP address (press Start and go to Network settings to find your current IP address)
  • +
  • Username: root
  • +
  • Password: Your current root password (press Start and go to System settings and Security to find your current root password, default is linux)
  • +
+

Option 1: Using SSH from the command line

+
    +
  • Open a command line/terminal on your computer.
      +
    • Windows users can use the new Windows Terminal, classic CMD, or PowerShell.
    • +
    • Linux users probably know their way around the command line anyway.
    • +
    +
  • +
  • Type +
    ssh root@knulli
    +
    + and confirm by pressing Enter. (If you changed the hostname of your KNULLI device, you might need to replace knulli with the hostname you chose or the IP address of your KNULLI device.)
  • +
  • If asked, you may confirm fingerprinting.
  • +
  • When asked, type your password and confirm.
  • +
  • After the password was verified, you should be connected to your device via SSH.
  • +
  • Once you are done with SSH, you can quit the SSH client by typing exit and confirming.
  • +
+

Option 2: Using a standalone SSH client tool

+

To establish a SSH connection via SmarTTY, install and launch the program, then follow these steps:

+ + + + + + + + + +
+ +

Step 1: Click New SSH connection... at the bottom left of the window.

+

+ +

Step 2: Setup a new SSH connection with the following settings and click Connect.

+ + + + + + + + + + + + + + + + +
Host Name:KNULLI
User Name:root
Password:linux
+ Also check: +
    +
  • Setup public key authentication and don't ask for password again
  • +
  • Save this connection to connections list
  • +
+
+
+ +

Step 3: When prompted for a type of virtual terminal, choose a regular Terminal.

+
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Step 4: You have successfully established a SSH connection to your KNULLI device.

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Anbernic RG35XX 2024

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX 2024 distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX 2024.

+

Video Guide

+
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Courtesy of @TechDweeb

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Community

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Videos

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Anbernic RG35XX H

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

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+

Courtesy of @TechDweeb

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Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/anbernic/rg35xx-plus/index.html b/pl/devices/anbernic/rg35xx-plus/index.html new file mode 100644 index 000000000..2965e546b --- /dev/null +++ b/pl/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Plus - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX Plus

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
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+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

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    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

+

Video Guide

+
+

Courtesy of @TechDweeb

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Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/anbernic/rg35xx-sp/index.html b/pl/devices/anbernic/rg35xx-sp/index.html new file mode 100644 index 000000000..ce49eca15 --- /dev/null +++ b/pl/devices/anbernic/rg35xx-sp/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX SP - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX SP

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/anbernic/rg35xx/index.html b/pl/devices/anbernic/rg35xx/index.html new file mode 100644 index 000000000..e713ed75d --- /dev/null +++ b/pl/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2315 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX (Original)

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx OriginalActions Semi 7039 (ARM)Actions Semi BSP 4.9.170pvrsrvkmEmulation Station / Simplemenu
+
+

The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

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+

The RG35XX is currently not supported by KNULLI.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/anbernic/rg40xx-h/index.html b/pl/devices/anbernic/rg40xx-h/index.html new file mode 100644 index 000000000..e80b763b5 --- /dev/null +++ b/pl/devices/anbernic/rg40xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG40XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG40XX H

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/index.html b/pl/devices/index.html new file mode 100644 index 000000000..20cad1810 --- /dev/null +++ b/pl/devices/index.html @@ -0,0 +1,2348 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Device Support - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Device Support

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We are working on KNULLI versions for a variety of ARM based devices.

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There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

+
+

Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

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GPU supported devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
AnbernicRG35xx OriginalActions Semi 7039 (ARM)Actions BSP 4.7.190PowerVR SGX544fbdev + Emulation Station / Simplemenu
AnbernicRG35XX PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX 2024Allwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
Orange PiOrange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
PowkiddyPowkiddy A12Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyPowkiddy A13Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyRGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
SegaAstro City MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
SJGAMM16Rockchip RK3126 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
TaitoEgret II MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
UnbrandedPocketGo S30Allwinner A33 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.4Malifbdev + Emulation Station
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Legacy devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
CapcomRetro Station TronActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
Powkiddyx51Actions Semi 7051Actions BSP 3.4PowerVR SGX544 (disabled)fbdev + Simplemenu
UnicoNeo Geo MiniActions Semi (MIPS)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoArcade Stick ProActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoMVSXActions Semi 7051 (ARM))Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/orange-pi/orange-pi-zero-2w/index.html b/pl/devices/orange-pi/orange-pi-zero-2w/index.html new file mode 100644 index 000000000..70bfceb5d --- /dev/null +++ b/pl/devices/orange-pi/orange-pi-zero-2w/index.html @@ -0,0 +1,2262 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Orange Pi Zero 2w - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Orange Pi 5

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Orange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/powkiddy/rgb30/index.html b/pl/devices/powkiddy/rgb30/index.html new file mode 100644 index 000000000..4559b0e33 --- /dev/null +++ b/pl/devices/powkiddy/rgb30/index.html @@ -0,0 +1,2262 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RGB30 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Powkiddy RGB30

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/trimui/smart-pro/index.html b/pl/devices/trimui/smart-pro/index.html new file mode 100644 index 000000000..808c3f82a --- /dev/null +++ b/pl/devices/trimui/smart-pro/index.html @@ -0,0 +1,2290 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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TrimUI Smart Pro

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
Trimui Smart ProAllwinner A133 / PowerVR GE8300Allwinner BSPpvrsrvkmEmulation Station
+
+

The TrimUI Smart Pro distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by TrimUI for those

+
+

Extracting the kernel and bootloader

+

TrimUI has not published the source code of the u-boot and kernel of the TrimUI Smart Pro. They have published some libraries and SDK, but those do not include the BSP that includes the kernel, u-boot, and bootloader. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the TrimUI Smart Pro.

+ + + + + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/faq/index.html b/pl/faq/index.html new file mode 100644 index 000000000..cf432c92c --- /dev/null +++ b/pl/faq/index.html @@ -0,0 +1,2155 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Często zadawane pytania - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/faq/knulli/index.html b/pl/faq/knulli/index.html new file mode 100644 index 000000000..71a045745 --- /dev/null +++ b/pl/faq/knulli/index.html @@ -0,0 +1,2438 @@ + + + + + + + + + + + + + + + + + + + + + + + + + About KNULLI - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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FAQ: About KNULLI

+

Q: What is KNULLI?

+

A: KNULLI is a fork of Batocera. It tries to provide support for devices that fall under at least one of these two categories:

+
    +
  • There are no open source kernel and/or u-boot sources available
  • +
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • +
  • It's a device that I own and I have decided to create a Custom Firmware for it
  • +
+
+

Q: OK, so why a fork and not merge the changes back to Batocera?

+

A: Because the license of Batocera does not allow for closed sourced kernels to be added to the distribution.

+
+

Q: Are there any other differences?

+

A: The goal is to maintain compatibility with batocera, but with focus on low powered devices or devices that don't necessarily benefit from some features that have an impact on device performance, etc. For instance, devices with low memory (256MB like Powkiddy A12/A13 or RG35XX Classic). Then there's also the intention to add features currently present in JelOS/Rocknix, EmuELEC, etc.

+
+

Q: Do you know what the word "Knulli" means in Swedish?

+

A: Yes, we do. 😃

+
+

Q: I am using the Batocera v39/40 beta on my RG35XX Plus/H - should I switch to KNULLI?

+

A: The short answer is: Yes!

+

The long answer is: After we adapted Batocera to make it work on the RG35XX Plus/H, it became clear that Batocera will not be able to integrate our proposed changes into their software due to licensing issues. The license under which Batocera is published is not compatible with the license of the drivers for the RG35XX Plus/H. Therefore, we created a fork of Batocera under a completely new name to resolve the licensing issues. While the Batocera v39/40 beta for RG35XX Plus/H is no longer maintained, KNULLI is its immediate successor. Consequently, switching to KNULLI corresponds to updating to a newer version of the same OS you are already using.

+
+

Q: Where can I download the latest version?

+

A: You will find the latest version of KNULLI on our Releases page. Find the download for your device in the Installation Package Downloads section and follow the Quick Start Guide to install KNULLI on your device. If your device is not listed there, please be patient - there is no public release of KNULLI for your device available, yet.

+
+

Q: Which devices are supported?

+

A: You will find a list of all currently supported devices in the Installation Package Downloads section of our Releases page. If your device is not listed there, there is no public release of KNULLI for your device available, yet.

+
+

Q: Do I have to flash every release or can I update?

+

A: For most of the releases you can run a manual update as explained in the Update section.

+
+

Q: Do you support X device? Will you add support for X device?

+

A: You can find the list of currently supported devices here: Devices

+

If the device you are interested in isn't in that list then no one has contributed the work to add support for it yet. Why? To add support for a device we (1) need to be interested in adding support for it 😊 and (2) need to have direct access to the device.

+

That said, anyone who is interested can submit updates to KNULLI to add support for a device they care about! If you are interested in adding support for a new device please start here: Contribute

+
+

Q: Is it possible to license KNULLI for redistribution?

+

A: KNULLI utilizes a non-commercial CC BY-NC-SA 4.0 copyleft license on our branding which is intended to prevent abuse of our work. Device Makers and others who would like to bundle on devices may not do so without our express permission.

+
+

Q: Can I sell KNULLI?

+

A: The KNULLI brand is licensed for non-commercial use only. It is not allowed to be sold or included as an up charge in any form what-so-ever. Period. This is not negotiable.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/faq/troubleshooting/index.html b/pl/faq/troubleshooting/index.html new file mode 100644 index 000000000..63262182a --- /dev/null +++ b/pl/faq/troubleshooting/index.html @@ -0,0 +1,2481 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Troubleshooting - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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FAQ: Troubleshooting

+

Q: I want to add my own ROMs to the SD card but my Windows/Mac computer can't see the roms partition - what can I do?

+

A: By default KNULLI formats the second partition with the ext4 filesystem for Linux. That format is typically +not readable/mountable under Windows/Mac. However, ext4 is required for several PortMaster games to work properly.

+

Instead of accessing the partition directly, we propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI, if you are sure that you do not want to play PortMaster games. Please refer to the Add Games section for details about network transfer and reformatting.

+
+

Q: Can I use a second SD card for my roms/bios content?

+

A: Yes! Have a look in the Second SD Card section!

+
+

Q: Can I use one SD card only for PortMaster so that the other can still be exFAT?

+

A: The short answer is: No.

+

The long answer is: Knulli will use either SD 1 or SD 2 for all of your user data, including games, saves, etc. There is no way around your SD cards being formatted to ext4 if you want to play PortMaster games.

+

If you know your way around Linux and understand the concept of symbolic links, you can take the time to study the folder structure of KNULLI and employ symbolic links to use the storage space of both SD cards: You could turn certain subfolders on the SD card KNULLI is set up to use into symbolic links to subfolders on the other SD card. However, for that to work, both data storages still need to be formatted to ext4.

+

You can learn more about the Game Storage, using a Second SD card, and the KNULLI filesystem in the respective wiki sections.

+
+

Q: I would like to try muOS and KNULLI - is it possible to have the same second SD card for both CFWs to share my games between them?

+

A: KNULLI requires all the ROMs to be in the respective subfolders of the emulated system, e.g., roms/snes for SNES ROMs. If you populate your SD card the KNULLI way (see Add Games section for details), it will be possible to configure your muOS to take the ROMs from these folders, which will enable you to use the same second SD card for your ROMs in both CFWs.

+
+

Q: I have Garlic with my ROMs/BIOSes on the second SD card. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the ROM folders and their location, but thanks to @XQuader there's a script that creates the compatible configuration for KNULLI based on the Garlic structure. You can read more about it on this Reddit post.

+
+

Q: The installation seems to be running, I can see it's expanding the partition but it's taking too long

+

A: Expanding and booting the first time with a 64GB SDCARD takes about 1 to 1:30 minutes. If your SDCARD is larger it may take much longer, however, if it goes beyond 5 minutes, chances are that something didn't go well. Just press reset and the system will continue. If that's the case, the partition may have not been expanded. For that you will need to manually expand the card on your PC/Mac/Linux.

+
+

Q: I cannot connect to my Wi-Fi even though my device has a wireless network adapter - what can I do?

+

A: Make sure that your router is set to WPA2. Some users experience connection issues with Wi-Fis which are set to WPA3.

+
+

Q: I've installed/updated to the latest version and I don't have audio, or my controls don't respond, or something else is not working as expected - what can I do?

+

A: You might want to try to reset your device to factory settings. Please follow our guide on Resetting to Factory Settings

+
+

Q: When I try to open Retro Achievements, I get an error message with status code 419, telling me I am not authorized. What can I do?

+

A: Nothing. But don't worry! If you see this message, it only means that your version of KNULLI does not support displaying your collected Retro Achievements, yet. However, it is still completely possible to collect Retro Achievements while playing! Just set up your Retro Achievements account as explained in the Retro Achievements section and start hunting!

+
+

Q: Where can I change the hotkey shortcuts? When I try to change hotkeys in RetroArch, my changes are reset every time I start a game!

+

A: The short answer is: Nowhere. You are not supposed to change them, you should just use the ones described in the Hotkey Shortcuts section.

+

The long answer is: Unlike other CFWs for previous generations of handhelds, KNULLI is not limited to RetroArch-integrated emulators. KNULLI comes with a lot of standalone emulators. Some of them have to be configured by the developers with hard-coded programming because they can't be configured at runtime.

+

Like the Batocera project we forked from, KNULLI wants to give the users a consistent user experience. Therefore, we provide a set of pre-defined hotkey shortcuts that work for most emulators as consistent as possible. We are currently not planning to add any options for you to be able to change hotkeys anytime soon, but we are discussing options.

+

Tech-savvy users might be able to override our settings for RetroArch specifically by replacing them in batocera.conf, following this guide on the Batocera website. However, be aware that some shortcuts that we provide on the OS level might conflict with your manual choices for hotkeys on the RetroArch level, which might lead to double-bindings. Consequently, we do not recommend tinkering with hotkeys at all.

+
+

Q: Why do my RetroArch settings always reset whenever I launch a game?

+

A: You are not supposed to make changes in RetroArch directly. Most relevant options for each emulator and/or RetroArch core can be set in EmulationStation either globally or per system or even per game. The RetroArch configuration file is generated anew with every launch of a game, based on the settings you made globally or for the specific system/game in EmulationStation. For that reason, all the changes you make while playing will be overwritten the next time you launch a game, except for overrides and remap files.

+

Please set up your emulators in EmulationStation. If you miss an emulator option in EmulationStation that seems relevant to you, you might want to get in touch and make your case. Maybe we can help you adopt this emulator option into an EmulationStation setting or at least give you insight why we don't think this option should be set by the user (e.g. hotkey changes which would lead to system-wide inconsistencies).

+
+

Q: Why are bezel decorations not working on my KNULLI device?

+

A: Most bezel decorations are made for screens with an aspect ratio of 16:9. Consequently, those bezels do not work on a 4:3 display (like on the Anbernic RG35XX H/Plus/SP). To get bezel decorations working, find a bezel pack for 4:3 displays. You will find a detailed explanation (and a pointer to 4:3-compatible bezels) in the Bezel Decorations section.

+
+

Q: There seems to be some battery drain. What can I do?

+

A: Most likely, there is no battery drain. There is a bug in the algorithm which calculates and refreshes the estimated battery charge. Therefore, the displayed percentage is inaccurate. Do not worry about it, your battery is fine. Our developers are already working on a solution to give you a more precise battery charge indicator.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/guides/A133-firmware-extract/index.html b/pl/guides/A133-firmware-extract/index.html new file mode 100644 index 000000000..2b84be8b8 --- /dev/null +++ b/pl/guides/A133-firmware-extract/index.html @@ -0,0 +1,2148 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner A133 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Allwinner A133 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

+

Obtaining the stock firmware

+

You can download the stock firmware from GitHub

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+ + + + + + + + + + \ No newline at end of file diff --git a/pl/guides/h700-firmware-extract/index.html b/pl/guides/h700-firmware-extract/index.html new file mode 100644 index 000000000..c985a8a51 --- /dev/null +++ b/pl/guides/h700-firmware-extract/index.html @@ -0,0 +1,2568 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Allwinner H700 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

+
    +
  • RG35xx Plus
  • +
  • RG35xx H
  • +
  • RG35xx 2024
  • +
+

Tools and repositories required

+ +

Firmware building blocks

+

There are four different blocks that are required for the Allwinner H700 BSP to work.

+

Boot0

+

The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

+

The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

+

The boot0 has the following signature:

+
 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7
+ 8
+ 9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|
+00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|
+00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|
+00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|
+00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|
+00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|
+00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|
+00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|
+00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|
+00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|
+000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|
+000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|
+000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|
+000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|
+000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|
+000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|
+00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|
+00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|
+00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|
+00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

Boot package

+

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

+

The boot package has the following signature:

+
 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7
+ 8
+ 9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
+22
+23
+24
+25
+26
+27
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+34
00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|
+00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|
+00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|
+00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|
+00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|
+00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|
+00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|
+000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|
+00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|
+00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|
+00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|
+000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|
+000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

The u-boot is included in the boot-package.fex image

+

Boot Image

+

Contains the kernel, ramdisk, and bootargs.

+

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

+

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

+

To extract the boot.img to the folder boot_image:

+
$ unpackbootimg -i boot.img -o boot_image/
+
+BOARD_KERNEL_CMDLINE .BT0
+BOARD_KERNEL_BASE 645ee563
+BOARD_NAME  for boot0
+
+BOARD_PAGE_SIZE 1948279909
+BOARD_HASH_TYPE sha256
+BOARD_KERNEL_OFFSET 00008000
+BOARD_RAMDISK_OFFSET fd058b12
+BOARD_SECOND_OFFSET 9c087c09
+BOARD_TAGS_OFFSET 080a7c03
+BOARD_OS_VERSION 49.91.109
+BOARD_OS_PATCH_LEVEL 2070-12
+BOARD_DT_SIZE 1634541679
+
+

The following files will be extracted into the boot_image folder:

+
boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    
+boot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage
+boot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  
+boot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff
+
+

To repack the boot.img after doing any changes:

+
mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \
+--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \
+--second_offset 00e88000 --tags_offset fff88100 --cmdline "earlyprintk=ttyS0,115200 
+loglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 
+init=/sbin/init" -o updated_boot.img
+
+

Env Image

+

Env image contains the environment variables used by u-boot.

+

The image can be extracted just with strings env.img > env.txt.

+

The environment variables follow this format:

+
earlyprintk=sunxi-uart,0x05000000
+initcall_debug=0
+console=ttyS0,115200
+nand_root=/dev/nand0p4
+mmc_root=/dev/mmcblk0p5
+init=/init
+loglevel=4
+selinux=0
+cma=64M
+mac=
+wifi_mac=
+bt_mac=
+specialstr=
+keybox_list=hdcpkey,widevine
+setargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+setargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+boot_normal=sunxi_flash read 45000000 boot;bootm 45000000
+boot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000
+boot_fastboot=fastboot
+recovery_key_value_max=0x13
+recovery_key_value_min=0x10
+fastboot_key_value_max=0x8
+fastboot_key_value_min=0x2
+bootdelay=0
+bootcmd=run setargs_nand boot_normal
+
+

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

+
mkenvimage -s 0x1000000 -o env.img env.txt 
+
+

Obtaining the stock firmware

+

There are three ways to obtain the stock firmware:

+
    +
  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • +
  • Use the SDCARD included with your device
  • +
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
      +
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
    • +
    +
  • +
+

Firmware extraction

+

This section describes the different methods to extract the firmware

+

Using the original PhoenixCard firmware

+

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

+

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. +With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

+
$ unzip h700_linux_tv_uart0_20231108.zip
+Archive:  h700_linux_tv_uart0_20231108.zip
+  inflating: h700_linux_tv_uart0_20231108.img
+
+

Then run OpenixCard to extract the actual image:

+
$ OpenixCard -u h700_linux_tv_uart0_20231108.img
+ _____             _     _____           _ 
+|     |___ ___ ___|_|_ _|     |___ ___ _| |
+|  |  | . | -_|   | |_'_|   --| .'|  _| . |
+|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|
+      |_| Version: 9ffafbb Commit: 1
+Copyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>
+
+[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img
+[OpenixIMG INFO] Decrypting IMG header...
+[OpenixIMG INFO] IMG version is: 0x300
+[OpenixIMG INFO] Decrypting IMG file contents...
+[OpenixIMG INFO] Writing the IMG config data...
+[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump
+
+

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

+
arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex
+aultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex
+aultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex
+board.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex
+
+

From the files extracted you can identify the four files mentioned above:

+
    +
  1. boot0_sdcard.fex is the boot0
  2. +
  3. boot_package.fex is the boot package image
  4. +
  5. boot-resource.fex is the boot.img
  6. +
  7. env.fex is the env.img
  8. +
+

Using the stock SDCARD or image

+

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

+

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

+

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464
+
+

For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

+
$ fdisk -l RG35XXH-EN16GB-OS240330.IMG
+Disk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors
+Units: sectors of 1 * 512 = 512 bytes
+Sector size (logical/physical): 512 bytes / 512 bytes
+I/O size (minimum/optimal): 512 bytes / 512 bytes
+Disklabel type: gpt
+Disk identifier: AB6F3888-569A-4926-9668-80941DCB40BC
+
+Device                          Start      End  Sectors  Size Type
+RG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data
+
+

Then extract partitions 1 and 2 with:

+
dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400
+dd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663
+
+

If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

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$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64
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And for boot-package:

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$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464
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To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

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$ sudo dd if=/dev/sdh1 of=boot.img bs=1024
+$ sudo dd if=/dev/sdh2 of=env.img bs=1024
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Putting everything back together

+

Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

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    +
  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
  • +
  • Flash the internal partitions boot0 and boot_package.img:
  • +
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sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8
+sudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400
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    +
  • Flash the boot.img and env.img
  • +
+
sudo dd if=boot.img of=/dev/sdh1 bs=1024
+sudo dd if=env.img of=/dev/sdh2 bs=1024
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Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

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Witaj na KNULLI Wiki

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KNULLI to niestandardowe oprogramowanie dla urządzeń do gier retro (przenośne, bartopy itp.). Jest rozwijane jako fork Batocera. Stara się zapewnić wsparcie dla urządzeń, które spełniają co najmniej jedno z poniższych kryteriów:

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  • Nie ma dostępnych źródeł open source jądra i/lub u-boot
  • +
  • Istnieją źródła, ale jądro albo nie jest głowne, albo jest zbyt stare (np. urządzenia z jądrem BSP 3.4, takie jak Egret II Mini)
  • +
  • Nie ma obsługi GPU lub GPU nie jest obsługiwane, więc framebuffer jest jedyną opcją
  • +
  • Jest to urządzenie, które posiadam i postanowiłem zbudować dla niego CFW
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Funkcje

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KNULLI obsługuje urządzenia z GPU ( wsparcie GLES) i tylko z buforem ramki (legacy).

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    +
  • Frontend Emulation Station dla urządzeń opartych na GPU
  • +
  • Simplemenu/Simplermenu+ dla urządzeń tylko z buforem klatki (również dla tych opartych na GPU, jeśli są preferowane)
  • +
  • RetroArch plus wiele rdzeni libretro
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  • Wsparcie dla sieci bezprzewodowej i Bluetooth (w tym audio), gdy jest to obsługiwane przez urządzenie
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  • Wsparcie dla zewnętrznej karty bezprzewodowej USB dla tych bez wewnętrznej karty bezprzewodowej
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  • Retroachivements
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  • Netplay
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  • Wsparcie dla skrapera okładek/miniatur
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Społeczność

+

KNULLI korzysta z Discorda i GitHub stron dyskusyjnych GitHub do dyskusji, jeśli chcesz do nas dołączyć, skorzystaj z tego linku: Discord

+

Licencje

+

KNULLI to dystrybucja Linuxa, która składa się z wielu komponentów open-source. Komponenty są dostarczane na mocy ich odpowiednich licencji. Ta dystrybucja zawiera komponenty licencjonowane tylko do użytku niekomercyjnego.

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Oprogramowanie w zestawie

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Całe pozostałe oprogramowanie jest dostarczane na odpowiedniej licencji każdego komponentu. Licencje te można znaleźć w źródłach oprogramowania lub w folderze licencji tego projektu. Modyfikacje dołączonego oprogramowania i skryptów przez zespół KNULLI są licencjonowane zgodnie z warunkami modyfikowanego oprogramowania.

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Jądra binarne i bootloadery

+

Wydania dla niektórych urządzeń zawierają jądra i/lub bootloadery, które nie mają dostępnego kodu źródłowego, ponieważ producent ich nie opublikował. W tych przypadkach strona specyficzna dla urządzenia zawiera instrukcje, jak wyodrębnić te elementy z oryginalnego oprogramowania.

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Podziękowania

+

Ten projekt nie jest dziełem jednej osoby, ale jest dziełem wielu osób na całym świecie, które opracowały elementy open-source, bez których ten projekt nie mógłby istnieć. Specjalne podziękowania dla Batocera, muOS, JelOS, CoreELEC, LibreELEC oraz dla deweloperów i współtwórców na całym świecie w społeczności open source.

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Accessing the SD Card

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Important: Read this before you proceed!

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We strongly suggest to use Network Transfer to access to your KNULLI device. Before you attempt to access your SD card directly, please make sure to read the warning in the Add Games section.

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As explained above, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if network transfer is not available to you, there are other options to access the SD card directly.

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Option 1: Linux

+

If you have access to a Linux computer, you will be able to access the SHARE partition anyway, even if it is formatted to ext4. Simply plug your card into your Linux computer and you will be able to browse the directories and add files directly.

+

Option 2: Third Party Software

+

Some third-party developers offer software solutions to access Linux file systems from Windows/MacOS:

+
    +
  • Paragon EXTFS for Windows/Mac is a tool which is not free but it's highly recommended since it allows seamless access to ext2/3/4.
  • +
  • DiskGenius on Windows is an tool which we cannot recommend since it performs badly and tends to corrupt the partition and its content.
  • +
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We generally do not recommend using third party software to access Linux file systems. If you know what you are doing, you may try this approach anyway. However, you should be aware that you risk data loss.

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Option 3: Reformat to exFAT

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+

Important: Read this before you proceed!

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Be aware, that many PortMaster games will not work properly from an exFAT-formatted drive. Read the warning in the Add Games section for a detailed explanation.

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+

It is possible to (re)format your file storages to exFAT, to make them accessible on your Windows/macOS computer. Please avoid formatting your storages directly from Windows/macOS. Instead, follow the instructions in the Formatting to format with the built-in KNULLI formatter.

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Formatting

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Important: Read this before you proceed!

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We strongly suggest to use Network Transfer to access to your KNULLI device and stick with the ext4 file system. Before you attempt to format any of your SD cards, please make sure to read the warning in the Add Games section.

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+

Before you format

+
    +
  • Be aware that formatting implies that all data on the formatted storage will be permanently deleted.
  • +
  • Make sure to choose the correct disk for formatting, especially if you have a 2-SD-card setup!
  • +
  • Avoid formatting directly from your Windows/macOS/Linux computer and use the built-in KNULLI formatter instead if possible!
  • +
+

The built-in formatter

+
+

Issues with the built-in formatter

+

Some users experienced issues when formatting their SD cards with the built-in formatter of KNULLI build 05/30. The issues have been resolved since. However, if you run KNULLI build 05/30 and are unable to format your SD card with the built-in formatter, you might want to try formatting with Windows instead.

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+

Available file systems

+

The built-in KNULLI formatter offers three different filesystems. However, only two of them are currently supported by KNULLI:

+
    +
  • ext4 is a Linux file system which cannot be accessed directly from Windows/macOS. However, ext4 supports large swap files and symbolic links. Therefore, PortMaster games run perfectly on ext4-formatted storages.
  • +
  • exFAT is a Windows/macOS-compatible file system which is used by most CFWs, Smartphones, etc. However, exFAT is incapable of handling large swap files and symbolic links. Therefore, many PortMaster games cannot be played on exFAT-formatted storages.
  • +
  • BTRFS is a file system which is currently NOT SUPPORTED BY KNULLI.
  • +
+

Formatting

+

The built-in KNULLI formatter can be used to format both, the internal data storage on your primary SD card (internal) and the optional second SD card (external).

+

To format your data storages to the file systems of your choice, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. Make sure to choose the correct Device to Format and the File System you want to format the device to. Be aware that you need to reboot your device to apply the formatting after you chose Format now.

+
+

After Formatting

+

After formatting, KNULLI will create and populate the /userdata folder for you.

+
+

Formatting with Windows

+

Formatting with Windows is only useful if you want to format your SD card to exFAT. As explained throughout this wiki, exFAT will allow direct access to your SD card from Windows but will make it impossible to run most PortMaster games.

+

If you want to format your SD card from Windows, we strongly suggest to use the Windows Disk Management tool which will make it easier to format the correct partition. You can find the tool by opening the Start Menu and typing disk management. (The tool will present itself by the name "Create and format hard disk partitions".

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Step 1: Make sure that your partitions have been expanded properly before proceeding. The screenshot shows an SD card before the share partition was expanded with a lot of unallocated space. To make sure the partition is expanded properly, you might want to boot your KNULLI device from the SD card before proceeding.

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+ +

Step 2: After your SD card has been initialized, find the largest, now expanded partition, right-click and select Delete Volume....

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+ +

Step 3: Right-click the now unallocated space and pick New Simple Volume....

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Step 4: Make sure to assign all available disk space to your newly created volume.

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Step 5: Assign a drive letter to your newly created volume. (You can pick any drive letter you want, it doesn't matter, however, we recommend to use one Windows suggests automatically.)

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Step 6: Make sure to format the volume with the file system exFAT, allocation unit size default, and volume label share.

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Step 7: Verify that you now have a share partition formatted to exFAT.

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After Formatting

+

After formatting, you should put the SD card in your device and boot KNULLI. While booting, KNULLI will create and populate the /userdata folder for you.

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Game Storage

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Before you start adding your games, please take the time to understand how data storage is structured on KNULLI. This might be helpful, especially when you already have experience with other CFWs and want to migrate your data.

+

The /userdata Folder

+

KNULLI supports single and dual SD card setups. Internally, KNULLI has a folder called /userdata where all your data (games, screenshots, bezels, saves, configurations, themes, etc.) will be stored. On a single-SD-card setup, the /userdata folder will always point to the SHARE partition of your primary SD card. If you have a device with more than one SD card slot and choose to create a dual-SD-card setup, the /userdata folder will point to the main partition of your secondary SD card instead.

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+

Internal and external storage

+

You can switch between single/dual SD card mode by following the steps in the section about Using a second SD card. Basically, by switching between internal/external storage, you just tell KNULLI which drive/partition /userdata should point to.

+
+

Inside the /userdata folder, you will find subfolders where you can store your games and other files. After installing for the first time, KNULLI will create and populate all these folders automatically. The most important folders for you to know are the following:

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    +
  • /userdata (corresponds to either the SHARE partition of your primary SD card or the main partition of the secondary SD card)
      +
    • /bios is the folder where you can store your BIOSes.
    • +
    • /cheats is the folder where you can store your cheats.
    • +
    • /decorations is the folder where you can store your decorations/bezels.
    • +
    • /music is the folder where you can store MP3 and OGG files to have them play as background music on EmulationStation. (The songs should have a sample rate of 44100Hz and a bitrate of 256kb/s max.)
    • +
    • /roms is the folder where you can store your games. Inside the folder you will find subfolders for all supported systems. Simply place your game files into the folders of the system the game was made for, e.g.
        +
      • /snes is the folder where your SNES games should be stored.
      • +
      • /gb is the folder where your Gameboy games should be stored.
      • +
      • /ports is the folder where your ports (including PortMaster should be stored.
      • +
      • ...
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    • /saves is the folder where your savegames will be stored.
    • +
    • /screenshots is the folder where your screenshots will be stored.
    • +
    • /system is the folder where your settings will be stored. You should not change anything in here, unless you are absolutely sure that you know what you are doing. However, it can't hurt to include this folder in your backups.
    • +
    • /theme-customizations is the folder where your theme customizations will be stored.
    • +
    • /themes is the folder where your themes will be stored.
    • +
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  • +
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KNULLI only scans for games in the subfolders of the roms folder. Games which are stored anywhere else will not be recognized as such. If you are unsure, which folder to choose for your games, we strongly suggest to have a look into the Batocera Wiki!

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KNULLI is a Linux system which is case-sensitive. Consequently, you should pay attention to capital letters when renaming folders or migrating folders from other systems/devices.

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For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

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Adding Games to KNULLI

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KNULLI has a few options for adding games. Depending on the capabilites of your device, you will have to determine which option to choose. For example, some devices do not have networking capabilites, so with those devices you will not be able to use the network transfer options. Additionally, you might have to consider the computer you will use as a data source, since some options are restricted to specific operating systems.

+
+

Important: Read this before you start!

+

Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

+

It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

+

We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

+

There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Network Transfer

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Network transfer can be used on any device which can be connected to the internet or a local network. (This includes devices with native networking capabilites and ones where networking can be added through an external dongle.)

+

This option first requires you to set up networking on your device. Please see Networking for details. Once you have completed those steps, you will need

+
    +
  • the hostname and/or IP address of your device.
  • +
  • the root password, if additional security measurements are in place, as explained in the Networking section.
  • +
+

Windows networks (SMB)

+

Like many other operating systems, KNULLI supports SMB, the Windows network protocol. Depending on the type of computer you have, there are different options to transfer your games and other data via SMB.

+

After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your current /userdata folder. Here, you can put all your data (games, etc.) in the respective folders.

+

Windows

+

On every Windows computer, SMB is integrated into the Windows Explorer.

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

+
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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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If you want to access your KNULLI device regularly, you can even assign a drive letter to make it show up in This PC. By doing so, you will even be able to see, how much space you have left on your SD card.

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+ +

Step 1: Right-click the share folder in Windows Explorer and select Map network drive....

+
+ +

Step 2: Assign a drive letter and confirm.

+
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Step 3: Find your KNULLI share folder as a network drive in This PC in Windows Explorer.

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+

Troubleshooting

+
    +
  • The name of the device corresponds to the hostname set it your KNULLI device. If KNULLI does not work, check the current hostname in the Network Settings of your KNULLI device. you can also use the IP address of your device when typing directly into the address bar.
  • +
  • If additional security measurements are in place, you will be prompted for your credentials.
      +
    • The expected username is root, the password is the root password shown in the Security section of the System Settings.
    • +
    +
  • +
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+

macOS

+
    +
  • Open finder, select Go and then Connect to Server from the top menu.
  • +
  • In the address bar that appears, type either smb://[HOSTNAME] or smb://[IP-ADDRESS] into the address bar (replace [HOSTNAME] with the hostname or [IP-ADDRESS] with the IP address of your device).
  • +
  • If additional security measurements are in place, you will be prompted for your credentials.
      +
    • The expected username is root, the password is the Root password shown in the Security section of the System settings.
    • +
    +
  • +
+

SCP/FTP

+

Using your SCP/FTP program of choice; set up an SCP/SFTP connection to the IP address to your KNULLI device. You will need the hostname or the IP address of the device (the default hostname is KNULLI). Make sure the port is set to 22. The expected username is root and the expected password is the Root password you will find in the Security section of the System settings (the default password is linux).

+
+

Parts of KNULLI are read-only

+

Unlike the SMB file transfer, SCP/FTP will provide access to the entire KNULLI file system, not just the /userdata folder. However, everything outside of the /userdata folder is read-only - you can edit, change, remove, and delete files, but your changes will be undone every time you reboot.

+

If you want to make persistent chances outside of the /userdata folder, please have a look at the section about Patches and Overlays.

+
+

For Windows users, we recommend to use WinSCP. After installing WinSCP on your Windows computer, follow these steps to establish a SCP connection to your KNULLI device, where you will able to drag-and-drop or copy/paste files directly from the Windows Explorer:

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+ +

Step 1: Create a New Site with the following setup and click Login.

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File protocol:SCP
Host name:KNULLI
Port:22
User name:root
Password:linux
+

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Step 2: Accept the host key.

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Step 3: Ignore any warnings about password expiration and just Continue.

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Step 4: You have successfully established a connection to your KNULLI device. Do not panic if you do not see all the folders immediately. Select a folder (e.g., userdata) in the folder tree on the left side of the window to see its contents.

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HTTP

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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After transferring your data

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Once your data is completely transferred, make sure to update your gamelists to make the data available. You can do so by pressing Start to open the main menu, then open Game settings and select Update gamelists. KNULLI will rescan all game folders and identify all the games you added to make them available in EmulationStation.

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Using a Second SD Card

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Important: Read this before you proceed!

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If you want to use a second SD card, we strongly recommend to format it to ext4 and use Network Transfer to access it. Before you attempt set up a exFAT-formatted second SD card, pleae make sure to read the warning in the Add Games section.

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If you use KNULLI on a device which has a second SD card slot, you may use the second slot for a secondary SD card, which can be used instead of the SHARE partition of the primary SD card.

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  • Shut down your KNULLI device (if it is currently turned on).
  • +
  • Insert the second SD card into the second SD card slot while the device is turned off.
  • +
  • Boot KNULLI, open the main menu by pressing the Start button and choose System settings.
  • +
  • Find the Storage section where you can choose your Storage device.
      +
    • Switch fom Internal (the "internal" storage is the SHARE partition of your KNULLI SD card) to the name of your second SD card, e.g., SHARE - 25.6G.
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  • +
  • Reboot KNULLI to apply the changes by pressing the Start button and choosing Restart system in the Quit section.
  • +
  • If your secondary SD card is not yet formatted to the file system of your choice
      +
    • follow instructions in the Formatting section to format your SD card with the built-in KNULLI formatter.
    • +
    • make sure to reboot once more to apply the formatting.
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    +
  • +
  • During reboot, KNULLI will automatically populate the second SD card with all the required folders and files you would usually find in the userdata folder/SHARE partition.
  • +
  • If your second SD card is formatted to exFAT, you can now shut down your device and take the card out. You can put the card in your computer to access it and populate it with your data.
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The batocera folder

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Older alpha versions of KNULLI created a subfolder batocera on your secondary SD card and made the userdata folder point to that batocera folder. However, more recent versions got rid of the batocera folder entirely. To maintain compatibility with current KNULLI releases, simply move the entire contents of the batocera folder to the top level of your second SD card."

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BIOSes

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A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

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BIOSes are protected by copyright

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Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

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Adding BIOS files

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KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

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Identifying missing BIOS files

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Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

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Make sure to pay attention to

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  • the path of the file. (Is it bios/[filename] or bios/[subdir]/[filename]?)
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  • the exact path/file names. (Mind spaces, underscores, etc.)
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  • any lowercase/uppercase letters. (Knulli is case-sensitive!)
  • +
  • whether the file is really missing or just has the wrong checksum, indicating a wrong file rather than a missing file.
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Files with wrong checksum

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The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

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Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

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If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

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Missing BIOS warnings

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When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

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Adding the files

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You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

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Hotkey shortcuts

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Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

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The Power button

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When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

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  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
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  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
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    • All system settings you made since you last booted your device will be saved automatically.
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    • If you are playing a game with a RetroArch core, your game will be saved automatically.
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    • If you are playing a game with a standalone emulator your game will not be saved automatically.
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  • +
  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
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    • Nothing will be saved - this is meant as a last resort when your device is frozen!
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  • +
  • hold the Function button and tap the power button to switch between LED modes:
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    • LED always on (default)
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    • LED turns off while playing (LED blinks to confirm)
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    • LED always off
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    • The LED mode will reset to default after each reboot/shutdown.
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Clamshell lid

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If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

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  • close the lid to enter sleep mode.
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  • open the lid to return from sleep mode.
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The Function button

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Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the "menu" button, the "FN" button, the "F" button, or the "hotkey".)

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The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

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When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

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The face buttons

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Face buttons

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Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

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KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

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Face buttons on different systems

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KNULLILocationDirectionPSXBOX
XNorthY
AEastB
BSouthA
YWestX
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By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

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Hotkey shortcuts

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All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

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If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

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ShortcutAction
Function + StartQuit the game and return to EmulationStation
Function + SelectOn devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64)
Function + Open the emulator menu of the current core
Function + Quick save in the currently selected save slot
Function + Quick load from the currently selected save slot
Function + Next save slot
Function + Previous save slot
Function + Fast forward
Function + Rewind
Function + L1Take a screenshot
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Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

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If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

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Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

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Installing KNULLI

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KNULLI is installed by downloading an image for your device, flashing it to an SD Card (or your device's internal storage) and then booting the device to start the install process.

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Step 1: Download LatestLatest

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    +
  • Download the latest version of KNULLI for your device from the releases page.
      +
    • You'll find download links for each device/platform we support under the "Installation Package Downloads" header.
    • +
    • Make sure to download the correct image for your device. For example; if you are installing KNULLI on a RG35XX you would download the rg35xx image.
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    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
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If your device is not listed among the Installation Package Downloads, there is no public release of Knulli for your device, yet. You should not attempt to use a package for a different device.

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Step 2: Flash

+
    +
  • First decompress the image.
  • +
  • Then write the image to an SD Card using an imaging tool. +
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During the imaging, several partitions will be created, which will be shown to you as different drives on your computer. Most of these drives can only be accessed from a Linux operating system. They are not accessible on Windows.

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You should never format the KNULLI partitions which Windows cannot read, no matter how strongly Windows suggests that.

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After successful flashing, the BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows for manual updates as described in the update section. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. For more information on how to add games, please refer to the Add Games section after first boot.

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During flashing, a partition called SHARE will be created. This is where all your games and other data will be stored. However, the SHARE partition will only be expanded to its full size during first boot. It is mandatory to finish installation by booting KNULLI before you can access the SHARE partition and start adding your games. By default, the SHARE partition will be formatted to ext4, hence, it will not be accessible through Windows. Please have a look at the Add Games section to learn how to add games to your KNULLI device - after first boot.

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Step 3: Boot your device

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    +
  • Insert your SD Card into your device while it is turned off.
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    • If your device has a secondary SD card slot, please make sure it is empty during first boot.
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  • Turn on your device.
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    • Note: Some devices may require you to set the boot order so your SD Card is loaded first. Please see documentation for your specific device to see if this applies to you.
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  • KNULLI will run through its install process and then reboot your device after its complete.
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  • When your device reboots it will load directly into EmulationStation; at this point you are good to go!
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Next Steps

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Netplay

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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Quick Start Guide

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Hi there! Welcome to KNULLI!

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With this quick start guide, we will help you get started with KNULLI on your handheld device. If you are completely new to handheld emulation and custom firmwares (CFWs), this guide will lead you through your first steps. If you are an advanced user, this guide will make you aware of things KNULLI might do differently than other custom firmwares you have already used.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Installing KNULLI LatestLatest

+

Find the latest KNULLI release on our GitHub repository, find the image for your specific device in the Installation Download Package section, download it, and flash it onto an SD card. Do not attempt to format anything manually afterwards, KNULLI will do it for you! Just put the SD card in your device, remove SD cards from any other slot, and boot the device to finish installation. (First boot can take quite long since KNULLI will expand and format your games partition. Be patient.)

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If you need more detailed information on how to install KNULLI, have a look into the Install section.

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First steps

+

Your first steps will depend on how you want to use your KNULLI device.

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1. Set up your data storage

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For most users, we recommend to use a single SD card with the default formatting.

+

However, if you want a different setup, e.g. because your device does not support Wi-Fi, use the table below to determine, which setup suits your needs. Be aware that it might be required to reformat the storage before you can use it. Please use the built-in KNULLI formatter for this purpose. Also, please be aware that you have to switch between internal and external storage manually. (You will find detailed instructions on switching and formatting storages in the Add Games section.)

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It is possible to use an already populated SD card as secondary SD card. However, if you attempt to do so, please make sure that the folder structure matches the one described in the Game Storage section.

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Decide how you want to store your files

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SD cardsI want to play PortMaster games!I want to access the SD card from Windows without Network transfer! (I accept that PortMaster will not work.)
1You are good to go! You will have to reformat your internal storage to exFAT.
2You will have to reformat your external storage to ext4 (unless it is already formatted to ext4).You will have to reformat your external storage to exFAT (unless it is already formatted to exFAT).
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Make sure that you made a decision on how to store your files and prepared the storage accordingly before you continue with the next step.

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Be aware that PortMaster will not work properly if you decide to format to exFAT.

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2. Set up your Wi-Fi

+

Unless you have decided to reformat to exFAT, this step is mandatory to be able to add your games. Press the Start button to open the main menu and go to Network settings where you can configure your Wi-Fi connection. (You will find more detailed instructions about setting up Wi-Fi and increasing security in the Networking section.)

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Troubleshooting

+

If you are unable to connect your KNULLI device to your Wi-Fi, please make sure to disable WPA3 encryption in your router and stick with WPA2 instead.

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3. Add games and BIOSes

+

Depending on your storage choice, you can now start to add your games. On Windows, open your Windows Explorer and find the KNULLI device in your Network section. If the device does not show up, you can type \\KNULLI in the address bar of your Windows Explorer to find it manually. On macOS, select Go in Finder, pick Connect to Server and type smb://KNULLI in the address bar. (If you changed the hostname manually, look for the hostname of your choice instead.)

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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+ +

Alternatively, if you have a Linux-driven computer available, or if you have formatted your SD card to exFAT, you can shut down your KNULLI device, eject the SD card, insert it into your computer, and access it directly.

+

In any case, you may drag-and-drop your games and BIOS files from your local hard disk drives to the corresponding folders on your KNULLI device. You will find a more detailed walkthrough and more alternative solutions for adding games in the Add Games section.

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4. Install PortMaster (optional)

+

If you chose to stick with ext4, you may now install PortMaster. Make sure that you are connected to your Wi-Fi, head to the Ports section, find Install.PortMaster and launch it. Afterwards, you will find PortMaster in the Ports section. (You will find more information about how to install and run PortMaster in the PortMaster section.)

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Missing PortMaster installer

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If Install.PortMaster is missing from your Ports section, please follow the instructions in the PortMaster section.

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5. Scrape media (optional)

+

After you have added and installed all your games, you might want to add cover artworks, text descriptions and other metadata to your games. KNULLI comes with a fully functional scraper which will retrieve available media and metadata for you. Our scraper supports ScreenScraper, TheGamesDB and ArcadeDB as scraping sources. (You will find instructions for scraping in the Scraping section.)

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6. Set up Retro Achievements (optional)

+

If you want to collect Retro Achievements, you should log in to your Retro Achievements account. Press START on your controller, select Game Settings and head to RetroAchievement Settings to enter your credentials. Be aware that Retro Achievements only work while you are connected to the internet. (You will find more information about Retro Achievements in the Retro Achievements section.)

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Play!!

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Congratulations - you are ready to start playing! How does that feel? If this is your first time using a device/CFW like this, we strongly recommend to learn the hotkey shortcuts (you will find them in the Hotkey Shortcuts section) before you launch the first game. Aside of that, you are good to go!

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We hope you enjoy playing your games with KNULLI!

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You are not alone!

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If you run into any issues, don't worry - you are not alone! Find help in our wiki, have a look into the FAQ, or join us on Discord where we will try to answer your questions.

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Retro Achievements

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KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

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Error 419

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While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to "Error 419". Our developers are aware of the issue and are working on a solution.

+

Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

+

Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

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Setup

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    +
  1. Create an account at RetroAchievements.org.
  2. +
  3. Follow the steps on the Networking page to connect your device to the internet.
  4. +
  5. While in EmulationStation press START on your controller to open the Main Menu.
  6. +
  7. Select Game Settings and then choose RetroAchievement Settings.
  8. +
  9. Turn On RetroAchievements (first toggle).
  10. +
  11. Then enter your username and password for RetroAchievements.org in the username and password fields.
  12. +
+

Additional Notes

+
    +
  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
      +
    • Recommended Settings:
    • +
    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
    • +
    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
    • +
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  • +
  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
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Scraping

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Once you added all your games to your KNULLI device, you might want to add box art and other metadata for your games. Of course, you can always edit the gamelist.xml files manually and fill in all the metadata. However, KNULLI supports scraping media and metadata automatically from three different sources: ScreenScraper, TheGamesDB and ArcadeDB.

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The built-in scraper attempts to find media and metadata for your games based on the file names of the game ROMs (or launch scripts for ports). If the file names contain region information (like (U) or (EU)), the scraper will take that into account. Make sure the ROMs and scripts are named properly, otherwise the scraper will fail to identify the game. If you cannot provide a readable name for your game, as some systems require the scripts to have specific names (e.g., ScummVM), don't worry - you can scrape data for those games manually.

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Displaying scraped media

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KNULLI uses Art-Book-Next as the default theme for the EmulationStation GUI. The theme supports displaying a lot of metadata and media you can scrape from the supported scraping sources.

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The theme displays

+
    +
  • in the game list of the respective system
      +
    • either boxart or image as the game artwork.
        +
      • Press the Start button and go to the Theme configuration section of the User interface settings to toggle Game artwork.
      • +
      +
    • +
    • a scraped video to preview some gameplay in the game list.
    • +
    • the description of the game.
    • +
    • the community rating.
    • +
    • the release date.
    • +
    +
  • +
  • in the game menu (hold the button which starts the game to bring up the game menu)
      +
    • the game logo.
    • +
    • the game manual.
    • +
    • other scraped game media as a gallery.
    • +
    +
  • +
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If you switch to a different theme, you might not be able to display the same media. If your scraped media is not displayed as expected in a theme you manually installed, please refer to the theme's documentation for help.

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+

Adopt scraped media from another EmulationStation-based device

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If you already have another device with EmulationStation as a frontend, you might want to transfer all your scraped media along with your games. If you do that, please make sure that you include all the subfolders for your scraped media and the gamelist.xml files of every system. The gamelist files contain references to the scraped media, without those references, the scraped media will not be displayed.

+

For example, if you want to migrate your SNES ROMs with all the scraped media included, make sure that you transfer the entire roms/snes folder from your previous device to the roms/snes folder of your KNULLI device. Make sure to replace the existing gamelist.xml on the KNULLI device with the one from your previous device.

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If your scraped media does not show up, press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected. If that does not work, your previously scraped media (or the respective gamelist files) might not be compatible with the EmulationStation version or the theme KNULLI is using. In this case, you might want to rescrape your media directly with the build-in scraper of KNULLI.

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Scraping media

+

To scrape media from any of the sources KNULLI supports, there are two different options. You may either scrape media for your whole collection (or parts of your collection) or you can scrape media for a single game. But before you scrape, make sure that your scraper settings are set up the way you like them to be.

+
+

Some scraper sources have a limit for the amount of data/media you are allowed to scrape per day. Make sure to avoid unnecessary scraping by setting up your scraper properly before you begin scraping.

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Scraper settings

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To set up the scraper, press Start to get to the main menu and select Scraper to bring up the scraper menu. In the scraper menu, you can set your main scraper source. This is the source that will always be used when you scrape for several (or even all) games at the same time. By default, ScreenScraper will be selected. However, you can switch the source to TheGamesDB or ArcadeDB if you prefer.

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ScreenScraper requires the user to be logged in to a ScreenScraper account. If you want to scrape from ScreenScraper, go to the ScreenScraper website and register for an account. (It's free!)

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In the Scraper settings, you can put in your ScreenScraper login credentials and choose exactly what data to scrape for. The option Box source allows you to pick which type of box art you want for your collection (e.g., 2D box art or 3D box art). Logo source allows to pick from a number of different types of logos (wheel corresponds to the logo of the game on a transparent background without any further decorations, the other options are stylized variants of the logo).

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You may also pick a Preferred region, since many games have been published all over the world and box art may be different in certain regions.

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With the toggles for Overwrite descriptions and Overwrite medias, you can protect the data you have already scraped or maybe even edited manually.

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Aside of those options, there are a lot of toggles for different types of metadata like video, community rating, and even the game manual. Take your time to set up your scraping preferences and maybe try them out with a single game before you scrape your whole collection.

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Scraping media for a single game

+

Once your scraper settings are done, you can try them out by scraping data and media for a single game. Pick a game, any game (preferrably, a game that is well known, to be sure that there's data and media available). Go to the system category (e.g., SNES) and pick a game (e.g., "Super Mario World"). Now, depending on your GUI settings, either the B button (south) or the A button (east) will be the button which launches a game. Press the button that launches your games and hold it to bring up the game menu.

+

At the bottom of the game menu, you will find the Scrape option. If you select it, KNULLI will attempt to find metadata and media for that game. Unlike the bulk scraping for several games, scraping for a single game will fetch information from all available sources. Once the data was received, the scraper will prompt the user with a selection to pick from, sorted by the scraper source.

+

If the scraper does not find any results (e.g., because you are scanning for a launch script of a port which as an odd name), you can try to find the correct game manually. On the bottom of the scraper screen, you will find the option Input. Select that and enter the name of the game you want to scrape media for.

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+

Some games have different names in different regions. For example, "Broken Sword" is called "Baphomet's Fluch" in Germany. If the scraper cannot find the game by its regional name, search for the international name instead.

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+

After you picked the preferred scraping result, the scraper screen will close. If you do not see the scraped information, yet, you might need to update your gamelists. Press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected.

+

Scraping media for all games

+

When you first set up your KNULLI device, you will most likely want to scrape media for all your games at once. After you made sure that the scraper settings are to your liking and you verified by scraping data for a single game, you are now ready for bulk scraping. Be aware that bulk scraping can take quite some time, depending on the size of your game collection.

+

To start bulk scraping, press the Start button to bring up the main menu and head to Scraper. In the section Filters you will be able to configure which games you want to scrape data and media for. You can pick or omit certain systems or exclude games which have been scraped for recently. After you have set up your filters, select Scrape now at the bottom of the screen.

+

KNULLI will start to scrape. You can leave the menu, since KNULLI will continue scraping in the background. While on EmulationStation, you will be able to monitor the scraping process in the top right of the screen. Scraping will continue, even while you play a game. However, since the scraping is a time- and energy-consuming operation, you might not want to play any resource-demanding games while the scraping runs in the background.

+

After scraping was finished, you might need to update gamelists again to apply the changes. Press the Start button to open the main menu, go to Game settings and select Update gamelists.

+

All your games will have the desired boxart, descriptions, and videos now. If you notice that a game is still missing media or metadata (or has the wrong media or metadata), you may try to scrape media again for that specific game, as described in the Scraping media for a single game section.

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Updating KNULLI

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OTA Updates

+

Batocera supports OTA (over-the-air) updates which can be executed directly from the EmulationStation GUI. Consequently, KNULLI also shows the OTA update menu. However, currently, we do not have OTA servers set up, yet. Until we do, we kindly ask you to update your KNULLI installation manually.

+
+

Manual Update

+

KNULLI can be updated by downloading the boot package for your device and replacing the batocera file manually.

+
    +
  1. Download the latest boot package for your device from our Releases page by following these steps:
      +
    • Scroll to the bottom of the latest release to find it's Assets list.
    • +
    • Identify the boot package for your respective device by making sure
        +
      • it contains the device name (e.g., rg35xx-h for the Anbernic RG35XX-H).
      • +
      • it ends with boot.gz, boot.xz,boot.tar.gz, or boot.tar.xz.
      • +
      • it has a size of approx. 1.5-2.0 GB.
      • +
      +
    • +
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
    • +
    +
  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
      +
    • Be aware that a package that ends in tar.gz or tar.xz contains a compressed file within a compressed file, so you might need to first take the tar file out of the gz/xz file before you can extract the contents of the tar file.
    • +
    +
  4. +
  5. Insert your KNULLI SD card into the SD card reader of your computer.
  6. +
  7. Replace the file boot/batocera on the BATOCERA partition of your SD card with the file boot/batocera.update from the file you downloaded by following these steps:
      +
    • Delete the existing batocera file or rename the current batocera file (e.g. to batocera.bak) if you want to keep it, e.g., to be able to downgrade to the previous KNULLI version again. (If you still have a backup of a previous KNULLI version, you might want to delete this now to make some room.)
    • +
    • Copy batocera.update you extracted from the boot package to the boot folder on the batocera drive of your SD card.
    • +
    • Rename batocera.update to batocera.
    • +
    +
  8. +
  9. Reboot the device, and the update will begin automatically.
  10. +
+
+

Re-creating default settings

+

Usually, KNULLI updates will NOT require you to re-create neither a single configuration file nor your entire system folder. However, in VERY rare cases it might be required to adapt your configuration to new KNULLI default settings. In those cases, the easiest way is to reset to factory settings, either by re-creating single files or sometimes the entire system folder. You can learn more about it in the Reset to factory settings section, however, do NOT do this, unless you are absolutely sure it is required!

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Pico-8

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Overview

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Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: Running Pico-8 through RetroArch Fake-08

+

By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or "carts") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

+

Option 2: Running Pico-8 through the native engine

+

Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

+

Setup

+
1) Pico-8 Files
+
    +
  • Go to Lexaloffle's download page
  • +
  • From that page download the Raspberry Pi zip file
  • +
  • Unzip the Raspberry Pi zip file and...
      +
    • Delete the pico8 file
    • +
    • Rename the pico8_64 file to pico8
    • +
    +
  • +
  • Create a directory in userdata/bios/ called pico-8
  • +
  • Upload the pico8, pico8_dyn, pico8_gpio and pico8.dat to this directory (you do not need any of the other files) +
    Final Folder Structure
    /userdata/bios/pico-8/
    +    ├─ pico8
    +    ├─ pico8_dyn
    +    ├─ pico8_gpio
    +    └─ pico8.dat
    +
  • +
+
2) Make sure that Pico8 is executable
+

By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

+

To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

+
chmod +x /userdata/bios/pico-8/pico8
+
+

The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

+
ls -l /userdata/bios/pico-8/pico8
+
+
3) EmulationStation
+
    +
  • copy the following text into a file called es_systems_pico8.cfg +
    es_systems_pico8.cfg
    <?xml version="1.0" encoding="UTF-8"?>
    +<systemList>
    +  <system>
    +        <name>pico8</name>
    +        <emulators>
    +            <emulator name="lexaloffle">
    +                <cores>
    +                    <core default="true">pico8_official</core>
    +                </cores>
    +            </emulator>
    +            <emulator name="libretro">
    +                <cores>
    +                    <core>fake08</core>
    +                </cores>
    +            </emulator>
    +        </emulators>
    +  </system>
    +</systemList>
    +
  • +
  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
  • +
  • restart EmulationStation
  • +
  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS → EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
  • +
+

Playing a game

+

Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

+
    +
  1. Using Splore
      +
    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
    • +
    • To use this method simply create a file named Splore.png in roms/pico8.
    • +
    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
    • +
    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
    • +
    +
  2. +
  3. Through .png or .p8 files added directly roms/pico8
      +
    • Browse the list of games (aka. "Carts") on Lexaloffle's website
    • +
    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
    • +
    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
    • +
    • You should now be able to launch the game by selecting it from the gamelist.
    • +
    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
    • +
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PortMaster

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PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

+

Games

+

The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

+

The library is divided in two major categories:

+
    +
  • Ports which are "Ready to run" are ports of free games which you can install and immediately start playing.
  • +
  • Ports with "Files needed" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.
  • +
+
+

Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

+
+

Installing PortMaster

+

After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

+
+

If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

+
+

Managing games

+

PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

+
+

PortMaster requires an active internet connection to install and update ports.

+
+
    +
  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
  • +
  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
  • +
  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
  • +
  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.
  • +
+

There is also an Options section where you will find settings for PortMaster itself.

+

Installing ready-to-run games

+

To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

+

If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

+

Installing games with files needed

+

To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

+

Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

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The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

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After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

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During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Known issues with PortMaster games on exFAT-formatted partitions

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As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

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For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

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The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

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PortMaster compatibility chart

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GameRuns on ext4Runs on exFATGame breaking issues on exFAT
Half-LifeNone
OwlboyLoses all settings/savegames when quit.
Stardew ValleyLoses all settings/savegames when quit.
TMNT: Shredder's RevengeLoses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues.
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ScummVM

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ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

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Point and click

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By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

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However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

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Standalone and RetroArch ScummVM

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KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

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Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

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    • will not memorize game-specific settings for games which are launched from EmulationStation.
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Updated version coming soon

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We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

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Adding ScummVM games

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Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

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Game IDs

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Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, "Indiana Jones And The Fate Of Atlantis" by LucasArts has the ID atlantis. Consequently, the game ID of "Indiana Jones And The Fate Of Atlantis" is scumm:atlantis.

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The game "Atlantis: The Lost Tales" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of "Atlantis: The Lost Tales" is cryomni3d:atlantis.

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Launcher IDs

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When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

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For example, "Broken Sword" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of "Broken Sword" would receive the launcher ID sword1-win-de-1.

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Step 1: Find out the (default) launcher ID

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To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

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Open ScummVM launcher on your device

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The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. +In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

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Step 2: Add your game files

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In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

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Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

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Step 3: Create the ScummVM file

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After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of "Broken Sword" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

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However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

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So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

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sword1-win-de
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Saving game-specific settings in RetroArch-integrated ScummVM

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Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

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Step 4: Update gamelists

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Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

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Step 5: Add the game to the ScummVM launcher

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Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

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Step 6: Scrape media

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By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

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Accessing the SD Card

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Important: Read this before you proceed!

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We strongly suggest to use Network Transfer to access to your KNULLI device. Before you attempt to access your SD card directly, please make sure to read the warning in the Add Games section.

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As explained above, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if network transfer is not available to you, there are other options to access the SD card directly.

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Option 1: Linux

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If you have access to a Linux computer, you will be able to access the SHARE partition anyway, even if it is formatted to ext4. Simply plug your card into your Linux computer and you will be able to browse the directories and add files directly.

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Option 2: Third Party Software

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Some third-party developers offer software solutions to access Linux file systems from Windows/MacOS:

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  • Paragon EXTFS for Windows/Mac is a tool which is not free but it's highly recommended since it allows seamless access to ext2/3/4.
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  • DiskGenius on Windows is an tool which we cannot recommend since it performs badly and tends to corrupt the partition and its content.
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We generally do not recommend using third party software to access Linux file systems. If you know what you are doing, you may try this approach anyway. However, you should be aware that you risk data loss.

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Option 3: Reformat to exFAT

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Important: Read this before you proceed!

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Be aware, that many PortMaster games will not work properly from an exFAT-formatted drive. Read the warning in the Add Games section for a detailed explanation.

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It is possible to (re)format your file storages to exFAT, to make them accessible on your Windows/macOS computer. Please avoid formatting your storages directly from Windows/macOS. Instead, follow the instructions in the Formatting to format with the built-in KNULLI formatter.

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Formatting

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Important: Read this before you proceed!

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We strongly suggest to use Network Transfer to access to your KNULLI device and stick with the ext4 file system. Before you attempt to format any of your SD cards, please make sure to read the warning in the Add Games section.

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Before you format

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  • Be aware that formatting implies that all data on the formatted storage will be permanently deleted.
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  • Make sure to choose the correct disk for formatting, especially if you have a 2-SD-card setup!
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  • Avoid formatting directly from your Windows/macOS/Linux computer and use the built-in KNULLI formatter instead if possible!
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The built-in formatter

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Issues with the built-in formatter

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Some users experienced issues when formatting their SD cards with the built-in formatter of KNULLI build 05/30. The issues have been resolved since. However, if you run KNULLI build 05/30 and are unable to format your SD card with the built-in formatter, you might want to try formatting with Windows instead.

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Available file systems

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The built-in KNULLI formatter offers three different filesystems. However, only two of them are currently supported by KNULLI:

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  • ext4 is a Linux file system which cannot be accessed directly from Windows/macOS. However, ext4 supports large swap files and symbolic links. Therefore, PortMaster games run perfectly on ext4-formatted storages.
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  • exFAT is a Windows/macOS-compatible file system which is used by most CFWs, Smartphones, etc. However, exFAT is incapable of handling large swap files and symbolic links. Therefore, many PortMaster games cannot be played on exFAT-formatted storages.
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  • BTRFS is a file system which is currently NOT SUPPORTED BY KNULLI.
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Formatting

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The built-in KNULLI formatter can be used to format both, the internal data storage on your primary SD card (internal) and the optional second SD card (external).

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To format your data storages to the file systems of your choice, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. Make sure to choose the correct Device to Format and the File System you want to format the device to. Be aware that you need to reboot your device to apply the formatting after you chose Format now.

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After Formatting

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After formatting, KNULLI will create and populate the /userdata folder for you.

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Formatting with Windows

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Formatting with Windows is only useful if you want to format your SD card to exFAT. As explained throughout this wiki, exFAT will allow direct access to your SD card from Windows but will make it impossible to run most PortMaster games.

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If you want to format your SD card from Windows, we strongly suggest to use the Windows Disk Management tool which will make it easier to format the correct partition. You can find the tool by opening the Start Menu and typing disk management. (The tool will present itself by the name "Create and format hard disk partitions".

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Step 1: Make sure that your partitions have been expanded properly before proceeding. The screenshot shows an SD card before the share partition was expanded with a lot of unallocated space. To make sure the partition is expanded properly, you might want to boot your KNULLI device from the SD card before proceeding.

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Step 2: After your SD card has been initialized, find the largest, now expanded partition, right-click and select Delete Volume....

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Step 3: Right-click the now unallocated space and pick New Simple Volume....

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Step 4: Make sure to assign all available disk space to your newly created volume.

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Step 5: Assign a drive letter to your newly created volume. (You can pick any drive letter you want, it doesn't matter, however, we recommend to use one Windows suggests automatically.)

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Step 6: Make sure to format the volume with the file system exFAT, allocation unit size default, and volume label share.

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Step 7: Verify that you now have a share partition formatted to exFAT.

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After Formatting

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After formatting, you should put the SD card in your device and boot KNULLI. While booting, KNULLI will create and populate the /userdata folder for you.

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Game Storage

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Before you start adding your games, please take the time to understand how data storage is structured on KNULLI. This might be helpful, especially when you already have experience with other CFWs and want to migrate your data.

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The /userdata Folder

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KNULLI supports single and dual SD card setups. Internally, KNULLI has a folder called /userdata where all your data (games, screenshots, bezels, saves, configurations, themes, etc.) will be stored. On a single-SD-card setup, the /userdata folder will always point to the SHARE partition of your primary SD card. If you have a device with more than one SD card slot and choose to create a dual-SD-card setup, the /userdata folder will point to the main partition of your secondary SD card instead.

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Internal and external storage

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You can switch between single/dual SD card mode by following the steps in the section about Using a second SD card. Basically, by switching between internal/external storage, you just tell KNULLI which drive/partition /userdata should point to.

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Inside the /userdata folder, you will find subfolders where you can store your games and other files. After installing for the first time, KNULLI will create and populate all these folders automatically. The most important folders for you to know are the following:

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  • /userdata (corresponds to either the SHARE partition of your primary SD card or the main partition of the secondary SD card)
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    • /bios is the folder where you can store your BIOSes.
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    • /cheats is the folder where you can store your cheats.
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    • /decorations is the folder where you can store your decorations/bezels.
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    • /music is the folder where you can store MP3 and OGG files to have them play as background music on EmulationStation. (The songs should have a sample rate of 44100Hz and a bitrate of 256kb/s max.)
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    • /roms is the folder where you can store your games. Inside the folder you will find subfolders for all supported systems. Simply place your game files into the folders of the system the game was made for, e.g.
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      • /snes is the folder where your SNES games should be stored.
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      • /gb is the folder where your Gameboy games should be stored.
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      • /ports is the folder where your ports (including PortMaster should be stored.
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      • ...
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    • /saves is the folder where your savegames will be stored.
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    • /screenshots is the folder where your screenshots will be stored.
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    • /system is the folder where your settings will be stored. You should not change anything in here, unless you are absolutely sure that you know what you are doing. However, it can't hurt to include this folder in your backups.
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    • /theme-customizations is the folder where your theme customizations will be stored.
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    • /themes is the folder where your themes will be stored.
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KNULLI only scans for games in the subfolders of the roms folder. Games which are stored anywhere else will not be recognized as such. If you are unsure, which folder to choose for your games, we strongly suggest to have a look into the Batocera Wiki!

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KNULLI is a Linux system which is case-sensitive. Consequently, you should pay attention to capital letters when renaming folders or migrating folders from other systems/devices.

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For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

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Adding Games to KNULLI

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KNULLI has a few options for adding games. Depending on the capabilites of your device, you will have to determine which option to choose. For example, some devices do not have networking capabilites, so with those devices you will not be able to use the network transfer options. Additionally, you might have to consider the computer you will use as a data source, since some options are restricted to specific operating systems.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Network Transfer

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Network transfer can be used on any device which can be connected to the internet or a local network. (This includes devices with native networking capabilites and ones where networking can be added through an external dongle.)

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This option first requires you to set up networking on your device. Please see Networking for details. Once you have completed those steps, you will need

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  • the hostname and/or IP address of your device.
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  • the root password, if additional security measurements are in place, as explained in the Networking section.
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Windows networks (SMB)

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Like many other operating systems, KNULLI supports SMB, the Windows network protocol. Depending on the type of computer you have, there are different options to transfer your games and other data via SMB.

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After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your current /userdata folder. Here, you can put all your data (games, etc.) in the respective folders.

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Windows

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On every Windows computer, SMB is integrated into the Windows Explorer.

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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If you want to access your KNULLI device regularly, you can even assign a drive letter to make it show up in This PC. By doing so, you will even be able to see, how much space you have left on your SD card.

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Step 1: Right-click the share folder in Windows Explorer and select Map network drive....

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Step 2: Assign a drive letter and confirm.

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Step 3: Find your KNULLI share folder as a network drive in This PC in Windows Explorer.

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Troubleshooting

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    +
  • The name of the device corresponds to the hostname set it your KNULLI device. If KNULLI does not work, check the current hostname in the Network Settings of your KNULLI device. you can also use the IP address of your device when typing directly into the address bar.
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  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the root password shown in the Security section of the System Settings.
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macOS

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  • Open finder, select Go and then Connect to Server from the top menu.
  • +
  • In the address bar that appears, type either smb://[HOSTNAME] or smb://[IP-ADDRESS] into the address bar (replace [HOSTNAME] with the hostname or [IP-ADDRESS] with the IP address of your device).
  • +
  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the Root password shown in the Security section of the System settings.
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  • +
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SCP/FTP

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Using your SCP/FTP program of choice; set up an SCP/SFTP connection to the IP address to your KNULLI device. You will need the hostname or the IP address of the device (the default hostname is KNULLI). Make sure the port is set to 22. The expected username is root and the expected password is the Root password you will find in the Security section of the System settings (the default password is linux).

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Parts of KNULLI are read-only

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Unlike the SMB file transfer, SCP/FTP will provide access to the entire KNULLI file system, not just the /userdata folder. However, everything outside of the /userdata folder is read-only - you can edit, change, remove, and delete files, but your changes will be undone every time you reboot.

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If you want to make persistent chances outside of the /userdata folder, please have a look at the section about Patches and Overlays.

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For Windows users, we recommend to use WinSCP. After installing WinSCP on your Windows computer, follow these steps to establish a SCP connection to your KNULLI device, where you will able to drag-and-drop or copy/paste files directly from the Windows Explorer:

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Step 1: Create a New Site with the following setup and click Login.

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File protocol:SCP
Host name:KNULLI
Port:22
User name:root
Password:linux
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Step 2: Accept the host key.

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Step 3: Ignore any warnings about password expiration and just Continue.

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Step 4: You have successfully established a connection to your KNULLI device. Do not panic if you do not see all the folders immediately. Select a folder (e.g., userdata) in the folder tree on the left side of the window to see its contents.

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HTTP

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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After transferring your data

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Once your data is completely transferred, make sure to update your gamelists to make the data available. You can do so by pressing Start to open the main menu, then open Game settings and select Update gamelists. KNULLI will rescan all game folders and identify all the games you added to make them available in EmulationStation.

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Using a Second SD Card

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Important: Read this before you proceed!

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If you want to use a second SD card, we strongly recommend to format it to ext4 and use Network Transfer to access it. Before you attempt set up a exFAT-formatted second SD card, pleae make sure to read the warning in the Add Games section.

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If you use KNULLI on a device which has a second SD card slot, you may use the second slot for a secondary SD card, which can be used instead of the SHARE partition of the primary SD card.

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    +
  • Shut down your KNULLI device (if it is currently turned on).
  • +
  • Insert the second SD card into the second SD card slot while the device is turned off.
  • +
  • Boot KNULLI, open the main menu by pressing the Start button and choose System settings.
  • +
  • Find the Storage section where you can choose your Storage device.
      +
    • Switch fom Internal (the "internal" storage is the SHARE partition of your KNULLI SD card) to the name of your second SD card, e.g., SHARE - 25.6G.
    • +
    +
  • +
  • Reboot KNULLI to apply the changes by pressing the Start button and choosing Restart system in the Quit section.
  • +
  • If your secondary SD card is not yet formatted to the file system of your choice
      +
    • follow instructions in the Formatting section to format your SD card with the built-in KNULLI formatter.
    • +
    • make sure to reboot once more to apply the formatting.
    • +
    +
  • +
  • During reboot, KNULLI will automatically populate the second SD card with all the required folders and files you would usually find in the userdata folder/SHARE partition.
  • +
  • If your second SD card is formatted to exFAT, you can now shut down your device and take the card out. You can put the card in your computer to access it and populate it with your data.
  • +
+
+

The batocera folder

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Older alpha versions of KNULLI created a subfolder batocera on your secondary SD card and made the userdata folder point to that batocera folder. However, more recent versions got rid of the batocera folder entirely. To maintain compatibility with current KNULLI releases, simply move the entire contents of the batocera folder to the top level of your second SD card."

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BIOSes

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A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

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BIOSes are protected by copyright

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Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

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Adding BIOS files

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KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

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Identifying missing BIOS files

+

Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

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Make sure to pay attention to

+
    +
  • the path of the file. (Is it bios/[filename] or bios/[subdir]/[filename]?)
  • +
  • the exact path/file names. (Mind spaces, underscores, etc.)
  • +
  • any lowercase/uppercase letters. (Knulli is case-sensitive!)
  • +
  • whether the file is really missing or just has the wrong checksum, indicating a wrong file rather than a missing file.
  • +
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Files with wrong checksum

+

The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

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+

Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

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If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

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Missing BIOS warnings

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When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

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Adding the files

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You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

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Hotkey shortcuts

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Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

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The Power button

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When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

+
    +
  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
  • +
  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
      +
    • All system settings you made since you last booted your device will be saved automatically.
    • +
    • If you are playing a game with a RetroArch core, your game will be saved automatically.
    • +
    • If you are playing a game with a standalone emulator your game will not be saved automatically.
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  • +
  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
      +
    • Nothing will be saved - this is meant as a last resort when your device is frozen!
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  • +
  • hold the Function button and tap the power button to switch between LED modes:
      +
    • LED always on (default)
    • +
    • LED turns off while playing (LED blinks to confirm)
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    • LED always off
    • +
    • The LED mode will reset to default after each reboot/shutdown.
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Clamshell lid

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If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

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  • close the lid to enter sleep mode.
  • +
  • open the lid to return from sleep mode.
  • +
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The Function button

+

Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the "menu" button, the "FN" button, the "F" button, or the "hotkey".)

+

The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

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When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

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+

The face buttons

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Face buttons

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Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

+

KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

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Face buttons on different systems

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KNULLILocationDirectionPSXBOX
XNorthY
AEastB
BSouthA
YWestX
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+

By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

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+

Hotkey shortcuts

+

All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

+
+

If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

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ShortcutAction
Function + StartQuit the game and return to EmulationStation
Function + SelectOn devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64)
Function + Open the emulator menu of the current core
Function + Quick save in the currently selected save slot
Function + Quick load from the currently selected save slot
Function + Next save slot
Function + Previous save slot
Function + Fast forward
Function + Rewind
Function + L1Take a screenshot
+
+

Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

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If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

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Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

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Installing KNULLI

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KNULLI is installed by downloading an image for your device, flashing it to an SD Card (or your device's internal storage) and then booting the device to start the install process.

+

Step 1: Download LatestLatest

+
    +
  • Download the latest version of KNULLI for your device from the releases page.
      +
    • You'll find download links for each device/platform we support under the "Installation Package Downloads" header.
    • +
    • Make sure to download the correct image for your device. For example; if you are installing KNULLI on a RG35XX you would download the rg35xx image.
    • +
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
    • +
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  • +
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+

If your device is not listed among the Installation Package Downloads, there is no public release of Knulli for your device, yet. You should not attempt to use a package for a different device.

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Step 2: Flash

+
    +
  • First decompress the image.
  • +
  • Then write the image to an SD Card using an imaging tool. +
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During the imaging, several partitions will be created, which will be shown to you as different drives on your computer. Most of these drives can only be accessed from a Linux operating system. They are not accessible on Windows.

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You should never format the KNULLI partitions which Windows cannot read, no matter how strongly Windows suggests that.

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After successful flashing, the BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows for manual updates as described in the update section. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. For more information on how to add games, please refer to the Add Games section after first boot.

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During flashing, a partition called SHARE will be created. This is where all your games and other data will be stored. However, the SHARE partition will only be expanded to its full size during first boot. It is mandatory to finish installation by booting KNULLI before you can access the SHARE partition and start adding your games. By default, the SHARE partition will be formatted to ext4, hence, it will not be accessible through Windows. Please have a look at the Add Games section to learn how to add games to your KNULLI device - after first boot.

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Step 3: Boot your device

+
    +
  • Insert your SD Card into your device while it is turned off.
      +
    • If your device has a secondary SD card slot, please make sure it is empty during first boot.
    • +
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  • Turn on your device.
      +
    • Note: Some devices may require you to set the boot order so your SD Card is loaded first. Please see documentation for your specific device to see if this applies to you.
    • +
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  • +
  • KNULLI will run through its install process and then reboot your device after its complete.
  • +
  • When your device reboots it will load directly into EmulationStation; at this point you are good to go!
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Next Steps

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Netplay

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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Quick Start Guide

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Hi there! Welcome to KNULLI!

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With this quick start guide, we will help you get started with KNULLI on your handheld device. If you are completely new to handheld emulation and custom firmwares (CFWs), this guide will lead you through your first steps. If you are an advanced user, this guide will make you aware of things KNULLI might do differently than other custom firmwares you have already used.

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Important: Read this before you start!

+

Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

+

It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

+

We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

+

There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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+

Installing KNULLI LatestLatest

+

Find the latest KNULLI release on our GitHub repository, find the image for your specific device in the Installation Download Package section, download it, and flash it onto an SD card. Do not attempt to format anything manually afterwards, KNULLI will do it for you! Just put the SD card in your device, remove SD cards from any other slot, and boot the device to finish installation. (First boot can take quite long since KNULLI will expand and format your games partition. Be patient.)

+

If you need more detailed information on how to install KNULLI, have a look into the Install section.

+

First steps

+

Your first steps will depend on how you want to use your KNULLI device.

+

1. Set up your data storage

+

For most users, we recommend to use a single SD card with the default formatting.

+

However, if you want a different setup, e.g. because your device does not support Wi-Fi, use the table below to determine, which setup suits your needs. Be aware that it might be required to reformat the storage before you can use it. Please use the built-in KNULLI formatter for this purpose. Also, please be aware that you have to switch between internal and external storage manually. (You will find detailed instructions on switching and formatting storages in the Add Games section.)

+

It is possible to use an already populated SD card as secondary SD card. However, if you attempt to do so, please make sure that the folder structure matches the one described in the Game Storage section.

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Decide how you want to store your files

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SD cardsI want to play PortMaster games!I want to access the SD card from Windows without Network transfer! (I accept that PortMaster will not work.)
1You are good to go! You will have to reformat your internal storage to exFAT.
2You will have to reformat your external storage to ext4 (unless it is already formatted to ext4).You will have to reformat your external storage to exFAT (unless it is already formatted to exFAT).
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Make sure that you made a decision on how to store your files and prepared the storage accordingly before you continue with the next step.

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Be aware that PortMaster will not work properly if you decide to format to exFAT.

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2. Set up your Wi-Fi

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Unless you have decided to reformat to exFAT, this step is mandatory to be able to add your games. Press the Start button to open the main menu and go to Network settings where you can configure your Wi-Fi connection. (You will find more detailed instructions about setting up Wi-Fi and increasing security in the Networking section.)

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Troubleshooting

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If you are unable to connect your KNULLI device to your Wi-Fi, please make sure to disable WPA3 encryption in your router and stick with WPA2 instead.

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3. Add games and BIOSes

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Depending on your storage choice, you can now start to add your games. On Windows, open your Windows Explorer and find the KNULLI device in your Network section. If the device does not show up, you can type \\KNULLI in the address bar of your Windows Explorer to find it manually. On macOS, select Go in Finder, pick Connect to Server and type smb://KNULLI in the address bar. (If you changed the hostname manually, look for the hostname of your choice instead.)

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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Alternatively, if you have a Linux-driven computer available, or if you have formatted your SD card to exFAT, you can shut down your KNULLI device, eject the SD card, insert it into your computer, and access it directly.

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In any case, you may drag-and-drop your games and BIOS files from your local hard disk drives to the corresponding folders on your KNULLI device. You will find a more detailed walkthrough and more alternative solutions for adding games in the Add Games section.

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4. Install PortMaster (optional)

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If you chose to stick with ext4, you may now install PortMaster. Make sure that you are connected to your Wi-Fi, head to the Ports section, find Install.PortMaster and launch it. Afterwards, you will find PortMaster in the Ports section. (You will find more information about how to install and run PortMaster in the PortMaster section.)

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Missing PortMaster installer

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If Install.PortMaster is missing from your Ports section, please follow the instructions in the PortMaster section.

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5. Scrape media (optional)

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After you have added and installed all your games, you might want to add cover artworks, text descriptions and other metadata to your games. KNULLI comes with a fully functional scraper which will retrieve available media and metadata for you. Our scraper supports ScreenScraper, TheGamesDB and ArcadeDB as scraping sources. (You will find instructions for scraping in the Scraping section.)

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6. Set up Retro Achievements (optional)

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If you want to collect Retro Achievements, you should log in to your Retro Achievements account. Press START on your controller, select Game Settings and head to RetroAchievement Settings to enter your credentials. Be aware that Retro Achievements only work while you are connected to the internet. (You will find more information about Retro Achievements in the Retro Achievements section.)

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Play!!

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Congratulations - you are ready to start playing! How does that feel? If this is your first time using a device/CFW like this, we strongly recommend to learn the hotkey shortcuts (you will find them in the Hotkey Shortcuts section) before you launch the first game. Aside of that, you are good to go!

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We hope you enjoy playing your games with KNULLI!

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You are not alone!

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If you run into any issues, don't worry - you are not alone! Find help in our wiki, have a look into the FAQ, or join us on Discord where we will try to answer your questions.

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Retro Achievements

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KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

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Error 419

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While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to "Error 419". Our developers are aware of the issue and are working on a solution.

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Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

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Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

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Setup

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  1. Create an account at RetroAchievements.org.
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  3. Follow the steps on the Networking page to connect your device to the internet.
  4. +
  5. While in EmulationStation press START on your controller to open the Main Menu.
  6. +
  7. Select Game Settings and then choose RetroAchievement Settings.
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  9. Turn On RetroAchievements (first toggle).
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  11. Then enter your username and password for RetroAchievements.org in the username and password fields.
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Additional Notes

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  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
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    • Recommended Settings:
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    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
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    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
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  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
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Scraping

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Once you added all your games to your KNULLI device, you might want to add box art and other metadata for your games. Of course, you can always edit the gamelist.xml files manually and fill in all the metadata. However, KNULLI supports scraping media and metadata automatically from three different sources: ScreenScraper, TheGamesDB and ArcadeDB.

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The built-in scraper attempts to find media and metadata for your games based on the file names of the game ROMs (or launch scripts for ports). If the file names contain region information (like (U) or (EU)), the scraper will take that into account. Make sure the ROMs and scripts are named properly, otherwise the scraper will fail to identify the game. If you cannot provide a readable name for your game, as some systems require the scripts to have specific names (e.g., ScummVM), don't worry - you can scrape data for those games manually.

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Displaying scraped media

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KNULLI uses Art-Book-Next as the default theme for the EmulationStation GUI. The theme supports displaying a lot of metadata and media you can scrape from the supported scraping sources.

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The theme displays

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  • in the game list of the respective system
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    • either boxart or image as the game artwork.
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      • Press the Start button and go to the Theme configuration section of the User interface settings to toggle Game artwork.
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    • a scraped video to preview some gameplay in the game list.
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    • the description of the game.
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    • the community rating.
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    • the release date.
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  • in the game menu (hold the button which starts the game to bring up the game menu)
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    • the game logo.
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    • the game manual.
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    • other scraped game media as a gallery.
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If you switch to a different theme, you might not be able to display the same media. If your scraped media is not displayed as expected in a theme you manually installed, please refer to the theme's documentation for help.

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Adopt scraped media from another EmulationStation-based device

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If you already have another device with EmulationStation as a frontend, you might want to transfer all your scraped media along with your games. If you do that, please make sure that you include all the subfolders for your scraped media and the gamelist.xml files of every system. The gamelist files contain references to the scraped media, without those references, the scraped media will not be displayed.

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For example, if you want to migrate your SNES ROMs with all the scraped media included, make sure that you transfer the entire roms/snes folder from your previous device to the roms/snes folder of your KNULLI device. Make sure to replace the existing gamelist.xml on the KNULLI device with the one from your previous device.

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If your scraped media does not show up, press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected. If that does not work, your previously scraped media (or the respective gamelist files) might not be compatible with the EmulationStation version or the theme KNULLI is using. In this case, you might want to rescrape your media directly with the build-in scraper of KNULLI.

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Scraping media

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To scrape media from any of the sources KNULLI supports, there are two different options. You may either scrape media for your whole collection (or parts of your collection) or you can scrape media for a single game. But before you scrape, make sure that your scraper settings are set up the way you like them to be.

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Some scraper sources have a limit for the amount of data/media you are allowed to scrape per day. Make sure to avoid unnecessary scraping by setting up your scraper properly before you begin scraping.

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Scraper settings

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To set up the scraper, press Start to get to the main menu and select Scraper to bring up the scraper menu. In the scraper menu, you can set your main scraper source. This is the source that will always be used when you scrape for several (or even all) games at the same time. By default, ScreenScraper will be selected. However, you can switch the source to TheGamesDB or ArcadeDB if you prefer.

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ScreenScraper requires the user to be logged in to a ScreenScraper account. If you want to scrape from ScreenScraper, go to the ScreenScraper website and register for an account. (It's free!)

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In the Scraper settings, you can put in your ScreenScraper login credentials and choose exactly what data to scrape for. The option Box source allows you to pick which type of box art you want for your collection (e.g., 2D box art or 3D box art). Logo source allows to pick from a number of different types of logos (wheel corresponds to the logo of the game on a transparent background without any further decorations, the other options are stylized variants of the logo).

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You may also pick a Preferred region, since many games have been published all over the world and box art may be different in certain regions.

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With the toggles for Overwrite descriptions and Overwrite medias, you can protect the data you have already scraped or maybe even edited manually.

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Aside of those options, there are a lot of toggles for different types of metadata like video, community rating, and even the game manual. Take your time to set up your scraping preferences and maybe try them out with a single game before you scrape your whole collection.

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Scraping media for a single game

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Once your scraper settings are done, you can try them out by scraping data and media for a single game. Pick a game, any game (preferrably, a game that is well known, to be sure that there's data and media available). Go to the system category (e.g., SNES) and pick a game (e.g., "Super Mario World"). Now, depending on your GUI settings, either the B button (south) or the A button (east) will be the button which launches a game. Press the button that launches your games and hold it to bring up the game menu.

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At the bottom of the game menu, you will find the Scrape option. If you select it, KNULLI will attempt to find metadata and media for that game. Unlike the bulk scraping for several games, scraping for a single game will fetch information from all available sources. Once the data was received, the scraper will prompt the user with a selection to pick from, sorted by the scraper source.

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If the scraper does not find any results (e.g., because you are scanning for a launch script of a port which as an odd name), you can try to find the correct game manually. On the bottom of the scraper screen, you will find the option Input. Select that and enter the name of the game you want to scrape media for.

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Some games have different names in different regions. For example, "Broken Sword" is called "Baphomet's Fluch" in Germany. If the scraper cannot find the game by its regional name, search for the international name instead.

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After you picked the preferred scraping result, the scraper screen will close. If you do not see the scraped information, yet, you might need to update your gamelists. Press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected.

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Scraping media for all games

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When you first set up your KNULLI device, you will most likely want to scrape media for all your games at once. After you made sure that the scraper settings are to your liking and you verified by scraping data for a single game, you are now ready for bulk scraping. Be aware that bulk scraping can take quite some time, depending on the size of your game collection.

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To start bulk scraping, press the Start button to bring up the main menu and head to Scraper. In the section Filters you will be able to configure which games you want to scrape data and media for. You can pick or omit certain systems or exclude games which have been scraped for recently. After you have set up your filters, select Scrape now at the bottom of the screen.

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KNULLI will start to scrape. You can leave the menu, since KNULLI will continue scraping in the background. While on EmulationStation, you will be able to monitor the scraping process in the top right of the screen. Scraping will continue, even while you play a game. However, since the scraping is a time- and energy-consuming operation, you might not want to play any resource-demanding games while the scraping runs in the background.

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After scraping was finished, you might need to update gamelists again to apply the changes. Press the Start button to open the main menu, go to Game settings and select Update gamelists.

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All your games will have the desired boxart, descriptions, and videos now. If you notice that a game is still missing media or metadata (or has the wrong media or metadata), you may try to scrape media again for that specific game, as described in the Scraping media for a single game section.

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Updating KNULLI

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OTA Updates

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Batocera supports OTA (over-the-air) updates which can be executed directly from the EmulationStation GUI. Consequently, KNULLI also shows the OTA update menu. However, currently, we do not have OTA servers set up, yet. Until we do, we kindly ask you to update your KNULLI installation manually.

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Manual Update

+

KNULLI can be updated by downloading the boot package for your device and replacing the batocera file manually.

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    +
  1. Download the latest boot package for your device from our Releases page by following these steps:
      +
    • Scroll to the bottom of the latest release to find it's Assets list.
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    • Identify the boot package for your respective device by making sure
        +
      • it contains the device name (e.g., rg35xx-h for the Anbernic RG35XX-H).
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      • it ends with boot.gz, boot.xz,boot.tar.gz, or boot.tar.xz.
      • +
      • it has a size of approx. 1.5-2.0 GB.
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    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
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  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
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    • Be aware that a package that ends in tar.gz or tar.xz contains a compressed file within a compressed file, so you might need to first take the tar file out of the gz/xz file before you can extract the contents of the tar file.
    • +
    +
  4. +
  5. Insert your KNULLI SD card into the SD card reader of your computer.
  6. +
  7. Replace the file boot/batocera on the BATOCERA partition of your SD card with the file boot/batocera.update from the file you downloaded by following these steps:
      +
    • Delete the existing batocera file or rename the current batocera file (e.g. to batocera.bak) if you want to keep it, e.g., to be able to downgrade to the previous KNULLI version again. (If you still have a backup of a previous KNULLI version, you might want to delete this now to make some room.)
    • +
    • Copy batocera.update you extracted from the boot package to the boot folder on the batocera drive of your SD card.
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    • Rename batocera.update to batocera.
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  8. +
  9. Reboot the device, and the update will begin automatically.
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Re-creating default settings

+

Usually, KNULLI updates will NOT require you to re-create neither a single configuration file nor your entire system folder. However, in VERY rare cases it might be required to adapt your configuration to new KNULLI default settings. In those cases, the easiest way is to reset to factory settings, either by re-creating single files or sometimes the entire system folder. You can learn more about it in the Reset to factory settings section, however, do NOT do this, unless you are absolutely sure it is required!

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Bluetooth

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KNULLI supports a lot of different types of Bluetooth devices, such as input devices (controllers, mice, keyboards, etc.) and audio speakers and headphones.

+

Connect a Bluetooth device

+
+

Troubleshooting

+

If your KNULLI device fails to pair with one of your Bluetooth devices, try disabling Wi-Fi while pairing. (You can enable Wi-Fi again after pairing.)

+

Also, please be aware that some Bluetooth controllers might be built to only support the system they are made for, e.g., Android or Nintendo Switch. If your Bluetooth controller does not work with your KNULLI device, make sure that it supports Bluetooth for PC.

+
+

To connect a Bluetooth device with your KNULLI device, you first need to make sure that both devices support Bluetooth. If so, press Start to bring up the main menu and go to Controller & Bluetooth Settings. Here, you will be able to Enable Bluetooth if it is not enabled, yet.

+

Once Bluetooth is enabled, either try to Pair Bluetooth Pads Automatically (to automatically pair input-devices in pairing mode) or select Pair A Bluetooth Device Manually and find your device in a list of available Bluetooth devices in your vicinity. If your Bluetooth device does not show up or pairing does not work as expected, check the manual of your Bluetooth device for pairing instructions.

+

Assigning controllers

+

After your devices have been paired successfully, you might need to take additional steps in order to use them. For example, after connecting a Bluetooth controller, you will have to assign the controller to a player as explained in the Controls section.

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Set up audio output

+

After pairing an audio output device (like a headphone), you need to set it as your audio output. Press Start to bring up the main menu, head to System Settings and choose your Blueooth device as Audio output.

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Forget a Bluetooth device

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If you want to remove or "forget" a paired Bluetooth device, press the Start button to bring up the main menu, head to Controller & Bluetooth Settings, open Forget A Bluetooth Device, find the device and remove it.

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Collections

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In addition to the systems displayed; EmulationStation (ES) has functionality to create custom collections that you can use to group and organize your game library in different ways. For example; if you wanted to create a view that automatically grouped all of your Role Playing Games or one that only lists the games you are currently playing you can use ES collections to do that.

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All of the options described below can be managed by pressing START anywhere in ES to open the Main Menu and then opening Game Collection Settings

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Game Collection Settings Menu

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Managing Your Backlog

+

Knulli includes a Now Playing collection that can be used to curate and play through your backlog. You can turn this on by going to Game Collection Settings > Create New Custom Collection from Theme while using our default system-theme.

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Once its turned on; you can add to it by pressing X(NORTH) on any game while in ES. In the menu that opens you'll see Now Playing listed under the collections header. Simply highlight it and press the confirm button.

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You can also set Knulli to boot directly into the Now Playing collection by setting the Start on System value in the Game Collection Settings menu. Change that value to Now Playing and also turn on Start on Gamelist.

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With the above settings you can create a very simple view of the games you are trying to finish that displays directly when Knulli launches.

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Collection Types

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There are 3 collection types in ES so let's walk through each to help you decide which makes sense to use for your use cases.

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Automated Collections

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EmulationStation has a set of built-in automated collections to easily view your last played games, favorites and all the games in your library. You can turn these on or off in the Automated Game Collections menu.

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Editable Collections

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An editable collection is one that you can specifically curate by hand. Simply give it a name and then as you are browing your gamelists you can press X(NORTH) on any game and add it to the collection you created. As an example, you could use this functionality to create a collection for all of your Final Fantasy games and then manually add each FF game to the list.

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Dynamic Collections

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A dynamic collection enables you to create a set of filters that will automatically group your games. For example if you wanted to create a collection that automatically grouped all of your Role Playing Games into a single view; you could create a dynamic collection called RPGs, select a genre filter of Role Playing Games and then save the filter. Then any time you add a new game with the Role Playing genre it will automatically show up in this collection.

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Additional Notes

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You can also use the Game Collection Settings menu to manage which systems are displayed. Press START anywhere in ES to open the Main Menu and then go to Game Collection Settings > Systems Displayed. In this menu; uncheck the systems you would like to hide and then exit the menu. ES will then refresh and those systems will be hidden.

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Controls

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Do not confuse hardware setup with button mapping for games/systems!

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Do not confuse controller setup with game- or core-specific button remapping! This section is about the global controller setup to make the hardware work. If you want to remap the controls for a specific game or emulator, follow the guide for the respective emulator (e.g. Retroarch).

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Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. Additionally, Knulli also supports other types of input devices, such as mice and keyboards.

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If a controller does not work with your KNULLI-device out of the box, it might be necessary to map its buttons and directional controls to the corresponding game inputs, as explained in the sections below.

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The built-in controls

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Most KNULLI-compatible devices are handhelds with built-in controls. They usually consists of a directional pad (, short: D-pad), the so called face buttons (), some shoulder buttons (L1, R1) and/or shoulder triggers (L2, R2) and some buttons for Start and Select. Additionally, your device will most likely have power switch and a function button (Function) which will be used for hotkey shortcuts. Optionally, your device might also have analog sticks and a reset button. If you do not know where those buttons are located on your device, please have a look at the manual of your device.

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KNULLI comes with a set of pre-defined hotkey shortcuts which allow you to save, load, and quit your games, take screenshots, etc. We strongly recommend to learn the hotkey shortcuts and we also strongly advise against modifying the hotkey shortcuts. You will find a list of all default hotkey shortcuts in the Hotkey Shortcuts section.

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Controller names

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Depending on your device, your built-in controls have a distinct name. For example, on the Anbernic RG40XX H, the built-in controls are called ANBERNIC-keys, on the RG35XX H, they are called Deeplay-keys.

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Assigning controllers

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After connecting a controller, the controller can instantly be used to navigate the EmulationStation GUI. However, to use a controller in a game, it must be assigned to a player. By default, only the built-in controls are assigned to player 1. After connecting additional controllers, you have to assign the controllers to the respective players.

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Press Start to open the main menu and head to Controller & Bluetooth Settings. Towards the end of the menu, you will find the controller assignments for players 1-8. Here, you can assign each player a dedicated controller.

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Controller assignments are reset after reboot

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Your KNULLI device does not memorize, which controller was assigned to which player in a previous session. Make sure to always assign all controllers to the corresponding players after you (re-)connected them to your KNULLI device.

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Controller mapping

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Do not attempt to remap the built-in controls

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Each KNULLI build is optimized for the specific device it was designed for. Specificially, all built-in controls are already mapped for you. Do not attempt to remap the built-in controls in the Controller & Bluetooth Settings menu. By doing so, you might break any hidden virtual controls (e.g. the D-pad-to-virtual-stick mapping for devices without analog sticks, which usually can be toggled with Function+Select). If you want to remap controls for certain games or systems, please do it within the respective game or emulator settings. The Controller & Bluetooth Settings menu is not the right place to map game- or system-specific controls!

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To map the buttons and directional inputs of a controller, press the Start button to bring up the main menu, find Controller & Bluetooth Settings and select Controller Mapping. On-screen instructions will ask you to hold a button on the controller you want to map. Once the controller was detected, you will be guided through the process: Simply press the button on your controller which corresponds best to the button/function displayed on screen.

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If you press a wrong button, don't worry: You will always be able to return to this menu and remap the controller again.

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Face buttons are indicated by direction!

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KNULLI supports several different controllers from different brands. Depending on your controller, labels on the face buttons might differ. Therefore, KNULLI names face buttons not by their label but by their direction.

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For example, out of the four face buttons, the north button () is labeled X on the standard SNES controllers. The same button is labeled Y on Xbox controllers and on PlayStation controllers.

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Make sure that you do not confuse the directional face buttons ( ) with the D-pad directions ( )! You will find more information about face buttons in the Hotkey shortcuts section.

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Background Music

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Your userdata folder contains a folder called music. If you store any compatible music files in this folder, the music will replace the original background music that comes with KNULLI. Instead of the built-in background music, KNULLI will now play the songs from your music folder while you are browsing your games in EmulationStation.

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Make sure your music files are compatible

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Background music for KNULLI/EmulationStation should be in MP3 or OGG format and have a sample rate of 44100Hz and a bitrate of 256kb/s max.

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When adding your background music, you can either dump all your songs randomly into the music folder or create subfolders for each system if you want to add system-specific music for all the systems you like to play. If you want to add your music per system, you should not leave any music files in the top level of the music folder but sort all your music by system. The system names in the music folder correspond to the system names in the roms folder (e.g., snes for SNES, megadrive for Mega Drive/Genesis).

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Once you added your music, press Start to bring up the main menu and head to Sound Settings. Here you can toggle Frontend music on and off. Additionally, you can set up volume, title display duration, and you can also set up whether you want your music selection to be played per system or not.

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Bezel Decorations

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KNULLI supports a lot of different emulators for a lot of different systems. Many of these systems originally had an aspect ratio that is different from the built-in screen of your KNULLI device. To fill the black void between the border of the screen and the game area, KNULLI supports using decorations, also referred to as bezels or bezel decorations.

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Decorations only work with RetroArch cores

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KNULLI comes with a lot of different emulators. However, bezel decorations currently only work with RetroArch-integrated emulators (libretro cores).

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Mind the aspect ratio

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Most bezel decorations are made for a specific aspect ratio of 16:9, to provide a decoration for the void around the game when playing on a TV screen. However, if the screen of your handheld has a different aspect ratio, those bezels will not work on your device!

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For example, the devices of Anbernic's RG35XX H/Plus/SP series have a 3.5" screen with an aspect ratio of 4:3, hence, a lot of well-known bezel decoration packs which have been designed for 19:6 displays (e.g., The Bezel Project) will not work on the built-in screen of those devices.

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Bezel decorations for 4:3 displays

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Even though most bezel decoration packs are specifically designed for 16:9 displays, there are a few options for 4:3 displays, too.

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drkhrse/antiKk

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Some bezels which were originally created by drkhrse and antiKk have been adapted by nvitaterna to work on Batocera-based handhelds with 4:3 displays. To install this set on your Knulli device

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  • download the bezel pack from the GitHub repository of nvitaterna, either by +
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  • unzip the file (e.g. with 7-Zip).
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  • find the batocera_4_3_handheld_bezels folder inside the decorations folder you just unzipped.
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  • copy the entire batocera_4_3_handheld_bezels folder into the decorations folder of your userdata folder.
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The bezel pack should now be installed and ready to use. However, to apply it, you have to set it up as explained in the Apply bezel decorations section.

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Apply bezel decorations

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If you want to apply bezel decorations, you can do this either globally, by system, or by game. Since game settings override system settings and system settings override global settings, it is possible to globally set a specific bezel pack and, at the same time, pick a different one for a specific system, or even just a single game.

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EmulationStation does the work for you

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You might be used to setting up bezels directly within RetroArch. On your KNULLI device, EmulationStation will take care of this for you. Do not attempt to set up bezel decorations from within RetroArch.

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Global bezel decorations

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To apply a set of bezel decorations globally

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  • press Start on the home screen to bring up the main menu.
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  • go to Game Settings and open Decorations.
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  • select the Decoration Set of your choice.
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  • leave the menu to apply the change.
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System bezel decorations

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To apply a set of bezel decorations to a system

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  • press Start on the home screen to bring up the main menu.
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  • go to Game Settings and open Per System Advanced Configuration.
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  • select the system you want to apply the bezels to.
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  • open Decorations.
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  • select the Decoration Set of your choice. (Auto means to inherit global settings.)
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  • leave the menu to apply the change.
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Game bezel decorations

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To apply a set of bezel decorations to a single game

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  • find the game on your device by browsing your game lists.
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  • hold the button that launches your games (usually A or B).
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  • go to Advanced Game Options and open Decorations.
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  • select the Decoration Set of your choice. (Auto means to inherit global/system settings.)
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  • leave the menu to apply the change.
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Boot Logo

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For a wholesome KNULLI experience, you may want to replace your boot logo to match the style of your theme. The KNULLI boot logo is stored on your primary SD card, on the batocera partition. If you want to replace your boot logo, simply follow the steps below.

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  • Create a new bitmap file (bootlogo.bmp) that has the exact same resolution as your built-in display (e.g. 640x480 for the Anbernic RG35XX Plus/H/SP/2024 series)
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  • Shut down your KNULLI device
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  • Eject the primary SD card from your KNULLI device and insert it into your computer
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  • Find the batocera partition on your SD card (and, if you are using Windows, ignore any warnings about broken/unformatted drives!)
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  • Locate bootlogo.bmp on your batocera partition and replace it with your new boot logo
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    • (You might want to back up the original file before you replace it)
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  • Eject the SD card from your computer and put it back into your KNULLI device
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  • Turn on your KNULLI device and enjoy your custom boot logo
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Boot logo and splash screen

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The boot logo is an image which is displayed while KNULLI is booting, from the moment the device is turned on until the moment EmulationStation is launched. The EmulationStation splash screen is displayed while EmulationStation is loading, scanning for games, or shutting down. The splash screen is controlled by the theme of your KNULLI installation - learn how to customize it in the Themes section. the boot logo on the other hand is part of the boot partition KNULLI is installed on.

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Customization

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KNULLI comes with a lot of options to customize your gaming experience and make your KNULLI-driven device truly your own.

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  • You can customize the default KNULLI theme (including its Splash screen) or install different themes as explained in the Themes section
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  • You can add your own background music as explained in the Background Music section
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  • You can install your preferred bezel decorations as explained in the Bezel Decorations section
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  • You can replace the boot logo with a different image as explained in the Boot Logo section
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Themes

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Knulli's default frontend is EmulationStation and default theme is Art Book Next. Also included by default is the Carbon theme from Batocera. Both are updated automatically as part of each release.

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Preview

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Configuration

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The following options can be changed directly from the main menu under User Interface Settings > Theme Configuration

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SettingDescriptionOptions
DistributionUsed to define which folder to look in for Theme Customization files.Batocera/Knulli, RetroBat
Aspect RatioEnables you to select the correct aspect ratio for your screen. This will automatically set itself so you should not need to change it but if the theme layout looks odd or spacing looks incorrect you can use this setting to make sure the aspect ratio matches your screen.16:9, 16:10, 4:3, 3:2, 1:1
System ArtworkDefines the set of artwork that is displayed on the system viewDefault, Noir, Custom, Custom (Fullscreen)
System LogosDefines the logo set used on all viewsDefault, Custom
Game ArtworkDefines the type of artwork used to represent a game. These are sourced from the the selections you make in the scraper menu. Image will display the image you selected to scrape for Image Source. Image (Cropped) will display that same image zoomed in to fill the screen. Boxart will display the image you selected to scrape for Box SourceImage, Image (Cropped), Boxart
Game MetadataSets if metadata (e.g. description, release date, etc...) should be displayed for a gameOn, Off
Font SizeSet the size for text elements throughout the theme.Default, Small, Large
Color SchemeSets the color scheme that is used for the theme. There is a set of prebuilt color schemes that you can select and an option to supply your custom color scheme (selected by choosing custom). You can see details on customizations below under Customization.Default, Light, Steam OS, SNES, Famicom, DMG, OLED, Custom
Splash ScreenToggles an optional custom splash screen which will be displayed when EmulationStation is loading and/or scanning for ROMs.Default, Custom
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Additional UI Settings

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The following EmulationStation settings can also be changed and will update the look of the theme accordingly:

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  • User Interface Settings > Show Clock - This will allow you to turn the system clock on or off
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  • User Interface Settings > On-Screen Help - This will turn the display of EmulationStation's help system on or off (the theme's layout will automatically adapt to the available space)
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  • User Interface Settings > Show Battery Status - This will allow you to change what is displayed for the battery status.
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Customization

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Art Book Next allows customizations to system artwork and color schemes without the need to edit the source XML. This enables you to change the look of the theme and still retain your changes when the theme is updated.

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Start Here

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  • Make sure the Distribution setting is set to Batocera/Knulli (This value determines the folder where you will add your customizations)
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    • Batocera/Knulli folder is = /userdata/theme-customizations/art-book-next/
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    • Create this folder and then move on to the options below...
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Background Art

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The artwork used on the system view can be customized with your own images.

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For angled artwork:

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  • Create your custom artwork using one of the masks i've supplied in this theme's resources directory here. I've included a set of masks that should work in all major image editing programs.
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  • Export your final images as transparent pngs
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  • Create a folder in the path you created above called artwork
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  • Upload your images to that folder
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  • They can be named:
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    • _default.png
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    • ${system.theme}.png
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    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
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    • _default.png can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png in the artwork folder.
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  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom
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For fullscreen artwork:

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  • Create a folder in the path you created above called artwork-fullscreen
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  • Upload your images to that folder
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  • They can be named:
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    • _default.jpg
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    • ${system.theme}.png
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    • ${system.theme}.jpg
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    • The theme will look them them up in that order.
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    • _default.png/jpg can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
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    • ${system.theme}.png/jpg should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png or snes.jpg in the artwork folder.
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  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom (Fullscreen)
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Splash Screen

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  • Upload your image to the folder you created above
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  • It can be named:
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    • splash.jpg
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  • One your image is in place you turn on your splash screen by changing Splash Screen to Custom
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Color Schemes

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You can create your own custom color scheme to use for the theme

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  • Download this template
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  • Upload it in the path you created above and make sure its called colors.xml
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  • Change any values in the template to the colors you prefer.
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  • I tried to make the values as self explanatory as possible but if you have questions regarding which property does what please don't hesitate to ask.
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  • After your colors are defined; in theme configuration change Color Scheme to Custom
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Logos

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System logos can be customized by adding your own images

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  • Create a folder in the path you created above called logos
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  • Upload your images to that folder
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  • They can be named:
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    • ${system.theme}.svg
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    • ${system.theme}.png
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    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
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    • ${system.theme}.svg/png should be named for the system you are looking to override. For example if you wanted to override the logo for snes you would create an image called snes.svg or snes.png in the logos folder.
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  • Once your images are in place you turn on custom images by changing the System Logos setting to Custom
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Adding Additional Themes

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  • Knulli's version of EmulationStation is sourced from the same version used in Batocera so you can also use themes that were created for Batocera directly
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  • You can download themes directly using the built-in theme downloader (which includes nice previews of each theme)
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  • You can also find a list of Batocera themes here: https://batocera.org/themes.php if you would prefer to download them manually
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There are no guarantees that themes from the above list will support the aspect ratio of your device or all of the systems we support. Because of that; some themes may look odd, not display all systems or have layouts that do not match well to your screen.

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Creating Your Own Theme

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An exhaustive tutorial is out of scope for this wiki. That said; please see Batocera's theme documention @ https://wiki.batocera.org/write_themes_for_emulationstation. Its a great starter guide for understanding the fundamentals of creating themes for the version of EmulationStation used by Knulli.

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Multi-Disc Games

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Some video games for disc-based consoles, especially those with lots of cinematics, come on more than one disc. Once you added a multi-disc game to your KNULLI device, each disc of the game will show up as its own game. Of course, this adds unnecessary clutter to your game list. Therefore, KNULLI comes with a feature that allows you to hide all the discs of the multi-disc game and display a playlist instead.

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All you have to do is create a m3u playlist file within the folder for the ROMs of the given system and add relative path references to all the disc images in the correct order.

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If you feel unsure how to achieve that, follow this guide. It will take you through the process step by step.

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Make sure that 'Ignore Multi-File Disk Content' is turned on

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KNULLI comes with a setting that allows to hide or show the content (the individual discs) of multi-disc games. By default, hiding individual discs is turned on. However, if you have issues with individual discs unwantedly showing up on your Knulli device, make sure this feature is turned on.

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Press Start to bring up the main menu, go to System Settings, then Frontend Developer Options, where you find the option Ignore Multi-File Disk Content (CUE/GDI/CCD/M3U). Make sure it is turned on. To apply any change you made here, you will need to update your gamelists by going to Game Settings from the main menu and select Update Gamelists.

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This option will hide every disc file that is correctly referenced in a playlist. If your game discs still show up, there is likely something wrong with your m3u file.

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How to store multi-disc game files

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There are several possibilities how to store multi-disc game files. Let's take the PlayStation classic Metal Gear Solid as an example.

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As thoroughly explained in the Add Games section, all your games have to be stored in your userdata/share folder in a subfolder of roms that corresponds to the system the game was developed for - in this case, psx, the folder for PlayStation games.

+

Top level of the system's ROMs folder

+

Some users prefer to add their multi-disc games to the ROMs folder like any other game:

+
/roms
+ └─ psx/
+    ├─ Metal Gear Solid (Disc 1).chd
+    └─ Metal Gear Solid (Disc 2).chd
+
+

Game-specific subfolder of the system's ROMs folder

+

Some users prefer to create a subfolder for every multi-disc game and drop all the files there:

+
/roms
+ └─ psx/
+    └─ Metal Gear Solid
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
+

"Hidden" subfolder of the system's ROMs folder

+

some users prefer to put all their multi-disc games in a subfolder called hidden (or something similar):

+
/roms
+ └─ psx/
+    └─ hidden
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
+

Creating the playlist

+

After you stored the files on your KNULLI device, you can now create a playlist to group all the discs that belong to a single game into a single file.

+

For that purpose, create a plain text file with the file extension .m3u. Ideally, the m3u file should be named like the game and its discs, so for the example given above, the file name should be Metal Gear Solid.m3u.

+

Following the above examples, you now have two options where to store the playlist file. You can either store it on the top level of the roms/psx folder or optionally in the same subfolder you might have stored your game files in. Depending on where your game files and your playlist file are stored and how they relate to each other, you now need to edit the playlist file:

+

Playlist and game files in the same folder

+

If you decided to store your game files and your playlist file in the same folder, make sure that your m3u refers to the game files directly without any path.

+

For the examples shown above, your Metal Gear Solid.m3u file should contain

+
Metal Gear Solid (Disc 1).chd
+Metal Gear Solid (Disc 2).chd
+
+

if it is stored in the same folder as Metal Gear Solid (Disc 1).chd and Metal Gear Solid (Disc 1).chd.

+

Playlist and game files in different folders

+

If you decided to store your game files and your playlist file in different folders, make sure that your m3u includes the path when referring to the game files.

+

For the examples shown above, your Metal Gear Solid.m3u file should contain

+
Metal Gear Solid/Metal Gear Solid (Disc 1).chd
+Metal Gear Solid/Metal Gear Solid (Disc 2).chd
+
+

if your Metal Gear Solid.m3u is stored in roms/psx and your game files are stored in roms/psx/Metal Gear Solid.

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Networking

+

Many devices which are supported by KNULLI are capable of connecting to the internet as well as local networks. In most cases, this is achieved by a built-in Wi-Fi adapter. However, KNULLI also supports network connection via USB dongles.

+

Supported network adapters

+

Some KNULLI-supported devices (e.g., Anbernic RG35XX Plus/H/SP, TrimUI Smart Pro) already come with a built-in network adapter that is completely supported by KNULLI. If your device comes with a built-in Wi-Fi adapter, you can skip ahead to setting up Wi-Fi.

+

However, even devices without a built-in network adapter (e.g., Anbernic RG35XX 2024, Anbernic RG28XX) can be connected to your Wi-Fi. KNULLI supports external USB Wi-Fi dongles which are based on the RTL8192cu or RTL8188eu/us chipsets. More specifically, the KNULLI community strongly recommends the TP-Link TL-WN725N network adapter.

+

To activate your USB network adapter

+
    +
  • plug the network adapter into an appropriate USB port of your KNULLI device.
  • +
  • press the Start button and head to System Settings. There you will find Services where you need to turn on ENABLE_WIFI after you plugged the network adapter into your device.
  • +
  • follow the instructions for setting up Wi-Fi.
  • +
+

Setting up Wi-Fi

+
+

WPA3 issues

+

Some users experienced issues when connecting their device to a WPA3-protected Wi-Fi. If your device does not connect to your local Wi-Fi, make sure that it is protected with WPA2, not WPA3.

+
+

If your device has a built-in Wi-Fi adapter, you can set it up directly via KNULLI. Press the Start button to open the main menu, go to Network settings where you can configure your Wi-Fi connection. In the lower Settings section, enable Wi-Fi, then select your Wi-Fi by its SSID, enter your Wi-Fi key, and leave the menu to connect to your Wi-Fi.

+

In the section above, you can see whether you are currently connected to Wi-Fi, see your current IP address and toggle the network indicator on or off.

+
+

Password protection

+

By default, your KNULLI device does not require a root password to access your device. Consequently, as soon as you connect to a network, the data on your device becomes accessible in your local network without any password protection. While this might be convenient within your own home, it might be a severe security risk when connecting to a network which is not under your control. We strongly suggest to enable additional security.

+
+

Additional security

+

Press the Start button to open the main menu, go to System settings and find Security. There, you can toggle Enforce security on or off. Be aware that you need to restart the device for the change to take effect.

+

After you enabled additioal security and rebooted your device, return to the Security menu. Below the toggle to Enforce security you will find the Root password now. The root password is generated randomly and sometimes changes automatically when the system receives updates or when major settings have been modified. However, you will always be able to look up your current root password by returning to this menu.

+

The password and the username root must now be used to access the device via network.

+
+

Unknown networks

+

Be aware, that KNULLI is built for retro gaming and easy network access. While this setting will make it harder to access your userdata partition, you still should not connect your KNULLI-driven device to any unknown local networks.

+
+

Hostname

+

The default hostname of the device will always be KNULLI. However, you can pick your own hostname, which might come in handy if you have more that one KNULLI-driven device in your local network. Within your local network, the hostname should be unique, if possible.

+

If you want to change the hostname of your device, press the Start button to open the main menu and go to Network settings where you can modify the Hostname.

+

Windows users may use the hostname to find the device and access the userdata partition. When the device is turned on and connected to your local network, you will find the device in Windows Explorer at the "Network" section under its hostname. Alternatively, you can access the device directly by typing the path in the address bar of Windows Explorer.

+

The path

+
\\KNULLI\share
+
+

(replaceKNULLI with your hostname if you changed it) will lead directly to the /userdata folder where you will find your ROMs, BIOSes, etc. See the Add Games section for more details.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/configure/patches-and-overlays/index.html b/pt-BR/configure/patches-and-overlays/index.html new file mode 100644 index 000000000..645d53ec5 --- /dev/null +++ b/pt-BR/configure/patches-and-overlays/index.html @@ -0,0 +1,2595 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Patches and Overlays - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Patches and Overlays

+
+

Important: Read this before you start!

+

This section deals with adding patches to your KNULLI installation manually. This is not a guide for regular updates. Please be absolutely aware that this guide is just a kick-off guide for advanced users who want to learn more about Linux and apply manual changes to their KNULLI installation.

+

If you are looking for information on how to update your KNULLI device regularly, please head to the Update section instead!

+
+
+

SSH network access to your device is mandatory

+

Before reading any further, be aware that it is mandatory to be able to access a command line on your KNULLI device via SSH to install patches and create overlays. Consequently, you will not be able to do either unless your device is connected to your Wi-Fi (as explained in the Networking section) and you have prepared SSH access to your device (as explained in the SSH section).

+
+

This section covers details about installing patches and persisting changes to the operating system in an overlay. As a regular KNULLI user, you probably do not need to know any of this. This entire section is written for two groups of users:

+
    +
  • Community members from our Discord who want to try patches before they are included in a new internal or public build.
  • +
  • Advanced users who know their way around Linux and want to make changes to their KNULLI setup.
  • +
+

Understanding Linux file systems

+

If you are a Windows user who has never worked with Linux before, you might want to take a little time to understand how Linux file systems work. Bare in mind that this is a simplified explanation which is only meant to pick you up and give you a brief understanding of how KNULLI works differently from your Windows PC. If you want to learn more about how Linux work, we strongly recommend to find a more extensive source of information.

+

File systems on Windows machines

+

On your Windows computer, each drive (or partition) has an assigned drive letter. You might think about them like labeled drawers of a filing cabinet. The main drive that hosts your Windows installation traditionally uses the drive letter C: - this is a relic of a time when drive letters A: and B: were reserved for the two floppy disk drives computers used to have. However, if you connect another drive to your PC, like a thumb drive or a SD card, Windows automatically assigns new drive letters to them, so you can access those drives from your Windows Explorer. Files and folders are addressed by their absolute path which starts with the drive letter. E.g., the folder which holds your pictures is located at

+
C:\Users\<username>\Pictures
+
+

File systems on Linux machines

+

Linux filesystems work a little different. On Linux, every drive is treated like a folder. A Linux system always has a so called root that loosely corresponds conceptually to the drive letter C: on a Windows machine. The root is always referred to by the symbol /. By definition, each absolute path always starts with the / symbol.

+

Other drives are treated like subfolders of the root. With a command called mount, any empty folder of a Linux system can be assigned to any drive of the device. It is even allowed, to have more than one folder that points to the same drive. Following the previous metaphor, consider a filing cabinet with only a single drawer.

+

For example, on your KNULLI device, your games are stored in

+
/userdata/roms
+
+

The KNULLI file system

+

KNULLI is a Linux, so it uses a Linux file system. The entire KNULLI system is stored in a read-only SquashFS. (You can learn more about SquashFS on Wikipedia.) The only exception is a writable folder called /userdata.

+

During boot, KNULLI uses the mount command to make the folder /userdata point to a writable drive. By switching between internal and external storage (as explained in the Second SD Card section), you tell KNULLI which drive to mount as /userdata during boot:

+
    +
  • If you use a single SD card setup (internal storage), KNULLI mounts the SHARE partition of SD 1.
  • +
  • If you use a dual SD card setup (external storage), KNULLI mounts the main partition of SD 2.
  • +
+

When accessing your KNULLI device via Windows/SMB network transfer (as explained in the Network Transfer section), you will access a network drive called share that corresponds exactly to your current /userdata folder. The SMB address

+
\\KNULLI\share
+
+

points to the exact same place as the absolute path

+
/userdata
+
+

on your KNULLI device.

+

The Game Storage section covers in great detail how to use the writable part of your device to add games, BIOS files, bezel decorations, etc. However, when you want to install patches, you want to modify files outside of the writable /userdata folder - that is, where the overlay comes into play.

+

Many ways lead to Rome

+

Keep in mind that Linux allows multiple paths to the same files and folders:

+
/media/SHARE
+
+

points to your internal storage while

+
/media/SHARE_1
+
+

points to your external storage (if you have a dual SD card setup).

+

Consequently, on a single SD card setup, the paths

+
/media/SHARE/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file.

+

Following that principle, on a dual SD card setup, the paths

+
/media/SHARE_1/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file, too.

+

The overlay

+

Since everything outside of the /userdata folder of your KNULLI installation is read-only by definition, you will need to create an overlay to make permanent changes to your KNULLI installation. Otherwise, all changes will simply be undone after every reboot of your system.

+

Your primary SD card (SD1) has a drive called BATOCERA, which is formatted to FAT32 and can be accessed easily from Windows, Linux, and MacOS. On that drive, you will find a folder called boot which contains a file called batocera - that file contains the majority of your KNULLI installation. (This is why you can manually update your KNULLI installation by simply replacing this file, as explained in the Update section.)

+

The overlay is another file that is just called overlay and resides in the same folder. The overlay is optional - usually, users do not have an overlay in place. The overlay file contains changes you made to the KNULLI installation, which will be applied during boot.

+
+

Important: Undo changes

+

If you have created an overlay that breaks your system, you can always undo all your changes by simply deleting the overlay file from the boot folder of your batocera partition.

+

We strongly recommend to always remove your current overlay when you update your KNULLI installation, because patches and other modifications stored in the overlay might be in conflict with the new KNULLI version.

+
+

Installing patches (or manual modifications)

+
+

Patches

+

Some community members on our Discord server occasionally provide patches you can install manually. These patches are usually new features which are either considered or already confirmed to be included in a future KNULLI release. Be aware that patches might be experimental and sometimes just a prototype for a final solution!

+

By installing a patch and reporting feedback to the developers, you provide valuable assistance to the development of KNULLI. However, patches are often not yet approved by the community or the lead developers of the KNULLI project, consequently, there are no guarantees that they will work for you.

+

Before installing a patch, make sure you find the source trustworthy.

+
+

Most patch installations (or manual modifications) to your KNULLI system follow a simple pattern:

+
    +
  • Add, replace, or remove files outside of your /userdata folder
  • +
  • Make some of the files executable by applying the command chmod +x to the files.
  • +
  • Create or update your overlay by executing the command batocera-save-overlay which makes all the changes persistent.
  • +
  • Reboot your device.
  • +
+

Some developers simplify this process for you, by providing a patch installer which does most of these steps for you. However, even if you received a patch installer, you will still have to make the patch installer executable and run it from an SSH command line.

+

Putting files into the right places

+

There are several options to put files in the right places outside of the /userdata folder.

+
    +
  • Some patches come with a patch installer which moves the file for you. In this case, simply store the patch installer and all patch files in your /userdata folder according to the specifications made by the developer.
  • +
  • You can use SCP/FTP to access the entire KNULLI file system. You will find a subsection on how to use SCP/FTP in the Network Transfer section. This approach allows to put the files directly to their final destination.
  • +
  • You can copy the files to your /userdata folder by the same method you add your games and BIOSes. Afterwards, you can move the files from their location inside /userdata to their final destination
      +
    • either by using the OD-Commander tool you will find in the Ports category of your KNULLI device
    • +
    • or by connecting via SSH (as explained in the SSH section) and copying/moving the files via cp/mv on the command line, e.g., +
      cp /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +or +
      mv /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +where the first argument is always the path to the source file you want to copy/move and the second argument is always the final destination where you want the file to end up.
    • +
    +
  • +
+

Making files executable

+

After you have moved the files in the right places, you need to make sure that all files which are supposed to be executable actually are executable.

+

Linux file system permissions

+

On Linux file systems, three different permissions can be set on each file or folder:

+
    +
  • The read (r) permission allows to read the contents of the file.
  • +
  • The write (w) permission allows to modify or even delete the file and/or its content.
  • +
  • The execute (x) permission allows to execute the file, which is a special precaution to avoid users accidentally launching dangerous programs. Each program has to be actively set to actually be executable.
  • +
+

The three permissions can be set on each file for three different "user classes":

+
    +
  • The owner is a single user who owns the file. (It doesn't necessarily has to be the file's creator.)
  • +
  • The group is a single group of users who might have a certain interest in the file.
  • +
  • The others are all other users who are not the owner and not members of the group.
  • +
+

As a result, the permissions of each file can be represented by a 3-by-3 matrix. In this example, everyone can read and execute the file, but only the owner can modify it:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ReadWriteExecute
Owner
Group
Others
+

This corresponds to a string representation of

+
rwxr-xr-x
+
+

where the first 3 letters represent the owner, the next 3 letters represent the group and the last 3 letters represent the others.

+

Setting Linux file permissions

+
+

Make sure that files need to be executable

+

Before you make a file executable, make sure the file actually needs to be executable. Do not randomly mark files as executable "just to be safe". If you are unsure, check back with the patch developer and ask if a file should be executable or not.

+
+

Again, you have several options to set the file permissions on the files of your KNULLI system and make sure a file is executable:

+
    +
  • If using WinSCP, you can right-click a file and select Properties.
      +
    • In the Common tab, go to the Permissions section and make sure all the Xes are checked if the file is required to be executable.
    • +
    +
  • +
  • If connected via SSH (as explained in the SSH section), you can
      +
    • use the ls command to check the permissions of a file, e.g., +
      ls -l /userdata/system/patch-installer.sh
      +
      +to see if a file called patch-installer.sh is executable. The response will look like +
      -rwxr-xr-x 1 root root 458 Aug  3 22:20 /userdata/system/patch-installer.sh
      +
      +and you can tell from the part rwxr-xr-x if a file is executable for everyone.
    • +
    • use the chmod command to change the permissions of a file and make it executable, e.g., +
      chmod +x /userdata/system/patch-installer.sh
      +
    • +
    +
  • +
+

If provided: Run the patch installer

+

If your patch came with a patch installer which you have made executable in the previous step, you can now execute the patch installer from the SSH command line. To do so, establish a SSH connection (as explained in the SSH section) and launch the installer by calling the script by its name from the command line (Mind the dot at the beginning of the command!), e.g., +

./userdata/system/patch-installer.sh
+

+

Have a close look at the output of this command, maybe copy-paste it to a text file for debugging purposes and reach out to the Discord community if you have problems understanding the output.

+

If required: Create overlay manually

+

Some patch installers implicitly create or update the overlay. However, some do not. If your patch did not come with a patch installer, if you want to patch in your own modifications, or if you are not sure whether the patch you applied created an overlay, you better do it yourself. To do so, establish a SSH connection (as explained in the SSH section) and execute the following command: +

batocera-save-overlay
+
+Once the overlay was created/updated successfully, you can type +
reboot
+
+to reboot your system and check if your changes are still in place afterwards.

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Cheats for PPSSPP

+

The standalone PPSSPP emulator for PlayStation Portable (PSP) brings its own database of cheats which can be applied to your PSP games.

+

Installing PPSSPP cheats

+

To install PPSSPP cheats on your KNULLI device, simply press Start to bring up the main menu. From there, head to Updates & Downloads and open the Content Downloader. Find Cheats for PPSSPP emulator, either by searching for it by keyword or by scrolling down to the PlayStation Portable section. Either way, after selecting Cheats for PPSSPP emulator from the list and pressing the confirm button (either A or B depending on your settings), you will be prompted to install cheats. Confirm again to begin installation.

+

Applying PPSSPP cheats on your games

+

By default, KNULLI uses standalone PPSSPP as emulator for your PSP games. However, if you want to make sure that your game runs on PPSSPP (e.g., because you have set global default PSP emulation to another core), you can go to the PSP category, find the game you want to apply cheats on, and hold the confirm button (either A or B depending on your settings) to bring up the game menu. Find Advanced Game Options and make sure to set Emulator to PPSSPP.

+

Applying cheats

+
    +
  • Launch the game and press the Function button to bring up the PPSSPP menu.
  • +
  • In the PPSSPP menu, pick Create game config to create a game config file for your game.
  • +
  • Next, pick Game Settings and head to the System tab where you will find a toggle to Enable Cheats. Make sure that the box is checked.
  • +
  • Head back to the main menu of the PPSSPP overlay, which will now have a Cheats section.
  • +
  • Go to the Cheats section and simply check all the cheats you want to apply to your game. Be aware that not every cheat is available for every game.
  • +
+

You may now return to your game, the cheats should be applied automatically. Since you stored them in a game config file, the cheats will be restored automatically the next time you launch the game with PPSSPP.

+

Enhancing performance with cheats

+

Even though the word "cheat" usually refers to gaining gameplay advantages by manipulating, breaking, overriding the rules of a game, PPSSPP cheats also contain some means to improve the performance of certain games.

+

For example, among the cheats for "God Of War: Chains Of Sparta", you will find cheats for locking the framerate to 30 or 60 FPS. By enabling the 30 FPS lock cheat and setting Frame skipping to 1 and Auto frameskip to disabled in the Graphics tab of the Game settings, you might get a more enjoyable performance on a low-powered device like the Anbernic RG35XX H/Plus/SP.

+
+

Some stock operating systems (e.g., the Anbernic stock OS) already include game configurations for several games, which have cheats activated by default. If you feel like one of your games performs better on the stock OS of your device, take the time to compare the emulator settings of the same game on both devices and adapt the configuration from the stock OS to your KNULLI device.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/configure/reset-to-factory-settings/index.html b/pt-BR/configure/reset-to-factory-settings/index.html new file mode 100644 index 000000000..727bf3d83 --- /dev/null +++ b/pt-BR/configure/reset-to-factory-settings/index.html @@ -0,0 +1,2294 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Factory Settings - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Reset To Factory Settings

+
+

Re-creating the entire system folder

+

Usually, KNULLI updates will NOT require you to re-create your entire system folder. Re-creating the system folder corresponds to resetting to factory defaults. Consequently, it will force you to re-configure a lot of settings manually since they will be gone afterwards! Do NOT do this, unless you are absolutely sure it is required.

+
+

As you might already know, all your settings are stored in your userdata/system folder as explained in the Game Storage section.

+

If your system does not work as expected after you changed a setting and you can't find a way to undo said setting, your issue might still be fixed by resetting the corresponding configuration file or the entire system folder to factory settings. In VERY rare cases, it might also be required to adapt your settings to new KNULLI defaults by replacing/updating some files in that system folder after you installed an update.

+

The easiest way to achieve that is by just removing either the respective files or the entire folder. During the next boot, KNULLI will replace all the missing files with new files which contain the default settings.

+

Back up your current settings

+

If you want or need to re-create a configuration file (or the entire system folder) with default settings, access your userdata folder the same way you always access it. Alternatively, you can use the built-in OD-Commander from the Ports category. Either way, we strongly suggest that you rename the system folder or the files you want to replace by adding a suffix like .bak (e.g., rename from system to system.bak). This way, you will be able to put your old settings back entirely or hand-pick single files/lines from your old settings.

+

Renaming files/folders with OD-Commander

+
    +
  • Go to the Ports category.
  • +
  • Find and launch OD-Commander.
  • +
  • You should already see the contents of your userdata folder on the left side, indicated by the headline /userdata. If you are not there, yet, navigate to /userdata by using up/down on the D-pad to navigate and the OK/Back buttons to enter/leave a folder.
  • +
  • Locate the system folder on the left side of the screen.
  • +
  • While the focus is on the system folder
      +
    • either enter the folder and locate the single files or subfolders you want to re-create
    • +
    • or just stay, if you want to re-create the entire system folder.
    • +
    +
  • +
  • Once you have moved the focus on a file/folder you want to re-create
      +
    • press X to open the file menu.
    • +
    • select Rename.
    • +
    • use the on-screen keyboard to rename the file/folder.
    • +
    +
  • +
+

Re-create your configuration files

+

Afterwards, reboot your KNULLI device. It will re-create the missing files and folders from KNULLI defaults. Now, you can either re-configure all your settings via the EmulationStation GUI or you can hand-pick configuration details by comparing your old settings (.bak) with the new ones.

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Modifying controls in RetroArch

+

For several systems, KNULLI employs emulation cores from the RetroArch library (libretro). You will find exhaustive documentation on how to use RetroArch in the excellent RetroArch documentation portal. However, to give you a kick-start, here's how to remap controls for your RetroArch-driven emulation systems on your KNULLI device.

+

Remap by game, content directory, or core

+

If you want to remap controls for your retroArch-driven games, first you got to decide, whether you want to change controls for the game, the content directory where the game is stored, or the entire emulation core.

+

When launching a game with a RetroArch core, RetroArch first loads its default remap file common.rmp. However, the default remap file can be overriden hierarchically in the following order:

+
    +
  1. core remap file overrides default remap file
  2. +
  3. content directory remap file overrides core and default remap file
  4. +
  5. game remap file overrides all other remap files
  6. +
+

Now, depending on how your games are stored on your device, if you want to change key mappings for each game of a system, you might either want to change controls for the entire core or for the content directory. However, even if you create a remap file for a content directory, the remapping still will only apply to the core it was made for.

+

Changing controls for an entire core might come in handy if you want to change the key mappings for every game which is run by that core, e.g. for globally swapping B and Y and A and B on a Gameboy core to make default Gameboy controls more similar to default SNES controls and not having to make the same change for every single game again.

+

Remapping controls for a content directory could be helpful if the core covers games from more than one folder but you want to apply the remap to games from only one of these folders.

+

Changing controls for a single game will help you to adapt controls for a single game without messing up controls for every other game of the same core (or folder).

+

Remap your controls

+

After you made a decision on whether you want a game or core specific remapping, hold F (the function button) and press B to bring up the RetroArch menu while playing the game.

+
    +
  • Go to the Controls section and select Manage Remap Files.
  • +
  • Check if there is already an Active Remap File indicated at the top of the menu and if that is the remap file you would like to edit.
      +
    • If the file is named like the game, it is a game remap file.
    • +
    • If the file is named like the folder it is a content directory remap file.
    • +
    • If the file is named like the emulation core it is a core remap file.
    • +
    • If the file is named common.rmp it is the default remap file. (You should not try to edit this one.)
    • +
    +
  • +
  • If the default remap file is selected (or the active remap file is not the remap file you want to use),
      +
    • pick Save Game Remap File to create a game remap file or
    • +
    • pick Save Content Directory File to create a content directory remap file or
    • +
    • pick Save Core Remap File to create a core remap file.
    • +
    +
  • +
  • If you want to permanently delete the current remap file
      +
    • pick Remove Game Remap File to permanently delete the game remap file or
    • +
    • pick Remove Content Directory File to permanently delete the content directory remap file or
    • +
    • pick Remove Core Remap File to permanently delete the core remap file.
    • +
    +
  • +
  • After you made sure the Active Remap File indicates the file you want to use and modify,
      +
    • return the previous section (Controls),
    • +
    • pick the control port you want to remap (for the controls integrated in your KNULLI device, use Port 1 Controls), and
    • +
    • find the input of your device that you want to reassign (first/left column) and assign it to the desired input of the emulated system (second/right column).
    • +
    +
  • +
+

Once you are done remapping, return to your game. All changes you made will be stored in the currently active remap file and will be automatically restored when you launch the game again, unless they are overriden by another remap file as illustrated above.

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SSH

+

As an advanced user, you might want to access the command line (or shell) of your KNULLI device to enter Linux commands directly. You may do so by connecting to KNULLI via SSH. There are several SSH clients available. For Windows users, we recommmend SmarTTY (which is also able to do file transfers) or PuTTY.

+

However, it is also possible to simply use the SSH client which is already integrated in your operating system: Most Linux distributions and modern Windows versions come with a SSH command line tool.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section and establish the SSH connection as explained below.

+

Required information

+

When establishing your SSH connection, you will need the following information:

+
    +
  • Host: Either the hostname of your KNULLI device (default is KNULLI) or the current IP address (press Start and go to Network settings to find your current IP address)
  • +
  • Username: root
  • +
  • Password: Your current root password (press Start and go to System settings and Security to find your current root password, default is linux)
  • +
+

Option 1: Using SSH from the command line

+
    +
  • Open a command line/terminal on your computer.
      +
    • Windows users can use the new Windows Terminal, classic CMD, or PowerShell.
    • +
    • Linux users probably know their way around the command line anyway.
    • +
    +
  • +
  • Type +
    ssh root@knulli
    +
    + and confirm by pressing Enter. (If you changed the hostname of your KNULLI device, you might need to replace knulli with the hostname you chose or the IP address of your KNULLI device.)
  • +
  • If asked, you may confirm fingerprinting.
  • +
  • When asked, type your password and confirm.
  • +
  • After the password was verified, you should be connected to your device via SSH.
  • +
  • Once you are done with SSH, you can quit the SSH client by typing exit and confirming.
  • +
+

Option 2: Using a standalone SSH client tool

+

To establish a SSH connection via SmarTTY, install and launch the program, then follow these steps:

+ + + + + + + + + +
+ +

Step 1: Click New SSH connection... at the bottom left of the window.

+

+ +

Step 2: Setup a new SSH connection with the following settings and click Connect.

+ + + + + + + + + + + + + + + + +
Host Name:KNULLI
User Name:root
Password:linux
+ Also check: +
    +
  • Setup public key authentication and don't ask for password again
  • +
  • Save this connection to connections list
  • +
+
+
+ +

Step 3: When prompted for a type of virtual terminal, choose a regular Terminal.

+
+ +

Step 4: You have successfully established a SSH connection to your KNULLI device.

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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/devices/anbernic/rg35xx-2024/index.html b/pt-BR/devices/anbernic/rg35xx-2024/index.html new file mode 100644 index 000000000..cb2d284b8 --- /dev/null +++ b/pt-BR/devices/anbernic/rg35xx-2024/index.html @@ -0,0 +1,2414 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX 2024 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX 2024

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX 2024 distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX 2024.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

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Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/devices/anbernic/rg35xx-h/index.html b/pt-BR/devices/anbernic/rg35xx-h/index.html new file mode 100644 index 000000000..0d7bb2fb3 --- /dev/null +++ b/pt-BR/devices/anbernic/rg35xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX H

+

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/devices/anbernic/rg35xx-plus/index.html b/pt-BR/devices/anbernic/rg35xx-plus/index.html new file mode 100644 index 000000000..ff205974a --- /dev/null +++ b/pt-BR/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Plus - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX Plus

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/devices/anbernic/rg35xx-sp/index.html b/pt-BR/devices/anbernic/rg35xx-sp/index.html new file mode 100644 index 000000000..521c28fe4 --- /dev/null +++ b/pt-BR/devices/anbernic/rg35xx-sp/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX SP - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX SP

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/devices/anbernic/rg35xx/index.html b/pt-BR/devices/anbernic/rg35xx/index.html new file mode 100644 index 000000000..520c88add --- /dev/null +++ b/pt-BR/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2315 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX (Original)

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx OriginalActions Semi 7039 (ARM)Actions Semi BSP 4.9.170pvrsrvkmEmulation Station / Simplemenu
+
+

The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

+
+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/devices/anbernic/rg40xx-h/index.html b/pt-BR/devices/anbernic/rg40xx-h/index.html new file mode 100644 index 000000000..e31e85ea8 --- /dev/null +++ b/pt-BR/devices/anbernic/rg40xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG40XX H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG40XX H

+

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

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Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

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Video Guide

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Courtesy of @TechDweeb

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Community

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Videos

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Device Support

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We are working on KNULLI versions for a variety of ARM based devices.

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There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

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Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

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GPU supported devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
AnbernicRG35xx OriginalActions Semi 7039 (ARM)Actions BSP 4.7.190PowerVR SGX544fbdev + Emulation Station / Simplemenu
AnbernicRG35XX PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX 2024Allwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
Orange PiOrange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
PowkiddyPowkiddy A12Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyPowkiddy A13Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyRGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
SegaAstro City MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
SJGAMM16Rockchip RK3126 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
TaitoEgret II MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
UnbrandedPocketGo S30Allwinner A33 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.4Malifbdev + Emulation Station
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Legacy devices

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ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
CapcomRetro Station TronActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
Powkiddyx51Actions Semi 7051Actions BSP 3.4PowerVR SGX544 (disabled)fbdev + Simplemenu
UnicoNeo Geo MiniActions Semi (MIPS)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoArcade Stick ProActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoMVSXActions Semi 7051 (ARM))Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
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Orange Pi 5

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Orange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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Powkiddy RGB30

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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TrimUI Smart Pro

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Trimui Smart ProAllwinner A133 / PowerVR GE8300Allwinner BSPpvrsrvkmEmulation Station
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The TrimUI Smart Pro distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by TrimUI for those

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Extracting the kernel and bootloader

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TrimUI has not published the source code of the u-boot and kernel of the TrimUI Smart Pro. They have published some libraries and SDK, but those do not include the BSP that includes the kernel, u-boot, and bootloader. In order to have a working configuration you have two options:

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  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
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  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
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The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

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You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

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Installation

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Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the TrimUI Smart Pro.

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FAQ: About KNULLI

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Q: What is KNULLI?

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A: KNULLI is a fork of Batocera. It tries to provide support for devices that fall under at least one of these two categories:

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  • There are no open source kernel and/or u-boot sources available
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  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
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  • It's a device that I own and I have decided to create a Custom Firmware for it
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Q: OK, so why a fork and not merge the changes back to Batocera?

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A: Because the license of Batocera does not allow for closed sourced kernels to be added to the distribution.

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Q: Are there any other differences?

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A: The goal is to maintain compatibility with batocera, but with focus on low powered devices or devices that don't necessarily benefit from some features that have an impact on device performance, etc. For instance, devices with low memory (256MB like Powkiddy A12/A13 or RG35XX Classic). Then there's also the intention to add features currently present in JelOS/Rocknix, EmuELEC, etc.

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Q: Do you know what the word "Knulli" means in Swedish?

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A: Yes, we do. 😃

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Q: I am using the Batocera v39/40 beta on my RG35XX Plus/H - should I switch to KNULLI?

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A: The short answer is: Yes!

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The long answer is: After we adapted Batocera to make it work on the RG35XX Plus/H, it became clear that Batocera will not be able to integrate our proposed changes into their software due to licensing issues. The license under which Batocera is published is not compatible with the license of the drivers for the RG35XX Plus/H. Therefore, we created a fork of Batocera under a completely new name to resolve the licensing issues. While the Batocera v39/40 beta for RG35XX Plus/H is no longer maintained, KNULLI is its immediate successor. Consequently, switching to KNULLI corresponds to updating to a newer version of the same OS you are already using.

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Q: Where can I download the latest version?

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A: You will find the latest version of KNULLI on our Releases page. Find the download for your device in the Installation Package Downloads section and follow the Quick Start Guide to install KNULLI on your device. If your device is not listed there, please be patient - there is no public release of KNULLI for your device available, yet.

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Q: Which devices are supported?

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A: You will find a list of all currently supported devices in the Installation Package Downloads section of our Releases page. If your device is not listed there, there is no public release of KNULLI for your device available, yet.

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Q: Do I have to flash every release or can I update?

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A: For most of the releases you can run a manual update as explained in the Update section.

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Q: Do you support X device? Will you add support for X device?

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A: You can find the list of currently supported devices here: Devices

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If the device you are interested in isn't in that list then no one has contributed the work to add support for it yet. Why? To add support for a device we (1) need to be interested in adding support for it 😊 and (2) need to have direct access to the device.

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That said, anyone who is interested can submit updates to KNULLI to add support for a device they care about! If you are interested in adding support for a new device please start here: Contribute

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Q: Is it possible to license KNULLI for redistribution?

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A: KNULLI utilizes a non-commercial CC BY-NC-SA 4.0 copyleft license on our branding which is intended to prevent abuse of our work. Device Makers and others who would like to bundle on devices may not do so without our express permission.

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Q: Can I sell KNULLI?

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A: The KNULLI brand is licensed for non-commercial use only. It is not allowed to be sold or included as an up charge in any form what-so-ever. Period. This is not negotiable.

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FAQ: Troubleshooting

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Q: I want to add my own ROMs to the SD card but my Windows/Mac computer can't see the roms partition - what can I do?

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A: By default KNULLI formats the second partition with the ext4 filesystem for Linux. That format is typically +not readable/mountable under Windows/Mac. However, ext4 is required for several PortMaster games to work properly.

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Instead of accessing the partition directly, we propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI, if you are sure that you do not want to play PortMaster games. Please refer to the Add Games section for details about network transfer and reformatting.

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Q: Can I use a second SD card for my roms/bios content?

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A: Yes! Have a look in the Second SD Card section!

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Q: Can I use one SD card only for PortMaster so that the other can still be exFAT?

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A: The short answer is: No.

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The long answer is: Knulli will use either SD 1 or SD 2 for all of your user data, including games, saves, etc. There is no way around your SD cards being formatted to ext4 if you want to play PortMaster games.

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If you know your way around Linux and understand the concept of symbolic links, you can take the time to study the folder structure of KNULLI and employ symbolic links to use the storage space of both SD cards: You could turn certain subfolders on the SD card KNULLI is set up to use into symbolic links to subfolders on the other SD card. However, for that to work, both data storages still need to be formatted to ext4.

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You can learn more about the Game Storage, using a Second SD card, and the KNULLI filesystem in the respective wiki sections.

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Q: I would like to try muOS and KNULLI - is it possible to have the same second SD card for both CFWs to share my games between them?

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A: KNULLI requires all the ROMs to be in the respective subfolders of the emulated system, e.g., roms/snes for SNES ROMs. If you populate your SD card the KNULLI way (see Add Games section for details), it will be possible to configure your muOS to take the ROMs from these folders, which will enable you to use the same second SD card for your ROMs in both CFWs.

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Q: I have Garlic with my ROMs/BIOSes on the second SD card. Is it possible to reuse that card for KNULLI?

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A: By default KNULLI expects a different name for the ROM folders and their location, but thanks to @XQuader there's a script that creates the compatible configuration for KNULLI based on the Garlic structure. You can read more about it on this Reddit post.

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Q: The installation seems to be running, I can see it's expanding the partition but it's taking too long

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A: Expanding and booting the first time with a 64GB SDCARD takes about 1 to 1:30 minutes. If your SDCARD is larger it may take much longer, however, if it goes beyond 5 minutes, chances are that something didn't go well. Just press reset and the system will continue. If that's the case, the partition may have not been expanded. For that you will need to manually expand the card on your PC/Mac/Linux.

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Q: I cannot connect to my Wi-Fi even though my device has a wireless network adapter - what can I do?

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A: Make sure that your router is set to WPA2. Some users experience connection issues with Wi-Fis which are set to WPA3.

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Q: I've installed/updated to the latest version and I don't have audio, or my controls don't respond, or something else is not working as expected - what can I do?

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A: You might want to try to reset your device to factory settings. Please follow our guide on Resetting to Factory Settings

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Q: When I try to open Retro Achievements, I get an error message with status code 419, telling me I am not authorized. What can I do?

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A: Nothing. But don't worry! If you see this message, it only means that your version of KNULLI does not support displaying your collected Retro Achievements, yet. However, it is still completely possible to collect Retro Achievements while playing! Just set up your Retro Achievements account as explained in the Retro Achievements section and start hunting!

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Q: Where can I change the hotkey shortcuts? When I try to change hotkeys in RetroArch, my changes are reset every time I start a game!

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A: The short answer is: Nowhere. You are not supposed to change them, you should just use the ones described in the Hotkey Shortcuts section.

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The long answer is: Unlike other CFWs for previous generations of handhelds, KNULLI is not limited to RetroArch-integrated emulators. KNULLI comes with a lot of standalone emulators. Some of them have to be configured by the developers with hard-coded programming because they can't be configured at runtime.

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Like the Batocera project we forked from, KNULLI wants to give the users a consistent user experience. Therefore, we provide a set of pre-defined hotkey shortcuts that work for most emulators as consistent as possible. We are currently not planning to add any options for you to be able to change hotkeys anytime soon, but we are discussing options.

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Tech-savvy users might be able to override our settings for RetroArch specifically by replacing them in batocera.conf, following this guide on the Batocera website. However, be aware that some shortcuts that we provide on the OS level might conflict with your manual choices for hotkeys on the RetroArch level, which might lead to double-bindings. Consequently, we do not recommend tinkering with hotkeys at all.

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Q: Why do my RetroArch settings always reset whenever I launch a game?

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A: You are not supposed to make changes in RetroArch directly. Most relevant options for each emulator and/or RetroArch core can be set in EmulationStation either globally or per system or even per game. The RetroArch configuration file is generated anew with every launch of a game, based on the settings you made globally or for the specific system/game in EmulationStation. For that reason, all the changes you make while playing will be overwritten the next time you launch a game, except for overrides and remap files.

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Please set up your emulators in EmulationStation. If you miss an emulator option in EmulationStation that seems relevant to you, you might want to get in touch and make your case. Maybe we can help you adopt this emulator option into an EmulationStation setting or at least give you insight why we don't think this option should be set by the user (e.g. hotkey changes which would lead to system-wide inconsistencies).

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Q: Why are bezel decorations not working on my KNULLI device?

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A: Most bezel decorations are made for screens with an aspect ratio of 16:9. Consequently, those bezels do not work on a 4:3 display (like on the Anbernic RG35XX H/Plus/SP). To get bezel decorations working, find a bezel pack for 4:3 displays. You will find a detailed explanation (and a pointer to 4:3-compatible bezels) in the Bezel Decorations section.

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Q: There seems to be some battery drain. What can I do?

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A: Most likely, there is no battery drain. There is a bug in the algorithm which calculates and refreshes the estimated battery charge. Therefore, the displayed percentage is inaccurate. Do not worry about it, your battery is fine. Our developers are already working on a solution to give you a more precise battery charge indicator.

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Allwinner A133 Firmware extraction

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The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

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Obtaining the stock firmware

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You can download the stock firmware from GitHub

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Allwinner H700 Firmware extraction

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The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

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  • RG35xx Plus
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  • RG35xx H
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Tools and repositories required

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Firmware building blocks

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There are four different blocks that are required for the Allwinner H700 BSP to work.

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Boot0

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The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

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The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

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The boot0 has the following signature:

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+ 5
+ 6
+ 7
+ 8
+ 9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|
+00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|
+00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|
+00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|
+00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|
+00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|
+00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|
+00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|
+00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|
+00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|
+000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|
+000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|
+000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|
+000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|
+000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|
+000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|
+00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|
+00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|
+00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|
+00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

Boot package

+

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

+

The boot package has the following signature:

+
 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7
+ 8
+ 9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
+22
+23
+24
+25
+26
+27
+28
+29
+30
+31
+32
+33
+34
00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|
+00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|
+00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|
+00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|
+00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|
+00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|
+00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|
+000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|
+00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|
+00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|
+00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|
+000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|
+000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

The u-boot is included in the boot-package.fex image

+

Boot Image

+

Contains the kernel, ramdisk, and bootargs.

+

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

+

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

+

To extract the boot.img to the folder boot_image:

+
$ unpackbootimg -i boot.img -o boot_image/
+
+BOARD_KERNEL_CMDLINE .BT0
+BOARD_KERNEL_BASE 645ee563
+BOARD_NAME  for boot0
+
+BOARD_PAGE_SIZE 1948279909
+BOARD_HASH_TYPE sha256
+BOARD_KERNEL_OFFSET 00008000
+BOARD_RAMDISK_OFFSET fd058b12
+BOARD_SECOND_OFFSET 9c087c09
+BOARD_TAGS_OFFSET 080a7c03
+BOARD_OS_VERSION 49.91.109
+BOARD_OS_PATCH_LEVEL 2070-12
+BOARD_DT_SIZE 1634541679
+
+

The following files will be extracted into the boot_image folder:

+
boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    
+boot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage
+boot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  
+boot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff
+
+

To repack the boot.img after doing any changes:

+
mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \
+--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \
+--second_offset 00e88000 --tags_offset fff88100 --cmdline "earlyprintk=ttyS0,115200 
+loglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 
+init=/sbin/init" -o updated_boot.img
+
+

Env Image

+

Env image contains the environment variables used by u-boot.

+

The image can be extracted just with strings env.img > env.txt.

+

The environment variables follow this format:

+
earlyprintk=sunxi-uart,0x05000000
+initcall_debug=0
+console=ttyS0,115200
+nand_root=/dev/nand0p4
+mmc_root=/dev/mmcblk0p5
+init=/init
+loglevel=4
+selinux=0
+cma=64M
+mac=
+wifi_mac=
+bt_mac=
+specialstr=
+keybox_list=hdcpkey,widevine
+setargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+setargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+boot_normal=sunxi_flash read 45000000 boot;bootm 45000000
+boot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000
+boot_fastboot=fastboot
+recovery_key_value_max=0x13
+recovery_key_value_min=0x10
+fastboot_key_value_max=0x8
+fastboot_key_value_min=0x2
+bootdelay=0
+bootcmd=run setargs_nand boot_normal
+
+

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

+
mkenvimage -s 0x1000000 -o env.img env.txt 
+
+

Obtaining the stock firmware

+

There are three ways to obtain the stock firmware:

+
    +
  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • +
  • Use the SDCARD included with your device
  • +
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
      +
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
    • +
    +
  • +
+

Firmware extraction

+

This section describes the different methods to extract the firmware

+

Using the original PhoenixCard firmware

+

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

+

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. +With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

+
$ unzip h700_linux_tv_uart0_20231108.zip
+Archive:  h700_linux_tv_uart0_20231108.zip
+  inflating: h700_linux_tv_uart0_20231108.img
+
+

Then run OpenixCard to extract the actual image:

+
$ OpenixCard -u h700_linux_tv_uart0_20231108.img
+ _____             _     _____           _ 
+|     |___ ___ ___|_|_ _|     |___ ___ _| |
+|  |  | . | -_|   | |_'_|   --| .'|  _| . |
+|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|
+      |_| Version: 9ffafbb Commit: 1
+Copyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>
+
+[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img
+[OpenixIMG INFO] Decrypting IMG header...
+[OpenixIMG INFO] IMG version is: 0x300
+[OpenixIMG INFO] Decrypting IMG file contents...
+[OpenixIMG INFO] Writing the IMG config data...
+[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump
+
+

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

+
arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex
+aultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex
+aultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex
+board.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex
+
+

From the files extracted you can identify the four files mentioned above:

+
    +
  1. boot0_sdcard.fex is the boot0
  2. +
  3. boot_package.fex is the boot package image
  4. +
  5. boot-resource.fex is the boot.img
  6. +
  7. env.fex is the env.img
  8. +
+

Using the stock SDCARD or image

+

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

+

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

+

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464
+
+

For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

+
$ fdisk -l RG35XXH-EN16GB-OS240330.IMG
+Disk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors
+Units: sectors of 1 * 512 = 512 bytes
+Sector size (logical/physical): 512 bytes / 512 bytes
+I/O size (minimum/optimal): 512 bytes / 512 bytes
+Disklabel type: gpt
+Disk identifier: AB6F3888-569A-4926-9668-80941DCB40BC
+
+Device                          Start      End  Sectors  Size Type
+RG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data
+
+

Then extract partitions 1 and 2 with:

+
dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400
+dd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663
+
+

If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

+
$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464
+
+

To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

+
$ sudo dd if=/dev/sdh1 of=boot.img bs=1024
+$ sudo dd if=/dev/sdh2 of=env.img bs=1024
+
+

Putting everything back together

+

Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

+
    +
  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
  • +
  • Flash the internal partitions boot0 and boot_package.img:
  • +
+
sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8
+sudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400
+
+
    +
  • Flash the boot.img and env.img
  • +
+
sudo dd if=boot.img of=/dev/sdh1 bs=1024
+sudo dd if=env.img of=/dev/sdh2 bs=1024
+
+

Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

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+ + + + + + + + + + \ No newline at end of file diff --git a/pt-BR/index.html b/pt-BR/index.html new file mode 100644 index 000000000..aea30d0cf --- /dev/null +++ b/pt-BR/index.html @@ -0,0 +1,2348 @@ + + + + + + + + + + + + + + + + + + + + + + + Início - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Bem-vindo à Wiki do KNULLI

+

KNULLI é um firmware personalizado para dispositivos de jogos retrô (portáteis, bartops, etc.). Ele é desenvolvido como um fork do Batocera.E tenta fornecer suporte para dispositivos que se enquadram em pelo menos uma dessas categorias:

+
    +
  • Não há código aberto do kernel e/ou u-boot disponíveis
  • +
  • Existem fontes, mas o kernel não é principal e/ou é muito antigo (por exemplo, dispositivos com kernel BSP 3.4 como o Egret II Mini)
  • +
  • Não há suporte a GPU ou a GPU não é suportada, então o framebuffer é a única opção
  • +
  • É um dispositivo que eu possuo e decidi criar um firmware para ele
  • +
+

Recursos

+

O KNULLI suporta dispositivos com GPU (suporte a GLES) e apenas framebuffer (legado).

+
    +
  • Emulation Station como frontend para dispositivos baseados em GPU
  • +
  • Simplemenu/Simplermenu+ para dispositivos apenas com framebuffer (também para os baseados em GPU, se preferido)
  • +
  • RetroArch mais vários núcleos libretro
  • +
  • Suporte a Wireless e Bluetooth (incluindo áudio) quando suportado pelo dispositivo
  • +
  • Suporte a wireless USB externo para aqueles sem placa wireless interna
  • +
  • Retroachievements
  • +
  • Netplay
  • +
  • Suporte a scraping para obter arte da capa/miniatura dos jogos
  • +
+

Comunidade

+

O KNULLI usa o Discord para discussões, se você quiser se juntar a nós, use este link: Discord

+

Licenças

+

O KNULLI é uma distribuição Linux composta por muitos componentes de código aberto. Os componentes são fornecidos sob suas respectivas licenças. Esta distribuição inclui componentes licenciados apenas para uso não comercial.

+

Trabalhos Incluídos

+

Todo outro software é fornecido sob a respectiva licença de cada componente. Essas licenças podem ser encontradas no código-fonte do software ou na pasta de licenças deste projeto. As modificações no software e scripts agrupados pela equipe do KNULLI são licenciadas nos termos do software sendo modificado.

+

Kernels e bootloaders binários

+

Os lançamentos para alguns dispositivos incluem kernels e/ou bootloaders que não têm o código-fonte disponível porque o fabricante não os publicou. Nesses casos, a página específica do dispositivo inclui instruções para extraí-los do firmware original.

+

Créditos

+

Este projeto não é o trabalho de uma única pessoa, mas sim de muitas pessoas em todo o mundo que desenvolveram os bits de código aberto sem os quais este projeto não poderia existir. Agradecimentos especiais ao Batocera, muOS, JelOS, CoreELEC, LibreELEC e aos desenvolvedores e colaboradores da comunidade de código aberto.

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Accessing the SD Card

+
+

Important: Read this before you proceed!

+

We strongly suggest to use Network Transfer to access to your KNULLI device. Before you attempt to access your SD card directly, please make sure to read the warning in the Add Games section.

+
+

As explained above, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if network transfer is not available to you, there are other options to access the SD card directly.

+

Option 1: Linux

+

If you have access to a Linux computer, you will be able to access the SHARE partition anyway, even if it is formatted to ext4. Simply plug your card into your Linux computer and you will be able to browse the directories and add files directly.

+

Option 2: Third Party Software

+

Some third-party developers offer software solutions to access Linux file systems from Windows/MacOS:

+
    +
  • Paragon EXTFS for Windows/Mac is a tool which is not free but it's highly recommended since it allows seamless access to ext2/3/4.
  • +
  • DiskGenius on Windows is an tool which we cannot recommend since it performs badly and tends to corrupt the partition and its content.
  • +
+
+

We generally do not recommend using third party software to access Linux file systems. If you know what you are doing, you may try this approach anyway. However, you should be aware that you risk data loss.

+
+

Option 3: Reformat to exFAT

+
+

Important: Read this before you proceed!

+

Be aware, that many PortMaster games will not work properly from an exFAT-formatted drive. Read the warning in the Add Games section for a detailed explanation.

+
+

It is possible to (re)format your file storages to exFAT, to make them accessible on your Windows/macOS computer. Please avoid formatting your storages directly from Windows/macOS. Instead, follow the instructions in the Formatting to format with the built-in KNULLI formatter.

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Formatting

+
+

Important: Read this before you proceed!

+

We strongly suggest to use Network Transfer to access to your KNULLI device and stick with the ext4 file system. Before you attempt to format any of your SD cards, please make sure to read the warning in the Add Games section.

+
+

Before you format

+
    +
  • Be aware that formatting implies that all data on the formatted storage will be permanently deleted.
  • +
  • Make sure to choose the correct disk for formatting, especially if you have a 2-SD-card setup!
  • +
  • Avoid formatting directly from your Windows/macOS/Linux computer and use the built-in KNULLI formatter instead if possible!
  • +
+

The built-in formatter

+
+

Issues with the built-in formatter

+

Some users experienced issues when formatting their SD cards with the built-in formatter of KNULLI build 05/30. The issues have been resolved since. However, if you run KNULLI build 05/30 and are unable to format your SD card with the built-in formatter, you might want to try formatting with Windows instead.

+
+

Available file systems

+

The built-in KNULLI formatter offers three different filesystems. However, only two of them are currently supported by KNULLI:

+
    +
  • ext4 is a Linux file system which cannot be accessed directly from Windows/macOS. However, ext4 supports large swap files and symbolic links. Therefore, PortMaster games run perfectly on ext4-formatted storages.
  • +
  • exFAT is a Windows/macOS-compatible file system which is used by most CFWs, Smartphones, etc. However, exFAT is incapable of handling large swap files and symbolic links. Therefore, many PortMaster games cannot be played on exFAT-formatted storages.
  • +
  • BTRFS is a file system which is currently NOT SUPPORTED BY KNULLI.
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Formatting

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The built-in KNULLI formatter can be used to format both, the internal data storage on your primary SD card (internal) and the optional second SD card (external).

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To format your data storages to the file systems of your choice, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. Make sure to choose the correct Device to Format and the File System you want to format the device to. Be aware that you need to reboot your device to apply the formatting after you chose Format now.

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After Formatting

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After formatting, KNULLI will create and populate the /userdata folder for you.

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Formatting with Windows

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Formatting with Windows is only useful if you want to format your SD card to exFAT. As explained throughout this wiki, exFAT will allow direct access to your SD card from Windows but will make it impossible to run most PortMaster games.

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If you want to format your SD card from Windows, we strongly suggest to use the Windows Disk Management tool which will make it easier to format the correct partition. You can find the tool by opening the Start Menu and typing disk management. (The tool will present itself by the name "Create and format hard disk partitions".

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Step 1: Make sure that your partitions have been expanded properly before proceeding. The screenshot shows an SD card before the share partition was expanded with a lot of unallocated space. To make sure the partition is expanded properly, you might want to boot your KNULLI device from the SD card before proceeding.

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Step 2: After your SD card has been initialized, find the largest, now expanded partition, right-click and select Delete Volume....

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Step 3: Right-click the now unallocated space and pick New Simple Volume....

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Step 4: Make sure to assign all available disk space to your newly created volume.

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Step 5: Assign a drive letter to your newly created volume. (You can pick any drive letter you want, it doesn't matter, however, we recommend to use one Windows suggests automatically.)

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Step 6: Make sure to format the volume with the file system exFAT, allocation unit size default, and volume label share.

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Step 7: Verify that you now have a share partition formatted to exFAT.

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After Formatting

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After formatting, you should put the SD card in your device and boot KNULLI. While booting, KNULLI will create and populate the /userdata folder for you.

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Game Storage

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Before you start adding your games, please take the time to understand how data storage is structured on KNULLI. This might be helpful, especially when you already have experience with other CFWs and want to migrate your data.

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The /userdata Folder

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KNULLI supports single and dual SD card setups. Internally, KNULLI has a folder called /userdata where all your data (games, screenshots, bezels, saves, configurations, themes, etc.) will be stored. On a single-SD-card setup, the /userdata folder will always point to the SHARE partition of your primary SD card. If you have a device with more than one SD card slot and choose to create a dual-SD-card setup, the /userdata folder will point to the main partition of your secondary SD card instead.

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Internal and external storage

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You can switch between single/dual SD card mode by following the steps in the section about Using a second SD card. Basically, by switching between internal/external storage, you just tell KNULLI which drive/partition /userdata should point to.

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Inside the /userdata folder, you will find subfolders where you can store your games and other files. After installing for the first time, KNULLI will create and populate all these folders automatically. The most important folders for you to know are the following:

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  • /userdata (corresponds to either the SHARE partition of your primary SD card or the main partition of the secondary SD card)
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    • /bios is the folder where you can store your BIOSes.
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    • /cheats is the folder where you can store your cheats.
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    • /decorations is the folder where you can store your decorations/bezels.
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    • /music is the folder where you can store MP3 and OGG files to have them play as background music on EmulationStation. (The songs should have a sample rate of 44100Hz and a bitrate of 256kb/s max.)
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    • /roms is the folder where you can store your games. Inside the folder you will find subfolders for all supported systems. Simply place your game files into the folders of the system the game was made for, e.g.
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      • /snes is the folder where your SNES games should be stored.
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      • /gb is the folder where your Gameboy games should be stored.
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      • /ports is the folder where your ports (including PortMaster should be stored.
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      • ...
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    • /saves is the folder where your savegames will be stored.
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    • /screenshots is the folder where your screenshots will be stored.
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    • /system is the folder where your settings will be stored. You should not change anything in here, unless you are absolutely sure that you know what you are doing. However, it can't hurt to include this folder in your backups.
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    • /theme-customizations is the folder where your theme customizations will be stored.
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    • /themes is the folder where your themes will be stored.
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  • +
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KNULLI only scans for games in the subfolders of the roms folder. Games which are stored anywhere else will not be recognized as such. If you are unsure, which folder to choose for your games, we strongly suggest to have a look into the Batocera Wiki!

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KNULLI is a Linux system which is case-sensitive. Consequently, you should pay attention to capital letters when renaming folders or migrating folders from other systems/devices.

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For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

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Adding Games to KNULLI

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KNULLI has a few options for adding games. Depending on the capabilites of your device, you will have to determine which option to choose. For example, some devices do not have networking capabilites, so with those devices you will not be able to use the network transfer options. Additionally, you might have to consider the computer you will use as a data source, since some options are restricted to specific operating systems.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Network Transfer

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Network transfer can be used on any device which can be connected to the internet or a local network. (This includes devices with native networking capabilites and ones where networking can be added through an external dongle.)

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This option first requires you to set up networking on your device. Please see Networking for details. Once you have completed those steps, you will need

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  • the hostname and/or IP address of your device.
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  • the root password, if additional security measurements are in place, as explained in the Networking section.
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Windows networks (SMB)

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Like many other operating systems, KNULLI supports SMB, the Windows network protocol. Depending on the type of computer you have, there are different options to transfer your games and other data via SMB.

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After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your current /userdata folder. Here, you can put all your data (games, etc.) in the respective folders.

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Windows

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On every Windows computer, SMB is integrated into the Windows Explorer.

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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If you want to access your KNULLI device regularly, you can even assign a drive letter to make it show up in This PC. By doing so, you will even be able to see, how much space you have left on your SD card.

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Step 1: Right-click the share folder in Windows Explorer and select Map network drive....

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Step 2: Assign a drive letter and confirm.

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Step 3: Find your KNULLI share folder as a network drive in This PC in Windows Explorer.

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Troubleshooting

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    +
  • The name of the device corresponds to the hostname set it your KNULLI device. If KNULLI does not work, check the current hostname in the Network Settings of your KNULLI device. you can also use the IP address of your device when typing directly into the address bar.
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  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the root password shown in the Security section of the System Settings.
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macOS

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    +
  • Open finder, select Go and then Connect to Server from the top menu.
  • +
  • In the address bar that appears, type either smb://[HOSTNAME] or smb://[IP-ADDRESS] into the address bar (replace [HOSTNAME] with the hostname or [IP-ADDRESS] with the IP address of your device).
  • +
  • If additional security measurements are in place, you will be prompted for your credentials.
      +
    • The expected username is root, the password is the Root password shown in the Security section of the System settings.
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SCP/FTP

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Using your SCP/FTP program of choice; set up an SCP/SFTP connection to the IP address to your KNULLI device. You will need the hostname or the IP address of the device (the default hostname is KNULLI). Make sure the port is set to 22. The expected username is root and the expected password is the Root password you will find in the Security section of the System settings (the default password is linux).

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Parts of KNULLI are read-only

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Unlike the SMB file transfer, SCP/FTP will provide access to the entire KNULLI file system, not just the /userdata folder. However, everything outside of the /userdata folder is read-only - you can edit, change, remove, and delete files, but your changes will be undone every time you reboot.

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If you want to make persistent chances outside of the /userdata folder, please have a look at the section about Patches and Overlays.

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For Windows users, we recommend to use WinSCP. After installing WinSCP on your Windows computer, follow these steps to establish a SCP connection to your KNULLI device, where you will able to drag-and-drop or copy/paste files directly from the Windows Explorer:

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Step 1: Create a New Site with the following setup and click Login.

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File protocol:SCP
Host name:KNULLI
Port:22
User name:root
Password:linux
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Step 2: Accept the host key.

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Step 3: Ignore any warnings about password expiration and just Continue.

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Step 4: You have successfully established a connection to your KNULLI device. Do not panic if you do not see all the folders immediately. Select a folder (e.g., userdata) in the folder tree on the left side of the window to see its contents.

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HTTP

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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After transferring your data

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Once your data is completely transferred, make sure to update your gamelists to make the data available. You can do so by pressing Start to open the main menu, then open Game settings and select Update gamelists. KNULLI will rescan all game folders and identify all the games you added to make them available in EmulationStation.

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Using a Second SD Card

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Important: Read this before you proceed!

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If you want to use a second SD card, we strongly recommend to format it to ext4 and use Network Transfer to access it. Before you attempt set up a exFAT-formatted second SD card, pleae make sure to read the warning in the Add Games section.

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If you use KNULLI on a device which has a second SD card slot, you may use the second slot for a secondary SD card, which can be used instead of the SHARE partition of the primary SD card.

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    +
  • Shut down your KNULLI device (if it is currently turned on).
  • +
  • Insert the second SD card into the second SD card slot while the device is turned off.
  • +
  • Boot KNULLI, open the main menu by pressing the Start button and choose System settings.
  • +
  • Find the Storage section where you can choose your Storage device.
      +
    • Switch fom Internal (the "internal" storage is the SHARE partition of your KNULLI SD card) to the name of your second SD card, e.g., SHARE - 25.6G.
    • +
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  • +
  • Reboot KNULLI to apply the changes by pressing the Start button and choosing Restart system in the Quit section.
  • +
  • If your secondary SD card is not yet formatted to the file system of your choice
      +
    • follow instructions in the Formatting section to format your SD card with the built-in KNULLI formatter.
    • +
    • make sure to reboot once more to apply the formatting.
    • +
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  • +
  • During reboot, KNULLI will automatically populate the second SD card with all the required folders and files you would usually find in the userdata folder/SHARE partition.
  • +
  • If your second SD card is formatted to exFAT, you can now shut down your device and take the card out. You can put the card in your computer to access it and populate it with your data.
  • +
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The batocera folder

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Older alpha versions of KNULLI created a subfolder batocera on your secondary SD card and made the userdata folder point to that batocera folder. However, more recent versions got rid of the batocera folder entirely. To maintain compatibility with current KNULLI releases, simply move the entire contents of the batocera folder to the top level of your second SD card."

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BIOSes

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A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

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BIOSes are protected by copyright

+

Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

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Adding BIOS files

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KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

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Identifying missing BIOS files

+

Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

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Make sure to pay attention to

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    +
  • the path of the file. (Is it bios/[filename] or bios/[subdir]/[filename]?)
  • +
  • the exact path/file names. (Mind spaces, underscores, etc.)
  • +
  • any lowercase/uppercase letters. (Knulli is case-sensitive!)
  • +
  • whether the file is really missing or just has the wrong checksum, indicating a wrong file rather than a missing file.
  • +
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Files with wrong checksum

+

The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

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Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

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If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

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Missing BIOS warnings

+

When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

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Adding the files

+

You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

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Hotkey shortcuts

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Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

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The Power button

+

When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

+
    +
  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
  • +
  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
      +
    • All system settings you made since you last booted your device will be saved automatically.
    • +
    • If you are playing a game with a RetroArch core, your game will be saved automatically.
    • +
    • If you are playing a game with a standalone emulator your game will not be saved automatically.
    • +
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  • +
  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
      +
    • Nothing will be saved - this is meant as a last resort when your device is frozen!
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  • +
  • hold the Function button and tap the power button to switch between LED modes:
      +
    • LED always on (default)
    • +
    • LED turns off while playing (LED blinks to confirm)
    • +
    • LED always off
    • +
    • The LED mode will reset to default after each reboot/shutdown.
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Clamshell lid

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If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

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    +
  • close the lid to enter sleep mode.
  • +
  • open the lid to return from sleep mode.
  • +
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The Function button

+

Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the "menu" button, the "FN" button, the "F" button, or the "hotkey".)

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The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

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+

When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

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The face buttons

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Face buttons

+

Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

+

KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

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Face buttons on different systems

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By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

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Hotkey shortcuts

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All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

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If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

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ShortcutAction
Function + StartQuit the game and return to EmulationStation
Function + SelectOn devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64)
Function + Open the emulator menu of the current core
Function + Quick save in the currently selected save slot
Function + Quick load from the currently selected save slot
Function + Next save slot
Function + Previous save slot
Function + Fast forward
Function + Rewind
Function + L1Take a screenshot
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Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

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If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

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Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

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Installing KNULLI

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KNULLI is installed by downloading an image for your device, flashing it to an SD Card (or your device's internal storage) and then booting the device to start the install process.

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Step 1: Download LatestLatest

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  • Download the latest version of KNULLI for your device from the releases page.
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    • You'll find download links for each device/platform we support under the "Installation Package Downloads" header.
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    • Make sure to download the correct image for your device. For example; if you are installing KNULLI on a RG35XX you would download the rg35xx image.
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    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
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If your device is not listed among the Installation Package Downloads, there is no public release of Knulli for your device, yet. You should not attempt to use a package for a different device.

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Step 2: Flash

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  • First decompress the image.
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  • Then write the image to an SD Card using an imaging tool. +
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During the imaging, several partitions will be created, which will be shown to you as different drives on your computer. Most of these drives can only be accessed from a Linux operating system. They are not accessible on Windows.

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You should never format the KNULLI partitions which Windows cannot read, no matter how strongly Windows suggests that.

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After successful flashing, the BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows for manual updates as described in the update section. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. For more information on how to add games, please refer to the Add Games section after first boot.

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During flashing, a partition called SHARE will be created. This is where all your games and other data will be stored. However, the SHARE partition will only be expanded to its full size during first boot. It is mandatory to finish installation by booting KNULLI before you can access the SHARE partition and start adding your games. By default, the SHARE partition will be formatted to ext4, hence, it will not be accessible through Windows. Please have a look at the Add Games section to learn how to add games to your KNULLI device - after first boot.

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Step 3: Boot your device

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  • Insert your SD Card into your device while it is turned off.
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  • Turn on your device.
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    • Note: Some devices may require you to set the boot order so your SD Card is loaded first. Please see documentation for your specific device to see if this applies to you.
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  • KNULLI will run through its install process and then reboot your device after its complete.
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  • When your device reboots it will load directly into EmulationStation; at this point you are good to go!
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Next Steps

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Netplay

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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Quick Start Guide

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Hi there! Welcome to KNULLI!

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With this quick start guide, we will help you get started with KNULLI on your handheld device. If you are completely new to handheld emulation and custom firmwares (CFWs), this guide will lead you through your first steps. If you are an advanced user, this guide will make you aware of things KNULLI might do differently than other custom firmwares you have already used.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Installing KNULLI LatestLatest

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Find the latest KNULLI release on our GitHub repository, find the image for your specific device in the Installation Download Package section, download it, and flash it onto an SD card. Do not attempt to format anything manually afterwards, KNULLI will do it for you! Just put the SD card in your device, remove SD cards from any other slot, and boot the device to finish installation. (First boot can take quite long since KNULLI will expand and format your games partition. Be patient.)

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If you need more detailed information on how to install KNULLI, have a look into the Install section.

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First steps

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Your first steps will depend on how you want to use your KNULLI device.

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1. Set up your data storage

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For most users, we recommend to use a single SD card with the default formatting.

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However, if you want a different setup, e.g. because your device does not support Wi-Fi, use the table below to determine, which setup suits your needs. Be aware that it might be required to reformat the storage before you can use it. Please use the built-in KNULLI formatter for this purpose. Also, please be aware that you have to switch between internal and external storage manually. (You will find detailed instructions on switching and formatting storages in the Add Games section.)

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It is possible to use an already populated SD card as secondary SD card. However, if you attempt to do so, please make sure that the folder structure matches the one described in the Game Storage section.

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Decide how you want to store your files

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SD cardsI want to play PortMaster games!I want to access the SD card from Windows without Network transfer! (I accept that PortMaster will not work.)
1You are good to go! You will have to reformat your internal storage to exFAT.
2You will have to reformat your external storage to ext4 (unless it is already formatted to ext4).You will have to reformat your external storage to exFAT (unless it is already formatted to exFAT).
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Make sure that you made a decision on how to store your files and prepared the storage accordingly before you continue with the next step.

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Be aware that PortMaster will not work properly if you decide to format to exFAT.

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2. Set up your Wi-Fi

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Unless you have decided to reformat to exFAT, this step is mandatory to be able to add your games. Press the Start button to open the main menu and go to Network settings where you can configure your Wi-Fi connection. (You will find more detailed instructions about setting up Wi-Fi and increasing security in the Networking section.)

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Troubleshooting

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If you are unable to connect your KNULLI device to your Wi-Fi, please make sure to disable WPA3 encryption in your router and stick with WPA2 instead.

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3. Add games and BIOSes

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Depending on your storage choice, you can now start to add your games. On Windows, open your Windows Explorer and find the KNULLI device in your Network section. If the device does not show up, you can type \\KNULLI in the address bar of your Windows Explorer to find it manually. On macOS, select Go in Finder, pick Connect to Server and type smb://KNULLI in the address bar. (If you changed the hostname manually, look for the hostname of your choice instead.)

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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Alternatively, if you have a Linux-driven computer available, or if you have formatted your SD card to exFAT, you can shut down your KNULLI device, eject the SD card, insert it into your computer, and access it directly.

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In any case, you may drag-and-drop your games and BIOS files from your local hard disk drives to the corresponding folders on your KNULLI device. You will find a more detailed walkthrough and more alternative solutions for adding games in the Add Games section.

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4. Install PortMaster (optional)

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If you chose to stick with ext4, you may now install PortMaster. Make sure that you are connected to your Wi-Fi, head to the Ports section, find Install.PortMaster and launch it. Afterwards, you will find PortMaster in the Ports section. (You will find more information about how to install and run PortMaster in the PortMaster section.)

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Missing PortMaster installer

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If Install.PortMaster is missing from your Ports section, please follow the instructions in the PortMaster section.

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5. Scrape media (optional)

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After you have added and installed all your games, you might want to add cover artworks, text descriptions and other metadata to your games. KNULLI comes with a fully functional scraper which will retrieve available media and metadata for you. Our scraper supports ScreenScraper, TheGamesDB and ArcadeDB as scraping sources. (You will find instructions for scraping in the Scraping section.)

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6. Set up Retro Achievements (optional)

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If you want to collect Retro Achievements, you should log in to your Retro Achievements account. Press START on your controller, select Game Settings and head to RetroAchievement Settings to enter your credentials. Be aware that Retro Achievements only work while you are connected to the internet. (You will find more information about Retro Achievements in the Retro Achievements section.)

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Play!!

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Congratulations - you are ready to start playing! How does that feel? If this is your first time using a device/CFW like this, we strongly recommend to learn the hotkey shortcuts (you will find them in the Hotkey Shortcuts section) before you launch the first game. Aside of that, you are good to go!

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We hope you enjoy playing your games with KNULLI!

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You are not alone!

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If you run into any issues, don't worry - you are not alone! Find help in our wiki, have a look into the FAQ, or join us on Discord where we will try to answer your questions.

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Retro Achievements

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KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

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Error 419

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While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to "Error 419". Our developers are aware of the issue and are working on a solution.

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Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

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Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

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Setup

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  1. Create an account at RetroAchievements.org.
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  3. Follow the steps on the Networking page to connect your device to the internet.
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  5. While in EmulationStation press START on your controller to open the Main Menu.
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  7. Select Game Settings and then choose RetroAchievement Settings.
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  9. Turn On RetroAchievements (first toggle).
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  11. Then enter your username and password for RetroAchievements.org in the username and password fields.
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Additional Notes

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  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
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    • Recommended Settings:
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    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
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    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
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  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
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Scraping

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Once you added all your games to your KNULLI device, you might want to add box art and other metadata for your games. Of course, you can always edit the gamelist.xml files manually and fill in all the metadata. However, KNULLI supports scraping media and metadata automatically from three different sources: ScreenScraper, TheGamesDB and ArcadeDB.

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The built-in scraper attempts to find media and metadata for your games based on the file names of the game ROMs (or launch scripts for ports). If the file names contain region information (like (U) or (EU)), the scraper will take that into account. Make sure the ROMs and scripts are named properly, otherwise the scraper will fail to identify the game. If you cannot provide a readable name for your game, as some systems require the scripts to have specific names (e.g., ScummVM), don't worry - you can scrape data for those games manually.

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Displaying scraped media

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KNULLI uses Art-Book-Next as the default theme for the EmulationStation GUI. The theme supports displaying a lot of metadata and media you can scrape from the supported scraping sources.

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The theme displays

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      • Press the Start button and go to the Theme configuration section of the User interface settings to toggle Game artwork.
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    • the description of the game.
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    • the community rating.
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    • the release date.
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If you switch to a different theme, you might not be able to display the same media. If your scraped media is not displayed as expected in a theme you manually installed, please refer to the theme's documentation for help.

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Adopt scraped media from another EmulationStation-based device

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If you already have another device with EmulationStation as a frontend, you might want to transfer all your scraped media along with your games. If you do that, please make sure that you include all the subfolders for your scraped media and the gamelist.xml files of every system. The gamelist files contain references to the scraped media, without those references, the scraped media will not be displayed.

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For example, if you want to migrate your SNES ROMs with all the scraped media included, make sure that you transfer the entire roms/snes folder from your previous device to the roms/snes folder of your KNULLI device. Make sure to replace the existing gamelist.xml on the KNULLI device with the one from your previous device.

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If your scraped media does not show up, press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected. If that does not work, your previously scraped media (or the respective gamelist files) might not be compatible with the EmulationStation version or the theme KNULLI is using. In this case, you might want to rescrape your media directly with the build-in scraper of KNULLI.

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Scraping media

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To scrape media from any of the sources KNULLI supports, there are two different options. You may either scrape media for your whole collection (or parts of your collection) or you can scrape media for a single game. But before you scrape, make sure that your scraper settings are set up the way you like them to be.

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Some scraper sources have a limit for the amount of data/media you are allowed to scrape per day. Make sure to avoid unnecessary scraping by setting up your scraper properly before you begin scraping.

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Scraper settings

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To set up the scraper, press Start to get to the main menu and select Scraper to bring up the scraper menu. In the scraper menu, you can set your main scraper source. This is the source that will always be used when you scrape for several (or even all) games at the same time. By default, ScreenScraper will be selected. However, you can switch the source to TheGamesDB or ArcadeDB if you prefer.

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ScreenScraper requires the user to be logged in to a ScreenScraper account. If you want to scrape from ScreenScraper, go to the ScreenScraper website and register for an account. (It's free!)

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In the Scraper settings, you can put in your ScreenScraper login credentials and choose exactly what data to scrape for. The option Box source allows you to pick which type of box art you want for your collection (e.g., 2D box art or 3D box art). Logo source allows to pick from a number of different types of logos (wheel corresponds to the logo of the game on a transparent background without any further decorations, the other options are stylized variants of the logo).

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You may also pick a Preferred region, since many games have been published all over the world and box art may be different in certain regions.

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With the toggles for Overwrite descriptions and Overwrite medias, you can protect the data you have already scraped or maybe even edited manually.

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Aside of those options, there are a lot of toggles for different types of metadata like video, community rating, and even the game manual. Take your time to set up your scraping preferences and maybe try them out with a single game before you scrape your whole collection.

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Scraping media for a single game

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Once your scraper settings are done, you can try them out by scraping data and media for a single game. Pick a game, any game (preferrably, a game that is well known, to be sure that there's data and media available). Go to the system category (e.g., SNES) and pick a game (e.g., "Super Mario World"). Now, depending on your GUI settings, either the B button (south) or the A button (east) will be the button which launches a game. Press the button that launches your games and hold it to bring up the game menu.

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At the bottom of the game menu, you will find the Scrape option. If you select it, KNULLI will attempt to find metadata and media for that game. Unlike the bulk scraping for several games, scraping for a single game will fetch information from all available sources. Once the data was received, the scraper will prompt the user with a selection to pick from, sorted by the scraper source.

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If the scraper does not find any results (e.g., because you are scanning for a launch script of a port which as an odd name), you can try to find the correct game manually. On the bottom of the scraper screen, you will find the option Input. Select that and enter the name of the game you want to scrape media for.

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Some games have different names in different regions. For example, "Broken Sword" is called "Baphomet's Fluch" in Germany. If the scraper cannot find the game by its regional name, search for the international name instead.

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After you picked the preferred scraping result, the scraper screen will close. If you do not see the scraped information, yet, you might need to update your gamelists. Press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected.

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Scraping media for all games

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When you first set up your KNULLI device, you will most likely want to scrape media for all your games at once. After you made sure that the scraper settings are to your liking and you verified by scraping data for a single game, you are now ready for bulk scraping. Be aware that bulk scraping can take quite some time, depending on the size of your game collection.

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To start bulk scraping, press the Start button to bring up the main menu and head to Scraper. In the section Filters you will be able to configure which games you want to scrape data and media for. You can pick or omit certain systems or exclude games which have been scraped for recently. After you have set up your filters, select Scrape now at the bottom of the screen.

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KNULLI will start to scrape. You can leave the menu, since KNULLI will continue scraping in the background. While on EmulationStation, you will be able to monitor the scraping process in the top right of the screen. Scraping will continue, even while you play a game. However, since the scraping is a time- and energy-consuming operation, you might not want to play any resource-demanding games while the scraping runs in the background.

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After scraping was finished, you might need to update gamelists again to apply the changes. Press the Start button to open the main menu, go to Game settings and select Update gamelists.

+

All your games will have the desired boxart, descriptions, and videos now. If you notice that a game is still missing media or metadata (or has the wrong media or metadata), you may try to scrape media again for that specific game, as described in the Scraping media for a single game section.

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Updating KNULLI

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OTA Updates

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Batocera supports OTA (over-the-air) updates which can be executed directly from the EmulationStation GUI. Consequently, KNULLI also shows the OTA update menu. However, currently, we do not have OTA servers set up, yet. Until we do, we kindly ask you to update your KNULLI installation manually.

+
+

Manual Update

+

KNULLI can be updated by downloading the boot package for your device and replacing the batocera file manually.

+
    +
  1. Download the latest boot package for your device from our Releases page by following these steps:
      +
    • Scroll to the bottom of the latest release to find it's Assets list.
    • +
    • Identify the boot package for your respective device by making sure
        +
      • it contains the device name (e.g., rg35xx-h for the Anbernic RG35XX-H).
      • +
      • it ends with boot.gz, boot.xz,boot.tar.gz, or boot.tar.xz.
      • +
      • it has a size of approx. 1.5-2.0 GB.
      • +
      +
    • +
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
    • +
    +
  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
      +
    • Be aware that a package that ends in tar.gz or tar.xz contains a compressed file within a compressed file, so you might need to first take the tar file out of the gz/xz file before you can extract the contents of the tar file.
    • +
    +
  4. +
  5. Insert your KNULLI SD card into the SD card reader of your computer.
  6. +
  7. Replace the file boot/batocera on the BATOCERA partition of your SD card with the file boot/batocera.update from the file you downloaded by following these steps:
      +
    • Delete the existing batocera file or rename the current batocera file (e.g. to batocera.bak) if you want to keep it, e.g., to be able to downgrade to the previous KNULLI version again. (If you still have a backup of a previous KNULLI version, you might want to delete this now to make some room.)
    • +
    • Copy batocera.update you extracted from the boot package to the boot folder on the batocera drive of your SD card.
    • +
    • Rename batocera.update to batocera.
    • +
    +
  8. +
  9. Reboot the device, and the update will begin automatically.
  10. +
+
+

Re-creating default settings

+

Usually, KNULLI updates will NOT require you to re-create neither a single configuration file nor your entire system folder. However, in VERY rare cases it might be required to adapt your configuration to new KNULLI default settings. In those cases, the easiest way is to reset to factory settings, either by re-creating single files or sometimes the entire system folder. You can learn more about it in the Reset to factory settings section, however, do NOT do this, unless you are absolutely sure it is required!

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Pico-8

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Overview

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Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: Running Pico-8 through RetroArch Fake-08

+

By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or "carts") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

+

Option 2: Running Pico-8 through the native engine

+

Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

+

Setup

+
1) Pico-8 Files
+
    +
  • Go to Lexaloffle's download page
  • +
  • From that page download the Raspberry Pi zip file
  • +
  • Unzip the Raspberry Pi zip file and...
      +
    • Delete the pico8 file
    • +
    • Rename the pico8_64 file to pico8
    • +
    +
  • +
  • Create a directory in userdata/bios/ called pico-8
  • +
  • Upload the pico8, pico8_dyn, pico8_gpio and pico8.dat to this directory (you do not need any of the other files) +
    Final Folder Structure
    /userdata/bios/pico-8/
    +    ├─ pico8
    +    ├─ pico8_dyn
    +    ├─ pico8_gpio
    +    └─ pico8.dat
    +
  • +
+
2) Make sure that Pico8 is executable
+

By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

+

To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

+
chmod +x /userdata/bios/pico-8/pico8
+
+

The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

+
ls -l /userdata/bios/pico-8/pico8
+
+
3) EmulationStation
+
    +
  • copy the following text into a file called es_systems_pico8.cfg +
    es_systems_pico8.cfg
    <?xml version="1.0" encoding="UTF-8"?>
    +<systemList>
    +  <system>
    +        <name>pico8</name>
    +        <emulators>
    +            <emulator name="lexaloffle">
    +                <cores>
    +                    <core default="true">pico8_official</core>
    +                </cores>
    +            </emulator>
    +            <emulator name="libretro">
    +                <cores>
    +                    <core>fake08</core>
    +                </cores>
    +            </emulator>
    +        </emulators>
    +  </system>
    +</systemList>
    +
  • +
  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
  • +
  • restart EmulationStation
  • +
  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS → EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
  • +
+

Playing a game

+

Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

+
    +
  1. Using Splore
      +
    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
    • +
    • To use this method simply create a file named Splore.png in roms/pico8.
    • +
    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
    • +
    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
    • +
    +
  2. +
  3. Through .png or .p8 files added directly roms/pico8
      +
    • Browse the list of games (aka. "Carts") on Lexaloffle's website
    • +
    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
    • +
    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
    • +
    • You should now be able to launch the game by selecting it from the gamelist.
    • +
    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
    • +
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PortMaster

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PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

+

Games

+

The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

+

The library is divided in two major categories:

+
    +
  • Ports which are "Ready to run" are ports of free games which you can install and immediately start playing.
  • +
  • Ports with "Files needed" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.
  • +
+
+

Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

+
+

Installing PortMaster

+

After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

+
+

If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

+
+

Managing games

+

PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

+
+

PortMaster requires an active internet connection to install and update ports.

+
+
    +
  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
  • +
  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
  • +
  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
  • +
  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.
  • +
+

There is also an Options section where you will find settings for PortMaster itself.

+

Installing ready-to-run games

+

To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

+

If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

+

Installing games with files needed

+

To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

+

Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

+

The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

+

After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

+
+

During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

+
+

If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

+

Known issues with PortMaster games on exFAT-formatted partitions

+

As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

+

For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

+

The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

+

PortMaster compatibility chart

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GameRuns on ext4Runs on exFATGame breaking issues on exFAT
Half-LifeNone
OwlboyLoses all settings/savegames when quit.
Stardew ValleyLoses all settings/savegames when quit.
TMNT: Shredder's RevengeLoses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues.
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ScummVM

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ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

+
+

Point and click

+

By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

+

However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

+
+

Standalone and RetroArch ScummVM

+

KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

+

Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

+
    +
  • Standalone ScummVM
      +
    • keeps its scummvm.ini in system/.config/scummvm.
    • +
    • will only launch games from EmulationStation which have been added to scummvm.ini
        +
      • either by manually editing the file or
      • +
      • by adding the games from the standalone launcher.
      • +
      +
    • +
    +
  • +
  • Libretro ScummVM
      +
    • keeps its scummvm.ini in bios.
    • +
    • will launch games from EmulationStation without adding them to the scummvm.ini.
    • +
    • will not memorize game-specific settings for games which are launched from EmulationStation.
    • +
    +
  • +
+
+

Updated version coming soon

+

We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

+
+

Adding ScummVM games

+

Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

+

Game IDs

+

Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, "Indiana Jones And The Fate Of Atlantis" by LucasArts has the ID atlantis. Consequently, the game ID of "Indiana Jones And The Fate Of Atlantis" is scumm:atlantis.

+

The game "Atlantis: The Lost Tales" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of "Atlantis: The Lost Tales" is cryomni3d:atlantis.

+

Launcher IDs

+

When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

+

For example, "Broken Sword" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of "Broken Sword" would receive the launcher ID sword1-win-de-1.

+

Step 1: Find out the (default) launcher ID

+

To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

+
+

Open ScummVM launcher on your device

+

The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. +In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

+
+

Step 2: Add your game files

+

In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

+

Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

+

Step 3: Create the ScummVM file

+

After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of "Broken Sword" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

+

However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

+

So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

+
sword1-win-de
+
+
+

Saving game-specific settings in RetroArch-integrated ScummVM

+

Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

+
+

Step 4: Update gamelists

+

Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

+

Step 5: Add the game to the ScummVM launcher

+

Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

+

Step 6: Scrape media

+

By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

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KNULLI is a custom firmware for retro gaming devices (handhelds, bartops, etc.). It's developed as a fork of Batocera. It tries to provide support for devices that fall under at least one of these categories:

  • There are no open source kernel and/or u-boot sources available
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • There is no GPU support or the gpu is not supported, so framebuffer is the only option
  • It's a device that I own and have decided to build a CFW for it
"},{"location":"#features","title":"Features","text":"

KNULLI supports devices with GPU (GLES support) and framebuffer only (legacy).

  • Emulation Station frontend for GPU based devices
  • Simplemenu/Simplermenu+ for framebuffer only devices (also for GPU ones if preferred)
  • RetroArch plus multiple libretro cores
  • Wireless and Bluetooth support (including audio) when supported by the device
  • Support for external USB wireless for those without internal wireless card
  • Retroachievments
  • Netplay
  • Cover art/thumbnail scraper support
"},{"location":"#community","title":"Community","text":"

KNULLI uses Discord for discussions, it you would like to join us please use this link: Discord

"},{"location":"#licenses","title":"Licenses","text":"

KNULLI is a Linux distribution that is made up of many open-source components. Components are provided under their respective licenses. This distribution includes components licensed for non-commercial use only.

"},{"location":"#bundled-works","title":"Bundled Works","text":"

All other software is provided under each component's respective license. These licenses can be found in the software sources or in this project's licenses folder. Modifications to bundled software and scripts by the KNULLI team are licensed under the terms of the software being modified.

"},{"location":"#binary-kernels-and-bootloaders","title":"Binary kernels and bootloaders","text":"

The releases for some devices include kernels and/or bootloaders that don't have source code available because the manufacturer has not published them. In those cases the device specific page includes instructions to extract those from the stock firmware.

"},{"location":"#credits","title":"Credits","text":"

This project is not the work of one person but it is the work of many persons all over the world who have developed the open source bits without which this project could not exist. Special thanks to Batocera, muOS, JelOS, CoreELEC, LibreELEC, and to developers and contributors across the open source community.

"},{"location":"configure/bluetooth/","title":"Bluetooth","text":"

KNULLI supports a lot of different types of Bluetooth devices, such as input devices (controllers, mice, keyboards, etc.) and audio speakers and headphones.

"},{"location":"configure/bluetooth/#connect-a-bluetooth-device","title":"Connect a Bluetooth device","text":"

Troubleshooting

If your KNULLI device fails to pair with one of your Bluetooth devices, try disabling Wi-Fi while pairing. (You can enable Wi-Fi again after pairing.)

Also, please be aware that some Bluetooth controllers might be built to only support the system they are made for, e.g., Android or Nintendo Switch. If your Bluetooth controller does not work with your KNULLI device, make sure that it supports Bluetooth for PC.

To connect a Bluetooth device with your KNULLI device, you first need to make sure that both devices support Bluetooth. If so, press Start to bring up the main menu and go to Controller & Bluetooth Settings. Here, you will be able to Enable Bluetooth if it is not enabled, yet.

Once Bluetooth is enabled, either try to Pair Bluetooth Pads Automatically (to automatically pair input-devices in pairing mode) or select Pair A Bluetooth Device Manually and find your device in a list of available Bluetooth devices in your vicinity. If your Bluetooth device does not show up or pairing does not work as expected, check the manual of your Bluetooth device for pairing instructions.

"},{"location":"configure/bluetooth/#assigning-controllers","title":"Assigning controllers","text":"

After your devices have been paired successfully, you might need to take additional steps in order to use them. For example, after connecting a Bluetooth controller, you will have to assign the controller to a player as explained in the Controls section.

"},{"location":"configure/bluetooth/#set-up-audio-output","title":"Set up audio output","text":"

After pairing an audio output device (like a headphone), you need to set it as your audio output. Press Start to bring up the main menu, head to System Settings and choose your Blueooth device as Audio output.

"},{"location":"configure/bluetooth/#forget-a-bluetooth-device","title":"Forget a Bluetooth device","text":"

If you want to remove or \"forget\" a paired Bluetooth device, press the Start button to bring up the main menu, head to Controller & Bluetooth Settings, open Forget A Bluetooth Device, find the device and remove it.

"},{"location":"configure/collections/","title":"Collections","text":"

In addition to the systems displayed; EmulationStation (ES) has functionality to create custom collections that you can use to group and organize your game library in different ways. For example; if you wanted to create a view that automatically grouped all of your Role Playing Games or one that only lists the games you are currently playing you can use ES collections to do that.

All of the options described below can be managed by pressing START anywhere in ES to open the Main Menu and then opening Game Collection Settings

"},{"location":"configure/collections/#managing-your-backlog","title":"Managing Your Backlog","text":"

Knulli includes a Now Playing collection that can be used to curate and play through your backlog. You can turn this on by going to Game Collection Settings > Create New Custom Collection from Theme while using our default system-theme.

Once its turned on; you can add to it by pressing X(NORTH) on any game while in ES. In the menu that opens you'll see Now Playing listed under the collections header. Simply highlight it and press the confirm button.

You can also set Knulli to boot directly into the Now Playing collection by setting the Start on System value in the Game Collection Settings menu. Change that value to Now Playing and also turn on Start on Gamelist.

With the above settings you can create a very simple view of the games you are trying to finish that displays directly when Knulli launches.

"},{"location":"configure/collections/#collection-types","title":"Collection Types","text":"

There are 3 collection types in ES so let's walk through each to help you decide which makes sense to use for your use cases.

"},{"location":"configure/collections/#automated-collections","title":"Automated Collections","text":"

EmulationStation has a set of built-in automated collections to easily view your last played games, favorites and all the games in your library. You can turn these on or off in the Automated Game Collections menu.

"},{"location":"configure/collections/#editable-collections","title":"Editable Collections","text":"

An editable collection is one that you can specifically curate by hand. Simply give it a name and then as you are browing your gamelists you can press X(NORTH) on any game and add it to the collection you created. As an example, you could use this functionality to create a collection for all of your Final Fantasy games and then manually add each FF game to the list.

"},{"location":"configure/collections/#dynamic-collections","title":"Dynamic Collections","text":"

A dynamic collection enables you to create a set of filters that will automatically group your games. For example if you wanted to create a collection that automatically grouped all of your Role Playing Games into a single view; you could create a dynamic collection called RPGs, select a genre filter of Role Playing Games and then save the filter. Then any time you add a new game with the Role Playing genre it will automatically show up in this collection.

"},{"location":"configure/collections/#additional-notes","title":"Additional Notes","text":"

You can also use the Game Collection Settings menu to manage which systems are displayed. Press START anywhere in ES to open the Main Menu and then go to Game Collection Settings > Systems Displayed. In this menu; uncheck the systems you would like to hide and then exit the menu. ES will then refresh and those systems will be hidden.

"},{"location":"configure/controls/","title":"Controls","text":"

Do not confuse hardware setup with button mapping for games/systems!

Do not confuse controller setup with game- or core-specific button remapping! This section is about the global controller setup to make the hardware work. If you want to remap the controls for a specific game or emulator, follow the guide for the respective emulator (e.g. Retroarch).

Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. Additionally, Knulli also supports other types of input devices, such as mice and keyboards.

If a controller does not work with your KNULLI-device out of the box, it might be necessary to map its buttons and directional controls to the corresponding game inputs, as explained in the sections below.

"},{"location":"configure/controls/#the-built-in-controls","title":"The built-in controls","text":"

Most KNULLI-compatible devices are handhelds with built-in controls. They usually consists of a directional pad (, short: D-pad), the so called face buttons (), some shoulder buttons (L1, R1) and/or shoulder triggers (L2, R2) and some buttons for Start and Select. Additionally, your device will most likely have power switch and a function button (Function) which will be used for hotkey shortcuts. Optionally, your device might also have analog sticks and a reset button. If you do not know where those buttons are located on your device, please have a look at the manual of your device.

KNULLI comes with a set of pre-defined hotkey shortcuts which allow you to save, load, and quit your games, take screenshots, etc. We strongly recommend to learn the hotkey shortcuts and we also strongly advise against modifying the hotkey shortcuts. You will find a list of all default hotkey shortcuts in the Hotkey Shortcuts section.

Controller names

Depending on your device, your built-in controls have a distinct name. For example, on the Anbernic RG40XX H, the built-in controls are called ANBERNIC-keys, on the RG35XX H, they are called Deeplay-keys.

"},{"location":"configure/controls/#assigning-controllers","title":"Assigning controllers","text":"

After connecting a controller, the controller can instantly be used to navigate the EmulationStation GUI. However, to use a controller in a game, it must be assigned to a player. By default, only the built-in controls are assigned to player 1. After connecting additional controllers, you have to assign the controllers to the respective players.

Press Start to open the main menu and head to Controller & Bluetooth Settings. Towards the end of the menu, you will find the controller assignments for players 1-8. Here, you can assign each player a dedicated controller.

Controller assignments are reset after reboot

Your KNULLI device does not memorize, which controller was assigned to which player in a previous session. Make sure to always assign all controllers to the corresponding players after you (re-)connected them to your KNULLI device.

"},{"location":"configure/controls/#controller-mapping","title":"Controller mapping","text":"

Do not attempt to remap the built-in controls

Each KNULLI build is optimized for the specific device it was designed for. Specificially, all built-in controls are already mapped for you. Do not attempt to remap the built-in controls in the Controller & Bluetooth Settings menu. By doing so, you might break any hidden virtual controls (e.g. the D-pad-to-virtual-stick mapping for devices without analog sticks, which usually can be toggled with Function+Select). If you want to remap controls for certain games or systems, please do it within the respective game or emulator settings. The Controller & Bluetooth Settings menu is not the right place to map game- or system-specific controls!

To map the buttons and directional inputs of a controller, press the Start button to bring up the main menu, find Controller & Bluetooth Settings and select Controller Mapping. On-screen instructions will ask you to hold a button on the controller you want to map. Once the controller was detected, you will be guided through the process: Simply press the button on your controller which corresponds best to the button/function displayed on screen.

If you press a wrong button, don't worry: You will always be able to return to this menu and remap the controller again.

Face buttons are indicated by direction!

KNULLI supports several different controllers from different brands. Depending on your controller, labels on the face buttons might differ. Therefore, KNULLI names face buttons not by their label but by their direction.

For example, out of the four face buttons, the north button () is labeled X on the standard SNES controllers. The same button is labeled Y on Xbox controllers and \u25b3 on PlayStation controllers.

Make sure that you do not confuse the directional face buttons ( ) with the D-pad directions ( )! You will find more information about face buttons in the Hotkey shortcuts section.

"},{"location":"configure/multi-disc-games/","title":"Multi-Disc Games","text":"

Some video games for disc-based consoles, especially those with lots of cinematics, come on more than one disc. Once you added a multi-disc game to your KNULLI device, each disc of the game will show up as its own game. Of course, this adds unnecessary clutter to your game list. Therefore, KNULLI comes with a feature that allows you to hide all the discs of the multi-disc game and display a playlist instead.

All you have to do is create a m3u playlist file within the folder for the ROMs of the given system and add relative path references to all the disc images in the correct order.

If you feel unsure how to achieve that, follow this guide. It will take you through the process step by step.

Make sure that 'Ignore Multi-File Disk Content' is turned on

KNULLI comes with a setting that allows to hide or show the content (the individual discs) of multi-disc games. By default, hiding individual discs is turned on. However, if you have issues with individual discs unwantedly showing up on your Knulli device, make sure this feature is turned on.

Press Start to bring up the main menu, go to System Settings, then Frontend Developer Options, where you find the option Ignore Multi-File Disk Content (CUE/GDI/CCD/M3U). Make sure it is turned on. To apply any change you made here, you will need to update your gamelists by going to Game Settings from the main menu and select Update Gamelists.

This option will hide every disc file that is correctly referenced in a playlist. If your game discs still show up, there is likely something wrong with your m3u file.

"},{"location":"configure/multi-disc-games/#how-to-store-multi-disc-game-files","title":"How to store multi-disc game files","text":"

There are several possibilities how to store multi-disc game files. Let's take the PlayStation classic Metal Gear Solid as an example.

As thoroughly explained in the Add Games section, all your games have to be stored in your userdata/share folder in a subfolder of roms that corresponds to the system the game was developed for - in this case, psx, the folder for PlayStation games.

"},{"location":"configure/multi-disc-games/#top-level-of-the-systems-roms-folder","title":"Top level of the system's ROMs folder","text":"

Some users prefer to add their multi-disc games to the ROMs folder like any other game:

/roms\n \u2514\u2500 psx/\n    \u251c\u2500 Metal Gear Solid (Disc 1).chd\n    \u2514\u2500 Metal Gear Solid (Disc 2).chd\n
"},{"location":"configure/multi-disc-games/#game-specific-subfolder-of-the-systems-roms-folder","title":"Game-specific subfolder of the system's ROMs folder","text":"

Some users prefer to create a subfolder for every multi-disc game and drop all the files there:

/roms\n \u2514\u2500 psx/\n    \u2514\u2500 Metal Gear Solid\n       \u251c\u2500 Metal Gear Solid (Disc 1).chd\n       \u2514\u2500 Metal Gear Solid (Disc 2).chd\n
"},{"location":"configure/multi-disc-games/#hidden-subfolder-of-the-systems-roms-folder","title":"\"Hidden\" subfolder of the system's ROMs folder","text":"

some users prefer to put all their multi-disc games in a subfolder called hidden (or something similar):

/roms\n \u2514\u2500 psx/\n    \u2514\u2500 hidden\n       \u251c\u2500 Metal Gear Solid (Disc 1).chd\n       \u2514\u2500 Metal Gear Solid (Disc 2).chd\n
"},{"location":"configure/multi-disc-games/#creating-the-playlist","title":"Creating the playlist","text":"

After you stored the files on your KNULLI device, you can now create a playlist to group all the discs that belong to a single game into a single file.

For that purpose, create a plain text file with the file extension .m3u. Ideally, the m3u file should be named like the game and its discs, so for the example given above, the file name should be Metal Gear Solid.m3u.

Following the above examples, you now have two options where to store the playlist file. You can either store it on the top level of the roms/psx folder or optionally in the same subfolder you might have stored your game files in. Depending on where your game files and your playlist file are stored and how they relate to each other, you now need to edit the playlist file:

"},{"location":"configure/multi-disc-games/#playlist-and-game-files-in-the-same-folder","title":"Playlist and game files in the same folder","text":"

If you decided to store your game files and your playlist file in the same folder, make sure that your m3u refers to the game files directly without any path.

For the examples shown above, your Metal Gear Solid.m3u file should contain

Metal Gear Solid (Disc 1).chd\nMetal Gear Solid (Disc 2).chd\n

if it is stored in the same folder as Metal Gear Solid (Disc 1).chd and Metal Gear Solid (Disc 1).chd.

"},{"location":"configure/multi-disc-games/#playlist-and-game-files-in-different-folders","title":"Playlist and game files in different folders","text":"

If you decided to store your game files and your playlist file in different folders, make sure that your m3u includes the path when referring to the game files.

For the examples shown above, your Metal Gear Solid.m3u file should contain

Metal Gear Solid/Metal Gear Solid (Disc 1).chd\nMetal Gear Solid/Metal Gear Solid (Disc 2).chd\n

if your Metal Gear Solid.m3u is stored in roms/psx and your game files are stored in roms/psx/Metal Gear Solid.

"},{"location":"configure/networking/","title":"Networking","text":"

Many devices which are supported by KNULLI are capable of connecting to the internet as well as local networks. In most cases, this is achieved by a built-in Wi-Fi adapter. However, KNULLI also supports network connection via USB dongles.

"},{"location":"configure/networking/#supported-network-adapters","title":"Supported network adapters","text":"

Some KNULLI-supported devices (e.g., Anbernic RG35XX Plus/H/SP, TrimUI Smart Pro) already come with a built-in network adapter that is completely supported by KNULLI. If your device comes with a built-in Wi-Fi adapter, you can skip ahead to setting up Wi-Fi.

However, even devices without a built-in network adapter (e.g., Anbernic RG35XX 2024, Anbernic RG28XX) can be connected to your Wi-Fi. KNULLI supports external USB Wi-Fi dongles which are based on the RTL8192cu or RTL8188eu/us chipsets. More specifically, the KNULLI community strongly recommends the TP-Link TL-WN725N network adapter.

To activate your USB network adapter

  • plug the network adapter into an appropriate USB port of your KNULLI device.
  • press the Start button and head to System Settings. There you will find Services where you need to turn on ENABLE_WIFI after you plugged the network adapter into your device.
  • follow the instructions for setting up Wi-Fi.
"},{"location":"configure/networking/#setting-up-wi-fi","title":"Setting up Wi-Fi","text":"

WPA3 issues

Some users experienced issues when connecting their device to a WPA3-protected Wi-Fi. If your device does not connect to your local Wi-Fi, make sure that it is protected with WPA2, not WPA3.

If your device has a built-in Wi-Fi adapter, you can set it up directly via KNULLI. Press the Start button to open the main menu, go to Network settings where you can configure your Wi-Fi connection. In the lower Settings section, enable Wi-Fi, then select your Wi-Fi by its SSID, enter your Wi-Fi key, and leave the menu to connect to your Wi-Fi.

In the section above, you can see whether you are currently connected to Wi-Fi, see your current IP address and toggle the network indicator on or off.

Password protection

By default, your KNULLI device does not require a root password to access your device. Consequently, as soon as you connect to a network, the data on your device becomes accessible in your local network without any password protection. While this might be convenient within your own home, it might be a severe security risk when connecting to a network which is not under your control. We strongly suggest to enable additional security.

"},{"location":"configure/networking/#additional-security","title":"Additional security","text":"

Press the Start button to open the main menu, go to System settings and find Security. There, you can toggle Enforce security on or off. Be aware that you need to restart the device for the change to take effect.

After you enabled additioal security and rebooted your device, return to the Security menu. Below the toggle to Enforce security you will find the Root password now. The root password is generated randomly and sometimes changes automatically when the system receives updates or when major settings have been modified. However, you will always be able to look up your current root password by returning to this menu.

The password and the username root must now be used to access the device via network.

Unknown networks

Be aware, that KNULLI is built for retro gaming and easy network access. While this setting will make it harder to access your userdata partition, you still should not connect your KNULLI-driven device to any unknown local networks.

"},{"location":"configure/networking/#hostname","title":"Hostname","text":"

The default hostname of the device will always be KNULLI. However, you can pick your own hostname, which might come in handy if you have more that one KNULLI-driven device in your local network. Within your local network, the hostname should be unique, if possible.

If you want to change the hostname of your device, press the Start button to open the main menu and go to Network settings where you can modify the Hostname.

Windows users may use the hostname to find the device and access the userdata partition. When the device is turned on and connected to your local network, you will find the device in Windows Explorer at the \"Network\" section under its hostname. Alternatively, you can access the device directly by typing the path in the address bar of Windows Explorer.

The path

\\\\KNULLI\\share\n

(replaceKNULLI with your hostname if you changed it) will lead directly to the /userdata folder where you will find your ROMs, BIOSes, etc. See the Add Games section for more details.

"},{"location":"configure/patches-and-overlays/","title":"Patches and Overlays","text":"

Important: Read this before you start!

This section deals with adding patches to your KNULLI installation manually. This is not a guide for regular updates. Please be absolutely aware that this guide is just a kick-off guide for advanced users who want to learn more about Linux and apply manual changes to their KNULLI installation.

If you are looking for information on how to update your KNULLI device regularly, please head to the Update section instead!

SSH network access to your device is mandatory

Before reading any further, be aware that it is mandatory to be able to access a command line on your KNULLI device via SSH to install patches and create overlays. Consequently, you will not be able to do either unless your device is connected to your Wi-Fi (as explained in the Networking section) and you have prepared SSH access to your device (as explained in the SSH section).

This section covers details about installing patches and persisting changes to the operating system in an overlay. As a regular KNULLI user, you probably do not need to know any of this. This entire section is written for two groups of users:

  • Community members from our Discord who want to try patches before they are included in a new internal or public build.
  • Advanced users who know their way around Linux and want to make changes to their KNULLI setup.
"},{"location":"configure/patches-and-overlays/#understanding-linux-file-systems","title":"Understanding Linux file systems","text":"

If you are a Windows user who has never worked with Linux before, you might want to take a little time to understand how Linux file systems work. Bare in mind that this is a simplified explanation which is only meant to pick you up and give you a brief understanding of how KNULLI works differently from your Windows PC. If you want to learn more about how Linux work, we strongly recommend to find a more extensive source of information.

"},{"location":"configure/patches-and-overlays/#file-systems-on-windows-machines","title":"File systems on Windows machines","text":"

On your Windows computer, each drive (or partition) has an assigned drive letter. You might think about them like labeled drawers of a filing cabinet. The main drive that hosts your Windows installation traditionally uses the drive letter C: - this is a relic of a time when drive letters A: and B: were reserved for the two floppy disk drives computers used to have. However, if you connect another drive to your PC, like a thumb drive or a SD card, Windows automatically assigns new drive letters to them, so you can access those drives from your Windows Explorer. Files and folders are addressed by their absolute path which starts with the drive letter. E.g., the folder which holds your pictures is located at

C:\\Users\\<username>\\Pictures\n
"},{"location":"configure/patches-and-overlays/#file-systems-on-linux-machines","title":"File systems on Linux machines","text":"

Linux filesystems work a little different. On Linux, every drive is treated like a folder. A Linux system always has a so called root that loosely corresponds conceptually to the drive letter C: on a Windows machine. The root is always referred to by the symbol /. By definition, each absolute path always starts with the / symbol.

Other drives are treated like subfolders of the root. With a command called mount, any empty folder of a Linux system can be assigned to any drive of the device. It is even allowed, to have more than one folder that points to the same drive. Following the previous metaphor, consider a filing cabinet with only a single drawer.

For example, on your KNULLI device, your games are stored in

/userdata/roms\n
"},{"location":"configure/patches-and-overlays/#the-knulli-file-system","title":"The KNULLI file system","text":"

KNULLI is a Linux, so it uses a Linux file system. The entire KNULLI system is stored in a read-only SquashFS. (You can learn more about SquashFS on Wikipedia.) The only exception is a writable folder called /userdata.

During boot, KNULLI uses the mount command to make the folder /userdata point to a writable drive. By switching between internal and external storage (as explained in the Second SD Card section), you tell KNULLI which drive to mount as /userdata during boot:

  • If you use a single SD card setup (internal storage), KNULLI mounts the SHARE partition of SD 1.
  • If you use a dual SD card setup (external storage), KNULLI mounts the main partition of SD 2.

When accessing your KNULLI device via Windows/SMB network transfer (as explained in the Network Transfer section), you will access a network drive called share that corresponds exactly to your current /userdata folder. The SMB address

\\\\KNULLI\\share\n

points to the exact same place as the absolute path

/userdata\n

on your KNULLI device.

The Game Storage section covers in great detail how to use the writable part of your device to add games, BIOS files, bezel decorations, etc. However, when you want to install patches, you want to modify files outside of the writable /userdata folder - that is, where the overlay comes into play.

"},{"location":"configure/patches-and-overlays/#many-ways-lead-to-rome","title":"Many ways lead to Rome","text":"

Keep in mind that Linux allows multiple paths to the same files and folders:

/media/SHARE\n

points to your internal storage while

/media/SHARE_1\n

points to your external storage (if you have a dual SD card setup).

Consequently, on a single SD card setup, the paths

/media/SHARE/system/batocera.conf\n

and

/userdata/system/batocera.conf\n

point to the exact same file.

Following that principle, on a dual SD card setup, the paths

/media/SHARE_1/system/batocera.conf\n

and

/userdata/system/batocera.conf\n

point to the exact same file, too.

"},{"location":"configure/patches-and-overlays/#the-overlay","title":"The overlay","text":"

Since everything outside of the /userdata folder of your KNULLI installation is read-only by definition, you will need to create an overlay to make permanent changes to your KNULLI installation. Otherwise, all changes will simply be undone after every reboot of your system.

Your primary SD card (SD1) has a drive called BATOCERA, which is formatted to FAT32 and can be accessed easily from Windows, Linux, and MacOS. On that drive, you will find a folder called boot which contains a file called batocera - that file contains the majority of your KNULLI installation. (This is why you can manually update your KNULLI installation by simply replacing this file, as explained in the Update section.)

The overlay is another file that is just called overlay and resides in the same folder. The overlay is optional - usually, users do not have an overlay in place. The overlay file contains changes you made to the KNULLI installation, which will be applied during boot.

Important: Undo changes

If you have created an overlay that breaks your system, you can always undo all your changes by simply deleting the overlay file from the boot folder of your batocera partition.

We strongly recommend to always remove your current overlay when you update your KNULLI installation, because patches and other modifications stored in the overlay might be in conflict with the new KNULLI version.

"},{"location":"configure/patches-and-overlays/#installing-patches-or-manual-modifications","title":"Installing patches (or manual modifications)","text":"

Patches

Some community members on our Discord server occasionally provide patches you can install manually. These patches are usually new features which are either considered or already confirmed to be included in a future KNULLI release. Be aware that patches might be experimental and sometimes just a prototype for a final solution!

By installing a patch and reporting feedback to the developers, you provide valuable assistance to the development of KNULLI. However, patches are often not yet approved by the community or the lead developers of the KNULLI project, consequently, there are no guarantees that they will work for you.

Before installing a patch, make sure you find the source trustworthy.

Most patch installations (or manual modifications) to your KNULLI system follow a simple pattern:

  • Add, replace, or remove files outside of your /userdata folder
  • Make some of the files executable by applying the command chmod +x to the files.
  • Create or update your overlay by executing the command batocera-save-overlay which makes all the changes persistent.
  • Reboot your device.

Some developers simplify this process for you, by providing a patch installer which does most of these steps for you. However, even if you received a patch installer, you will still have to make the patch installer executable and run it from an SSH command line.

"},{"location":"configure/patches-and-overlays/#putting-files-into-the-right-places","title":"Putting files into the right places","text":"

There are several options to put files in the right places outside of the /userdata folder.

  • Some patches come with a patch installer which moves the file for you. In this case, simply store the patch installer and all patch files in your /userdata folder according to the specifications made by the developer.
  • You can use SCP/FTP to access the entire KNULLI file system. You will find a subsection on how to use SCP/FTP in the Network Transfer section. This approach allows to put the files directly to their final destination.
  • You can copy the files to your /userdata folder by the same method you add your games and BIOSes. Afterwards, you can move the files from their location inside /userdata to their final destination
    • either by using the OD-Commander tool you will find in the Ports category of your KNULLI device
    • or by connecting via SSH (as explained in the SSH section) and copying/moving the files via cp/mv on the command line, e.g.,
      cp /userdata/system/some-file.sh /usr/bin/some-file.sh\n
      or
      mv /userdata/system/some-file.sh /usr/bin/some-file.sh\n
      where the first argument is always the path to the source file you want to copy/move and the second argument is always the final destination where you want the file to end up.
"},{"location":"configure/patches-and-overlays/#making-files-executable","title":"Making files executable","text":"

After you have moved the files in the right places, you need to make sure that all files which are supposed to be executable actually are executable.

"},{"location":"configure/patches-and-overlays/#linux-file-system-permissions","title":"Linux file system permissions","text":"

On Linux file systems, three different permissions can be set on each file or folder:

  • The read (r) permission allows to read the contents of the file.
  • The write (w) permission allows to modify or even delete the file and/or its content.
  • The execute (x) permission allows to execute the file, which is a special precaution to avoid users accidentally launching dangerous programs. Each program has to be actively set to actually be executable.

The three permissions can be set on each file for three different \"user classes\":

  • The owner is a single user who owns the file. (It doesn't necessarily has to be the file's creator.)
  • The group is a single group of users who might have a certain interest in the file.
  • The others are all other users who are not the owner and not members of the group.

As a result, the permissions of each file can be represented by a 3-by-3 matrix. In this example, everyone can read and execute the file, but only the owner can modify it:

Read Write Execute Owner Group Others

This corresponds to a string representation of

rwxr-xr-x\n

where the first 3 letters represent the owner, the next 3 letters represent the group and the last 3 letters represent the others.

"},{"location":"configure/patches-and-overlays/#setting-linux-file-permissions","title":"Setting Linux file permissions","text":"

Make sure that files need to be executable

Before you make a file executable, make sure the file actually needs to be executable. Do not randomly mark files as executable \"just to be safe\". If you are unsure, check back with the patch developer and ask if a file should be executable or not.

Again, you have several options to set the file permissions on the files of your KNULLI system and make sure a file is executable:

  • If using WinSCP, you can right-click a file and select Properties.
    • In the Common tab, go to the Permissions section and make sure all the Xes are checked if the file is required to be executable.
  • If connected via SSH (as explained in the SSH section), you can
    • use the ls command to check the permissions of a file, e.g.,
      ls -l /userdata/system/patch-installer.sh\n
      to see if a file called patch-installer.sh is executable. The response will look like
      -rwxr-xr-x 1 root root 458 Aug  3 22:20 /userdata/system/patch-installer.sh\n
      and you can tell from the part rwxr-xr-x if a file is executable for everyone.
    • use the chmod command to change the permissions of a file and make it executable, e.g.,
      chmod +x /userdata/system/patch-installer.sh\n
"},{"location":"configure/patches-and-overlays/#if-provided-run-the-patch-installer","title":"If provided: Run the patch installer","text":"

If your patch came with a patch installer which you have made executable in the previous step, you can now execute the patch installer from the SSH command line. To do so, establish a SSH connection (as explained in the SSH section) and launch the installer by calling the script by its name from the command line (Mind the dot at the beginning of the command!), e.g.,

./userdata/system/patch-installer.sh\n

Have a close look at the output of this command, maybe copy-paste it to a text file for debugging purposes and reach out to the Discord community if you have problems understanding the output.

"},{"location":"configure/patches-and-overlays/#if-required-create-overlay-manually","title":"If required: Create overlay manually","text":"

Some patch installers implicitly create or update the overlay. However, some do not. If your patch did not come with a patch installer, if you want to patch in your own modifications, or if you are not sure whether the patch you applied created an overlay, you better do it yourself. To do so, establish a SSH connection (as explained in the SSH section) and execute the following command:

batocera-save-overlay\n
Once the overlay was created/updated successfully, you can type
reboot\n
to reboot your system and check if your changes are still in place afterwards.

"},{"location":"configure/reset-to-factory-settings/","title":"Reset To Factory Settings","text":"

Re-creating the entire system folder

Usually, KNULLI updates will NOT require you to re-create your entire system folder. Re-creating the system folder corresponds to resetting to factory defaults. Consequently, it will force you to re-configure a lot of settings manually since they will be gone afterwards! Do NOT do this, unless you are absolutely sure it is required.

As you might already know, all your settings are stored in your userdata/system folder as explained in the Game Storage section.

If your system does not work as expected after you changed a setting and you can't find a way to undo said setting, your issue might still be fixed by resetting the corresponding configuration file or the entire system folder to factory settings. In VERY rare cases, it might also be required to adapt your settings to new KNULLI defaults by replacing/updating some files in that system folder after you installed an update.

The easiest way to achieve that is by just removing either the respective files or the entire folder. During the next boot, KNULLI will replace all the missing files with new files which contain the default settings.

"},{"location":"configure/reset-to-factory-settings/#back-up-your-current-settings","title":"Back up your current settings","text":"

If you want or need to re-create a configuration file (or the entire system folder) with default settings, access your userdata folder the same way you always access it. Alternatively, you can use the built-in OD-Commander from the Ports category. Either way, we strongly suggest that you rename the system folder or the files you want to replace by adding a suffix like .bak (e.g., rename from system to system.bak). This way, you will be able to put your old settings back entirely or hand-pick single files/lines from your old settings.

"},{"location":"configure/reset-to-factory-settings/#renaming-filesfolders-with-od-commander","title":"Renaming files/folders with OD-Commander","text":"
  • Go to the Ports category.
  • Find and launch OD-Commander.
  • You should already see the contents of your userdata folder on the left side, indicated by the headline /userdata. If you are not there, yet, navigate to /userdata by using up/down on the D-pad to navigate and the OK/Back buttons to enter/leave a folder.
  • Locate the system folder on the left side of the screen.
  • While the focus is on the system folder
    • either enter the folder and locate the single files or subfolders you want to re-create
    • or just stay, if you want to re-create the entire system folder.
  • Once you have moved the focus on a file/folder you want to re-create
    • press X to open the file menu.
    • select Rename.
    • use the on-screen keyboard to rename the file/folder.
"},{"location":"configure/reset-to-factory-settings/#re-create-your-configuration-files","title":"Re-create your configuration files","text":"

Afterwards, reboot your KNULLI device. It will re-create the missing files and folders from KNULLI defaults. Now, you can either re-configure all your settings via the EmulationStation GUI or you can hand-pick configuration details by comparing your old settings (.bak) with the new ones.

"},{"location":"configure/ssh/","title":"SSH","text":"

As an advanced user, you might want to access the command line (or shell) of your KNULLI device to enter Linux commands directly. You may do so by connecting to KNULLI via SSH. There are several SSH clients available. For Windows users, we recommmend SmarTTY (which is also able to do file transfers) or PuTTY.

However, it is also possible to simply use the SSH client which is already integrated in your operating system: Most Linux distributions and modern Windows versions come with a SSH command line tool.

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section and establish the SSH connection as explained below.

"},{"location":"configure/ssh/#required-information","title":"Required information","text":"

When establishing your SSH connection, you will need the following information:

  • Host: Either the hostname of your KNULLI device (default is KNULLI) or the current IP address (press Start and go to Network settings to find your current IP address)
  • Username: root
  • Password: Your current root password (press Start and go to System settings and Security to find your current root password, default is linux)
"},{"location":"configure/ssh/#option-1-using-ssh-from-the-command-line","title":"Option 1: Using SSH from the command line","text":"
  • Open a command line/terminal on your computer.
    • Windows users can use the new Windows Terminal, classic CMD, or PowerShell.
    • Linux users probably know their way around the command line anyway.
  • Type
    ssh root@knulli\n
    and confirm by pressing Enter. (If you changed the hostname of your KNULLI device, you might need to replace knulli with the hostname you chose or the IP address of your KNULLI device.)
  • If asked, you may confirm fingerprinting.
  • When asked, type your password and confirm.
  • After the password was verified, you should be connected to your device via SSH.
  • Once you are done with SSH, you can quit the SSH client by typing exit and confirming.
"},{"location":"configure/ssh/#option-2-using-a-standalone-ssh-client-tool","title":"Option 2: Using a standalone SSH client tool","text":"

To establish a SSH connection via SmarTTY, install and launch the program, then follow these steps:

Step 1: Click New SSH connection... at the bottom left of the window.

Step 2: Setup a new SSH connection with the following settings and click Connect.

Host Name: KNULLI User Name: root Password: linux Also check:
  • Setup public key authentication and don't ask for password again
  • Save this connection to connections list

Step 3: When prompted for a type of virtual terminal, choose a regular Terminal.

Step 4: You have successfully established a SSH connection to your KNULLI device.

"},{"location":"configure/customization/","title":"Customization","text":"

KNULLI comes with a lot of options to customize your gaming experience and make your KNULLI-driven device truly your own.

  • You can customize the default KNULLI theme (including its Splash screen) or install different themes as explained in the Themes section
  • You can add your own background music as explained in the Background Music section
  • You can install your preferred bezel decorations as explained in the Bezel Decorations section
  • You can replace the boot logo with a different image as explained in the Boot Logo section
"},{"location":"configure/customization/background-music/","title":"Background Music","text":"

Your userdata folder contains a folder called music. If you store any compatible music files in this folder, the music will replace the original background music that comes with KNULLI. Instead of the built-in background music, KNULLI will now play the songs from your music folder while you are browsing your games in EmulationStation.

Make sure your music files are compatible

Background music for KNULLI/EmulationStation should be in MP3 or OGG format and have a sample rate of 44100Hz and a bitrate of 256kb/s max.

When adding your background music, you can either dump all your songs randomly into the music folder or create subfolders for each system if you want to add system-specific music for all the systems you like to play. If you want to add your music per system, you should not leave any music files in the top level of the music folder but sort all your music by system. The system names in the music folder correspond to the system names in the roms folder (e.g., snes for SNES, megadrive for Mega Drive/Genesis).

Once you added your music, press Start to bring up the main menu and head to Sound Settings. Here you can toggle Frontend music on and off. Additionally, you can set up volume, title display duration, and you can also set up whether you want your music selection to be played per system or not.

"},{"location":"configure/customization/bezel-decorations/","title":"Bezel Decorations","text":"

KNULLI supports a lot of different emulators for a lot of different systems. Many of these systems originally had an aspect ratio that is different from the built-in screen of your KNULLI device. To fill the black void between the border of the screen and the game area, KNULLI supports using decorations, also referred to as bezels or bezel decorations.

Decorations only work with RetroArch cores

KNULLI comes with a lot of different emulators. However, bezel decorations currently only work with RetroArch-integrated emulators (libretro cores).

"},{"location":"configure/customization/bezel-decorations/#mind-the-aspect-ratio","title":"Mind the aspect ratio","text":"

Most bezel decorations are made for a specific aspect ratio of 16:9, to provide a decoration for the void around the game when playing on a TV screen. However, if the screen of your handheld has a different aspect ratio, those bezels will not work on your device!

For example, the devices of Anbernic's RG35XX H/Plus/SP series have a 3.5\" screen with an aspect ratio of 4:3, hence, a lot of well-known bezel decoration packs which have been designed for 19:6 displays (e.g., The Bezel Project) will not work on the built-in screen of those devices.

"},{"location":"configure/customization/bezel-decorations/#bezel-decorations-for-43-displays","title":"Bezel decorations for 4:3 displays","text":"

Even though most bezel decoration packs are specifically designed for 16:9 displays, there are a few options for 4:3 displays, too.

"},{"location":"configure/customization/bezel-decorations/#drkhrseantikk","title":"drkhrse/antiKk","text":"

Some bezels which were originally created by drkhrse and antiKk have been adapted by nvitaterna to work on Batocera-based handhelds with 4:3 displays. To install this set on your Knulli device

  • download the bezel pack from the GitHub repository of nvitaterna, either by
    • visting the GitHub repository and finding Download ZIP in the Local menu,
    • or just clicking here.
  • unzip the file (e.g. with 7-Zip).
  • find the batocera_4_3_handheld_bezels folder inside the decorations folder you just unzipped.
  • copy the entire batocera_4_3_handheld_bezels folder into the decorations folder of your userdata folder.

The bezel pack should now be installed and ready to use. However, to apply it, you have to set it up as explained in the Apply bezel decorations section.

"},{"location":"configure/customization/bezel-decorations/#apply-bezel-decorations","title":"Apply bezel decorations","text":"

If you want to apply bezel decorations, you can do this either globally, by system, or by game. Since game settings override system settings and system settings override global settings, it is possible to globally set a specific bezel pack and, at the same time, pick a different one for a specific system, or even just a single game.

EmulationStation does the work for you

You might be used to setting up bezels directly within RetroArch. On your KNULLI device, EmulationStation will take care of this for you. Do not attempt to set up bezel decorations from within RetroArch.

"},{"location":"configure/customization/bezel-decorations/#global-bezel-decorations","title":"Global bezel decorations","text":"

To apply a set of bezel decorations globally

  • press Start on the home screen to bring up the main menu.
  • go to Game Settings and open Decorations.
  • select the Decoration Set of your choice.
  • leave the menu to apply the change.
"},{"location":"configure/customization/bezel-decorations/#system-bezel-decorations","title":"System bezel decorations","text":"

To apply a set of bezel decorations to a system

  • press Start on the home screen to bring up the main menu.
  • go to Game Settings and open Per System Advanced Configuration.
  • select the system you want to apply the bezels to.
  • open Decorations.
  • select the Decoration Set of your choice. (Auto means to inherit global settings.)
  • leave the menu to apply the change.
"},{"location":"configure/customization/bezel-decorations/#game-bezel-decorations","title":"Game bezel decorations","text":"

To apply a set of bezel decorations to a single game

  • find the game on your device by browsing your game lists.
  • hold the button that launches your games (usually A or B).
  • go to Advanced Game Options and open Decorations.
  • select the Decoration Set of your choice. (Auto means to inherit global/system settings.)
  • leave the menu to apply the change.
"},{"location":"configure/customization/bootlogo/","title":"Boot Logo","text":"

For a wholesome KNULLI experience, you may want to replace your boot logo to match the style of your theme. The KNULLI boot logo is stored on your primary SD card, on the batocera partition. If you want to replace your boot logo, simply follow the steps below.

  • Create a new bitmap file (bootlogo.bmp) that has the exact same resolution as your built-in display (e.g. 640x480 for the Anbernic RG35XX Plus/H/SP/2024 series)
  • Shut down your KNULLI device
  • Eject the primary SD card from your KNULLI device and insert it into your computer
  • Find the batocera partition on your SD card (and, if you are using Windows, ignore any warnings about broken/unformatted drives!)
  • Locate bootlogo.bmp on your batocera partition and replace it with your new boot logo
    • (You might want to back up the original file before you replace it)
  • Eject the SD card from your computer and put it back into your KNULLI device
  • Turn on your KNULLI device and enjoy your custom boot logo

Boot logo and splash screen

The boot logo is an image which is displayed while KNULLI is booting, from the moment the device is turned on until the moment EmulationStation is launched. The EmulationStation splash screen is displayed while EmulationStation is loading, scanning for games, or shutting down. The splash screen is controlled by the theme of your KNULLI installation - learn how to customize it in the Themes section. the boot logo on the other hand is part of the boot partition KNULLI is installed on.

"},{"location":"configure/customization/themes/","title":"Themes","text":"

Knulli's default frontend is EmulationStation and default theme is Art Book Next. Also included by default is the Carbon theme from Batocera. Both are updated automatically as part of each release.

"},{"location":"configure/customization/themes/#preview","title":"Preview","text":""},{"location":"configure/customization/themes/#configuration","title":"Configuration","text":"

The following options can be changed directly from the main menu under User Interface Settings > Theme Configuration

Setting Description Options Distribution Used to define which folder to look in for Theme Customization files. Batocera/Knulli, RetroBat Aspect Ratio Enables you to select the correct aspect ratio for your screen. This will automatically set itself so you should not need to change it but if the theme layout looks odd or spacing looks incorrect you can use this setting to make sure the aspect ratio matches your screen. 16:9, 16:10, 4:3, 3:2, 1:1 System Artwork Defines the set of artwork that is displayed on the system view Default, Noir, Custom, Custom (Fullscreen) System Logos Defines the logo set used on all views Default, Custom Game Artwork Defines the type of artwork used to represent a game. These are sourced from the the selections you make in the scraper menu. Image will display the image you selected to scrape for Image Source. Image (Cropped) will display that same image zoomed in to fill the screen. Boxart will display the image you selected to scrape for Box Source Image, Image (Cropped), Boxart Game Metadata Sets if metadata (e.g. description, release date, etc...) should be displayed for a game On, Off Font Size Set the size for text elements throughout the theme. Default, Small, Large Color Scheme Sets the color scheme that is used for the theme. There is a set of prebuilt color schemes that you can select and an option to supply your custom color scheme (selected by choosing custom). You can see details on customizations below under Customization. Default, Light, Steam OS, SNES, Famicom, DMG, OLED, Custom Splash Screen Toggles an optional custom splash screen which will be displayed when EmulationStation is loading and/or scanning for ROMs. Default, Custom"},{"location":"configure/customization/themes/#additional-ui-settings","title":"Additional UI Settings","text":"

The following EmulationStation settings can also be changed and will update the look of the theme accordingly:

  • User Interface Settings > Show Clock - This will allow you to turn the system clock on or off
  • User Interface Settings > On-Screen Help - This will turn the display of EmulationStation's help system on or off (the theme's layout will automatically adapt to the available space)
  • User Interface Settings > Show Battery Status - This will allow you to change what is displayed for the battery status.
"},{"location":"configure/customization/themes/#customization","title":"Customization","text":"

Art Book Next allows customizations to system artwork and color schemes without the need to edit the source XML. This enables you to change the look of the theme and still retain your changes when the theme is updated.

"},{"location":"configure/customization/themes/#start-here","title":"Start Here","text":"
  • Make sure the Distribution setting is set to Batocera/Knulli (This value determines the folder where you will add your customizations)
    • Batocera/Knulli folder is = /userdata/theme-customizations/art-book-next/
    • Create this folder and then move on to the options below...
"},{"location":"configure/customization/themes/#background-art","title":"Background Art","text":"

The artwork used on the system view can be customized with your own images.

"},{"location":"configure/customization/themes/#for-angled-artwork","title":"For angled artwork:","text":"
  • Create your custom artwork using one of the masks i've supplied in this theme's resources directory here. I've included a set of masks that should work in all major image editing programs.
  • Export your final images as transparent pngs
  • Create a folder in the path you created above called artwork
  • Upload your images to that folder
  • They can be named:
    • _default.png
    • ${system.theme}.png
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
    • _default.png can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
    • ${system.theme}.png should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png in the artwork folder.
  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom
"},{"location":"configure/customization/themes/#for-fullscreen-artwork","title":"For fullscreen artwork:","text":"
  • Create a folder in the path you created above called artwork-fullscreen
  • Upload your images to that folder
  • They can be named:
    • _default.png
    • _default.jpg
    • ${system.theme}.png
    • ${system.theme}.jpg
    • The theme will look them them up in that order.
    • _default.png/jpg can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
    • ${system.theme}.png/jpg should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png or snes.jpg in the artwork folder.
  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom (Fullscreen)
"},{"location":"configure/customization/themes/#splash-screen","title":"Splash Screen","text":"
  • Upload your image to the folder you created above
  • It can be named:
    • splash.png
    • splash.jpg
  • One your image is in place you turn on your splash screen by changing Splash Screen to Custom
"},{"location":"configure/customization/themes/#color-schemes","title":"Color Schemes","text":"

You can create your own custom color scheme to use for the theme

  • Download this template
  • Upload it in the path you created above and make sure its called colors.xml
  • Change any values in the template to the colors you prefer.
  • I tried to make the values as self explanatory as possible but if you have questions regarding which property does what please don't hesitate to ask.
  • After your colors are defined; in theme configuration change Color Scheme to Custom
"},{"location":"configure/customization/themes/#logos","title":"Logos","text":"

System logos can be customized by adding your own images

  • Create a folder in the path you created above called logos
  • Upload your images to that folder
  • They can be named:
    • ${system.theme}.svg
    • ${system.theme}.png
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
    • ${system.theme}.svg/png should be named for the system you are looking to override. For example if you wanted to override the logo for snes you would create an image called snes.svg or snes.png in the logos folder.
  • Once your images are in place you turn on custom images by changing the System Logos setting to Custom
"},{"location":"configure/customization/themes/#adding-additional-themes","title":"Adding Additional Themes","text":"
  • Knulli's version of EmulationStation is sourced from the same version used in Batocera so you can also use themes that were created for Batocera directly
  • You can download themes directly using the built-in theme downloader (which includes nice previews of each theme)
  • You can also find a list of Batocera themes here: https://batocera.org/themes.php if you would prefer to download them manually

There are no guarantees that themes from the above list will support the aspect ratio of your device or all of the systems we support. Because of that; some themes may look odd, not display all systems or have layouts that do not match well to your screen.

"},{"location":"configure/customization/themes/#creating-your-own-theme","title":"Creating Your Own Theme","text":"

An exhaustive tutorial is out of scope for this wiki. That said; please see Batocera's theme documention @ https://wiki.batocera.org/write_themes_for_emulationstation. Its a great starter guide for understanding the fundamentals of creating themes for the version of EmulationStation used by Knulli.

"},{"location":"configure/ppsspp/cheats/","title":"Cheats for PPSSPP","text":"

The standalone PPSSPP emulator for PlayStation Portable (PSP) brings its own database of cheats which can be applied to your PSP games.

"},{"location":"configure/ppsspp/cheats/#installing-ppsspp-cheats","title":"Installing PPSSPP cheats","text":"

To install PPSSPP cheats on your KNULLI device, simply press Start to bring up the main menu. From there, head to Updates & Downloads and open the Content Downloader. Find Cheats for PPSSPP emulator, either by searching for it by keyword or by scrolling down to the PlayStation Portable section. Either way, after selecting Cheats for PPSSPP emulator from the list and pressing the confirm button (either A or B depending on your settings), you will be prompted to install cheats. Confirm again to begin installation.

"},{"location":"configure/ppsspp/cheats/#applying-ppsspp-cheats-on-your-games","title":"Applying PPSSPP cheats on your games","text":"

By default, KNULLI uses standalone PPSSPP as emulator for your PSP games. However, if you want to make sure that your game runs on PPSSPP (e.g., because you have set global default PSP emulation to another core), you can go to the PSP category, find the game you want to apply cheats on, and hold the confirm button (either A or B depending on your settings) to bring up the game menu. Find Advanced Game Options and make sure to set Emulator to PPSSPP.

"},{"location":"configure/ppsspp/cheats/#applying-cheats","title":"Applying cheats","text":"
  • Launch the game and press the Function button to bring up the PPSSPP menu.
  • In the PPSSPP menu, pick Create game config to create a game config file for your game.
  • Next, pick Game Settings and head to the System tab where you will find a toggle to Enable Cheats. Make sure that the box is checked.
  • Head back to the main menu of the PPSSPP overlay, which will now have a Cheats section.
  • Go to the Cheats section and simply check all the cheats you want to apply to your game. Be aware that not every cheat is available for every game.

You may now return to your game, the cheats should be applied automatically. Since you stored them in a game config file, the cheats will be restored automatically the next time you launch the game with PPSSPP.

"},{"location":"configure/ppsspp/cheats/#enhancing-performance-with-cheats","title":"Enhancing performance with cheats","text":"

Even though the word \"cheat\" usually refers to gaining gameplay advantages by manipulating, breaking, overriding the rules of a game, PPSSPP cheats also contain some means to improve the performance of certain games.

For example, among the cheats for \"God Of War: Chains Of Sparta\", you will find cheats for locking the framerate to 30 or 60 FPS. By enabling the 30 FPS lock cheat and setting Frame skipping to 1 and Auto frameskip to disabled in the Graphics tab of the Game settings, you might get a more enjoyable performance on a low-powered device like the Anbernic RG35XX H/Plus/SP.

Some stock operating systems (e.g., the Anbernic stock OS) already include game configurations for several games, which have cheats activated by default. If you feel like one of your games performs better on the stock OS of your device, take the time to compare the emulator settings of the same game on both devices and adapt the configuration from the stock OS to your KNULLI device.

"},{"location":"configure/retroarch/controls/","title":"Modifying controls in RetroArch","text":"

For several systems, KNULLI employs emulation cores from the RetroArch library (libretro). You will find exhaustive documentation on how to use RetroArch in the excellent RetroArch documentation portal. However, to give you a kick-start, here's how to remap controls for your RetroArch-driven emulation systems on your KNULLI device.

"},{"location":"configure/retroarch/controls/#remap-by-game-content-directory-or-core","title":"Remap by game, content directory, or core","text":"

If you want to remap controls for your retroArch-driven games, first you got to decide, whether you want to change controls for the game, the content directory where the game is stored, or the entire emulation core.

When launching a game with a RetroArch core, RetroArch first loads its default remap file common.rmp. However, the default remap file can be overriden hierarchically in the following order:

  1. core remap file overrides default remap file
  2. content directory remap file overrides core and default remap file
  3. game remap file overrides all other remap files

Now, depending on how your games are stored on your device, if you want to change key mappings for each game of a system, you might either want to change controls for the entire core or for the content directory. However, even if you create a remap file for a content directory, the remapping still will only apply to the core it was made for.

Changing controls for an entire core might come in handy if you want to change the key mappings for every game which is run by that core, e.g. for globally swapping B and Y and A and B on a Gameboy core to make default Gameboy controls more similar to default SNES controls and not having to make the same change for every single game again.

Remapping controls for a content directory could be helpful if the core covers games from more than one folder but you want to apply the remap to games from only one of these folders.

Changing controls for a single game will help you to adapt controls for a single game without messing up controls for every other game of the same core (or folder).

"},{"location":"configure/retroarch/controls/#remap-your-controls","title":"Remap your controls","text":"

After you made a decision on whether you want a game or core specific remapping, hold F (the function button) and press B to bring up the RetroArch menu while playing the game.

  • Go to the Controls section and select Manage Remap Files.
  • Check if there is already an Active Remap File indicated at the top of the menu and if that is the remap file you would like to edit.
    • If the file is named like the game, it is a game remap file.
    • If the file is named like the folder it is a content directory remap file.
    • If the file is named like the emulation core it is a core remap file.
    • If the file is named common.rmp it is the default remap file. (You should not try to edit this one.)
  • If the default remap file is selected (or the active remap file is not the remap file you want to use),
    • pick Save Game Remap File to create a game remap file or
    • pick Save Content Directory File to create a content directory remap file or
    • pick Save Core Remap File to create a core remap file.
  • If you want to permanently delete the current remap file
    • pick Remove Game Remap File to permanently delete the game remap file or
    • pick Remove Content Directory File to permanently delete the content directory remap file or
    • pick Remove Core Remap File to permanently delete the core remap file.
  • After you made sure the Active Remap File indicates the file you want to use and modify,
    • return the previous section (Controls),
    • pick the control port you want to remap (for the controls integrated in your KNULLI device, use Port 1 Controls), and
    • find the input of your device that you want to reassign (first/left column) and assign it to the desired input of the emulated system (second/right column).

Once you are done remapping, return to your game. All changes you made will be stored in the currently active remap file and will be automatically restored when you launch the game again, unless they are overriden by another remap file as illustrated above.

"},{"location":"devices/","title":"Device Support","text":"

We are working on KNULLI versions for a variety of ARM based devices.

There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

"},{"location":"devices/#gpu-supported-devices","title":"GPU supported devices","text":"Manufacturer Device CPU / Architecture Kernel GL driver Interface Anbernic RG35xx Original Actions Semi 7039 (ARM) Actions BSP 4.7.190 PowerVR SGX544 fbdev + Emulation Station / Simplemenu Anbernic RG35XX Plus Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 fbdev + Emulation Station Anbernic RG35XX H Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 fbdev + Emulation Station Anbernic RG35XX 2024 Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 fbdev + Emulation Station Orange Pi Orange Pi Zero 2w Allwinner H618 / Mali G31 (ARMv8-A) Mainline Linux Panfrost Weston + Emulation Station Powkiddy Powkiddy A12 Rockchip RK3128 / Mali 400 MP4 (ARMv7-A) Rockchip BSP 4.4 Mali Weston + Emulation Station Powkiddy Powkiddy A13 Rockchip RK3128 / Mali 400 MP4 (ARMv7-A) Rockchip BSP 4.4 Mali Weston + Emulation Station Powkiddy RGB30 Rockchip RK3566 (ARM) Rockchip BSP 4.19 Mali KMS/DRM + Emulation Station Sega Astro City Mini Allwinner R16 / Mali 400 MP4 (ARMv7-A) Allwinner BSP 4.0 Mali fbdev + Emulationstation SJGAM M16 Rockchip RK3126 / Mali 400 MP4 (ARMv7-A) Rockchip BSP 4.4 Mali Weston + Emulation Station Taito Egret II Mini Allwinner R16 / Mali 400 MP4 (ARMv7-A) Allwinner BSP 4.0 Mali fbdev + Emulationstation Unbranded PocketGo S30 Allwinner A33 / Mali 400 MP4 (ARMv7-A) Allwinner BSP 4.4 Mali fbdev + Emulation Station"},{"location":"devices/#legacy-devices","title":"Legacy devices","text":"Manufacturer Device CPU / Architecture Kernel GL driver Interface Capcom Retro Station Tron Actions Semi 7051 (ARM) Actions Semi BSP 3.0.8 framebuffer only RetroArch + Simplemenu Powkiddy x51 Actions Semi 7051 Actions BSP 3.4 PowerVR SGX544 (disabled) fbdev + Simplemenu Unico Neo Geo Mini Actions Semi (MIPS) Actions Semi BSP 3.0.8 framebuffer only RetroArch + Simplemenu Unico Arcade Stick Pro Actions Semi 7051 (ARM) Actions Semi BSP 3.0.8 framebuffer only RetroArch + Simplemenu Unico MVSX Actions Semi 7051 (ARM)) Actions Semi BSP 3.0.8 framebuffer only RetroArch + Simplemenu"},{"location":"devices/anbernic/rg35xx-2024/","title":"Anbernic RG35XX 2024","text":""},{"location":"devices/anbernic/rg35xx-2024/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface RG35xx Plus Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 Emulation Station

The RG35XX 2024 distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

"},{"location":"devices/anbernic/rg35xx-2024/#extracting-the-kernel-and-bootloader","title":"Extracting the kernel and bootloader","text":"

Anbernic has not published the source code of the u-boot and kernel of the RG35xx Plus. In order to have a working configuration you have two options:

  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

"},{"location":"devices/anbernic/rg35xx-2024/#features","title":"Features","text":"
  • Suspend (briefly press power button)
  • HDMI
  • Emulation Station frontend
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx-2024/#installation","title":"Installation","text":"

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX 2024.

"},{"location":"devices/anbernic/rg35xx-2024/#video-guide","title":"Video Guide","text":"

Courtesy of @TechDweeb

"},{"location":"devices/anbernic/rg35xx-2024/#community","title":"Community","text":""},{"location":"devices/anbernic/rg35xx-2024/#videos","title":"Videos","text":""},{"location":"devices/anbernic/rg35xx-h/","title":"Anbernic RG35XX H","text":""},{"location":"devices/anbernic/rg35xx-h/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface RG35XX H Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 EmulationStation

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

"},{"location":"devices/anbernic/rg35xx-h/#extracting-the-kernel-and-bootloader","title":"Extracting the kernel and bootloader","text":"

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

"},{"location":"devices/anbernic/rg35xx-h/#features","title":"Features","text":"
  • Wireless
  • Bluetooth
  • Suspend (briefly press power button)
  • HDMI
  • Emulation Station frontend
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx-h/#installation","title":"Installation","text":"

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

"},{"location":"devices/anbernic/rg35xx-h/#video-guide","title":"Video Guide","text":"

Courtesy of @TechDweeb

"},{"location":"devices/anbernic/rg35xx-h/#community","title":"Community","text":""},{"location":"devices/anbernic/rg35xx-h/#videos","title":"Videos","text":""},{"location":"devices/anbernic/rg35xx-plus/","title":"Anbernic RG35XX Plus","text":""},{"location":"devices/anbernic/rg35xx-plus/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface RG35xx Plus Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 Emulation Station

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

"},{"location":"devices/anbernic/rg35xx-plus/#extracting-the-kernel-and-bootloader","title":"Extracting the kernel and bootloader","text":"

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

"},{"location":"devices/anbernic/rg35xx-plus/#features","title":"Features","text":"
  • Wireless
  • Bluetooth
  • Suspend (briefly press power button)
  • HDMI
  • Emulation Station frontend
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx-plus/#installation","title":"Installation","text":"

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

"},{"location":"devices/anbernic/rg35xx-plus/#video-guide","title":"Video Guide","text":"

Courtesy of @TechDweeb

"},{"location":"devices/anbernic/rg35xx-plus/#community","title":"Community","text":""},{"location":"devices/anbernic/rg35xx-plus/#videos","title":"Videos","text":""},{"location":"devices/anbernic/rg35xx-sp/","title":"Anbernic RG35XX SP","text":""},{"location":"devices/anbernic/rg35xx-sp/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface RG35xx Plus Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 Emulation Station

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

"},{"location":"devices/anbernic/rg35xx-sp/#extracting-the-kernel-and-bootloader","title":"Extracting the kernel and bootloader","text":"

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

"},{"location":"devices/anbernic/rg35xx-sp/#features","title":"Features","text":"
  • Wireless
  • Bluetooth
  • Suspend (briefly press power button)
  • HDMI
  • Emulation Station frontend
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx-sp/#installation","title":"Installation","text":"

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

"},{"location":"devices/anbernic/rg35xx-sp/#video-guide","title":"Video Guide","text":"

Courtesy of @TechDweeb

"},{"location":"devices/anbernic/rg35xx-sp/#community","title":"Community","text":""},{"location":"devices/anbernic/rg35xx-sp/#videos","title":"Videos","text":""},{"location":"devices/anbernic/rg35xx/","title":"Anbernic RG35XX (Original)","text":""},{"location":"devices/anbernic/rg35xx/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface RG35xx Original Actions Semi 7039 (ARM) Actions Semi BSP 4.9.170 pvrsrvkm Emulation Station / Simplemenu

The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

"},{"location":"devices/anbernic/rg35xx/#extracting-the-kernel-and-bootloader","title":"Extracting the kernel and bootloader","text":"

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

"},{"location":"devices/anbernic/rg35xx/#features","title":"Features","text":"
  • Suspend (briefly press power button)
  • HDMI
  • Emulation Station frontend
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx/#notes","title":"Notes","text":"

The RG35XX is currently not supported by KNULLI.

"},{"location":"devices/anbernic/rg40xx-h/","title":"Anbernic RG40XX H","text":""},{"location":"devices/anbernic/rg40xx-h/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface RG35XX H Allwinner H700 (ARM) Allwinner BSP 4.9.170 Mali G31 EmulationStation

The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

"},{"location":"devices/anbernic/rg40xx-h/#extracting-the-kernel-and-bootloader","title":"Extracting the kernel and bootloader","text":"

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

"},{"location":"devices/anbernic/rg40xx-h/#features","title":"Features","text":"
  • Wireless
  • Bluetooth
  • Suspend (briefly press power button)
  • HDMI
  • Emulation Station frontend
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg40xx-h/#installation","title":"Installation","text":"

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

"},{"location":"devices/anbernic/rg40xx-h/#video-guide","title":"Video Guide","text":"

Courtesy of @TechDweeb

"},{"location":"devices/anbernic/rg40xx-h/#community","title":"Community","text":""},{"location":"devices/anbernic/rg40xx-h/#videos","title":"Videos","text":""},{"location":"devices/orange-pi/orange-pi-zero-2w/","title":"Orange Pi 5","text":""},{"location":"devices/orange-pi/orange-pi-zero-2w/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface Orange Pi Zero 2w Allwinner H618 / Mali G31 (ARMv8-A) Mainline Linux Panfrost Weston + Emulation Station"},{"location":"devices/orange-pi/orange-pi-zero-2w/#notes","title":"Notes","text":"

The RG35XX is currently not supported by KNULLI.

"},{"location":"devices/powkiddy/rgb30/","title":"Powkiddy RGB30","text":""},{"location":"devices/powkiddy/rgb30/#overview","title":"Overview","text":"Device CPU / Architecture Kernel GL driver Interface RGB30 Rockchip RK3566 (ARM) Rockchip BSP 4.19 Mali KMS/DRM + Emulation Station"},{"location":"devices/powkiddy/rgb30/#notes","title":"Notes","text":"

The RG35XX is currently not supported by KNULLI.

"},{"location":"faq/","title":"Frequently Asked Questions","text":"
  • Frequently asked questions about KNULLI
  • Frequently asked questions about troubleshooting
"},{"location":"faq/knulli/","title":"FAQ: About KNULLI","text":""},{"location":"faq/knulli/#q-what-is-knulli","title":"Q: What is KNULLI?","text":"

A: KNULLI is a fork of Batocera. It tries to provide support for devices that fall under at least one of these two categories:

  • There are no open source kernel and/or u-boot sources available
  • There are sources, but the kernel is either not mainline, and/or too old (e.g. devices with a BSP kernel 3.4 like the Egret II Mini)
  • It's a device that I own and I have decided to create a Custom Firmware for it
"},{"location":"faq/knulli/#q-ok-so-why-a-fork-and-not-merge-the-changes-back-to-batocera","title":"Q: OK, so why a fork and not merge the changes back to Batocera?","text":"

A: Because the license of Batocera does not allow for closed sourced kernels to be added to the distribution.

"},{"location":"faq/knulli/#q-are-there-any-other-differences","title":"Q: Are there any other differences?","text":"

A: The goal is to maintain compatibility with batocera, but with focus on low powered devices or devices that don't necessarily benefit from some features that have an impact on device performance, etc. For instance, devices with low memory (256MB like Powkiddy A12/A13 or RG35XX Classic). Then there's also the intention to add features currently present in JelOS/Rocknix, EmuELEC, etc.

"},{"location":"faq/knulli/#q-do-you-know-what-the-word-knulli-means-in-swedish","title":"Q: Do you know what the word \"Knulli\" means in Swedish?","text":"

A: Yes, we do. \ud83d\ude03

"},{"location":"faq/knulli/#q-i-am-using-the-batocera-v3940-beta-on-my-rg35xx-plush-should-i-switch-to-knulli","title":"Q: I am using the Batocera v39/40 beta on my RG35XX Plus/H - should I switch to KNULLI?","text":"

A: The short answer is: Yes!

The long answer is: After we adapted Batocera to make it work on the RG35XX Plus/H, it became clear that Batocera will not be able to integrate our proposed changes into their software due to licensing issues. The license under which Batocera is published is not compatible with the license of the drivers for the RG35XX Plus/H. Therefore, we created a fork of Batocera under a completely new name to resolve the licensing issues. While the Batocera v39/40 beta for RG35XX Plus/H is no longer maintained, KNULLI is its immediate successor. Consequently, switching to KNULLI corresponds to updating to a newer version of the same OS you are already using.

"},{"location":"faq/knulli/#q-where-can-i-download-the-latest-version","title":"Q: Where can I download the latest version?","text":"

A: You will find the latest version of KNULLI on our Releases page. Find the download for your device in the Installation Package Downloads section and follow the Quick Start Guide to install KNULLI on your device. If your device is not listed there, please be patient - there is no public release of KNULLI for your device available, yet.

"},{"location":"faq/knulli/#q-which-devices-are-supported","title":"Q: Which devices are supported?","text":"

A: You will find a list of all currently supported devices in the Installation Package Downloads section of our Releases page. If your device is not listed there, there is no public release of KNULLI for your device available, yet.

"},{"location":"faq/knulli/#q-do-i-have-to-flash-every-release-or-can-i-update","title":"Q: Do I have to flash every release or can I update?","text":"

A: For most of the releases you can run a manual update as explained in the Update section.

"},{"location":"faq/knulli/#q-do-you-support-x-device-will-you-add-support-for-x-device","title":"Q: Do you support X device? Will you add support for X device?","text":"

A: You can find the list of currently supported devices here: Devices

If the device you are interested in isn't in that list then no one has contributed the work to add support for it yet. Why? To add support for a device we (1) need to be interested in adding support for it \ud83d\ude0a and (2) need to have direct access to the device.

That said, anyone who is interested can submit updates to KNULLI to add support for a device they care about! If you are interested in adding support for a new device please start here: Contribute

"},{"location":"faq/knulli/#q-is-it-possible-to-license-knulli-for-redistribution","title":"Q: Is it possible to license KNULLI for redistribution?","text":"

A: KNULLI utilizes a non-commercial CC BY-NC-SA 4.0 copyleft license on our branding which is intended to prevent abuse of our work. Device Makers and others who would like to bundle on devices may not do so without our express permission.

"},{"location":"faq/knulli/#q-can-i-sell-knulli","title":"Q: Can I sell KNULLI?","text":"

A: The KNULLI brand is licensed for non-commercial use only. It is not allowed to be sold or included as an up charge in any form what-so-ever. Period. This is not negotiable.

"},{"location":"faq/troubleshooting/","title":"FAQ: Troubleshooting","text":""},{"location":"faq/troubleshooting/#q-i-want-to-add-my-own-roms-to-the-sd-card-but-my-windowsmac-computer-cant-see-the-roms-partition-what-can-i-do","title":"Q: I want to add my own ROMs to the SD card but my Windows/Mac computer can't see the roms partition - what can I do?","text":"

A: By default KNULLI formats the second partition with the ext4 filesystem for Linux. That format is typically not readable/mountable under Windows/Mac. However, ext4 is required for several PortMaster games to work properly.

Instead of accessing the partition directly, we propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI, if you are sure that you do not want to play PortMaster games. Please refer to the Add Games section for details about network transfer and reformatting.

"},{"location":"faq/troubleshooting/#q-can-i-use-a-second-sd-card-for-my-romsbios-content","title":"Q: Can I use a second SD card for my roms/bios content?","text":"

A: Yes! Have a look in the Second SD Card section!

"},{"location":"faq/troubleshooting/#q-can-i-use-one-sd-card-only-for-portmaster-so-that-the-other-can-still-be-exfat","title":"Q: Can I use one SD card only for PortMaster so that the other can still be exFAT?","text":"

A: The short answer is: No.

The long answer is: Knulli will use either SD 1 or SD 2 for all of your user data, including games, saves, etc. There is no way around your SD cards being formatted to ext4 if you want to play PortMaster games.

If you know your way around Linux and understand the concept of symbolic links, you can take the time to study the folder structure of KNULLI and employ symbolic links to use the storage space of both SD cards: You could turn certain subfolders on the SD card KNULLI is set up to use into symbolic links to subfolders on the other SD card. However, for that to work, both data storages still need to be formatted to ext4.

You can learn more about the Game Storage, using a Second SD card, and the KNULLI filesystem in the respective wiki sections.

"},{"location":"faq/troubleshooting/#q-i-would-like-to-try-muos-and-knulli-is-it-possible-to-have-the-same-second-sd-card-for-both-cfws-to-share-my-games-between-them","title":"Q: I would like to try muOS and KNULLI - is it possible to have the same second SD card for both CFWs to share my games between them?","text":"

A: KNULLI requires all the ROMs to be in the respective subfolders of the emulated system, e.g., roms/snes for SNES ROMs. If you populate your SD card the KNULLI way (see Add Games section for details), it will be possible to configure your muOS to take the ROMs from these folders, which will enable you to use the same second SD card for your ROMs in both CFWs.

"},{"location":"faq/troubleshooting/#q-i-have-garlic-with-my-romsbioses-on-the-second-sd-card-is-it-possible-to-reuse-that-card-for-knulli","title":"Q: I have Garlic with my ROMs/BIOSes on the second SD card. Is it possible to reuse that card for KNULLI?","text":"

A: By default KNULLI expects a different name for the ROM folders and their location, but thanks to @XQuader there's a script that creates the compatible configuration for KNULLI based on the Garlic structure. You can read more about it on this Reddit post.

"},{"location":"faq/troubleshooting/#q-the-installation-seems-to-be-running-i-can-see-its-expanding-the-partition-but-its-taking-too-long","title":"Q: The installation seems to be running, I can see it's expanding the partition but it's taking too long","text":"

A: Expanding and booting the first time with a 64GB SDCARD takes about 1 to 1:30 minutes. If your SDCARD is larger it may take much longer, however, if it goes beyond 5 minutes, chances are that something didn't go well. Just press reset and the system will continue. If that's the case, the partition may have not been expanded. For that you will need to manually expand the card on your PC/Mac/Linux.

"},{"location":"faq/troubleshooting/#q-i-cannot-connect-to-my-wi-fi-even-though-my-device-has-a-wireless-network-adapter-what-can-i-do","title":"Q: I cannot connect to my Wi-Fi even though my device has a wireless network adapter - what can I do?","text":"

A: Make sure that your router is set to WPA2. Some users experience connection issues with Wi-Fis which are set to WPA3.

"},{"location":"faq/troubleshooting/#q-ive-installedupdated-to-the-latest-version-and-i-dont-have-audio-or-my-controls-dont-respond-or-something-else-is-not-working-as-expected-what-can-i-do","title":"Q: I've installed/updated to the latest version and I don't have audio, or my controls don't respond, or something else is not working as expected - what can I do?","text":"

A: You might want to try to reset your device to factory settings. Please follow our guide on Resetting to Factory Settings

"},{"location":"faq/troubleshooting/#q-when-i-try-to-open-retro-achievements-i-get-an-error-message-with-status-code-419-telling-me-i-am-not-authorized-what-can-i-do","title":"Q: When I try to open Retro Achievements, I get an error message with status code 419, telling me I am not authorized. What can I do?","text":"

A: Nothing. But don't worry! If you see this message, it only means that your version of KNULLI does not support displaying your collected Retro Achievements, yet. However, it is still completely possible to collect Retro Achievements while playing! Just set up your Retro Achievements account as explained in the Retro Achievements section and start hunting!

"},{"location":"faq/troubleshooting/#q-where-can-i-change-the-hotkey-shortcuts-when-i-try-to-change-hotkeys-in-retroarch-my-changes-are-reset-every-time-i-start-a-game","title":"Q: Where can I change the hotkey shortcuts? When I try to change hotkeys in RetroArch, my changes are reset every time I start a game!","text":"

A: The short answer is: Nowhere. You are not supposed to change them, you should just use the ones described in the Hotkey Shortcuts section.

The long answer is: Unlike other CFWs for previous generations of handhelds, KNULLI is not limited to RetroArch-integrated emulators. KNULLI comes with a lot of standalone emulators. Some of them have to be configured by the developers with hard-coded programming because they can't be configured at runtime.

Like the Batocera project we forked from, KNULLI wants to give the users a consistent user experience. Therefore, we provide a set of pre-defined hotkey shortcuts that work for most emulators as consistent as possible. We are currently not planning to add any options for you to be able to change hotkeys anytime soon, but we are discussing options.

Tech-savvy users might be able to override our settings for RetroArch specifically by replacing them in batocera.conf, following this guide on the Batocera website. However, be aware that some shortcuts that we provide on the OS level might conflict with your manual choices for hotkeys on the RetroArch level, which might lead to double-bindings. Consequently, we do not recommend tinkering with hotkeys at all.

"},{"location":"faq/troubleshooting/#q-why-do-my-retroarch-settings-always-reset-whenever-i-launch-a-game","title":"Q: Why do my RetroArch settings always reset whenever I launch a game?","text":"

A: You are not supposed to make changes in RetroArch directly. Most relevant options for each emulator and/or RetroArch core can be set in EmulationStation either globally or per system or even per game. The RetroArch configuration file is generated anew with every launch of a game, based on the settings you made globally or for the specific system/game in EmulationStation. For that reason, all the changes you make while playing will be overwritten the next time you launch a game, except for overrides and remap files.

Please set up your emulators in EmulationStation. If you miss an emulator option in EmulationStation that seems relevant to you, you might want to get in touch and make your case. Maybe we can help you adopt this emulator option into an EmulationStation setting or at least give you insight why we don't think this option should be set by the user (e.g. hotkey changes which would lead to system-wide inconsistencies).

"},{"location":"faq/troubleshooting/#q-why-are-bezel-decorations-not-working-on-my-knulli-device","title":"Q: Why are bezel decorations not working on my KNULLI device?","text":"

A: Most bezel decorations are made for screens with an aspect ratio of 16:9. Consequently, those bezels do not work on a 4:3 display (like on the Anbernic RG35XX H/Plus/SP). To get bezel decorations working, find a bezel pack for 4:3 displays. You will find a detailed explanation (and a pointer to 4:3-compatible bezels) in the Bezel Decorations section.

"},{"location":"faq/troubleshooting/#q-there-seems-to-be-some-battery-drain-what-can-i-do","title":"Q: There seems to be some battery drain. What can I do?","text":"

A: Most likely, there is no battery drain. There is a bug in the algorithm which calculates and refreshes the estimated battery charge. Therefore, the displayed percentage is inaccurate. Do not worry about it, your battery is fine. Our developers are already working on a solution to give you a more precise battery charge indicator.

"},{"location":"guides/A133-firmware-extract/","title":"Allwinner A133 Firmware extraction","text":"

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

"},{"location":"guides/A133-firmware-extract/#obtaining-the-stock-firmware","title":"Obtaining the stock firmware","text":"

You can download the stock firmware from GitHub

"},{"location":"guides/h700-firmware-extract/","title":"Allwinner H700 Firmware extraction","text":"

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

  • RG35xx Plus
  • RG35xx H
  • RG35xx 2024
"},{"location":"guides/h700-firmware-extract/#tools-and-repositories-required","title":"Tools and repositories required","text":"
  • android unpackbootimg to unpack/pack and create boot.img
  • OrangePi Build includes all the necessary tools for repackaging the boot-package (u-boot)
  • OpenixCard to extract the stock firmware image (in AWIMAGE format)
"},{"location":"guides/h700-firmware-extract/#firmware-building-blocks","title":"Firmware building blocks","text":"

There are four different blocks that are required for the Allwinner H700 BSP to work.

"},{"location":"guides/h700-firmware-extract/#boot0","title":"Boot0","text":"

The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

The boot0 has the following signature:

00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|\n00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|\n00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|\n00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|\n00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|\n00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|\n00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|\n00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|\n00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|\n00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|\n000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|\n000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|\n000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|\n000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|\n000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|\n000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|\n00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|\n00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|\n00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|\n00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n[...]\n
"},{"location":"guides/h700-firmware-extract/#boot-package","title":"Boot package","text":"

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

The boot package has the following signature:

00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|\n00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|\n00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|\n00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|\n00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|\n00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|\n00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|\n000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|\n000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|\n00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|\n00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|\n00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|\n00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|\n00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|\n000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|\n000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n*\n000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|\n00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|\n[...]\n

The u-boot is included in the boot-package.fex image

"},{"location":"guides/h700-firmware-extract/#boot-image","title":"Boot Image","text":"

Contains the kernel, ramdisk, and bootargs.

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

To extract the boot.img to the folder boot_image:

$ unpackbootimg -i boot.img -o boot_image/\n\nBOARD_KERNEL_CMDLINE .BT0\nBOARD_KERNEL_BASE 645ee563\nBOARD_NAME  for boot0\n\nBOARD_PAGE_SIZE 1948279909\nBOARD_HASH_TYPE sha256\nBOARD_KERNEL_OFFSET 00008000\nBOARD_RAMDISK_OFFSET fd058b12\nBOARD_SECOND_OFFSET 9c087c09\nBOARD_TAGS_OFFSET 080a7c03\nBOARD_OS_VERSION 49.91.109\nBOARD_OS_PATCH_LEVEL 2070-12\nBOARD_DT_SIZE 1634541679\n

The following files will be extracted into the boot_image folder:

boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    \nboot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage\nboot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  \nboot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff\n

To repack the boot.img after doing any changes:

mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \\\n--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \\\n--second_offset 00e88000 --tags_offset fff88100 --cmdline \"earlyprintk=ttyS0,115200 \nloglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 \ninit=/sbin/init\" -o updated_boot.img\n
"},{"location":"guides/h700-firmware-extract/#env-image","title":"Env Image","text":"

Env image contains the environment variables used by u-boot.

The image can be extracted just with strings env.img > env.txt.

The environment variables follow this format:

earlyprintk=sunxi-uart,0x05000000\ninitcall_debug=0\nconsole=ttyS0,115200\nnand_root=/dev/nand0p4\nmmc_root=/dev/mmcblk0p5\ninit=/init\nloglevel=4\nselinux=0\ncma=64M\nmac=\nwifi_mac=\nbt_mac=\nspecialstr=\nkeybox_list=hdcpkey,widevine\nsetargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1\nsetargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1\nboot_normal=sunxi_flash read 45000000 boot;bootm 45000000\nboot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000\nboot_fastboot=fastboot\nrecovery_key_value_max=0x13\nrecovery_key_value_min=0x10\nfastboot_key_value_max=0x8\nfastboot_key_value_min=0x2\nbootdelay=0\nbootcmd=run setargs_nand boot_normal\n

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

mkenvimage -s 0x1000000 -o env.img env.txt \n
"},{"location":"guides/h700-firmware-extract/#obtaining-the-stock-firmware","title":"Obtaining the stock firmware","text":"

There are three ways to obtain the stock firmware:

  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • Use the SDCARD included with your device
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
"},{"location":"guides/h700-firmware-extract/#firmware-extraction","title":"Firmware extraction","text":"

This section describes the different methods to extract the firmware

"},{"location":"guides/h700-firmware-extract/#using-the-original-phoenixcard-firmware","title":"Using the original PhoenixCard firmware","text":"

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

$ unzip h700_linux_tv_uart0_20231108.zip\nArchive:  h700_linux_tv_uart0_20231108.zip\n  inflating: h700_linux_tv_uart0_20231108.img\n

Then run OpenixCard to extract the actual image:

$ OpenixCard -u h700_linux_tv_uart0_20231108.img\n _____             _     _____           _ \n|     |___ ___ ___|_|_ _|     |___ ___ _| |\n|  |  | . | -_|   | |_'_|   --| .'|  _| . |\n|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|\n      |_| Version: 9ffafbb Commit: 1\nCopyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>\n\n[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img\n[OpenixIMG INFO] Decrypting IMG header...\n[OpenixIMG INFO] IMG version is: 0x300\n[OpenixIMG INFO] Decrypting IMG file contents...\n[OpenixIMG INFO] Writing the IMG config data...\n[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump\n

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex\naultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex\naultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex\nboard.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex\n

From the files extracted you can identify the four files mentioned above:

  1. boot0_sdcard.fex is the boot0
  2. boot_package.fex is the boot package image
  3. boot-resource.fex is the boot.img
  4. env.fex is the env.img
"},{"location":"guides/h700-firmware-extract/#using-the-stock-sdcard-or-image","title":"Using the stock SDCARD or image","text":"

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64\n

And for boot-package:

$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464\n

For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

$ fdisk -l RG35XXH-EN16GB-OS240330.IMG\nDisk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors\nUnits: sectors of 1 * 512 = 512 bytes\nSector size (logical/physical): 512 bytes / 512 bytes\nI/O size (minimum/optimal): 512 bytes / 512 bytes\nDisklabel type: gpt\nDisk identifier: AB6F3888-569A-4926-9668-80941DCB40BC\n\nDevice                          Start      End  Sectors  Size Type\nRG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data\nRG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data\nRG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data\nRG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data\nRG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data\nRG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data\n

Then extract partitions 1 and 2 with:

dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400\ndd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663\n

If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64\n

And for boot-package:

$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464\n

To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

$ sudo dd if=/dev/sdh1 of=boot.img bs=1024\n$ sudo dd if=/dev/sdh2 of=env.img bs=1024\n
"},{"location":"guides/h700-firmware-extract/#putting-everything-back-together","title":"Putting everything back together","text":"

Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
  • Flash the internal partitions boot0 and boot_package.img:
sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8\nsudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400\n
  • Flash the boot.img and env.img
sudo dd if=boot.img of=/dev/sdh1 bs=1024\nsudo dd if=env.img of=/dev/sdh2 bs=1024\n

Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

"},{"location":"play/bioses/","title":"BIOSes","text":"

A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

BIOSes are protected by copyright

Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

"},{"location":"play/bioses/#adding-bios-files","title":"Adding BIOS files","text":"

KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

"},{"location":"play/bioses/#identifying-missing-bios-files","title":"Identifying missing BIOS files","text":"

Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

Make sure to pay attention to

  • the path of the file. (Is it bios/[filename] or bios/[subdir]/[filename]?)
  • the exact path/file names. (Mind spaces, underscores, etc.)
  • any lowercase/uppercase letters. (Knulli is case-sensitive!)
  • whether the file is really missing or just has the wrong checksum, indicating a wrong file rather than a missing file.

Files with wrong checksum

The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

Missing BIOS warnings

When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

"},{"location":"play/bioses/#adding-the-files","title":"Adding the files","text":"

You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

"},{"location":"play/hotkey-shortcuts/","title":"Hotkey shortcuts","text":"

Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

"},{"location":"play/hotkey-shortcuts/#the-power-button","title":"The Power button","text":"

When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
    • All system settings you made since you last booted your device will be saved automatically.
    • If you are playing a game with a RetroArch core, your game will be saved automatically.
    • If you are playing a game with a standalone emulator your game will not be saved automatically.
  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
    • Nothing will be saved - this is meant as a last resort when your device is frozen!
  • hold the Function button and tap the power button to switch between LED modes:
    • LED always on (default)
    • LED turns off while playing (LED blinks to confirm)
    • LED always off
    • The LED mode will reset to default after each reboot/shutdown.
"},{"location":"play/hotkey-shortcuts/#clamshell-lid","title":"Clamshell lid","text":"

If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

  • close the lid to enter sleep mode.
  • open the lid to return from sleep mode.
"},{"location":"play/hotkey-shortcuts/#the-function-button","title":"The Function button","text":"

Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the \"menu\" button, the \"FN\" button, the \"F\" button, or the \"hotkey\".)

The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

"},{"location":"play/hotkey-shortcuts/#the-face-buttons","title":"The face buttons","text":"

Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

"},{"location":"play/hotkey-shortcuts/#face-buttons-on-different-systems","title":"Face buttons on different systems","text":"KNULLI Location Direction PS XBOX X North \u25b3 Y A East \u25cb B B South \u2715 A Y West \u25fb X

By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

"},{"location":"play/hotkey-shortcuts/#hotkey-shortcuts_1","title":"Hotkey shortcuts","text":"

All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

Shortcut Action Function + Start Quit the game and return to EmulationStation Function + Select On devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64) Function + Open the emulator menu of the current core Function + Quick save in the currently selected save slot Function + Quick load from the currently selected save slot Function + Next save slot Function + Previous save slot Function + Fast forward Function + Rewind Function + L1 Take a screenshot

Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

"},{"location":"play/install/","title":"Installing KNULLI","text":"

KNULLI is installed by downloading an image for your device, flashing it to an SD Card (or your device's internal storage) and then booting the device to start the install process.

"},{"location":"play/install/#step-1-download","title":"Step 1: Download","text":"
  • Download the latest version of KNULLI for your device from the releases page.
    • You'll find download links for each device/platform we support under the \"Installation Package Downloads\" header.
    • Make sure to download the correct image for your device. For example; if you are installing KNULLI on a RG35XX you would download the rg35xx image.
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.

If your device is not listed among the Installation Package Downloads, there is no public release of Knulli for your device, yet. You should not attempt to use a package for a different device.

"},{"location":"play/install/#step-2-flash","title":"Step 2: Flash","text":"
  • First decompress the image.
  • Then write the image to an SD Card using an imaging tool.
    • Common imaging tools include Rufus, Balena, Raspberry Pi Imager, and Win32 Disk Imager. If you're skilled with the command line, dd can also be used.

During the imaging, several partitions will be created, which will be shown to you as different drives on your computer. Most of these drives can only be accessed from a Linux operating system. They are not accessible on Windows.

You should never format the KNULLI partitions which Windows cannot read, no matter how strongly Windows suggests that.

After successful flashing, the BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows for manual updates as described in the update section. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. For more information on how to add games, please refer to the Add Games section after first boot.

During flashing, a partition called SHARE will be created. This is where all your games and other data will be stored. However, the SHARE partition will only be expanded to its full size during first boot. It is mandatory to finish installation by booting KNULLI before you can access the SHARE partition and start adding your games. By default, the SHARE partition will be formatted to ext4, hence, it will not be accessible through Windows. Please have a look at the Add Games section to learn how to add games to your KNULLI device - after first boot.

"},{"location":"play/install/#step-3-boot-your-device","title":"Step 3: Boot your device","text":"
  • Insert your SD Card into your device while it is turned off.
    • If your device has a secondary SD card slot, please make sure it is empty during first boot.
  • Turn on your device.
    • Note: Some devices may require you to set the boot order so your SD Card is loaded first. Please see documentation for your specific device to see if this applies to you.
  • KNULLI will run through its install process and then reboot your device after its complete.
  • When your device reboots it will load directly into EmulationStation; at this point you are good to go!
"},{"location":"play/install/#next-steps","title":"Next Steps","text":"
  • Set up Networking
  • Set up Controls
  • Add Games
  • Scraping
  • Themes
"},{"location":"play/netplay/","title":"Netplay","text":"

This section is still under construction. Sorry, we're working on it! Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

"},{"location":"play/quick-start/","title":"Quick Start Guide","text":"

Hi there! Welcome to KNULLI!

With this quick start guide, we will help you get started with KNULLI on your handheld device. If you are completely new to handheld emulation and custom firmwares (CFWs), this guide will lead you through your first steps. If you are an advanced user, this guide will make you aware of things KNULLI might do differently than other custom firmwares you have already used.

Important: Read this before you start!

Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

"},{"location":"play/quick-start/#installing-knulli","title":"Installing KNULLI","text":"

Find the latest KNULLI release on our GitHub repository, find the image for your specific device in the Installation Download Package section, download it, and flash it onto an SD card. Do not attempt to format anything manually afterwards, KNULLI will do it for you! Just put the SD card in your device, remove SD cards from any other slot, and boot the device to finish installation. (First boot can take quite long since KNULLI will expand and format your games partition. Be patient.)

If you need more detailed information on how to install KNULLI, have a look into the Install section.

"},{"location":"play/quick-start/#first-steps","title":"First steps","text":"

Your first steps will depend on how you want to use your KNULLI device.

"},{"location":"play/quick-start/#1-set-up-your-data-storage","title":"1. Set up your data storage","text":"

For most users, we recommend to use a single SD card with the default formatting.

However, if you want a different setup, e.g. because your device does not support Wi-Fi, use the table below to determine, which setup suits your needs. Be aware that it might be required to reformat the storage before you can use it. Please use the built-in KNULLI formatter for this purpose. Also, please be aware that you have to switch between internal and external storage manually. (You will find detailed instructions on switching and formatting storages in the Add Games section.)

It is possible to use an already populated SD card as secondary SD card. However, if you attempt to do so, please make sure that the folder structure matches the one described in the Game Storage section.

Decide how you want to store your files

SD cards I want to play PortMaster games! I want to access the SD card from Windows without Network transfer! (I accept that PortMaster will not work.) 1 You are good to go! You will have to reformat your internal storage to exFAT. 2 You will have to reformat your external storage to ext4 (unless it is already formatted to ext4). You will have to reformat your external storage to exFAT (unless it is already formatted to exFAT).

Make sure that you made a decision on how to store your files and prepared the storage accordingly before you continue with the next step.

Be aware that PortMaster will not work properly if you decide to format to exFAT.

"},{"location":"play/quick-start/#2-set-up-your-wi-fi","title":"2. Set up your Wi-Fi","text":"

Unless you have decided to reformat to exFAT, this step is mandatory to be able to add your games. Press the Start button to open the main menu and go to Network settings where you can configure your Wi-Fi connection. (You will find more detailed instructions about setting up Wi-Fi and increasing security in the Networking section.)

Troubleshooting

If you are unable to connect your KNULLI device to your Wi-Fi, please make sure to disable WPA3 encryption in your router and stick with WPA2 instead.

"},{"location":"play/quick-start/#3-add-games-and-bioses","title":"3. Add games and BIOSes","text":"

Depending on your storage choice, you can now start to add your games. On Windows, open your Windows Explorer and find the KNULLI device in your Network section. If the device does not show up, you can type \\\\KNULLI in the address bar of your Windows Explorer to find it manually. On macOS, select Go in Finder, pick Connect to Server and type smb://KNULLI in the address bar. (If you changed the hostname manually, look for the hostname of your choice instead.)

Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

Step 1b: Find your KNULLI device by typing \\\\KNULLI in the address bar of your Windows Explorer.

Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

Alternatively, if you have a Linux-driven computer available, or if you have formatted your SD card to exFAT, you can shut down your KNULLI device, eject the SD card, insert it into your computer, and access it directly.

In any case, you may drag-and-drop your games and BIOS files from your local hard disk drives to the corresponding folders on your KNULLI device. You will find a more detailed walkthrough and more alternative solutions for adding games in the Add Games section.

"},{"location":"play/quick-start/#4-install-portmaster-optional","title":"4. Install PortMaster (optional)","text":"

If you chose to stick with ext4, you may now install PortMaster. Make sure that you are connected to your Wi-Fi, head to the Ports section, find Install.PortMaster and launch it. Afterwards, you will find PortMaster in the Ports section. (You will find more information about how to install and run PortMaster in the PortMaster section.)

Missing PortMaster installer

If Install.PortMaster is missing from your Ports section, please follow the instructions in the PortMaster section.

"},{"location":"play/quick-start/#5-scrape-media-optional","title":"5. Scrape media (optional)","text":"

After you have added and installed all your games, you might want to add cover artworks, text descriptions and other metadata to your games. KNULLI comes with a fully functional scraper which will retrieve available media and metadata for you. Our scraper supports ScreenScraper, TheGamesDB and ArcadeDB as scraping sources. (You will find instructions for scraping in the Scraping section.)

"},{"location":"play/quick-start/#6-set-up-retro-achievements-optional","title":"6. Set up Retro Achievements (optional)","text":"

If you want to collect Retro Achievements, you should log in to your Retro Achievements account. Press START on your controller, select Game Settings and head to RetroAchievement Settings to enter your credentials. Be aware that Retro Achievements only work while you are connected to the internet. (You will find more information about Retro Achievements in the Retro Achievements section.)

"},{"location":"play/quick-start/#play","title":"Play!!","text":"

Congratulations - you are ready to start playing! How does that feel? If this is your first time using a device/CFW like this, we strongly recommend to learn the hotkey shortcuts (you will find them in the Hotkey Shortcuts section) before you launch the first game. Aside of that, you are good to go!

We hope you enjoy playing your games with KNULLI!

You are not alone!

If you run into any issues, don't worry - you are not alone! Find help in our wiki, have a look into the FAQ, or join us on Discord where we will try to answer your questions.

"},{"location":"play/retro-achievements/","title":"Retro Achievements","text":"

KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

Error 419

While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to \"Error 419\". Our developers are aware of the issue and are working on a solution.

Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

"},{"location":"play/retro-achievements/#setup","title":"Setup","text":"
  1. Create an account at RetroAchievements.org.
  2. Follow the steps on the Networking page to connect your device to the internet.
  3. While in EmulationStation press START on your controller to open the Main Menu.
  4. Select Game Settings and then choose RetroAchievement Settings.
  5. Turn On RetroAchievements (first toggle).
  6. Then enter your username and password for RetroAchievements.org in the username and password fields.
"},{"location":"play/retro-achievements/#additional-notes","title":"Additional Notes","text":"
  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
    • Recommended Settings:
    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
"},{"location":"play/scraping/","title":"Scraping","text":"

Once you added all your games to your KNULLI device, you might want to add box art and other metadata for your games. Of course, you can always edit the gamelist.xml files manually and fill in all the metadata. However, KNULLI supports scraping media and metadata automatically from three different sources: ScreenScraper, TheGamesDB and ArcadeDB.

The built-in scraper attempts to find media and metadata for your games based on the file names of the game ROMs (or launch scripts for ports). If the file names contain region information (like (U) or (EU)), the scraper will take that into account. Make sure the ROMs and scripts are named properly, otherwise the scraper will fail to identify the game. If you cannot provide a readable name for your game, as some systems require the scripts to have specific names (e.g., ScummVM), don't worry - you can scrape data for those games manually.

"},{"location":"play/scraping/#displaying-scraped-media","title":"Displaying scraped media","text":"

KNULLI uses Art-Book-Next as the default theme for the EmulationStation GUI. The theme supports displaying a lot of metadata and media you can scrape from the supported scraping sources.

The theme displays

  • in the game list of the respective system
    • either boxart or image as the game artwork.
      • Press the Start button and go to the Theme configuration section of the User interface settings to toggle Game artwork.
    • a scraped video to preview some gameplay in the game list.
    • the description of the game.
    • the community rating.
    • the release date.
  • in the game menu (hold the button which starts the game to bring up the game menu)
    • the game logo.
    • the game manual.
    • other scraped game media as a gallery.

If you switch to a different theme, you might not be able to display the same media. If your scraped media is not displayed as expected in a theme you manually installed, please refer to the theme's documentation for help.

"},{"location":"play/scraping/#adopt-scraped-media-from-another-emulationstation-based-device","title":"Adopt scraped media from another EmulationStation-based device","text":"

If you already have another device with EmulationStation as a frontend, you might want to transfer all your scraped media along with your games. If you do that, please make sure that you include all the subfolders for your scraped media and the gamelist.xml files of every system. The gamelist files contain references to the scraped media, without those references, the scraped media will not be displayed.

For example, if you want to migrate your SNES ROMs with all the scraped media included, make sure that you transfer the entire roms/snes folder from your previous device to the roms/snes folder of your KNULLI device. Make sure to replace the existing gamelist.xml on the KNULLI device with the one from your previous device.

If your scraped media does not show up, press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected. If that does not work, your previously scraped media (or the respective gamelist files) might not be compatible with the EmulationStation version or the theme KNULLI is using. In this case, you might want to rescrape your media directly with the build-in scraper of KNULLI.

"},{"location":"play/scraping/#scraping-media","title":"Scraping media","text":"

To scrape media from any of the sources KNULLI supports, there are two different options. You may either scrape media for your whole collection (or parts of your collection) or you can scrape media for a single game. But before you scrape, make sure that your scraper settings are set up the way you like them to be.

Some scraper sources have a limit for the amount of data/media you are allowed to scrape per day. Make sure to avoid unnecessary scraping by setting up your scraper properly before you begin scraping.

"},{"location":"play/scraping/#scraper-settings","title":"Scraper settings","text":"

To set up the scraper, press Start to get to the main menu and select Scraper to bring up the scraper menu. In the scraper menu, you can set your main scraper source. This is the source that will always be used when you scrape for several (or even all) games at the same time. By default, ScreenScraper will be selected. However, you can switch the source to TheGamesDB or ArcadeDB if you prefer.

ScreenScraper requires the user to be logged in to a ScreenScraper account. If you want to scrape from ScreenScraper, go to the ScreenScraper website and register for an account. (It's free!)

In the Scraper settings, you can put in your ScreenScraper login credentials and choose exactly what data to scrape for. The option Box source allows you to pick which type of box art you want for your collection (e.g., 2D box art or 3D box art). Logo source allows to pick from a number of different types of logos (wheel corresponds to the logo of the game on a transparent background without any further decorations, the other options are stylized variants of the logo).

You may also pick a Preferred region, since many games have been published all over the world and box art may be different in certain regions.

With the toggles for Overwrite descriptions and Overwrite medias, you can protect the data you have already scraped or maybe even edited manually.

Aside of those options, there are a lot of toggles for different types of metadata like video, community rating, and even the game manual. Take your time to set up your scraping preferences and maybe try them out with a single game before you scrape your whole collection.

"},{"location":"play/scraping/#scraping-media-for-a-single-game","title":"Scraping media for a single game","text":"

Once your scraper settings are done, you can try them out by scraping data and media for a single game. Pick a game, any game (preferrably, a game that is well known, to be sure that there's data and media available). Go to the system category (e.g., SNES) and pick a game (e.g., \"Super Mario World\"). Now, depending on your GUI settings, either the B button (south) or the A button (east) will be the button which launches a game. Press the button that launches your games and hold it to bring up the game menu.

At the bottom of the game menu, you will find the Scrape option. If you select it, KNULLI will attempt to find metadata and media for that game. Unlike the bulk scraping for several games, scraping for a single game will fetch information from all available sources. Once the data was received, the scraper will prompt the user with a selection to pick from, sorted by the scraper source.

If the scraper does not find any results (e.g., because you are scanning for a launch script of a port which as an odd name), you can try to find the correct game manually. On the bottom of the scraper screen, you will find the option Input. Select that and enter the name of the game you want to scrape media for.

Some games have different names in different regions. For example, \"Broken Sword\" is called \"Baphomet's Fluch\" in Germany. If the scraper cannot find the game by its regional name, search for the international name instead.

After you picked the preferred scraping result, the scraper screen will close. If you do not see the scraped information, yet, you might need to update your gamelists. Press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected.

"},{"location":"play/scraping/#scraping-media-for-all-games","title":"Scraping media for all games","text":"

When you first set up your KNULLI device, you will most likely want to scrape media for all your games at once. After you made sure that the scraper settings are to your liking and you verified by scraping data for a single game, you are now ready for bulk scraping. Be aware that bulk scraping can take quite some time, depending on the size of your game collection.

To start bulk scraping, press the Start button to bring up the main menu and head to Scraper. In the section Filters you will be able to configure which games you want to scrape data and media for. You can pick or omit certain systems or exclude games which have been scraped for recently. After you have set up your filters, select Scrape now at the bottom of the screen.

KNULLI will start to scrape. You can leave the menu, since KNULLI will continue scraping in the background. While on EmulationStation, you will be able to monitor the scraping process in the top right of the screen. Scraping will continue, even while you play a game. However, since the scraping is a time- and energy-consuming operation, you might not want to play any resource-demanding games while the scraping runs in the background.

After scraping was finished, you might need to update gamelists again to apply the changes. Press the Start button to open the main menu, go to Game settings and select Update gamelists.

All your games will have the desired boxart, descriptions, and videos now. If you notice that a game is still missing media or metadata (or has the wrong media or metadata), you may try to scrape media again for that specific game, as described in the Scraping media for a single game section.

"},{"location":"play/update/","title":"Updating KNULLI","text":"

OTA Updates

Batocera supports OTA (over-the-air) updates which can be executed directly from the EmulationStation GUI. Consequently, KNULLI also shows the OTA update menu. However, currently, we do not have OTA servers set up, yet. Until we do, we kindly ask you to update your KNULLI installation manually.

"},{"location":"play/update/#manual-update","title":"Manual Update","text":"

KNULLI can be updated by downloading the boot package for your device and replacing the batocera file manually.

  1. Download the latest boot package for your device from our Releases page by following these steps:
    • Scroll to the bottom of the latest release to find it's Assets list.
    • Identify the boot package for your respective device by making sure
      • it contains the device name (e.g., rg35xx-h for the Anbernic RG35XX-H).
      • it ends with boot.gz, boot.xz,boot.tar.gz, or boot.tar.xz.
      • it has a size of approx. 1.5-2.0 GB.
    • If you have any questions you can check the Device Support section to confirm which image you should download for your specific device.
  2. Extract the data from the compressed file (e.g. with 7-Zip).
    • Be aware that a package that ends in tar.gz or tar.xz contains a compressed file within a compressed file, so you might need to first take the tar file out of the gz/xz file before you can extract the contents of the tar file.
  3. Insert your KNULLI SD card into the SD card reader of your computer.
  4. Replace the file boot/batocera on the BATOCERA partition of your SD card with the file boot/batocera.update from the file you downloaded by following these steps:
    • Delete the existing batocera file or rename the current batocera file (e.g. to batocera.bak) if you want to keep it, e.g., to be able to downgrade to the previous KNULLI version again. (If you still have a backup of a previous KNULLI version, you might want to delete this now to make some room.)
    • Copy batocera.update you extracted from the boot package to the boot folder on the batocera drive of your SD card.
    • Rename batocera.update to batocera.
  5. Reboot the device, and the update will begin automatically.

Re-creating default settings

Usually, KNULLI updates will NOT require you to re-create neither a single configuration file nor your entire system folder. However, in VERY rare cases it might be required to adapt your configuration to new KNULLI default settings. In those cases, the easiest way is to reset to factory settings, either by re-creating single files or sometimes the entire system folder. You can learn more about it in the Reset to factory settings section, however, do NOT do this, unless you are absolutely sure it is required!

"},{"location":"play/add-games/","title":"Adding Games to KNULLI","text":"

KNULLI has a few options for adding games. Depending on the capabilites of your device, you will have to determine which option to choose. For example, some devices do not have networking capabilites, so with those devices you will not be able to use the network transfer options. Additionally, you might have to consider the computer you will use as a data source, since some options are restricted to specific operating systems.

Important: Read this before you start!

Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

"},{"location":"play/add-games/accessing-ext4/","title":"Accessing the SD Card","text":"

Important: Read this before you proceed!

We strongly suggest to use Network Transfer to access to your KNULLI device. Before you attempt to access your SD card directly, please make sure to read the warning in the Add Games section.

As explained above, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if network transfer is not available to you, there are other options to access the SD card directly.

"},{"location":"play/add-games/accessing-ext4/#option-1-linux","title":"Option 1: Linux","text":"

If you have access to a Linux computer, you will be able to access the SHARE partition anyway, even if it is formatted to ext4. Simply plug your card into your Linux computer and you will be able to browse the directories and add files directly.

"},{"location":"play/add-games/accessing-ext4/#option-2-third-party-software","title":"Option 2: Third Party Software","text":"

Some third-party developers offer software solutions to access Linux file systems from Windows/MacOS:

  • Paragon EXTFS for Windows/Mac is a tool which is not free but it's highly recommended since it allows seamless access to ext2/3/4.
  • DiskGenius on Windows is an tool which we cannot recommend since it performs badly and tends to corrupt the partition and its content.

We generally do not recommend using third party software to access Linux file systems. If you know what you are doing, you may try this approach anyway. However, you should be aware that you risk data loss.

"},{"location":"play/add-games/accessing-ext4/#option-3-reformat-to-exfat","title":"Option 3: Reformat to exFAT","text":"

Important: Read this before you proceed!

Be aware, that many PortMaster games will not work properly from an exFAT-formatted drive. Read the warning in the Add Games section for a detailed explanation.

It is possible to (re)format your file storages to exFAT, to make them accessible on your Windows/macOS computer. Please avoid formatting your storages directly from Windows/macOS. Instead, follow the instructions in the Formatting to format with the built-in KNULLI formatter.

"},{"location":"play/add-games/formatting/","title":"Formatting","text":"

Important: Read this before you proceed!

We strongly suggest to use Network Transfer to access to your KNULLI device and stick with the ext4 file system. Before you attempt to format any of your SD cards, please make sure to read the warning in the Add Games section.

"},{"location":"play/add-games/formatting/#before-you-format","title":"Before you format","text":"
  • Be aware that formatting implies that all data on the formatted storage will be permanently deleted.
  • Make sure to choose the correct disk for formatting, especially if you have a 2-SD-card setup!
  • Avoid formatting directly from your Windows/macOS/Linux computer and use the built-in KNULLI formatter instead if possible!
"},{"location":"play/add-games/formatting/#the-built-in-formatter","title":"The built-in formatter","text":"

Issues with the built-in formatter

Some users experienced issues when formatting their SD cards with the built-in formatter of KNULLI build 05/30. The issues have been resolved since. However, if you run KNULLI build 05/30 and are unable to format your SD card with the built-in formatter, you might want to try formatting with Windows instead.

"},{"location":"play/add-games/formatting/#available-file-systems","title":"Available file systems","text":"

The built-in KNULLI formatter offers three different filesystems. However, only two of them are currently supported by KNULLI:

  • ext4 is a Linux file system which cannot be accessed directly from Windows/macOS. However, ext4 supports large swap files and symbolic links. Therefore, PortMaster games run perfectly on ext4-formatted storages.
  • exFAT is a Windows/macOS-compatible file system which is used by most CFWs, Smartphones, etc. However, exFAT is incapable of handling large swap files and symbolic links. Therefore, many PortMaster games cannot be played on exFAT-formatted storages.
  • BTRFS is a file system which is currently NOT SUPPORTED BY KNULLI.
"},{"location":"play/add-games/formatting/#formatting_1","title":"Formatting","text":"

The built-in KNULLI formatter can be used to format both, the internal data storage on your primary SD card (internal) and the optional second SD card (external).

To format your data storages to the file systems of your choice, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. Make sure to choose the correct Device to Format and the File System you want to format the device to. Be aware that you need to reboot your device to apply the formatting after you chose Format now.

After Formatting

After formatting, KNULLI will create and populate the /userdata folder for you.

"},{"location":"play/add-games/formatting/#formatting-with-windows","title":"Formatting with Windows","text":"

Formatting with Windows is only useful if you want to format your SD card to exFAT. As explained throughout this wiki, exFAT will allow direct access to your SD card from Windows but will make it impossible to run most PortMaster games.

If you want to format your SD card from Windows, we strongly suggest to use the Windows Disk Management tool which will make it easier to format the correct partition. You can find the tool by opening the Start Menu and typing disk management. (The tool will present itself by the name \"Create and format hard disk partitions\".

Step 1: Make sure that your partitions have been expanded properly before proceeding. The screenshot shows an SD card before the share partition was expanded with a lot of unallocated space. To make sure the partition is expanded properly, you might want to boot your KNULLI device from the SD card before proceeding.

Step 2: After your SD card has been initialized, find the largest, now expanded partition, right-click and select Delete Volume....

Step 3: Right-click the now unallocated space and pick New Simple Volume....

Step 4: Make sure to assign all available disk space to your newly created volume.

Step 5: Assign a drive letter to your newly created volume. (You can pick any drive letter you want, it doesn't matter, however, we recommend to use one Windows suggests automatically.)

Step 6: Make sure to format the volume with the file system exFAT, allocation unit size default, and volume label share.

Step 7: Verify that you now have a share partition formatted to exFAT.

After Formatting

After formatting, you should put the SD card in your device and boot KNULLI. While booting, KNULLI will create and populate the /userdata folder for you.

"},{"location":"play/add-games/game-storage/","title":"Game Storage","text":"

Before you start adding your games, please take the time to understand how data storage is structured on KNULLI. This might be helpful, especially when you already have experience with other CFWs and want to migrate your data.

"},{"location":"play/add-games/game-storage/#the-userdata-folder","title":"The /userdata Folder","text":"

KNULLI supports single and dual SD card setups. Internally, KNULLI has a folder called /userdata where all your data (games, screenshots, bezels, saves, configurations, themes, etc.) will be stored. On a single-SD-card setup, the /userdata folder will always point to the SHARE partition of your primary SD card. If you have a device with more than one SD card slot and choose to create a dual-SD-card setup, the /userdata folder will point to the main partition of your secondary SD card instead.

Internal and external storage

You can switch between single/dual SD card mode by following the steps in the section about Using a second SD card. Basically, by switching between internal/external storage, you just tell KNULLI which drive/partition /userdata should point to.

Inside the /userdata folder, you will find subfolders where you can store your games and other files. After installing for the first time, KNULLI will create and populate all these folders automatically. The most important folders for you to know are the following:

  • /userdata (corresponds to either the SHARE partition of your primary SD card or the main partition of the secondary SD card)
    • /bios is the folder where you can store your BIOSes.
    • /cheats is the folder where you can store your cheats.
    • /decorations is the folder where you can store your decorations/bezels.
    • /music is the folder where you can store MP3 and OGG files to have them play as background music on EmulationStation. (The songs should have a sample rate of 44100Hz and a bitrate of 256kb/s max.)
    • /roms is the folder where you can store your games. Inside the folder you will find subfolders for all supported systems. Simply place your game files into the folders of the system the game was made for, e.g.
      • /snes is the folder where your SNES games should be stored.
      • /gb is the folder where your Gameboy games should be stored.
      • /ports is the folder where your ports (including PortMaster should be stored.
      • ...
    • /saves is the folder where your savegames will be stored.
    • /screenshots is the folder where your screenshots will be stored.
    • /system is the folder where your settings will be stored. You should not change anything in here, unless you are absolutely sure that you know what you are doing. However, it can't hurt to include this folder in your backups.
    • /theme-customizations is the folder where your theme customizations will be stored.
    • /themes is the folder where your themes will be stored.

KNULLI only scans for games in the subfolders of the roms folder. Games which are stored anywhere else will not be recognized as such. If you are unsure, which folder to choose for your games, we strongly suggest to have a look into the Batocera Wiki!

KNULLI is a Linux system which is case-sensitive. Consequently, you should pay attention to capital letters when renaming folders or migrating folders from other systems/devices.

For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

"},{"location":"play/add-games/network-transfer/","title":"Network Transfer","text":"

Network transfer can be used on any device which can be connected to the internet or a local network. (This includes devices with native networking capabilites and ones where networking can be added through an external dongle.)

This option first requires you to set up networking on your device. Please see Networking for details. Once you have completed those steps, you will need

  • the hostname and/or IP address of your device.
  • the root password, if additional security measurements are in place, as explained in the Networking section.
"},{"location":"play/add-games/network-transfer/#windows-networks-smb","title":"Windows networks (SMB)","text":"

Like many other operating systems, KNULLI supports SMB, the Windows network protocol. Depending on the type of computer you have, there are different options to transfer your games and other data via SMB.

After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your current /userdata folder. Here, you can put all your data (games, etc.) in the respective folders.

"},{"location":"play/add-games/network-transfer/#windows","title":"Windows","text":"

On every Windows computer, SMB is integrated into the Windows Explorer.

Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

Step 1b: Find your KNULLI device by typing \\\\KNULLI in the address bar of your Windows Explorer.

Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

If you want to access your KNULLI device regularly, you can even assign a drive letter to make it show up in This PC. By doing so, you will even be able to see, how much space you have left on your SD card.

Step 1: Right-click the share folder in Windows Explorer and select Map network drive....

Step 2: Assign a drive letter and confirm.

Step 3: Find your KNULLI share folder as a network drive in This PC in Windows Explorer.

Troubleshooting

  • The name of the device corresponds to the hostname set it your KNULLI device. If KNULLI does not work, check the current hostname in the Network Settings of your KNULLI device. you can also use the IP address of your device when typing directly into the address bar.
  • If additional security measurements are in place, you will be prompted for your credentials.
    • The expected username is root, the password is the root password shown in the Security section of the System Settings.
"},{"location":"play/add-games/network-transfer/#macos","title":"macOS","text":"
  • Open finder, select Go and then Connect to Server from the top menu.
  • In the address bar that appears, type either smb://[HOSTNAME] or smb://[IP-ADDRESS] into the address bar (replace [HOSTNAME] with the hostname or [IP-ADDRESS] with the IP address of your device).
  • If additional security measurements are in place, you will be prompted for your credentials.
    • The expected username is root, the password is the Root password shown in the Security section of the System settings.
"},{"location":"play/add-games/network-transfer/#scpftp","title":"SCP/FTP","text":"

Using your SCP/FTP program of choice; set up an SCP/SFTP connection to the IP address to your KNULLI device. You will need the hostname or the IP address of the device (the default hostname is KNULLI). Make sure the port is set to 22. The expected username is root and the expected password is the Root password you will find in the Security section of the System settings (the default password is linux).

Parts of KNULLI are read-only

Unlike the SMB file transfer, SCP/FTP will provide access to the entire KNULLI file system, not just the /userdata folder. However, everything outside of the /userdata folder is read-only - you can edit, change, remove, and delete files, but your changes will be undone every time you reboot.

If you want to make persistent chances outside of the /userdata folder, please have a look at the section about Patches and Overlays.

For Windows users, we recommend to use WinSCP. After installing WinSCP on your Windows computer, follow these steps to establish a SCP connection to your KNULLI device, where you will able to drag-and-drop or copy/paste files directly from the Windows Explorer:

Step 1: Create a New Site with the following setup and click Login.

File protocol: SCP Host name: KNULLI Port: 22 User name: root Password: linux

Step 2: Accept the host key.

Step 3: Ignore any warnings about password expiration and just Continue.

Step 4: You have successfully established a connection to your KNULLI device. Do not panic if you do not see all the folders immediately. Select a folder (e.g., userdata) in the folder tree on the left side of the window to see its contents.

"},{"location":"play/add-games/network-transfer/#http","title":"HTTP","text":"

This section is still under construction. Sorry, we're working on it! Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

"},{"location":"play/add-games/network-transfer/#after-transferring-your-data","title":"After transferring your data","text":"

Once your data is completely transferred, make sure to update your gamelists to make the data available. You can do so by pressing Start to open the main menu, then open Game settings and select Update gamelists. KNULLI will rescan all game folders and identify all the games you added to make them available in EmulationStation.

"},{"location":"play/add-games/second-sd-card/","title":"Using a Second SD Card","text":"

Important: Read this before you proceed!

If you want to use a second SD card, we strongly recommend to format it to ext4 and use Network Transfer to access it. Before you attempt set up a exFAT-formatted second SD card, pleae make sure to read the warning in the Add Games section.

If you use KNULLI on a device which has a second SD card slot, you may use the second slot for a secondary SD card, which can be used instead of the SHARE partition of the primary SD card.

  • Shut down your KNULLI device (if it is currently turned on).
  • Insert the second SD card into the second SD card slot while the device is turned off.
  • Boot KNULLI, open the main menu by pressing the Start button and choose System settings.
  • Find the Storage section where you can choose your Storage device.
    • Switch fom Internal (the \"internal\" storage is the SHARE partition of your KNULLI SD card) to the name of your second SD card, e.g., SHARE - 25.6G.
  • Reboot KNULLI to apply the changes by pressing the Start button and choosing Restart system in the Quit section.
  • If your secondary SD card is not yet formatted to the file system of your choice
    • follow instructions in the Formatting section to format your SD card with the built-in KNULLI formatter.
    • make sure to reboot once more to apply the formatting.
  • During reboot, KNULLI will automatically populate the second SD card with all the required folders and files you would usually find in the userdata folder/SHARE partition.
  • If your second SD card is formatted to exFAT, you can now shut down your device and take the card out. You can put the card in your computer to access it and populate it with your data.

The batocera folder

Older alpha versions of KNULLI created a subfolder batocera on your secondary SD card and made the userdata folder point to that batocera folder. However, more recent versions got rid of the batocera folder entirely. To maintain compatibility with current KNULLI releases, simply move the entire contents of the batocera folder to the top level of your second SD card.\"

"},{"location":"systems/pico-8/","title":"Pico-8","text":""},{"location":"systems/pico-8/#overview","title":"Overview","text":"Game Path Supported Extensions roms/pico8 .png .p8"},{"location":"systems/pico-8/#instructions","title":"Instructions","text":""},{"location":"systems/pico-8/#option-1-running-pico-8-through-retroarch-fake-08","title":"Option 1: Running Pico-8 through RetroArch Fake-08","text":"

By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or \"carts\") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

"},{"location":"systems/pico-8/#option-2-running-pico-8-through-the-native-engine","title":"Option 2: Running Pico-8 through the native engine","text":"

Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

"},{"location":"systems/pico-8/#setup","title":"Setup","text":""},{"location":"systems/pico-8/#1-pico-8-files","title":"1) Pico-8 Files","text":"
  • Go to Lexaloffle's download page
  • From that page download the Raspberry Pi zip file
  • Unzip the Raspberry Pi zip file and...
    • Delete the pico8 file
    • Rename the pico8_64 file to pico8
  • Create a directory in userdata/bios/ called pico-8
  • Upload the pico8, pico8_dyn, pico8_gpio and pico8.dat to this directory (you do not need any of the other files) Final Folder Structure
    /userdata/bios/pico-8/\n    \u251c\u2500 pico8\n    \u251c\u2500 pico8_dyn\n    \u251c\u2500 pico8_gpio\n    \u2514\u2500 pico8.dat\n
"},{"location":"systems/pico-8/#2-make-sure-that-pico8-is-executable","title":"2) Make sure that Pico8 is executable","text":"

By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

chmod +x /userdata/bios/pico-8/pico8\n

The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

ls -l /userdata/bios/pico-8/pico8\n
"},{"location":"systems/pico-8/#3-emulationstation","title":"3) EmulationStation","text":"
  • copy the following text into a file called es_systems_pico8.cfg es_systems_pico8.cfg
    <?xml version=\"1.0\" encoding=\"UTF-8\"?>\n<systemList>\n  <system>\n        <name>pico8</name>\n        <emulators>\n            <emulator name=\"lexaloffle\">\n                <cores>\n                    <core default=\"true\">pico8_official</core>\n                </cores>\n            </emulator>\n            <emulator name=\"libretro\">\n                <cores>\n                    <core>fake08</core>\n                </cores>\n            </emulator>\n        </emulators>\n  </system>\n</systemList>\n
  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
  • restart EmulationStation
  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS \u2192 EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
"},{"location":"systems/pico-8/#playing-a-game","title":"Playing a game","text":"

Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

  1. Using Splore
    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
    • To use this method simply create a file named Splore.png in roms/pico8.
    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
  2. Through .png or .p8 files added directly roms/pico8
    • Browse the list of games (aka. \"Carts\") on Lexaloffle's website
    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
    • You should now be able to launch the game by selecting it from the gamelist.
    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
"},{"location":"systems/portmaster/","title":"PortMaster","text":"

PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

"},{"location":"systems/portmaster/#games","title":"Games","text":"

The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

The library is divided in two major categories:

  • Ports which are \"Ready to run\" are ports of free games which you can install and immediately start playing.
  • Ports with \"Files needed\" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.

Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

"},{"location":"systems/portmaster/#installing-portmaster","title":"Installing PortMaster","text":"

After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

"},{"location":"systems/portmaster/#managing-games","title":"Managing games","text":"

PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

PortMaster requires an active internet connection to install and update ports.

  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.

There is also an Options section where you will find settings for PortMaster itself.

"},{"location":"systems/portmaster/#installing-ready-to-run-games","title":"Installing ready-to-run games","text":"

To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

"},{"location":"systems/portmaster/#installing-games-with-files-needed","title":"Installing games with files needed","text":"

To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

"},{"location":"systems/portmaster/#known-issues-with-portmaster-games-on-exfat-formatted-partitions","title":"Known issues with PortMaster games on exFAT-formatted partitions","text":"

As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

"},{"location":"systems/portmaster/#portmaster-compatibility-chart","title":"PortMaster compatibility chart","text":"Game Runs on ext4 Runs on exFAT Game breaking issues on exFAT Half-Life None Owlboy Loses all settings/savegames when quit. Stardew Valley Loses all settings/savegames when quit. TMNT: Shredder's Revenge Loses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues."},{"location":"systems/scummvm/","title":"ScummVM","text":"

ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

Point and click

By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

"},{"location":"systems/scummvm/#standalone-and-retroarch-scummvm","title":"Standalone and RetroArch ScummVM","text":"

KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

  • Standalone ScummVM
    • keeps its scummvm.ini in system/.config/scummvm.
    • will only launch games from EmulationStation which have been added to scummvm.ini
      • either by manually editing the file or
      • by adding the games from the standalone launcher.
  • Libretro ScummVM
    • keeps its scummvm.ini in bios.
    • will launch games from EmulationStation without adding them to the scummvm.ini.
    • will not memorize game-specific settings for games which are launched from EmulationStation.

Updated version coming soon

We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

"},{"location":"systems/scummvm/#adding-scummvm-games","title":"Adding ScummVM games","text":"

Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

"},{"location":"systems/scummvm/#game-ids","title":"Game IDs","text":"

Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, \"Indiana Jones And The Fate Of Atlantis\" by LucasArts has the ID atlantis. Consequently, the game ID of \"Indiana Jones And The Fate Of Atlantis\" is scumm:atlantis.

The game \"Atlantis: The Lost Tales\" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of \"Atlantis: The Lost Tales\" is cryomni3d:atlantis.

"},{"location":"systems/scummvm/#launcher-ids","title":"Launcher IDs","text":"

When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

For example, \"Broken Sword\" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of \"Broken Sword\" would receive the launcher ID sword1-win-de-1.

"},{"location":"systems/scummvm/#step-1-find-out-the-default-launcher-id","title":"Step 1: Find out the (default) launcher ID","text":"

To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

Open ScummVM launcher on your device

The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

"},{"location":"systems/scummvm/#step-2-add-your-game-files","title":"Step 2: Add your game files","text":"

In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

"},{"location":"systems/scummvm/#step-3-create-the-scummvm-file","title":"Step 3: Create the ScummVM file","text":"

After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of \"Broken Sword\" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

sword1-win-de\n

Saving game-specific settings in RetroArch-integrated ScummVM

Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

"},{"location":"systems/scummvm/#step-4-update-gamelists","title":"Step 4: Update gamelists","text":"

Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

"},{"location":"systems/scummvm/#step-5-add-the-game-to-the-scummvm-launcher","title":"Step 5: Add the game to the ScummVM launcher","text":"

Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

"},{"location":"systems/scummvm/#step-6-scrape-media","title":"Step 6: Scrape media","text":"

By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

"},{"location":"es/","title":"Inicio","text":""},{"location":"es/#bienvenido-a-la-wiki-de-knulli","title":"Bienvenido a la wiki de KNULLI","text":"

KNULLI es un firmware personalizado (custom firmware or CFW en ingl\u00e9s) para dispositivos de juegos retro (port\u00e1tiles, bartops, etc.). Se ha desarrollado como un \"fork\" de Batocera. Intenta proporcionar soporte para dispositivos que se encuentran en al menos una de estas categor\u00edas:

  • No existen fuentes del kernel or del u-boot disponibles
  • Existen fuentes disponibles, pero el kernel no est\u00e1 en linux mainline, y/o es demasiado antiguo (por ejemplo, dispositivos con un kernel BSP 3.4 como el Egret II Mini)
  • No hay soporte para GPU o la GPU no es compatible, por lo que el framebuffer es la \u00fanica opci\u00f3n
  • Es un dispositivo que tengo (en un caj\u00f3n) y he decidido hacerle un firmware para \u00e9l
"},{"location":"es/#caracteristicas","title":"Caracter\u00edsticas","text":"

KNULLI soporta dispostivos con GPU (soporte a trav\u00e9s de GLES) y aquellas que s\u00f3lo tienen framebuffer (legacy).

  • Interfaz Emulation Station para dispositivos basados en GPU
  • Simplemenu/Simplermenu+ para dispositivos solo de framebuffer (tambi\u00e9n para los de GPU si se prefiere)
  • RetroArch m\u00e1s m\u00faltiples n\u00facleos libretro
  • Soporte inal\u00e1mbrico y Bluetooth (incluido el audio) cuando el dispositivo lo soporta
  • Soporte para USB inal\u00e1mbrico externo para aquellos sin tarjeta inal\u00e1mbrica interna
  • Retroachivements
  • Juego en red (Netplay)
  • Soporte para raspador de car\u00e1tulas/miniaturas
"},{"location":"es/#comunidad","title":"Comunidad","text":"

KNULLI utiliza las p\u00e1ginas de discusi\u00f3n de Discord, si te gustar\u00eda unirte a nosotros por favor usa este enlace: Discord

"},{"location":"es/#licencias","title":"Licencias","text":"

KNULLI es una distribuci\u00f3n de Linux que est\u00e1 compuesta por muchos componentes de c\u00f3digo abierto. Los componentes se proporcionan bajo sus respectivas licencias. Esta distribuci\u00f3n incluye componentes licenciados solo para uso no comercial.

"},{"location":"es/#kernels-y-bootloaders-en-formato-binario","title":"Kernels y bootloaders en formato binario","text":"

Las versiones liberadas para algunos dispositivos incluyen kernels y/o bootloaders que no tienen c\u00f3digo fuente disponible porque el fabricante no los ha publicado. En esos casos, la p\u00e1gina espec\u00edfica de cada dispositivo incluye instrucciones para extraerlos del firmware de f\u00e1brica (stock).

"},{"location":"es/#creditos","title":"Cr\u00e9ditos","text":"

Este proyecto no es el trabajo de una sola persona, sino el trabajo de muchas personas en todo el mundo que han desarrollado trocito a trocito de c\u00f3digo abierto sin los cuales este proyecto no podr\u00eda existir. Un agradecimiento especial a Batocera, muOS, JelOS, CoreELEC, LibreELEC, y a los desarrolladores y colaboradores de toda la comunidad de c\u00f3digo abierto.

"},{"location":"de/","title":"Start","text":""},{"location":"de/#willkommen-im-knulli-wiki","title":"Willkommen im KNULLI-Wiki","text":"

KNULLI ist eine unabh\u00e4ngige Custom-Firmware (CFW) f\u00fcr Retro-Gaming-Konsolen (Handhelds, Bartops, etc.). Knulli wird als Fork von Batocera entwickelt und verfolgt das Ziel, Ger\u00e4te zu unterst\u00fctzen, die unter mindestens eine dieser Kategorien fallen:

  • Es ist kein quelloffener Kernel- und/oder u-boot-Code verf\u00fcgbar
  • Es gibt Quellcode, aber der Kernel ist nicht Mainline und/oder zu alt (z.B. Ger\u00e4te mit einem BSP Kernel 3.4 wie der Egret II Mini)
  • Es gibt keine GPU-Unterst\u00fctzung oder die GPU wird nicht unterst\u00fctzt, d.h. Framebuffer ist die einzige Option
  • Es ist ein Ger\u00e4t, das ich besitze und f\u00fcr das ich beschlossen habe eine CFW zu bauen
"},{"location":"de/#features","title":"Features","text":"

KNULLI unterst\u00fctzt sowohl Ger\u00e4te mit GPU (GLES-Unterst\u00fctzung) als auch Ger\u00e4te, die nur \u00fcber Framebuffer verf\u00fcgen (Legacy).

  • Emulation Station als Frontend f\u00fcr GPU-basierte Ger\u00e4te
  • Simplemenu/Simplermenu+ als Frontend f\u00fcr reine Framebuffer-Ger\u00e4te (auch f\u00fcr GPU-Ger\u00e4te, wenn bevorzugt)
  • RetroArch inklusive mehrerer libretro-Kerne
  • W-LAN- und Bluetooth-Unterst\u00fctzung (einschlie\u00dflich Audio), sofern vom Ger\u00e4t unterst\u00fctzt
  • Unterst\u00fctzung f\u00fcr externe USB-W-LAN-Dongles f\u00fcr Ger\u00e4te ohne interne Wireless-Karte
  • RetroAchievements
  • Netplay
  • Unterst\u00fctzung f\u00fcr Cover-Art/Thumbnail Scraper
"},{"location":"de/#community","title":"Community","text":"

KNULLI nutzt Discord f\u00fcr Diskussionen, wenn du dich uns anschlie\u00dfen m\u00f6chtest, nutze bitte folgenden Link: Discord

"},{"location":"de/#lizenzen","title":"Lizenzen","text":"

KNULLI ist eine Linux-Distribution, die sich aus vielen Open-Source-Komponenten zusammensetzt. Die Komponenten werden unter ihren jeweiligen Lizenzen bereitgestellt. Diese Distribution enth\u00e4lt Komponenten, die nur f\u00fcr den nicht-kommerziellen Gebrauch lizenziert sind.

"},{"location":"de/#drittanbieter-komponenten","title":"Drittanbieter-Komponenten","text":"

Alle eingebundenen Software-Komponenten werden unter den jeweiligen Lizenzen der einzelnen Komponenten bereitgestellt. Diese Lizenzen sind in den Software-Quellen oder im Lizenzordner dieses Projekts zu finden. Alle \u00c4nderungen an den eingebundenen Softwarekomponenten und Skripten durch das KNULLI-Team werden unter den Bedingungen der jeweiligen modifizierten Software lizenziert.

"},{"location":"de/#kernel-und-bootloader","title":"Kernel und Bootloader","text":"

Die Versionen f\u00fcr einige Ger\u00e4te enthalten Kernel und/oder Bootloader, f\u00fcr die kein Quellcode verf\u00fcgbar ist, weil der Hersteller den Quellcode nicht ver\u00f6ffentlicht hat. In diesen F\u00e4llen enth\u00e4lt die ger\u00e4tespezifische Seite Anweisungen, um diese aus der Standard-Firmware zu extrahieren.

"},{"location":"de/#credits","title":"Credits","text":"

Dieses Projekt ist nicht das Werk einer einzelnen Person, sondern das Werk vieler Personen auf der ganzen Welt, die die Open-Source-Komponenten entwickelt haben, ohne die dieses Projekt nicht existieren k\u00f6nnte. Besonderer Dank gilt Batocera, muOS, JelOS, CoreELEC, LibreELEC und den Entwicklern und Mitwirkenden der gesamten Open-Source-Gemeinschaft.

"},{"location":"de/configure/bluetooth/","title":"Bluetooth","text":"

KNULLI unterst\u00fctzt eine ganze Reihe verschiedener Bluetooth-Ger\u00e4te, z.B. Eingabeger\u00e4te (Controller, M\u00e4use, Tastaturen, etc.) und Audioger\u00e4te (Kopfh\u00f6rer, Lautsprecher, etc.).

"},{"location":"de/configure/bluetooth/#bluetooth-gerate-verbinden","title":"Bluetooth-Ger\u00e4te verbinden","text":"

Probleml\u00f6sung

Falls dein KNULLI-Ger\u00e4t dein Ger\u00e4t nicht findet oder du Verbindungsprobleme hast, deaktiviere den W-LAN-Zugiff deines KNULLI-Ger\u00e4ts w\u00e4hrend des Verbindungsaufbaus (Pairing).

Au\u00dferdem solltest du dir bewusst sein, dass manche Bluetooth-Controller so konstruiert sind, dass sie ausschlie\u00dflich mit den Systemen verbinden, f\u00fcr die sie hergestellt wurden (z.B. Android oder Nintendo Switch). Wenn dein Bluetooth-Controller an deinem KNULLI-Ger\u00e4t nicht funktioniert, solltest du zun\u00e4chst \u00fcberpr\u00fcfen, ob dein Controller-Modell \u00fcberhaupt via Bluetooth mit einem PC verbunden werden kann.

Um ein Bluetooth-Ger\u00e4t mit deinem KNULLI-Ger\u00e4t zu verbinden, musst du zun\u00e4chst sicherstellen, dass beide Ger\u00e4te Bluetooth unterst\u00fctzen. Wenn beide Ger\u00e4te Bluetooth unterst\u00fctzen, kannst du auf Start dr\u00fccken, um das Hauptmen\u00fc zu \u00f6ffnen und Controller & Bluetooth Settings ausw\u00e4hlen. Hier kannst du bei Enable Bluetooth zun\u00e4chst Bluetooth einschalten, falls es nicht schon eingeschaltet ist.

Anschlie\u00dfend kannst du entweder versuchen, alle Eingabeger\u00e4te in deiner N\u00e4he automatisch zu erkennen und zu verbinden, in dem du Pair Bluetooth Pads Automatically ausw\u00e4hlst. Alternativ kannst du Pair A Bluetooth Device Manually ausw\u00e4hlen, um dein Ger\u00e4t aus einer Liste in der N\u00e4he befindlicher Bluetooth-Ger\u00e4te auszuw\u00e4hlen. Falls dein Ger\u00e4t in der Liste nicht angezeigt wird, oder das Bluetooth-Pairing fehlschl\u00e4gt, schau in das Handbuch deines Ger\u00e4ts und such dort nach der Anleitung f\u00fcr Bluetooth-Verbindungen.

"},{"location":"de/configure/bluetooth/#controller-zuordnen","title":"Controller zuordnen","text":"

Wenn du deine Ger\u00e4te erfolgreich verbunden hast, musst du m\u00f6glicherweise weitere Schritte ergreifen, um sie zu benutzen. Wenn du beispielsweise einen Bluetooth-Controller verbunden hast, wirst du ihn anschlie\u00dfend einem Spieler zuordnen m\u00fcssen, wie im Abschnitt Controller beschrieben.

"},{"location":"de/configure/bluetooth/#audiogerate-aktivieren","title":"Audioger\u00e4te aktivieren","text":"

Nachdem du ein Audioger\u00e4t (z.B. einen Kopfh\u00f6rer) verbunden hast, musst du ihn als Audio-Ausgabeger\u00e4t einrichten. Dr\u00fcck Start um das Hauptmen\u00fc zu \u00f6ffnen, gehe zu System Settings und w\u00e4hle dort dein Audio-Ger\u00e4t als Audio Output.

"},{"location":"de/configure/bluetooth/#bluetooth-gerate-vergessen","title":"Bluetooth-Ger\u00e4te vergessen","text":"

Wenn du ein Bluetooth-Ger\u00e4t entfernen bzw. \"vergessen\" m\u00f6chtest, dr\u00fcck auf Start um ins Hauptmen\u00fc zu gelangen, geh zu Controller & Bluetooth Settings, \u00f6ffne Forget A Bluetooth Device, w\u00e4hle dort das entsprechende Ger\u00e4t aus und entferne es.

"},{"location":"de/configure/controls/","title":"Controller","text":"

Hardware-Setup nicht mit der Tastebelegung f\u00fcr Spiele verwechseln!

Verwechsel die Einrichtung des Controllers nicht mit der Anpassung der Tastenbelegung f\u00fcr einzelne Spiele oder Emulatoren! In diesem Abschnitt geht es um die generelle Einrichtung der Hardware. Wenn du die Tastenbelegung f\u00fcr einzelne Spiele, emulierte Konsolen oder die daf\u00fcr eingesetzten Emulatoren anpassen m\u00f6chtest, schau bitte in die Anleitung f\u00fcr den jeweiligen Emulator (z.B. Retroarch).

Obwohl KNULLI eigentlich f\u00fcr Handheld-Ger\u00e4te entwickelt wurde, unterst\u00fctzt es zus\u00e4tzlich viele verschiedene Arten von USB- und Bluetooth-Controllern.

Bevor du einen Controller an deinem KNULLI-Ger\u00e4t verwenden kannst, kann es allerdings n\u00f6tig sein, die Tasten des Controllers ihren jeweiligen Funktionen zuzuordnen.

"},{"location":"de/configure/controls/#der-eingebaute-controller","title":"Der eingebaute \"Controller\"","text":"

Die meisten KNULLI-kompatiblen Ger\u00e4te sind Handhelds mit fest verbauten Eingabem\u00f6glichkeiten. Dazu geh\u00f6rt \u00fcblicherweise ein Steuerkreuz (, \"directional pad\" kurz: D-pad), die sogenannten Face-Buttons (), zwei Schultertasten (L1, R1) und zwei Schulter-Trigger (L2, R2) sowie die Tasten Start und Select. Dar\u00fcber hinaus hat dein Ger\u00e4t wahrscheinlich eine Power-Taste zum Ein- und Ausschalten, und eine Funktionstaste (Function). Zus\u00e4tzlich hat dein Ger\u00e4t m\u00f6glicherweise noch Analog-Sticks und eine Reset-Taste. Wenn du nicht wei\u00dft, welche Kn\u00f6pfe dein Ger\u00e4t hat und wo sie sich befinden, wird bitte einen Blick ins Handbuch des Ger\u00e4ts.

KNULLI bringt eine ganze Reihe vordefinierter Hotkey-Shortcuts mit - Tastenkombinationen, mit denen du dein Spiel speichern, laden und beenden kannst, Screenshots anfertigen kannst, uvm. Wir empfehlen dir dringend, die Hotkey-Shortcuts zu lernen und wir raten dringend davon ab, die Hotkey-Shortcuts zu ver\u00e4ndern. Eine Liste aller m\u00f6glichen Hotkey-Shortcuts findest du im Abschnitt Hotkey Shortcuts.

Controller-Namen

Je nachdem, welches Ger\u00e4t du verwendest, wird der fest verbaute \"Controller\" deines Ger\u00e4ts einen eigenen Namen haben. Auf dem Anbernic RG40XX H beispielsweise hei\u00dft der eingebaute Controller anbernic-keys.

"},{"location":"de/configure/controls/#controller-zuweisen","title":"Controller zuweisen","text":"

Nachdem du einen Controller verbunden hast, kannst du ihn sofort benutzen, um durch die EmulationStation-GUI zu navigieren. Allerdings musst du den Controller einem Spieler zuweisen, damit du ihn auch zum Spielen nutzen kannst. Standardm\u00e4\u00dfig ist nur der eingebaute \"Controller\" immer Spieler 1 zu geordnet. Nachdem du weitere Controller hinzugef\u00fcgt hast, musst du sie daher den jeweiligen Spielern zuweisen.

Dr\u00fcck Start um ins Hauptmen\u00fc zu gelangen und w\u00e4hle Controller & Bluetooth Settings. Am unteren Ende des Men\u00fcs findest du die Controller-Zuordnungen f\u00fcr die Spieler 1-8. Hier kannst du jedem Spieler seinen eigenen Controller zuweisen.

Controller-Zuweisungen werden nach dem Neustart zur\u00fcckgesetzt

Dein KNULLI-Ger\u00e4t merkt sich nicht, welcher Controller in einer vorherigen Session welchem Spieler zugeordnet war. Du solltest daher immer sicherstellen, dass alle Controller den richtigen Spielern zugeordnet sind, nachdem du sie (erneut) mit deinem KNULLI-Ger\u00e4t verbunden hast.

"},{"location":"de/configure/controls/#controller-einrichten","title":"Controller einrichten","text":"

Versuch nicht, die eingebauten Controller erneut zu einzurichten

Jedes KNULLI-Image ist optimiert f\u00fcr das jeweilige Ger\u00e4t, f\u00fcr das das Image vorgesehen ist. Insbesondere die eingebauten \"Controller\" sind bereits fertig konfiguriert. Du solltest nicht versuchen, die Einrichtung \u00fcber das Men\u00fc Controller & Bluetooth Settings erneut durchzuf\u00fchren. Bei manchen Ger\u00e4ten k\u00f6nntest du damit z.B. die virtuellen Eingabem\u00f6glichkeiten dauerhaft l\u00f6schen (z.B. die D-Pad-als-virtueller-Stick-Zuordnung f\u00fcr Ger\u00e4te ohne Analog-Sticks, die du \u00fcblicherweise mit der Tastenkombination Function+Select ein- und ausschalten kannst). Wenn du die Tastenbelegung f\u00fcr ein Spiel oder eine Konsole anpassen m\u00f6chtest, erledige das bitte in den daf\u00fcr vorgesehenen Emulatoreinstellungen. Das Men\u00fc Controller & Bluetooth Settings ist nicht der richtige Ort um Tastenbelegungen f\u00fcr einzele Spiele oder Konsolen zu konfigurieren!

Um einen Controller einzurichten, musst du alle Buttons und Richtungseingaben ihren jeweiligen Funktionen zuordnen. Dr\u00fccke dazu zun\u00e4chst auf Start um das Hauptmen\u00fc zu \u00f6ffnen, gehe zu Controller & Bluetooth Settings und w\u00e4hle dort Controller Mapping. Folge jetzt einfach den Anweisungen auf dem Bildschirm. Du wirst zun\u00e4chst aufgefordert, einen beliebigen Knopf auf dem Controller, den du einrichten m\u00f6chtest, gedr\u00fcckt zu halten. Anschlie\u00dfend wirst du Schritt f\u00fcr Schritt durch die Einrichtung gef\u00fchrt. Dr\u00fccke einfach immer den Button, der am besten zu dem Button passt, der gerade auf dem Bildschirm angezeigt wird.

Falls du mal danebendr\u00fcckst, mach dir keine Sorgen: Du kannst jederzeit in das Men\u00fc zur\u00fcckkehren und die Einrichtung erneut versuchen.

Face-Buttons werden anhand der \"Himmelsrichtung\" identifiziert!

KNULLI unterst\u00fctzt verschiedene Handhelds und Controller von verschiedenen Herstellern. Abh\u00e4ngig davon, welches Ger\u00e4t du gerade benutzt, kann die Beschriftung der \"Face-Buttons\" sich voneinander unterscheiden. Deshalb identifiziert KNULLI diese Tasten nicht anhand ihrer Beschriftung, sondern anhand ihrer \"Himmelsrichtung\".

Beispielsweise ist der n\u00f6rdliche der vier Face-Buttons () auf dem SNES-Controller mit X beschriftet. Die gleiche Taste ist auf dem Xbox-Controller mit Y beschriftet, auf dem PlayStation-Controller mit \u25b3.

Achte darauf, dass du die Face-Buttons ( ) nicht mit den Steuerkreuz-Richtungen ( ) verwechselst! Im Abschnitt Hotkey-Shortcuts findest du weitere Informationen bzgl. der Face-Buttons.

"},{"location":"de/configure/networking/","title":"Netzwerkverbindungen","text":"

Viele Ger\u00e4te, die von KNULLI unterst\u00fctzt werden, sind in der Lage, sich mit dem Internet oder anderen lokalen Netzwerken zu verbinden. In den meisten F\u00e4llen geschieht dies \u00fcber den eingebauten W-LAN-Adapter. Allerdings unterst\u00fctzt KNULLI auch Netzwerkverbindungen \u00fcber USB-Dongles.

"},{"location":"de/configure/networking/#unterstutzte-netzwerkadapter","title":"Unterst\u00fctzte Netzwerkadapter","text":"

Einige von KNULLI unterst\u00fctzte Ger\u00e4te (z.B. Anbernic RG35XX Plus/H/SP, TrimUI Smart Pro) verf\u00fcgen bereits \u00fcber einen eingebauten Netzwerkadapter, den KNULLI vollst\u00e4ndig unterst\u00fctzt. Wenn dein Ger\u00e4t einen eingebauten Netzwerkadapter hat, kannst du diesen Abschnitt \u00fcberspringen und direkt dein W-LAN einrichten.

Falls dein Ger\u00e4t keinen eingebauten Netzwerkadapter hat (z.B. Anbernic RG35XX 2024, Anbernic RG28XX), gibt es trotzdem eine M\u00f6glichkeit, um dein Ger\u00e4t mit deinem W-LAN zu verbinden. KNULLI unterst\u00fctzt nahezu alle USB-W-LAN-Dongles, die einen Chipsatz RTL8192cu oder RTL8188eu/us verwenden. Die KNULLI-Community empfiehlt insbesondere den TP-Link TL-WN725N Netzwekadapter.

Um deinen Netzwerkadapter in Betrieb zu nehmen

  • steck zun\u00e4chst den Netzwerkadapter in einen passenden USB-Port deines KNULLI-Ger\u00e4ts.
  • dr\u00fcck Start und \u00f6ffne System Settings. Von dort gelangst du zum Untermen\u00fc Services, wo du ENABLE_WIFI aktivieren kannst, nachdem du den USB-W-LAN-Dongle eingesteckt hast.
  • folge den Anweisungen im Abschnitt W-LAN einrichten.
"},{"location":"de/configure/networking/#w-lan-einrichten","title":"W-LAN einrichten","text":"

WPA3-Probleme

Einige Nutzer haben von Problemen berichtet, die entstanden sind, als sie ihr KNULLI-Ger\u00e4t mit einem WPA3-gesch\u00fctzten W-LAN verbinden wollten. Falls du Probleme hast, mit deinem W-LAN zu verbinden, stelle sicher, dass es mit WPA2 und nicht mit WPA3 gesch\u00fctzt ist.

Wenn dein Ger\u00e4t einen eingebauten W-LAN-Adapter hat, kannst du ihn direkt via KNULLI konfigurieren. \u00d6ffne das Hauptmen\u00fc, in dem du den Start-Button dr\u00fcckst, gehe zu Network settings und konfiguriere dort deine W-LAN-Verbindung. Im unteren Abschnitt Settings kannst du W-LAN aktivieren (Enable WIFI) und dein W-LAN ahand seiner SSID ausw\u00e4hlen. Anschlie\u00dfend kannst du den W-LAN-Schl\u00fcssel eingeben und das Men\u00fc schlie\u00dfen, um mit dem W-LAN zu verbinden.

Im Abschnitt dar\u00fcber kannst du sehen, ob du gerade mit einem W-LAN verbunden bist. Au\u00dferdem siehst du deine aktuelle IP-Adresse und kannst das Netzwerksymbol ein- oder ausschalten.

Passwortschutz

Standardm\u00e4\u00dfig fragt KNULLI nicht nach einem Passwort, wenn man \u00fcbers Netzwerk auf dein Ger\u00e4t zugreift. Das bedeutet, dass deine Nutzerdaten-Partition sofort und ohne Passwortschutz zugreifbar ist, sobald du dein Ger\u00e4t mit einem W-LAN verbindest. In den eigenen vier W\u00e4nden mag das ein praktisches Feature sein. Wenn du dein Ger\u00e4t allerdings mit einem W-LAN verbindest, das nicht unter deiner Kontrolle ist, gehst du damit ein Sicherheitsrisiko ein. Wir empfehlen dringend, die Ma\u00dfnahmen f\u00fcr zus\u00e4tzliche Sicherheit zu ergreifen.

"},{"location":"de/configure/networking/#zusatzliche-sicherheit","title":"Zus\u00e4tzliche Sicherheit","text":"

\u00d6ffne das Hauptmen\u00fc, in dem du den Start-Button dr\u00fcckst. Dort kannst du System settings ausw\u00e4hlen und von dort zum Bereich Security gelangen. Dort kannst du \u00fcber den Schalter Enforce security erweiterte Sicherheitsma\u00dfnahmen ein- oder ausschalten. Bitte beachte, dass du das Ger\u00e4t neustarten musst, um die \u00c4nderungen wirksam zu machen.

Wenn du die Sicherheitsma\u00dfnahmen eingeschaltet und das Ger\u00e4t neu gestartet hast, kannst du in das Security-Men\u00fc zur\u00fcckkehren. Unter dem Schalter Enforce security erscheint jetzt das aktuelle root password. Das Passwort ist zufallsgeneriert und \u00e4ndert sich manchmal automatisch, wenn Updates installiert werden oder wichtige Einstellungen ge\u00e4ndert wurden. Das ist aber kein Grund zur Sorge: Wenn du in dieses Men\u00fc zur\u00fcckkehrst, kannst du jederzeit das aktuelle Root-Passwort einsehen.

Dieses Passwort, in Kombination mit dem Benutzernamen root, bildet die Zugangsdaten, mit denen auf dein Ger\u00e4t via Netzwerk zugegriffen werden kann.

Fremde Netzwerke

Dir sollte bewusst sein, dass KNULLI f\u00fcr Retro-Gaming und niedrigschwelligen Netzwerkzugang entwickelt wurde. Die erweiterten Sicherheitsma\u00dfnahmen stellen eine zus\u00e4tzliche H\u00fcrde da, um deine Nutzerdaten vor ungewollten Zugriffen zu sch\u00fctzen. Du solltest das Ger\u00e4t trotzdem nicht mit einem W-LAN verbinden, von dem du nicht sicher bist, dass es sicher ist!

"},{"location":"de/configure/networking/#hostname","title":"Hostname","text":"

Der standardm\u00e4\u00dfige Hostname des Ger\u00e4ts lautet KNULLI. Du kannst diesen Namen allerdings \u00e4ndern, was besonders dann hilfreich sein kann, wenn du mehr als ein KNULLI-betriebenes Ger\u00e4t in deinem Netzwerk hast. Innerhalb deines Netzwerks sollte der Hostname nach M\u00f6glichkeit eindeutig sein.

Um den Hostnamen zu \u00e4ndern, dr\u00fccke den Start-Button um das Hauptmen\u00fc zu \u00f6ffnen, gehe dann zu Network settings, wo du den Hostname anpassen kannst.

Windows-User k\u00f6nnen den Hostnamen nutzen, um das Ger\u00e4t in ihrem Netzwerk zu finden und darauf zuzugreifen. Wenn das Ger\u00e4t eingeschaltet und mit deinem Netzwerk verbunden ist, solltest du es im Windows Explorer im Bereich \"Netzwerk\" finden. Alternativ kannst du darauf zugreifen, in dem du die Adresse in die Adresszeile des Windows Explorers eingibst.

Der Pfad

\\\\KNULLI\\share\n

(wobei duKNULLI ggf. mit deinem eigenen Hostnamen ersetzen musst) f\u00fchrt direkt zum /userdata-Verzeichnis, wo deine ROMs, BIOSe etc. abgelegt sind. Mehr Informationen dazu findest du im Abschnitt Spiele hinzuf\u00fcgen.

"},{"location":"de/configure/reset-to-factory-settings/","title":"Auf Werkseinstellungen zur\u00fccksetzen","text":"

Den gesamten system-Ordner zur\u00fccksetzen

Normalerweise erfordern KNULLI-Updates NICHT, dass du den gesamten system-Ordner zur\u00fcckgesetzt. Das Zur\u00fccksetzen des system-Ordners kommt dem Zur\u00fccksetzen auf Werkseinstellungen gleich. Dementsprechend ist es danach zwingend n\u00f6tig, alle deine Einstellungen erneut vorzunehmen. Du solltest NICHT versuchen, den system-Ordner zur\u00fcckzusetzen, wenn du dir nicht absolut sicher bist, dass es notwendig ist.

Wie du wahrscheinlich bereits wei\u00dft, sind deine gesamten Einstellungen in deinem userdata/system-Ordner gespeichert, wie im Abschnitt Speicherort f\u00fcr Spiele erkl\u00e4rt.

Wenn dein System sich nicht mehr Erwartungskonform verh\u00e4lt, nachdem du eine Einstellung ge\u00e4ndert hast, und du die \u00c4nderung nicht r\u00fcckg\u00e4ngig machen kannst, kannst du das Problem m\u00f6glicherweise l\u00f6sen, in dem du die entsprechende Konfigurationsdatei oder den gesamten system-Ordner zur\u00fccksetzt. In SEHR seltenen F\u00e4llen kann es auch n\u00f6tig sein, nach einem Update einige Einstellungen auf neue KNULLI-Standardwerte zu setzen, indem die entsprechenden Dateien im system-Ordner ersetzt oder angepasst werden.

Der einfachste Weg um dieses Ziel zu erreichen ist, die entsprechenden Dateien oder den gesamten Ordner zu entfernen. W\u00e4hrend des n\u00e4chsten Bootvorgangs wird KNULLI die fehlenden Dateien mit neuen Dateien ersetzen, die dann die aktuellen KNULLI-Standardeinstellungen enthalten.

Wenn du eine einzelne Konfigurationsdatei (oder den gesamten system-Ordner) zur\u00fccksetzen musst oder m\u00f6chtest, greif dazu zun\u00e4chst auf deinen userdata-Ordner zu, wie du es sonst auch machst, oder benutz den mitgelieferten OD-Commander aus der Kategorie Ports. Wir empfehlen dringend, dass du die betroffenen Dateien oder den system-Ordner umbenennst statt zu l\u00f6schen, indem du .bak ans Ende des Dateinamens schreibst (also z.B. den system-Ordner in system.bak umbenennst). Auf diese Weise kannst du deine alten Einstellungen jederzeit wiederherstellen, oder einzelne Dateien/Zeilen aus deiner alten Konfiguration \u00fcbernehmen.

"},{"location":"de/configure/reset-to-factory-settings/#dateien-und-ordner-mit-od-commander-umbenennen","title":"Dateien und Ordner mit OD-Commander umbenennen","text":"
  • \u00d6ffne die Kategorie Ports.
  • Starte OD-Commander.
  • Du solltest jetzt bereits den Inhalt deines userdata-Ordners auf der linken Seite sehen, du kannst dies u.A. an der \u00dcberschrift /userdata erkennen. Falls du noch nicht dort bist, navigiere zun\u00e4chst nach /userdata, indem du mit oben/unten auf dem D-Pad hoch und runter navigierst und mit OK/Zur\u00fcck in Ordner hineingehst oder sie wieder verl\u00e4sst.
  • Lokalisiere den system-Ordner auf der linken Bildschirmseite.
  • W\u00e4hrend der Fokus auf dem system-Ordner liegt
    • \u00f6ffne entweder den Ordner und suche darin die einzelnen Dateien oder Unterordner, die du zur\u00fccksetzen m\u00f6chtest
    • oder halte den Fokus einfach auf dem system-Ordner falls du den ganzen Ordner zur\u00fccksetzen m\u00f6chtest.
  • Wenn du den Fokus auf einer Datei oder einem Ordner hast, die/den du zur\u00fccksetzen m\u00f6chtest
    • dr\u00fcck X um das Datei-Men\u00fc zu \u00f6ffnen.
    • w\u00e4hle Rename.
    • benutz die On-Screen-Tastatur um den Datei-/Ordnernamen zu \u00e4ndern.
"},{"location":"de/configure/reset-to-factory-settings/#konfigurationsdateien-zurucksetzen","title":"Konfigurationsdateien zur\u00fccksetzen","text":"

Anschlie\u00dfend kannst du dein KNULLI-Ger\u00e4t neu starten. Es wird alle fehlenden Dateien und Ordner w\u00e4hrend des Bootvorgangs neu erzeugen. Du kannst jetzt entweder alle deine Einstellungen wieder h\u00e4ndisch \u00fcber die KNULLI-GUI vornehmen, oder die Konfigurationsdateien mit deiner .bak-Sicherung vergleichen und Zeile f\u00fcr Zeile alle Einstellungen \u00fcbernehmen, die du behalten m\u00f6chtest.

"},{"location":"de/configure/ssh/","title":"SSH","text":"

Als fortgeschrittener Nutzer m\u00f6chtest du m\u00f6glicherweise auf die Kommandozeile (oder Shell) deines KNULLI-Ger\u00e4tes zugreifen, um Linux-Befehle direkt eingeben zu k\u00f6nnen. KNULLI stellt daf\u00fcr einen SSH-Zugang bereit. Es gibt viele verschiedene SSH-Clients, die du nutzen kannst, um Zugriff auf die Shell deines KNULLI-Ger\u00e4tes zu erhalten. F\u00fcr Windows-Nutzer empfehlen wir SmarTTY (das sogar Datei\u00fcbertragungen m\u00f6glich macht) oder PuTTY.

Es ist allerdings auch m\u00f6glich, den SSH-Client zu verwenden, der bereits in dein Betriebssystem integriert ist: Die meisten Linux-Distributionen und modernen Windows-Versionen enthalten bereits ein SSH-Programm, das auf der Kommandozeile ausgef\u00fchrt werden kann.

Um auf dein KNULLI-Ger\u00e4t via SSH zuzugreifen, musst du das Ger\u00e4t zuerst mit deinem lokalen Netzwerk verbinden, wie im Abschnitt Netzwerkverbindungen beschrieben und anschlie\u00dfend eine SSH-Verbindung aufbauen, wie in den folgenden Abschnitten beschrieben.

"},{"location":"de/configure/ssh/#benotigte-informationen","title":"Ben\u00f6tigte Informationen","text":"

Um die SSH-Verbindung aufzubauen ben\u00f6tigst du die folgenden Informationen:

  • Host: Entweder der Hostname deines KNULLI-Ger\u00e4tes (der Standard-Hostname lautet KNULLI) oder die aktuelle IP-Adresse (dr\u00fccke Start und w\u00e4hle Network settings um deine aktuelle IP-Adresse einzusehen)
  • Username: root
  • Passwort: Dein aktuelles Root-Passwort (dr\u00fccke Start und w\u00e4hle System settings und dann Security um dein aktuelles Root-Passwort einzusehen, das Standardpasswort lautet linux)
"},{"location":"de/configure/ssh/#option-1-den-integrierten-ssh-kommandozeilenbefehl-verwenden","title":"Option 1: Den integrierten SSH-Kommandozeilenbefehl verwenden","text":"
  • \u00d6ffne ein Terminal bzw. eine Konsole auf deinem Computer.
    • Windows-Nutzer k\u00f6nnen sowohl das neue Windows Terminal als auch die klassische Eingabeaufforderung (CMD) oder die PowerShell nutzen.
    • Linux-Nutzer wissen normalerweise eh, wie man die Kommandozeile auf ihrem Ger\u00e4t benutzt.
  • Tippe
    ssh root@knulli\n
    und best\u00e4tigte mit Enter. (Falls du den Hostnamen deines KNULLI-Ger\u00e4tes ge\u00e4ndert hast, musst du knulli mit deinem Hostnamen oder der IP-Adresse deines KNULLI-Ger\u00e4ts ersetzen.)
  • Falls du nach Fingerabdr\u00fccken gefragt wirst, kannst du das einfach best\u00e4tigen.
  • Sobald du danach gefragt wirst, gib dein Passwort ein und best\u00e4tige.
  • Nachdem das Passwort \u00fcberpr\u00fcft wurde, solltest du mit deinem Ger\u00e4t via SSH verbunden sein.
  • Wenn du mit deinen SSH-Arbeiten fertig bist, kannst du die Verbindung trennen, indem du exit eintippst und best\u00e4tigst.
"},{"location":"de/configure/ssh/#option-2-ein-eigenstandiges-ssh-programm-verwenden","title":"Option 2: Ein eigenst\u00e4ndiges SSH-Programm verwenden","text":"

Um eine SSH-Verbindung via SmarTTY aufzubauen, installiere das Programm, starte es und folge diesen Schritten:

Schritt 1: Klick auf New SSH connection... am unteren linken Rand des Fensters.

Schritt 2: Richte eine neue SSH-Verbindung mit den folgenden Einstellungen ein und klick auf Connect.

Host Name: KNULLI User Name: root Password: linux Zus\u00e4tzlich ausw\u00e4hlen:
  • Setup public key authentication and don't ask for password again
  • Save this connection to connections list

Schritt 3: Wenn du gefragt wirst, welche Art von Terminal du benutzen m\u00f6chtest, w\u00e4hle Regular Terminal.

Schritt 4: Du hast erfolgreich eine SSH-Verbindung zu deinem KNULLI-Ger\u00e4t hergestellt.

"},{"location":"de/play/install/","title":"KNULLI installieren","text":"

Um KNULLI installieren zu k\u00f6nnen, musst du als erstes ein passendes Image f\u00fcr dein Ger\u00e4t herunterladen. Anschlie\u00dfend kannst du das Image auf eine passende SD-Karte (oder den internen Speicher deines Ger\u00e4ts) flashen. Der Installationvorgang beginnt, wenn du dein Ger\u00e4t zum ersten Mal mit der geflashten SD-Karte (oder dem geflashten internen Speicher) bootest.

"},{"location":"de/play/install/#schritt-1-image-herunterladen","title":"Schritt 1: Image herunterladen","text":"
  • Lade die aktuellste Version von KNULLI f\u00fcr dein Ger\u00e4t von der Release-Seite herunter.
    • Du findest Download-Links f\u00fcr alle Ger\u00e4te und Plattformen, die von uns unterst\u00fctzt werden, in der Tabelle \"Installation Package Downloads\".
    • Stelle sicher, dass du das richtige Image f\u00fcr dein Ger\u00e4t herunterl\u00e4dst. Wenn du KNULLI z.B. auf einem RG35XX installieren m\u00f6chtest, musst du das rg45xx-Image herunterladen.
    • Wenn unklar ist, welches Image f\u00fcr dein Ger\u00e4t geeignet ist, kannst du im Abschnitt Unterst\u00fctzte Ger\u00e4te \u00fcberpr\u00fcfen, welches Image du f\u00fcr dein Ger\u00e4t herunterladen solltest.

Falls dein Ger\u00e4t nicht ist der Liste der Installation Package Downloads enthalten ist, gibt es noch keine \u00f6ffentlich zug\u00e4ngliche Releaseversion von Knulli f\u00fcr dein Ger\u00e4t. Du solltest nicht versuchen, ein Installationspaket f\u00fcr ein anderes Ger\u00e4t zu installieren.

"},{"location":"de/play/install/#schritt-2-speicher-flashen","title":"Schritt 2: Speicher flashen","text":"
  • Entpacke zun\u00e4chst das komprimierte Image (z.B. mit 7-Zip).
  • Anschlie\u00dfend kannst du das Image mit einem entsprechenden Tool auf deine SD-Karte oder den Ger\u00e4tespeicher flashen.
    • Geeignete Software zum Flashen von Images sind u.A. Rufus, Balena, Raspberry Pi Imager und Win32 Disk Imager. Falls du die Kommandozeile beherrschst, kannst du auch dd verwenden.

W\u00e4hrend des Flashens werden mehrere Partitionen angelegt, die auf deinem Computer als einzelne Laufwerke angezeigt werden. Die meisten Laufwerke k\u00f6nnen nur von Linux-Betriebssystemen gelesen werden, unter Windows erscheinen diese Laufwerke unbrauchbar.

Du solltest auf keinen Fall die f\u00fcr Windows unleserlichen KNULLI-Partitionen formatieren, auch wenn Windows es dir vorschl\u00e4gt.

Nur das Laufwerk BATOCERA wird von KNULLI mit FAT32 formatiert, damit du auch von Windows aus darauf zugreifen kannst, um manuelle Updates zu installieren, wie im Abschnitt Aktualisieren beschrieben. Auf diesem Laufwerk liegt allerdings nur das KNULLI-Betriebssystem, du solltest hier keine Spiele ablegen. Im Abschnitt Spiele hinzuf\u00fcgen wirst du lernen, wie du deine Spiele auf das Ger\u00e4t laden kannst - nachdem du es zum ersten Mal hochgefahren hast.

Beim Flashen wird eine Partition namens SHARE angelegt, auf der sp\u00e4ter deine Spiele etc. abgelegt werden k\u00f6nnen. Die SHARE-Partition wird allerdings erst beim ersten Booten auf ihre volle Gr\u00f6\u00dfe ausgedehnt. Es ist zwingend notwendig, KNULLI einmal hochzufahren und die Installation abzuschlie\u00dfen, bevor du auf die SHARE-Partition zugreifen kannst. Standardm\u00e4\u00dfig wird die SHARE-Partition mit dem Dateisystem ext4 formatiert. Wirf einen Blick in den Abschnitt Spiele hinzuf\u00fcgen um zu erfahren, wie du Spiele und andere Dateien auf dein KNULLI-Ger\u00e4t aufspielst.

"},{"location":"de/play/install/#schritt-3-boote-das-gerat","title":"Schritt 3: Boote das Ger\u00e4t","text":"
  • Steck die SD-Karte in den daf\u00fcr vorgesehen Slot w\u00e4hrend das Ger\u00e4t ausgeschaltet ist.
    • Falls das Ger\u00e4t einen zweiten SD-Karten-Slot hat, solltest du vor dem ersten Hochfahren sicherstellen, dass der zweite Slot leer ist.
  • Schalte das Ger\u00e4t ein.
    • Achtung: Bei manchen Ger\u00e4te muss die Bootreihenfolge so angepasst werden, dass die SD-Karte als erstes angesprochen wird. \u00dcberpr\u00fcfe im Zweifelsfall die Dokumentation f\u00fcr dein Ger\u00e4t, um zu pr\u00fcfen, ob es in deinem Fall notwendig ist.
  • Beim ersten Booten l\u00e4uft KNULLI selbstst\u00e4ndig durch den Installationsvorgang und startet das Ger\u00e4t automatisch neu, sobald die Installation abgeschlossen ist.
  • Am Ende des Reboots wird das Ger\u00e4t automatisch EmulationStation laden, die grafische Benutzeroberfl\u00e4che von KNULLI. Die Installation ist jetzt abgeschlossen und du kannst loslegen!
"},{"location":"de/play/install/#nachste-schritte","title":"N\u00e4chste Schritte","text":"
  • Netzwerk konfigurieren
  • Controller konfigurieren
  • Spiele hinzuf\u00fcgen
  • Scrapen
  • Themes installieren und konfigurieren
"},{"location":"de/play/quick-start/","title":"Schnellstartanleitung","text":"

Moin! Willkommen bei KNULLI!

Mit dieser Schnellstartanleitung wollen wir dir helfen, KNULLI auf deinem Handheld in Betrieb zu nehmen. Falls du zum ersten Mal einen Retro-Gaming-Handheld einrichtest und Emulatoren und Custom Firwmwares (CFWs) f\u00fcr dich Neuland sind, wird diese Anleitung dich durch deine ersten Schritte f\u00fchren. Falls du ein erfahrener Nutzer bist, wird diese Anleitung dir einen \u00dcberblick verschaffen, was KNULLI grundlegend von anderen Custom Firmwares unterscheidet, die du evtl. bereits benutzt hast.

Wichtig: Unbedingt lesen bevor du loslegst!

Im Gegensatz zu vielen anderen CFWs verwendet KNULLI standardm\u00e4\u00dfig das ext4-Dateisystem f\u00fcr deine Spiele, Speicherst\u00e4nde, Konfigurationen etc. Wir haben diese Entscheidung bewusst gef\u00e4llt, damit du die beste Out-Of-The-Box-Erfahrung mit PortMaster haben kannst. Derzeit funktioniert PortMaster nicht vollumf\u00e4nglich mit KNULLI, wenn die Spiele auf Windows/macOS-kompatiblen exFAT-Partitionen abgelegt sind. (Du findest mehr Details zu diesem Thema im Abschnitt PortMaster.)

Es ist m\u00f6glich, auf die ext4-formatierten Partitionen/SD-Karten via Linux zuzugreifen. Allerdings ist es nicht m\u00f6glich, von Windows/macOS direkt auf die Partitionen/SD-Karten zuzugreifen. Dementsprechend wird es dir nicht m\u00f6glich sein, auf deine SD-Karte auf die gleiche Weise zuzugreifen, die du m\u00f6glicherweise von anderen CFWs gewohnt bist. Um deine Dateien hinzuzuf\u00fcgen, empfehlen wir stattdessen die Netzwerk\u00fcbertragung. Sobald du dein KNULLI-Ger\u00e4t deinem W-LAN hinzugef\u00fcgt hast (wie im Abschnitt Netzwerkverbindungen beschrieben), wird dein KNULLI-Ger\u00e4t im Bereich Netzwerk in deinem Windows Explorer auftauchen, wo du bequem und einfach per Drag-and-Drop deine Dateien ablegen kannst. (Eine genauere Erkl\u00e4rung findest du im Abschnitt Netzwerk\u00fcbertragung.)

Uns ist klar, dass Netzwerk\u00fcbertragung etwas langsamer ist, und damit die erste Einrichtung deines Ger\u00e4tes etwas erschwert, gerade dann, wenn du den gr\u00f6\u00dften Teil deiner Spielebibliothek auf dein Ger\u00e4t laden m\u00f6chtest. Wir glauben allerdings auch, dass es den Aufwand wert ist. Die PortMaster-Bibliothek enth\u00e4lt circa 500 Spiele, viele davon sind auf deinem Handheld vollst\u00e4ndig spielbar, wenn du dich f\u00fcr ext4 entscheidest.

Es gibt allerdings auch eine opt-out-L\u00f6sung. Wenn du dir absolut sicher bist, dass du keine PortMaster-Spiele spielen m\u00f6chtest, kannst du ganz einfach mit dem Windows-kompatiblen exFAT-Dateisystem neu formatieren. (Eine Anleitung zum Formatieren findest du im Abschnitt Formatieren. Sei dir aber bitte bewusst, dass PortMaster nicht vollumf\u00e4nglich funktionieren wird, wenn du dich dazu entscheidest, deinen Speicher mit exFAT zu formatieren!

"},{"location":"de/play/quick-start/#knulli-installieren","title":"KNULLI installieren","text":"

zuerst solltest du die aktuellste KNULLI-Version in unserem GitHub-Repository identifizieren, die exakt f\u00fcr dein Ger\u00e4t vorgesehen ist. Du findest eine \u00dcbersicht \u00fcber alle verf\u00fcgbaren Downloads in der Tabelle Installation Download Package. Lade die KNULLI-Version f\u00fcr dein Ger\u00e4t herunter und \"flash\" sie auf eine SD-Karte. Du solltest nicht versuchen, irgendetwas nach der Installation manuell zu formatieren - KNULLI wird das f\u00fcr dich erledigen! Steck die SD-Karte einfach in dein Ger\u00e4t und entferne alle weiteren SD-Karten aus den \u00fcbrigen Slots deines Ger\u00e4ts, falls vorhanden. Jetzt kannst du dein KNULLI-Ger\u00e4t einschalten und booten, um die Installation abzuschlie\u00dfen. (Der erste Bootvorgang kann relativ lange dauern, da KNULLI w\u00e4hrenddessen deine Spielepartition expandieren und formatieren wird. Bleib geduldig!)

Falls du ausf\u00fchrlichere Hilfe bei der Installation von KNULLI ben\u00f6tigst, schau am Besten in den Abschnitt Installation.

"},{"location":"de/play/quick-start/#erste-schritte","title":"Erste Schritte","text":"

Deine ersten Schritte h\u00e4ngen teilweise davon ab, wie du dein KNULLI-Ger\u00e4t benutzen m\u00f6chtest.

"},{"location":"de/play/quick-start/#1-datenspeicher-einrichten","title":"1. Datenspeicher einrichten","text":"

Den meisten Nutzern empfehlen wir, eine eiznelne SD-Karte mit der Standardformatierung zu verwenden.

Falls du allerdings eine andere Speicherkonfiguration nutzen m\u00f6chtest, z.B. weil dein Ger\u00e4t keine W-LAN-Verbindungen unterst\u00fctzt, kannst du die folgende Tabelle nutzen, um herauszufinden, welche Konfiguration f\u00fcr dich am geeignetsten ist. Sei dir bewusst, dass du deinen Datenspeicher m\u00f6glicherweise neu formatieren musst, bevor du ihn benutzen kannst. Benutze dazu bitte den eingebauten KNULLI-Formatierer. Au\u00dferdem solltest du beachten, dass du manuell zwischen internem und externem Speicher umschalten musst. (Eine genauere Anleitung zum Wechseln von SD-Karten und zum Formatieren deines Datenspeichers findest du im Abschnitt Spiele hinzuf\u00fcgen.

Es ist theoretisch m\u00f6glich, eine bereits mit Daten bef\u00fcllte SD-Karte als zweite SD-Karte in einer 2-Karten-Konfiguration zu verwenden. Falls du das versuchen m\u00f6chtest, solltest du sicherstellen, dass die Ordnerstruktur auf deiner SD-Karte exakt so ist wie im Abschnitt Speicherort f\u00fcr Spiele beschrieben.

Entscheide dich, wie du deine Spiele speichern m\u00f6chtest

SD-Karten Ich m\u00f6chte PortMaster-Spiele spielen! Ich m\u00f6chte von Windows ohne Netzwerkverbindung direkt auf meine SD-Karte zugreifen! (Ich akzeptiere, dass PortMaster nicht funktionieren wird.) 1 Du kannst loslegen! Du musst deinen internen Speicher mit exFAT neu formatieren. 2 Du musst deinen externen Speicher mit ext4 neu formatieren (es sei denn er ist schon mit ext4 formatiert). Du musst deinen externen Speicher mit exFAT neu formatieren (es sei denn er ist schon mit exFAT formatiert).

Stell sicher, dass du eine Entscheidung gef\u00e4llt hast, wie du deinen Datenspeicher einrichten m\u00f6chtest, und dass du den Speicher entsprechend vorbereitet hast bevor du mit dem n\u00e4chsten Schritt weitermachst.

Sei dir bitte bewusst, dass PortMaster nicht vollumf\u00e4nglich funktionieren wird, wenn du dich daf\u00fcr entscheidest, deinen Datenspeicher mit exFAT zu formatieren.

"},{"location":"de/play/quick-start/#2-w-lan-einrichten","title":"2. W-LAN einrichten","text":"

Dieser Schritt ist zwingend n\u00f6tig um deine Spiele hinzuzuf\u00fcgen, es sei denn, dass du dich daf\u00fcr entschieden hast, deine SD-Karte mit exFAT zu formatieren. Dr\u00fcck Start um ins Hauptmen\u00fc zu gelangen und gehe zu Network settings, wo du deine W-LAN-Verbindung einrichten kannst. (Eine detailliertere Anleitung zur Einrichtung des W-LANs und zur Verbesserung der Sicherheit deines Ger\u00e4tes findest du im Abschnitt Netzwerkverbindungen.)

Probleml\u00f6sungen

Falls du dein KNULLI-Ger\u00e4t nicht mit deinem W-LAN verbinden kannst, solltest du pr\u00fcfen, ob WPA3-Verschl\u00fcsselung in deinem Router aktiviert ist und sie ggf. abschalten und stattdessen WPA2 verwenden.

"},{"location":"de/play/quick-start/#3-spiele-und-biose-hinzufugen","title":"3. Spiele und BIOSe hinzuf\u00fcgen","text":"

Abh\u00e4ngig davon, wie du deinen Datenspeicher eingerichtet hast, kannst du jetzt anfangen, deine Spiele auf dein Ger\u00e4t zu laden. Unter Windows kannst du im Normalfall einfach den Windows Explorer \u00f6ffnen und dein Ger\u00e4t unter dem Namen KNULLI im Abschnitt Netzwerk finden. Falls das Ger\u00e4t dort nicht auftaucht, kannst du einfach \\\\KNULLI in die Adresszeile deines Windows Explorers eingeben. Unter macOS findest du dein Ger\u00e4t, in dem du im Finder Gehe zu \u00f6ffnest und dort Mit Server verbinden ausw\u00e4hlst. Hier kannst du smb://KNULLI in der Adressleiste eintippen, um auf dein Ger\u00e4t zuzugreifen. (Falls du den Hostnamen deines Ger\u00e4tes ge\u00e4ndert hast, musst du stattdessen den ge\u00e4nderten Hostnamen deines Ger\u00e4tes verwenden.)

Schritt 1a: W\u00e4hle dein KNULLI-Ger\u00e4t im Abschnitt Netzwerk deines Windows Explorers.

Schritt 1b: Greif auf dein KNULLI-Ger\u00e4t zu, in dem du \\\\KNULLI in der Adressleiste dines Windows Explorers.

Schritt 2: \u00d6ffne den Ordner share auf deinem KNULLI-Ger\u00e4t, um den Inhalt des /userdata-Ordners anzuzeigen.

Schritt 3: \u00d6ffne den Ordner roms um zu den Unterverzeichnissen f\u00fcr die jeweiligen Systeme zu gelangen (z.B. SNES).

Als Alternative kannst du, falls dir ein Linux-Computer zur Verf\u00fcgung steht, oder du deine SD-Karte mit exFAT formatiert hast, dein KNULLI-Ger\u00e4t herunterfahren, die SD-Karte entnehmen und in deinen Computer stecken, um direkt darauf zuzugreifen.

In jedem Fall kannst du bequem per Drag-and-Drop deine Spiele und BIOS-Dateien von deiner Festplatte in die entsprechenden Ordner deines KNULLI-Ger\u00e4tes kopieren. Eine umfangreichere Anleitung und ein paar weitere alternative M\u00f6glichkeiten findest du im Abschnitt Spiele hinzuf\u00fcgen.

"},{"location":"de/play/quick-start/#4-portmaster-installieren-optional","title":"4. PortMaster installieren (optional)","text":"

Falls du dich daf\u00fcr entschieden hast, bei ext4 zu bleiben, kannst du jetzt PortMaster installieren. Als erstes solltest du sicherstellen, dass du mit deinem W-LAN verbunden bist. Anschlie\u00dfend kannst du auf deinem KNULLI-Ger\u00e4t in der Kategorie Ports das Script Install.PortMaster ausf\u00fchren, um die Installation zu beginnn. Nach Abschluss der Installation wirst du PortMaster in der Ports-Kategorie finden. (Mehr Informationen rund um PortMaster findest du im entsprechenden Abschnitt des Wikis.)

Fehlendes PortMaster-Installationsscript

Falls Install.PortMaster in deiner Ports-Kategorie fehlt, folge den Anweisungen im AbschnittPortMaster.

"},{"location":"de/play/quick-start/#5-medien-und-metadaten-scrapen-optional","title":"5. Medien und Metadaten scrapen (optional)","text":"

Nachdem du alle deine Spiele hinzugef\u00fcgt und installiert hast, m\u00f6chtest du m\u00f6glicherweise Artworks, textuelle Beschreibungen und andere Metadaten hinzuf\u00fcgen. KNULLI bringt daf\u00fcr einen Scraper mit, der f\u00fcr dich verf\u00fcgbare Medien und Metadaten herunterladen kann. Unser Scraper unterst\u00fctzt ScreenScraper, TheGamesDB und ArcadeDB als Datenquellen. (Eine umfangreichere Anleitung zum Scraping findest du im entsprechenden Abschnitt des Wikis.)

"},{"location":"de/play/quick-start/#6-retro-achievements-einrichten-optional","title":"6. Retro Achievements einrichten (optional)","text":"

Wenn du Retro-Achievements sammeln m\u00f6chtest, solltest du dich in dein Retro-Achievements-Konto einloggen. Dr\u00fcck START, w\u00e4hle Game Settings und gehe dort zu RetroAchievement Settings um deine Zugangsdaten einzugeben. Bitte denk daran, dass Retro-Achievements nur funktionieren w\u00e4hrend du mit dem Internet verbunden bist. (Weitere Informationen zum Thema Retro-Achievements findest du im Abschnitt Achievements.)

"},{"location":"de/play/quick-start/#spielen","title":"Spielen!!","text":"

Herzlichen Gl\u00fcckwunsch - dein Ger\u00e4t ist bereit um zu spielen! Wie f\u00fchlt sich das an? Wenn dies deine erste Ber\u00fchrung mit einem Retro-Gaming-Handheld und/oder einer CFW ist, w\u00fcrden wir dir empfehlen, noch schnell die Hotkey Shortcuts zu lernen (du findest eine Liste im Abschnitt Hotkey Shortcuts) bevor du das erste Spiel startest. Abgesehen davon kannst du jetzt loslegen!

Wir hoffen, dass du viel Spa\u00df hast beim Spielen mit KNULLI!

Du bist nicht allein!

Falls du Probleme hast oder Hilfe brauchst: Keine Panik - du bist nicht allein! Vielleicht findest du eine L\u00f6sung f\u00fcr deine Probleme hier im Wiki, wirf z.B. mal einen Blick auf die h\u00e4ufig gestellten Fragen oder besuch uns auf Discord, wo wir gern versuchen werden, deine Fragen zu beantworten.

"},{"location":"de/play/scraping/","title":"Scraping","text":"

Sobald du deine Spiele auf dein KNULLI-Ger\u00e4t geladen hast, m\u00f6chtest du m\u00f6glicherweise auch Cover, Screenshots oder andere Metadaten f\u00fcr deine Spiele hinzuf\u00fcgen. Du kannst nat\u00fcrlich jederzeit die gamelist.xml-Dateien von Hand editieren und die Metadaten selbst dort einf\u00fcgen. KNULLI unterst\u00fctzt allerdings auch Scraping von Medien (d.h. Covers, Logos, Handb\u00fccher, Videos etc.) und Metadaten aus drei verschiedenen Quellen: ScreenScraper, TheGamesDB und ArcadeDB.

Der in KNULLI integrierte Scraper versucht, alle Medien und Metadaten deiner Spiele anhand der Dateinamen deiner ROMs (oder der Launch-Scripte deiner Ports) zu ermitteln. Wenn die Dateinamen Informationen \u00fcber die Region enthalten (z.B. (U) oder (EU)), wird der Scraper diese Informationen ber\u00fccksichtigen. Stelle sicher, dass alle deine ROMs und Scripte vern\u00fcnftig benannt sind, andernfalls wird der Scraper die Spiele nicht identifizieren k\u00f6nnen. Falls du keinen verst\u00e4ndlichen Dateinamen f\u00fcr dein Spiel festlegen kannst, z.B. weil einige Systeme verlangen, dass die Launch-Scripte einen bestimmen Namen haben (z.B. ScummVM) - mach dir keine Sorgen. Du kannst f\u00fcr diese Spiele die Daten einzeln von Hand scrapen.

"},{"location":"de/play/scraping/#gescrapete-medien-anzeigen","title":"Gescrapete Medien anzeigen","text":"

Das Standard-Theme, das KNULLI f\u00fcr die grafische Benutzeroberfl\u00e4che EmulationStation mitliefert, hei\u00dft Art-Book-Next. Das Theme unterst\u00fctzt die Darstellung von vielen der Metadaten und Medien, die du aus den von KNULLI unterst\u00fctzten Scraper-Quellen beziehen kannst.

Das Theme zeigt

  • in der Spieleliste des jeweiligen Systems
    • entweder das Boxart (Cover) oder ein Image (z.B. ein Screenshot) als Artwork an.
      • Dr\u00fccke den Start-Button und gehe zum Abschnitt Theme configuration der User interface settings um einzustellen, welches Game artwork du m\u00f6chtest.
    • ein Vorschauvideo, um einen Eindruck vom Spiel zu vermitteln.
    • die Beschreibung des Spiels.
    • die Community-Bewertung des Spiels.
    • das Release-Datum.
  • im Spielmen\u00fc (halte den Knopf gedr\u00fcckt, mit dem du das Spiel starten w\u00fcrdest, um das Spiel-Men\u00fc zu \u00f6ffnen)
    • das Logo des Spiels.
    • das Handbuch des Spiels.
    • andere gescrapete Medien in Form einer Galerie.

Wenn du ein anderes Theme anstelle des Standardthemes benutzt, kann es sein, dass du keine/andere Metadaten und Medien angezeigt bekommst. Falls deine gescrapeten Informationen nicht korrekt angezeigt werden und du ein Theme benutzt, das du selbst installiert hast, bitte schau in der Dokumentation des Themes nach einer L\u00f6sung.

"},{"location":"de/play/scraping/#gescrapete-daten-und-artworks-von-einem-anderen-emulationstation-gerat-ubernehmen","title":"Gescrapete Daten und Artworks von einem anderen EmulationStation-Ger\u00e4t \u00fcbernehmen","text":"

Wenn du bereits ein anderes Ger\u00e4t hast, das EmulationStation als Frontend nutzt, m\u00f6chtest du m\u00f6glicherweise deine gescrapeten Daten \u00fcbernehmen, wenn du deine Spiele auf dein KNULLI-Ger\u00e4t \u00fcbertr\u00e4gst. Bitte stelle dabei sicher, dass du sowohl alle Unterordner mit gescrapeten Dateien als auch die gamelist.xml-Dateien f\u00fcr jedes System \u00fcbernimmst. Die Gamelist-Dateien enthalten Referenzen, um die gescrapeten Bilder und Videos den jeweiligen Spielen zuzuordnen. Ohne diese Referenzen werden die gescrapeten Dateien auf dem KNULLI-Ger\u00e4t nicht angezeigt.

Wenn du beispielsweise deine SNES-ROMs mit allen gescrapeten Daten \u00fcbertragen m\u00f6chtest, kopiere einfach den gesamten Inhalt des roms/snes-Ordner deines alten Systems in den roms/snes-Ordner deines KNULLI-Ger\u00e4ts. Achte darauf, dass du die existierende gamelist.xml auf deinem KNULLI-Ger\u00e4t mit der Datei aus deinem alten System \u00fcberschreibst.

Falls deine gescrapeten Daten nicht sofort sichtbar werden, dr\u00fccke Start um das Hauptmen\u00fc zu offnen. W\u00e4hle dort Game settings und dann Update gamelists. Anschlie\u00dfend sollten alle Medien und Metadaten deiner Spiele korrekt angezeigt werden. Falls das nicht geklappt hat, kann es sein, dass die gescrapeten Medien (oder die Gamelist-Dateien) deines alten Systems nicht kompatibel sind mit der Version von EmulationStation oder dem Theme, das KNULLI verwendet. In diesem Fall wirst du wahrscheinlich deine Medien und Metadaten mit dem in KNULLI integrierten Scraper erneut scrapen m\u00fcssen..

"},{"location":"de/play/scraping/#scrapen","title":"Scrapen","text":"

Es gibt zwei verschiedene M\u00f6glichkeiten, um Informationen aus den Quellen zu scrapen, die KNULLI unterst\u00fctzt. Du kannst entweder Informationen f\u00fcr deine ganze Spielesammlung (oder Teile deiner Spielesammlung) scrapen, oder du kannst Informationen f\u00fcr ein einzelnes spezifisches Spiel scrapen. Aber bevor du mit dem Scrapen beginnst, solltest du sicherstellen, dass der Scraper so eingestellt ist, wie du es gerne m\u00f6chtest.

Einige Scraper-Quellen begrenzen die Menge an Daten/Medien, die du pro Tag von ihnen herunterladen kannst. Du solltest versuchen, unn\u00f6tige Scraping-Vorg\u00e4nge zu vermeiden, in dem du erst mit dem Scrapen beginnst, wenn du deinen Scraper fertig konfiguriert hast.

"},{"location":"de/play/scraping/#scraper-einstellungen","title":"Scraper-Einstellungen","text":"

Um den Scraper einzurichten, dr\u00fccke zun\u00e4chst Start, um das Hauptmen\u00fc zu \u00f6ffnen und w\u00e4hle Scraper, um das Scraper-Men\u00fc zu \u00f6ffnen. Im Scraper-Men\u00fc kannst du bei Scraper source deine prim\u00e4re Scraper-Quelle einstellen. Dies ist die Quelle, die immer dann benutzt wird, wenn du f\u00fcr mehrere (oder gar alle) Spiele gleichzeitig scrapen m\u00f6chtest. Standardm\u00e4\u00dfig ist hier ScreenScraper ausgew\u00e4hlt. Du kannst allerdings stattdessen auch TheGamesDB oder ArcadeDB einstellen, falls du eine dieser Quellen bevorzugst.

Um ScreenScraper zu nutzen, musst du in einem ScreenScraper-Account eingeloggt sein. Wenn du von ScreenScraper Daten beziehen m\u00f6chtest, besuche die Homepage von ScreenScraper und melde dich dort an. (Es ist kostenlos!)

In den Scraper settings kannst du Name und Passwort deines ScreenScraper-Accounts hinterlegen und genau festlegen, welche Art von Daten du scrapen m\u00f6chtest. Unter Box source kannst du einstellen, welche Art von Cover (z.B. 2D-Boxart oder 3D-Boxart) du verwenden m\u00f6chtest. Unter Logo source kannst du einstellen, welche Art von Logo du verwenden m\u00f6chtest (wheel beschreibt das Logo des Spiels auf einem transparenten Hintergrund ohne weitere Designelemente, die anderen Varianten sind alle in verschiedenen Formen stilisiert).

Du kannst auch eine bevorzugte Region (Preferred region) einstellen, da manche Spiele in verschiedenen L\u00e4ndern publiziert worden und dort andere Covers und z.T. sogar andere Namen haben.

Mit den Schaltern Overwrite descriptions und Overwrite medias kannst du einstellen, ob bereits gescrapete oder von dir h\u00e4ndisch hinterlegte Daten \u00fcberschrieben werden d\u00fcrfen oder nicht.

Zus\u00e4tzlich zu diesen Optionen findest du noch viele weitere Schalter, mit denen du einstellen kannst, welche Medien und Metadaten du scrapen willst, darunter fallen z.B. Videos, die Community-Bewertung oder sogar das Handbuch des Spiels. Nimm dir Zeit, um deine Scraper-Einstellungen so anzupassen, wie du sie haben m\u00f6chtest. Am besten probierst du danach erstmal mit einem einzelnen Spiel aus, ob dir das Ergebnis gef\u00e4llt, bevor du gleich die Daten f\u00fcr deine ganze Spielesammlung scrapest.

"},{"location":"de/play/scraping/#daten-eines-einzelnen-spiels-scrapen","title":"Daten eines einzelnen Spiels scrapen","text":"

Wenn du deinen Scraper fertig konfiguriert hast, kannst du ihn ausprobieren, in dem du zun\u00e4chst f\u00fcr ein einzelnes Spiel die Medien und Metadaten scrapest. W\u00e4hle ein Spiel aus, irgendein Spiel (am besten aber eines, das relativ bekannt ist, um sicherzugehen, dass Metadaten und Medien daf\u00fcr vorliegen). Geh in die Kategorie des jeweiligen Systems (z.B. SNES) und w\u00e4hle ein Spiel (z.B. \"Super Mario World\"). Du musst jetzt die Taste dr\u00fccken und gedr\u00fcckt halten, mit der du das Spiel normalerweise starten w\u00fcrdest. Abh\u00e4ngig von deinen GUI-Einstellungen ist es wahrscheinlich B (S\u00fcd) oder A (Ost). Wenn du die Taste gedr\u00fcckt h\u00e4ltst, \u00f6ffnet sich das Spielmen\u00fc.

Am Ende des Spielmen\u00fcs kannst du Scrape ausw\u00e4hlen. KNULLI wird dann versuchen, Metadaten und Medien f\u00fcr dein Spiel in den Scraper-Quellen zu finden. Anders als beim Scrapen von Spielelisten wird beim Scrapen f\u00fcr einzelne Spiele jede verf\u00fcgbare Scraper-Quelle angefragt. Wenn alle Daten empfangen wurden, kannst du ausw\u00e4hlen, welchen Datensatz du f\u00fcr das Spiel verwenden m\u00f6chtest. Die Datens\u00e4tze werden nach Scraper-Quelle sortiert angezeigt.

Falls der Scraper keine Ergebnisse findet (z.B. weil du nach Metadaten f\u00fcr ein Launch-Script eines Port suchst, das aus technischen Gr\u00fcnden einen obskuren Namen hat), kannst du versuchen, das richtige Spiel selbst herauszusuchen. Am unteren Bildschirmrand findest du die Schaltfl\u00e4che Input. Wenn du sie ausw\u00e4hlst, kannst du den Namen des Spiels, nach dem du suchst, dort selbst eingeben.

Manche Spiele haben in verschiedenen Regionen unterschiedliche Namen. Das Spiel, das im deutschsprachigen Raum \"Baphomet's Fluch\" hei\u00dft, hei\u00dft im Originaltitel \"Broken Sword\". Falls du dein Spiel unter seinem regionalen Namen nicht findest, such nach dem internationalen Titel oder dem Originaltitel.

Nachdem du das Scraping-Ergebnis ausgesucht hast, das dir am passendsten scheint, wird der Scraper-Bildschirm sich automatisch schlie\u00dfen. Falls du die gescrapeten Informationen und Medien nicht sofort sehen kannst, musst du m\u00f6glicherweise die gamelist.xml-Dateien aktualisieren. Dr\u00fccke dazu auf Start, um das Hauptmen\u00fc zu \u00f6ffnen, w\u00e4hle Game settings und w\u00e4hle dort Update gamelists aus. Anschlie\u00dfend solltest du die gescrapeten Medien und Metadaten sehen k\u00f6nnen.

"},{"location":"de/play/scraping/#daten-aller-spiele-scrapen","title":"Daten aller Spiele scrapen","text":"

Wenn du zum ersten Mal deine Spielesammlung auf dein KNULLI-Ger\u00e4t geladen hast, m\u00f6chtest du wahrscheinlich Medien f\u00fcr alle deine Spiele auf einmal scrapen. Nachdem du den Scraper eingestellt und an einem einzelnen Spiel getestet hast, kannst du jetzt damit loslegen. Du solltest dir aber im Klaren sein, dass Scraping von mehreren Spielen eine ganze Weile dauern kann, je nach dem wie gro\u00df deine Spielesammlung ist.

Um das Massenscrapen zu starten, dr\u00fcck zun\u00e4chst auf Start, um das Hauptmen\u00fc zu \u00f6ffnen, und gehe in den Abschnitt Scraper. Dort kannst du unter der \u00dcberschrift Filters verschiedene Filter einstellen, um genau festzulegen, f\u00fcr welche deiner Spiele du Daten scrapen m\u00f6chtest. Du kannst beispielsweise bestimmte Systeme aus- oder abw\u00e4hlen, oder Spiele ausschlie\u00dfen, f\u00fcr die du erst k\u00fcrzlich neue Daten gescrapet hast. Wenn du mit deinen Filtereinstellungen zufrieden bist, kannst du am unteren Bildschirmrand mit Scrape now drauflosscrapen.

KNULLI wird jetzt anfangen zu scrapen. Du kannst das Men\u00fc verlassen, da KNULLI im Hintergrund weiterscrapen wird. Solange du EmulationStation ge\u00f6ffnet hast, siehst du am oberen rechten Bildschirmrand den Scraping-Fortschritt. KNULLI wird auch weiterscrapen w\u00e4hrend du ein Spiel spielst. Du solltest aber darauf achten, keine Spiele zu spielen, die besonders viel Rechenleistung erfordern, w\u00e4hrend das Scraping im Hintergrund l\u00e4uft, denn auch das Scraping selbst braucht nicht nur viel Zeit, sondern auch viel Rechenleistung.

Wenn der Scraping-Vorgang abgeschlossen ist, kann es sein, dass du die gamelist.xml-Dateien wieder aktualisieren musst, damit die \u00c4nderungen sichtbar werden. Dr\u00fcck auf Start um das Hauptmen\u00fc zu \u00f6ffnen, w\u00e4hle Game settings und dann Update gamelists.

Jetzt sollten alle deine Spiele die gew\u00fcnschen Covers, Beschreibungen, Videos und Handb\u00fccher haben. Falls du ein Spiel entdeckst, dem keine oder falsche Medien/Metadaten zugeordnet wurden, kannst du versuchen, f\u00fcr dieses einzelne Spiel die Metadaten manuell zu scrapen, wie im Abschnitt Daten f\u00fcr ein einzelnes Spiel scrapen beschrieben.

"},{"location":"de/play/update/","title":"KNULLI aktualisieren","text":"

OTA-Updates

Batocera unterst\u00fctzt OTA-Updates (over-the-air), die direkt aus der EmulationStation-GUI heraus gestartet werden k\u00f6nnen. Auch KNULLI zeigt dir bereits das OTA-Update-Men\u00fc an. Leider haben wir aber noch keine OTA-Server eingerichtet. Bis wir das getan haben, m\u00fcssen wir dich leider bitten, dein KNULLI-Ger\u00e4t manuell zu aktualisieren.

"},{"location":"de/play/update/#manuelles-update","title":"Manuelles Update","text":"

Du kannst die KNULLI-Installation auf deinem Ger\u00e4t aktualisieren, indem du das neueste Boot-Package f\u00fcr dein Ger\u00e4t herunterl\u00e4dst und manuell die batocera-Datei auf deinem Ger\u00e4t ersetzt.

  1. Lade das aktuelle Boot-Package f\u00fcr dein Ger\u00e4t von unserer Releases-Seite herunter, indem du den folgenden Schritten folgst:
    • Scroll bis zum Ende des aktuellsten Releases, wo du die Assets-Liste findest.
    • Identifiziere das Boot-Package f\u00fcr dein jeweiliges Ger\u00e4t indem du sicherstellst, dass
      • es den Namen deines Ger\u00e4tes enth\u00e4lt (z.B. rg35xx-h f\u00fcr ein Ger\u00e4t vom Typ Anbernic RG35XX-H).
      • das Ende des Dateinamens boot.gz, boot.xz,boot.tar.gz oder boot.tar.xz lautet.
      • die Datei eine Gr\u00f6\u00dfe von etwa 1,5-2,0 GB hat.
    • Wenn unklar ist, welches Image f\u00fcr dein Ger\u00e4t geeignet ist, kannst du im Abschnitt Unterst\u00fctzte Ger\u00e4te \u00fcberpr\u00fcfen, welches Image du f\u00fcr dein Ger\u00e4t herunterladen solltest.
  2. Entpacke das komprimierte Archiv (z.B. mit 7-Zip).
    • Dateien, deren Namen mit tar.gz oder tar.xz enden, sind komprimierte Dateien, die zun\u00e4chst eine weitere komprimierte Datei enthalten. In diesem Fall musst du zun\u00e4chst die tar-Datei aus der gz/xz-Datei extrahieren, bevor du dann den Inhalt der tar-Datei entpacken kannst.
  3. Setz deine SD-Karte deiner KNULLI-Installation in deinen Kartenleser am Computer ein.
  4. Ersetze die Datei boot/batocera auf der BATOCERA-Partition deiner SD-Karte durch die Datei boot/batocera.update aus dem heruntergeladenen Archiv indem du den folgenden Schritten folgst:
    • L\u00f6sche die existierende batocera-Datei oder bennene sie um (z.B. in batocera.bak) falls du sie behalten willst, z.B. um im Notfall zur vorherigen KNULLI-Version zur\u00fcckkehren zu k\u00f6nnen. (Falls du bereits ein Backup einer vorherigen KNULLI-Version in diesem Ordner hast, solltest du es jetzt evtl. l\u00f6schen um etwas Platz zu schaffen.)
    • Kopiere die Datei batocera.update, die du aus dem Boot-Package extrahiert hast, in den boot-Ordner der batocera-Partition deiner SD-Karte.
    • Benenne die datei batocera.update in batocera um.
  5. Starte das Ger\u00e4t erneut, um mit dem Updatevorgang zu beginnen!

Re-creating default settings

Normalerweise erfordern KNULLI-Updates NICHT dass du einzelne Dateien oder gar den ganzen system-Ordner auf Werkseinstellungen zur\u00fccksetzt. In SEHR seltenen F\u00e4llen kann es allerdings n\u00f6tig sein, deine Einstellungen an neue KNULLI-Standardeinstellungen anzupassen. In diesen F\u00e4llen ist es h\u00e4ufig am einfachsten, die entsprechenden Werkseinstellungen wiederherzustellen, entweder in dem man einzelne Dateien oder ganze Ordner zur\u00fccksetzt. Du kannst mehr \u00fcber das Thema im Abschnitt Werkseinstellungen erfahren. Du solltest dies aber NIEMALS tun, wenn du dir nicht absolut sicher bist, dass es notwendig ist!

"},{"location":"de/play/add-games/","title":"Spiele zu KNULLI hinzuf\u00fcgen","text":"

Es gibt verschiedene M\u00f6glichkeiten, um Spiele auf dein KNULLI-Ger\u00e4t zu laden. Welche M\u00f6glichkeiten f\u00fcr dich geeignet sind, h\u00e4ngt davon ab, welche Funktionen auf deinem Ger\u00e4t zur Verf\u00fcgung stehen. Wenn dein Ger\u00e4t beispielsweise keine geeignete Hardware hat, um einem Netzwerk beizutreten, kannst du nat\u00fcrlich keine Daten via Netzwerk \u00fcbertragen. Au\u00dferdem spielt es nat\u00fcrlich eine Rolle, welches Ger\u00e4t dir als Datenquelle zur Verf\u00fcgung steht.

Wichtig: Unbedingt lesen bevor du loslegst!

Im Gegensatz zu vielen anderen CFWs verwendet KNULLI standardm\u00e4\u00dfig das ext4-Dateisystem f\u00fcr deine Spiele, Speicherst\u00e4nde, Konfigurationen etc. Wir haben diese Entscheidung bewusst gef\u00e4llt, damit du die beste Out-Of-The-Box-Erfahrung mit PortMaster haben kannst. Derzeit funktioniert PortMaster nicht vollumf\u00e4nglich mit KNULLI, wenn die Spiele auf Windows/macOS-kompatiblen exFAT-Partitionen abgelegt sind. (Du findest mehr Details zu diesem Thema im Abschnitt PortMaster.)

Es ist m\u00f6glich, auf die ext4-formatierten Partitionen/SD-Karten via Linux zuzugreifen. Allerdings ist es nicht m\u00f6glich, von Windows/macOS direkt auf die Partitionen/SD-Karten zuzugreifen. Dementsprechend wird es dir nicht m\u00f6glich sein, auf deine SD-Karte auf die gleiche Weise zuzugreifen, die du m\u00f6glicherweise von anderen CFWs gewohnt bist. Um deine Dateien hinzuzuf\u00fcgen, empfehlen wir stattdessen die Netzwerk\u00fcbertragung. Sobald du dein KNULLI-Ger\u00e4t deinem W-LAN hinzugef\u00fcgt hast (wie im Abschnitt Netzwerkverbindungen beschrieben), wird dein KNULLI-Ger\u00e4t im Bereich Netzwerk in deinem Windows Explorer auftauchen, wo du bequem und einfach per Drag-and-Drop deine Dateien ablegen kannst. (Eine genauere Erkl\u00e4rung findest du im Abschnitt Netzwerk\u00fcbertragung.)

Uns ist klar, dass Netzwerk\u00fcbertragung etwas langsamer ist, und damit die erste Einrichtung deines Ger\u00e4tes etwas erschwert, gerade dann, wenn du den gr\u00f6\u00dften Teil deiner Spielebibliothek auf dein Ger\u00e4t laden m\u00f6chtest. Wir glauben allerdings auch, dass es den Aufwand wert ist. Die PortMaster-Bibliothek enth\u00e4lt circa 500 Spiele, viele davon sind auf deinem Handheld vollst\u00e4ndig spielbar, wenn du dich f\u00fcr ext4 entscheidest.

Es gibt allerdings auch eine opt-out-L\u00f6sung. Wenn du dir absolut sicher bist, dass du keine PortMaster-Spiele spielen m\u00f6chtest, kannst du ganz einfach mit dem Windows-kompatiblen exFAT-Dateisystem neu formatieren. (Eine Anleitung zum Formatieren findest du im Abschnitt Formatieren. Sei dir aber bitte bewusst, dass PortMaster nicht vollumf\u00e4nglich funktionieren wird, wenn du dich dazu entscheidest, deinen Speicher mit exFAT zu formatieren!

"},{"location":"de/play/add-games/accessing-ext4/","title":"Auf die SD-Karte zugreifen","text":"

Wichtig: Unbedingt lesen bevor du weitermachst!

Wir empfehlen dringend, dass du via Netzwerk\u00fcbertragung auf dein KNULLI-Ger\u00e4t zugreifst. Bevor du versuchst, direkt auf deine SD-Karte zuzugreifen, solltest du sicherstellen, dass du die Warnung im Abschnitt Spiele hinzuf\u00fcgen gelesen und verstanden hast.

Wie im Abschnitt Datenstruktur beschrieben, ist die SHARE-Partition von KNULLI standardm\u00e4\u00dfig mit ext4 formatiert und daher unter Windows nicht lesbar. Wenn Netzwerk\u00fcbertragung nicht m\u00f6glich ist, gibt es allerdings weitere L\u00f6sungen, um direkt auf die Speicherkarte zuzugreifen.

"},{"location":"de/play/add-games/accessing-ext4/#option-1-linux","title":"Option 1: Linux","text":"

Wenn du Zugriff auf einen Computer hast, der mit Linux betrieben ist, kannst du deine normale Speicherkarte auch dann lesen und bespielen, wenn sie in ext4 formatiert ist. Steck deine SD-Karte einfach in den Kartenleser deines Linux-Computers um direkten Zugriff auf die Speicherkarte zu erhalten.

"},{"location":"de/play/add-games/accessing-ext4/#option-2-drittanbieter-software","title":"Option 2: Drittanbieter-Software","text":"

Es gibt Software von Drittanbietern, mit denen man auch unter Windows/macOS auf Linux-Partitionen zugreifen kann:

  • Paragon EXTFS f\u00fcr Windows/macOS ist ein kostenpflichtiges Tool, das h\u00e4ufig empfohlen wird und ext2/3/4 unterst\u00fctzt.
  • DiskGenius f\u00fcr Windows ist ein Tool, von dem eher abgeraten wird, erfahrungsgem\u00e4\u00df besch\u00e4digt das Tool h\u00e4ufiger Partitionen und ihren Dateninhalt.

Der Einsatz von Drittanbieter-Software wird von uns generell nicht empfohlen. Wenn du dich damit auskennst, kannst du versuchen, mit diesem L\u00f6sungsansatz zu experimentieren. Du solltest dir aber im Klaren sein, dass du das Risiko eingehst, einen Datenverlust zu erleiden.

"},{"location":"de/play/add-games/accessing-ext4/#die-share-partition-mit-exfat-formatieren","title":"Die Share-Partition mit exFAT formatieren","text":"

Important: Read this before you proceed!

Sei dir bewusst, dass sehr viele PortMaster-Spiele not oder nur stark eingeschr\u00e4nkt funktionieren werden, wenn du deine Speichermedien mit exFAT formatierst. Bitte lies die Warnung im Abschnitt Spiele hinzuf\u00fcgen, bevor du mit dem Formatieren beginnst.

Es ist m\u00f6glich, deine Speichermedien mit exFAT zu formatieren, um direkt \u00fcber Windows/macOS darauf zuzugreifen. Du solltest nicht versuchen, die Speichermedien direkt aus Windows/macOS heraus zu formatieren. Folge stattdessen der Anleitung im Abschnitt Formatieren, um deine Speichermedien mit dem integrierten KNULLI-Formatierer zu formatieren.

"},{"location":"de/play/add-games/formatting/","title":"Formatieren","text":"

Wichtig: Unbedingt lesen bevor du weitermachst!

Wir empfehlen dringend, dass du via Netzwerk\u00fcbertragung auf dein KNULLI-Ger\u00e4t zugreifst und das Dateisystem ext4 beibeh\u00e4ltst. Bevor du dich dazu entscheidest, deine Speicherkarten zu formatieren, solltest du sicherstellen, dass du die Warnung im Abschnitt Spiele hinzuf\u00fcgen gelesen und verstanden hast.

"},{"location":"de/play/add-games/formatting/#bevor-du-formatierst","title":"Bevor du formatierst","text":"
  • Sei dir bewusst, dass formatieren impliziert, dass alle Daten auf dem formatierten Speicher unwiderruflich gel\u00f6scht werden.
  • Stelle sicher, dass du den richtigen Speicher ausw\u00e4hlst, insbeosndere wenn du eine zweite SD-Karte verwendest!
  • Vermeide nach M\u00f6glichkeit, direkt von deinem Windows/macOS/Linux-Computer zu formatieren und benutze stattdessen den integrierten KNULLI-Formatierer!
"},{"location":"de/play/add-games/formatting/#der-integrierte-formatierer","title":"Der integrierte Formatierer","text":"

Probleme mit dem integrierten Formatierer

Einige Nutzer sind bei der Verwendung des integrierten Formatierers des KNULLI-Builds 05/30 auf Probleme gesto\u00dfen. Die Probleme wurden mittlerweile behoben. Falls einen KNULLI-build 05/30 verwendest und Probleme mit dem eingebauten Formatierer hast, musst du m\u00f6glicherweise stattdessen auf das formatieren mit Windows zur\u00fcckgreifen.

"},{"location":"de/play/add-games/formatting/#verfugbare-dateisysteme","title":"Verf\u00fcgbare Dateisysteme","text":"

Der integrierte KNULLI-Fomatierer bietet dir drei verschiedene Dateisysteme an. Allerdings werden nur zwei davon derzeit tats\u00e4chlich von KNULLI unterst\u00fctzt:

  • ext4 ist ein Linux-Dateisystem, auf das nicht via Windows/macOS zugegriffen werden kann. Allerdings unterst\u00fctzt ext4 gro\u00dfe Swap-Dateien sowie symbolische Links. Dementsprechend k\u00f6nnen die meisten PortMaster-Spiele ohne Einschr\u00e4nkungen auf ext4-formatierten Speichermedien gespielt werden.
  • exFAT ist ein Windows/macOS-kompatibles Dateisystem, das von den meisten CFWs, Smartphones etc. verwendet wird. Leider unterst\u00fctzt exFAT weder gro\u00dfe Swap-Dateien noch symbolische Links. Viele PortMaster-Spiele k\u00f6nnen daher nicht oder nur stark eingeschr\u00e4nkt auf exFAT-formatierten Speichermedien gespielt werden.
  • BTRFS ist ein Dateisystem, das derzeit NICHT VON KNULLI UNTERST\u00dcTZT WIRD.
"},{"location":"de/play/add-games/formatting/#formatieren_1","title":"Formatieren","text":"

Der integrierte KNULLI-Formatierer kann verwendet werden, um sowohl den internen Datenspeicher der prim\u00e4ren SD-Karte (internal) als auch die optionale zweite SD-Karte (external) zu formatieren.

Um deine Speichermedien mit dem Dateisystem deiner Wahl zu formatieren, solltest du das KNULLI-Hauptmen\u00fc \u00f6ffnen, in dem du Start dr\u00fcckst. Dort w\u00e4hlst du zun\u00e4chst System Settings, dann Frontend Developer Options und schlie\u00dflich Format a Disk. Stelle sicher, dass du das richtige Speichermedium (Device to Format) und Dateisystem (File System) ausgew\u00e4hlt hast, bevor du mit Format Now die Formatierung ausl\u00f6st. Die eigentliche Formatierung findet dann w\u00e4hrend des n\u00e4chsten Bootvorganges statt, du solltest dein Ger\u00e4t also neustarten, um die Formatierung abzuschlie\u00dfen.

Nach dem Formatieren

Nach dem Formatieren richtet KNULLI f\u00fcr dich automatisch einen /userdata-Ordner an.

"},{"location":"de/play/add-games/formatting/#formatieren-mit-windows","title":"Formatieren mit Windows","text":"

Formatieren mit Windows ist nur dann m\u00f6glich, wenn du deine SD-Karte mit exFAT formatieren willst. Wie an vielen Stellen in diesem Wiki erkl\u00e4rt, erm\u00f6glicht exFAT zwar direkten Zugang zur SD-Karte via Windows, allerdings wird es dadurch unm\u00f6glich, die meisten PortMaster-Spiele zu spielen.

Wenn du deine SD-Karte aus Windows heraus formatieren m\u00f6chtest, empfehlen wir dir dringend, die Windows-Datentr\u00e4gerverwaltung zu nutzen. In der Datentr\u00e4gerverwaltung ist es einfacher, die korrekte Partition zu identifizieren. Du findest die Datentr\u00e4gerverwaltung, in dem du das Startmen\u00fc \u00f6ffnest und datentr\u00e4gerverwaltung eintippst. Das Tool nennt sich im Startmen\u00fc \"Festplattenpartitionen erstellen und formatieren\".

Schritt 1: Stelle sicher, dass deine Partitionen korrekt initialisiert und erweitert wurden, bevor du irgendetwas formatierst. Der Screenshot zeigt eine SD-Karte, deren Share-Partition noch nicht auf ihre volle Gr\u00f6\u00dfe expandiert wurde. Du erkennst das u.A. an den gro\u00dfen Menge an nicht zugeordnetem Speicher. Um sicherzustellen, dass die Partition einmal korrekt initialisiert wurde, solltet du dein KNULLI-Ger\u00e4t einmal von der SD-Karte booten, bevor du weitermachst.

Schritt 2: Nachdem deine SD-Karte initialisiert wurde, identifiziere die gr\u00f6\u00dfte, jetzt vollst\u00e4ndig expandierte Partition, klick sie mit der rechten Maustaste an und w\u00e4hle Volume l\u00f6schen....

Schritt 3: Klick den neuen, nicht zugeordneten Speicher mit der rechten Maustaste an und w\u00e4hle Neues einfaches Volume....

Schritt 4: Stelle sicher, dass du den maximalen Speicherplatz f\u00fcr dein neues Volume verwendest.

Schritt 5: Weise deinem neuen Volume einen Laufwerksbuchstaben zu. (Du kannst einen beliebigen Laufwerksbuchstaben ausw\u00e4hlen, wir empfehlen, einfach den Buchstaben zu nutzen, denn Windows automatisch vorschl\u00e4gt.)

Schritt 6: Stelle sicher, dass du das Laufwerk mit dem Dateisystem exFAT, Zuordnungseinheit Standard, und Volumebezeichnung share formatierst.

Schritt 7: \u00dcberpr\u00fcfe, dass du jetzt eine share-Partition hast, die mit exFAT formatiert ist.

Nach dem Formatieren

Nach dem Formatieren solltest du die SD-Karte in dein Ger\u00e4t stecken und KNULLI starten. W\u00e4hrend des Bootvorgangs richtet KNULLI f\u00fcr dich automatisch einen /userdata-Ordner an.

"},{"location":"de/play/add-games/game-storage/","title":"Speicherort f\u00fcr Spiele","text":"

Bevor du anf\u00e4ngst, deine Spiele hinzuzuf\u00fcgen, solltest du dir die Zeit nehmen, um zu verstehen, wie die Datenstruktur von KNULLI funktioniert. Dies ist besonders wichtig, wenn du bereits Erfahrungen mit anderen CFWs gesammelt hast und deine Daten migrieren m\u00f6chtest.

"},{"location":"de/play/add-games/game-storage/#der-userdata-ordner","title":"Der /userdata-Ordner","text":"

Du kannst KNULLI sowohl mit einer einzelnen SD-Karte als auch mit zwei getrennten SD-Karten verwenden. Intern benutzt KNULLI einen Ordner namens /userdata, um alle deine Daten (Spiele, Screenshots, Bezels, Speicherst\u00e4nde, Konfigurationen, Themes etc.) darin abzulegen. Wenn du KNULLI mit einer einzelnen SD-Karte verwendest, wird der /userdata-Ordner immer auf die SHARE-Partition deiner prim\u00e4ren SD-Karte zeigen. Wenn du ein Ger\u00e4t mit mehr als einem SD-Karten-Slot hast und eine zweite SD-Karte verwenden m\u00f6chtest, wird /userdata stattdessen auf die Partition der zweiten SD-Karte zeigen.

Interner und externer Speicher

Du kannst zwischen erster und zweiter SD-Karte wechseln, in dem du den Schritten im Abschnitt Eine zweite SD-Karte verwenden folgst. Indem du zwischen internem und externem Speicher hin- und her schaltest, legst du f\u00fcr KNULLI fest, wohin /userdata zeigen soll.

Im Verzeichnis /userdata befinden sich weitere Unterordner, in denen du Spiele und weitere Dateien ablegen kannst. Nach der ersten Installation wird KNULLI diese Ordner automatisch anlegen und bef\u00fcllen. Die wichtigsten Ordner f\u00fcr dich sind folgende:

  • /userdata (entspricht entweder deiner SHARE-Partition auf der prim\u00e4ren SD-Karte oder der Hauptpartition auf der zweiten SD-Karte)
    • /bios ist der Ordner, in dem du BIOSe ablegen kannst.
    • /cheats ist der Ordner, in dem du Cheats ablegen kannst.
    • /decorations ist der Ordner, in dem du deine Bezels ablegen kannst.
    • /music ist der Ordner, in dem du MP3s und OGG-Dateien ablegen kannst, die in EmulationStation als Hintergrundmusik abgespielt werden k\u00f6nnen. (Die Songs sollten eine Samplerate von 44100Hz haben und eine Bitrate von maximal 256 kb/s.)
    • /roms ist der Ordner, in dem du deine Spiele ablegen kannst. Der Ordner enth\u00e4lt bereits diverse Unterordner f\u00fcr verschiedene Systeme. Leg deine Spiele einfach in die passenden Ordner der Systeme, f\u00fcr die das jeweilige Spiel entwickelt wurde.
      • /snes ist der Ordner, in dem du deine SNES-Spiele ablegen kannst.
      • /gb ist der Ordner, in dem du deine Gameboy-Spiele ablegen kannst.
      • /ports ist der Ordner, in dem du deine Ports (inklusive PortMaster ablegen kannst.
      • ...
    • /saves ist der Ordner, in dem deine gespeicherten Spielst\u00e4nde abgelegt werden.
    • /screenshots ist der Ordner, in dem deine gespeicherten Screenshots abgelegt werden.
    • /system ist der Ordner, der deine Einstellungen enth\u00e4lt. Du solltest hier keine \u00c4nderungen vornehmen, wenn du nicht wei\u00dft, was du tust. Es kann aber nicht schaden, von diesem Ordner regelm\u00e4\u00dfige Backups anzufertigen.
    • /theme-customizations ist der Ordner, in dem du Anpassungen an deinen Themes vornehmen kannst.
    • /themes ist der Ordner, in dem du deine Themes ablegen kannst.

KNULLI sucht ausschlie\u00dflich im daf\u00fcr vorgesehenen Ordner roms nach Spielen. Spiele, die au\u00dferhalb des daf\u00fcr vorgesehenen Ordners abgelegt werden, werden von KNULLI nicht erkannt. Wenn du nicht sicher bist, welche Spiele in welchen Ordner geh\u00f6ren, empfehlen wir dringend, dass du einen Blick ins Batocera Wiki wirfst!

KNULLI ist ein Linux-System. Anders als Windows unterscheiden Linux-Systeme zwischen Gro\u00df- und Kleinschreibung in Datei- und Ordnernamen. Du solltest deswegen darauf achten, dich an die erwartete Gro\u00df- und Kleinschreibung zu halten, wenn du deine Dateien migrierst.

F\u00fcr Details bzgl. der Dateien, die das jeweilige System ben\u00f6tigt, besuche bitte die entsprechenden Seiten im Abschnitt Systeme in diesem Wiki.

"},{"location":"de/play/add-games/network-transfer/","title":"Netzwerk\u00fcbertragung","text":"

Netzwerk\u00fcbertragung kann mit jedem Ger\u00e4t genutzt werden, das mit dem Internet oder einem lokalen Netzwerk verbunden werden kann. (Das schlie\u00dft nicht nur Ger\u00e4te ein, die von sich aus W-LAN- oder kabelnetzwerkef\u00e4hig sind, sondern auch Ger\u00e4te, an die man einen externen USB-Dongle anschlie\u00dfen kann.)

Um Netzwerk\u00fcbertragung zu nutzen, musst du als erstes die Netzwerkverbindungen deines Ger\u00e4ts einrichten. Im Abschnitt Netzwerkverbindungen findest du Details dazu. Um Daten an dein Ger\u00e4t via Netzwerk \u00fcbertragen zu k\u00f6nnen, ben\u00f6tigst du

  • den Hostnamen und/oder die IP-Adresse deines Ger\u00e4ts.
  • das Root-Passwort, wenn erweiterte Sicherheitsma\u00dfnahmen aktiviert sind, wie im Abschnitt Netzwerkverbindungen beschrieben.
"},{"location":"de/play/add-games/network-transfer/#windows-netzwerk-smb","title":"Windows-Netzwerk (SMB)","text":"

KNULLI unterst\u00fctzt, wie viele andere Betriebssysteme, das Windows-Netzwerkprotokoll SMB. Um Daten via SMB an dein Ger\u00e4t zu \u00fcbertragen, hast du verschiedene M\u00f6glichkeiten, je nachdem, welche Art von Computer du f\u00fcr die \u00dcbertragung nutzt.

Nachdem du dich erfolgreich eingeloggt hast, kannst du den Netzwerkordner share sehen. Dieser Ordner entspricht deinem aktuellen /userdata-Ordner. Hier kannst du deine Daten (Spiele etc.) in den daf\u00fcr vorgesehenen Ordnern ablegen.

"},{"location":"de/play/add-games/network-transfer/#windows","title":"Windows","text":"

Auf Windows-Computern ist SMB direkt in den Windows-Explorer integriert.

Schritt 1a: Finde dein KNULLI-Ger\u00e4t im Abschnitt Netzwerk in deinem Windows Explorer.

Schritt 1b: Finde dein KNULLI-Ger\u00e4t, indem du \\\\KNULLI in der Adressleiste des Windows Explorers eingibst.

Schritt 2: \u00d6ffne den share-Ordner deines KNULLI-Ger\u00e4ts, um auf den Inhalt des /userdata-Ordners zuzugreifen.

Schritt 3: \u00d6ffne den roms-Ordner deines KNULLI-Ger\u00e4ts, um auf die Unterordner f\u00fcr die verschiedenen Systeme zuzugreifen (z.B. SNES).

Falls du in Zukunft \u00f6fter auf dein KNULLI-Ger\u00e4t zugreifen m\u00f6chtest, kannst du dem Ger\u00e4t sogar einen Laufwerksbuchstaben zuweisen, damit es im Bereich Dieser PC sichtbar wird. Wenn du das tust, kannst du dort sogar nachsehen, wieviel freier Speicher auf deiner SD-Karte verf\u00fcgbar ist.

Schritt 1: Klick mit der rechten Maustaste auf den share-Ordner in deinem Windows Explorer und w\u00e4hle Netzlaufwerk verbinden....

Schritt 2: Weise dem Netzlaufwerk einen Buchstaben zu und best\u00e4tige.

Schritt 3: Du wirst deinen share-Ordner jetzt als Netzlaufwerk im Abschnitt Dieser PC im Windows Explorer finden.

Probleml\u00f6sungen

  • Der Ger\u00e4tename im Windows-Explorer entspricht dem hostname deines Ger\u00e4ts. Wenn KNULLI nicht funktioniert, solltest du in den Network Settings deines Ger\u00e4ts nachsehen, welchen hostname dein Ger\u00e4t eingetragen hat. Du kannst anstelle des hostname auch die IP-Adresse deines Ger\u00e4tes verwenden, wenn du die Adresse direkt in die Adressleiste eintippst.
  • Du wirst m\u00f6glicherweise nach Benutzername und Passwort gefragt, wenn die erweiterten Sicherheitseinstellungen aktiv sind.
    • Der Benutzername ist root, das Passwort wird dir als Root password im Bereich Security der System settings angezeigt.
"},{"location":"de/play/add-games/network-transfer/#macos","title":"macOS","text":"
  • \u00d6ffne Finder und w\u00e4hle Gehe zu und dann Mit Server verbinden aus dem Hauptmen\u00fc.
  • In der Adressleiste, die jetzt erscheint, musst du smb://[IP-ADRESSE] eingeben (ersetze [IP-ADRESSE] mit deiner IP-Adresse).
  • Du wirst m\u00f6glicherweise nach Benutzername und Passwort gefragt, wenn die erweiterten Sicherheitseinstellungen aktiv sind.
    • Der Benutzername ist root, das Passwort wird dir als Root password im Bereich Security der System settings angezeigt.
"},{"location":"de/play/add-games/network-transfer/#scpftp","title":"SCP/FTP","text":"

Mit einem SCP/FTP-Programm deiner Wahl kannst du eine SCP/SFTP-Verbindung zu deinem KNULLI-Ger\u00e4t aufbauen. Dazu ben\u00f6tigst du den Hostnamen oder die IP-Adresse des Ger\u00e4ts (der Standard-Hostname lautet KNULLI). Stelle sicher, dass als Port 22 eingestellt ist. Der Benutzername lautet root, das Passwort wird dir als Root password im Bereich Security der System settings angezeigt (das Standardpasswort lautet linux).

Teile von KNULLI sind schreibgesch\u00fctzt

Anders als die Datei\u00fcbertragung via SMB erlaubt dir SCP/FTP nicht nur Zugang zum /userdata-Ordner sondern zum gesamten KNULLI-Dateisystem. Allerdings ist alles au\u00dferhalb des /userdata-Ordners schreibgesch\u00fctzt. Du kannst Dateien zwar bearbeiten, \u00e4ndern, l\u00f6schen und hinzuf\u00fcgen, aber alle deine \u00c4nderungen werden bei jedem Neustart des Systems r\u00fcckg\u00e4ngig gemacht.

Falls du dauerhafte \u00c4nderungen an Dateien au\u00dferhalb des /userdata-Ordners vornehmen m\u00f6chtest, solltest du einen Blick in den Abschnitt Patches und Overlays werfen.

Windows-Nutzern empfehlen wir die Benutzung von WinSCP. Nach der Installation von WinSCP auf deinem Windows-Computer kannst du mit den folgenden Schritten eine SCP-Verbindung zu deinem KNULLI-Ger\u00e4t aufbauen, mit der du Dateien per Drag-and-Drop oder Kopieren/Einf\u00fcgen zwischen deinem Windows Explorer und deinem KNULLI-Ger\u00e4t \u00fcbertragen kannst:

Schritt 1: Lege ein Neues Verbindungsziel mit den folgenden Einstellungen an und klick auf Anmelden.

\u00dcbertragungsprotokoll: SCP Serveradresse: KNULLI Portnummer: 22 Benutzername: root Passwort: linux

Schritt 2: Akzeptiere den Sch\u00fcssel.

Schritt 3: Ignoriere alle Warnungen bzgl. des Ablaufdatums des Passworts und w\u00e4hle Fortsetzen.

Schritt 4: Du hast erfolgreich eine Verbindung zu deinem KNULLI-Ger\u00e4t aufgebaut. Keine Panik falls du nicht sofort alle Ordner siehst: W\u00e4hle einen Ordner (z.B. userdata) im Verzeichnisbaum auf der linken Seite aus, um dessen Inhalt sichtbar zu machen.

"},{"location":"de/play/add-games/network-transfer/#http","title":"HTTP","text":"

Dieser Abschnitt ist noch in Bearbeitung. Es tut uns leid, wir arbeiten dran! Bis es soweit ist kannst du uns via Discord kontaktieren - vielleicht k\u00f6nnen wir dir dort helfen!

"},{"location":"de/play/add-games/network-transfer/#nach-der-ubertragung","title":"Nach der \u00dcbertragung","text":"

Wenn du deine Daten vollst\u00e4ndig \u00fcbertragen hast, solltest du auf deinem KNULLI-Ger\u00e4t mit dem Start-Button das Hauptmen\u00fc \u00f6ffnen und unter Game settings die Option Update gamelists w\u00e4hlen. KNULLI wird dann alle ROM-Ordner neu scannen und ggf. hinzugef\u00fcgte Spiele identifizieren, damit du sie \u00fcber EmulationStation starten kannst.

"},{"location":"de/play/add-games/second-sd-card/","title":"Eine zweite SD-Karte verwenden","text":"

Important: Read this before you proceed!

Wenn du eine zweite SD-Karte verwenden willst, empfehlen wir dir dringend, sie mit ext4 zu formatieren und via Netzwerk\u00fcbertragung darauf zuzugreifen. Bevor du anf\u00e4ngst, eine mit exFAT formatierte zweite SD-Karte einzurichten, lies bitte die Warnung im Abschnitt Spiele hinzuf\u00fcgen.

Wenn du KNULLI auf einem Ger\u00e4t installierst, das \u00fcber zwei SD-Karten-Slots verf\u00fcgt, kannst du den zweiten Slot f\u00fcr eine zweite SD-Karte nutzen, die dann anstelle der SHARE-Partition der ersten SD-Karte genutzt werden kann.

  • Schalte dein KNULLI-Ger\u00e4t aus (falls es noch eingeschaltet ist).
  • Steck die zweite SD-Karte in den daf\u00fcr vorgesehenen Slot w\u00e4hrend das Ger\u00e4t ausgeschaltet ist.
  • Boote KNULLI, \u00f6ffne das Hauptmen\u00fc mit dem Start-Button und gehe zu System settings.
  • Im Abschnitt Storage kannst du das Storage device ausw\u00e4hlen.
    • Stelle von Internal (der \"interne\" Speicher ist die SHARE-Partition deiner KNULLI-SD-Karte) auf den Namen deiner zweiten SD-Karte, z.B. SHARE - 25.6G.
  • Reboote KNULLI, um die \u00c4nderungen wirksam zu machen, dr\u00fccke dazu den Start-Button und gehe im Hauptmen\u00fc zu Quit und w\u00e4hle dort Restart system.
  • Falls deine zweite SD-Karte noch nicht mit dem Dateisystem deiner Wahl formatiert ist

    • folge der Anleitung im Abschnitt Formatieren um die SD-Karte mit dem integrierten KNULLI-Formatierer zu formatieren.
    • stelle sicher, dass du das Ger\u00e4t noch einmal neustartest, um die Formatierung fertigzustellen.
  • Beim Neustart wird KNULLI auf deiner zweiten SD-Karte automatisch alle ben\u00f6tigten Ordner und Dateien anlegen, die du normalerweise im /userdata-Ordner bzw. auf der SHARE-Partition findest.

  • Falls du deine zweite SD-Karte mit exFAT formatiert hast, kannst du die Karte aus dem Slot nehmen, nachdem du das Ger\u00e4t heruntergefahren hast, und \u00fcber deinen Computer mit Daten f\u00fcllen.

Der batocera-Ordner

\u00c4ltere Alpha-Versionen von KNULLI haben auf der zweiten SD-Karte einen Ordner namens batocera angelegt. In diesen Versionen hat der /userdata-Ordner noch auf den batocera-Ordner gezeigt. Um Kompatiblit\u00e4t mit aktuellen KNULLI-Releases sicherzustellen, kannst du einfach den gesamten Inhalt des batocera-Ordners auf die oberste Ebene deiner zweiten SD-Karte verschieben.\"

"},{"location":"pl/","title":"Strona g\u0142\u00f3wna","text":""},{"location":"pl/#witaj-na-knulli-wiki","title":"Witaj na KNULLI Wiki","text":"

KNULLI to niestandardowe oprogramowanie dla urz\u0105dze\u0144 do gier retro (przeno\u015bne, bartopy itp.). Jest rozwijane jako fork Batocera. Stara si\u0119 zapewni\u0107 wsparcie dla urz\u0105dze\u0144, kt\u00f3re spe\u0142niaj\u0105 co najmniej jedno z poni\u017cszych kryteri\u00f3w:

  • Nie ma dost\u0119pnych \u017ar\u00f3de\u0142 open source j\u0105dra i/lub u-boot
  • Istniej\u0105 \u017ar\u00f3d\u0142a, ale j\u0105dro albo nie jest g\u0142owne, albo jest zbyt stare (np. urz\u0105dzenia z j\u0105drem BSP 3.4, takie jak Egret II Mini)
  • Nie ma obs\u0142ugi GPU lub GPU nie jest obs\u0142ugiwane, wi\u0119c framebuffer jest jedyn\u0105 opcj\u0105
  • Jest to urz\u0105dzenie, kt\u00f3re posiadam i postanowi\u0142em zbudowa\u0107 dla niego CFW
"},{"location":"pl/#funkcje","title":"Funkcje","text":"

KNULLI obs\u0142uguje urz\u0105dzenia z GPU ( wsparcie GLES) i tylko z buforem ramki (legacy).

  • Frontend Emulation Station dla urz\u0105dze\u0144 opartych na GPU
  • Simplemenu/Simplermenu+ dla urz\u0105dze\u0144 tylko z buforem klatki (r\u00f3wnie\u017c dla tych opartych na GPU, je\u015bli s\u0105 preferowane)
  • RetroArch plus wiele rdzeni libretro
  • Wsparcie dla sieci bezprzewodowej i Bluetooth (w tym audio), gdy jest to obs\u0142ugiwane przez urz\u0105dzenie
  • Wsparcie dla zewn\u0119trznej karty bezprzewodowej USB dla tych bez wewn\u0119trznej karty bezprzewodowej
  • Retroachivements
  • Netplay
  • Wsparcie dla skrapera ok\u0142adek/miniatur
"},{"location":"pl/#spoecznosc","title":"Spo\u0142eczno\u015b\u0107","text":"

KNULLI korzysta z Discorda i GitHub stron dyskusyjnych GitHub do dyskusji, je\u015bli chcesz do nas do\u0142\u0105czy\u0107, skorzystaj z tego linku: Discord

"},{"location":"pl/#licencje","title":"Licencje","text":"

KNULLI to dystrybucja Linuxa, kt\u00f3ra sk\u0142ada si\u0119 z wielu komponent\u00f3w open-source. Komponenty s\u0105 dostarczane na mocy ich odpowiednich licencji. Ta dystrybucja zawiera komponenty licencjonowane tylko do u\u017cytku niekomercyjnego.

"},{"location":"pl/#oprogramowanie-w-zestawie","title":"Oprogramowanie w zestawie","text":"

Ca\u0142e pozosta\u0142e oprogramowanie jest dostarczane na odpowiedniej licencji ka\u017cdego komponentu. Licencje te mo\u017cna znale\u017a\u0107 w \u017ar\u00f3d\u0142ach oprogramowania lub w folderze licencji tego projektu. Modyfikacje do\u0142\u0105czonego oprogramowania i skrypt\u00f3w przez zesp\u00f3\u0142 KNULLI s\u0105 licencjonowane zgodnie z warunkami modyfikowanego oprogramowania.

"},{"location":"pl/#jadra-binarne-i-bootloadery","title":"J\u0105dra binarne i bootloadery","text":"

Wydania dla niekt\u00f3rych urz\u0105dze\u0144 zawieraj\u0105 j\u0105dra i/lub bootloadery, kt\u00f3re nie maj\u0105 dost\u0119pnego kodu \u017ar\u00f3d\u0142owego, poniewa\u017c producent ich nie opublikowa\u0142. W tych przypadkach strona specyficzna dla urz\u0105dzenia zawiera instrukcje, jak wyodr\u0119bni\u0107 te elementy z oryginalnego oprogramowania.

"},{"location":"pl/#podziekowania","title":"Podzi\u0119kowania","text":"

Ten projekt nie jest dzie\u0142em jednej osoby, ale jest dzie\u0142em wielu os\u00f3b na ca\u0142ym \u015bwiecie, kt\u00f3re opracowa\u0142y elementy open-source, bez kt\u00f3rych ten projekt nie m\u00f3g\u0142by istnie\u0107. Specjalne podzi\u0119kowania dla Batocera, muOS, JelOS, CoreELEC, LibreELEC oraz dla deweloper\u00f3w i wsp\u00f3\u0142tw\u00f3rc\u00f3w na ca\u0142ym \u015bwiecie w spo\u0142eczno\u015bci open source.

"},{"location":"tr/","title":"Anasayfa","text":""},{"location":"tr/#knulli-vikiye-hos-geldiniz","title":"KNULLI Viki'ye Ho\u015f Geldiniz","text":"

KNULLI, retro oyun cihazlar\u0131 i\u00e7in \u00f6zel bir firmware'dir (elde ta\u015f\u0131nabilirler, masa\u00fcst\u00fc em\u00fclasyon cihazlar\u0131 vb.). Batocera'n\u0131n bir fork'u olarak geli\u015ftirilmi\u015ftir. Knulli a\u015fa\u011f\u0131daki kategoriler alt\u0131ndaki cihazlar\u0131 desteklemeye \u00e7al\u0131\u015fmaktad\u0131r:

  • A\u00e7\u0131k kaynakl\u0131 kernel ve/veya u-boot kaynaklar\u0131 olmayan cihazlar
  • Kayna\u011f\u0131 olan ancak kerneli ana ak\u0131m olmayan ve/veya \u00e7ok eski olan cihazlar (\u00f6rne\u011fin, Egret II Mini gibi BSP kernel 3.4'e sahip olan cihazlar)
  • GPU deste\u011fi olmayan veya desteklenmeyen GPU'ya sahip ve bu y\u00fczden framebuffer'in tek se\u00e7enek oldu\u011fu cihazlar
  • Sahip oldu\u011fum bir cihaz i\u00e7in \u00f6zelle\u015ftirilmi\u015f firmware (CFW) olu\u015fturmaya karar verdim
"},{"location":"tr/#ozellikler","title":"\u00d6zellikler","text":"

KNULLI, GPU (GLES deste\u011fi) olan cihazlar\u0131 ve sadece framebuffer olanlar\u0131 (eski cihazlar) destekler.

  • GPU tabanl\u0131 cihazlar i\u00e7in Emulation Station \u00f6n y\u00fcz\u00fc
  • Sadece framebuffer deste\u011fi olan cihazlar i\u00e7in Simplemenu/Simplermenu+ (GPU tabanl\u0131 olanlar i\u00e7in de tercih edilebilir)
  • RetroArch ve birden fazla libretro \u00e7ekirde\u011fi
  • Cihaz taraf\u0131ndan desteklendi\u011finde kablosuz a\u011f ve Bluetooth deste\u011fi (ses de dahil olmak \u00fczere)
  • Dahili kablosuz a\u011f kart\u0131 olmayanlar cihazlar i\u00e7in harici USB kablosuz a\u011f adapt\u00f6r\u00fc deste\u011fi
  • Eski oyunlar i\u00e7in ba\u015far\u0131mlar deste\u011fi (Retroachivements)
  • A\u011f ba\u011flant\u0131l\u0131 \u00e7ok oyunculu oyun modu (Netplay)
  • Oyun kapak g\u00f6rselleri/\u00f6nizleme resimlerini indirme deste\u011fi (Scraper)
"},{"location":"tr/#topluluk","title":"Topluluk","text":"

KNULLI, tart\u0131\u015fma i\u00e7in Discord ve GitHub tart\u0131\u015fma sayfalar\u0131n\u0131 kullan\u0131r, kat\u0131lmak isterseniz l\u00fctfen bu ba\u011flant\u0131y\u0131 kullan\u0131n: Discord

"},{"location":"tr/#lisanslar","title":"Lisanslar","text":"

KNULLI, bir\u00e7ok a\u00e7\u0131k kaynak bile\u015feninden olu\u015fan bir Linux da\u011f\u0131t\u0131m\u0131d\u0131r. Bile\u015fenler, ilgili lisanslar\u0131 alt\u0131nda sa\u011flanmaktad\u0131r. Bu da\u011f\u0131t\u0131m, yaln\u0131zca ticari olmayan kullan\u0131m i\u00e7in lisanslanm\u0131\u015f bile\u015fenleri i\u00e7erir.

"},{"location":"tr/#paketlenmis-yazlmlar","title":"Paketlenmi\u015f Yaz\u0131l\u0131mlar","text":"

Di\u011fer t\u00fcm yaz\u0131l\u0131mlar, her bile\u015fenin ilgili lisans\u0131 alt\u0131nda sa\u011flanmaktad\u0131r. Bu lisanslar, yaz\u0131l\u0131m kaynaklar\u0131nda veya bu projenin lisanslar (\"licenses\") klas\u00f6r\u00fcnde bulunabilir. KNULLI ekibi taraf\u0131ndan paketlenmi\u015f yaz\u0131l\u0131m ve komut dosyalar\u0131n\u0131n de\u011fi\u015ftirilmi\u015f s\u00fcr\u00fcmleri, de\u011fi\u015ftirilen yaz\u0131l\u0131m\u0131n ko\u015fullar\u0131 alt\u0131nda lisanslanm\u0131\u015ft\u0131r.

"},{"location":"tr/#binary-cekirdekler-ve-onyukleyiciler","title":"Binary \u00c7ekirdekler ve \u00d6ny\u00fckleyiciler","text":"

Baz\u0131 cihazlar icin haz\u0131rlanan s\u00fcr\u00fcmler, \u00fcretici \u00e7ekirdekler ve/veya \u00f6ny\u00fckleyicileri yay\u0131nlamad\u0131\u011f\u0131 i\u00e7in kapal\u0131 kaynak kodlu \u00e7ekirdekler ve/veya \u00f6ny\u00fckleyiciler i\u00e7erir. Bu durumlarda, cihaza \u00f6zel sayfa bunlar\u0131 stok firmware'den \u00e7\u0131karmak i\u00e7in talimatlar\u0131 da i\u00e7ermektedir.

"},{"location":"tr/#katkda-bulunanlar","title":"Katk\u0131da Bulunanlar","text":"

Bu proje bir ki\u015finin de\u011fil, d\u00fcnyan\u0131n d\u00f6rt bir yan\u0131ndan bir\u00e7ok ki\u015finin geli\u015ftirdi\u011fi a\u00e7\u0131k kaynak kodlu bir projedir. B\u00fct\u00fcn bu par\u00e7alar bir araya gelmeseydi bu proje var olamazd\u0131. Batocera, muOS, JelOS, CoreELEC, LibreELEC ve a\u00e7\u0131k kaynak toplulu\u011fundaki geli\u015ftiricilere ve katk\u0131da bulunanlara \u00f6zel olarak te\u015fekk\u00fcrler.

"},{"location":"tr/faq/knulli/","title":"KNULLI Hakk\u0131nda","text":""},{"location":"tr/faq/knulli/#s-knulli-nedir","title":"S: KNULLI nedir?","text":"

C: KNULLI, retro oyun cihazlar\u0131 i\u00e7in \u00f6zel bir firmware'dir (elde ta\u015f\u0131nabilirler, masa\u00fcst\u00fc em\u00fclasyon cihazlar\u0131 vb.). Batocera'n\u0131n bir fork'u olarak geli\u015ftirilmi\u015ftir. Knulli a\u015fa\u011f\u0131daki kategoriler alt\u0131ndaki cihazlar\u0131 desteklemeye \u00e7al\u0131\u015fmaktad\u0131r:

  • A\u00e7\u0131k kaynakl\u0131 kernel ve/veya u-boot kaynaklar\u0131 olmayan cihazlar
  • Kayna\u011f\u0131 olan ancak kerneli ana ak\u0131m olmayan ve/veya \u00e7ok eski olan cihazlar (\u00f6rne\u011fin, Egret II Mini gibi BSP kernel 3.4'e sahip olan cihazlar)
  • GPU deste\u011fi olmayan veya desteklenmeyen GPU'ya sahip ve bu y\u00fczden framebuffer'in tek se\u00e7enek oldu\u011fu cihazlar
  • Sahip oldu\u011fum bir cihaz i\u00e7in \u00f6zelle\u015ftirilmi\u015f firmware (CFW) olu\u015fturmaya karar verdim
"},{"location":"tr/faq/knulli/#s-peki-bu-neden-bir-fork-ve-degisiklikleri-batoceraya-geri-birlestirmiyorsunuz","title":"S: Peki, bu neden bir fork ve de\u011fi\u015fiklikleri batocera'ya geri birle\u015ftirmiyorsunuz?","text":"

C: \u00c7\u00fcnk\u00fc batocera lisans\u0131, kapal\u0131 kaynakl\u0131 \u00e7ekirdeklerin da\u011f\u0131t\u0131ma eklenmesine izin vermez.

"},{"location":"tr/faq/knulli/#s-baska-farklar-var-m","title":"S: Ba\u015fka farklar var m\u0131?","text":"

C: Hedef, batocera ile uyumlulu\u011fu s\u00fcrd\u00fcrmek olsa da, d\u00fc\u015f\u00fck g\u00fc\u00e7l\u00fc cihazlar veya cihazlar\u0131n performans\u0131n\u0131 etkileyen baz\u0131 \u00f6zelliklerden fayda sa\u011flamayan cihazlar \u00fczerinde odaklanmakt\u0131r. \u00d6rne\u011fin, d\u00fc\u015f\u00fck belle\u011fe sahip cihazlar (Powkiddy A12/A13 veya RG35XX Classic gibi 256MB). Ayr\u0131ca, JelOS/Rocknix, EmuELEC vb. mevcut \u00f6zellikleri eklemek isteme niyeti de bulunmaktad\u0131r.

"},{"location":"tr/faq/knulli/#s-en-son-surumu-nereden-indirebilirim","title":"S: En son s\u00fcr\u00fcm\u00fc nereden indirebilirim","text":"

C: \u0130ndirmeler b\u00f6l\u00fcm\u00fcn\u00fc kontrol edin (Daha sonra eklenecektir)

"},{"location":"tr/faq/knulli/#s-hangi-cihazlar-destekleniyor","title":"S: Hangi cihazlar destekleniyor?","text":"

C: Desteklenen cihazlar\u0131n listesini kontrol edin

"},{"location":"tr/faq/knulli/#s-x-cihazn-destekliyor-musunuz-x-cihaz-icin-destek-ekleyecek-misiniz","title":"S: X cihaz\u0131n\u0131 destekliyor musunuz? X cihaz\u0131 i\u00e7in destek ekleyecek misiniz?","text":"

C: \u015eu anda desteklenen cihazlar\u0131n listesini burada bulabilirsiniz: Cihazlar

E\u011fer ilgilendi\u011finiz cihaz bu listede yoksa, hen\u00fcz hi\u00e7 kimse onun i\u00e7in destek eklememi\u015ftir demektir. Peki neden? Bir cihaz i\u00e7in destek eklemek i\u00e7in (1) onu eklemek istememiz gerekmekte \ud83d\ude0a ve (2) cihaza do\u011frudan eri\u015fimimizin olmas\u0131 gerekmektedir.

Ancak, ilgilenen herkes KNULLI'ye bir cihaz i\u00e7in destek ekleyebilir! E\u011fer yeni bir cihaz i\u00e7in destek eklemek istiyorsan\u0131z l\u00fctfen buradan ba\u015flay\u0131n: Katk\u0131da Bulunmak

"},{"location":"tr/faq/knulli/#knullinin-yeniden-dagtm-lisans","title":"KNULLI'nin yeniden da\u011f\u0131t\u0131m lisans\u0131","text":"

C: KNULLI, i\u015fimizin k\u00f6t\u00fcye kullan\u0131lmas\u0131n\u0131 \u00f6nlemek i\u00e7in ticari olmayan CC BY-NC-SA 4.0 kopya hakk\u0131 lisans\u0131 (copyleft license) kullan\u0131yor. Cihaz \u00fcreticileri ve di\u011ferleri, bizim a\u00e7\u0131k iznimiz olmadan cihazlar\u0131nda bunu paketleyemezler.

"},{"location":"tr/faq/knulli/#knullinin-sats","title":"KNULLI'nin Sat\u0131\u015f\u0131","text":"

KNULLI markas\u0131 sadece ticari olmayan kullan\u0131m i\u00e7in lisanslanm\u0131\u015ft\u0131r. Sat\u0131lmak veya herhangi bir \u015fekilde \u00fccret eklenmek kesinlikle yasakt\u0131r. Bu tart\u0131\u015fmaya kapal\u0131d\u0131r.

"},{"location":"tr/faq/troubleshooting/","title":"S\u0131k\u00e7a Sorulan Sorular","text":""},{"location":"tr/faq/troubleshooting/#s-kendi-romlarm-eklemek-istiyorum-ama-windowsmac-bilgisayarm-roms-disk-bolumunu-goremiyor","title":"S: Kendi romlar\u0131m\u0131 eklemek istiyorum ama Windows/Mac bilgisayar\u0131m \"roms\" disk b\u00f6l\u00fcm\u00fcn\u00fc g\u00f6remiyor","text":"

C: KNULLI varsay\u0131lan olarak ikinci disk b\u00f6l\u00fcm\u00fcn\u00fc Linux EXT4 dosya bi\u00e7imi ile bi\u00e7imlendirir. Bu bi\u00e7im genellikle Windows/Mac alt\u0131nda okunamaz/ba\u011flanamaz. Bunun i\u00e7in a\u015fa\u011f\u0131daki yakla\u015f\u0131mlardan birini kullanman\u0131z gerekmektedir:

  • Windows/Mac i\u00e7in Paragon EXTFS kullan\u0131n. Bu ara\u00e7 \u00fccretsiz de\u011fildir ancak EXT2/3/4'e sorunsuz eri\u015fim sa\u011flad\u0131\u011f\u0131 i\u00e7in \u00f6nerilir
  • Windows i\u00e7in DiskGenius kullan\u0131n. \u00d6nerilmez. DiskGenius k\u00f6t\u00fc performans sergiler ve disk b\u00f6l\u00fcm\u00fcn\u00fc ve i\u00e7eri\u011fini bozmaya e\u011filimlidir
  • \u0130kinci b\u00f6l\u00fcm\u00fc FAT32 olarak bi\u00e7imlendirin:
    • PC/MAC'inize SDCARD'\u0131 tak\u0131n
    • Windows \u00fczerinde, disk b\u00f6l\u00fcm arac\u0131n\u0131 a\u00e7\u0131n ve ikinci b\u00f6l\u00fcm\u00fc (SHARE) FAT32 olarak silin/bi\u00e7imlendirin
    • Maalesef Mac'te, b\u00f6l\u00fcm\u00fc tamamen yeniden bi\u00e7imlendirmek i\u00e7in terminali kullanman\u0131z gerekecek. Disk Utility'yi a\u00e7\u0131n ve usb'nin disk numaras\u0131n\u0131 ve b\u00f6l\u00fcm\u00fcn\u00fc (\u00f6rn. disk4s2) belirtin. Ard\u0131ndan, terminali a\u00e7\u0131n ve a\u015fa\u011f\u0131daki komutla b\u00f6l\u00fcm\u00fc yeniden bi\u00e7imlendirin: sudo diskutil eraseVolume ms-dos SHARE /dev/disk4s2
    • SDCARD'\u0131 bilgisayar\u0131n\u0131zdan \u00e7\u0131kar\u0131n ve tekrar RG35XX'e tak\u0131n
    • Cihaz\u0131 a\u00e7\u0131n
    • KNULLI, disk b\u00f6l\u00fcm\u00fcn\u00fc do\u011fru i\u00e7erikle dolduracakt\u0131r. Sistem ba\u015flad\u0131ktan sonra cihaz\u0131 kapat\u0131p bilgisayar\u0131n\u0131za takarak bios/romlar\u0131n\u0131z\u0131 veya di\u011fer i\u00e7erikleri ekleyebilirsiniz.
"},{"location":"tr/faq/troubleshooting/#s-romlarbios-icerigimi-ikinci-sdcarda-ekleyebilir-miyim","title":"S: Romlar/bios i\u00e7eri\u011fimi ikinci SDCARD'a ekleyebilir miyim?","text":"

C: Evet! Yeni veya bo\u015f bir SDCARD'\u0131n\u0131z varsa, RG35XX'in ikinci yuvas\u0131na SDCARD'\u0131 takabilir ve \u015fu ad\u0131mlar\u0131 izleyebilirsiniz:

  • KNULLI'yi ba\u015flat\u0131n ve Settings -> System Settings -> Storage Device'a gidin ve INTERNAL'\u0131 ikinci kart\u0131n\u0131za, \u00f6rne\u011fin SHARE - 25.6G olarak de\u011fi\u015ftirin.
  • Ayarlar men\u00fcs\u00fcnden \u00e7\u0131k\u0131n ve de\u011fi\u015fikliklerin uygulanmas\u0131 i\u00e7in yeniden ba\u015flatman\u0131z gerekti\u011fini belirtecek olan sistem size g\u00f6sterilecektir.
  • Cihaz\u0131n\u0131z\u0131 yeniden ba\u015flatmak i\u00e7in men\u00fcye gidin ve Settings -> Quit -> Restart System se\u00e7in. Sistem yeniden ba\u015flayacak, ikinci kart art\u0131k batocera i\u00e7in kullan\u0131lacak ve klas\u00f6r yap\u0131s\u0131 (romlar, bios, vb.) olu\u015fturulacakt\u0131r.
  • \u015eimdi konsolu kapat\u0131p, kart\u0131 bilgisayar\u0131n\u0131za tak\u0131n ve bios & romlar i\u00e7eri\u011finizi kopyalay\u0131n.
"},{"location":"tr/faq/troubleshooting/#s-ikinci-sdcardda-garlic-ile-birlikte-romlarmbiosum-var-bu-kart-knulli-icin-yeniden-kullanabilir-miyim","title":"S: ikinci SDCARD'da Garlic ile birlikte Rom'lar\u0131m/bios'um var. Bu kart\u0131 KNULLI i\u00e7in yeniden kullanabilir miyim?","text":"

C: KNULLI, varsay\u0131lan olarak rom klas\u00f6rlerinin ve konumlar\u0131n\u0131n farkl\u0131 bir ismini bekler, ancak @XQuader sayesinde Garlic yap\u0131s\u0131na uyumlu yap\u0131land\u0131rma olu\u015fturan bir betik (script) mevcuttur. Daha fazla bilgi i\u00e7in bu Reddit g\u00f6nderisini inceleyebilirsiniz.

"},{"location":"tr/faq/troubleshooting/#s-kurulum-calsyor-gibi-gorunuyor-bolumun-genisletildigini-gorebiliyorum-ama-cok-uzun-suruyor","title":"S: Kurulum \u00e7al\u0131\u015f\u0131yor gibi g\u00f6r\u00fcn\u00fcyor, b\u00f6l\u00fcm\u00fcn geni\u015fletildi\u011fini g\u00f6rebiliyorum ama \u00e7ok uzun s\u00fcr\u00fcyor","text":"

C: 64GB'l\u0131k bir SDCARD ile geni\u015fletme ve ilk kez \u00f6ny\u00fckleme i\u015flemi 1 ila 1:30 dakika s\u00fcrer. SDCARD'\u0131n\u0131z daha b\u00fcy\u00fckse, \u00e7ok daha uzun s\u00fcrebilir, ancak 5 dakikadan fazla s\u00fcrerse, bir \u015feylerin iyi gitmedi\u011fi ihtimali y\u00fcksektir. Sadece reset tu\u015funa bas\u0131n ve sistem devam edecektir. Bu durumda b\u00f6l\u00fcm geni\u015fletilmemi\u015f olabilir. Bunun i\u00e7in kart\u0131 PC/Mac/Linux bilgisayar\u0131n\u0131zda manuel olarak geni\u015fletmeniz gerekecektir.

"},{"location":"tr/faq/troubleshooting/#s-en-son-surume-guncelledimguncelledim-ve-cihazn-sesi-yok-ya-da-kontrollerim-yant-vermiyor-ya-da-baska-bir-sey-bekledigim-gibi-calsmyor","title":"S: En son s\u00fcr\u00fcme g\u00fcncelledim/g\u00fcncelledim ve cihaz\u0131n sesi yok, ya da kontrollerim yan\u0131t vermiyor, ya da ba\u015fka bir \u015fey bekledi\u011fim gibi \u00e7al\u0131\u015fm\u0131yor:","text":"

C: E\u011fer eski bir s\u00fcr\u00fcmden g\u00fcncellediyseniz, batocera.conf dosyas\u0131n\u0131 SDCARD'\u0131n\u0131za kopyalaman\u0131z gerekebilir: * Tek bir SDCARD kullan\u0131yorsan\u0131z, ikinci b\u00f6l\u00fcm\u00fc (SHARE) PC/Mac/Linux bilgisayar\u0131n\u0131za ba\u011flay\u0131n ve dosyay\u0131 system/batocera.conf'a kopyalay\u0131n * \u0130ki SDCARD kullan\u0131yorsan\u0131z, ikinci SDCARD'\u0131 PC/Mac/Linux bilgisayar\u0131n\u0131za ba\u011flay\u0131n ve dosyay\u0131 system/batocera.conf'a kopyalay\u0131n

"},{"location":"tr/faq/troubleshooting/#s-her-surumu-flaslamam-m-gerekiyor-yoksa-guncelleyebilir-miyim","title":"S: Her s\u00fcr\u00fcm\u00fc fla\u015flamam m\u0131 gerekiyor yoksa g\u00fcncelleyebilir miyim?","text":"

C: \u00c7o\u011fu s\u00fcr\u00fcm i\u00e7in g\u00fcncelleyebilirsiniz: * Boot.tar.xz dosyas\u0131n\u0131 yay\u0131nlar sayfas\u0131ndan indirin * Dosya i\u00e7eri\u011fini \u00e7\u0131kar\u0131n * KNULLI SDCARD'\u0131n\u0131z\u0131 PC/Mac/Linux bilgisayar\u0131n\u0131za ba\u011flay\u0131n * boot/knulli dosyas\u0131n\u0131 silin (bu dosyan\u0131n yede\u011fini alabilirsiniz, b\u00f6ylece \u00f6nceki s\u00fcr\u00fcme geri d\u00f6nebilirsiniz) * \u00c7\u0131kar\u0131lan boot.tar.xz i\u00e7eri\u011fini SDCARD'a kopyalay\u0131n

"},{"location":"tr/faq/troubleshooting/#s-nds-romlarn-calstrmaya-calsyorum-ancak-baslatmaya-calstgmda-konsol-emulationstaiona-geri-donuyor-drastic-kullanlabilir-mi","title":"S: NDS romlar\u0131n\u0131 \u00e7al\u0131\u015ft\u0131rmaya \u00e7al\u0131\u015f\u0131yorum ancak ba\u015flatmaya \u00e7al\u0131\u015ft\u0131\u011f\u0131mda konsol emulationstaion'a geri d\u00f6n\u00fcyor. Drastic kullan\u0131labilir mi?","text":"

A: \u015eu anda Drastic, NDS romlar\u0131 i\u00e7in en iyi em\u00fclat\u00f6rd\u00fcr. Ancak, romlar\u0131 do\u011frudan NDS romlar\u0131 men\u00fcs\u00fcnden ba\u015flatmak desteklenmiyor. Drastic'i portlar men\u00fcs\u00fcnden ba\u015flatmak i\u00e7in bu GitHub sorununa bak\u0131n. Betik romlar/ports'a eklendikten sonra, ba\u011f\u0131ms\u0131z drastic em\u00fclat\u00f6r\u00fcn\u00fc ba\u015flatabilir ve ard\u0131ndan romlar\u0131n\u0131z\u0131 bulmak i\u00e7in /userdata/roms/nds dizinine gidebilirsiniz. Romlar\u0131n .nds format\u0131nda s\u0131k\u0131\u015ft\u0131r\u0131lmam\u0131\u015f olmas\u0131 gerekti\u011fini unutmay\u0131n. Desmume ve melonds da \u00e7al\u0131\u015f\u0131yor ancak performans\u0131 Drastic ile k\u0131yasland\u0131\u011f\u0131nda \u00e7ok iyi de\u011fil.

"},{"location":"tr/play/install/","title":"KNULLI Kurulumu","text":"

KNULLI, cihaz\u0131n\u0131z i\u00e7in bir disk g\u00f6r\u00fcnt\u00fcs\u00fc indirerek, bunu bir SD Kart'a (veya cihaz\u0131n\u0131z\u0131n dahili depolama alan\u0131na) yazarak ve ard\u0131ndan cihaz\u0131 ba\u015flatarak kurulum s\u00fcrecini ba\u015flatarak kurar.

"},{"location":"tr/play/install/#adm-1-indirme","title":"Ad\u0131m 1: \u0130ndirme","text":"
  • Cihaz\u0131n\u0131z i\u00e7in en son KNULLI s\u00fcr\u00fcm\u00fcn\u00fc yay\u0131nlar sayfas\u0131ndan indirin.
    • Destekledi\u011fimiz her cihaz/platform i\u00e7in indirme ba\u011flant\u0131lar\u0131 \"Kurulum Paketi \u0130ndirmeleri\" (\"Installation Package Downloads\") ba\u015fl\u0131\u011f\u0131 alt\u0131nda bulunabilir.
    • Cihaz\u0131n\u0131z i\u00e7in do\u011fru disk g\u00f6r\u00fcnt\u00fcs\u00fcn\u00fc indirdi\u011finizden emin olun. \u00d6rne\u011fin; RG35XX \u00fczerine KNULLI kuruyorsan\u0131z, rg35xx g\u00f6r\u00fcnt\u00fcs\u00fcn\u00fc indirmelisiniz.
    • Herhangi bir sorunuz varsa, belirli cihaz\u0131n\u0131z i\u00e7in hangi g\u00f6r\u00fcnt\u00fcy\u00fc indirmeniz gerekti\u011fini do\u011frulamak i\u00e7in Cihaz Deste\u011fi sayfas\u0131n\u0131 kontrol edebilirsiniz.
"},{"location":"tr/play/install/#adm-2-yazma","title":"Ad\u0131m 2: Yazma","text":"
  • \u0130lk olarak, indirdi\u011finiz s\u0131k\u0131\u015ft\u0131r\u0131lm\u0131\u015f dosyay\u0131 \u00e7\u0131kar\u0131n.
  • Ard\u0131ndan bir disk g\u00f6r\u00fcnt\u00fcs\u00fc yazma arac\u0131 kullanarak g\u00f6r\u00fcnt\u00fcy\u00fc bir SD Kart'a yaz\u0131n.
    • Yayg\u0131n disk g\u00f6r\u00fcnt\u00fcs\u00fc yazma ara\u00e7lar\u0131 aras\u0131nda Rufus, Balena, Raspberry Pi Imager ve Win32 Disk Imager bulunmaktad\u0131r. Komut sat\u0131r\u0131nda bilgiliyseniz, dd de kullan\u0131labilir.
"},{"location":"tr/play/install/#adm-3-cihaznz-baslatn","title":"Ad\u0131m 3: Cihaz\u0131n\u0131z\u0131 Ba\u015flat\u0131n","text":"
  • Cihaz\u0131n\u0131z\u0131 kapal\u0131yken SD Kart'\u0131n\u0131z\u0131 cihaz\u0131n\u0131za tak\u0131n ve ard\u0131ndan cihaz\u0131n\u0131z\u0131 a\u00e7\u0131n.
  • Not: Baz\u0131 cihazlar, SD Kart'\u0131n\u0131z\u0131n ilk olarak y\u00fcklenmesi i\u00e7in \u00f6ny\u00fckleme s\u0131ras\u0131n\u0131 (boot order) ayarlaman\u0131z\u0131 gerektirebilir. Bunun sizin i\u00e7in ge\u00e7erli olup olmad\u0131\u011f\u0131n\u0131 g\u00f6rmek i\u00e7in belirli cihaz\u0131n\u0131z\u0131n belgelerine bakabilirsiniz.
  • KNULLI kurulum s\u00fcrecini tamamlayacak ve ard\u0131ndan cihaz\u0131n\u0131z\u0131 yeniden ba\u015flatacakt\u0131r.
  • Cihaz\u0131n\u0131z yeniden ba\u015flad\u0131\u011f\u0131nda do\u011frudan EmulationStation y\u00fcklenecek. Bu noktada cihaz\u0131n\u0131z kullan\u0131ma haz\u0131rd\u0131r!
"},{"location":"tr/play/install/#ek-notlar","title":"Ek Notlar","text":"
  • KNULLI i\u015fletim sistemi, LINUX taraf\u0131ndan okunabilen ancak Windows'ta direkt olarak okunamayan bir Ext4 b\u00f6l\u00fcm\u00fcnde saklanmaktad\u0131r. \u015eu anda, Windows'ta birincil KNULLI Ext4 b\u00f6l\u00fcm\u00fcne eri\u015fmek m\u00fcmk\u00fcn de\u011fildir.
  • \u0130kinci bir SD kart\u0131 destekleyen cihazlarda, SD kart\u0131 Ext4, FAT32 veya exFAT olarak bi\u00e7imlendirilebilir. KNULLI, \u00f6ny\u00fckleme s\u0131ras\u0131nda ikinci SD kart\u0131 otomatik olarak alg\u0131layacak ve oyun depolamas\u0131 olarak kullan\u0131labilir hale getirecektir.
  • x86 cihazlarda, KNULLI bir kurulum arac\u0131 i\u00e7erir. Bu kurulum arac\u0131, ES i\u00e7inde listelenen sistemlerden biri olan ara\u00e7lar men\u00fcs\u00fcnde bulunabilir.
"},{"location":"tr/play/install/#sonraki-admlar","title":"Sonraki Ad\u0131mlar","text":"
  • Oyun Ekleme
  • A\u011f Kurulumu
  • Temalar
"},{"location":"tr/play/update/","title":"KNULLI G\u00fcncellemesi","text":"

KNULLI, kablosuz ba\u011flant\u0131ya sahip modeller i\u00e7in \"Kablosuz a\u011flar arac\u0131l\u0131\u011f\u0131yla\" (OTA) veya manuel olarak bir g\u00fcncelleme .tar dosyas\u0131n\u0131 indirerek, cihaz\u0131n\u0131za kopyalayarak ve yeniden ba\u015flatarak g\u00fcncellenebilir.

"},{"location":"tr/play/update/#secenek-1-ota-guncellemesi","title":"Se\u00e7enek 1: OTA G\u00fcncellemesi","text":"

Cihaz\u0131n\u0131z internete eri\u015fim sa\u011fl\u0131yorsa, KNULLI'yi do\u011frudan EmulationStation \u00fczerinden g\u00fcncelleyebilirsiniz.

  1. EmulationStation'da, denetleyicinizdeki Start d\u00fc\u011fmesine basarak ana men\u00fcy\u00fc a\u00e7\u0131n.
  2. System Settings'i se\u00e7in
  3. System Update ba\u015fl\u0131\u011f\u0131na gidin ve Start Update'i se\u00e7in

G\u00fcncellemeyi yapmadan \u00f6nce en son s\u00fcr\u00fcm i\u00e7in de\u011fi\u015fiklik listesini g\u00f6r\u00fcnt\u00fcleyebilirsiniz, bunun i\u00e7in Change Log'u se\u00e7in.

"},{"location":"tr/play/update/#secenek-2-manuel-guncelleme","title":"Se\u00e7enek 2: Manuel G\u00fcncelleme","text":"

Cihaz\u0131n\u0131z\u0131n internete eri\u015fimi yoksa, manuel olarak da g\u00fcncelleyebilirsiniz

  1. Cihaz\u0131n\u0131z i\u00e7in en son KNULLI g\u00fcncellemesini (.tar) yay\u0131nlar sayfas\u0131ndan indirin.
    • Destekledi\u011fimiz her cihaz/platform i\u00e7in indirme ba\u011flant\u0131lar\u0131 \"Update Package Downloads\" ba\u015fl\u0131\u011f\u0131 alt\u0131nda bulunabilir.
    • Cihaz\u0131n\u0131z i\u00e7in do\u011fru .tar dosyas\u0131n\u0131 indirdi\u011finizden emin olun.
    • Herhangi bir sorunuz varsa, belirli cihaz\u0131n\u0131z i\u00e7in hangi .tar'\u0131 indirmeniz gerekti\u011fini do\u011frulamak i\u00e7in Cihaz Deste\u011fi b\u00f6l\u00fcm\u00fcn\u00fc kontrol edebilirsiniz.
  2. G\u00fcncellemeyi cihaz\u0131n\u0131z\u0131n diskindeki g\u00fcncelleme payla\u015f\u0131m\u0131na kopyalay\u0131n.
  3. Cihaz\u0131 yeniden ba\u015flat\u0131n ve g\u00fcncelleme otomatik olarak ba\u015flayacakt\u0131r.
"},{"location":"pt-BR/","title":"In\u00edcio","text":""},{"location":"pt-BR/#bem-vindo-a-wiki-do-knulli","title":"Bem-vindo \u00e0 Wiki do KNULLI","text":"

KNULLI \u00e9 um firmware personalizado para dispositivos de jogos retr\u00f4 (port\u00e1teis, bartops, etc.). Ele \u00e9 desenvolvido como um fork do Batocera.E tenta fornecer suporte para dispositivos que se enquadram em pelo menos uma dessas categorias:

  • N\u00e3o h\u00e1 c\u00f3digo aberto do kernel e/ou u-boot dispon\u00edveis
  • Existem fontes, mas o kernel n\u00e3o \u00e9 principal e/ou \u00e9 muito antigo (por exemplo, dispositivos com kernel BSP 3.4 como o Egret II Mini)
  • N\u00e3o h\u00e1 suporte a GPU ou a GPU n\u00e3o \u00e9 suportada, ent\u00e3o o framebuffer \u00e9 a \u00fanica op\u00e7\u00e3o
  • \u00c9 um dispositivo que eu possuo e decidi criar um firmware para ele
"},{"location":"pt-BR/#recursos","title":"Recursos","text":"

O KNULLI suporta dispositivos com GPU (suporte a GLES) e apenas framebuffer (legado).

  • Emulation Station como frontend para dispositivos baseados em GPU
  • Simplemenu/Simplermenu+ para dispositivos apenas com framebuffer (tamb\u00e9m para os baseados em GPU, se preferido)
  • RetroArch mais v\u00e1rios n\u00facleos libretro
  • Suporte a Wireless e Bluetooth (incluindo \u00e1udio) quando suportado pelo dispositivo
  • Suporte a wireless USB externo para aqueles sem placa wireless interna
  • Retroachievements
  • Netplay
  • Suporte a scraping para obter arte da capa/miniatura dos jogos
"},{"location":"pt-BR/#comunidade","title":"Comunidade","text":"

O KNULLI usa o Discord para discuss\u00f5es, se voc\u00ea quiser se juntar a n\u00f3s, use este link: Discord

"},{"location":"pt-BR/#licencas","title":"Licen\u00e7as","text":"

O KNULLI \u00e9 uma distribui\u00e7\u00e3o Linux composta por muitos componentes de c\u00f3digo aberto. Os componentes s\u00e3o fornecidos sob suas respectivas licen\u00e7as. Esta distribui\u00e7\u00e3o inclui componentes licenciados apenas para uso n\u00e3o comercial.

"},{"location":"pt-BR/#trabalhos-incluidos","title":"Trabalhos Inclu\u00eddos","text":"

Todo outro software \u00e9 fornecido sob a respectiva licen\u00e7a de cada componente. Essas licen\u00e7as podem ser encontradas no c\u00f3digo-fonte do software ou na pasta de licen\u00e7as deste projeto. As modifica\u00e7\u00f5es no software e scripts agrupados pela equipe do KNULLI s\u00e3o licenciadas nos termos do software sendo modificado.

"},{"location":"pt-BR/#kernels-e-bootloaders-binarios","title":"Kernels e bootloaders bin\u00e1rios","text":"

Os lan\u00e7amentos para alguns dispositivos incluem kernels e/ou bootloaders que n\u00e3o t\u00eam o c\u00f3digo-fonte dispon\u00edvel porque o fabricante n\u00e3o os publicou. Nesses casos, a p\u00e1gina espec\u00edfica do dispositivo inclui instru\u00e7\u00f5es para extra\u00ed-los do firmware original.

"},{"location":"pt-BR/#creditos","title":"Cr\u00e9ditos","text":"

Este projeto n\u00e3o \u00e9 o trabalho de uma \u00fanica pessoa, mas sim de muitas pessoas em todo o mundo que desenvolveram os bits de c\u00f3digo aberto sem os quais este projeto n\u00e3o poderia existir. Agradecimentos especiais ao Batocera, muOS, JelOS, CoreELEC, LibreELEC e aos desenvolvedores e colaboradores da comunidade de c\u00f3digo aberto.

"},{"location":"it/","title":"Inizio","text":""},{"location":"it/#benvenuti-nella-wiki-di-knulli","title":"Benvenuti nella Wiki di KNULLI","text":"

KNULLI \u00e8 un sistema operativo personalizzato per emulatori di giochi retr\u00f2 (portatili, bartop, ecc.). \u00c8 sviluppato come fork di Batocera. Cerca di fornire supporto per i dispositivi che rientrano in almeno una di queste categorie:

  • Non sono disponibili kernel open source e/o sorgenti u-boot
  • Esistono delle sorgenti, ma il kernel non \u00e8 mainline e/o \u00e8 troppo vecchio (ad esempio dispositivi con kernel BSP 3.4 come Egret II Mini)
  • Non c'\u00e8 supporto per la GPU o non \u00e8 supportata, quindi il framebuffer \u00e8 l'unica opzione
  • \u00c8 un dispositivo che possiedo e ho deciso di creare un CFW per esso
"},{"location":"it/#caratteristiche","title":"Caratteristiche","text":"

KNULLI supporta solo dispositivi con GPU (supporto GLES) e framebuffer (legacy).

  • Frontend Emulation Station per dispositivi basati su GPU
  • Simplemenu/Simplermenu+ per dispositivi provvisti solo di framebuffer (anche per quelli con la GPU se si preferisce)
  • RetroArch, pi\u00f9 multipli libretro cores
  • Supporto per il Wireless e Bluetooth (incluso l'audio) quando supportato dal dispositivo
  • Supporto per wireless USB esterno per chi non dispone di scheda wireless interna
  • RetroAchievments
  • Netplay
  • Supporto scraping per copertine/miniature
"},{"location":"it/#comunita","title":"Comunit\u00e0","text":"

KNULLI utilizza Discord per le discussioni, se desideri unirti a noi utilizza questo link: Discord

"},{"location":"it/#licenza","title":"Licenza","text":"

KNULLI \u00e8 una distribuzione Linux composta da molti componenti open source. I componenti sono forniti con le rispettive licenze. Questa distribuzione include componenti concessi in licenza solo per uso non commerciale.

"},{"location":"it/#software-inclusi","title":"Software inclusi","text":"

Tutto il resto del software viene fornito con la rispettiva licenza di ciascun componente. Queste licenze possono essere trovate nelle fonti del software o nella cartella delle licenze di questo progetto. Le modifiche apportate al software e agli script in bundle da parte del team KNULLI vengono concesse in licenza secondo i termini del software modificato.

"},{"location":"it/#kernel-binari-e-bootloader","title":"Kernel binari e bootloader","text":"

Le versioni per alcuni dispositivi includono kernel e/o bootloader che non hanno codice sorgente disponibile perch\u00e9 il produttore non li ha pubblicati. In questi casi la pagina specifica del dispositivo include le istruzioni per estrarle dal firmware di serie.

"},{"location":"it/#ringraziamenti","title":"Ringraziamenti","text":"

Questo progetto non \u00e8 il lavoro di una persona ma \u00e8 il lavoro di molte persone di tutto il mondo che hanno sviluppato le componenti open source senza le quali questo progetto non potrebbe esistere. Un ringraziamento speciale a Batocera, muOS, JelOS, CoreELEC, LibreELEC e agli sviluppatori e ai contributori della comunit\u00e0 open source.

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daily + + + + + + + + + + https://knulli.org/tr/configure/customization/themes/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/configure/ppsspp/cheats/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/configure/retroarch/controls/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx-2024/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx-h/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx-plus/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx-sp/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/anbernic/rg40xx-h/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/orange-pi/orange-pi-zero-2w/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/powkiddy/rgb30/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/devices/trimui/smart-pro/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/faq/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/faq/knulli/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/faq/troubleshooting/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/guides/A133-firmware-extract/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/guides/h700-firmware-extract/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/bioses/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/hotkey-shortcuts/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/install/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/netplay/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/quick-start/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/retro-achievements/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/scraping/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/update/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/add-games/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/add-games/accessing-ext4/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/add-games/formatting/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/add-games/game-storage/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/add-games/network-transfer/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/play/add-games/second-sd-card/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/systems/pico-8/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/systems/portmaster/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/tr/systems/scummvm/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/bluetooth/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/collections/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/controls/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/multi-disc-games/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/networking/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/patches-and-overlays/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/reset-to-factory-settings/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/ssh/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/customization/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/customization/background-music/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/customization/bezel-decorations/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/customization/bootlogo/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/customization/themes/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/ppsspp/cheats/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/configure/retroarch/controls/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/anbernic/rg35xx-2024/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/anbernic/rg35xx-h/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/anbernic/rg35xx-plus/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/anbernic/rg35xx-sp/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/anbernic/rg35xx/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/anbernic/rg40xx-h/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/orange-pi/orange-pi-zero-2w/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/powkiddy/rgb30/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/devices/trimui/smart-pro/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/faq/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/faq/knulli/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/faq/troubleshooting/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/guides/A133-firmware-extract/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/guides/h700-firmware-extract/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/bioses/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/hotkey-shortcuts/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/install/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/netplay/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/quick-start/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/retro-achievements/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/scraping/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/update/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/add-games/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/add-games/accessing-ext4/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/add-games/formatting/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/add-games/game-storage/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/add-games/network-transfer/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/play/add-games/second-sd-card/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/systems/pico-8/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/systems/portmaster/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/pt-BR/systems/scummvm/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/bluetooth/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/collections/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/controls/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/multi-disc-games/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/networking/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/patches-and-overlays/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/reset-to-factory-settings/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/ssh/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/customization/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/customization/background-music/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/customization/bezel-decorations/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/customization/bootlogo/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/customization/themes/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/ppsspp/cheats/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/configure/retroarch/controls/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/anbernic/rg35xx-2024/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/anbernic/rg35xx-h/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/anbernic/rg35xx-plus/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/anbernic/rg35xx-sp/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/anbernic/rg35xx/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/anbernic/rg40xx-h/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/orange-pi/orange-pi-zero-2w/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/powkiddy/rgb30/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/devices/trimui/smart-pro/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/faq/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/faq/knulli/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/faq/troubleshooting/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/guides/A133-firmware-extract/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/guides/h700-firmware-extract/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/bioses/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/hotkey-shortcuts/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/install/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/netplay/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/quick-start/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/retro-achievements/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/scraping/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/update/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/add-games/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/add-games/accessing-ext4/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/add-games/formatting/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/add-games/game-storage/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/add-games/network-transfer/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/play/add-games/second-sd-card/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/systems/pico-8/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/systems/portmaster/ + 2024-09-08 + daily + + + + + + + + + + https://knulli.org/it/systems/scummvm/ + 2024-09-08 + daily + + + + + + + + + \ No newline at end of file diff --git a/sitemap.xml.gz b/sitemap.xml.gz new file mode 100644 index 000000000..c3ef09870 Binary files /dev/null and b/sitemap.xml.gz differ diff --git a/systems/pico-8/index.html b/systems/pico-8/index.html new file mode 100644 index 000000000..8490d9316 --- /dev/null +++ b/systems/pico-8/index.html @@ -0,0 +1,2377 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Pico-8 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Pico-8

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Overview

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Game PathSupported Extensions
roms/pico8.png .p8
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Instructions

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Option 1: Running Pico-8 through RetroArch Fake-08

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By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or "carts") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

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Option 2: Running Pico-8 through the native engine

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Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

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Setup

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1) Pico-8 Files
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  • Go to Lexaloffle's download page
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  • From that page download the Raspberry Pi zip file
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  • Unzip the Raspberry Pi zip file and...
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    • Delete the pico8 file
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    • Rename the pico8_64 file to pico8
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  • +
  • Create a directory in userdata/bios/ called pico-8
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  • Upload the pico8, pico8_dyn, pico8_gpio and pico8.dat to this directory (you do not need any of the other files) +
    Final Folder Structure
    /userdata/bios/pico-8/
    +    ├─ pico8
    +    ├─ pico8_dyn
    +    ├─ pico8_gpio
    +    └─ pico8.dat
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  • +
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2) Make sure that Pico8 is executable
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By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

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To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

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chmod +x /userdata/bios/pico-8/pico8
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The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

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ls -l /userdata/bios/pico-8/pico8
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3) EmulationStation
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  • copy the following text into a file called es_systems_pico8.cfg +
    es_systems_pico8.cfg
    <?xml version="1.0" encoding="UTF-8"?>
    +<systemList>
    +  <system>
    +        <name>pico8</name>
    +        <emulators>
    +            <emulator name="lexaloffle">
    +                <cores>
    +                    <core default="true">pico8_official</core>
    +                </cores>
    +            </emulator>
    +            <emulator name="libretro">
    +                <cores>
    +                    <core>fake08</core>
    +                </cores>
    +            </emulator>
    +        </emulators>
    +  </system>
    +</systemList>
    +
  • +
  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
  • +
  • restart EmulationStation
  • +
  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS → EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
  • +
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Playing a game

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Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

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  1. Using Splore
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    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
    • +
    • To use this method simply create a file named Splore.png in roms/pico8.
    • +
    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
    • +
    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
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    +
  2. +
  3. Through .png or .p8 files added directly roms/pico8
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    • Browse the list of games (aka. "Carts") on Lexaloffle's website
    • +
    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
    • +
    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
    • +
    • You should now be able to launch the game by selecting it from the gamelist.
    • +
    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
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PortMaster

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PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

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Games

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The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

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The library is divided in two major categories:

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    +
  • Ports which are "Ready to run" are ports of free games which you can install and immediately start playing.
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  • Ports with "Files needed" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.
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Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

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Installing PortMaster

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After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

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If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

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Managing games

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PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

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PortMaster requires an active internet connection to install and update ports.

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  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
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  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
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  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
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  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.
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There is also an Options section where you will find settings for PortMaster itself.

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Installing ready-to-run games

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To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Installing games with files needed

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To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

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Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

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The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

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After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

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During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Known issues with PortMaster games on exFAT-formatted partitions

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As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

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For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

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The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

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PortMaster compatibility chart

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GameRuns on ext4Runs on exFATGame breaking issues on exFAT
Half-LifeNone
OwlboyLoses all settings/savegames when quit.
Stardew ValleyLoses all settings/savegames when quit.
TMNT: Shredder's RevengeLoses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues.
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ScummVM

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ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

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Point and click

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By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

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However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

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Standalone and RetroArch ScummVM

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KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

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Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

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  • Libretro ScummVM
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    • will not memorize game-specific settings for games which are launched from EmulationStation.
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Updated version coming soon

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We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

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Adding ScummVM games

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Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

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Game IDs

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Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, "Indiana Jones And The Fate Of Atlantis" by LucasArts has the ID atlantis. Consequently, the game ID of "Indiana Jones And The Fate Of Atlantis" is scumm:atlantis.

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The game "Atlantis: The Lost Tales" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of "Atlantis: The Lost Tales" is cryomni3d:atlantis.

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Launcher IDs

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When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

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For example, "Broken Sword" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of "Broken Sword" would receive the launcher ID sword1-win-de-1.

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Step 1: Find out the (default) launcher ID

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To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

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Open ScummVM launcher on your device

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The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. +In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

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Step 2: Add your game files

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In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

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Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

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Step 3: Create the ScummVM file

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After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of "Broken Sword" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

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However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

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So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

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sword1-win-de
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Saving game-specific settings in RetroArch-integrated ScummVM

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Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

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Step 4: Update gamelists

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Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

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Step 5: Add the game to the ScummVM launcher

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Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

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Step 6: Scrape media

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By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

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Bluetooth

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KNULLI supports a lot of different types of Bluetooth devices, such as input devices (controllers, mice, keyboards, etc.) and audio speakers and headphones.

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Connect a Bluetooth device

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Troubleshooting

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If your KNULLI device fails to pair with one of your Bluetooth devices, try disabling Wi-Fi while pairing. (You can enable Wi-Fi again after pairing.)

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Also, please be aware that some Bluetooth controllers might be built to only support the system they are made for, e.g., Android or Nintendo Switch. If your Bluetooth controller does not work with your KNULLI device, make sure that it supports Bluetooth for PC.

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To connect a Bluetooth device with your KNULLI device, you first need to make sure that both devices support Bluetooth. If so, press Start to bring up the main menu and go to Controller & Bluetooth Settings. Here, you will be able to Enable Bluetooth if it is not enabled, yet.

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Once Bluetooth is enabled, either try to Pair Bluetooth Pads Automatically (to automatically pair input-devices in pairing mode) or select Pair A Bluetooth Device Manually and find your device in a list of available Bluetooth devices in your vicinity. If your Bluetooth device does not show up or pairing does not work as expected, check the manual of your Bluetooth device for pairing instructions.

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Assigning controllers

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After your devices have been paired successfully, you might need to take additional steps in order to use them. For example, after connecting a Bluetooth controller, you will have to assign the controller to a player as explained in the Controls section.

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Set up audio output

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After pairing an audio output device (like a headphone), you need to set it as your audio output. Press Start to bring up the main menu, head to System Settings and choose your Blueooth device as Audio output.

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Forget a Bluetooth device

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If you want to remove or "forget" a paired Bluetooth device, press the Start button to bring up the main menu, head to Controller & Bluetooth Settings, open Forget A Bluetooth Device, find the device and remove it.

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Collections

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In addition to the systems displayed; EmulationStation (ES) has functionality to create custom collections that you can use to group and organize your game library in different ways. For example; if you wanted to create a view that automatically grouped all of your Role Playing Games or one that only lists the games you are currently playing you can use ES collections to do that.

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All of the options described below can be managed by pressing START anywhere in ES to open the Main Menu and then opening Game Collection Settings

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Game Collection Settings Menu

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Managing Your Backlog

+

Knulli includes a Now Playing collection that can be used to curate and play through your backlog. You can turn this on by going to Game Collection Settings > Create New Custom Collection from Theme while using our default system-theme.

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Once its turned on; you can add to it by pressing X(NORTH) on any game while in ES. In the menu that opens you'll see Now Playing listed under the collections header. Simply highlight it and press the confirm button.

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You can also set Knulli to boot directly into the Now Playing collection by setting the Start on System value in the Game Collection Settings menu. Change that value to Now Playing and also turn on Start on Gamelist.

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With the above settings you can create a very simple view of the games you are trying to finish that displays directly when Knulli launches.

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Collection Types

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There are 3 collection types in ES so let's walk through each to help you decide which makes sense to use for your use cases.

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Automated Collections

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EmulationStation has a set of built-in automated collections to easily view your last played games, favorites and all the games in your library. You can turn these on or off in the Automated Game Collections menu.

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Editable Collections

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An editable collection is one that you can specifically curate by hand. Simply give it a name and then as you are browing your gamelists you can press X(NORTH) on any game and add it to the collection you created. As an example, you could use this functionality to create a collection for all of your Final Fantasy games and then manually add each FF game to the list.

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Dynamic Collections

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A dynamic collection enables you to create a set of filters that will automatically group your games. For example if you wanted to create a collection that automatically grouped all of your Role Playing Games into a single view; you could create a dynamic collection called RPGs, select a genre filter of Role Playing Games and then save the filter. Then any time you add a new game with the Role Playing genre it will automatically show up in this collection.

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Additional Notes

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You can also use the Game Collection Settings menu to manage which systems are displayed. Press START anywhere in ES to open the Main Menu and then go to Game Collection Settings > Systems Displayed. In this menu; uncheck the systems you would like to hide and then exit the menu. ES will then refresh and those systems will be hidden.

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Controls

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Do not confuse hardware setup with button mapping for games/systems!

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Do not confuse controller setup with game- or core-specific button remapping! This section is about the global controller setup to make the hardware work. If you want to remap the controls for a specific game or emulator, follow the guide for the respective emulator (e.g. Retroarch).

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Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. Additionally, Knulli also supports other types of input devices, such as mice and keyboards.

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If a controller does not work with your KNULLI-device out of the box, it might be necessary to map its buttons and directional controls to the corresponding game inputs, as explained in the sections below.

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The built-in controls

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Most KNULLI-compatible devices are handhelds with built-in controls. They usually consists of a directional pad (, short: D-pad), the so called face buttons (), some shoulder buttons (L1, R1) and/or shoulder triggers (L2, R2) and some buttons for Start and Select. Additionally, your device will most likely have power switch and a function button (Function) which will be used for hotkey shortcuts. Optionally, your device might also have analog sticks and a reset button. If you do not know where those buttons are located on your device, please have a look at the manual of your device.

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KNULLI comes with a set of pre-defined hotkey shortcuts which allow you to save, load, and quit your games, take screenshots, etc. We strongly recommend to learn the hotkey shortcuts and we also strongly advise against modifying the hotkey shortcuts. You will find a list of all default hotkey shortcuts in the Hotkey Shortcuts section.

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Controller names

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Depending on your device, your built-in controls have a distinct name. For example, on the Anbernic RG40XX H, the built-in controls are called ANBERNIC-keys, on the RG35XX H, they are called Deeplay-keys.

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Assigning controllers

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After connecting a controller, the controller can instantly be used to navigate the EmulationStation GUI. However, to use a controller in a game, it must be assigned to a player. By default, only the built-in controls are assigned to player 1. After connecting additional controllers, you have to assign the controllers to the respective players.

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Press Start to open the main menu and head to Controller & Bluetooth Settings. Towards the end of the menu, you will find the controller assignments for players 1-8. Here, you can assign each player a dedicated controller.

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Controller assignments are reset after reboot

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Your KNULLI device does not memorize, which controller was assigned to which player in a previous session. Make sure to always assign all controllers to the corresponding players after you (re-)connected them to your KNULLI device.

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Controller mapping

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Do not attempt to remap the built-in controls

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Each KNULLI build is optimized for the specific device it was designed for. Specificially, all built-in controls are already mapped for you. Do not attempt to remap the built-in controls in the Controller & Bluetooth Settings menu. By doing so, you might break any hidden virtual controls (e.g. the D-pad-to-virtual-stick mapping for devices without analog sticks, which usually can be toggled with Function+Select). If you want to remap controls for certain games or systems, please do it within the respective game or emulator settings. The Controller & Bluetooth Settings menu is not the right place to map game- or system-specific controls!

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To map the buttons and directional inputs of a controller, press the Start button to bring up the main menu, find Controller & Bluetooth Settings and select Controller Mapping. On-screen instructions will ask you to hold a button on the controller you want to map. Once the controller was detected, you will be guided through the process: Simply press the button on your controller which corresponds best to the button/function displayed on screen.

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If you press a wrong button, don't worry: You will always be able to return to this menu and remap the controller again.

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Face buttons are indicated by direction!

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KNULLI supports several different controllers from different brands. Depending on your controller, labels on the face buttons might differ. Therefore, KNULLI names face buttons not by their label but by their direction.

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For example, out of the four face buttons, the north button () is labeled X on the standard SNES controllers. The same button is labeled Y on Xbox controllers and on PlayStation controllers.

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Make sure that you do not confuse the directional face buttons ( ) with the D-pad directions ( )! You will find more information about face buttons in the Hotkey shortcuts section.

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Background Music

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Your userdata folder contains a folder called music. If you store any compatible music files in this folder, the music will replace the original background music that comes with KNULLI. Instead of the built-in background music, KNULLI will now play the songs from your music folder while you are browsing your games in EmulationStation.

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Make sure your music files are compatible

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Background music for KNULLI/EmulationStation should be in MP3 or OGG format and have a sample rate of 44100Hz and a bitrate of 256kb/s max.

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When adding your background music, you can either dump all your songs randomly into the music folder or create subfolders for each system if you want to add system-specific music for all the systems you like to play. If you want to add your music per system, you should not leave any music files in the top level of the music folder but sort all your music by system. The system names in the music folder correspond to the system names in the roms folder (e.g., snes for SNES, megadrive for Mega Drive/Genesis).

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Once you added your music, press Start to bring up the main menu and head to Sound Settings. Here you can toggle Frontend music on and off. Additionally, you can set up volume, title display duration, and you can also set up whether you want your music selection to be played per system or not.

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Bezel Decorations

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KNULLI supports a lot of different emulators for a lot of different systems. Many of these systems originally had an aspect ratio that is different from the built-in screen of your KNULLI device. To fill the black void between the border of the screen and the game area, KNULLI supports using decorations, also referred to as bezels or bezel decorations.

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Decorations only work with RetroArch cores

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KNULLI comes with a lot of different emulators. However, bezel decorations currently only work with RetroArch-integrated emulators (libretro cores).

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Mind the aspect ratio

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Most bezel decorations are made for a specific aspect ratio of 16:9, to provide a decoration for the void around the game when playing on a TV screen. However, if the screen of your handheld has a different aspect ratio, those bezels will not work on your device!

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For example, the devices of Anbernic's RG35XX H/Plus/SP series have a 3.5" screen with an aspect ratio of 4:3, hence, a lot of well-known bezel decoration packs which have been designed for 19:6 displays (e.g., The Bezel Project) will not work on the built-in screen of those devices.

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Bezel decorations for 4:3 displays

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Even though most bezel decoration packs are specifically designed for 16:9 displays, there are a few options for 4:3 displays, too.

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drkhrse/antiKk

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Some bezels which were originally created by drkhrse and antiKk have been adapted by nvitaterna to work on Batocera-based handhelds with 4:3 displays. To install this set on your Knulli device

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    +
  • download the bezel pack from the GitHub repository of nvitaterna, either by +
  • +
  • unzip the file (e.g. with 7-Zip).
  • +
  • find the batocera_4_3_handheld_bezels folder inside the decorations folder you just unzipped.
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  • copy the entire batocera_4_3_handheld_bezels folder into the decorations folder of your userdata folder.
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The bezel pack should now be installed and ready to use. However, to apply it, you have to set it up as explained in the Apply bezel decorations section.

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Apply bezel decorations

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If you want to apply bezel decorations, you can do this either globally, by system, or by game. Since game settings override system settings and system settings override global settings, it is possible to globally set a specific bezel pack and, at the same time, pick a different one for a specific system, or even just a single game.

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EmulationStation does the work for you

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You might be used to setting up bezels directly within RetroArch. On your KNULLI device, EmulationStation will take care of this for you. Do not attempt to set up bezel decorations from within RetroArch.

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Global bezel decorations

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To apply a set of bezel decorations globally

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    +
  • press Start on the home screen to bring up the main menu.
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  • go to Game Settings and open Decorations.
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  • select the Decoration Set of your choice.
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  • leave the menu to apply the change.
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System bezel decorations

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To apply a set of bezel decorations to a system

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  • press Start on the home screen to bring up the main menu.
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  • go to Game Settings and open Per System Advanced Configuration.
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  • select the system you want to apply the bezels to.
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  • open Decorations.
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  • select the Decoration Set of your choice. (Auto means to inherit global settings.)
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  • leave the menu to apply the change.
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Game bezel decorations

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To apply a set of bezel decorations to a single game

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  • find the game on your device by browsing your game lists.
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  • hold the button that launches your games (usually A or B).
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  • go to Advanced Game Options and open Decorations.
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  • select the Decoration Set of your choice. (Auto means to inherit global/system settings.)
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  • leave the menu to apply the change.
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Boot Logo

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For a wholesome KNULLI experience, you may want to replace your boot logo to match the style of your theme. The KNULLI boot logo is stored on your primary SD card, on the batocera partition. If you want to replace your boot logo, simply follow the steps below.

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  • Create a new bitmap file (bootlogo.bmp) that has the exact same resolution as your built-in display (e.g. 640x480 for the Anbernic RG35XX Plus/H/SP/2024 series)
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  • Shut down your KNULLI device
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  • Eject the primary SD card from your KNULLI device and insert it into your computer
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  • Find the batocera partition on your SD card (and, if you are using Windows, ignore any warnings about broken/unformatted drives!)
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  • Locate bootlogo.bmp on your batocera partition and replace it with your new boot logo
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    • (You might want to back up the original file before you replace it)
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  • +
  • Eject the SD card from your computer and put it back into your KNULLI device
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  • Turn on your KNULLI device and enjoy your custom boot logo
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Boot logo and splash screen

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The boot logo is an image which is displayed while KNULLI is booting, from the moment the device is turned on until the moment EmulationStation is launched. The EmulationStation splash screen is displayed while EmulationStation is loading, scanning for games, or shutting down. The splash screen is controlled by the theme of your KNULLI installation - learn how to customize it in the Themes section. the boot logo on the other hand is part of the boot partition KNULLI is installed on.

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Customization

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KNULLI comes with a lot of options to customize your gaming experience and make your KNULLI-driven device truly your own.

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  • You can customize the default KNULLI theme (including its Splash screen) or install different themes as explained in the Themes section
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  • You can add your own background music as explained in the Background Music section
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  • You can install your preferred bezel decorations as explained in the Bezel Decorations section
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  • You can replace the boot logo with a different image as explained in the Boot Logo section
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Themes

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Knulli's default frontend is EmulationStation and default theme is Art Book Next. Also included by default is the Carbon theme from Batocera. Both are updated automatically as part of each release.

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Preview

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Configuration

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The following options can be changed directly from the main menu under User Interface Settings > Theme Configuration

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SettingDescriptionOptions
DistributionUsed to define which folder to look in for Theme Customization files.Batocera/Knulli, RetroBat
Aspect RatioEnables you to select the correct aspect ratio for your screen. This will automatically set itself so you should not need to change it but if the theme layout looks odd or spacing looks incorrect you can use this setting to make sure the aspect ratio matches your screen.16:9, 16:10, 4:3, 3:2, 1:1
System ArtworkDefines the set of artwork that is displayed on the system viewDefault, Noir, Custom, Custom (Fullscreen)
System LogosDefines the logo set used on all viewsDefault, Custom
Game ArtworkDefines the type of artwork used to represent a game. These are sourced from the the selections you make in the scraper menu. Image will display the image you selected to scrape for Image Source. Image (Cropped) will display that same image zoomed in to fill the screen. Boxart will display the image you selected to scrape for Box SourceImage, Image (Cropped), Boxart
Game MetadataSets if metadata (e.g. description, release date, etc...) should be displayed for a gameOn, Off
Font SizeSet the size for text elements throughout the theme.Default, Small, Large
Color SchemeSets the color scheme that is used for the theme. There is a set of prebuilt color schemes that you can select and an option to supply your custom color scheme (selected by choosing custom). You can see details on customizations below under Customization.Default, Light, Steam OS, SNES, Famicom, DMG, OLED, Custom
Splash ScreenToggles an optional custom splash screen which will be displayed when EmulationStation is loading and/or scanning for ROMs.Default, Custom
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Additional UI Settings

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The following EmulationStation settings can also be changed and will update the look of the theme accordingly:

+
    +
  • User Interface Settings > Show Clock - This will allow you to turn the system clock on or off
  • +
  • User Interface Settings > On-Screen Help - This will turn the display of EmulationStation's help system on or off (the theme's layout will automatically adapt to the available space)
  • +
  • User Interface Settings > Show Battery Status - This will allow you to change what is displayed for the battery status.
  • +
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Customization

+

Art Book Next allows customizations to system artwork and color schemes without the need to edit the source XML. This enables you to change the look of the theme and still retain your changes when the theme is updated.

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Start Here

+
    +
  • Make sure the Distribution setting is set to Batocera/Knulli (This value determines the folder where you will add your customizations)
      +
    • Batocera/Knulli folder is = /userdata/theme-customizations/art-book-next/
    • +
    • Create this folder and then move on to the options below...
    • +
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  • +
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Background Art

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The artwork used on the system view can be customized with your own images.

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For angled artwork:

+
    +
  • Create your custom artwork using one of the masks i've supplied in this theme's resources directory here. I've included a set of masks that should work in all major image editing programs.
  • +
  • Export your final images as transparent pngs
  • +
  • Create a folder in the path you created above called artwork
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • _default.png
    • +
    • ${system.theme}.png
    • +
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
    • +
    • _default.png can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
    • +
    • ${system.theme}.png should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png in the artwork folder.
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  • +
  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom
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For fullscreen artwork:

+
    +
  • Create a folder in the path you created above called artwork-fullscreen
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • _default.png
    • +
    • _default.jpg
    • +
    • ${system.theme}.png
    • +
    • ${system.theme}.jpg
    • +
    • The theme will look them them up in that order.
    • +
    • _default.png/jpg can be used for creating a single image that is used for all systems OR a fallback for systems that you did not create a custom image for (if you don't want to use the fallback that already exists in the theme)
    • +
    • ${system.theme}.png/jpg should be named for the system you are looking to override. For example if you wanted to override the artwork for snes you would create an image called snes.png or snes.jpg in the artwork folder.
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  • +
  • Once your images are in place you turn on custom images by changing the System Artwork setting to Custom (Fullscreen)
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Splash Screen

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    +
  • Upload your image to the folder you created above
  • +
  • It can be named:
      +
    • splash.png
    • +
    • splash.jpg
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  • +
  • One your image is in place you turn on your splash screen by changing Splash Screen to Custom
  • +
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Color Schemes

+

You can create your own custom color scheme to use for the theme

+
    +
  • Download this template
  • +
  • Upload it in the path you created above and make sure its called colors.xml
  • +
  • Change any values in the template to the colors you prefer.
  • +
  • I tried to make the values as self explanatory as possible but if you have questions regarding which property does what please don't hesitate to ask.
  • +
  • After your colors are defined; in theme configuration change Color Scheme to Custom
  • +
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Logos

+

System logos can be customized by adding your own images

+
    +
  • Create a folder in the path you created above called logos
  • +
  • Upload your images to that folder
  • +
  • They can be named:
      +
    • ${system.theme}.svg
    • +
    • ${system.theme}.png
    • +
    • The theme will look them them up in that order. If a given image is not found in your folder then the the images from the theme will be used as a fallback. This allows you to customize only the images you want and still have images displayed for all systems.
    • +
    • ${system.theme}.svg/png should be named for the system you are looking to override. For example if you wanted to override the logo for snes you would create an image called snes.svg or snes.png in the logos folder.
    • +
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  • +
  • Once your images are in place you turn on custom images by changing the System Logos setting to Custom
  • +
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Adding Additional Themes

+
    +
  • Knulli's version of EmulationStation is sourced from the same version used in Batocera so you can also use themes that were created for Batocera directly
  • +
  • You can download themes directly using the built-in theme downloader (which includes nice previews of each theme)
  • +
  • You can also find a list of Batocera themes here: https://batocera.org/themes.php if you would prefer to download them manually
  • +
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There are no guarantees that themes from the above list will support the aspect ratio of your device or all of the systems we support. Because of that; some themes may look odd, not display all systems or have layouts that do not match well to your screen.

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Creating Your Own Theme

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An exhaustive tutorial is out of scope for this wiki. That said; please see Batocera's theme documention @ https://wiki.batocera.org/write_themes_for_emulationstation. Its a great starter guide for understanding the fundamentals of creating themes for the version of EmulationStation used by Knulli.

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Multi-Disc Games

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Some video games for disc-based consoles, especially those with lots of cinematics, come on more than one disc. Once you added a multi-disc game to your KNULLI device, each disc of the game will show up as its own game. Of course, this adds unnecessary clutter to your game list. Therefore, KNULLI comes with a feature that allows you to hide all the discs of the multi-disc game and display a playlist instead.

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All you have to do is create a m3u playlist file within the folder for the ROMs of the given system and add relative path references to all the disc images in the correct order.

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If you feel unsure how to achieve that, follow this guide. It will take you through the process step by step.

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Make sure that 'Ignore Multi-File Disk Content' is turned on

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KNULLI comes with a setting that allows to hide or show the content (the individual discs) of multi-disc games. By default, hiding individual discs is turned on. However, if you have issues with individual discs unwantedly showing up on your Knulli device, make sure this feature is turned on.

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Press Start to bring up the main menu, go to System Settings, then Frontend Developer Options, where you find the option Ignore Multi-File Disk Content (CUE/GDI/CCD/M3U). Make sure it is turned on. To apply any change you made here, you will need to update your gamelists by going to Game Settings from the main menu and select Update Gamelists.

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This option will hide every disc file that is correctly referenced in a playlist. If your game discs still show up, there is likely something wrong with your m3u file.

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How to store multi-disc game files

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There are several possibilities how to store multi-disc game files. Let's take the PlayStation classic Metal Gear Solid as an example.

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As thoroughly explained in the Add Games section, all your games have to be stored in your userdata/share folder in a subfolder of roms that corresponds to the system the game was developed for - in this case, psx, the folder for PlayStation games.

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Top level of the system's ROMs folder

+

Some users prefer to add their multi-disc games to the ROMs folder like any other game:

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/roms
+ └─ psx/
+    ├─ Metal Gear Solid (Disc 1).chd
+    └─ Metal Gear Solid (Disc 2).chd
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Game-specific subfolder of the system's ROMs folder

+

Some users prefer to create a subfolder for every multi-disc game and drop all the files there:

+
/roms
+ └─ psx/
+    └─ Metal Gear Solid
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
+

"Hidden" subfolder of the system's ROMs folder

+

some users prefer to put all their multi-disc games in a subfolder called hidden (or something similar):

+
/roms
+ └─ psx/
+    └─ hidden
+       ├─ Metal Gear Solid (Disc 1).chd
+       └─ Metal Gear Solid (Disc 2).chd
+
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Creating the playlist

+

After you stored the files on your KNULLI device, you can now create a playlist to group all the discs that belong to a single game into a single file.

+

For that purpose, create a plain text file with the file extension .m3u. Ideally, the m3u file should be named like the game and its discs, so for the example given above, the file name should be Metal Gear Solid.m3u.

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Following the above examples, you now have two options where to store the playlist file. You can either store it on the top level of the roms/psx folder or optionally in the same subfolder you might have stored your game files in. Depending on where your game files and your playlist file are stored and how they relate to each other, you now need to edit the playlist file:

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Playlist and game files in the same folder

+

If you decided to store your game files and your playlist file in the same folder, make sure that your m3u refers to the game files directly without any path.

+

For the examples shown above, your Metal Gear Solid.m3u file should contain

+
Metal Gear Solid (Disc 1).chd
+Metal Gear Solid (Disc 2).chd
+
+

if it is stored in the same folder as Metal Gear Solid (Disc 1).chd and Metal Gear Solid (Disc 1).chd.

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Playlist and game files in different folders

+

If you decided to store your game files and your playlist file in different folders, make sure that your m3u includes the path when referring to the game files.

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For the examples shown above, your Metal Gear Solid.m3u file should contain

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Metal Gear Solid/Metal Gear Solid (Disc 1).chd
+Metal Gear Solid/Metal Gear Solid (Disc 2).chd
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if your Metal Gear Solid.m3u is stored in roms/psx and your game files are stored in roms/psx/Metal Gear Solid.

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Networking

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Many devices which are supported by KNULLI are capable of connecting to the internet as well as local networks. In most cases, this is achieved by a built-in Wi-Fi adapter. However, KNULLI also supports network connection via USB dongles.

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Supported network adapters

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Some KNULLI-supported devices (e.g., Anbernic RG35XX Plus/H/SP, TrimUI Smart Pro) already come with a built-in network adapter that is completely supported by KNULLI. If your device comes with a built-in Wi-Fi adapter, you can skip ahead to setting up Wi-Fi.

+

However, even devices without a built-in network adapter (e.g., Anbernic RG35XX 2024, Anbernic RG28XX) can be connected to your Wi-Fi. KNULLI supports external USB Wi-Fi dongles which are based on the RTL8192cu or RTL8188eu/us chipsets. More specifically, the KNULLI community strongly recommends the TP-Link TL-WN725N network adapter.

+

To activate your USB network adapter

+
    +
  • plug the network adapter into an appropriate USB port of your KNULLI device.
  • +
  • press the Start button and head to System Settings. There you will find Services where you need to turn on ENABLE_WIFI after you plugged the network adapter into your device.
  • +
  • follow the instructions for setting up Wi-Fi.
  • +
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Setting up Wi-Fi

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WPA3 issues

+

Some users experienced issues when connecting their device to a WPA3-protected Wi-Fi. If your device does not connect to your local Wi-Fi, make sure that it is protected with WPA2, not WPA3.

+
+

If your device has a built-in Wi-Fi adapter, you can set it up directly via KNULLI. Press the Start button to open the main menu, go to Network settings where you can configure your Wi-Fi connection. In the lower Settings section, enable Wi-Fi, then select your Wi-Fi by its SSID, enter your Wi-Fi key, and leave the menu to connect to your Wi-Fi.

+

In the section above, you can see whether you are currently connected to Wi-Fi, see your current IP address and toggle the network indicator on or off.

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Password protection

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By default, your KNULLI device does not require a root password to access your device. Consequently, as soon as you connect to a network, the data on your device becomes accessible in your local network without any password protection. While this might be convenient within your own home, it might be a severe security risk when connecting to a network which is not under your control. We strongly suggest to enable additional security.

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Additional security

+

Press the Start button to open the main menu, go to System settings and find Security. There, you can toggle Enforce security on or off. Be aware that you need to restart the device for the change to take effect.

+

After you enabled additioal security and rebooted your device, return to the Security menu. Below the toggle to Enforce security you will find the Root password now. The root password is generated randomly and sometimes changes automatically when the system receives updates or when major settings have been modified. However, you will always be able to look up your current root password by returning to this menu.

+

The password and the username root must now be used to access the device via network.

+
+

Unknown networks

+

Be aware, that KNULLI is built for retro gaming and easy network access. While this setting will make it harder to access your userdata partition, you still should not connect your KNULLI-driven device to any unknown local networks.

+
+

Hostname

+

The default hostname of the device will always be KNULLI. However, you can pick your own hostname, which might come in handy if you have more that one KNULLI-driven device in your local network. Within your local network, the hostname should be unique, if possible.

+

If you want to change the hostname of your device, press the Start button to open the main menu and go to Network settings where you can modify the Hostname.

+

Windows users may use the hostname to find the device and access the userdata partition. When the device is turned on and connected to your local network, you will find the device in Windows Explorer at the "Network" section under its hostname. Alternatively, you can access the device directly by typing the path in the address bar of Windows Explorer.

+

The path

+
\\KNULLI\share
+
+

(replaceKNULLI with your hostname if you changed it) will lead directly to the /userdata folder where you will find your ROMs, BIOSes, etc. See the Add Games section for more details.

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Patches and Overlays

+
+

Important: Read this before you start!

+

This section deals with adding patches to your KNULLI installation manually. This is not a guide for regular updates. Please be absolutely aware that this guide is just a kick-off guide for advanced users who want to learn more about Linux and apply manual changes to their KNULLI installation.

+

If you are looking for information on how to update your KNULLI device regularly, please head to the Update section instead!

+
+
+

SSH network access to your device is mandatory

+

Before reading any further, be aware that it is mandatory to be able to access a command line on your KNULLI device via SSH to install patches and create overlays. Consequently, you will not be able to do either unless your device is connected to your Wi-Fi (as explained in the Networking section) and you have prepared SSH access to your device (as explained in the SSH section).

+
+

This section covers details about installing patches and persisting changes to the operating system in an overlay. As a regular KNULLI user, you probably do not need to know any of this. This entire section is written for two groups of users:

+
    +
  • Community members from our Discord who want to try patches before they are included in a new internal or public build.
  • +
  • Advanced users who know their way around Linux and want to make changes to their KNULLI setup.
  • +
+

Understanding Linux file systems

+

If you are a Windows user who has never worked with Linux before, you might want to take a little time to understand how Linux file systems work. Bare in mind that this is a simplified explanation which is only meant to pick you up and give you a brief understanding of how KNULLI works differently from your Windows PC. If you want to learn more about how Linux work, we strongly recommend to find a more extensive source of information.

+

File systems on Windows machines

+

On your Windows computer, each drive (or partition) has an assigned drive letter. You might think about them like labeled drawers of a filing cabinet. The main drive that hosts your Windows installation traditionally uses the drive letter C: - this is a relic of a time when drive letters A: and B: were reserved for the two floppy disk drives computers used to have. However, if you connect another drive to your PC, like a thumb drive or a SD card, Windows automatically assigns new drive letters to them, so you can access those drives from your Windows Explorer. Files and folders are addressed by their absolute path which starts with the drive letter. E.g., the folder which holds your pictures is located at

+
C:\Users\<username>\Pictures
+
+

File systems on Linux machines

+

Linux filesystems work a little different. On Linux, every drive is treated like a folder. A Linux system always has a so called root that loosely corresponds conceptually to the drive letter C: on a Windows machine. The root is always referred to by the symbol /. By definition, each absolute path always starts with the / symbol.

+

Other drives are treated like subfolders of the root. With a command called mount, any empty folder of a Linux system can be assigned to any drive of the device. It is even allowed, to have more than one folder that points to the same drive. Following the previous metaphor, consider a filing cabinet with only a single drawer.

+

For example, on your KNULLI device, your games are stored in

+
/userdata/roms
+
+

The KNULLI file system

+

KNULLI is a Linux, so it uses a Linux file system. The entire KNULLI system is stored in a read-only SquashFS. (You can learn more about SquashFS on Wikipedia.) The only exception is a writable folder called /userdata.

+

During boot, KNULLI uses the mount command to make the folder /userdata point to a writable drive. By switching between internal and external storage (as explained in the Second SD Card section), you tell KNULLI which drive to mount as /userdata during boot:

+
    +
  • If you use a single SD card setup (internal storage), KNULLI mounts the SHARE partition of SD 1.
  • +
  • If you use a dual SD card setup (external storage), KNULLI mounts the main partition of SD 2.
  • +
+

When accessing your KNULLI device via Windows/SMB network transfer (as explained in the Network Transfer section), you will access a network drive called share that corresponds exactly to your current /userdata folder. The SMB address

+
\\KNULLI\share
+
+

points to the exact same place as the absolute path

+
/userdata
+
+

on your KNULLI device.

+

The Game Storage section covers in great detail how to use the writable part of your device to add games, BIOS files, bezel decorations, etc. However, when you want to install patches, you want to modify files outside of the writable /userdata folder - that is, where the overlay comes into play.

+

Many ways lead to Rome

+

Keep in mind that Linux allows multiple paths to the same files and folders:

+
/media/SHARE
+
+

points to your internal storage while

+
/media/SHARE_1
+
+

points to your external storage (if you have a dual SD card setup).

+

Consequently, on a single SD card setup, the paths

+
/media/SHARE/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file.

+

Following that principle, on a dual SD card setup, the paths

+
/media/SHARE_1/system/batocera.conf
+
+

and

+
/userdata/system/batocera.conf
+
+

point to the exact same file, too.

+

The overlay

+

Since everything outside of the /userdata folder of your KNULLI installation is read-only by definition, you will need to create an overlay to make permanent changes to your KNULLI installation. Otherwise, all changes will simply be undone after every reboot of your system.

+

Your primary SD card (SD1) has a drive called BATOCERA, which is formatted to FAT32 and can be accessed easily from Windows, Linux, and MacOS. On that drive, you will find a folder called boot which contains a file called batocera - that file contains the majority of your KNULLI installation. (This is why you can manually update your KNULLI installation by simply replacing this file, as explained in the Update section.)

+

The overlay is another file that is just called overlay and resides in the same folder. The overlay is optional - usually, users do not have an overlay in place. The overlay file contains changes you made to the KNULLI installation, which will be applied during boot.

+
+

Important: Undo changes

+

If you have created an overlay that breaks your system, you can always undo all your changes by simply deleting the overlay file from the boot folder of your batocera partition.

+

We strongly recommend to always remove your current overlay when you update your KNULLI installation, because patches and other modifications stored in the overlay might be in conflict with the new KNULLI version.

+
+

Installing patches (or manual modifications)

+
+

Patches

+

Some community members on our Discord server occasionally provide patches you can install manually. These patches are usually new features which are either considered or already confirmed to be included in a future KNULLI release. Be aware that patches might be experimental and sometimes just a prototype for a final solution!

+

By installing a patch and reporting feedback to the developers, you provide valuable assistance to the development of KNULLI. However, patches are often not yet approved by the community or the lead developers of the KNULLI project, consequently, there are no guarantees that they will work for you.

+

Before installing a patch, make sure you find the source trustworthy.

+
+

Most patch installations (or manual modifications) to your KNULLI system follow a simple pattern:

+
    +
  • Add, replace, or remove files outside of your /userdata folder
  • +
  • Make some of the files executable by applying the command chmod +x to the files.
  • +
  • Create or update your overlay by executing the command batocera-save-overlay which makes all the changes persistent.
  • +
  • Reboot your device.
  • +
+

Some developers simplify this process for you, by providing a patch installer which does most of these steps for you. However, even if you received a patch installer, you will still have to make the patch installer executable and run it from an SSH command line.

+

Putting files into the right places

+

There are several options to put files in the right places outside of the /userdata folder.

+
    +
  • Some patches come with a patch installer which moves the file for you. In this case, simply store the patch installer and all patch files in your /userdata folder according to the specifications made by the developer.
  • +
  • You can use SCP/FTP to access the entire KNULLI file system. You will find a subsection on how to use SCP/FTP in the Network Transfer section. This approach allows to put the files directly to their final destination.
  • +
  • You can copy the files to your /userdata folder by the same method you add your games and BIOSes. Afterwards, you can move the files from their location inside /userdata to their final destination
      +
    • either by using the OD-Commander tool you will find in the Ports category of your KNULLI device
    • +
    • or by connecting via SSH (as explained in the SSH section) and copying/moving the files via cp/mv on the command line, e.g., +
      cp /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +or +
      mv /userdata/system/some-file.sh /usr/bin/some-file.sh
      +
      +where the first argument is always the path to the source file you want to copy/move and the second argument is always the final destination where you want the file to end up.
    • +
    +
  • +
+

Making files executable

+

After you have moved the files in the right places, you need to make sure that all files which are supposed to be executable actually are executable.

+

Linux file system permissions

+

On Linux file systems, three different permissions can be set on each file or folder:

+
    +
  • The read (r) permission allows to read the contents of the file.
  • +
  • The write (w) permission allows to modify or even delete the file and/or its content.
  • +
  • The execute (x) permission allows to execute the file, which is a special precaution to avoid users accidentally launching dangerous programs. Each program has to be actively set to actually be executable.
  • +
+

The three permissions can be set on each file for three different "user classes":

+
    +
  • The owner is a single user who owns the file. (It doesn't necessarily has to be the file's creator.)
  • +
  • The group is a single group of users who might have a certain interest in the file.
  • +
  • The others are all other users who are not the owner and not members of the group.
  • +
+

As a result, the permissions of each file can be represented by a 3-by-3 matrix. In this example, everyone can read and execute the file, but only the owner can modify it:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ReadWriteExecute
Owner
Group
Others
+

This corresponds to a string representation of

+
rwxr-xr-x
+
+

where the first 3 letters represent the owner, the next 3 letters represent the group and the last 3 letters represent the others.

+

Setting Linux file permissions

+
+

Make sure that files need to be executable

+

Before you make a file executable, make sure the file actually needs to be executable. Do not randomly mark files as executable "just to be safe". If you are unsure, check back with the patch developer and ask if a file should be executable or not.

+
+

Again, you have several options to set the file permissions on the files of your KNULLI system and make sure a file is executable:

+
    +
  • If using WinSCP, you can right-click a file and select Properties.
      +
    • In the Common tab, go to the Permissions section and make sure all the Xes are checked if the file is required to be executable.
    • +
    +
  • +
  • If connected via SSH (as explained in the SSH section), you can
      +
    • use the ls command to check the permissions of a file, e.g., +
      ls -l /userdata/system/patch-installer.sh
      +
      +to see if a file called patch-installer.sh is executable. The response will look like +
      -rwxr-xr-x 1 root root 458 Aug  3 22:20 /userdata/system/patch-installer.sh
      +
      +and you can tell from the part rwxr-xr-x if a file is executable for everyone.
    • +
    • use the chmod command to change the permissions of a file and make it executable, e.g., +
      chmod +x /userdata/system/patch-installer.sh
      +
    • +
    +
  • +
+

If provided: Run the patch installer

+

If your patch came with a patch installer which you have made executable in the previous step, you can now execute the patch installer from the SSH command line. To do so, establish a SSH connection (as explained in the SSH section) and launch the installer by calling the script by its name from the command line (Mind the dot at the beginning of the command!), e.g., +

./userdata/system/patch-installer.sh
+

+

Have a close look at the output of this command, maybe copy-paste it to a text file for debugging purposes and reach out to the Discord community if you have problems understanding the output.

+

If required: Create overlay manually

+

Some patch installers implicitly create or update the overlay. However, some do not. If your patch did not come with a patch installer, if you want to patch in your own modifications, or if you are not sure whether the patch you applied created an overlay, you better do it yourself. To do so, establish a SSH connection (as explained in the SSH section) and execute the following command: +

batocera-save-overlay
+
+Once the overlay was created/updated successfully, you can type +
reboot
+
+to reboot your system and check if your changes are still in place afterwards.

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Cheats for PPSSPP

+

The standalone PPSSPP emulator for PlayStation Portable (PSP) brings its own database of cheats which can be applied to your PSP games.

+

Installing PPSSPP cheats

+

To install PPSSPP cheats on your KNULLI device, simply press Start to bring up the main menu. From there, head to Updates & Downloads and open the Content Downloader. Find Cheats for PPSSPP emulator, either by searching for it by keyword or by scrolling down to the PlayStation Portable section. Either way, after selecting Cheats for PPSSPP emulator from the list and pressing the confirm button (either A or B depending on your settings), you will be prompted to install cheats. Confirm again to begin installation.

+

Applying PPSSPP cheats on your games

+

By default, KNULLI uses standalone PPSSPP as emulator for your PSP games. However, if you want to make sure that your game runs on PPSSPP (e.g., because you have set global default PSP emulation to another core), you can go to the PSP category, find the game you want to apply cheats on, and hold the confirm button (either A or B depending on your settings) to bring up the game menu. Find Advanced Game Options and make sure to set Emulator to PPSSPP.

+

Applying cheats

+
    +
  • Launch the game and press the Function button to bring up the PPSSPP menu.
  • +
  • In the PPSSPP menu, pick Create game config to create a game config file for your game.
  • +
  • Next, pick Game Settings and head to the System tab where you will find a toggle to Enable Cheats. Make sure that the box is checked.
  • +
  • Head back to the main menu of the PPSSPP overlay, which will now have a Cheats section.
  • +
  • Go to the Cheats section and simply check all the cheats you want to apply to your game. Be aware that not every cheat is available for every game.
  • +
+

You may now return to your game, the cheats should be applied automatically. Since you stored them in a game config file, the cheats will be restored automatically the next time you launch the game with PPSSPP.

+

Enhancing performance with cheats

+

Even though the word "cheat" usually refers to gaining gameplay advantages by manipulating, breaking, overriding the rules of a game, PPSSPP cheats also contain some means to improve the performance of certain games.

+

For example, among the cheats for "God Of War: Chains Of Sparta", you will find cheats for locking the framerate to 30 or 60 FPS. By enabling the 30 FPS lock cheat and setting Frame skipping to 1 and Auto frameskip to disabled in the Graphics tab of the Game settings, you might get a more enjoyable performance on a low-powered device like the Anbernic RG35XX H/Plus/SP.

+
+

Some stock operating systems (e.g., the Anbernic stock OS) already include game configurations for several games, which have cheats activated by default. If you feel like one of your games performs better on the stock OS of your device, take the time to compare the emulator settings of the same game on both devices and adapt the configuration from the stock OS to your KNULLI device.

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Reset To Factory Settings

+
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Re-creating the entire system folder

+

Usually, KNULLI updates will NOT require you to re-create your entire system folder. Re-creating the system folder corresponds to resetting to factory defaults. Consequently, it will force you to re-configure a lot of settings manually since they will be gone afterwards! Do NOT do this, unless you are absolutely sure it is required.

+
+

As you might already know, all your settings are stored in your userdata/system folder as explained in the Game Storage section.

+

If your system does not work as expected after you changed a setting and you can't find a way to undo said setting, your issue might still be fixed by resetting the corresponding configuration file or the entire system folder to factory settings. In VERY rare cases, it might also be required to adapt your settings to new KNULLI defaults by replacing/updating some files in that system folder after you installed an update.

+

The easiest way to achieve that is by just removing either the respective files or the entire folder. During the next boot, KNULLI will replace all the missing files with new files which contain the default settings.

+

Back up your current settings

+

If you want or need to re-create a configuration file (or the entire system folder) with default settings, access your userdata folder the same way you always access it. Alternatively, you can use the built-in OD-Commander from the Ports category. Either way, we strongly suggest that you rename the system folder or the files you want to replace by adding a suffix like .bak (e.g., rename from system to system.bak). This way, you will be able to put your old settings back entirely or hand-pick single files/lines from your old settings.

+

Renaming files/folders with OD-Commander

+
    +
  • Go to the Ports category.
  • +
  • Find and launch OD-Commander.
  • +
  • You should already see the contents of your userdata folder on the left side, indicated by the headline /userdata. If you are not there, yet, navigate to /userdata by using up/down on the D-pad to navigate and the OK/Back buttons to enter/leave a folder.
  • +
  • Locate the system folder on the left side of the screen.
  • +
  • While the focus is on the system folder
      +
    • either enter the folder and locate the single files or subfolders you want to re-create
    • +
    • or just stay, if you want to re-create the entire system folder.
    • +
    +
  • +
  • Once you have moved the focus on a file/folder you want to re-create
      +
    • press X to open the file menu.
    • +
    • select Rename.
    • +
    • use the on-screen keyboard to rename the file/folder.
    • +
    +
  • +
+

Re-create your configuration files

+

Afterwards, reboot your KNULLI device. It will re-create the missing files and folders from KNULLI defaults. Now, you can either re-configure all your settings via the EmulationStation GUI or you can hand-pick configuration details by comparing your old settings (.bak) with the new ones.

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Modifying controls in RetroArch

+

For several systems, KNULLI employs emulation cores from the RetroArch library (libretro). You will find exhaustive documentation on how to use RetroArch in the excellent RetroArch documentation portal. However, to give you a kick-start, here's how to remap controls for your RetroArch-driven emulation systems on your KNULLI device.

+

Remap by game, content directory, or core

+

If you want to remap controls for your retroArch-driven games, first you got to decide, whether you want to change controls for the game, the content directory where the game is stored, or the entire emulation core.

+

When launching a game with a RetroArch core, RetroArch first loads its default remap file common.rmp. However, the default remap file can be overriden hierarchically in the following order:

+
    +
  1. core remap file overrides default remap file
  2. +
  3. content directory remap file overrides core and default remap file
  4. +
  5. game remap file overrides all other remap files
  6. +
+

Now, depending on how your games are stored on your device, if you want to change key mappings for each game of a system, you might either want to change controls for the entire core or for the content directory. However, even if you create a remap file for a content directory, the remapping still will only apply to the core it was made for.

+

Changing controls for an entire core might come in handy if you want to change the key mappings for every game which is run by that core, e.g. for globally swapping B and Y and A and B on a Gameboy core to make default Gameboy controls more similar to default SNES controls and not having to make the same change for every single game again.

+

Remapping controls for a content directory could be helpful if the core covers games from more than one folder but you want to apply the remap to games from only one of these folders.

+

Changing controls for a single game will help you to adapt controls for a single game without messing up controls for every other game of the same core (or folder).

+

Remap your controls

+

After you made a decision on whether you want a game or core specific remapping, hold F (the function button) and press B to bring up the RetroArch menu while playing the game.

+
    +
  • Go to the Controls section and select Manage Remap Files.
  • +
  • Check if there is already an Active Remap File indicated at the top of the menu and if that is the remap file you would like to edit.
      +
    • If the file is named like the game, it is a game remap file.
    • +
    • If the file is named like the folder it is a content directory remap file.
    • +
    • If the file is named like the emulation core it is a core remap file.
    • +
    • If the file is named common.rmp it is the default remap file. (You should not try to edit this one.)
    • +
    +
  • +
  • If the default remap file is selected (or the active remap file is not the remap file you want to use),
      +
    • pick Save Game Remap File to create a game remap file or
    • +
    • pick Save Content Directory File to create a content directory remap file or
    • +
    • pick Save Core Remap File to create a core remap file.
    • +
    +
  • +
  • If you want to permanently delete the current remap file
      +
    • pick Remove Game Remap File to permanently delete the game remap file or
    • +
    • pick Remove Content Directory File to permanently delete the content directory remap file or
    • +
    • pick Remove Core Remap File to permanently delete the core remap file.
    • +
    +
  • +
  • After you made sure the Active Remap File indicates the file you want to use and modify,
      +
    • return the previous section (Controls),
    • +
    • pick the control port you want to remap (for the controls integrated in your KNULLI device, use Port 1 Controls), and
    • +
    • find the input of your device that you want to reassign (first/left column) and assign it to the desired input of the emulated system (second/right column).
    • +
    +
  • +
+

Once you are done remapping, return to your game. All changes you made will be stored in the currently active remap file and will be automatically restored when you launch the game again, unless they are overriden by another remap file as illustrated above.

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SSH

+

As an advanced user, you might want to access the command line (or shell) of your KNULLI device to enter Linux commands directly. You may do so by connecting to KNULLI via SSH. There are several SSH clients available. For Windows users, we recommmend SmarTTY (which is also able to do file transfers) or PuTTY.

+

However, it is also possible to simply use the SSH client which is already integrated in your operating system: Most Linux distributions and modern Windows versions come with a SSH command line tool.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section and establish the SSH connection as explained below.

+

Required information

+

When establishing your SSH connection, you will need the following information:

+
    +
  • Host: Either the hostname of your KNULLI device (default is KNULLI) or the current IP address (press Start and go to Network settings to find your current IP address)
  • +
  • Username: root
  • +
  • Password: Your current root password (press Start and go to System settings and Security to find your current root password, default is linux)
  • +
+

Option 1: Using SSH from the command line

+
    +
  • Open a command line/terminal on your computer.
      +
    • Windows users can use the new Windows Terminal, classic CMD, or PowerShell.
    • +
    • Linux users probably know their way around the command line anyway.
    • +
    +
  • +
  • Type +
    ssh root@knulli
    +
    + and confirm by pressing Enter. (If you changed the hostname of your KNULLI device, you might need to replace knulli with the hostname you chose or the IP address of your KNULLI device.)
  • +
  • If asked, you may confirm fingerprinting.
  • +
  • When asked, type your password and confirm.
  • +
  • After the password was verified, you should be connected to your device via SSH.
  • +
  • Once you are done with SSH, you can quit the SSH client by typing exit and confirming.
  • +
+

Option 2: Using a standalone SSH client tool

+

To establish a SSH connection via SmarTTY, install and launch the program, then follow these steps:

+ + + + + + + + + +
+ +

Step 1: Click New SSH connection... at the bottom left of the window.

+

+ +

Step 2: Setup a new SSH connection with the following settings and click Connect.

+ + + + + + + + + + + + + + + + +
Host Name:KNULLI
User Name:root
Password:linux
+ Also check: +
    +
  • Setup public key authentication and don't ask for password again
  • +
  • Save this connection to connections list
  • +
+
+
+ +

Step 3: When prompted for a type of virtual terminal, choose a regular Terminal.

+
+ +

Step 4: You have successfully established a SSH connection to your KNULLI device.

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+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/anbernic/rg35xx-2024/index.html b/tr/devices/anbernic/rg35xx-2024/index.html new file mode 100644 index 000000000..8b4d71600 --- /dev/null +++ b/tr/devices/anbernic/rg35xx-2024/index.html @@ -0,0 +1,2414 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX 2024 - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX 2024

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX 2024 distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX 2024.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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Anbernic RG35XX H

+

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG35XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xXX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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Anbernic RG35XX Plus

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX Plus. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX Plus.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/anbernic/rg35xx-sp/index.html b/tr/devices/anbernic/rg35xx-sp/index.html new file mode 100644 index 000000000..673b8c89e --- /dev/null +++ b/tr/devices/anbernic/rg35xx-sp/index.html @@ -0,0 +1,2416 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX SP - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX SP

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31Emulation Station
+
+

The RG35XX Plus distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35XX SP. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG35XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

+ + + + + + + + + + + + + +
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+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/anbernic/rg35xx/index.html b/tr/devices/anbernic/rg35xx/index.html new file mode 100644 index 000000000..b20881747 --- /dev/null +++ b/tr/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2315 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35XX Original - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG35XX (Original)

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35xx OriginalActions Semi 7039 (ARM)Actions Semi BSP 4.9.170pvrsrvkmEmulation Station / Simplemenu
+
+

The RG35XX distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG35xx (original). In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

Features

+
    +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+
+

The RG35XX is currently not supported by KNULLI.

+
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+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/anbernic/rg40xx-h/index.html b/tr/devices/anbernic/rg40xx-h/index.html new file mode 100644 index 000000000..67faaa1da --- /dev/null +++ b/tr/devices/anbernic/rg40xx-h/index.html @@ -0,0 +1,2417 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG40XX H - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Anbernic RG40XX H

+

+

Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
RG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31EmulationStation
+
+

The RG40XX H distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by anbernic for those

+
+

Extracting the kernel and bootloader

+

Anbernic has not published the source code of the u-boot and kernel of the RG40XX H. In order to have a working configuration you have two options:

+
    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

+

Features

+
    +
  • Wireless
  • +
  • Bluetooth
  • +
  • Suspend (briefly press power button)
  • +
  • HDMI
  • +
  • Emulation Station frontend
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Installation

+

Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the RG40XX H.

+

Video Guide

+
+

Courtesy of @TechDweeb

+
+ + +

Community

+

Videos

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Device Support

+

We are working on KNULLI versions for a variety of ARM based devices.

+

There are two main categories, those that have GPU support and include Emulation Station as their main interface, and others that are currently framebuffer based only (legacy) that typically use Simplemenu as the main interface.

+
+

Not all devices we are currently working on have received a public release of KNULLI, yet. To find out if KNULLI is already available for your device, visit the Releases page. You will find a list of all currently supported devices in the Installation Package Downloads section. If you find a package for your device there, you should follow the Installation guide to install KNULLI on your device. If your device is not listed there, please be patient. There is no public release available, yet. Do not attempt to install a package for a different device - it will not work.

+
+

GPU supported devices

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
AnbernicRG35xx OriginalActions Semi 7039 (ARM)Actions BSP 4.7.190PowerVR SGX544fbdev + Emulation Station / Simplemenu
AnbernicRG35XX PlusAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX HAllwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
AnbernicRG35XX 2024Allwinner H700 (ARM)Allwinner BSP 4.9.170Mali G31fbdev + Emulation Station
Orange PiOrange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
PowkiddyPowkiddy A12Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyPowkiddy A13Rockchip RK3128 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
PowkiddyRGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
SegaAstro City MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
SJGAMM16Rockchip RK3126 / Mali 400 MP4 (ARMv7-A)Rockchip BSP 4.4MaliWeston + Emulation Station
TaitoEgret II MiniAllwinner R16 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.0Malifbdev + Emulationstation
UnbrandedPocketGo S30Allwinner A33 / Mali 400 MP4 (ARMv7-A)Allwinner BSP 4.4Malifbdev + Emulation Station
+

Legacy devices

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ManufacturerDeviceCPU / ArchitectureKernelGL driverInterface
CapcomRetro Station TronActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
Powkiddyx51Actions Semi 7051Actions BSP 3.4PowerVR SGX544 (disabled)fbdev + Simplemenu
UnicoNeo Geo MiniActions Semi (MIPS)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoArcade Stick ProActions Semi 7051 (ARM)Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
UnicoMVSXActions Semi 7051 (ARM))Actions Semi BSP 3.0.8framebuffer onlyRetroArch + Simplemenu
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Orange Pi 5

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Overview

+ + + + + + + + + + + + + + + + + + + +
DeviceCPU / ArchitectureKernelGL driverInterface
Orange Pi Zero 2wAllwinner H618 / Mali G31 (ARMv8-A)Mainline LinuxPanfrostWeston + Emulation Station
+

Notes

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The RG35XX is currently not supported by KNULLI.

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Powkiddy RGB30

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
RGB30Rockchip RK3566 (ARM)Rockchip BSP 4.19MaliKMS/DRM + Emulation Station
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Notes

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The RG35XX is currently not supported by KNULLI.

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TrimUI Smart Pro

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Overview

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DeviceCPU / ArchitectureKernelGL driverInterface
Trimui Smart ProAllwinner A133 / PowerVR GE8300Allwinner BSPpvrsrvkmEmulation Station
+
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The TrimUI Smart Pro distribution includes a bootloader, u-boot, and kernel in binary form extracted from the stock firmware. There are no public sources provided by TrimUI for those

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+

Extracting the kernel and bootloader

+

TrimUI has not published the source code of the u-boot and kernel of the TrimUI Smart Pro. They have published some libraries and SDK, but those do not include the BSP that includes the kernel, u-boot, and bootloader. In order to have a working configuration you have two options:

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    +
  • You can use the stock kernel, bootloader, and u-boot from the stock SDCARD. See below for instructions on how to extract those.
  • +
  • You can compile the included kernel with the source code of this distribution, however, note that there will be a few elements that are missing
  • +
+

The firwmare included in releases uses the kernel, bootloader, and u-boot from the stock firmware.

+

You can read this page to learn how to extract the bootloader, u-boot, and kernel from the stock firmware.

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Installation

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Our Quick Start Guide will guide you through the process of installing and setting up KNULLI on the TrimUI Smart Pro.

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KNULLI Hakkında

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S: KNULLI nedir?

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C: KNULLI, retro oyun cihazları için özel bir firmware'dir (elde taşınabilirler, masaüstü emülasyon cihazları vb.). Batocera'nın bir fork'u olarak geliştirilmiştir. Knulli aşağıdaki kategoriler altındaki cihazları desteklemeye çalışmaktadır:

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  • Açık kaynaklı kernel ve/veya u-boot kaynakları olmayan cihazlar
  • +
  • Kaynağı olan ancak kerneli ana akım olmayan ve/veya çok eski olan cihazlar (örneğin, Egret II Mini gibi BSP kernel 3.4'e sahip olan cihazlar)
  • +
  • GPU desteği olmayan veya desteklenmeyen GPU'ya sahip ve bu yüzden framebuffer'in tek seçenek olduğu cihazlar
  • +
  • Sahip olduğum bir cihaz için özelleştirilmiş firmware (CFW) oluşturmaya karar verdim
  • +
+
+

S: Peki, bu neden bir fork ve değişiklikleri batocera'ya geri birleştirmiyorsunuz?

+

C: Çünkü batocera lisansı, kapalı kaynaklı çekirdeklerin dağıtıma eklenmesine izin vermez.

+
+

S: Başka farklar var mı?

+

C: Hedef, batocera ile uyumluluğu sürdürmek olsa da, düşük güçlü cihazlar veya cihazların performansını etkileyen bazı özelliklerden fayda sağlamayan cihazlar üzerinde odaklanmaktır. Örneğin, düşük belleğe sahip cihazlar (Powkiddy A12/A13 veya RG35XX Classic gibi 256MB). Ayrıca, JelOS/Rocknix, EmuELEC vb. mevcut özellikleri eklemek isteme niyeti de bulunmaktadır.

+

S: En son sürümü nereden indirebilirim

+

C: İndirmeler bölümünü kontrol edin (Daha sonra eklenecektir)

+
+

S: Hangi cihazlar destekleniyor?

+

C: Desteklenen cihazların listesini kontrol edin

+
+

S: X cihazını destekliyor musunuz? X cihazı için destek ekleyecek misiniz?

+

C: Şu anda desteklenen cihazların listesini burada bulabilirsiniz: Cihazlar

+

Eğer ilgilendiğiniz cihaz bu listede yoksa, henüz hiç kimse onun için destek eklememiştir demektir. Peki neden? Bir cihaz için destek eklemek için (1) onu eklemek istememiz gerekmekte 😊 ve (2) cihaza doğrudan erişimimizin olması gerekmektedir.

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Ancak, ilgilenen herkes KNULLI'ye bir cihaz için destek ekleyebilir! Eğer yeni bir cihaz için destek eklemek istiyorsanız lütfen buradan başlayın: Katkıda Bulunmak

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+

KNULLI'nin yeniden dağıtım lisansı

+

C: KNULLI, işimizin kötüye kullanılmasını önlemek için ticari olmayan CC BY-NC-SA 4.0 kopya hakkı lisansı (copyleft license) kullanıyor. Cihaz üreticileri ve diğerleri, bizim açık iznimiz olmadan cihazlarında bunu paketleyemezler.

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+
KNULLI'nin Satışı
+

KNULLI markası sadece ticari olmayan kullanım için lisanslanmıştır. Satılmak veya herhangi bir şekilde ücret eklenmek kesinlikle yasaktır. Bu tartışmaya kapalıdır.

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Sıkça Sorulan Sorular

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S: Kendi romlarımı eklemek istiyorum ama Windows/Mac bilgisayarım "roms" disk bölümünü göremiyor

+

C: KNULLI varsayılan olarak ikinci disk bölümünü Linux EXT4 dosya biçimi ile biçimlendirir. Bu biçim genellikle Windows/Mac altında okunamaz/bağlanamaz. Bunun için aşağıdaki yaklaşımlardan birini kullanmanız gerekmektedir:

+
    +
  • Windows/Mac için Paragon EXTFS kullanın. Bu araç ücretsiz değildir ancak EXT2/3/4'e sorunsuz erişim sağladığı için önerilir
  • +
  • Windows için DiskGenius kullanın. Önerilmez. DiskGenius kötü performans sergiler ve disk bölümünü ve içeriğini bozmaya eğilimlidir
  • +
  • İkinci bölümü FAT32 olarak biçimlendirin:
      +
    • PC/MAC'inize SDCARD'ı takın
    • +
    • Windows üzerinde, disk bölüm aracını açın ve ikinci bölümü (SHARE) FAT32 olarak silin/biçimlendirin
    • +
    • Maalesef Mac'te, bölümü tamamen yeniden biçimlendirmek için terminali kullanmanız gerekecek. Disk Utility'yi açın ve usb'nin disk numarasını ve bölümünü (örn. disk4s2) belirtin. Ardından, terminali açın ve aşağıdaki komutla bölümü yeniden biçimlendirin: + sudo diskutil eraseVolume ms-dos SHARE /dev/disk4s2
    • +
    • SDCARD'ı bilgisayarınızdan çıkarın ve tekrar RG35XX'e takın
    • +
    • Cihazı açın
    • +
    • KNULLI, disk bölümünü doğru içerikle dolduracaktır. Sistem başladıktan sonra cihazı kapatıp bilgisayarınıza takarak bios/romlarınızı veya diğer içerikleri ekleyebilirsiniz.
    • +
    +
  • +
+
+

S: Romlar/bios içeriğimi ikinci SDCARD'a ekleyebilir miyim?

+

C: Evet! Yeni veya boş bir SDCARD'ınız varsa, RG35XX'in ikinci yuvasına SDCARD'ı takabilir ve şu adımları izleyebilirsiniz:

+
    +
  • KNULLI'yi başlatın ve Settings -> System Settings -> Storage Device'a gidin ve INTERNAL'ı ikinci kartınıza, örneğin SHARE - 25.6G olarak değiştirin.
  • +
  • Ayarlar menüsünden çıkın ve değişikliklerin uygulanması için yeniden başlatmanız gerektiğini belirtecek olan sistem size gösterilecektir.
  • +
  • Cihazınızı yeniden başlatmak için menüye gidin ve Settings -> Quit -> Restart System seçin. Sistem yeniden başlayacak, ikinci kart artık batocera için kullanılacak ve klasör yapısı (romlar, bios, vb.) oluşturulacaktır.
  • +
  • Şimdi konsolu kapatıp, kartı bilgisayarınıza takın ve bios & romlar içeriğinizi kopyalayın.
  • +
+
+

S: ikinci SDCARD'da Garlic ile birlikte Rom'larım/bios'um var. Bu kartı KNULLI için yeniden kullanabilir miyim?

+

C: KNULLI, varsayılan olarak rom klasörlerinin ve konumlarının farklı bir ismini bekler, ancak @XQuader sayesinde Garlic yapısına uyumlu yapılandırma oluşturan bir betik (script) mevcuttur. Daha fazla bilgi için bu Reddit gönderisini inceleyebilirsiniz.

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+

S: Kurulum çalışıyor gibi görünüyor, bölümün genişletildiğini görebiliyorum ama çok uzun sürüyor

+

C: 64GB'lık bir SDCARD ile genişletme ve ilk kez önyükleme işlemi 1 ila 1:30 dakika sürer. SDCARD'ınız daha büyükse, çok daha uzun sürebilir, ancak 5 dakikadan fazla sürerse, bir şeylerin iyi gitmediği ihtimali yüksektir. Sadece reset tuşuna basın ve sistem devam edecektir. Bu durumda bölüm genişletilmemiş olabilir. Bunun için kartı PC/Mac/Linux bilgisayarınızda manuel olarak genişletmeniz gerekecektir.

+
+

S: En son sürüme güncelledim/güncelledim ve cihazın sesi yok, ya da kontrollerim yanıt vermiyor, ya da başka bir şey beklediğim gibi çalışmıyor:

+

C: Eğer eski bir sürümden güncellediyseniz, batocera.conf dosyasını SDCARD'ınıza kopyalamanız gerekebilir: + * Tek bir SDCARD kullanıyorsanız, ikinci bölümü (SHARE) PC/Mac/Linux bilgisayarınıza bağlayın ve dosyayı system/batocera.conf'a kopyalayın + * İki SDCARD kullanıyorsanız, ikinci SDCARD'ı PC/Mac/Linux bilgisayarınıza bağlayın ve dosyayı system/batocera.conf'a kopyalayın

+
+

S: Her sürümü flaşlamam mı gerekiyor yoksa güncelleyebilir miyim?

+

C: Çoğu sürüm için güncelleyebilirsiniz: + * Boot.tar.xz dosyasını yayınlar sayfasından indirin + * Dosya içeriğini çıkarın + * KNULLI SDCARD'ınızı PC/Mac/Linux bilgisayarınıza bağlayın + * boot/knulli dosyasını silin (bu dosyanın yedeğini alabilirsiniz, böylece önceki sürüme geri dönebilirsiniz) + * Çıkarılan boot.tar.xz içeriğini SDCARD'a kopyalayın

+
+

S: NDS romlarını çalıştırmaya çalışıyorum ancak başlatmaya çalıştığımda konsol emulationstaion'a geri dönüyor. Drastic kullanılabilir mi?

+

A: Şu anda Drastic, NDS romları için en iyi emülatördür. Ancak, romları doğrudan NDS romları menüsünden başlatmak desteklenmiyor. Drastic'i portlar menüsünden başlatmak için bu GitHub sorununa bakın. Betik romlar/ports'a eklendikten sonra, bağımsız drastic emülatörünü başlatabilir ve ardından romlarınızı bulmak için /userdata/roms/nds dizinine gidebilirsiniz. Romların .nds formatında sıkıştırılmamış olması gerektiğini unutmayın. +Desmume ve melonds da çalışıyor ancak performansı Drastic ile kıyaslandığında çok iyi değil.

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Allwinner A133 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner A133 based device. This currently only applies to the TrimUI Smart Pro console.

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Obtaining the stock firmware

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You can download the stock firmware from GitHub

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Allwinner H700 Firmware extraction

+

The following page describes how to extract the bootloader, u-boot, and kernel from an Allwinner H700 based device. The following devices are based on this processor and these instructions are valid for all of them:

+
    +
  • RG35xx Plus
  • +
  • RG35xx H
  • +
  • RG35xx 2024
  • +
+

Tools and repositories required

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Firmware building blocks

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There are four different blocks that are required for the Allwinner H700 BSP to work.

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Boot0

+

The Boot0 is the secondary program-loader, and it's loaded by the BROM during the boot-process. You can read more about this in the linux sunxi boot0 page

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The typical location of this boot0 is either on position 8KB or 256KB. Stock uses 8KB position

+

The boot0 has the following signature:

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00000000  be 04 00 ea 65 47 4f 4e  2e 42 54 30 a7 f4 1c 31  |....eGON.BT0...1|
+00000010  00 00 01 00 30 00 00 00  00 00 00 00 00 00 02 00  |....0...........|
+00000020  00 00 02 00 00 00 00 00  00 00 00 00 34 2e 30 00  |............4.0.|
+00000030  00 00 00 00 03 00 00 00  a0 02 00 00 08 00 00 00  |................|
+00000040  08 08 08 08 0e 0e 0e 0e  0e 0e 00 00 bb bb 87 78  |...............x|
+00000050  0a 31 00 00 00 00 00 00  00 00 00 00 34 00 00 00  |.1..........4...|
+00000060  1b 00 00 00 33 00 00 00  03 00 00 00 00 00 00 00  |....3...........|
+00000070  00 00 00 00 04 00 00 00  72 00 00 00 00 00 00 00  |........r.......|
+00000080  09 00 00 00 00 00 00 00  00 00 00 00 24 00 00 00  |............$...|
+00000090  00 00 00 00 00 00 00 00  01 00 00 00 00 00 00 00  |................|
+000000a0  80 80 80 40 33 66 2f 40  00 00 00 00 00 00 00 00  |...@3f/@........|
+000000b0  60 0c 00 02 00 00 00 00  00 00 00 00 08 00 02 01  |`...............|
+000000c0  ff ff 00 00 08 01 02 01  ff ff 00 00 01 00 00 00  |................|
+000000d0  08 09 03 ff ff ff 00 00  08 0a 03 ff ff ff 00 00  |................|
+000000e0  08 0b 03 ff ff ff 00 00  08 0c 03 ff ff ff 00 00  |................|
+000000f0  00 52 41 57 85 e9 00 00  06 02 02 01 03 ff 00 00  |.RAW............|
+00000100  06 03 02 01 03 ff 00 00  06 01 02 01 03 ff 00 00  |................|
+00000110  06 00 02 01 03 ff 00 00  06 05 02 01 03 ff 00 00  |................|
+00000120  06 04 02 01 03 ff 00 00  00 00 00 00 00 00 00 00  |................|
+00000130  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

Boot package

+

Boot package contains the u-boot and the device tree (DT) of the device. The boot package is located at an offset of 16,400 KB.

+

The boot package has the following signature:

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00000000  73 75 6e 78 69 2d 70 61  63 6b 61 67 65 00 00 00  |sunxi-package...|
+00000010  00 98 11 89 a1 de f6 b7  00 00 00 00 00 00 00 00  |................|
+00000020  04 00 00 00 00 00 14 00  00 00 00 00 00 00 00 00  |................|
+00000030  00 00 00 00 00 00 00 00  00 00 00 00 4d 49 45 3b  |............MIE;|
+00000040  75 2d 62 6f 6f 74 00 00  00 00 00 00 00 00 00 00  |u-boot..........|
+00000050  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000080  00 08 00 00 00 00 10 00  00 00 00 00 03 00 00 00  |................|
+00000090  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001a0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+000001b0  6d 6f 6e 69 74 6f 72 00  00 00 00 00 00 00 00 00  |monitor.........|
+000001c0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000001f0  00 08 10 00 d0 a2 01 00  00 00 00 00 03 00 00 00  |................|
+00000200  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000310  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000320  64 74 62 6f 00 00 00 00  00 00 00 00 00 00 00 00  |dtbo............|
+00000330  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000360  00 ac 11 00 20 09 00 00  00 00 00 00 03 00 00 00  |.... ...........|
+00000370  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+00000480  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000490  64 74 62 00 00 00 00 00  00 00 00 00 00 00 00 00  |dtb.............|
+000004a0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000004d0  00 b8 11 00 00 34 02 00  00 00 00 00 03 00 00 00  |.....4..........|
+000004e0  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+*
+000005f0  00 00 00 00 00 00 00 00  00 00 00 00 49 49 45 3b  |............IIE;|
+00000600  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  |................|
+[...]
+
+

The u-boot is included in the boot-package.fex image

+

Boot Image

+

Contains the kernel, ramdisk, and bootargs.

+

The boot.img goes into the first partition of the sdcard with an offset 36,864 KB.

+

Boot.img follows an android boot image and can be unpacked (and packed again) with the android unpackbootimg

+

To extract the boot.img to the folder boot_image:

+
$ unpackbootimg -i boot.img -o boot_image/
+
+BOARD_KERNEL_CMDLINE .BT0
+BOARD_KERNEL_BASE 645ee563
+BOARD_NAME  for boot0
+
+BOARD_PAGE_SIZE 1948279909
+BOARD_HASH_TYPE sha256
+BOARD_KERNEL_OFFSET 00008000
+BOARD_RAMDISK_OFFSET fd058b12
+BOARD_SECOND_OFFSET 9c087c09
+BOARD_TAGS_OFFSET 080a7c03
+BOARD_OS_VERSION 49.91.109
+BOARD_OS_PATCH_LEVEL 2070-12
+BOARD_DT_SIZE 1634541679
+
+

The following files will be extracted into the boot_image folder:

+
boot.img-base   boot.img-cmdline  boot.img-hash       boot.img-oslevel    
+boot.img-pagesize    boot.img-ramdiskoff  boot.img-secondoff  boot.img-zImage
+boot.img-board  boot.img-dtb      boot.img-kerneloff  boot.img-osversion  
+boot.img-ramdisk.gz  boot.img-second      boot.img-tagsoff
+
+

To repack the boot.img after doing any changes:

+
mkbootimg --kernel boot.img-zImage --ramdisk boot.img-ramdisk.gz --dt boot.img-dtb \
+--board sun50i_arm64 --base 40078000 --kernel_offset 00008000 --ramdisk_offset 01f88000 \
+--second_offset 00e88000 --tags_offset fff88100 --cmdline "earlyprintk=ttyS0,115200 
+loglevel=8 initcall_debug=0 console=tty0 console=ttyS0,115200 rootwait root=/dev/mmcblk0p3 
+init=/sbin/init" -o updated_boot.img
+
+

Env Image

+

Env image contains the environment variables used by u-boot.

+

The image can be extracted just with strings env.img > env.txt.

+

The environment variables follow this format:

+
earlyprintk=sunxi-uart,0x05000000
+initcall_debug=0
+console=ttyS0,115200
+nand_root=/dev/nand0p4
+mmc_root=/dev/mmcblk0p5
+init=/init
+loglevel=4
+selinux=0
+cma=64M
+mac=
+wifi_mac=
+bt_mac=
+specialstr=
+keybox_list=hdcpkey,widevine
+setargs_nand=setenv bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${nand_root} init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+setargs_mmc=setenv  bootargs earlyprintk=${earlyprintk} initcall_debug=${initcall_debug} console=${console} loglevel=${loglevel} root=${mmc_root} rootwait init=${init} partitions=${partitions} cma=${cma} snum=${snum} mac_addr=${mac} wifi_mac=${wifi_mac} bt_mac=${bt_mac} selinux=${selinux} specialstr=${specialstr} gpt=1
+boot_normal=sunxi_flash read 45000000 boot;bootm 45000000
+boot_recovery=sunxi_flash read 45000000 recovery;bootm 45000000
+boot_fastboot=fastboot
+recovery_key_value_max=0x13
+recovery_key_value_min=0x10
+fastboot_key_value_max=0x8
+fastboot_key_value_min=0x2
+bootdelay=0
+bootcmd=run setargs_nand boot_normal
+
+

To convert a valid environment file (e.g. env.cmd) into an environment image you have to use the mkenvimage command:

+
mkenvimage -s 0x1000000 -o env.img env.txt 
+
+

Obtaining the stock firmware

+

There are three ways to obtain the stock firmware:

+
    +
  • Obtain the original recovery PhoenixCard image from Garlic 2.0 bootloader repo
  • +
  • Use the SDCARD included with your device
  • +
  • Download the firmware from Anbernic's website (working link as of 2024/04/16):
      +
    • Note: download the 16GB firmware (e.g. cxm_35xxh-en16gb-240330_2024-04-01_0402.zip)
    • +
    +
  • +
+

Firmware extraction

+

This section describes the different methods to extract the firmware

+

Using the original PhoenixCard firmware

+

The original recovery firmware image (h700_linux_tv_uart0_20231108.zip) was posted as part of the Garlic 2.0 development. That included the bootloader for the original RG35XX as well as the one for the RG53XX Plus. You can download it from here (original link from the GarlicOS bootloader GitHub repository)

+

This firmware image can be extracted with several tools, but OpenixCard works well for these types of Allwinner firmware images. +With the image downloaded and OpenixCard tools installed, first extract the image from the archive:

+
$ unzip h700_linux_tv_uart0_20231108.zip
+Archive:  h700_linux_tv_uart0_20231108.zip
+  inflating: h700_linux_tv_uart0_20231108.img
+
+

Then run OpenixCard to extract the actual image:

+
$ OpenixCard -u h700_linux_tv_uart0_20231108.img
+ _____             _     _____           _ 
+|     |___ ___ ___|_|_ _|     |___ ___ _| |
+|  |  | . | -_|   | |_'_|   --| .'|  _| . |
+|_____|  _|___|_|_|_|_,_|_____|__,|_| |___|
+      |_| Version: 9ffafbb Commit: 1
+Copyright (c) 2022, YuzukiTsuru <GloomyGhost@GloomyGhost.com>
+
+[OpenixCard INFO] Converting input file: h700_linux_tv_uart0_20231108.img
+[OpenixIMG INFO] Decrypting IMG header...
+[OpenixIMG INFO] IMG version is: 0x300
+[OpenixIMG INFO] Decrypting IMG file contents...
+[OpenixIMG INFO] Writing the IMG config data...
+[OpenixCard INFO] Unpack Done! Your image file is at h700_linux_tv_uart0_20231108.img.dump
+
+

The image will be extracted to the h700_linux_tv_uart0_20231108.img.dump folder, and it should contain the following files:

+
arisc.fex     boot0_nand.fex    boot-resource.fex  dlinfo.fex  rootfs.fex      sunxi_mbr.fex      toc1.fex           usbtool.fex         vmlinux.fex
+aultls32.fex  boot0_sdcard.fex  cardscript.fex     env.fex     split_xxxx.fex  sys_config.fex     u-boot-crash.fex   Vboot.fex           Vrootfs.fex
+aultools.fex  boot.fex          cardtool.fex       fes1.fex    sunxi.fex       sys_partition.fex  u-boot.fex         Vboot-resource.fex
+board.fex     boot_package.fex  config.fex         image.cfg   sunxi_gpt.fex   toc0.fex           usbtool_crash.fex  Venv.fex
+
+

From the files extracted you can identify the four files mentioned above:

+
    +
  1. boot0_sdcard.fex is the boot0
  2. +
  3. boot_package.fex is the boot package image
  4. +
  5. boot-resource.fex is the boot.img
  6. +
  7. env.fex is the env.img
  8. +
+

Using the stock SDCARD or image

+

You can use the stock sdcard that came with your console, or download the image from anbernic's firmware page.

+

This method requires to play with some offsets to get the correct boot0 and boot_package partitions.

+

If you have the firmware image (RG35XXH-EN16GB-OS240330.IMG), then you can extract boot0 with the dd command:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ dd if=RG35XXH-EN16GB-OS240330.IMG of=boot_package.img bs=1024 skip=16400 count=20464
+
+

For boot.img and env.img, those are coming directly from partitions 1 and 2 of that image. To extract those, first run fdisk -l against the image:

+
$ fdisk -l RG35XXH-EN16GB-OS240330.IMG
+Disk RG35XXH-EN16GB-OS240330.IMG: 14.41 GiB, 15476981760 bytes, 30228480 sectors
+Units: sectors of 1 * 512 = 512 bytes
+Sector size (logical/physical): 512 bytes / 512 bytes
+I/O size (minimum/optimal): 512 bytes / 512 bytes
+Disklabel type: gpt
+Disk identifier: AB6F3888-569A-4926-9668-80941DCB40BC
+
+Device                          Start      End  Sectors  Size Type
+RG35XXH-EN16GB-OS240330.IMG1    73728  8880127  8806400  4.2G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG2  8880128  8945663    65536   32M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG3  8945664  8978431    32768   16M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG4  8978432  9109503   131072   64M Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG5  9109504 25886719 16777216    8G Microsoft basic data
+RG35XXH-EN16GB-OS240330.IMG6 25886720 30226431  4339712  2.1G Microsoft basic data
+
+

Then extract partitions 1 and 2 with:

+
dd if=RG35XXH-EN16GB-OS240330.IMG of=boot.img bs=512 skip=73728 count=8806400
+dd if=RG35XXH-EN16GB-OS240330.IMG of=env.img bs=512 skip=8880128 count=8945663
+
+

If you use the SDCARD, just replace RG35XXH-EN16GB-OS240330.IMG with the device of your sdcard. In this example is /dev/sdh but you will need to identify the correct device.

+
$ sudo dd if=/dev/sdh of=boot0.img bs=1024 skip=8 count=64
+
+

And for boot-package:

+
$ sudo dd if=/dev/sdh of=boot_package.img bs=1024 skip=16400 count=20464
+
+

To extract the boot.img and env.img (partitions 1 and 2) we can just dump the sdcard partitions directly:

+
$ sudo dd if=/dev/sdh1 of=boot.img bs=1024
+$ sudo dd if=/dev/sdh2 of=env.img bs=1024
+
+

Putting everything back together

+

Once you have the main elements (boot0.img, boot-package.img, boot.img, and env.img) you can reconstruct a working SDCARD:

+
    +
  • Create a new gpt based SDCARD with 4 partitions and make sure the first partition starts at block 73728.
  • +
  • Flash the internal partitions boot0 and boot_package.img:
  • +
+
sudo dd if=boot0.img of=/dev/sdh bs=1024 seek=8
+sudo dd if=boot_package.img of=/dev/sdh bs=1024 seek=16400
+
+
    +
  • Flash the boot.img and env.img
  • +
+
sudo dd if=boot.img of=/dev/sdh1 bs=1024
+sudo dd if=env.img of=/dev/sdh2 bs=1024
+
+

Partition 3 of the sdcard is boot-resource, that typically contains bootlogo.bmp that is the boot splash screen logo, as well as the rootfs in squashfs format (boot/batocera).

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KNULLI Viki'ye Hoş Geldiniz

+

KNULLI, retro oyun cihazları için özel bir firmware'dir (elde taşınabilirler, masaüstü emülasyon cihazları vb.). Batocera'nın bir fork'u olarak geliştirilmiştir. Knulli aşağıdaki kategoriler altındaki cihazları desteklemeye çalışmaktadır:

+
    +
  • Açık kaynaklı kernel ve/veya u-boot kaynakları olmayan cihazlar
  • +
  • Kaynağı olan ancak kerneli ana akım olmayan ve/veya çok eski olan cihazlar (örneğin, Egret II Mini gibi BSP kernel 3.4'e sahip olan cihazlar)
  • +
  • GPU desteği olmayan veya desteklenmeyen GPU'ya sahip ve bu yüzden framebuffer'in tek seçenek olduğu cihazlar
  • +
  • Sahip olduğum bir cihaz için özelleştirilmiş firmware (CFW) oluşturmaya karar verdim
  • +
+

Özellikler

+

KNULLI, GPU (GLES desteği) olan cihazları ve sadece framebuffer olanları (eski cihazlar) destekler.

+
    +
  • GPU tabanlı cihazlar için Emulation Station ön yüzü
  • +
  • Sadece framebuffer desteği olan cihazlar için Simplemenu/Simplermenu+ (GPU tabanlı olanlar için de tercih edilebilir)
  • +
  • RetroArch ve birden fazla libretro çekirdeği
  • +
  • Cihaz tarafından desteklendiğinde kablosuz ağ ve Bluetooth desteği (ses de dahil olmak üzere)
  • +
  • Dahili kablosuz ağ kartı olmayanlar cihazlar için harici USB kablosuz ağ adaptörü desteği
  • +
  • Eski oyunlar için başarımlar desteği (Retroachivements)
  • +
  • Ağ bağlantılı çok oyunculu oyun modu (Netplay)
  • +
  • Oyun kapak görselleri/önizleme resimlerini indirme desteği (Scraper)
  • +
+

Topluluk

+

KNULLI, tartışma için Discord ve GitHub tartışma sayfalarını kullanır, katılmak isterseniz lütfen bu bağlantıyı kullanın: Discord

+

Lisanslar

+

KNULLI, birçok açık kaynak bileşeninden oluşan bir Linux dağıtımıdır. Bileşenler, ilgili lisansları altında sağlanmaktadır. Bu dağıtım, yalnızca ticari olmayan kullanım için lisanslanmış bileşenleri içerir.

+

Paketlenmiş Yazılımlar

+

Diğer tüm yazılımlar, her bileşenin ilgili lisansı altında sağlanmaktadır. Bu lisanslar, yazılım kaynaklarında veya bu projenin lisanslar ("licenses") klasöründe bulunabilir. KNULLI ekibi tarafından paketlenmiş yazılım ve komut dosyalarının değiştirilmiş sürümleri, değiştirilen yazılımın koşulları altında lisanslanmıştır.

+

Binary Çekirdekler ve Önyükleyiciler

+

Bazı cihazlar icin hazırlanan sürümler, üretici çekirdekler ve/veya önyükleyicileri yayınlamadığı için kapalı kaynak kodlu çekirdekler ve/veya önyükleyiciler içerir. Bu durumlarda, cihaza özel sayfa bunları stok firmware'den çıkarmak için talimatları da içermektedir.

+

Katkıda Bulunanlar

+

Bu proje bir kişinin değil, dünyanın dört bir yanından birçok kişinin geliştirdiği açık kaynak kodlu bir projedir. Bütün bu parçalar bir araya gelmeseydi bu proje var olamazdı. Batocera, muOS, JelOS, CoreELEC, LibreELEC ve açık kaynak topluluğundaki geliştiricilere ve katkıda bulunanlara özel olarak teşekkürler.

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Accessing the SD Card

+
+

Important: Read this before you proceed!

+

We strongly suggest to use Network Transfer to access to your KNULLI device. Before you attempt to access your SD card directly, please make sure to read the warning in the Add Games section.

+
+

As explained above, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if network transfer is not available to you, there are other options to access the SD card directly.

+

Option 1: Linux

+

If you have access to a Linux computer, you will be able to access the SHARE partition anyway, even if it is formatted to ext4. Simply plug your card into your Linux computer and you will be able to browse the directories and add files directly.

+

Option 2: Third Party Software

+

Some third-party developers offer software solutions to access Linux file systems from Windows/MacOS:

+
    +
  • Paragon EXTFS for Windows/Mac is a tool which is not free but it's highly recommended since it allows seamless access to ext2/3/4.
  • +
  • DiskGenius on Windows is an tool which we cannot recommend since it performs badly and tends to corrupt the partition and its content.
  • +
+
+

We generally do not recommend using third party software to access Linux file systems. If you know what you are doing, you may try this approach anyway. However, you should be aware that you risk data loss.

+
+

Option 3: Reformat to exFAT

+
+

Important: Read this before you proceed!

+

Be aware, that many PortMaster games will not work properly from an exFAT-formatted drive. Read the warning in the Add Games section for a detailed explanation.

+
+

It is possible to (re)format your file storages to exFAT, to make them accessible on your Windows/macOS computer. Please avoid formatting your storages directly from Windows/macOS. Instead, follow the instructions in the Formatting to format with the built-in KNULLI formatter.

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Formatting

+
+

Important: Read this before you proceed!

+

We strongly suggest to use Network Transfer to access to your KNULLI device and stick with the ext4 file system. Before you attempt to format any of your SD cards, please make sure to read the warning in the Add Games section.

+
+

Before you format

+
    +
  • Be aware that formatting implies that all data on the formatted storage will be permanently deleted.
  • +
  • Make sure to choose the correct disk for formatting, especially if you have a 2-SD-card setup!
  • +
  • Avoid formatting directly from your Windows/macOS/Linux computer and use the built-in KNULLI formatter instead if possible!
  • +
+

The built-in formatter

+
+

Issues with the built-in formatter

+

Some users experienced issues when formatting their SD cards with the built-in formatter of KNULLI build 05/30. The issues have been resolved since. However, if you run KNULLI build 05/30 and are unable to format your SD card with the built-in formatter, you might want to try formatting with Windows instead.

+
+

Available file systems

+

The built-in KNULLI formatter offers three different filesystems. However, only two of them are currently supported by KNULLI:

+
    +
  • ext4 is a Linux file system which cannot be accessed directly from Windows/macOS. However, ext4 supports large swap files and symbolic links. Therefore, PortMaster games run perfectly on ext4-formatted storages.
  • +
  • exFAT is a Windows/macOS-compatible file system which is used by most CFWs, Smartphones, etc. However, exFAT is incapable of handling large swap files and symbolic links. Therefore, many PortMaster games cannot be played on exFAT-formatted storages.
  • +
  • BTRFS is a file system which is currently NOT SUPPORTED BY KNULLI.
  • +
+

Formatting

+

The built-in KNULLI formatter can be used to format both, the internal data storage on your primary SD card (internal) and the optional second SD card (external).

+

To format your data storages to the file systems of your choice, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. Make sure to choose the correct Device to Format and the File System you want to format the device to. Be aware that you need to reboot your device to apply the formatting after you chose Format now.

+
+

After Formatting

+

After formatting, KNULLI will create and populate the /userdata folder for you.

+
+

Formatting with Windows

+

Formatting with Windows is only useful if you want to format your SD card to exFAT. As explained throughout this wiki, exFAT will allow direct access to your SD card from Windows but will make it impossible to run most PortMaster games.

+

If you want to format your SD card from Windows, we strongly suggest to use the Windows Disk Management tool which will make it easier to format the correct partition. You can find the tool by opening the Start Menu and typing disk management. (The tool will present itself by the name "Create and format hard disk partitions".

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+ +

Step 1: Make sure that your partitions have been expanded properly before proceeding. The screenshot shows an SD card before the share partition was expanded with a lot of unallocated space. To make sure the partition is expanded properly, you might want to boot your KNULLI device from the SD card before proceeding.

+
+ +

Step 2: After your SD card has been initialized, find the largest, now expanded partition, right-click and select Delete Volume....

+
+ +

Step 3: Right-click the now unallocated space and pick New Simple Volume....

+
+ +

Step 4: Make sure to assign all available disk space to your newly created volume.

+
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Step 5: Assign a drive letter to your newly created volume. (You can pick any drive letter you want, it doesn't matter, however, we recommend to use one Windows suggests automatically.)

+
+ +

Step 6: Make sure to format the volume with the file system exFAT, allocation unit size default, and volume label share.

+
+ +

Step 7: Verify that you now have a share partition formatted to exFAT.

+
+ +
+

After Formatting

+

After formatting, you should put the SD card in your device and boot KNULLI. While booting, KNULLI will create and populate the /userdata folder for you.

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Game Storage

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Before you start adding your games, please take the time to understand how data storage is structured on KNULLI. This might be helpful, especially when you already have experience with other CFWs and want to migrate your data.

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The /userdata Folder

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KNULLI supports single and dual SD card setups. Internally, KNULLI has a folder called /userdata where all your data (games, screenshots, bezels, saves, configurations, themes, etc.) will be stored. On a single-SD-card setup, the /userdata folder will always point to the SHARE partition of your primary SD card. If you have a device with more than one SD card slot and choose to create a dual-SD-card setup, the /userdata folder will point to the main partition of your secondary SD card instead.

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Internal and external storage

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You can switch between single/dual SD card mode by following the steps in the section about Using a second SD card. Basically, by switching between internal/external storage, you just tell KNULLI which drive/partition /userdata should point to.

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Inside the /userdata folder, you will find subfolders where you can store your games and other files. After installing for the first time, KNULLI will create and populate all these folders automatically. The most important folders for you to know are the following:

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  • /userdata (corresponds to either the SHARE partition of your primary SD card or the main partition of the secondary SD card)
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    • /bios is the folder where you can store your BIOSes.
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    • /cheats is the folder where you can store your cheats.
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    • /decorations is the folder where you can store your decorations/bezels.
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    • /music is the folder where you can store MP3 and OGG files to have them play as background music on EmulationStation. (The songs should have a sample rate of 44100Hz and a bitrate of 256kb/s max.)
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    • /roms is the folder where you can store your games. Inside the folder you will find subfolders for all supported systems. Simply place your game files into the folders of the system the game was made for, e.g.
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      • /snes is the folder where your SNES games should be stored.
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      • /gb is the folder where your Gameboy games should be stored.
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      • /ports is the folder where your ports (including PortMaster should be stored.
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      • ...
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    • /saves is the folder where your savegames will be stored.
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    • /screenshots is the folder where your screenshots will be stored.
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    • /system is the folder where your settings will be stored. You should not change anything in here, unless you are absolutely sure that you know what you are doing. However, it can't hurt to include this folder in your backups.
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    • /theme-customizations is the folder where your theme customizations will be stored.
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    • /themes is the folder where your themes will be stored.
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  • +
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KNULLI only scans for games in the subfolders of the roms folder. Games which are stored anywhere else will not be recognized as such. If you are unsure, which folder to choose for your games, we strongly suggest to have a look into the Batocera Wiki!

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KNULLI is a Linux system which is case-sensitive. Consequently, you should pay attention to capital letters when renaming folders or migrating folders from other systems/devices.

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For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

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Adding Games to KNULLI

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KNULLI has a few options for adding games. Depending on the capabilites of your device, you will have to determine which option to choose. For example, some devices do not have networking capabilites, so with those devices you will not be able to use the network transfer options. Additionally, you might have to consider the computer you will use as a data source, since some options are restricted to specific operating systems.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Network Transfer

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Network transfer can be used on any device which can be connected to the internet or a local network. (This includes devices with native networking capabilites and ones where networking can be added through an external dongle.)

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This option first requires you to set up networking on your device. Please see Networking for details. Once you have completed those steps, you will need

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  • the hostname and/or IP address of your device.
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  • the root password, if additional security measurements are in place, as explained in the Networking section.
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Windows networks (SMB)

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Like many other operating systems, KNULLI supports SMB, the Windows network protocol. Depending on the type of computer you have, there are different options to transfer your games and other data via SMB.

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After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your current /userdata folder. Here, you can put all your data (games, etc.) in the respective folders.

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Windows

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On every Windows computer, SMB is integrated into the Windows Explorer.

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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If you want to access your KNULLI device regularly, you can even assign a drive letter to make it show up in This PC. By doing so, you will even be able to see, how much space you have left on your SD card.

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Step 1: Right-click the share folder in Windows Explorer and select Map network drive....

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Step 2: Assign a drive letter and confirm.

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Step 3: Find your KNULLI share folder as a network drive in This PC in Windows Explorer.

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Troubleshooting

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  • The name of the device corresponds to the hostname set it your KNULLI device. If KNULLI does not work, check the current hostname in the Network Settings of your KNULLI device. you can also use the IP address of your device when typing directly into the address bar.
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  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the root password shown in the Security section of the System Settings.
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macOS

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  • Open finder, select Go and then Connect to Server from the top menu.
  • +
  • In the address bar that appears, type either smb://[HOSTNAME] or smb://[IP-ADDRESS] into the address bar (replace [HOSTNAME] with the hostname or [IP-ADDRESS] with the IP address of your device).
  • +
  • If additional security measurements are in place, you will be prompted for your credentials.
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    • The expected username is root, the password is the Root password shown in the Security section of the System settings.
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SCP/FTP

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Using your SCP/FTP program of choice; set up an SCP/SFTP connection to the IP address to your KNULLI device. You will need the hostname or the IP address of the device (the default hostname is KNULLI). Make sure the port is set to 22. The expected username is root and the expected password is the Root password you will find in the Security section of the System settings (the default password is linux).

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Parts of KNULLI are read-only

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Unlike the SMB file transfer, SCP/FTP will provide access to the entire KNULLI file system, not just the /userdata folder. However, everything outside of the /userdata folder is read-only - you can edit, change, remove, and delete files, but your changes will be undone every time you reboot.

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If you want to make persistent chances outside of the /userdata folder, please have a look at the section about Patches and Overlays.

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For Windows users, we recommend to use WinSCP. After installing WinSCP on your Windows computer, follow these steps to establish a SCP connection to your KNULLI device, where you will able to drag-and-drop or copy/paste files directly from the Windows Explorer:

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Step 1: Create a New Site with the following setup and click Login.

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File protocol:SCP
Host name:KNULLI
Port:22
User name:root
Password:linux
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Step 2: Accept the host key.

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Step 3: Ignore any warnings about password expiration and just Continue.

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Step 4: You have successfully established a connection to your KNULLI device. Do not panic if you do not see all the folders immediately. Select a folder (e.g., userdata) in the folder tree on the left side of the window to see its contents.

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HTTP

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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After transferring your data

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Once your data is completely transferred, make sure to update your gamelists to make the data available. You can do so by pressing Start to open the main menu, then open Game settings and select Update gamelists. KNULLI will rescan all game folders and identify all the games you added to make them available in EmulationStation.

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Using a Second SD Card

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Important: Read this before you proceed!

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If you want to use a second SD card, we strongly recommend to format it to ext4 and use Network Transfer to access it. Before you attempt set up a exFAT-formatted second SD card, pleae make sure to read the warning in the Add Games section.

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If you use KNULLI on a device which has a second SD card slot, you may use the second slot for a secondary SD card, which can be used instead of the SHARE partition of the primary SD card.

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    +
  • Shut down your KNULLI device (if it is currently turned on).
  • +
  • Insert the second SD card into the second SD card slot while the device is turned off.
  • +
  • Boot KNULLI, open the main menu by pressing the Start button and choose System settings.
  • +
  • Find the Storage section where you can choose your Storage device.
      +
    • Switch fom Internal (the "internal" storage is the SHARE partition of your KNULLI SD card) to the name of your second SD card, e.g., SHARE - 25.6G.
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  • +
  • Reboot KNULLI to apply the changes by pressing the Start button and choosing Restart system in the Quit section.
  • +
  • If your secondary SD card is not yet formatted to the file system of your choice
      +
    • follow instructions in the Formatting section to format your SD card with the built-in KNULLI formatter.
    • +
    • make sure to reboot once more to apply the formatting.
    • +
    +
  • +
  • During reboot, KNULLI will automatically populate the second SD card with all the required folders and files you would usually find in the userdata folder/SHARE partition.
  • +
  • If your second SD card is formatted to exFAT, you can now shut down your device and take the card out. You can put the card in your computer to access it and populate it with your data.
  • +
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The batocera folder

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Older alpha versions of KNULLI created a subfolder batocera on your secondary SD card and made the userdata folder point to that batocera folder. However, more recent versions got rid of the batocera folder entirely. To maintain compatibility with current KNULLI releases, simply move the entire contents of the batocera folder to the top level of your second SD card."

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BIOSes

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A BIOS (basic input/output system) is a software which provides basic, low-level access to the hardware of a computer system. Many types of computer systems come with a pre-installed BIOS which is embedded in the hardware, often stored on read-only memory (ROM). Some video game consoles also come with BIOses. When emulating those systems, sometimes the BIOSes are required to emulate the systems properly.

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BIOSes are protected by copyright

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Much like many games, BIOS firmwares are protected by copyright. Consequently, KNULLI does not come with any BIOS files! If you want to emulate systems with KNULLI, you will have to provide any required BIOS files by yourself.

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Adding BIOS files

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KNULLI comes with many different emulators for many different systems. Not all of these systems require BIOS files. However, emulators which required BIOS files expect the BIOS files to be stored in the bios folder. The emulators expect the files to be stored under very specific names, sometimes even in a very specific subfolder.

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Identifying missing BIOS files

+

Thankfully, KNULLI comes with a Missing BIOS check which helps you determine which BIOS files are missing for your emulators to run. To launch the Missing BIOS check, press Start and head to Game settings where you will find Missing BIOS check. Here, you will be informed about all the BIOS files which are either missing entirely or not matching the checksum and therefore possibly wrong files in the right place.

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Make sure to pay attention to

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  • the path of the file. (Is it bios/[filename] or bios/[subdir]/[filename]?)
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  • the exact path/file names. (Mind spaces, underscores, etc.)
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  • any lowercase/uppercase letters. (Knulli is case-sensitive!)
  • +
  • whether the file is really missing or just has the wrong checksum, indicating a wrong file rather than a missing file.
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Files with wrong checksum

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The Missing BIOS check is very strict about correct checksums. However, in some cases, even though the checksums do not match up, the BIOS files are still working fine. If your BIOS files are in the right place but not passing the checksum test, try running your games anyway.

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Additionally, if you are using Microsoft Windows, you might want to make sure that file extensions are visible in your Windows Explorer. This way, you will be able to avoid accidentally having double file extensions like .bin.bin or wrong file extentions like .bin.zip.

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If you want to learn more about compatible BIOS files, you might want to check out the Systems section of the very comprehensive Batocera Wiki. In this section, you will find detailed information about the required BIOS files for many different systems.

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Missing BIOS warnings

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When launching a game, KNULLI warns you if BIOS files are missing. It is possible (but not recommended) to disable this feature: Press Start to bring up the main menu, then go to Game settings and disable Check BIOS files before running a game.

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Adding the files

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You can add the files to your bios folder the same way you add your games to the roms folder. You will find detailed instructions in the Add Games section. Please make sure to add BIOS files exactly as specified by the Missing BIOS check.

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Hotkey shortcuts

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Hotkey shortcuts are among the most important basics you need to learn in order to navigate your KNULLI device and play your games. This section will give you an overview over the available hotkey shortcuts.

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The Power button

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When your device is turned off, the power button can be used to turn on your KNULLI device as explained in the manual of your device. Once your Knulli device is turned on

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  • tap the power button once to switch into sleep mode (depending on your device, there might still be a lot of power consumption in sleep mode).
  • +
  • hold the power button for 2 seconds (until the device vibrates) to do a normal shutdown.
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    • All system settings you made since you last booted your device will be saved automatically.
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    • If you are playing a game with a RetroArch core, your game will be saved automatically.
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    • If you are playing a game with a standalone emulator your game will not be saved automatically.
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  • hold the power button for 5 or more seconds to cut the power off, overriding the normal shutdown.
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    • Nothing will be saved - this is meant as a last resort when your device is frozen!
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  • hold the Function button and tap the power button to switch between LED modes:
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    • LED always on (default)
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    • LED turns off while playing (LED blinks to confirm)
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    • LED always off
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    • The LED mode will reset to default after each reboot/shutdown.
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Clamshell lid

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If your device is a clamshell device with a lid (e.g., Anbernic RG35XX SP), you may

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  • close the lid to enter sleep mode.
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  • open the lid to return from sleep mode.
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The Function button

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Each KNULLI-driven device has a dedicated button we refer to as the Function button. Depending on your device, the Function button can be in different places. E.g., for the Anbernic RG35XX H, the button is located at the top right of the device, indicated by the letter F. (Sometimes, the Function button is also referred to as the "menu" button, the "FN" button, the "F" button, or the "hotkey".)

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The button can be used to trigger a number of shortcuts which will help you control the currently running emulation core.

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When playing with Bluetooth controllers without a Function button, the Select button often can be used as a substitute. However, be aware that in this case the default select action of the respective context is also triggered when you press the button.

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The face buttons

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Face buttons

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Most KNULLI-compatible handhelds have a set of face buttons - usually on the right side of the device. On most devices, you have four face buttons. Depending on your device and/or controller, the buttons may have different labels.

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KNULLI mostly follows the labeling system known from SNES and the Anbernic devices. However, the buttons are sometimes also referred to by their respective directions to avoid confusion for users of PlayStation or Xbox controllers.

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Face buttons on different systems

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KNULLILocationDirectionPSXBOX
XNorthY
AEastB
BSouthA
YWestX
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By default, KNULLI follows the control scheme of Nintendo devices in all menus: A for OK/confirm and B for cancel/back. However, if you feel more familiar with the PlayStation scheme, press Start to bring up the main menu, go to System settings and find Frontend Developer Options. Here you will find a toggle to Switch confirm & cancel buttons in EmulationStation.

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Hotkey shortcuts

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All hotkey shortcuts follow the same pattern: Press and hold the Function button and press another key to call the respective action as indicated by the table below.

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If you forgot a shortcut: Don't worry! KNULLI comes with an on-screen manual. At the home screen, press Select to bring up the Quick access menu. Here, you will be able to View user manual, which contains a list of all shortcuts.

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ShortcutAction
Function + StartQuit the game and return to EmulationStation
Function + SelectOn devices without analog sticks: Toggle between mapping either the D-pad or an analog stick to the D-pad (e.g., for playing N64)
Function + Open the emulator menu of the current core
Function + Quick save in the currently selected save slot
Function + Quick load from the currently selected save slot
Function + Next save slot
Function + Previous save slot
Function + Fast forward
Function + Rewind
Function + L1Take a screenshot
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Most hotkey shortcuts work for most cores. Even though only savegames from RetroArch cores are integrated into the EmulationStation GUI and can be loaded directly from the menu, most other cores also provide save game slots which can be accessed by the same shortcuts.

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If you are collecting Retro Achievements in hardcore mode, all save/load fast foward/rewind actions are disabled by definition. However, for regular RetroAchievements, saving/loading etc. is enabled.

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Games from the PortMaster library are not emulated and therefore do not respond to emulation shortcuts. Do not panic if your PortMaster games do not react to your hotkey shortcuts - this is expected behavior. To find out how to save, load, and exit your PortMaster games, please refer to the game's manual.

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KNULLI Kurulumu

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KNULLI, cihazınız için bir disk görüntüsü indirerek, bunu bir SD Kart'a (veya cihazınızın dahili depolama alanına) yazarak ve ardından cihazı başlatarak kurulum sürecini başlatarak kurar.

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Adım 1: İndirme LatestLatest

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  • Cihazınız için en son KNULLI sürümünü yayınlar sayfasından indirin.
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    • Desteklediğimiz her cihaz/platform için indirme bağlantıları "Kurulum Paketi İndirmeleri" ("Installation Package Downloads") başlığı altında bulunabilir.
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    • Cihazınız için doğru disk görüntüsünü indirdiğinizden emin olun. Örneğin; RG35XX üzerine KNULLI kuruyorsanız, rg35xx görüntüsünü indirmelisiniz.
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    • Herhangi bir sorunuz varsa, belirli cihazınız için hangi görüntüyü indirmeniz gerektiğini doğrulamak için Cihaz Desteği sayfasını kontrol edebilirsiniz.
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Adım 2: Yazma

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  • İlk olarak, indirdiğiniz sıkıştırılmış dosyayı çıkarın.
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  • Ardından bir disk görüntüsü yazma aracı kullanarak görüntüyü bir SD Kart'a yazın. +
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Adım 3: Cihazınızı Başlatın

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  • Cihazınızı kapalıyken SD Kart'ınızı cihazınıza takın ve ardından cihazınızı açın.
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  • Not: Bazı cihazlar, SD Kart'ınızın ilk olarak yüklenmesi için önyükleme sırasını (boot order) ayarlamanızı gerektirebilir. Bunun sizin için geçerli olup olmadığını görmek için belirli cihazınızın belgelerine bakabilirsiniz.
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  • KNULLI kurulum sürecini tamamlayacak ve ardından cihazınızı yeniden başlatacaktır.
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  • Cihazınız yeniden başladığında doğrudan EmulationStation yüklenecek. Bu noktada cihazınız kullanıma hazırdır!
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Ek Notlar

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  • KNULLI işletim sistemi, LINUX tarafından okunabilen ancak Windows'ta direkt olarak okunamayan bir Ext4 bölümünde saklanmaktadır. Şu anda, Windows'ta birincil KNULLI Ext4 bölümüne erişmek mümkün değildir.
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  • İkinci bir SD kartı destekleyen cihazlarda, SD kartı Ext4, FAT32 veya exFAT olarak biçimlendirilebilir. KNULLI, önyükleme sırasında ikinci SD kartı otomatik olarak algılayacak ve oyun depolaması olarak kullanılabilir hale getirecektir.
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  • x86 cihazlarda, KNULLI bir kurulum aracı içerir. Bu kurulum aracı, ES içinde listelenen sistemlerden biri olan araçlar menüsünde bulunabilir.
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Sonraki Adımlar

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Netplay

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This section is still under construction. Sorry, we're working on it! 😄 Until it's done, you might want to join us on Discord to get in touch - maybe we can help you there!

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Quick Start Guide

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Hi there! Welcome to KNULLI!

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With this quick start guide, we will help you get started with KNULLI on your handheld device. If you are completely new to handheld emulation and custom firmwares (CFWs), this guide will lead you through your first steps. If you are an advanced user, this guide will make you aware of things KNULLI might do differently than other custom firmwares you have already used.

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Important: Read this before you start!

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Unlike many other CFWs, KNULLI currently uses ext4 as the default file system for your games, saves, configs, etc. We made this decision purposely, to give you the best out-of-the-box experience with PortMaster. Currently, PortMaster does not work properly with KNULLI on Windows/macOS-compatible exFAT partitions. (You can read more about this topic in the PortMaster section.)

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It is possible to access the ext4-formatted partitions/SD cards with Linux systems. However, ext4 is not accessible from Windows/macOS directly. Consequently, you will not be able to access your SD card in the same way you might be used to from other CFWs. To add your files, we suggest that you use network transfer instead. Once you have added the device to your Wi-Fi (as explained in the Networking chapter), your KNULLI device will show up in the Network section of your Windows Explorer, where you can drag-and-drop your files just as easily. (You will find a more detailed walkthrough in the Network Transfer section.)

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We know, that network transfer is a bit slower, which is an inconvenience during the initial setup when you are uploading the major part of your games. However, we also believe that it is worth the effort. The PortMaster library contains about 500 games, a lot of them will be fully playable on your handheld device if you stick with ext4.

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There is an opt-out though. If you do not want to play PortMaster games anyway, you can easily reformat to the Windows-compatible exFAT format. (You will find instructions in the Formatting section.) Just be aware that PortMaster will not work properly if you choose to format to exFAT!

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Installing KNULLI LatestLatest

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Find the latest KNULLI release on our GitHub repository, find the image for your specific device in the Installation Download Package section, download it, and flash it onto an SD card. Do not attempt to format anything manually afterwards, KNULLI will do it for you! Just put the SD card in your device, remove SD cards from any other slot, and boot the device to finish installation. (First boot can take quite long since KNULLI will expand and format your games partition. Be patient.)

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If you need more detailed information on how to install KNULLI, have a look into the Install section.

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First steps

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Your first steps will depend on how you want to use your KNULLI device.

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1. Set up your data storage

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For most users, we recommend to use a single SD card with the default formatting.

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However, if you want a different setup, e.g. because your device does not support Wi-Fi, use the table below to determine, which setup suits your needs. Be aware that it might be required to reformat the storage before you can use it. Please use the built-in KNULLI formatter for this purpose. Also, please be aware that you have to switch between internal and external storage manually. (You will find detailed instructions on switching and formatting storages in the Add Games section.)

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It is possible to use an already populated SD card as secondary SD card. However, if you attempt to do so, please make sure that the folder structure matches the one described in the Game Storage section.

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Decide how you want to store your files

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SD cardsI want to play PortMaster games!I want to access the SD card from Windows without Network transfer! (I accept that PortMaster will not work.)
1You are good to go! You will have to reformat your internal storage to exFAT.
2You will have to reformat your external storage to ext4 (unless it is already formatted to ext4).You will have to reformat your external storage to exFAT (unless it is already formatted to exFAT).
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Make sure that you made a decision on how to store your files and prepared the storage accordingly before you continue with the next step.

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Be aware that PortMaster will not work properly if you decide to format to exFAT.

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2. Set up your Wi-Fi

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Unless you have decided to reformat to exFAT, this step is mandatory to be able to add your games. Press the Start button to open the main menu and go to Network settings where you can configure your Wi-Fi connection. (You will find more detailed instructions about setting up Wi-Fi and increasing security in the Networking section.)

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Troubleshooting

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If you are unable to connect your KNULLI device to your Wi-Fi, please make sure to disable WPA3 encryption in your router and stick with WPA2 instead.

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3. Add games and BIOSes

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Depending on your storage choice, you can now start to add your games. On Windows, open your Windows Explorer and find the KNULLI device in your Network section. If the device does not show up, you can type \\KNULLI in the address bar of your Windows Explorer to find it manually. On macOS, select Go in Finder, pick Connect to Server and type smb://KNULLI in the address bar. (If you changed the hostname manually, look for the hostname of your choice instead.)

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Step 1a: Find your KNULLI device in the Network section of your Windows Explorer.

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Step 1b: Find your KNULLI device by typing \\KNULLI in the address bar of your Windows Explorer.

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Step 2: Open the share folder of your KNULLI device to find the contents of the /userdata folder.

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Step 3: Open the roms folder of your KNULLI device to find the subfolders for each systems (e.g., SNES).

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Alternatively, if you have a Linux-driven computer available, or if you have formatted your SD card to exFAT, you can shut down your KNULLI device, eject the SD card, insert it into your computer, and access it directly.

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In any case, you may drag-and-drop your games and BIOS files from your local hard disk drives to the corresponding folders on your KNULLI device. You will find a more detailed walkthrough and more alternative solutions for adding games in the Add Games section.

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4. Install PortMaster (optional)

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If you chose to stick with ext4, you may now install PortMaster. Make sure that you are connected to your Wi-Fi, head to the Ports section, find Install.PortMaster and launch it. Afterwards, you will find PortMaster in the Ports section. (You will find more information about how to install and run PortMaster in the PortMaster section.)

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Missing PortMaster installer

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If Install.PortMaster is missing from your Ports section, please follow the instructions in the PortMaster section.

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5. Scrape media (optional)

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After you have added and installed all your games, you might want to add cover artworks, text descriptions and other metadata to your games. KNULLI comes with a fully functional scraper which will retrieve available media and metadata for you. Our scraper supports ScreenScraper, TheGamesDB and ArcadeDB as scraping sources. (You will find instructions for scraping in the Scraping section.)

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6. Set up Retro Achievements (optional)

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If you want to collect Retro Achievements, you should log in to your Retro Achievements account. Press START on your controller, select Game Settings and head to RetroAchievement Settings to enter your credentials. Be aware that Retro Achievements only work while you are connected to the internet. (You will find more information about Retro Achievements in the Retro Achievements section.)

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Play!!

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Congratulations - you are ready to start playing! How does that feel? If this is your first time using a device/CFW like this, we strongly recommend to learn the hotkey shortcuts (you will find them in the Hotkey Shortcuts section) before you launch the first game. Aside of that, you are good to go!

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We hope you enjoy playing your games with KNULLI!

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You are not alone!

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If you run into any issues, don't worry - you are not alone! Find help in our wiki, have a look into the FAQ, or join us on Discord where we will try to answer your questions.

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Retro Achievements

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KNULLI has a native integration with RetroAchievements which allows you to earn achievements as you play games across numerous emulators. In order to use RetroAchievements your device must be connected to the internet.

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Error 419

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While you can add your credentials to collect Retro Achievements, it is currently not possible to look at your collected Retro Achievements from the main menu. Any attempt to do so will result in an error message, referring to "Error 419". Our developers are aware of the issue and are working on a solution.

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Until the issue is resolved, you can still look at your collected Retro Achievements from within RetroArch: Launch your game and press Function+ to bring up the RetroArch GUI and find Achievements.

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Additionally, if the RetroAchievements option in the main menu annoys or confuses you, you can hide it from the main menu: Press Start to bring up the main menu, head to Game Settings and find RetroAchievement Settings. Here, you can toggle Show RetroAchievements entry in main menu on or off.

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Setup

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  1. Create an account at RetroAchievements.org.
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  3. Follow the steps on the Networking page to connect your device to the internet.
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  5. While in EmulationStation press START on your controller to open the Main Menu.
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  7. Select Game Settings and then choose RetroAchievement Settings.
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  9. Turn On RetroAchievements (first toggle).
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  11. Then enter your username and password for RetroAchievements.org in the username and password fields.
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Additional Notes

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  • There are additional settings that can be changed in the above menu to tailor your experience. Please see the documentation @ docs.retroachievements.org for details on each option
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    • Recommended Settings:
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    • Unlock Sound (On): this plays the classic unlock sound each time an achievement is earned.
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    • Automatic Screenshot (On): this takes a screenshot each time an achievement is earned and stores it in the screenshots directory. These can be viewed in the screenshots system in EmulationStation.
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  • Not all emulators and games support RetroAchievements; please see the list of emulators that support achievements here and check if your game has achievements available by searching for it on RetroAchievements.org
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Scraping

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Once you added all your games to your KNULLI device, you might want to add box art and other metadata for your games. Of course, you can always edit the gamelist.xml files manually and fill in all the metadata. However, KNULLI supports scraping media and metadata automatically from three different sources: ScreenScraper, TheGamesDB and ArcadeDB.

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The built-in scraper attempts to find media and metadata for your games based on the file names of the game ROMs (or launch scripts for ports). If the file names contain region information (like (U) or (EU)), the scraper will take that into account. Make sure the ROMs and scripts are named properly, otherwise the scraper will fail to identify the game. If you cannot provide a readable name for your game, as some systems require the scripts to have specific names (e.g., ScummVM), don't worry - you can scrape data for those games manually.

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Displaying scraped media

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KNULLI uses Art-Book-Next as the default theme for the EmulationStation GUI. The theme supports displaying a lot of metadata and media you can scrape from the supported scraping sources.

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The theme displays

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  • in the game list of the respective system
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      • Press the Start button and go to the Theme configuration section of the User interface settings to toggle Game artwork.
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    • the description of the game.
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    • the community rating.
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  • in the game menu (hold the button which starts the game to bring up the game menu)
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    • the game logo.
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If you switch to a different theme, you might not be able to display the same media. If your scraped media is not displayed as expected in a theme you manually installed, please refer to the theme's documentation for help.

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Adopt scraped media from another EmulationStation-based device

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If you already have another device with EmulationStation as a frontend, you might want to transfer all your scraped media along with your games. If you do that, please make sure that you include all the subfolders for your scraped media and the gamelist.xml files of every system. The gamelist files contain references to the scraped media, without those references, the scraped media will not be displayed.

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For example, if you want to migrate your SNES ROMs with all the scraped media included, make sure that you transfer the entire roms/snes folder from your previous device to the roms/snes folder of your KNULLI device. Make sure to replace the existing gamelist.xml on the KNULLI device with the one from your previous device.

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If your scraped media does not show up, press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected. If that does not work, your previously scraped media (or the respective gamelist files) might not be compatible with the EmulationStation version or the theme KNULLI is using. In this case, you might want to rescrape your media directly with the build-in scraper of KNULLI.

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Scraping media

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To scrape media from any of the sources KNULLI supports, there are two different options. You may either scrape media for your whole collection (or parts of your collection) or you can scrape media for a single game. But before you scrape, make sure that your scraper settings are set up the way you like them to be.

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Some scraper sources have a limit for the amount of data/media you are allowed to scrape per day. Make sure to avoid unnecessary scraping by setting up your scraper properly before you begin scraping.

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Scraper settings

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To set up the scraper, press Start to get to the main menu and select Scraper to bring up the scraper menu. In the scraper menu, you can set your main scraper source. This is the source that will always be used when you scrape for several (or even all) games at the same time. By default, ScreenScraper will be selected. However, you can switch the source to TheGamesDB or ArcadeDB if you prefer.

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ScreenScraper requires the user to be logged in to a ScreenScraper account. If you want to scrape from ScreenScraper, go to the ScreenScraper website and register for an account. (It's free!)

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In the Scraper settings, you can put in your ScreenScraper login credentials and choose exactly what data to scrape for. The option Box source allows you to pick which type of box art you want for your collection (e.g., 2D box art or 3D box art). Logo source allows to pick from a number of different types of logos (wheel corresponds to the logo of the game on a transparent background without any further decorations, the other options are stylized variants of the logo).

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You may also pick a Preferred region, since many games have been published all over the world and box art may be different in certain regions.

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With the toggles for Overwrite descriptions and Overwrite medias, you can protect the data you have already scraped or maybe even edited manually.

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Aside of those options, there are a lot of toggles for different types of metadata like video, community rating, and even the game manual. Take your time to set up your scraping preferences and maybe try them out with a single game before you scrape your whole collection.

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Scraping media for a single game

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Once your scraper settings are done, you can try them out by scraping data and media for a single game. Pick a game, any game (preferrably, a game that is well known, to be sure that there's data and media available). Go to the system category (e.g., SNES) and pick a game (e.g., "Super Mario World"). Now, depending on your GUI settings, either the B button (south) or the A button (east) will be the button which launches a game. Press the button that launches your games and hold it to bring up the game menu.

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At the bottom of the game menu, you will find the Scrape option. If you select it, KNULLI will attempt to find metadata and media for that game. Unlike the bulk scraping for several games, scraping for a single game will fetch information from all available sources. Once the data was received, the scraper will prompt the user with a selection to pick from, sorted by the scraper source.

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If the scraper does not find any results (e.g., because you are scanning for a launch script of a port which as an odd name), you can try to find the correct game manually. On the bottom of the scraper screen, you will find the option Input. Select that and enter the name of the game you want to scrape media for.

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Some games have different names in different regions. For example, "Broken Sword" is called "Baphomet's Fluch" in Germany. If the scraper cannot find the game by its regional name, search for the international name instead.

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After you picked the preferred scraping result, the scraper screen will close. If you do not see the scraped information, yet, you might need to update your gamelists. Press the Start button to open the main menu, go to Game settings and select Update gamelists. Afterwards, you should find that the media and metadata for the game are displayed as expected.

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Scraping media for all games

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When you first set up your KNULLI device, you will most likely want to scrape media for all your games at once. After you made sure that the scraper settings are to your liking and you verified by scraping data for a single game, you are now ready for bulk scraping. Be aware that bulk scraping can take quite some time, depending on the size of your game collection.

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To start bulk scraping, press the Start button to bring up the main menu and head to Scraper. In the section Filters you will be able to configure which games you want to scrape data and media for. You can pick or omit certain systems or exclude games which have been scraped for recently. After you have set up your filters, select Scrape now at the bottom of the screen.

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KNULLI will start to scrape. You can leave the menu, since KNULLI will continue scraping in the background. While on EmulationStation, you will be able to monitor the scraping process in the top right of the screen. Scraping will continue, even while you play a game. However, since the scraping is a time- and energy-consuming operation, you might not want to play any resource-demanding games while the scraping runs in the background.

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After scraping was finished, you might need to update gamelists again to apply the changes. Press the Start button to open the main menu, go to Game settings and select Update gamelists.

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All your games will have the desired boxart, descriptions, and videos now. If you notice that a game is still missing media or metadata (or has the wrong media or metadata), you may try to scrape media again for that specific game, as described in the Scraping media for a single game section.

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KNULLI Güncellemesi

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KNULLI, kablosuz bağlantıya sahip modeller için "Kablosuz ağlar aracılığıyla" (OTA) veya manuel olarak bir güncelleme .tar dosyasını indirerek, cihazınıza kopyalayarak ve yeniden başlatarak güncellenebilir.

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Seçenek 1: OTA Güncellemesi

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Cihazınız internete erişim sağlıyorsa, KNULLI'yi doğrudan EmulationStation üzerinden güncelleyebilirsiniz.

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  1. EmulationStation'da, denetleyicinizdeki Start düğmesine basarak ana menüyü açın.
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  3. System Settings'i seçin
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  5. System Update başlığına gidin ve Start Update'i seçin
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Güncellemeyi yapmadan önce en son sürüm için değişiklik listesini görüntüleyebilirsiniz, bunun için Change Log'u seçin.

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Seçenek 2: Manuel Güncelleme

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Cihazınızın internete erişimi yoksa, manuel olarak da güncelleyebilirsiniz

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  1. Cihazınız için en son KNULLI güncellemesini (.tar) yayınlar sayfasından indirin.
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    • Desteklediğimiz her cihaz/platform için indirme bağlantıları "Update Package Downloads" başlığı altında bulunabilir.
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    • Cihazınız için doğru .tar dosyasını indirdiğinizden emin olun.
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    • Herhangi bir sorunuz varsa, belirli cihazınız için hangi .tar'ı indirmeniz gerektiğini doğrulamak için Cihaz Desteği bölümünü kontrol edebilirsiniz.
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  3. Güncellemeyi cihazınızın diskindeki güncelleme paylaşımına kopyalayın.
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Pico-8

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Overview

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Game PathSupported Extensions
roms/pico8.png .p8
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Instructions

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Option 1: Running Pico-8 through RetroArch Fake-08

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By default, KNULLI comes with Fake08, a free, Pico-8-compatible engine provided by RetroArch. Many Pico-8 games run perfectly fine with Fake08. Since Pico-8 games are usually free, you can download the png game files (or "carts") from the Pico-8 website and drop them in your roms/pico8 folder. However, since Fake08 does not cover all the features of the native Pico-8 engine, some games might nor run properly with Fake08.

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Option 2: Running Pico-8 through the native engine

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Pico-8 games are best played with the native engine as it supports all Pico-8 features without any limitations. You need to purchase it from Lexaloffle and we do recommend that you buy a copy if you can. Its an awesome piece of software and it also comes with the tools to make your own games.

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Setup

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1) Pico-8 Files
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  • Go to Lexaloffle's download page
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  • From that page download the Raspberry Pi zip file
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  • Unzip the Raspberry Pi zip file and...
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    • Delete the pico8 file
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    • Rename the pico8_64 file to pico8
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  • Create a directory in userdata/bios/ called pico-8
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  • Upload the pico8, pico8_dyn, pico8_gpio and pico8.dat to this directory (you do not need any of the other files) +
    Final Folder Structure
    /userdata/bios/pico-8/
    +    ├─ pico8
    +    ├─ pico8_dyn
    +    ├─ pico8_gpio
    +    └─ pico8.dat
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  • +
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2) Make sure that Pico8 is executable
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By default, the pico8 and pico8_64 files from the Raspberry Pi zip file are already marked as executable (-rwxr-xr-x). However, if you unzip the file on a Windows machine, Linux permissions are lost in the process. Therefore, the file you copied to your BIOS folder might no longer be executable.

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To make sure that the file is executable again, you may establish an SSH connection (see SSH section for details) and enter the following command on the shell of your KNULLI device to add the executable permission (x) for all three user types:

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chmod +x /userdata/bios/pico-8/pico8
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The file should now be executable. You may verify by typing the following command and making sure, that the permission list in the result contains all three xes:

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ls -l /userdata/bios/pico-8/pico8
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3) EmulationStation
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  • copy the following text into a file called es_systems_pico8.cfg +
    es_systems_pico8.cfg
    <?xml version="1.0" encoding="UTF-8"?>
    +<systemList>
    +  <system>
    +        <name>pico8</name>
    +        <emulators>
    +            <emulator name="lexaloffle">
    +                <cores>
    +                    <core default="true">pico8_official</core>
    +                </cores>
    +            </emulator>
    +            <emulator name="libretro">
    +                <cores>
    +                    <core>fake08</core>
    +                </cores>
    +            </emulator>
    +        </emulators>
    +  </system>
    +</systemList>
    +
  • +
  • upload the es_systems_pico8.cfg you created to /userdata/system/configs/emulationstation/
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  • restart EmulationStation
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  • open the Pico-8 gamelist, press SELECT, open ADVANCED SYSTEM OPTIONS → EMULATOR and then select LEXALOFFLE: PICO8 OFFICIAL as your Emulator
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Playing a game

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Once the above is set up is you have 2 options for playing games through Pico-8's native engine:

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  1. Using Splore
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    • Splore is awesome as it allows you to browse and play the entire library of user created games with an internet connection.
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    • To use this method simply create a file named Splore.png in roms/pico8.
    • +
    • Note that you will need an internet connection to browse the pico-8 BBS (If you don't have an internet connection you can still use it to launch games you have downloaded previously)
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    • To exit and return to EmulationStation you can press the START button while highlighting a game in Splore then selecting Options > Shutdown
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  3. Through .png or .p8 files added directly roms/pico8
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    • Browse the list of games (aka. "Carts") on Lexaloffle's website
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    • Download the .png or .p8 file for any game you are interested in playing and upload it to either roms/pico8
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    • Refresh EmulationStation by pressing START to open the Main Menu then select Game Settings > Update Gamelists.
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    • You should now be able to launch the game by selecting it from the gamelist.
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    • To exit a game and return to EmulationStation you can press the START button then selecting Options > Shutdown
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PortMaster

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PortMaster is a management software for installing and updating various ports for Linux-driven handheld video game systems. Ports are, in this case, video games which have been adapted from other systems and optimized to run natively on your handheld device. You will find more information about PortMaster on the PortMaster website.

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Games

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The PortMaster library is huge and contains almost 500 different games already. However, not all of those games will run on your respective device. Hence, when browsing the PortMaster library on your device, you will only find games which are compatible with your handheld.

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The library is divided in two major categories:

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  • Ports which are "Ready to run" are ports of free games which you can install and immediately start playing.
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  • Ports with "Files needed" are ports of commercially released games. To be able to run these ports, you will have to provide essential files from the games you bought.
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Some PortMaster games only run on drives which are formatted to ext4. For this reason, KNULLI formats the SHARE partition to ext4 by default. However, if you re-formatted the SHARE partition to exFAT or if you use a second SD card which is formatted to exFAT, some PortMaster games might not work on your device. You will find information on how to reformat your drive to ext4 in the Add Games section. Additionally, you will find a list of games with known issues below.

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Installing PortMaster

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After installing KNULLI for the first time, you will find the PortMaster install script (Install.PortMaster) in the Ports category. Running this script will install PortMaster on your KNULLI device and restart EmulationStation automatically. Now, you will find PortMaster in the Ports category instead of the install script.

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If the PortMaster installer (Install.PortMaster) is missing from your Ports section, do not panic. This might happen, e.g., if you updated from a previous version without PortMaster or if you use an SD card which is already populated with games. In this case, you can find the installer in our Github repository. Download the file (Install.PortMaster.sh) and add it to roms/ports as you would add a game.

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Managing games

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PortMaster will automatically check for updates during launch and apply them, if necessary. Afterwards, you will find yourself in the main menu of PortMaster. Here, you can find ports to install or manage the ports on your device.

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PortMaster requires an active internet connection to install and update ports.

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  • Featured Ports presents a hand-picked selection of ports, curated by the PortMaster team.
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  • All Ports contains a list of all ports which are compatible with your respective device, including ports which are ready-to-run and ports which require some additonal files.
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  • Ready To Run Ports contains a list of all free ready-to-run ports which you can install and immediately start playing.
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  • Manage Ports provides options to update, re-install, or uninstall the ports which are currently installed on your device.
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There is also an Options section where you will find settings for PortMaster itself.

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Installing ready-to-run games

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To install a ready-to-run game, simply find it in the Ready To Run Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games. You will now find the game in the Ports category.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Installing games with files needed

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To install a game with files needed, simply find it in the All Ports section and install it by following the on-screen instructions. Once you are done installing your games, exit PortMaster from the PortMaster main menu. EmulationStation will restart automatically to apply the changes and detect the newly installed games.

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Now, you will have to take care of the files needed to be able to play the game. To do so, gain access to your roms/ports folder by one of the methods described in the Add Games section. In your roms/ports folder, you will find subfolders for all the ports you have installed via PortMaster. Find the subfolder which corresponds to the game you want to install.

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The Games section of the PortMaster website will provide you with instructions which files you will need and where to put them. Additionally, you might find a readme file in the folder where the port is stored. Depending on the game, you might need a specific version to be compatible with the port. You will often find compatible versions of the games on GOG or Steam, however, you should read the instructions of the respective port carefully before buying the game to be sure that you found the right version of it.

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After you added all the required files, the game should be ready to run. Simply go to the Ports category, find the game, and launch it!

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During first launch, some ports will take some time to compress and/or compile and/or repackage files from the original game. Depending on the game, this may take several minutes, sometimes even longer. Do not panic if the first launch takes some time. Do not panic if you see a lot of command-line messages. Some games may even require several attempts to prepare all the necessary assets for playing the game on your handheld. Be patient.

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If the game does not show up, press Start and pick Game settings and Update gamelists to restart EmulationStation and detect new games. If that does not help, launch PortMaster, find the game in the Manage Ports section and reinstall it.

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Known issues with PortMaster games on exFAT-formatted partitions

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As mentioned above and throughout this Wiki, many PortMaster games rely on symbolic links and very large swap files which are not supported by the exFAT file system. If you attempt to run PortMaster games from a partition which is formatted to exFAT, you might be lucky and have some games working perfectly fine. However, you will also run into games which will not work as expected.

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For many games, symbolic links are implemented to put the savegames and configuration files in the right place. Without symbolic links, the files might end up as temporary files which will be deleted automatically once you quit the game. Hence, you will have to reconfigure and start over when you launch the game again.

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The following list is by no means a complete list of all games which do not work. It is just a small collection of issues we are already aware of and can warn you about, issues you will run into when attempting to run these games from an exFAT-formatted SD card.

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PortMaster compatibility chart

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GameRuns on ext4Runs on exFATGame breaking issues on exFAT
Half-LifeNone
OwlboyLoses all settings/savegames when quit.
Stardew ValleyLoses all settings/savegames when quit.
TMNT: Shredder's RevengeLoses all settings/savegames when quit. First-launch compile/compression fails due to swap-file size issues.
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ScummVM

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ScummVM is a collection of virtual machines and re-implementations of game engines for point-and-click adventure games. KNULLI includes ScummVM by default. If you want to find out if your games can be played with ScummVM, we suggest to have a look at the compatibility chart at the ScummVM website.

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Point and click

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By default, the cursor of your ScummVM game can be moved with the dpad and/or the left analog stick while L1 and R1 will correspond to left and right click. The Start button will bring up the ScummVM main menu which will allow you to save, load, and edit some settings.

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However, KNULLI also supports connecting a mouse via Bluetooth, as explained in the Controls section.

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Standalone and RetroArch ScummVM

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KNULLI comes with two different ScummVM emulators: The RetroArch-integrated ScummVM core (libretro:scummvm) and the standalone ScummVM (scummvm). Both work fine on most KNULLI-driven handhelds, however, some of the more demanding games might run a little better on the standalone version.

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Both versions come with the ScummVM launcher which relies on a scummvm.ini file to keep all the game-specific settings, however, both versions work slightly different:

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  • Standalone ScummVM
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      • by adding the games from the standalone launcher.
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  • Libretro ScummVM
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    • keeps its scummvm.ini in bios.
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    • will launch games from EmulationStation without adding them to the scummvm.ini.
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    • will not memorize game-specific settings for games which are launched from EmulationStation.
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Updated version coming soon

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We already adopted a recent update to Batocera, which improved the behavior of the libretro ScummVM emulator. With every KNULLI build after August 19th 2024, libretro ScummVM will memorize game specific settings if the game was added to scummvm.ini, either by manually editing the file or by adding the games from the standalone launcher. To call the came as configured in the scummvm.ini, the .scummvm file needs to contain the exact launcher ID.

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Adding ScummVM games

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Unlike most other systems, your ScummVM games need a little adjustment to be run on your KNULLI device. This guide will help you to set up your ScummVM games properly. To do so, it is required that you understand the difference between the game ID and the launcher ID of ScummVM.

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Game IDs

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Within ScummVM, each game has a dedicated game ID that consists of two parts: The ID of the engine (or developer) and the ID of the game within that engine. Those two values are combined, separated by the : character. For example, classic LucasArts adventures run in the SCUMM engine, which has the ID scumm. Within that engine, "Indiana Jones And The Fate Of Atlantis" by LucasArts has the ID atlantis. Consequently, the game ID of "Indiana Jones And The Fate Of Atlantis" is scumm:atlantis.

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The game "Atlantis: The Lost Tales" by Cryo also goes by atlantis, however, the engine for that game has the ID cryomni3d, so the game ID of "Atlantis: The Lost Tales" is cryomni3d:atlantis.

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Launcher IDs

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When adding a game to the ScummVM launcher (e.g., on your computer or on your emulation device), the game receives another ID - the launcher ID. By default, the launcher ID usually corresponds to the game-part (the part after the :) of the game ID, sometimes followed by a set of modifiers that indicates a language or other version information.

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For example, "Broken Sword" has the game ID sword1:sword1, the german Windows version of the game gets the launcher ID sword1-win-de by default. However, it is also possible to add the same game multiple times to the ScummVM launcher. In this case, the launcher ID receives a numerical suffix, for example, a second instance of "Broken Sword" would receive the launcher ID sword1-win-de-1.

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Step 1: Find out the (default) launcher ID

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To run your ScummVM game on KNULLI, you will need to find out the (default) launcher ID of the ScummVM game. You can do this by adding the game to the ScummVM launcher on your computer or on your handheld device. Afterwards, go to the Game Options, find the Game tab and take a look at the ID field.

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Open ScummVM launcher on your device

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The launcher will pop up automatically if you try to launch a game that does not exist. For the standalone ScummVM launcher, you need to make sure that Emulator is set to scummvm in the Game Settings (or System Settings). Likewise, you will need to set Emulator to libretro:scummvm if you want to configure the RetroArch-integrated ScummVM. +In both cases, create a .scummvm file for a game you know not to exist (e.g., scummvm-launcher.scummvm) and launch it from EmulationStation to bring up the launcher.

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Step 2: Add your game files

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In the userdata folder, go to roms, then go to scummvm. Inside this folder, create a subfolder for every game you want to add. You can name the folder however you want.

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Depending on the game, you will need some files from your original copy of the game to run it with ScummVM. Have a look at the Supported Games section of the ScummVM wiki to figure out, which files you will need to run your game and add them to the folder you just created, just as explained in the ScummVM wiki.

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Step 3: Create the ScummVM file

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After you have added all the game files for a game, create an new text file in the folder of each game. Now, you need to rename this file exactly like the default launcher ID of this game. So, for example, for the German version of "Broken Sword" for Windows, the file should be named sword1-win-de.scummvm. This will allow the RetroArch-integrated ScummVM to launch the game from EmulationStation.

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However, if you also want to be able to use standalone ScummVM or if you want to be able to save game-specific settings in the RetroArch-integrated ScummVM, you need to take an additional step and edit the text file, so that it contains the same default launcher ID the file is named after.

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So, for the German version of Broken Sword, you will have a file sword1-win-de.scummvm which contains the following text:

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sword1-win-de
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Saving game-specific settings in RetroArch-integrated ScummVM

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Saving game-specific settings is only supported in KNULLI builds which have been released after August 19th 2024.

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Step 4: Update gamelists

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Press Start to bring up the main menu, go to Game Settings and pick Update Gamelists to scan for your newly added games. Afterwards, you should find your ScummVM games in the ScummVM category.

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Step 5: Add the game to the ScummVM launcher

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Depending on your previous steps and the emulator you chose, you might be led directly to the ScummVM launcher when you try to lauch your game for the first time, because it could not be found within the respective scummvm.ini. If so, pick Add Game in the ScummVM launcher and add the game by browsing to its folder and following on-screen instructions. Afterwards, Quit the launcher and try to launch your game again. If it still does not work, go to the Game Options within ScummVM, take a look at the ID in the Game tab and make sure to have the very same ID in your .scummvm file and its name.

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Step 6: Scrape media

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By default, each ScummVM game will be named after its .scummvm file in your EmulationStation GUI. Since this is not very user-friendly, we recommend scraping for artworks and media. Since the scraper will most likely not be able to identify games based on their sometimes pretty cryptic ScummVM IDs, you may need to do scrape manually as explained in the Scraping section.

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