diff --git a/.nojekyll b/.nojekyll new file mode 100644 index 00000000..e69de29b diff --git a/404.html b/404.html new file mode 100644 index 00000000..11927562 --- /dev/null +++ b/404.html @@ -0,0 +1,2010 @@ + + + + + + + + + + + + + + + + + + + KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ +

404 - Not found

+ +
+
+ + + +
+ + + +
+ + + +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/CNAME b/CNAME new file mode 100644 index 00000000..cebb241f --- /dev/null +++ b/CNAME @@ -0,0 +1 @@ +knulli.org diff --git a/_inc/css/custom.css b/_inc/css/custom.css new file mode 100644 index 00000000..4b6e5502 --- /dev/null +++ b/_inc/css/custom.css @@ -0,0 +1,151 @@ +/* Colors Light & Dark */ +[data-md-color-scheme="art-book"] { + /* Primary color shades */ + --md-primary-fg-color: #111111; + --md-primary-bg-color: #eeeeee; + --md-primary-bg-color--light: #bbbbbb; + /* Accent color shades */ + --md-accent-fg-color: #5998FF; + --md-accent-fg-color--transparent: #cccccc; + /* Default color shades */ + --md-default-fg-color: #111111; + --md-default-fg-color--light: #222222; + --md-default-fg-color--lighter: #cccccc; + --md-default-fg-color--lightest: #cccccc; + --md-default-bg-color: #dddddd; + --md-default-bg-color--light: #dddddd; + --md-default-bg-color--lighter: #dddddd; + --md-default-bg-color--lightest: #dddddd; + /* Typeset color shades */ + --md-typeset-color: #111111; + /* Typeset `a` color shades */ + --md-typeset-a-color: #5088e5; + /* Typeset `table` color shades */ + --md-typeset-table-color: #cccccc; + --md-typeset-table-color--light: #eeeeee; + /* Footer color shades */ + --md-footer-bg-color: #111111; + /* Typeset `kbd` color shades */ + --md-typeset-kbd-color: #eeeeee; + --md-typeset-kbd-accent-color: #dddddd; + --md-typeset-kbd-border-color: #bbbbbb; + /* Code color shades */ + --md-code-bg-color: #eee; + --md-code-fg-color: #111; + --md-code-hl-operator-color: #111; + --md-code-hl-variable-color: #111; + --md-code-hl-comment-color: #999; + --md-code-hl-punctuation-color: #111; +} +[data-md-color-scheme="art-book-next"] { + /* Primary color shades */ + --md-primary-fg-color: #111111; + --md-primary-bg-color: #eeeeee; + --md-primary-bg-color--light: #bbbbbb; + /* Accent color shades */ + --md-accent-fg-color: #5998FF; + --md-accent-fg-color--transparent: #333333; + /* Default color shades */ + --md-default-fg-color: #eeeeee; + --md-default-fg-color--light: #eeeeee; + --md-default-fg-color--lighter: #888888; + --md-default-fg-color--lightest: #444444; + --md-default-bg-color: #222222; + --md-default-bg-color--light: #222222; + --md-default-bg-color--lighter: #222222; + --md-default-bg-color--lightest: #222222; + /* Typeset color shades */ + --md-typeset-color: #eeeeee; + /* Typeset `a` color shades */ + --md-typeset-a-color: #5998FF; + /* Typeset `table` color shades */ + --md-typeset-table-color: #333333; + --md-typeset-table-color--light: #444444; + /* Footer color shades */ + --md-footer-bg-color: #111111; + /* Typeset `kbd` color shades */ + --md-typeset-kbd-color: #555; + --md-typeset-kbd-accent-color: #444; + --md-typeset-kbd-border-color: #222; + /* Code color shades */ + --md-code-bg-color: #111; + --md-code-fg-color: #fff; + --md-code-hl-operator-color: #fff; + --md-code-hl-variable-color: #fff; + --md-code-hl-comment-color: #999; + --md-code-hl-punctuation-color: #fff; +} + +.md-typeset .admonition, .md-typeset details { + background-color: inherit; + color: inherit +} + +[data-md-color-scheme="art-book"] img[src$="#only-dark"], +[data-md-color-scheme="art-book"] img[src$="#gh-dark-mode-only"] { + display: none; /* Hide dark images in light mode */ +} +[data-md-color-scheme="art-book-next"] img[src$="#only-light"], +[data-md-color-scheme="art-book-next"] img[src$="#gh-light-mode-only"] { + display: none; /* Hide dark images in light mode */ +} + +.md-typeset h1, .md-typeset h2, .md-typeset h3 { + font-weight: 700; +} +.md-typeset h1 { + margin: 0 0 0.64em; +} +.md-typeset h2 { + margin: 1em 0 0.64em; +} +.md-typeset h3 { + margin: 0.64em 0 0.8em; +} + +.md-header__inner { + padding: 0.4rem 0.2rem; +} + +.md-main__inner { + margin-top: 0.5rem; + padding-top: 0; +} + +.md-typeset table:not([class]) { + font-size: .74rem; +} + +.md-nav__item--section>.md-nav__link { + font-weight: 700; +} + +@media screen and (min-width: 76.25em) { + .md-nav__item--section { + margin: 1.5em 0; + } + .md-nav__item--section>.md-nav__link { + font-size: .8rem; + } +} + +.md-nav__container>.md-nav__link { + color: inherit; +} + +div.preview-container { + margin-block-start: 1em; + margin-block-end: 1em; + position: relative; + display: flex; + align-items: center; + justify-content: center +} +div.preview-container video { + position: absolute; + margin: 0; + width: 52%; +} +div.preview-container image { + position: absolute; +} \ No newline at end of file diff --git a/_inc/images/TrimUI_SmartPro_Knulli.png b/_inc/images/TrimUI_SmartPro_Knulli.png new file mode 100644 index 00000000..245a1f94 Binary files /dev/null and b/_inc/images/TrimUI_SmartPro_Knulli.png differ diff --git a/_inc/images/knulli-booting-up.png b/_inc/images/knulli-booting-up.png new file mode 100644 index 00000000..8e46e87b Binary files /dev/null and b/_inc/images/knulli-booting-up.png differ diff --git a/_inc/images/logo-knulli.png b/_inc/images/logo-knulli.png new file mode 100644 index 00000000..1b1520d0 Binary files /dev/null and b/_inc/images/logo-knulli.png differ diff --git a/assets/images/favicon.png b/assets/images/favicon.png new file mode 100644 index 00000000..1cf13b9f Binary files /dev/null and b/assets/images/favicon.png differ diff --git a/assets/javascripts/bundle.081f42fc.min.js b/assets/javascripts/bundle.081f42fc.min.js new file mode 100644 index 00000000..32734cd3 --- /dev/null +++ b/assets/javascripts/bundle.081f42fc.min.js @@ -0,0 +1,29 @@ +"use strict";(()=>{var Fi=Object.create;var gr=Object.defineProperty;var ji=Object.getOwnPropertyDescriptor;var Wi=Object.getOwnPropertyNames,Dt=Object.getOwnPropertySymbols,Ui=Object.getPrototypeOf,xr=Object.prototype.hasOwnProperty,no=Object.prototype.propertyIsEnumerable;var oo=(e,t,r)=>t in e?gr(e,t,{enumerable:!0,configurable:!0,writable:!0,value:r}):e[t]=r,R=(e,t)=>{for(var r in t||(t={}))xr.call(t,r)&&oo(e,r,t[r]);if(Dt)for(var r of Dt(t))no.call(t,r)&&oo(e,r,t[r]);return e};var io=(e,t)=>{var r={};for(var o in e)xr.call(e,o)&&t.indexOf(o)<0&&(r[o]=e[o]);if(e!=null&&Dt)for(var o of Dt(e))t.indexOf(o)<0&&no.call(e,o)&&(r[o]=e[o]);return r};var yr=(e,t)=>()=>(t||e((t={exports:{}}).exports,t),t.exports);var Di=(e,t,r,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let n of Wi(t))!xr.call(e,n)&&n!==r&&gr(e,n,{get:()=>t[n],enumerable:!(o=ji(t,n))||o.enumerable});return e};var Vt=(e,t,r)=>(r=e!=null?Fi(Ui(e)):{},Di(t||!e||!e.__esModule?gr(r,"default",{value:e,enumerable:!0}):r,e));var ao=(e,t,r)=>new Promise((o,n)=>{var i=p=>{try{s(r.next(p))}catch(c){n(c)}},a=p=>{try{s(r.throw(p))}catch(c){n(c)}},s=p=>p.done?o(p.value):Promise.resolve(p.value).then(i,a);s((r=r.apply(e,t)).next())});var co=yr((Er,so)=>{(function(e,t){typeof Er=="object"&&typeof so!="undefined"?t():typeof define=="function"&&define.amd?define(t):t()})(Er,function(){"use strict";function e(r){var o=!0,n=!1,i=null,a={text:!0,search:!0,url:!0,tel:!0,email:!0,password:!0,number:!0,date:!0,month:!0,week:!0,time:!0,datetime:!0,"datetime-local":!0};function s(H){return!!(H&&H!==document&&H.nodeName!=="HTML"&&H.nodeName!=="BODY"&&"classList"in H&&"contains"in H.classList)}function p(H){var mt=H.type,ze=H.tagName;return!!(ze==="INPUT"&&a[mt]&&!H.readOnly||ze==="TEXTAREA"&&!H.readOnly||H.isContentEditable)}function c(H){H.classList.contains("focus-visible")||(H.classList.add("focus-visible"),H.setAttribute("data-focus-visible-added",""))}function l(H){H.hasAttribute("data-focus-visible-added")&&(H.classList.remove("focus-visible"),H.removeAttribute("data-focus-visible-added"))}function f(H){H.metaKey||H.altKey||H.ctrlKey||(s(r.activeElement)&&c(r.activeElement),o=!0)}function u(H){o=!1}function h(H){s(H.target)&&(o||p(H.target))&&c(H.target)}function w(H){s(H.target)&&(H.target.classList.contains("focus-visible")||H.target.hasAttribute("data-focus-visible-added"))&&(n=!0,window.clearTimeout(i),i=window.setTimeout(function(){n=!1},100),l(H.target))}function A(H){document.visibilityState==="hidden"&&(n&&(o=!0),te())}function te(){document.addEventListener("mousemove",J),document.addEventListener("mousedown",J),document.addEventListener("mouseup",J),document.addEventListener("pointermove",J),document.addEventListener("pointerdown",J),document.addEventListener("pointerup",J),document.addEventListener("touchmove",J),document.addEventListener("touchstart",J),document.addEventListener("touchend",J)}function ie(){document.removeEventListener("mousemove",J),document.removeEventListener("mousedown",J),document.removeEventListener("mouseup",J),document.removeEventListener("pointermove",J),document.removeEventListener("pointerdown",J),document.removeEventListener("pointerup",J),document.removeEventListener("touchmove",J),document.removeEventListener("touchstart",J),document.removeEventListener("touchend",J)}function J(H){H.target.nodeName&&H.target.nodeName.toLowerCase()==="html"||(o=!1,ie())}document.addEventListener("keydown",f,!0),document.addEventListener("mousedown",u,!0),document.addEventListener("pointerdown",u,!0),document.addEventListener("touchstart",u,!0),document.addEventListener("visibilitychange",A,!0),te(),r.addEventListener("focus",h,!0),r.addEventListener("blur",w,!0),r.nodeType===Node.DOCUMENT_FRAGMENT_NODE&&r.host?r.host.setAttribute("data-js-focus-visible",""):r.nodeType===Node.DOCUMENT_NODE&&(document.documentElement.classList.add("js-focus-visible"),document.documentElement.setAttribute("data-js-focus-visible",""))}if(typeof window!="undefined"&&typeof document!="undefined"){window.applyFocusVisiblePolyfill=e;var t;try{t=new CustomEvent("focus-visible-polyfill-ready")}catch(r){t=document.createEvent("CustomEvent"),t.initCustomEvent("focus-visible-polyfill-ready",!1,!1,{})}window.dispatchEvent(t)}typeof document!="undefined"&&e(document)})});var Yr=yr((Rt,Kr)=>{/*! + * clipboard.js v2.0.11 + * https://clipboardjs.com/ + * + * Licensed MIT © Zeno Rocha + */(function(t,r){typeof Rt=="object"&&typeof Kr=="object"?Kr.exports=r():typeof define=="function"&&define.amd?define([],r):typeof Rt=="object"?Rt.ClipboardJS=r():t.ClipboardJS=r()})(Rt,function(){return function(){var e={686:function(o,n,i){"use strict";i.d(n,{default:function(){return Ii}});var a=i(279),s=i.n(a),p=i(370),c=i.n(p),l=i(817),f=i.n(l);function u(V){try{return document.execCommand(V)}catch(_){return!1}}var h=function(_){var O=f()(_);return u("cut"),O},w=h;function A(V){var _=document.documentElement.getAttribute("dir")==="rtl",O=document.createElement("textarea");O.style.fontSize="12pt",O.style.border="0",O.style.padding="0",O.style.margin="0",O.style.position="absolute",O.style[_?"right":"left"]="-9999px";var j=window.pageYOffset||document.documentElement.scrollTop;return O.style.top="".concat(j,"px"),O.setAttribute("readonly",""),O.value=V,O}var te=function(_,O){var j=A(_);O.container.appendChild(j);var D=f()(j);return u("copy"),j.remove(),D},ie=function(_){var O=arguments.length>1&&arguments[1]!==void 0?arguments[1]:{container:document.body},j="";return typeof _=="string"?j=te(_,O):_ instanceof HTMLInputElement&&!["text","search","url","tel","password"].includes(_==null?void 0:_.type)?j=te(_.value,O):(j=f()(_),u("copy")),j},J=ie;function H(V){"@babel/helpers - typeof";return typeof Symbol=="function"&&typeof Symbol.iterator=="symbol"?H=function(O){return typeof O}:H=function(O){return O&&typeof Symbol=="function"&&O.constructor===Symbol&&O!==Symbol.prototype?"symbol":typeof O},H(V)}var mt=function(){var _=arguments.length>0&&arguments[0]!==void 0?arguments[0]:{},O=_.action,j=O===void 0?"copy":O,D=_.container,Y=_.target,ke=_.text;if(j!=="copy"&&j!=="cut")throw new Error('Invalid "action" value, use either "copy" or "cut"');if(Y!==void 0)if(Y&&H(Y)==="object"&&Y.nodeType===1){if(j==="copy"&&Y.hasAttribute("disabled"))throw new Error('Invalid "target" attribute. Please use "readonly" instead of "disabled" attribute');if(j==="cut"&&(Y.hasAttribute("readonly")||Y.hasAttribute("disabled")))throw new Error(`Invalid "target" attribute. You can't cut text from elements with "readonly" or "disabled" attributes`)}else throw new Error('Invalid "target" value, use a valid Element');if(ke)return J(ke,{container:D});if(Y)return j==="cut"?w(Y):J(Y,{container:D})},ze=mt;function Ie(V){"@babel/helpers - typeof";return typeof Symbol=="function"&&typeof Symbol.iterator=="symbol"?Ie=function(O){return typeof O}:Ie=function(O){return O&&typeof Symbol=="function"&&O.constructor===Symbol&&O!==Symbol.prototype?"symbol":typeof O},Ie(V)}function _i(V,_){if(!(V instanceof _))throw new TypeError("Cannot call a class as a function")}function ro(V,_){for(var O=0;O<_.length;O++){var j=_[O];j.enumerable=j.enumerable||!1,j.configurable=!0,"value"in j&&(j.writable=!0),Object.defineProperty(V,j.key,j)}}function Ai(V,_,O){return _&&ro(V.prototype,_),O&&ro(V,O),V}function Ci(V,_){if(typeof _!="function"&&_!==null)throw new TypeError("Super expression must either be null or a function");V.prototype=Object.create(_&&_.prototype,{constructor:{value:V,writable:!0,configurable:!0}}),_&&br(V,_)}function br(V,_){return br=Object.setPrototypeOf||function(j,D){return j.__proto__=D,j},br(V,_)}function Hi(V){var _=Pi();return function(){var j=Wt(V),D;if(_){var Y=Wt(this).constructor;D=Reflect.construct(j,arguments,Y)}else D=j.apply(this,arguments);return ki(this,D)}}function ki(V,_){return _&&(Ie(_)==="object"||typeof _=="function")?_:$i(V)}function $i(V){if(V===void 0)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return V}function Pi(){if(typeof Reflect=="undefined"||!Reflect.construct||Reflect.construct.sham)return!1;if(typeof Proxy=="function")return!0;try{return Date.prototype.toString.call(Reflect.construct(Date,[],function(){})),!0}catch(V){return!1}}function Wt(V){return Wt=Object.setPrototypeOf?Object.getPrototypeOf:function(O){return O.__proto__||Object.getPrototypeOf(O)},Wt(V)}function vr(V,_){var O="data-clipboard-".concat(V);if(_.hasAttribute(O))return _.getAttribute(O)}var Ri=function(V){Ci(O,V);var _=Hi(O);function O(j,D){var Y;return _i(this,O),Y=_.call(this),Y.resolveOptions(D),Y.listenClick(j),Y}return Ai(O,[{key:"resolveOptions",value:function(){var D=arguments.length>0&&arguments[0]!==void 0?arguments[0]:{};this.action=typeof D.action=="function"?D.action:this.defaultAction,this.target=typeof D.target=="function"?D.target:this.defaultTarget,this.text=typeof D.text=="function"?D.text:this.defaultText,this.container=Ie(D.container)==="object"?D.container:document.body}},{key:"listenClick",value:function(D){var Y=this;this.listener=c()(D,"click",function(ke){return Y.onClick(ke)})}},{key:"onClick",value:function(D){var Y=D.delegateTarget||D.currentTarget,ke=this.action(Y)||"copy",Ut=ze({action:ke,container:this.container,target:this.target(Y),text:this.text(Y)});this.emit(Ut?"success":"error",{action:ke,text:Ut,trigger:Y,clearSelection:function(){Y&&Y.focus(),window.getSelection().removeAllRanges()}})}},{key:"defaultAction",value:function(D){return vr("action",D)}},{key:"defaultTarget",value:function(D){var Y=vr("target",D);if(Y)return document.querySelector(Y)}},{key:"defaultText",value:function(D){return vr("text",D)}},{key:"destroy",value:function(){this.listener.destroy()}}],[{key:"copy",value:function(D){var Y=arguments.length>1&&arguments[1]!==void 0?arguments[1]:{container:document.body};return J(D,Y)}},{key:"cut",value:function(D){return w(D)}},{key:"isSupported",value:function(){var D=arguments.length>0&&arguments[0]!==void 0?arguments[0]:["copy","cut"],Y=typeof D=="string"?[D]:D,ke=!!document.queryCommandSupported;return Y.forEach(function(Ut){ke=ke&&!!document.queryCommandSupported(Ut)}),ke}}]),O}(s()),Ii=Ri},828:function(o){var n=9;if(typeof Element!="undefined"&&!Element.prototype.matches){var i=Element.prototype;i.matches=i.matchesSelector||i.mozMatchesSelector||i.msMatchesSelector||i.oMatchesSelector||i.webkitMatchesSelector}function a(s,p){for(;s&&s.nodeType!==n;){if(typeof s.matches=="function"&&s.matches(p))return s;s=s.parentNode}}o.exports=a},438:function(o,n,i){var a=i(828);function s(l,f,u,h,w){var A=c.apply(this,arguments);return l.addEventListener(u,A,w),{destroy:function(){l.removeEventListener(u,A,w)}}}function p(l,f,u,h,w){return typeof l.addEventListener=="function"?s.apply(null,arguments):typeof u=="function"?s.bind(null,document).apply(null,arguments):(typeof l=="string"&&(l=document.querySelectorAll(l)),Array.prototype.map.call(l,function(A){return s(A,f,u,h,w)}))}function c(l,f,u,h){return function(w){w.delegateTarget=a(w.target,f),w.delegateTarget&&h.call(l,w)}}o.exports=p},879:function(o,n){n.node=function(i){return i!==void 0&&i instanceof HTMLElement&&i.nodeType===1},n.nodeList=function(i){var a=Object.prototype.toString.call(i);return i!==void 0&&(a==="[object NodeList]"||a==="[object HTMLCollection]")&&"length"in i&&(i.length===0||n.node(i[0]))},n.string=function(i){return typeof i=="string"||i instanceof String},n.fn=function(i){var a=Object.prototype.toString.call(i);return a==="[object Function]"}},370:function(o,n,i){var a=i(879),s=i(438);function p(u,h,w){if(!u&&!h&&!w)throw new Error("Missing required arguments");if(!a.string(h))throw new TypeError("Second argument must be a String");if(!a.fn(w))throw new TypeError("Third argument must be a Function");if(a.node(u))return c(u,h,w);if(a.nodeList(u))return l(u,h,w);if(a.string(u))return f(u,h,w);throw new TypeError("First argument must be a String, HTMLElement, HTMLCollection, or NodeList")}function c(u,h,w){return u.addEventListener(h,w),{destroy:function(){u.removeEventListener(h,w)}}}function l(u,h,w){return Array.prototype.forEach.call(u,function(A){A.addEventListener(h,w)}),{destroy:function(){Array.prototype.forEach.call(u,function(A){A.removeEventListener(h,w)})}}}function f(u,h,w){return s(document.body,u,h,w)}o.exports=p},817:function(o){function n(i){var a;if(i.nodeName==="SELECT")i.focus(),a=i.value;else if(i.nodeName==="INPUT"||i.nodeName==="TEXTAREA"){var s=i.hasAttribute("readonly");s||i.setAttribute("readonly",""),i.select(),i.setSelectionRange(0,i.value.length),s||i.removeAttribute("readonly"),a=i.value}else{i.hasAttribute("contenteditable")&&i.focus();var p=window.getSelection(),c=document.createRange();c.selectNodeContents(i),p.removeAllRanges(),p.addRange(c),a=p.toString()}return a}o.exports=n},279:function(o){function n(){}n.prototype={on:function(i,a,s){var p=this.e||(this.e={});return(p[i]||(p[i]=[])).push({fn:a,ctx:s}),this},once:function(i,a,s){var p=this;function c(){p.off(i,c),a.apply(s,arguments)}return c._=a,this.on(i,c,s)},emit:function(i){var a=[].slice.call(arguments,1),s=((this.e||(this.e={}))[i]||[]).slice(),p=0,c=s.length;for(p;p{"use strict";/*! + * escape-html + * Copyright(c) 2012-2013 TJ Holowaychuk + * Copyright(c) 2015 Andreas Lubbe + * Copyright(c) 2015 Tiancheng "Timothy" Gu + * MIT Licensed + */var ts=/["'&<>]/;ei.exports=rs;function rs(e){var t=""+e,r=ts.exec(t);if(!r)return t;var o,n="",i=0,a=0;for(i=r.index;i0&&i[i.length-1])&&(c[0]===6||c[0]===2)){r=0;continue}if(c[0]===3&&(!i||c[1]>i[0]&&c[1]=e.length&&(e=void 0),{value:e&&e[o++],done:!e}}};throw new TypeError(t?"Object is not iterable.":"Symbol.iterator is not defined.")}function N(e,t){var r=typeof Symbol=="function"&&e[Symbol.iterator];if(!r)return e;var o=r.call(e),n,i=[],a;try{for(;(t===void 0||t-- >0)&&!(n=o.next()).done;)i.push(n.value)}catch(s){a={error:s}}finally{try{n&&!n.done&&(r=o.return)&&r.call(o)}finally{if(a)throw a.error}}return i}function q(e,t,r){if(r||arguments.length===2)for(var o=0,n=t.length,i;o1||s(u,h)})})}function s(u,h){try{p(o[u](h))}catch(w){f(i[0][3],w)}}function p(u){u.value instanceof nt?Promise.resolve(u.value.v).then(c,l):f(i[0][2],u)}function c(u){s("next",u)}function l(u){s("throw",u)}function f(u,h){u(h),i.shift(),i.length&&s(i[0][0],i[0][1])}}function mo(e){if(!Symbol.asyncIterator)throw new TypeError("Symbol.asyncIterator is not defined.");var t=e[Symbol.asyncIterator],r;return t?t.call(e):(e=typeof de=="function"?de(e):e[Symbol.iterator](),r={},o("next"),o("throw"),o("return"),r[Symbol.asyncIterator]=function(){return this},r);function o(i){r[i]=e[i]&&function(a){return new Promise(function(s,p){a=e[i](a),n(s,p,a.done,a.value)})}}function n(i,a,s,p){Promise.resolve(p).then(function(c){i({value:c,done:s})},a)}}function k(e){return typeof e=="function"}function ft(e){var t=function(o){Error.call(o),o.stack=new Error().stack},r=e(t);return r.prototype=Object.create(Error.prototype),r.prototype.constructor=r,r}var zt=ft(function(e){return function(r){e(this),this.message=r?r.length+` errors occurred during unsubscription: +`+r.map(function(o,n){return n+1+") "+o.toString()}).join(` + `):"",this.name="UnsubscriptionError",this.errors=r}});function qe(e,t){if(e){var r=e.indexOf(t);0<=r&&e.splice(r,1)}}var Fe=function(){function e(t){this.initialTeardown=t,this.closed=!1,this._parentage=null,this._finalizers=null}return e.prototype.unsubscribe=function(){var t,r,o,n,i;if(!this.closed){this.closed=!0;var a=this._parentage;if(a)if(this._parentage=null,Array.isArray(a))try{for(var s=de(a),p=s.next();!p.done;p=s.next()){var c=p.value;c.remove(this)}}catch(A){t={error:A}}finally{try{p&&!p.done&&(r=s.return)&&r.call(s)}finally{if(t)throw t.error}}else a.remove(this);var l=this.initialTeardown;if(k(l))try{l()}catch(A){i=A instanceof zt?A.errors:[A]}var f=this._finalizers;if(f){this._finalizers=null;try{for(var u=de(f),h=u.next();!h.done;h=u.next()){var w=h.value;try{fo(w)}catch(A){i=i!=null?i:[],A instanceof zt?i=q(q([],N(i)),N(A.errors)):i.push(A)}}}catch(A){o={error:A}}finally{try{h&&!h.done&&(n=u.return)&&n.call(u)}finally{if(o)throw o.error}}}if(i)throw new zt(i)}},e.prototype.add=function(t){var r;if(t&&t!==this)if(this.closed)fo(t);else{if(t instanceof e){if(t.closed||t._hasParent(this))return;t._addParent(this)}(this._finalizers=(r=this._finalizers)!==null&&r!==void 0?r:[]).push(t)}},e.prototype._hasParent=function(t){var r=this._parentage;return r===t||Array.isArray(r)&&r.includes(t)},e.prototype._addParent=function(t){var r=this._parentage;this._parentage=Array.isArray(r)?(r.push(t),r):r?[r,t]:t},e.prototype._removeParent=function(t){var r=this._parentage;r===t?this._parentage=null:Array.isArray(r)&&qe(r,t)},e.prototype.remove=function(t){var r=this._finalizers;r&&qe(r,t),t instanceof e&&t._removeParent(this)},e.EMPTY=function(){var t=new e;return t.closed=!0,t}(),e}();var Tr=Fe.EMPTY;function qt(e){return e instanceof Fe||e&&"closed"in e&&k(e.remove)&&k(e.add)&&k(e.unsubscribe)}function fo(e){k(e)?e():e.unsubscribe()}var $e={onUnhandledError:null,onStoppedNotification:null,Promise:void 0,useDeprecatedSynchronousErrorHandling:!1,useDeprecatedNextContext:!1};var ut={setTimeout:function(e,t){for(var r=[],o=2;o0},enumerable:!1,configurable:!0}),t.prototype._trySubscribe=function(r){return this._throwIfClosed(),e.prototype._trySubscribe.call(this,r)},t.prototype._subscribe=function(r){return this._throwIfClosed(),this._checkFinalizedStatuses(r),this._innerSubscribe(r)},t.prototype._innerSubscribe=function(r){var o=this,n=this,i=n.hasError,a=n.isStopped,s=n.observers;return i||a?Tr:(this.currentObservers=null,s.push(r),new Fe(function(){o.currentObservers=null,qe(s,r)}))},t.prototype._checkFinalizedStatuses=function(r){var o=this,n=o.hasError,i=o.thrownError,a=o.isStopped;n?r.error(i):a&&r.complete()},t.prototype.asObservable=function(){var r=new F;return r.source=this,r},t.create=function(r,o){return new Eo(r,o)},t}(F);var Eo=function(e){re(t,e);function t(r,o){var n=e.call(this)||this;return n.destination=r,n.source=o,n}return t.prototype.next=function(r){var o,n;(n=(o=this.destination)===null||o===void 0?void 0:o.next)===null||n===void 0||n.call(o,r)},t.prototype.error=function(r){var o,n;(n=(o=this.destination)===null||o===void 0?void 0:o.error)===null||n===void 0||n.call(o,r)},t.prototype.complete=function(){var r,o;(o=(r=this.destination)===null||r===void 0?void 0:r.complete)===null||o===void 0||o.call(r)},t.prototype._subscribe=function(r){var o,n;return(n=(o=this.source)===null||o===void 0?void 0:o.subscribe(r))!==null&&n!==void 0?n:Tr},t}(g);var _r=function(e){re(t,e);function t(r){var o=e.call(this)||this;return o._value=r,o}return Object.defineProperty(t.prototype,"value",{get:function(){return this.getValue()},enumerable:!1,configurable:!0}),t.prototype._subscribe=function(r){var o=e.prototype._subscribe.call(this,r);return!o.closed&&r.next(this._value),o},t.prototype.getValue=function(){var r=this,o=r.hasError,n=r.thrownError,i=r._value;if(o)throw n;return this._throwIfClosed(),i},t.prototype.next=function(r){e.prototype.next.call(this,this._value=r)},t}(g);var Lt={now:function(){return(Lt.delegate||Date).now()},delegate:void 0};var _t=function(e){re(t,e);function t(r,o,n){r===void 0&&(r=1/0),o===void 0&&(o=1/0),n===void 0&&(n=Lt);var i=e.call(this)||this;return i._bufferSize=r,i._windowTime=o,i._timestampProvider=n,i._buffer=[],i._infiniteTimeWindow=!0,i._infiniteTimeWindow=o===1/0,i._bufferSize=Math.max(1,r),i._windowTime=Math.max(1,o),i}return t.prototype.next=function(r){var o=this,n=o.isStopped,i=o._buffer,a=o._infiniteTimeWindow,s=o._timestampProvider,p=o._windowTime;n||(i.push(r),!a&&i.push(s.now()+p)),this._trimBuffer(),e.prototype.next.call(this,r)},t.prototype._subscribe=function(r){this._throwIfClosed(),this._trimBuffer();for(var o=this._innerSubscribe(r),n=this,i=n._infiniteTimeWindow,a=n._buffer,s=a.slice(),p=0;p0?e.prototype.schedule.call(this,r,o):(this.delay=o,this.state=r,this.scheduler.flush(this),this)},t.prototype.execute=function(r,o){return o>0||this.closed?e.prototype.execute.call(this,r,o):this._execute(r,o)},t.prototype.requestAsyncId=function(r,o,n){return n===void 0&&(n=0),n!=null&&n>0||n==null&&this.delay>0?e.prototype.requestAsyncId.call(this,r,o,n):(r.flush(this),0)},t}(vt);var So=function(e){re(t,e);function t(){return e!==null&&e.apply(this,arguments)||this}return t}(gt);var Hr=new So(To);var Oo=function(e){re(t,e);function t(r,o){var n=e.call(this,r,o)||this;return n.scheduler=r,n.work=o,n}return t.prototype.requestAsyncId=function(r,o,n){return n===void 0&&(n=0),n!==null&&n>0?e.prototype.requestAsyncId.call(this,r,o,n):(r.actions.push(this),r._scheduled||(r._scheduled=bt.requestAnimationFrame(function(){return r.flush(void 0)})))},t.prototype.recycleAsyncId=function(r,o,n){var i;if(n===void 0&&(n=0),n!=null?n>0:this.delay>0)return e.prototype.recycleAsyncId.call(this,r,o,n);var a=r.actions;o!=null&&((i=a[a.length-1])===null||i===void 0?void 0:i.id)!==o&&(bt.cancelAnimationFrame(o),r._scheduled=void 0)},t}(vt);var Mo=function(e){re(t,e);function t(){return e!==null&&e.apply(this,arguments)||this}return t.prototype.flush=function(r){this._active=!0;var o=this._scheduled;this._scheduled=void 0;var n=this.actions,i;r=r||n.shift();do if(i=r.execute(r.state,r.delay))break;while((r=n[0])&&r.id===o&&n.shift());if(this._active=!1,i){for(;(r=n[0])&&r.id===o&&n.shift();)r.unsubscribe();throw i}},t}(gt);var me=new Mo(Oo);var M=new F(function(e){return e.complete()});function Yt(e){return e&&k(e.schedule)}function kr(e){return e[e.length-1]}function Xe(e){return k(kr(e))?e.pop():void 0}function He(e){return Yt(kr(e))?e.pop():void 0}function Bt(e,t){return typeof kr(e)=="number"?e.pop():t}var xt=function(e){return e&&typeof e.length=="number"&&typeof e!="function"};function Gt(e){return k(e==null?void 0:e.then)}function Jt(e){return k(e[ht])}function Xt(e){return Symbol.asyncIterator&&k(e==null?void 0:e[Symbol.asyncIterator])}function Zt(e){return new TypeError("You provided "+(e!==null&&typeof e=="object"?"an invalid object":"'"+e+"'")+" where a stream was expected. You can provide an Observable, Promise, ReadableStream, Array, AsyncIterable, or Iterable.")}function Gi(){return typeof Symbol!="function"||!Symbol.iterator?"@@iterator":Symbol.iterator}var er=Gi();function tr(e){return k(e==null?void 0:e[er])}function rr(e){return lo(this,arguments,function(){var r,o,n,i;return Nt(this,function(a){switch(a.label){case 0:r=e.getReader(),a.label=1;case 1:a.trys.push([1,,9,10]),a.label=2;case 2:return[4,nt(r.read())];case 3:return o=a.sent(),n=o.value,i=o.done,i?[4,nt(void 0)]:[3,5];case 4:return[2,a.sent()];case 5:return[4,nt(n)];case 6:return[4,a.sent()];case 7:return a.sent(),[3,2];case 8:return[3,10];case 9:return r.releaseLock(),[7];case 10:return[2]}})})}function or(e){return k(e==null?void 0:e.getReader)}function W(e){if(e instanceof F)return e;if(e!=null){if(Jt(e))return Ji(e);if(xt(e))return Xi(e);if(Gt(e))return Zi(e);if(Xt(e))return Lo(e);if(tr(e))return ea(e);if(or(e))return ta(e)}throw Zt(e)}function Ji(e){return new F(function(t){var r=e[ht]();if(k(r.subscribe))return r.subscribe(t);throw new TypeError("Provided object does not correctly implement Symbol.observable")})}function Xi(e){return new F(function(t){for(var r=0;r=2;return function(o){return o.pipe(e?v(function(n,i){return e(n,i,o)}):le,Te(1),r?Be(t):zo(function(){return new ir}))}}function Fr(e){return e<=0?function(){return M}:y(function(t,r){var o=[];t.subscribe(T(r,function(n){o.push(n),e=2,!0))}function pe(e){e===void 0&&(e={});var t=e.connector,r=t===void 0?function(){return new g}:t,o=e.resetOnError,n=o===void 0?!0:o,i=e.resetOnComplete,a=i===void 0?!0:i,s=e.resetOnRefCountZero,p=s===void 0?!0:s;return function(c){var l,f,u,h=0,w=!1,A=!1,te=function(){f==null||f.unsubscribe(),f=void 0},ie=function(){te(),l=u=void 0,w=A=!1},J=function(){var H=l;ie(),H==null||H.unsubscribe()};return y(function(H,mt){h++,!A&&!w&&te();var ze=u=u!=null?u:r();mt.add(function(){h--,h===0&&!A&&!w&&(f=Wr(J,p))}),ze.subscribe(mt),!l&&h>0&&(l=new at({next:function(Ie){return ze.next(Ie)},error:function(Ie){A=!0,te(),f=Wr(ie,n,Ie),ze.error(Ie)},complete:function(){w=!0,te(),f=Wr(ie,a),ze.complete()}}),W(H).subscribe(l))})(c)}}function Wr(e,t){for(var r=[],o=2;oe.next(document)),e}function $(e,t=document){return Array.from(t.querySelectorAll(e))}function P(e,t=document){let r=fe(e,t);if(typeof r=="undefined")throw new ReferenceError(`Missing element: expected "${e}" to be present`);return r}function fe(e,t=document){return t.querySelector(e)||void 0}function Re(){var e,t,r,o;return(o=(r=(t=(e=document.activeElement)==null?void 0:e.shadowRoot)==null?void 0:t.activeElement)!=null?r:document.activeElement)!=null?o:void 0}var xa=S(d(document.body,"focusin"),d(document.body,"focusout")).pipe(_e(1),Q(void 0),m(()=>Re()||document.body),B(1));function et(e){return xa.pipe(m(t=>e.contains(t)),K())}function kt(e,t){return C(()=>S(d(e,"mouseenter").pipe(m(()=>!0)),d(e,"mouseleave").pipe(m(()=>!1))).pipe(t?Ht(r=>Me(+!r*t)):le,Q(e.matches(":hover"))))}function Bo(e,t){if(typeof t=="string"||typeof t=="number")e.innerHTML+=t.toString();else if(t instanceof Node)e.appendChild(t);else if(Array.isArray(t))for(let r of t)Bo(e,r)}function x(e,t,...r){let o=document.createElement(e);if(t)for(let n of Object.keys(t))typeof t[n]!="undefined"&&(typeof t[n]!="boolean"?o.setAttribute(n,t[n]):o.setAttribute(n,""));for(let n of r)Bo(o,n);return o}function sr(e){if(e>999){let t=+((e-950)%1e3>99);return`${((e+1e-6)/1e3).toFixed(t)}k`}else return e.toString()}function wt(e){let t=x("script",{src:e});return C(()=>(document.head.appendChild(t),S(d(t,"load"),d(t,"error").pipe(b(()=>$r(()=>new ReferenceError(`Invalid script: ${e}`))))).pipe(m(()=>{}),L(()=>document.head.removeChild(t)),Te(1))))}var Go=new g,ya=C(()=>typeof ResizeObserver=="undefined"?wt("https://unpkg.com/resize-observer-polyfill"):I(void 0)).pipe(m(()=>new ResizeObserver(e=>e.forEach(t=>Go.next(t)))),b(e=>S(Ke,I(e)).pipe(L(()=>e.disconnect()))),B(1));function ce(e){return{width:e.offsetWidth,height:e.offsetHeight}}function ge(e){let t=e;for(;t.clientWidth===0&&t.parentElement;)t=t.parentElement;return ya.pipe(E(r=>r.observe(t)),b(r=>Go.pipe(v(o=>o.target===t),L(()=>r.unobserve(t)))),m(()=>ce(e)),Q(ce(e)))}function Tt(e){return{width:e.scrollWidth,height:e.scrollHeight}}function cr(e){let t=e.parentElement;for(;t&&(e.scrollWidth<=t.scrollWidth&&e.scrollHeight<=t.scrollHeight);)t=(e=t).parentElement;return t?e:void 0}function Jo(e){let t=[],r=e.parentElement;for(;r;)(e.clientWidth>r.clientWidth||e.clientHeight>r.clientHeight)&&t.push(r),r=(e=r).parentElement;return t.length===0&&t.push(document.documentElement),t}function Ue(e){return{x:e.offsetLeft,y:e.offsetTop}}function Xo(e){let t=e.getBoundingClientRect();return{x:t.x+window.scrollX,y:t.y+window.scrollY}}function Zo(e){return S(d(window,"load"),d(window,"resize")).pipe(Le(0,me),m(()=>Ue(e)),Q(Ue(e)))}function pr(e){return{x:e.scrollLeft,y:e.scrollTop}}function De(e){return S(d(e,"scroll"),d(window,"scroll"),d(window,"resize")).pipe(Le(0,me),m(()=>pr(e)),Q(pr(e)))}var en=new g,Ea=C(()=>I(new IntersectionObserver(e=>{for(let t of e)en.next(t)},{threshold:0}))).pipe(b(e=>S(Ke,I(e)).pipe(L(()=>e.disconnect()))),B(1));function tt(e){return Ea.pipe(E(t=>t.observe(e)),b(t=>en.pipe(v(({target:r})=>r===e),L(()=>t.unobserve(e)),m(({isIntersecting:r})=>r))))}function tn(e,t=16){return De(e).pipe(m(({y:r})=>{let o=ce(e),n=Tt(e);return r>=n.height-o.height-t}),K())}var lr={drawer:P("[data-md-toggle=drawer]"),search:P("[data-md-toggle=search]")};function rn(e){return lr[e].checked}function Je(e,t){lr[e].checked!==t&&lr[e].click()}function Ve(e){let t=lr[e];return d(t,"change").pipe(m(()=>t.checked),Q(t.checked))}function wa(e,t){switch(e.constructor){case HTMLInputElement:return e.type==="radio"?/^Arrow/.test(t):!0;case HTMLSelectElement:case HTMLTextAreaElement:return!0;default:return e.isContentEditable}}function Ta(){return S(d(window,"compositionstart").pipe(m(()=>!0)),d(window,"compositionend").pipe(m(()=>!1))).pipe(Q(!1))}function on(){let e=d(window,"keydown").pipe(v(t=>!(t.metaKey||t.ctrlKey)),m(t=>({mode:rn("search")?"search":"global",type:t.key,claim(){t.preventDefault(),t.stopPropagation()}})),v(({mode:t,type:r})=>{if(t==="global"){let o=Re();if(typeof o!="undefined")return!wa(o,r)}return!0}),pe());return Ta().pipe(b(t=>t?M:e))}function xe(){return new URL(location.href)}function pt(e,t=!1){if(G("navigation.instant")&&!t){let r=x("a",{href:e.href});document.body.appendChild(r),r.click(),r.remove()}else location.href=e.href}function nn(){return new g}function an(){return location.hash.slice(1)}function sn(e){let t=x("a",{href:e});t.addEventListener("click",r=>r.stopPropagation()),t.click()}function Sa(e){return S(d(window,"hashchange"),e).pipe(m(an),Q(an()),v(t=>t.length>0),B(1))}function cn(e){return Sa(e).pipe(m(t=>fe(`[id="${t}"]`)),v(t=>typeof t!="undefined"))}function $t(e){let t=matchMedia(e);return ar(r=>t.addListener(()=>r(t.matches))).pipe(Q(t.matches))}function pn(){let e=matchMedia("print");return S(d(window,"beforeprint").pipe(m(()=>!0)),d(window,"afterprint").pipe(m(()=>!1))).pipe(Q(e.matches))}function Nr(e,t){return e.pipe(b(r=>r?t():M))}function zr(e,t){return new F(r=>{let o=new XMLHttpRequest;return o.open("GET",`${e}`),o.responseType="blob",o.addEventListener("load",()=>{o.status>=200&&o.status<300?(r.next(o.response),r.complete()):r.error(new Error(o.statusText))}),o.addEventListener("error",()=>{r.error(new Error("Network error"))}),o.addEventListener("abort",()=>{r.complete()}),typeof(t==null?void 0:t.progress$)!="undefined"&&(o.addEventListener("progress",n=>{var i;if(n.lengthComputable)t.progress$.next(n.loaded/n.total*100);else{let a=(i=o.getResponseHeader("Content-Length"))!=null?i:0;t.progress$.next(n.loaded/+a*100)}}),t.progress$.next(5)),o.send(),()=>o.abort()})}function Ne(e,t){return zr(e,t).pipe(b(r=>r.text()),m(r=>JSON.parse(r)),B(1))}function ln(e,t){let r=new DOMParser;return zr(e,t).pipe(b(o=>o.text()),m(o=>r.parseFromString(o,"text/html")),B(1))}function mn(e,t){let r=new DOMParser;return zr(e,t).pipe(b(o=>o.text()),m(o=>r.parseFromString(o,"text/xml")),B(1))}function fn(){return{x:Math.max(0,scrollX),y:Math.max(0,scrollY)}}function un(){return S(d(window,"scroll",{passive:!0}),d(window,"resize",{passive:!0})).pipe(m(fn),Q(fn()))}function dn(){return{width:innerWidth,height:innerHeight}}function hn(){return d(window,"resize",{passive:!0}).pipe(m(dn),Q(dn()))}function bn(){return z([un(),hn()]).pipe(m(([e,t])=>({offset:e,size:t})),B(1))}function mr(e,{viewport$:t,header$:r}){let o=t.pipe(Z("size")),n=z([o,r]).pipe(m(()=>Ue(e)));return z([r,t,n]).pipe(m(([{height:i},{offset:a,size:s},{x:p,y:c}])=>({offset:{x:a.x-p,y:a.y-c+i},size:s})))}function Oa(e){return d(e,"message",t=>t.data)}function Ma(e){let t=new g;return t.subscribe(r=>e.postMessage(r)),t}function vn(e,t=new Worker(e)){let r=Oa(t),o=Ma(t),n=new g;n.subscribe(o);let i=o.pipe(X(),ne(!0));return n.pipe(X(),Pe(r.pipe(U(i))),pe())}var La=P("#__config"),St=JSON.parse(La.textContent);St.base=`${new URL(St.base,xe())}`;function ye(){return St}function G(e){return St.features.includes(e)}function Ee(e,t){return typeof t!="undefined"?St.translations[e].replace("#",t.toString()):St.translations[e]}function Se(e,t=document){return P(`[data-md-component=${e}]`,t)}function ae(e,t=document){return $(`[data-md-component=${e}]`,t)}function _a(e){let t=P(".md-typeset > :first-child",e);return d(t,"click",{once:!0}).pipe(m(()=>P(".md-typeset",e)),m(r=>({hash:__md_hash(r.innerHTML)})))}function gn(e){if(!G("announce.dismiss")||!e.childElementCount)return M;if(!e.hidden){let t=P(".md-typeset",e);__md_hash(t.innerHTML)===__md_get("__announce")&&(e.hidden=!0)}return C(()=>{let t=new g;return t.subscribe(({hash:r})=>{e.hidden=!0,__md_set("__announce",r)}),_a(e).pipe(E(r=>t.next(r)),L(()=>t.complete()),m(r=>R({ref:e},r)))})}function Aa(e,{target$:t}){return t.pipe(m(r=>({hidden:r!==e})))}function xn(e,t){let r=new g;return r.subscribe(({hidden:o})=>{e.hidden=o}),Aa(e,t).pipe(E(o=>r.next(o)),L(()=>r.complete()),m(o=>R({ref:e},o)))}function Pt(e,t){return t==="inline"?x("div",{class:"md-tooltip md-tooltip--inline",id:e,role:"tooltip"},x("div",{class:"md-tooltip__inner md-typeset"})):x("div",{class:"md-tooltip",id:e,role:"tooltip"},x("div",{class:"md-tooltip__inner md-typeset"}))}function yn(...e){return x("div",{class:"md-tooltip2",role:"tooltip"},x("div",{class:"md-tooltip2__inner md-typeset"},e))}function En(e,t){if(t=t?`${t}_annotation_${e}`:void 0,t){let r=t?`#${t}`:void 0;return x("aside",{class:"md-annotation",tabIndex:0},Pt(t),x("a",{href:r,class:"md-annotation__index",tabIndex:-1},x("span",{"data-md-annotation-id":e})))}else return x("aside",{class:"md-annotation",tabIndex:0},Pt(t),x("span",{class:"md-annotation__index",tabIndex:-1},x("span",{"data-md-annotation-id":e})))}function wn(e){return x("button",{class:"md-clipboard md-icon",title:Ee("clipboard.copy"),"data-clipboard-target":`#${e} > code`})}function qr(e,t){let r=t&2,o=t&1,n=Object.keys(e.terms).filter(p=>!e.terms[p]).reduce((p,c)=>[...p,x("del",null,c)," "],[]).slice(0,-1),i=ye(),a=new URL(e.location,i.base);G("search.highlight")&&a.searchParams.set("h",Object.entries(e.terms).filter(([,p])=>p).reduce((p,[c])=>`${p} ${c}`.trim(),""));let{tags:s}=ye();return x("a",{href:`${a}`,class:"md-search-result__link",tabIndex:-1},x("article",{class:"md-search-result__article md-typeset","data-md-score":e.score.toFixed(2)},r>0&&x("div",{class:"md-search-result__icon md-icon"}),r>0&&x("h1",null,e.title),r<=0&&x("h2",null,e.title),o>0&&e.text.length>0&&e.text,e.tags&&e.tags.map(p=>{let c=s?p in s?`md-tag-icon md-tag--${s[p]}`:"md-tag-icon":"";return x("span",{class:`md-tag ${c}`},p)}),o>0&&n.length>0&&x("p",{class:"md-search-result__terms"},Ee("search.result.term.missing"),": ",...n)))}function Tn(e){let t=e[0].score,r=[...e],o=ye(),n=r.findIndex(l=>!`${new URL(l.location,o.base)}`.includes("#")),[i]=r.splice(n,1),a=r.findIndex(l=>l.scoreqr(l,1)),...p.length?[x("details",{class:"md-search-result__more"},x("summary",{tabIndex:-1},x("div",null,p.length>0&&p.length===1?Ee("search.result.more.one"):Ee("search.result.more.other",p.length))),...p.map(l=>qr(l,1)))]:[]];return x("li",{class:"md-search-result__item"},c)}function Sn(e){return x("ul",{class:"md-source__facts"},Object.entries(e).map(([t,r])=>x("li",{class:`md-source__fact md-source__fact--${t}`},typeof r=="number"?sr(r):r)))}function Qr(e){let t=`tabbed-control tabbed-control--${e}`;return x("div",{class:t,hidden:!0},x("button",{class:"tabbed-button",tabIndex:-1,"aria-hidden":"true"}))}function On(e){return x("div",{class:"md-typeset__scrollwrap"},x("div",{class:"md-typeset__table"},e))}function Ca(e){var o;let t=ye(),r=new URL(`../${e.version}/`,t.base);return x("li",{class:"md-version__item"},x("a",{href:`${r}`,class:"md-version__link"},e.title,((o=t.version)==null?void 0:o.alias)&&e.aliases.length>0&&x("span",{class:"md-version__alias"},e.aliases[0])))}function Mn(e,t){var o;let r=ye();return e=e.filter(n=>{var i;return!((i=n.properties)!=null&&i.hidden)}),x("div",{class:"md-version"},x("button",{class:"md-version__current","aria-label":Ee("select.version")},t.title,((o=r.version)==null?void 0:o.alias)&&t.aliases.length>0&&x("span",{class:"md-version__alias"},t.aliases[0])),x("ul",{class:"md-version__list"},e.map(Ca)))}var Ha=0;function ka(e){let t=z([et(e),kt(e)]).pipe(m(([o,n])=>o||n),K()),r=C(()=>Jo(e)).pipe(oe(De),ct(1),m(()=>Xo(e)));return t.pipe(Ae(o=>o),b(()=>z([t,r])),m(([o,n])=>({active:o,offset:n})),pe())}function $a(e,t){let{content$:r,viewport$:o}=t,n=`__tooltip2_${Ha++}`;return C(()=>{let i=new g,a=new _r(!1);i.pipe(X(),ne(!1)).subscribe(a);let s=a.pipe(Ht(c=>Me(+!c*250,Hr)),K(),b(c=>c?r:M),E(c=>c.id=n),pe());z([i.pipe(m(({active:c})=>c)),s.pipe(b(c=>kt(c,250)),Q(!1))]).pipe(m(c=>c.some(l=>l))).subscribe(a);let p=a.pipe(v(c=>c),ee(s,o),m(([c,l,{size:f}])=>{let u=e.getBoundingClientRect(),h=u.width/2;if(l.role==="tooltip")return{x:h,y:8+u.height};if(u.y>=f.height/2){let{height:w}=ce(l);return{x:h,y:-16-w}}else return{x:h,y:16+u.height}}));return z([s,i,p]).subscribe(([c,{offset:l},f])=>{c.style.setProperty("--md-tooltip-host-x",`${l.x}px`),c.style.setProperty("--md-tooltip-host-y",`${l.y}px`),c.style.setProperty("--md-tooltip-x",`${f.x}px`),c.style.setProperty("--md-tooltip-y",`${f.y}px`),c.classList.toggle("md-tooltip2--top",f.y<0),c.classList.toggle("md-tooltip2--bottom",f.y>=0)}),a.pipe(v(c=>c),ee(s,(c,l)=>l),v(c=>c.role==="tooltip")).subscribe(c=>{let l=ce(P(":scope > *",c));c.style.setProperty("--md-tooltip-width",`${l.width}px`),c.style.setProperty("--md-tooltip-tail","0px")}),a.pipe(K(),be(me),ee(s)).subscribe(([c,l])=>{l.classList.toggle("md-tooltip2--active",c)}),z([a.pipe(v(c=>c)),s]).subscribe(([c,l])=>{l.role==="dialog"?(e.setAttribute("aria-controls",n),e.setAttribute("aria-haspopup","dialog")):e.setAttribute("aria-describedby",n)}),a.pipe(v(c=>!c)).subscribe(()=>{e.removeAttribute("aria-controls"),e.removeAttribute("aria-describedby"),e.removeAttribute("aria-haspopup")}),ka(e).pipe(E(c=>i.next(c)),L(()=>i.complete()),m(c=>R({ref:e},c)))})}function lt(e,{viewport$:t},r=document.body){return $a(e,{content$:new F(o=>{let n=e.title,i=yn(n);return o.next(i),e.removeAttribute("title"),r.append(i),()=>{i.remove(),e.setAttribute("title",n)}}),viewport$:t})}function Pa(e,t){let r=C(()=>z([Zo(e),De(t)])).pipe(m(([{x:o,y:n},i])=>{let{width:a,height:s}=ce(e);return{x:o-i.x+a/2,y:n-i.y+s/2}}));return et(e).pipe(b(o=>r.pipe(m(n=>({active:o,offset:n})),Te(+!o||1/0))))}function Ln(e,t,{target$:r}){let[o,n]=Array.from(e.children);return C(()=>{let i=new g,a=i.pipe(X(),ne(!0));return i.subscribe({next({offset:s}){e.style.setProperty("--md-tooltip-x",`${s.x}px`),e.style.setProperty("--md-tooltip-y",`${s.y}px`)},complete(){e.style.removeProperty("--md-tooltip-x"),e.style.removeProperty("--md-tooltip-y")}}),tt(e).pipe(U(a)).subscribe(s=>{e.toggleAttribute("data-md-visible",s)}),S(i.pipe(v(({active:s})=>s)),i.pipe(_e(250),v(({active:s})=>!s))).subscribe({next({active:s}){s?e.prepend(o):o.remove()},complete(){e.prepend(o)}}),i.pipe(Le(16,me)).subscribe(({active:s})=>{o.classList.toggle("md-tooltip--active",s)}),i.pipe(ct(125,me),v(()=>!!e.offsetParent),m(()=>e.offsetParent.getBoundingClientRect()),m(({x:s})=>s)).subscribe({next(s){s?e.style.setProperty("--md-tooltip-0",`${-s}px`):e.style.removeProperty("--md-tooltip-0")},complete(){e.style.removeProperty("--md-tooltip-0")}}),d(n,"click").pipe(U(a),v(s=>!(s.metaKey||s.ctrlKey))).subscribe(s=>{s.stopPropagation(),s.preventDefault()}),d(n,"mousedown").pipe(U(a),ee(i)).subscribe(([s,{active:p}])=>{var c;if(s.button!==0||s.metaKey||s.ctrlKey)s.preventDefault();else if(p){s.preventDefault();let l=e.parentElement.closest(".md-annotation");l instanceof HTMLElement?l.focus():(c=Re())==null||c.blur()}}),r.pipe(U(a),v(s=>s===o),Ge(125)).subscribe(()=>e.focus()),Pa(e,t).pipe(E(s=>i.next(s)),L(()=>i.complete()),m(s=>R({ref:e},s)))})}function Ra(e){return e.tagName==="CODE"?$(".c, .c1, .cm",e):[e]}function Ia(e){let t=[];for(let r of Ra(e)){let o=[],n=document.createNodeIterator(r,NodeFilter.SHOW_TEXT);for(let i=n.nextNode();i;i=n.nextNode())o.push(i);for(let i of o){let a;for(;a=/(\(\d+\))(!)?/.exec(i.textContent);){let[,s,p]=a;if(typeof p=="undefined"){let c=i.splitText(a.index);i=c.splitText(s.length),t.push(c)}else{i.textContent=s,t.push(i);break}}}}return t}function _n(e,t){t.append(...Array.from(e.childNodes))}function fr(e,t,{target$:r,print$:o}){let n=t.closest("[id]"),i=n==null?void 0:n.id,a=new Map;for(let s of Ia(t)){let[,p]=s.textContent.match(/\((\d+)\)/);fe(`:scope > li:nth-child(${p})`,e)&&(a.set(p,En(p,i)),s.replaceWith(a.get(p)))}return a.size===0?M:C(()=>{let s=new g,p=s.pipe(X(),ne(!0)),c=[];for(let[l,f]of a)c.push([P(".md-typeset",f),P(`:scope > li:nth-child(${l})`,e)]);return o.pipe(U(p)).subscribe(l=>{e.hidden=!l,e.classList.toggle("md-annotation-list",l);for(let[f,u]of c)l?_n(f,u):_n(u,f)}),S(...[...a].map(([,l])=>Ln(l,t,{target$:r}))).pipe(L(()=>s.complete()),pe())})}function An(e){if(e.nextElementSibling){let t=e.nextElementSibling;if(t.tagName==="OL")return t;if(t.tagName==="P"&&!t.children.length)return An(t)}}function Cn(e,t){return C(()=>{let r=An(e);return typeof r!="undefined"?fr(r,e,t):M})}var Hn=Vt(Yr());var Fa=0;function kn(e){if(e.nextElementSibling){let t=e.nextElementSibling;if(t.tagName==="OL")return t;if(t.tagName==="P"&&!t.children.length)return kn(t)}}function ja(e){return ge(e).pipe(m(({width:t})=>({scrollable:Tt(e).width>t})),Z("scrollable"))}function $n(e,t){let{matches:r}=matchMedia("(hover)"),o=C(()=>{let n=new g,i=n.pipe(Fr(1));n.subscribe(({scrollable:c})=>{c&&r?e.setAttribute("tabindex","0"):e.removeAttribute("tabindex")});let a=[];if(Hn.default.isSupported()&&(e.closest(".copy")||G("content.code.copy")&&!e.closest(".no-copy"))){let c=e.closest("pre");c.id=`__code_${Fa++}`;let l=wn(c.id);c.insertBefore(l,e),G("content.tooltips")&&a.push(lt(l,{viewport$}))}let s=e.closest(".highlight");if(s instanceof HTMLElement){let c=kn(s);if(typeof c!="undefined"&&(s.classList.contains("annotate")||G("content.code.annotate"))){let l=fr(c,e,t);a.push(ge(s).pipe(U(i),m(({width:f,height:u})=>f&&u),K(),b(f=>f?l:M)))}}return $(":scope > span[id]",e).length&&e.classList.add("md-code__content"),ja(e).pipe(E(c=>n.next(c)),L(()=>n.complete()),m(c=>R({ref:e},c)),Pe(...a))});return G("content.lazy")?tt(e).pipe(v(n=>n),Te(1),b(()=>o)):o}function Wa(e,{target$:t,print$:r}){let o=!0;return S(t.pipe(m(n=>n.closest("details:not([open])")),v(n=>e===n),m(()=>({action:"open",reveal:!0}))),r.pipe(v(n=>n||!o),E(()=>o=e.open),m(n=>({action:n?"open":"close"}))))}function Pn(e,t){return C(()=>{let r=new g;return r.subscribe(({action:o,reveal:n})=>{e.toggleAttribute("open",o==="open"),n&&e.scrollIntoView()}),Wa(e,t).pipe(E(o=>r.next(o)),L(()=>r.complete()),m(o=>R({ref:e},o)))})}var Rn=".node circle,.node ellipse,.node path,.node polygon,.node rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}marker{fill:var(--md-mermaid-edge-color)!important}.edgeLabel .label rect{fill:#0000}.label{color:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.label foreignObject{line-height:normal;overflow:visible}.label div .edgeLabel{color:var(--md-mermaid-label-fg-color)}.edgeLabel,.edgeLabel rect,.label div .edgeLabel{background-color:var(--md-mermaid-label-bg-color)}.edgeLabel,.edgeLabel rect{fill:var(--md-mermaid-label-bg-color);color:var(--md-mermaid-edge-color)}.edgePath .path,.flowchart-link{stroke:var(--md-mermaid-edge-color);stroke-width:.05rem}.edgePath .arrowheadPath{fill:var(--md-mermaid-edge-color);stroke:none}.cluster rect{fill:var(--md-default-fg-color--lightest);stroke:var(--md-default-fg-color--lighter)}.cluster span{color:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}g #flowchart-circleEnd,g #flowchart-circleStart,g #flowchart-crossEnd,g #flowchart-crossStart,g #flowchart-pointEnd,g #flowchart-pointStart{stroke:none}g.classGroup line,g.classGroup rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}g.classGroup text{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.classLabel .box{fill:var(--md-mermaid-label-bg-color);background-color:var(--md-mermaid-label-bg-color);opacity:1}.classLabel .label{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.node .divider{stroke:var(--md-mermaid-node-fg-color)}.relation{stroke:var(--md-mermaid-edge-color)}.cardinality{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.cardinality text{fill:inherit!important}defs #classDiagram-compositionEnd,defs #classDiagram-compositionStart,defs #classDiagram-dependencyEnd,defs #classDiagram-dependencyStart,defs #classDiagram-extensionEnd,defs #classDiagram-extensionStart{fill:var(--md-mermaid-edge-color)!important;stroke:var(--md-mermaid-edge-color)!important}defs #classDiagram-aggregationEnd,defs #classDiagram-aggregationStart{fill:var(--md-mermaid-label-bg-color)!important;stroke:var(--md-mermaid-edge-color)!important}g.stateGroup rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}g.stateGroup .state-title{fill:var(--md-mermaid-label-fg-color)!important;font-family:var(--md-mermaid-font-family)}g.stateGroup .composit{fill:var(--md-mermaid-label-bg-color)}.nodeLabel,.nodeLabel p{color:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}a .nodeLabel{text-decoration:underline}.node circle.state-end,.node circle.state-start,.start-state{fill:var(--md-mermaid-edge-color);stroke:none}.end-state-inner,.end-state-outer{fill:var(--md-mermaid-edge-color)}.end-state-inner,.node circle.state-end{stroke:var(--md-mermaid-label-bg-color)}.transition{stroke:var(--md-mermaid-edge-color)}[id^=state-fork] rect,[id^=state-join] rect{fill:var(--md-mermaid-edge-color)!important;stroke:none!important}.statediagram-cluster.statediagram-cluster .inner{fill:var(--md-default-bg-color)}.statediagram-cluster rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}.statediagram-state 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 Br,Da=0;function Va(){return typeof mermaid=="undefined"||mermaid instanceof Element?wt("https://unpkg.com/mermaid@10/dist/mermaid.min.js"):I(void 0)}function In(e){return e.classList.remove("mermaid"),Br||(Br=Va().pipe(E(()=>mermaid.initialize({startOnLoad:!1,themeCSS:Rn,sequence:{actorFontSize:"16px",messageFontSize:"16px",noteFontSize:"16px"}})),m(()=>{}),B(1))),Br.subscribe(()=>ao(this,null,function*(){e.classList.add("mermaid");let t=`__mermaid_${Da++}`,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)})),Br.pipe(m(()=>({ref:e})))}var Fn=x("table");function jn(e){return e.replaceWith(Fn),Fn.replaceWith(On(e)),I({ref:e})}function Na(e){let t=e.find(r=>r.checked)||e[0];return S(...e.map(r=>d(r,"change").pipe(m(()=>P(`label[for="${r.id}"]`))))).pipe(Q(P(`label[for="${t.id}"]`)),m(r=>({active:r})))}function Wn(e,{viewport$:t,target$:r}){let o=P(".tabbed-labels",e),n=$(":scope > input",e),i=Qr("prev");e.append(i);let a=Qr("next");return e.append(a),C(()=>{let s=new g,p=s.pipe(X(),ne(!0));z([s,ge(e)]).pipe(U(p),Le(1,me)).subscribe({next([{active:c},l]){let f=Ue(c),{width:u}=ce(c);e.style.setProperty("--md-indicator-x",`${f.x}px`),e.style.setProperty("--md-indicator-width",`${u}px`);let h=pr(o);(f.xh.x+l.width)&&o.scrollTo({left:Math.max(0,f.x-16),behavior:"smooth"})},complete(){e.style.removeProperty("--md-indicator-x"),e.style.removeProperty("--md-indicator-width")}}),z([De(o),ge(o)]).pipe(U(p)).subscribe(([c,l])=>{let f=Tt(o);i.hidden=c.x<16,a.hidden=c.x>f.width-l.width-16}),S(d(i,"click").pipe(m(()=>-1)),d(a,"click").pipe(m(()=>1))).pipe(U(p)).subscribe(c=>{let{width:l}=ce(o);o.scrollBy({left:l*c,behavior:"smooth"})}),r.pipe(U(p),v(c=>n.includes(c))).subscribe(c=>c.click()),o.classList.add("tabbed-labels--linked");for(let c of n){let l=P(`label[for="${c.id}"]`);l.replaceChildren(x("a",{href:`#${l.htmlFor}`,tabIndex:-1},...Array.from(l.childNodes))),d(l.firstElementChild,"click").pipe(U(p),v(f=>!(f.metaKey||f.ctrlKey)),E(f=>{f.preventDefault(),f.stopPropagation()})).subscribe(()=>{history.replaceState({},"",`#${l.htmlFor}`),l.click()})}return G("content.tabs.link")&&s.pipe(Ce(1),ee(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 w of $("[data-tabs]"))for(let A of $(":scope > input",w)){let te=P(`label[for="${A.id}"]`);if(te!==c&&te.innerText.trim()===f){te.setAttribute("data-md-switching",""),A.click();break}}window.scrollTo({top:e.offsetTop-u});let h=__md_get("__tabs")||[];__md_set("__tabs",[...new Set([f,...h])])}}),s.pipe(U(p)).subscribe(()=>{for(let c of $("audio, video",e))c.pause()}),tt(e).pipe(b(()=>Na(n)),E(c=>s.next(c)),L(()=>s.complete()),m(c=>R({ref:e},c)))}).pipe(Qe(se))}function Un(e,{viewport$:t,target$:r,print$:o}){return S(...$(".annotate:not(.highlight)",e).map(n=>Cn(n,{target$:r,print$:o})),...$("pre:not(.mermaid) > code",e).map(n=>$n(n,{target$:r,print$:o})),...$("pre.mermaid",e).map(n=>In(n)),...$("table:not([class])",e).map(n=>jn(n)),...$("details",e).map(n=>Pn(n,{target$:r,print$:o})),...$("[data-tabs]",e).map(n=>Wn(n,{viewport$:t,target$:r})),...$("[title]",e).filter(()=>G("content.tooltips")).map(n=>lt(n,{viewport$:t})))}function za(e,{alert$:t}){return t.pipe(b(r=>S(I(!0),I(!1).pipe(Ge(2e3))).pipe(m(o=>({message:r,active:o})))))}function Dn(e,t){let r=P(".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}),za(e,t).pipe(E(n=>o.next(n)),L(()=>o.complete()),m(n=>R({ref:e},n)))})}var qa=0;function Qa(e,t){document.body.append(e);let{width:r}=ce(e);e.style.setProperty("--md-tooltip-width",`${r}px`),e.remove();let o=cr(t),n=typeof o!="undefined"?De(o):I({x:0,y:0}),i=S(et(t),kt(t)).pipe(K());return z([i,n]).pipe(m(([a,s])=>{let{x:p,y:c}=Ue(t),l=ce(t),f=t.closest("table");return f&&t.parentElement&&(p+=f.offsetLeft+t.parentElement.offsetLeft,c+=f.offsetTop+t.parentElement.offsetTop),{active:a,offset:{x:p-s.x+l.width/2-r/2,y:c-s.y+l.height+8}}}))}function Vn(e){let t=e.title;if(!t.length)return M;let r=`__tooltip_${qa++}`,o=Pt(r,"inline"),n=P(".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")}}),S(i.pipe(v(({active:a})=>a)),i.pipe(_e(250),v(({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(ct(125,me),v(()=>!!e.offsetParent),m(()=>e.offsetParent.getBoundingClientRect()),m(({x:a})=>a)).subscribe({next(a){a?o.style.setProperty("--md-tooltip-0",`${-a}px`):o.style.removeProperty("--md-tooltip-0")},complete(){o.style.removeProperty("--md-tooltip-0")}}),Qa(o,e).pipe(E(a=>i.next(a)),L(()=>i.complete()),m(a=>R({ref:e},a)))}).pipe(Qe(se))}function Ka({viewport$:e}){if(!G("header.autohide"))return I(!1);let t=e.pipe(m(({offset:{y:n}})=>n),Ye(2,1),m(([n,i])=>[nMath.abs(i-n.y)>100),m(([,[n]])=>n),K()),o=Ve("search");return z([e,o]).pipe(m(([{offset:n},i])=>n.y>400&&!i),K(),b(n=>n?r:I(!1)),Q(!1))}function Nn(e,t){return C(()=>z([ge(e),Ka(t)])).pipe(m(([{height:r},o])=>({height:r,hidden:o})),K((r,o)=>r.height===o.height&&r.hidden===o.hidden),B(1))}function zn(e,{header$:t,main$:r}){return C(()=>{let o=new g,n=o.pipe(X(),ne(!0));o.pipe(Z("active"),We(t)).subscribe(([{active:a},{hidden:s}])=>{e.classList.toggle("md-header--shadow",a&&!s),e.hidden=s});let i=ue($("[title]",e)).pipe(v(()=>G("content.tooltips")),oe(a=>Vn(a)));return r.subscribe(o),t.pipe(U(n),m(a=>R({ref:e},a)),Pe(i.pipe(U(n))))})}function Ya(e,{viewport$:t,header$:r}){return mr(e,{viewport$:t,header$:r}).pipe(m(({offset:{y:o}})=>{let{height:n}=ce(e);return{active:o>=n}}),Z("active"))}function qn(e,t){return C(()=>{let r=new g;r.subscribe({next({active:n}){e.classList.toggle("md-header__title--active",n)},complete(){e.classList.remove("md-header__title--active")}});let o=fe(".md-content h1");return typeof o=="undefined"?M:Ya(o,t).pipe(E(n=>r.next(n)),L(()=>r.complete()),m(n=>R({ref:e},n)))})}function Qn(e,{viewport$:t,header$:r}){let o=r.pipe(m(({height:i})=>i),K()),n=o.pipe(b(()=>ge(e).pipe(m(({height:i})=>({top:e.offsetTop,bottom:e.offsetTop+i})),Z("bottom"))));return z([o,n,t]).pipe(m(([i,{top:a,bottom:s},{offset:{y:p},size:{height:c}}])=>(c=Math.max(0,c-Math.max(0,a-p,i)-Math.max(0,c+p-s)),{offset:a-i,height:c,active:a-i<=p})),K((i,a)=>i.offset===a.offset&&i.height===a.height&&i.active===a.active))}function Ba(e){let t=__md_get("__palette")||{index:e.findIndex(o=>matchMedia(o.getAttribute("data-md-color-media")).matches)},r=Math.max(0,Math.min(t.index,e.length-1));return I(...e).pipe(oe(o=>d(o,"change").pipe(m(()=>o))),Q(e[r]),m(o=>({index:e.indexOf(o),color:{media:o.getAttribute("data-md-color-media"),scheme:o.getAttribute("data-md-color-scheme"),primary:o.getAttribute("data-md-color-primary"),accent:o.getAttribute("data-md-color-accent")}})),B(1))}function Kn(e){let t=$("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=$t("(prefers-color-scheme: light)");return C(()=>{let i=new g;return i.subscribe(a=>{if(document.body.setAttribute("data-md-color-switching",""),a.color.media==="(prefers-color-scheme)"){let s=matchMedia("(prefers-color-scheme: light)"),p=document.querySelector(s.matches?"[data-md-color-media='(prefers-color-scheme: light)']":"[data-md-color-media='(prefers-color-scheme: dark)']");a.color.scheme=p.getAttribute("data-md-color-scheme"),a.color.primary=p.getAttribute("data-md-color-primary"),a.color.accent=p.getAttribute("data-md-color-accent")}for(let[s,p]of Object.entries(a.color))document.body.setAttribute(`data-md-color-${s}`,p);for(let s=0;sa.key==="Enter"),ee(i,(a,s)=>s)).subscribe(({index:a})=>{a=(a+1)%t.length,t[a].click(),t[a].focus()}),i.pipe(m(()=>{let a=Se("header"),s=window.getComputedStyle(a);return o.content=s.colorScheme,s.backgroundColor.match(/\d+/g).map(p=>(+p).toString(16).padStart(2,"0")).join("")})).subscribe(a=>r.content=`#${a}`),i.pipe(be(se)).subscribe(()=>{document.body.removeAttribute("data-md-color-switching")}),Ba(t).pipe(U(n.pipe(Ce(1))),st(),E(a=>i.next(a)),L(()=>i.complete()),m(a=>R({ref:e},a)))})}function Yn(e,{progress$:t}){return C(()=>{let r=new g;return r.subscribe(({value:o})=>{e.style.setProperty("--md-progress-value",`${o}`)}),t.pipe(E(o=>r.next({value:o})),L(()=>r.complete()),m(o=>({ref:e,value:o})))})}var Gr=Vt(Yr());function Ga(e){e.setAttribute("data-md-copying","");let t=e.closest("[data-copy]"),r=t?t.getAttribute("data-copy"):e.innerText;return e.removeAttribute("data-md-copying"),r.trimEnd()}function Bn({alert$:e}){Gr.default.isSupported()&&new F(t=>{new Gr.default("[data-clipboard-target], [data-clipboard-text]",{text:r=>r.getAttribute("data-clipboard-text")||Ga(P(r.getAttribute("data-clipboard-target")))}).on("success",r=>t.next(r))}).pipe(E(t=>{t.trigger.focus()}),m(()=>Ee("clipboard.copied"))).subscribe(e)}function Gn(e,t){return e.protocol=t.protocol,e.hostname=t.hostname,e}function Ja(e,t){let r=new Map;for(let o of $("url",e)){let n=P("loc",o),i=[Gn(new URL(n.textContent),t)];r.set(`${i[0]}`,i);for(let a of $("[rel=alternate]",o)){let s=a.getAttribute("href");s!=null&&i.push(Gn(new URL(s),t))}}return r}function ur(e){return mn(new URL("sitemap.xml",e)).pipe(m(t=>Ja(t,new URL(e))),ve(()=>I(new Map)))}function Xa(e,t){if(!(e.target instanceof Element))return M;let r=e.target.closest("a");if(r===null)return M;if(r.target||e.metaKey||e.ctrlKey)return M;let o=new URL(r.href);return o.search=o.hash="",t.has(`${o}`)?(e.preventDefault(),I(new URL(r.href))):M}function Jn(e){let t=new Map;for(let r of $(":scope > *",e.head))t.set(r.outerHTML,r);return t}function Xn(e){for(let t of $("[href], [src]",e))for(let r of["href","src"]){let o=t.getAttribute(r);if(o&&!/^(?:[a-z]+:)?\/\//i.test(o)){t[r]=t[r];break}}return I(e)}function Za(e){for(let o of["[data-md-component=announce]","[data-md-component=container]","[data-md-component=header-topic]","[data-md-component=outdated]","[data-md-component=logo]","[data-md-component=skip]",...G("navigation.tabs.sticky")?["[data-md-component=tabs]"]:[]]){let n=fe(o),i=fe(o,e);typeof n!="undefined"&&typeof i!="undefined"&&n.replaceWith(i)}let t=Jn(document);for(let[o,n]of Jn(e))t.has(o)?t.delete(o):document.head.appendChild(n);for(let o of t.values()){let n=o.getAttribute("name");n!=="theme-color"&&n!=="color-scheme"&&o.remove()}let r=Se("container");return je($("script",r)).pipe(b(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 F(i=>{n.onload=()=>i.complete()})}else return n.textContent=o.textContent,o.replaceWith(n),M}),X(),ne(document))}function Zn({location$:e,viewport$:t,progress$:r}){let o=ye();if(location.protocol==="file:")return M;let n=ur(o.base);I(document).subscribe(Xn);let i=d(document.body,"click").pipe(We(n),b(([p,c])=>Xa(p,c)),pe()),a=d(window,"popstate").pipe(m(xe),pe());i.pipe(ee(t)).subscribe(([p,{offset:c}])=>{history.replaceState(c,""),history.pushState(null,"",p)}),S(i,a).subscribe(e);let s=e.pipe(Z("pathname"),b(p=>ln(p,{progress$:r}).pipe(ve(()=>(pt(p,!0),M)))),b(Xn),b(Za),pe());return S(s.pipe(ee(e,(p,c)=>c)),s.pipe(b(()=>e),Z("pathname"),b(()=>e),Z("hash")),e.pipe(K((p,c)=>p.pathname===c.pathname&&p.hash===c.hash),b(()=>i),E(()=>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",sn(p.hash),history.scrollRestoration="manual")}),e.subscribe(()=>{history.scrollRestoration="manual"}),d(window,"beforeunload").subscribe(()=>{history.scrollRestoration="auto"}),t.pipe(Z("offset"),_e(100)).subscribe(({offset:p})=>{history.replaceState(p,"")}),s}var ri=Vt(ti());function oi(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 a=>(0,ri.default)(a).replace(i,o).replace(/<\/mark>(\s+)]*>/img,"$1")}}function It(e){return e.type===1}function dr(e){return e.type===3}function ni(e,t){let r=vn(e);return S(I(location.protocol!=="file:"),Ve("search")).pipe(Ae(o=>o),b(()=>t)).subscribe(({config:o,docs:n})=>r.next({type:0,data:{config:o,docs:n,options:{suggest:G("search.suggest")}}})),r}function ii({document$:e}){let t=ye(),r=Ne(new URL("../versions.json",t.base)).pipe(ve(()=>M)),o=r.pipe(m(n=>{let[,i]=t.base.match(/([^/]+)\/?$/);return n.find(({version:a,aliases:s})=>a===i||s.includes(i))||n[0]}));r.pipe(m(n=>new Map(n.map(i=>[`${new URL(`../${i.version}/`,t.base)}`,i]))),b(n=>d(document.body,"click").pipe(v(i=>!i.metaKey&&!i.ctrlKey),ee(o),b(([i,a])=>{if(i.target instanceof Element){let s=i.target.closest("a");if(s&&!s.target&&n.has(s.href)){let p=s.href;return!i.target.closest(".md-version")&&n.get(p)===a?M:(i.preventDefault(),I(p))}}return M}),b(i=>ur(new URL(i)).pipe(m(a=>{let p=xe().href.replace(t.base,i);return a.has(p.split("#")[0])?new URL(p):new URL(i)})))))).subscribe(n=>pt(n,!0)),z([r,o]).subscribe(([n,i])=>{P(".md-header__topic").appendChild(Mn(n,i))}),e.pipe(b(()=>o)).subscribe(n=>{var a;let i=__md_get("__outdated",sessionStorage);if(i===null){i=!0;let s=((a=t.version)==null?void 0:a.default)||"latest";Array.isArray(s)||(s=[s]);e:for(let p of s)for(let c of n.aliases.concat(n.version))if(new RegExp(p,"i").test(c)){i=!1;break e}__md_set("__outdated",i,sessionStorage)}if(i)for(let s of ae("outdated"))s.hidden=!1})}function ns(e,{worker$:t}){let{searchParams:r}=xe();r.has("q")&&(Je("search",!0),e.value=r.get("q"),e.focus(),Ve("search").pipe(Ae(i=>!i)).subscribe(()=>{let i=xe();i.searchParams.delete("q"),history.replaceState({},"",`${i}`)}));let o=et(e),n=S(t.pipe(Ae(It)),d(e,"keyup"),o).pipe(m(()=>e.value),K());return z([n,o]).pipe(m(([i,a])=>({value:i,focus:a})),B(1))}function ai(e,{worker$:t}){let r=new g,o=r.pipe(X(),ne(!0));z([t.pipe(Ae(It)),r],(i,a)=>a).pipe(Z("value")).subscribe(({value:i})=>t.next({type:2,data:i})),r.pipe(Z("focus")).subscribe(({focus:i})=>{i&&Je("search",i)}),d(e.form,"reset").pipe(U(o)).subscribe(()=>e.focus());let n=P("header [for=__search]");return d(n,"click").subscribe(()=>e.focus()),ns(e,{worker$:t}).pipe(E(i=>r.next(i)),L(()=>r.complete()),m(i=>R({ref:e},i)),B(1))}function si(e,{worker$:t,query$:r}){let o=new g,n=tn(e.parentElement).pipe(v(Boolean)),i=e.parentElement,a=P(":scope > :first-child",e),s=P(":scope > :last-child",e);Ve("search").subscribe(l=>s.setAttribute("role",l?"list":"presentation")),o.pipe(ee(r),Ur(t.pipe(Ae(It)))).subscribe(([{items:l},{value:f}])=>{switch(l.length){case 0:a.textContent=f.length?Ee("search.result.none"):Ee("search.result.placeholder");break;case 1:a.textContent=Ee("search.result.one");break;default:let u=sr(l.length);a.textContent=Ee("search.result.other",u)}});let p=o.pipe(E(()=>s.innerHTML=""),b(({items:l})=>S(I(...l.slice(0,10)),I(...l.slice(10)).pipe(Ye(4),Vr(n),b(([f])=>f)))),m(Tn),pe());return p.subscribe(l=>s.appendChild(l)),p.pipe(oe(l=>{let f=fe("details",l);return typeof f=="undefined"?M:d(f,"toggle").pipe(U(o),m(()=>f))})).subscribe(l=>{l.open===!1&&l.offsetTop<=i.scrollTop&&i.scrollTo({top:l.offsetTop})}),t.pipe(v(dr),m(({data:l})=>l)).pipe(E(l=>o.next(l)),L(()=>o.complete()),m(l=>R({ref:e},l)))}function is(e,{query$:t}){return t.pipe(m(({value:r})=>{let o=xe();return o.hash="",r=r.replace(/\s+/g,"+").replace(/&/g,"%26").replace(/=/g,"%3D"),o.search=`q=${r}`,{url:o}}))}function ci(e,t){let r=new g,o=r.pipe(X(),ne(!0));return r.subscribe(({url:n})=>{e.setAttribute("data-clipboard-text",e.href),e.href=`${n}`}),d(e,"click").pipe(U(o)).subscribe(n=>n.preventDefault()),is(e,t).pipe(E(n=>r.next(n)),L(()=>r.complete()),m(n=>R({ref:e},n)))}function pi(e,{worker$:t,keyboard$:r}){let o=new g,n=Se("search-query"),i=S(d(n,"keydown"),d(n,"focus")).pipe(be(se),m(()=>n.value),K());return o.pipe(We(i),m(([{suggest:s},p])=>{let c=p.split(/([\s-]+)/);if(s!=null&&s.length&&c[c.length-1]){let l=s[s.length-1];l.startsWith(c[c.length-1])&&(c[c.length-1]=l)}else c.length=0;return c})).subscribe(s=>e.innerHTML=s.join("").replace(/\s/g," ")),r.pipe(v(({mode:s})=>s==="search")).subscribe(s=>{switch(s.type){case"ArrowRight":e.innerText.length&&n.selectionStart===n.value.length&&(n.value=e.innerText);break}}),t.pipe(v(dr),m(({data:s})=>s)).pipe(E(s=>o.next(s)),L(()=>o.complete()),m(()=>({ref:e})))}function li(e,{index$:t,keyboard$:r}){let o=ye();try{let n=ni(o.search,t),i=Se("search-query",e),a=Se("search-result",e);d(e,"click").pipe(v(({target:p})=>p instanceof Element&&!!p.closest("a"))).subscribe(()=>Je("search",!1)),r.pipe(v(({mode:p})=>p==="search")).subscribe(p=>{let c=Re();switch(p.type){case"Enter":if(c===i){let l=new Map;for(let f of $(":first-child [href]",a)){let u=f.firstElementChild;l.set(f,parseFloat(u.getAttribute("data-md-score")))}if(l.size){let[[f]]=[...l].sort(([,u],[,h])=>h-u);f.click()}p.claim()}break;case"Escape":case"Tab":Je("search",!1),i.blur();break;case"ArrowUp":case"ArrowDown":if(typeof c=="undefined")i.focus();else{let l=[i,...$(":not(details) > [href], summary, details[open] [href]",a)],f=Math.max(0,(Math.max(0,l.indexOf(c))+l.length+(p.type==="ArrowUp"?-1:1))%l.length);l[f].focus()}p.claim();break;default:i!==Re()&&i.focus()}}),r.pipe(v(({mode:p})=>p==="global")).subscribe(p=>{switch(p.type){case"f":case"s":case"/":i.focus(),i.select(),p.claim();break}});let s=ai(i,{worker$:n});return S(s,si(a,{worker$:n,query$:s})).pipe(Pe(...ae("search-share",e).map(p=>ci(p,{query$:s})),...ae("search-suggest",e).map(p=>pi(p,{worker$:n,keyboard$:r}))))}catch(n){return e.hidden=!0,Ke}}function mi(e,{index$:t,location$:r}){return z([t,r.pipe(Q(xe()),v(o=>!!o.searchParams.get("h")))]).pipe(m(([o,n])=>oi(o.config)(n.searchParams.get("h"))),m(o=>{var a;let n=new Map,i=document.createNodeIterator(e,NodeFilter.SHOW_TEXT);for(let s=i.nextNode();s;s=i.nextNode())if((a=s.parentElement)!=null&&a.offsetHeight){let p=s.textContent,c=o(p);c.length>p.length&&n.set(s,c)}for(let[s,p]of n){let{childNodes:c}=x("span",null,p);s.replaceWith(...Array.from(c))}return{ref:e,nodes:n}}))}function as(e,{viewport$:t,main$:r}){let o=e.closest(".md-grid"),n=o.offsetTop-o.parentElement.offsetTop;return z([r,t]).pipe(m(([{offset:i,height:a},{offset:{y:s}}])=>(a=a+Math.min(n,Math.max(0,s-i))-n,{height:a,locked:s>=i+n})),K((i,a)=>i.height===a.height&&i.locked===a.locked))}function Jr(e,o){var n=o,{header$:t}=n,r=io(n,["header$"]);let i=P(".md-sidebar__scrollwrap",e),{y:a}=Ue(i);return C(()=>{let s=new g,p=s.pipe(X(),ne(!0)),c=s.pipe(Le(0,me));return c.pipe(ee(t)).subscribe({next([{height:l},{height:f}]){i.style.height=`${l-2*a}px`,e.style.top=`${f}px`},complete(){i.style.height="",e.style.top=""}}),c.pipe(Ae()).subscribe(()=>{for(let l of $(".md-nav__link--active[href]",e)){if(!l.clientHeight)continue;let f=l.closest(".md-sidebar__scrollwrap");if(typeof f!="undefined"){let u=l.offsetTop-f.offsetTop,{height:h}=ce(f);f.scrollTo({top:u-h/2})}}}),ue($("label[tabindex]",e)).pipe(oe(l=>d(l,"click").pipe(be(se),m(()=>l),U(p)))).subscribe(l=>{let f=P(`[id="${l.htmlFor}"]`);P(`[aria-labelledby="${l.id}"]`).setAttribute("aria-expanded",`${f.checked}`)}),as(e,r).pipe(E(l=>s.next(l)),L(()=>s.complete()),m(l=>R({ref:e},l)))})}function fi(e,t){if(typeof t!="undefined"){let r=`https://api.github.com/repos/${e}/${t}`;return Ct(Ne(`${r}/releases/latest`).pipe(ve(()=>M),m(o=>({version:o.tag_name})),Be({})),Ne(r).pipe(ve(()=>M),m(o=>({stars:o.stargazers_count,forks:o.forks_count})),Be({}))).pipe(m(([o,n])=>R(R({},o),n)))}else{let r=`https://api.github.com/users/${e}`;return Ne(r).pipe(m(o=>({repositories:o.public_repos})),Be({}))}}function ui(e,t){let r=`https://${e}/api/v4/projects/${encodeURIComponent(t)}`;return Ne(r).pipe(ve(()=>M),m(({star_count:o,forks_count:n})=>({stars:o,forks:n})),Be({}))}function di(e){let t=e.match(/^.+github\.com\/([^/]+)\/?([^/]+)?/i);if(t){let[,r,o]=t;return fi(r,o)}if(t=e.match(/^.+?([^/]*gitlab[^/]+)\/(.+?)\/?$/i),t){let[,r,o]=t;return ui(r,o)}return M}var ss;function cs(e){return ss||(ss=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 M}return di(e.href).pipe(E(o=>__md_set("__source",o,sessionStorage)))}).pipe(ve(()=>M),v(t=>Object.keys(t).length>0),m(t=>({facts:t})),B(1)))}function hi(e){let t=P(":scope > :last-child",e);return C(()=>{let r=new g;return r.subscribe(({facts:o})=>{t.appendChild(Sn(o)),t.classList.add("md-source__repository--active")}),cs(e).pipe(E(o=>r.next(o)),L(()=>r.complete()),m(o=>R({ref:e},o)))})}function ps(e,{viewport$:t,header$:r}){return ge(document.body).pipe(b(()=>mr(e,{header$:r,viewport$:t})),m(({offset:{y:o}})=>({hidden:o>=10})),Z("hidden"))}function bi(e,t){return C(()=>{let r=new g;return r.subscribe({next({hidden:o}){e.hidden=o},complete(){e.hidden=!1}}),(G("navigation.tabs.sticky")?I({hidden:!1}):ps(e,t)).pipe(E(o=>r.next(o)),L(()=>r.complete()),m(o=>R({ref:e},o)))})}function ls(e,{viewport$:t,header$:r}){let o=new Map,n=$(".md-nav__link",e);for(let s of n){let p=decodeURIComponent(s.hash.substring(1)),c=fe(`[id="${p}"]`);typeof c!="undefined"&&o.set(s,c)}let i=r.pipe(Z("height"),m(({height:s})=>{let p=Se("main"),c=P(":scope > :first-child",p);return s+.8*(c.offsetTop-p.offsetTop)}),pe());return ge(document.body).pipe(Z("height"),b(s=>C(()=>{let p=[];return I([...o].reduce((c,[l,f])=>{for(;p.length&&o.get(p[p.length-1]).tagName>=f.tagName;)p.pop();let u=f.offsetTop;for(;!u&&f.parentElement;)f=f.parentElement,u=f.offsetTop;let h=f.offsetParent;for(;h;h=h.offsetParent)u+=h.offsetTop;return c.set([...p=[...p,l]].reverse(),u)},new Map))}).pipe(m(p=>new Map([...p].sort(([,c],[,l])=>c-l))),We(i),b(([p,c])=>t.pipe(jr(([l,f],{offset:{y:u},size:h})=>{let w=u+h.height>=Math.floor(s.height);for(;f.length;){let[,A]=f[0];if(A-c=u&&!w)f=[l.pop(),...f];else break}return[l,f]},[[],[...p]]),K((l,f)=>l[0]===f[0]&&l[1]===f[1])))))).pipe(m(([s,p])=>({prev:s.map(([c])=>c),next:p.map(([c])=>c)})),Q({prev:[],next:[]}),Ye(2,1),m(([s,p])=>s.prev.length{let i=new g,a=i.pipe(X(),ne(!0));if(i.subscribe(({prev:s,next:p})=>{for(let[c]of p)c.classList.remove("md-nav__link--passed"),c.classList.remove("md-nav__link--active");for(let[c,[l]]of s.entries())l.classList.add("md-nav__link--passed"),l.classList.toggle("md-nav__link--active",c===s.length-1)}),G("toc.follow")){let s=S(t.pipe(_e(1),m(()=>{})),t.pipe(_e(250),m(()=>"smooth")));i.pipe(v(({prev:p})=>p.length>0),We(o.pipe(be(se))),ee(s)).subscribe(([[{prev:p}],c])=>{let[l]=p[p.length-1];if(l.offsetHeight){let f=cr(l);if(typeof f!="undefined"){let u=l.offsetTop-f.offsetTop,{height:h}=ce(f);f.scrollTo({top:u-h/2,behavior:c})}}})}return G("navigation.tracking")&&t.pipe(U(a),Z("offset"),_e(250),Ce(1),U(n.pipe(Ce(1))),st({delay:250}),ee(i)).subscribe(([,{prev:s}])=>{let p=xe(),c=s[s.length-1];if(c&&c.length){let[l]=c,{hash:f}=new URL(l.href);p.hash!==f&&(p.hash=f,history.replaceState({},"",`${p}`))}else p.hash="",history.replaceState({},"",`${p}`)}),ls(e,{viewport$:t,header$:r}).pipe(E(s=>i.next(s)),L(()=>i.complete()),m(s=>R({ref:e},s)))})}function ms(e,{viewport$:t,main$:r,target$:o}){let n=t.pipe(m(({offset:{y:a}})=>a),Ye(2,1),m(([a,s])=>a>s&&s>0),K()),i=r.pipe(m(({active:a})=>a));return z([i,n]).pipe(m(([a,s])=>!(a&&s)),K(),U(o.pipe(Ce(1))),ne(!0),st({delay:250}),m(a=>({hidden:a})))}function gi(e,{viewport$:t,header$:r,main$:o,target$:n}){let i=new g,a=i.pipe(X(),ne(!0));return i.subscribe({next({hidden:s}){e.hidden=s,s?(e.setAttribute("tabindex","-1"),e.blur()):e.removeAttribute("tabindex")},complete(){e.style.top="",e.hidden=!0,e.removeAttribute("tabindex")}}),r.pipe(U(a),Z("height")).subscribe(({height:s})=>{e.style.top=`${s+16}px`}),d(e,"click").subscribe(s=>{s.preventDefault(),window.scrollTo({top:0})}),ms(e,{viewport$:t,main$:o,target$:n}).pipe(E(s=>i.next(s)),L(()=>i.complete()),m(s=>R({ref:e},s)))}function xi({document$:e,viewport$:t}){e.pipe(b(()=>$(".md-ellipsis")),oe(r=>tt(r).pipe(U(e.pipe(Ce(1))),v(o=>o),m(()=>r),Te(1))),v(r=>r.offsetWidth{let o=r.innerText,n=r.closest("a")||r;return n.title=o,lt(n,{viewport$:t}).pipe(U(e.pipe(Ce(1))),L(()=>n.removeAttribute("title")))})).subscribe(),e.pipe(b(()=>$(".md-status")),oe(r=>lt(r,{viewport$:t}))).subscribe()}function yi({document$:e,tablet$:t}){e.pipe(b(()=>$(".md-toggle--indeterminate")),E(r=>{r.indeterminate=!0,r.checked=!1}),oe(r=>d(r,"change").pipe(Dr(()=>r.classList.contains("md-toggle--indeterminate")),m(()=>r))),ee(t)).subscribe(([r,o])=>{r.classList.remove("md-toggle--indeterminate"),o&&(r.checked=!1)})}function fs(){return/(iPad|iPhone|iPod)/.test(navigator.userAgent)}function Ei({document$:e}){e.pipe(b(()=>$("[data-md-scrollfix]")),E(t=>t.removeAttribute("data-md-scrollfix")),v(fs),oe(t=>d(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 wi({viewport$:e,tablet$:t}){z([Ve("search"),t]).pipe(m(([r,o])=>r&&!o),b(r=>I(r).pipe(Ge(r?400:100))),ee(e)).subscribe(([r,{offset:{y:o}}])=>{if(r)document.body.setAttribute("data-md-scrolllock",""),document.body.style.top=`-${o}px`;else{let n=-1*parseInt(document.body.style.top,10);document.body.removeAttribute("data-md-scrolllock"),document.body.style.top="",n&&window.scrollTo(0,n)}})}Object.entries||(Object.entries=function(e){let t=[];for(let r of Object.keys(e))t.push([r,e[r]]);return t});Object.values||(Object.values=function(e){let t=[];for(let r of Object.keys(e))t.push(e[r]);return t});typeof Element!="undefined"&&(Element.prototype.scrollTo||(Element.prototype.scrollTo=function(e,t){typeof e=="object"?(this.scrollLeft=e.left,this.scrollTop=e.top):(this.scrollLeft=e,this.scrollTop=t)}),Element.prototype.replaceWith||(Element.prototype.replaceWith=function(...e){let t=this.parentNode;if(t){e.length===0&&t.removeChild(this);for(let r=e.length-1;r>=0;r--){let o=e[r];typeof o=="string"?o=document.createTextNode(o):o.parentNode&&o.parentNode.removeChild(o),r?t.insertBefore(this.previousSibling,o):t.replaceChild(o,this)}}}));function us(){return location.protocol==="file:"?wt(`${new URL("search/search_index.js",Xr.base)}`).pipe(m(()=>__index),B(1)):Ne(new URL("search/search_index.json",Xr.base))}document.documentElement.classList.remove("no-js");document.documentElement.classList.add("js");var ot=Yo(),jt=nn(),Ot=cn(jt),Zr=on(),Oe=bn(),hr=$t("(min-width: 960px)"),Si=$t("(min-width: 1220px)"),Oi=pn(),Xr=ye(),Mi=document.forms.namedItem("search")?us():Ke,eo=new g;Bn({alert$:eo});var to=new g;G("navigation.instant")&&Zn({location$:jt,viewport$:Oe,progress$:to}).subscribe(ot);var Ti;((Ti=Xr.version)==null?void 0:Ti.provider)==="mike"&&ii({document$:ot});S(jt,Ot).pipe(Ge(125)).subscribe(()=>{Je("drawer",!1),Je("search",!1)});Zr.pipe(v(({mode:e})=>e==="global")).subscribe(e=>{switch(e.type){case"p":case",":let t=fe("link[rel=prev]");typeof t!="undefined"&&pt(t);break;case"n":case".":let r=fe("link[rel=next]");typeof r!="undefined"&&pt(r);break;case"Enter":let o=Re();o instanceof HTMLLabelElement&&o.click()}});xi({viewport$:Oe,document$:ot});yi({document$:ot,tablet$:hr});Ei({document$:ot});wi({viewport$:Oe,tablet$:hr});var rt=Nn(Se("header"),{viewport$:Oe}),Ft=ot.pipe(m(()=>Se("main")),b(e=>Qn(e,{viewport$:Oe,header$:rt})),B(1)),ds=S(...ae("consent").map(e=>xn(e,{target$:Ot})),...ae("dialog").map(e=>Dn(e,{alert$:eo})),...ae("header").map(e=>zn(e,{viewport$:Oe,header$:rt,main$:Ft})),...ae("palette").map(e=>Kn(e)),...ae("progress").map(e=>Yn(e,{progress$:to})),...ae("search").map(e=>li(e,{index$:Mi,keyboard$:Zr})),...ae("source").map(e=>hi(e))),hs=C(()=>S(...ae("announce").map(e=>gn(e)),...ae("content").map(e=>Un(e,{viewport$:Oe,target$:Ot,print$:Oi})),...ae("content").map(e=>G("search.highlight")?mi(e,{index$:Mi,location$:jt}):M),...ae("header-title").map(e=>qn(e,{viewport$:Oe,header$:rt})),...ae("sidebar").map(e=>e.getAttribute("data-md-type")==="navigation"?Nr(Si,()=>Jr(e,{viewport$:Oe,header$:rt,main$:Ft})):Nr(hr,()=>Jr(e,{viewport$:Oe,header$:rt,main$:Ft}))),...ae("tabs").map(e=>bi(e,{viewport$:Oe,header$:rt})),...ae("toc").map(e=>vi(e,{viewport$:Oe,header$:rt,main$:Ft,target$:Ot})),...ae("top").map(e=>gi(e,{viewport$:Oe,header$:rt,main$:Ft,target$:Ot})))),Li=ot.pipe(b(()=>hs),Pe(ds),B(1));Li.subscribe();window.document$=ot;window.location$=jt;window.target$=Ot;window.keyboard$=Zr;window.viewport$=Oe;window.tablet$=hr;window.screen$=Si;window.print$=Oi;window.alert$=eo;window.progress$=to;window.component$=Li;})(); +//# sourceMappingURL=bundle.081f42fc.min.js.map + diff --git a/assets/javascripts/bundle.081f42fc.min.js.map b/assets/javascripts/bundle.081f42fc.min.js.map new file mode 100644 index 00000000..e055db5a --- /dev/null +++ b/assets/javascripts/bundle.081f42fc.min.js.map @@ -0,0 +1,7 @@ +{ + "version": 3, + "sources": ["node_modules/focus-visible/dist/focus-visible.js", "node_modules/clipboard/dist/clipboard.js", "node_modules/escape-html/index.js", "src/templates/assets/javascripts/bundle.ts", "node_modules/rxjs/node_modules/tslib/tslib.es6.js", "node_modules/rxjs/src/internal/util/isFunction.ts", "node_modules/rxjs/src/internal/util/createErrorClass.ts", "node_modules/rxjs/src/internal/util/UnsubscriptionError.ts", "node_modules/rxjs/src/internal/util/arrRemove.ts", "node_modules/rxjs/src/internal/Subscription.ts", "node_modules/rxjs/src/internal/config.ts", "node_modules/rxjs/src/internal/scheduler/timeoutProvider.ts", "node_modules/rxjs/src/internal/util/reportUnhandledError.ts", "node_modules/rxjs/src/internal/util/noop.ts", "node_modules/rxjs/src/internal/NotificationFactories.ts", "node_modules/rxjs/src/internal/util/errorContext.ts", "node_modules/rxjs/src/internal/Subscriber.ts", "node_modules/rxjs/src/internal/symbol/observable.ts", "node_modules/rxjs/src/internal/util/identity.ts", "node_modules/rxjs/src/internal/util/pipe.ts", "node_modules/rxjs/src/internal/Observable.ts", "node_modules/rxjs/src/internal/util/lift.ts", "node_modules/rxjs/src/internal/operators/OperatorSubscriber.ts", "node_modules/rxjs/src/internal/scheduler/animationFrameProvider.ts", "node_modules/rxjs/src/internal/util/ObjectUnsubscribedError.ts", "node_modules/rxjs/src/internal/Subject.ts", "node_modules/rxjs/src/internal/BehaviorSubject.ts", "node_modules/rxjs/src/internal/scheduler/dateTimestampProvider.ts", "node_modules/rxjs/src/internal/ReplaySubject.ts", "node_modules/rxjs/src/internal/scheduler/Action.ts", "node_modules/rxjs/src/internal/scheduler/intervalProvider.ts", "node_modules/rxjs/src/internal/scheduler/AsyncAction.ts", "node_modules/rxjs/src/internal/Scheduler.ts", "node_modules/rxjs/src/internal/scheduler/AsyncScheduler.ts", "node_modules/rxjs/src/internal/scheduler/async.ts", "node_modules/rxjs/src/internal/scheduler/QueueAction.ts", "node_modules/rxjs/src/internal/scheduler/QueueScheduler.ts", "node_modules/rxjs/src/internal/scheduler/queue.ts", "node_modules/rxjs/src/internal/scheduler/AnimationFrameAction.ts", "node_modules/rxjs/src/internal/scheduler/AnimationFrameScheduler.ts", "node_modules/rxjs/src/internal/scheduler/animationFrame.ts", "node_modules/rxjs/src/internal/observable/empty.ts", "node_modules/rxjs/src/internal/util/isScheduler.ts", "node_modules/rxjs/src/internal/util/args.ts", "node_modules/rxjs/src/internal/util/isArrayLike.ts", "node_modules/rxjs/src/internal/util/isPromise.ts", "node_modules/rxjs/src/internal/util/isInteropObservable.ts", "node_modules/rxjs/src/internal/util/isAsyncIterable.ts", "node_modules/rxjs/src/internal/util/throwUnobservableError.ts", "node_modules/rxjs/src/internal/symbol/iterator.ts", "node_modules/rxjs/src/internal/util/isIterable.ts", "node_modules/rxjs/src/internal/util/isReadableStreamLike.ts", "node_modules/rxjs/src/internal/observable/innerFrom.ts", "node_modules/rxjs/src/internal/util/executeSchedule.ts", "node_modules/rxjs/src/internal/operators/observeOn.ts", "node_modules/rxjs/src/internal/operators/subscribeOn.ts", "node_modules/rxjs/src/internal/scheduled/scheduleObservable.ts", "node_modules/rxjs/src/internal/scheduled/schedulePromise.ts", "node_modules/rxjs/src/internal/scheduled/scheduleArray.ts", "node_modules/rxjs/src/internal/scheduled/scheduleIterable.ts", "node_modules/rxjs/src/internal/scheduled/scheduleAsyncIterable.ts", "node_modules/rxjs/src/internal/scheduled/scheduleReadableStreamLike.ts", "node_modules/rxjs/src/internal/scheduled/scheduled.ts", "node_modules/rxjs/src/internal/observable/from.ts", "node_modules/rxjs/src/internal/observable/of.ts", "node_modules/rxjs/src/internal/observable/throwError.ts", "node_modules/rxjs/src/internal/util/EmptyError.ts", "node_modules/rxjs/src/internal/util/isDate.ts", "node_modules/rxjs/src/internal/operators/map.ts", "node_modules/rxjs/src/internal/util/mapOneOrManyArgs.ts", "node_modules/rxjs/src/internal/util/argsArgArrayOrObject.ts", "node_modules/rxjs/src/internal/util/createObject.ts", "node_modules/rxjs/src/internal/observable/combineLatest.ts", "node_modules/rxjs/src/internal/operators/mergeInternals.ts", "node_modules/rxjs/src/internal/operators/mergeMap.ts", "node_modules/rxjs/src/internal/operators/mergeAll.ts", "node_modules/rxjs/src/internal/operators/concatAll.ts", "node_modules/rxjs/src/internal/observable/concat.ts", "node_modules/rxjs/src/internal/observable/defer.ts", "node_modules/rxjs/src/internal/observable/fromEvent.ts", "node_modules/rxjs/src/internal/observable/fromEventPattern.ts", "node_modules/rxjs/src/internal/observable/timer.ts", "node_modules/rxjs/src/internal/observable/merge.ts", "node_modules/rxjs/src/internal/observable/never.ts", "node_modules/rxjs/src/internal/util/argsOrArgArray.ts", "node_modules/rxjs/src/internal/operators/filter.ts", "node_modules/rxjs/src/internal/observable/zip.ts", "node_modules/rxjs/src/internal/operators/audit.ts", "node_modules/rxjs/src/internal/operators/auditTime.ts", "node_modules/rxjs/src/internal/operators/bufferCount.ts", "node_modules/rxjs/src/internal/operators/catchError.ts", "node_modules/rxjs/src/internal/operators/scanInternals.ts", "node_modules/rxjs/src/internal/operators/combineLatest.ts", "node_modules/rxjs/src/internal/operators/combineLatestWith.ts", "node_modules/rxjs/src/internal/operators/debounce.ts", "node_modules/rxjs/src/internal/operators/debounceTime.ts", "node_modules/rxjs/src/internal/operators/defaultIfEmpty.ts", "node_modules/rxjs/src/internal/operators/take.ts", "node_modules/rxjs/src/internal/operators/ignoreElements.ts", "node_modules/rxjs/src/internal/operators/mapTo.ts", "node_modules/rxjs/src/internal/operators/delayWhen.ts", "node_modules/rxjs/src/internal/operators/delay.ts", "node_modules/rxjs/src/internal/operators/distinctUntilChanged.ts", "node_modules/rxjs/src/internal/operators/distinctUntilKeyChanged.ts", "node_modules/rxjs/src/internal/operators/throwIfEmpty.ts", "node_modules/rxjs/src/internal/operators/endWith.ts", "node_modules/rxjs/src/internal/operators/finalize.ts", "node_modules/rxjs/src/internal/operators/first.ts", "node_modules/rxjs/src/internal/operators/takeLast.ts", "node_modules/rxjs/src/internal/operators/merge.ts", "node_modules/rxjs/src/internal/operators/mergeWith.ts", "node_modules/rxjs/src/internal/operators/repeat.ts", "node_modules/rxjs/src/internal/operators/scan.ts", "node_modules/rxjs/src/internal/operators/share.ts", "node_modules/rxjs/src/internal/operators/shareReplay.ts", "node_modules/rxjs/src/internal/operators/skip.ts", "node_modules/rxjs/src/internal/operators/skipUntil.ts", "node_modules/rxjs/src/internal/operators/startWith.ts", "node_modules/rxjs/src/internal/operators/switchMap.ts", "node_modules/rxjs/src/internal/operators/takeUntil.ts", "node_modules/rxjs/src/internal/operators/takeWhile.ts", "node_modules/rxjs/src/internal/operators/tap.ts", "node_modules/rxjs/src/internal/operators/throttle.ts", "node_modules/rxjs/src/internal/operators/throttleTime.ts", "node_modules/rxjs/src/internal/operators/withLatestFrom.ts", "node_modules/rxjs/src/internal/operators/zip.ts", "node_modules/rxjs/src/internal/operators/zipWith.ts", "src/templates/assets/javascripts/browser/document/index.ts", "src/templates/assets/javascripts/browser/element/_/index.ts", "src/templates/assets/javascripts/browser/element/focus/index.ts", "src/templates/assets/javascripts/browser/element/hover/index.ts", "src/templates/assets/javascripts/utilities/h/index.ts", "src/templates/assets/javascripts/utilities/round/index.ts", "src/templates/assets/javascripts/browser/script/index.ts", "src/templates/assets/javascripts/browser/element/size/_/index.ts", "src/templates/assets/javascripts/browser/element/size/content/index.ts", "src/templates/assets/javascripts/browser/element/offset/_/index.ts", "src/templates/assets/javascripts/browser/element/offset/content/index.ts", "src/templates/assets/javascripts/browser/element/visibility/index.ts", "src/templates/assets/javascripts/browser/toggle/index.ts", "src/templates/assets/javascripts/browser/keyboard/index.ts", "src/templates/assets/javascripts/browser/location/_/index.ts", "src/templates/assets/javascripts/browser/location/hash/index.ts", "src/templates/assets/javascripts/browser/media/index.ts", "src/templates/assets/javascripts/browser/request/index.ts", "src/templates/assets/javascripts/browser/viewport/offset/index.ts", "src/templates/assets/javascripts/browser/viewport/size/index.ts", "src/templates/assets/javascripts/browser/viewport/_/index.ts", "src/templates/assets/javascripts/browser/viewport/at/index.ts", "src/templates/assets/javascripts/browser/worker/index.ts", "src/templates/assets/javascripts/_/index.ts", "src/templates/assets/javascripts/components/_/index.ts", "src/templates/assets/javascripts/components/announce/index.ts", "src/templates/assets/javascripts/components/consent/index.ts", "src/templates/assets/javascripts/templates/tooltip/index.tsx", "src/templates/assets/javascripts/templates/annotation/index.tsx", "src/templates/assets/javascripts/templates/clipboard/index.tsx", "src/templates/assets/javascripts/templates/search/index.tsx", "src/templates/assets/javascripts/templates/source/index.tsx", "src/templates/assets/javascripts/templates/tabbed/index.tsx", "src/templates/assets/javascripts/templates/table/index.tsx", "src/templates/assets/javascripts/templates/version/index.tsx", "src/templates/assets/javascripts/components/tooltip2/index.ts", "src/templates/assets/javascripts/components/content/annotation/_/index.ts", "src/templates/assets/javascripts/components/content/annotation/list/index.ts", "src/templates/assets/javascripts/components/content/annotation/block/index.ts", "src/templates/assets/javascripts/components/content/code/_/index.ts", "src/templates/assets/javascripts/components/content/details/index.ts", "src/templates/assets/javascripts/components/content/mermaid/index.css", "src/templates/assets/javascripts/components/content/mermaid/index.ts", "src/templates/assets/javascripts/components/content/table/index.ts", "src/templates/assets/javascripts/components/content/tabs/index.ts", "src/templates/assets/javascripts/components/content/_/index.ts", "src/templates/assets/javascripts/components/dialog/index.ts", "src/templates/assets/javascripts/components/tooltip/index.ts", "src/templates/assets/javascripts/components/header/_/index.ts", "src/templates/assets/javascripts/components/header/title/index.ts", "src/templates/assets/javascripts/components/main/index.ts", "src/templates/assets/javascripts/components/palette/index.ts", "src/templates/assets/javascripts/components/progress/index.ts", "src/templates/assets/javascripts/integrations/clipboard/index.ts", "src/templates/assets/javascripts/integrations/sitemap/index.ts", "src/templates/assets/javascripts/integrations/instant/index.ts", "src/templates/assets/javascripts/integrations/search/highlighter/index.ts", "src/templates/assets/javascripts/integrations/search/worker/message/index.ts", "src/templates/assets/javascripts/integrations/search/worker/_/index.ts", "src/templates/assets/javascripts/integrations/version/index.ts", "src/templates/assets/javascripts/components/search/query/index.ts", "src/templates/assets/javascripts/components/search/result/index.ts", "src/templates/assets/javascripts/components/search/share/index.ts", "src/templates/assets/javascripts/components/search/suggest/index.ts", "src/templates/assets/javascripts/components/search/_/index.ts", "src/templates/assets/javascripts/components/search/highlight/index.ts", "src/templates/assets/javascripts/components/sidebar/index.ts", "src/templates/assets/javascripts/components/source/facts/github/index.ts", "src/templates/assets/javascripts/components/source/facts/gitlab/index.ts", "src/templates/assets/javascripts/components/source/facts/_/index.ts", "src/templates/assets/javascripts/components/source/_/index.ts", "src/templates/assets/javascripts/components/tabs/index.ts", "src/templates/assets/javascripts/components/toc/index.ts", "src/templates/assets/javascripts/components/top/index.ts", "src/templates/assets/javascripts/patches/ellipsis/index.ts", "src/templates/assets/javascripts/patches/indeterminate/index.ts", "src/templates/assets/javascripts/patches/scrollfix/index.ts", "src/templates/assets/javascripts/patches/scrolllock/index.ts", "src/templates/assets/javascripts/polyfills/index.ts"], + "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 * 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 * 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 * 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", "/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\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;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });\r\n}) : (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n if (ar || !(i in from)) {\r\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n ar[i] = from[i];\r\n }\r\n }\r\n return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\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);\r\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); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\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\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\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\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\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 + +
+

Latest Version +Latest Version

+

Community Videos

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
+ + +
+ + +
+
+
+ + + + + + + + + + \ 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 00000000..5f72f9e3 --- /dev/null +++ b/de/devices/trimui/smart-pro/index.html @@ -0,0 +1,2174 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/faqs/index.html b/de/faqs/index.html new file mode 100644 index 00000000..a0a52811 --- /dev/null +++ b/de/faqs/index.html @@ -0,0 +1,2448 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Häufige Fragen - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Frequently Asked Questions

+

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 batocera license does not allow for closed sourced kernels to be added to the distribution. In some cases, some devices will

+
+

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: Where can I download the latest version?

+

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 Installation 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?

+

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: I want to add my own roms to the SDCARD but my Windows/Mac computer can't see the roms partition

+

A: By default KNULLI formats the second partition with Linux EXT4 file format. That format is typically +not readable/mountable under Windows/Mac. We propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI. Please refer to the Add Games section for details.

+
+

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

+

A: Yes! if you have a new or empty SDCARD you can insert the SDCARD on the second slot of the RG35XX and follow these steps:

+
    +
  • Boot KNULLI and go to Settings -> System Settings -> Storage Device and change it from INTERNAL to your second card, e.g. SHARE - 25.6G.
  • +
  • Exit the settings menu and the system will indicate you need to reboot to get the changes applied.
  • +
  • Go to the menu Settings -> Quit -> Restart System to reboot. The system will reboot and the second card will be now used for batocera and the folder structure (roms, bios, etc.) will be created.
  • +
  • You can now shutdown the console, insert the card on your computer, and copy your bios & roms content.
  • +
+
+

Q: I have Garlic with my roms/bios on the second SDCARD. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the roms folders and its 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'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:

+

A: If you have updated from an older version you may need to copy the batocera.conf from the releases page to your SDCARD: + * If you use one single SDCARD, mount the second partition on your PC/Mac/Linux (SHARE) and copy the file to system/batocera.conf + * If you use two SDCARDs, mount the second SDCARD on your PC/Mac/Linux and copy the file to system/batocera.conf

+
+

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

+

A: For most of the releases you can update: + * Download the boot.tar.xz file from the releases page + * Extract its content + * Mount your KNULLI SDCARD on your PC/Mac/Linux computer + * Delete the file boot/knulli (you can make a backup of this file on your computer in case you want to revert to the previous version) + * Copy the contents of the extracted boot.tar.xz to the SDCARD

+
+

Q: I am trying to run NDS roms but when trying to launch them the console returns to emulationstaion. Is it possible to use Drastic?

+

A: Currently Drastic is the best emulator for NDS roms. However it's not working to launch roms directly from the NDS roms menu. See this issue in Github to see how to add drastic to launch from the ports menu. Once the script is added to roms/ports, you can launch the standalone drastic emulator, and then navigate to /userdata/roms/nds to find your roms. Note that roms need to be uncompressed in .nds format. +Both desmume and melonds run but the performance is not very good compared with Drastic.

+
+

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

+
+

Licensing 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.

+
+
Selling KNULLI
+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/guides/A133-firmware-extract/index.html b/de/guides/A133-firmware-extract/index.html new file mode 100644 index 00000000..2c76a017 --- /dev/null +++ b/de/guides/A133-firmware-extract/index.html @@ -0,0 +1,2051 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner A133 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..c490092f --- /dev/null +++ b/de/guides/h700-firmware-extract/index.html @@ -0,0 +1,2471 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

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
+
+

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).

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/index.html b/de/index.html new file mode 100644 index 00000000..1286baba --- /dev/null +++ b/de/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + Start - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +
+ +
+ +

Willkommen im KNULLI-Wiki

+

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:

+
    +
  • Es ist kein quelloffener Kernel- und/oder u-boot-Code verfügbar
  • +
  • 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)
  • +
  • Es gibt keine GPU-Unterstützung oder die GPU wird nicht unterstützt, d.h. Framebuffer ist die einzige Option
  • +
  • Es ist ein Gerät, das ich besitze und für das ich beschlossen habe eine CFW zu bauen
  • +
+

Features

+

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

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

Community

+

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

+

Lizenzen

+

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.

+

Drittanbieter-Komponenten

+

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.

+

Kernel und Bootloader

+

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.

+

Credits

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/play/add-games/index.html b/de/play/add-games/index.html new file mode 100644 index 00000000..7da9bf18 --- /dev/null +++ b/de/play/add-games/index.html @@ -0,0 +1,2480 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Spiele hinzufügen - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Spiele zu KNULLI hinzufügen

+
+

Anders als viele andere CFWs formattiert KNULLI die SHARE-Partition standardmäßig mit ext4. Das Dateisystem ext4 ist unter Windows nicht lesbar, d.h. du wirst deine Spiele möglicherweise nicht auf die gleiche Weise hinzufügen können, wie du es von anderen CFWs gewohnt bist. Der Grund dafür ist, dass einige Spiele aus der PortMaster-Bibliothek auf das ext4-Dateisystem angewiesen sind, da sie symbolische Links und große Swap-Dateien einsetzen, die von Windows-Dateisystemen nicht unterstützt werden. Es ist möglich, die Partition nach dem ersten Bootvorgang stattdessen mit exFAT zu formatieren. Du solltest dir allerdings darüber im Klaren sein, dass einige PortMaster-Spiele dann nicht mehr funktionieren werden.

+
+

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.

+

Datenstruktur

+

Wenn du KNULLI auf einer SD-Karte installierst, werden dabei 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.

+
+

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

+
+

Nur das Laufwerk BATOCERA wird von KNULLI mit FAT32 formatiert, damit du auch von Windows aus darauf zugreifen kannst. Hier liegt allerdings nur das KNULLI-Betriebssystem. Auf der BATOCERA-Partition kannst du keine Spiele hinzufügen, du benötigst sie nur, wenn du KNULLI manuell aktualisieren möchtest, wie im Abschnitt Aktualisieren beschrieben.

+

Die Share-Partition

+

Die größte Partition auf deiner SD-Karte ist die SHARE-Partition. SHARE wird von Knulli standardmäßig mit dem Dateisystem ext4 formatiert, daher erscheint das Laufwerk auf Windows-Computern unleserlich. Die SHARE-Partition ist das Laufwerk, auf dem KNULLI deine Benutzerdaten ablegt - deine Spiele, Speicherstände, Screenshots, Konfigurationen, usw. Innerhalb von KNULLI wird die SHARE-Partition als /userdata addressiert.

+

Das Nutzerdatenverzeichnis

+

Im Verzeichnis /userdata befinden sich weitere Unterordner, in denen du Spiele und weitere Dateien ablegen kannst. Die wichtigsten Ordner für dich sind folgende:

+
    +
  • /userdata
      +
    • /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.
    • +
    • /bios ist der Ordner, in dem du BIOSe ablegen kannst.
    • +
    • /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.)
    • +
    • /saves ist der Ordner, in dem deine gespeicherten Spielstände abgelegt werden.
    • +
    • /screenshots ist der Ordner, in dem deine gespeicherten Screenshots abgelegt werden.
    • +
    • /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.
    • +
    +
  • +
+
+

KNULLI sucht ausschließlich im dafür vorgesehenen Ordner roms nach Spielen. Spiele, die außerhalb des dafür vorgesehenen Ordners abgelegt werden, werden von KNULLI nicht erkannt.

+
+
+

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

+
+

Eine zweite SD-Karte verwenden

+

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 genutzt werden kann:

+
    +
  • Stelle sicher, dass die zweite SD-Karte mit ext4 oder exFAT formatiert ist. (Du musst sie nicht neu formatieren, wenn sie bereits mit ext4 oder exFAT formatiert ist.)
  • +
  • Steck die zweite SD-Karte in den dafür vorgesehenen Slot während das Gerät ausgeschaltet ist.
  • +
  • Boote KNULLI, öffne das Hauptmenü mit dem Start-Button und gehe zu System settings.
  • +
  • Im Abschnitt Storage kannst du das Storage device auswählen.
      +
    • 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 Änderungen wirksam zu machen, drücke dazu den Start-Button und gehe im Hauptmenü zu Quit und wähle dort Restart system.
  • +
  • Beim Neustart wird KNULLI auf deiner zweiten SD-Karte automatisch alle Ordner und Dateien anlegen, die du normalerweise im Nutzerdatenverzeichnis bzw. auf der SHARE-Partition findest.
  • +
  • Wenn die zweite SD-Karte mit exFAT formatiert ist, kannst du die Karte aus dem Slot nehmen, nachdem du das Gerät heruntergefahren hast, und über deinen Computer mit Daten füllen.
  • +
+
+

Ältere Alpha-Versionen von KNULLI haben auf der zweiten SD-Karte einen Ordner batocera angelegt, in dem die Ordner und Dateien des Nutzerdatenverzeichnisses abgelegt wurden. 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.

+
+

Option 1: Netzwerkübertragung

+

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.)

+

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

+
    +
  • den Hostnamen und/oder die IP-Adresse deines Geräts.
  • +
  • das Root-Passwort, wenn erweiterte Sicherheitsmaßnahmen aktiviert sind, wie im Abschnitt Netzwerkverbindungen beschrieben.
  • +
+

Windows-Netzwerk (SMB)

+

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:

+
    +
  • Windows:
      +
    • Öffne ein Windows-Explorer-Fenster und gib in die Adressleiste entweder \\[HOSTNAME] oder \\[IP-ADRESSE] ein (ersetze dabei [HOSTNAME] mit dem Hostnamen bzw. [IP-ADRESSE] mit der IP-Adresse deines Geräts).
    • +
    • Du wirst möglicherweise 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.
      • +
      +
    • +
    +
  • +
  • MacOS:
      +
    • Öffne Finder und wähle Gehe zu und dann Mit Server verbinden aus dem Hauptmenü.
    • +
    • In der Adressleiste, die jetzt erscheint, musst du smb://[IP-ADRESSE] eingeben (ersetze [IP-ADRESSE] mit deiner IP-Adresse).
    • +
    • Du wirst möglicherweise 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.
      • +
      +
    • +
    +
  • +
+

Nachdem du dich erfolgreich eingeloggt hast, kannst du den Netzwerkordner share sehen, darin ist deine Nutzerdatenpartition (/userdata) enthalten. Hier kannst du deine Daten (Spiele etc.) in den dafür vorgesehenen Ordner ablegen.

+

FTP

+

Mit einem FTP-Programm deiner Wahl kannst du eine SFTP-Verbindung zu deinem KNULLI-Gerät aufbauen. Dazu benötigst du den Hostnamen oder die IP-Adresse des Geräts. 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.

+

HTTP

+
+

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!

+
+

Nach der Übertragung

+

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.

+

Option 2: SD-Karte

+

Spiele können via SD-Karte hinzugefügt werden.

+

Geräte mit nur einer SD-Karte

+

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 und du keinen Linux-Computer zur Verfügung hast, gibt es allerdings Lösungen, um doch direkt mit Windows auf die Speicherkarte zuzugreifen.

+

Die Share-Partition mit exFAT formatieren

+
+

Bevor du die SHARE-Partition mit exFAT formatierst, solltest du dir bewusst machen, dass sich einige Spiele aus der PortMaster-Bibliothek auf einem exFAT-Laufwerk nicht ausführen lassen. Einige Ports verwenden symbolische Verknüpfungen und sehr große Swap-Dateien, beides wird von exFAT nicht unterstützt.

+
+

Es ist möglich, die SHARE-Partition mit dem Dateisystem exFAT zu formatieren, um die Partition über ein Kartenlesegerät mit Windows lesen und beschreiben zu können. exFAT hat allerdings Nachteile bei der Performance und ist limitiert in der zulässigen Dateigröße. Manche Spiele, insbesondere einige Ports, lassen sich nicht ausführen, wenn die SHARE-Partition mit exFAT formatiert ist.

+

Um die Partition trotzdem mit exFAT zu formatieren, öffne das KNULLI-Hauptmenü mit dem Start-Button und wähle unter System settings und Frontent developer options die Option Format a disk. Dort kannst du auswählen, ob du die Partition mit ext4 oder exFAT formatieren möchtest.

+

Drittanbieter-Software

+

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

+
    +
  • Paragon EXTFS für Windows/Mac 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.
  • +
+
+

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.

+
+

Geräte mit einer zweiten SD-Karte

+

Wenn dein Gerät über einen Slot für eine zweite SD-Karte verfügt, kannst du einfach eine zweite SD-Karte an deinem Computer mit exFAT formatieren. Anschließend kannst du sie in KNULLI einrichten wie im Abschnitt Eine zweite SD-Karte verwenden beschrieben.

+

Option 3: Linux

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/play/install/index.html b/de/play/install/index.html new file mode 100644 index 00000000..7f27991c --- /dev/null +++ b/de/play/install/index.html @@ -0,0 +1,2237 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Installation - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

KNULLI installieren

+

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.

+

Schritt 1: Image herunterladen LatestLatest

+
    +
  • Lade die aktuellste Version von KNULLI für dein Gerät von der Release-Seite herunter.
      +
    • Du findest Download-Links für alle Geräte und Plattformen, die von uns unterstützt werden, in der Tabelle "Installation Package Downloads".
    • +
    • 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.
    • +
    • 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.
    • +
    +
  • +
+
+

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.

+
+

Schritt 2: Speicher flashen

+
    +
  • Entpacke zunächst das komprimierte Image (z.B. mit 7-Zip).
  • +
  • Anschließend kannst du das Image mit einem entsprechenden Tool auf deine SD-Karte oder den Gerätespeicher flashen. +
  • +
+

Schritt 3: Boote das Gerät

+
    +
  • (Bei Geräten mit SD-Karte): Steck die SD-Karte in den dafür vorgesehen Slot während das Gerät ausgeschaltet ist und schalte das Gerät danach ein.
      +
    • 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.
    • +
    +
  • +
  • Beim ersten Booten läuft KNULLI selbstständig durch den Installationsvorgang und startet das Gerät automatisch neu, sobald die Installation abgeschlossen ist.
  • +
  • Am Ende des Reboots wird das Gerät automatisch EmulationStation laden, die grafische Benutzeroberfläche von KNULLI. Die Installation ist jetzt abgeschlossen und du kannst loslegen!
  • +
+
+

Zusätzliche Hinweise

+
    +
  • Das KNULLI-Betriebssystem ist auf einer ext4-Partition abgelegt, die nur von Linux-Betriebssystemen gelesen werden kann. Windows kann das Dateisystem ext4 nicht ohne zusätzliche Software lesen. Es ist derzeit nicht möglich, über Windows direkt auf die primäre KNULLI-Partition zuzugreifen, um Spiele oder andere Nutzerdaten aufzuspielen. Windows-Nutzer können Daten allerdings bequem via W-LAN auf das Gerät spielen, weitere Hinweise dazu findest du im Abschnitt Spiele hinzufügen.
  • +
  • Für Geräte, die einen zweiten SD-Karten-Slot haben, kann eine zweite SD-Karte als ext4, FAT32 oder exFAT formatiert werden. (FAT32 und exFAT sind Dateisysteme, die sowohl von Windows als auch von Linux gelesen werden können.) KNULLI wird die zweite SD-Karte automatisch während des Bootvorgangs erkennen und als Speichermedium für Spiele bereitstellen.
  • +
  • KNULLI-Images für x86-Geräte enthalten ein Installationsprogramm, das in der grafischen Benutzeroberfläche EmulationStation im Menü "Tools" zu finden ist.
  • +
+

Nächste Schritte

+ + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/play/netplay/index.html b/de/play/netplay/index.html new file mode 100644 index 00000000..df82dd75 --- /dev/null +++ b/de/play/netplay/index.html @@ -0,0 +1,2067 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Netplay - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Netplay

+
+

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!

+
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/play/retro-achievements/index.html b/de/play/retro-achievements/index.html new file mode 100644 index 00000000..cd9e37cb --- /dev/null +++ b/de/play/retro-achievements/index.html @@ -0,0 +1,2159 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Achievements - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Retro Achievements

+

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.

+

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
  • +
  • There is a change needed on the RetroAchievements API in order to be able to display to display your history of earned achievements in EmulationStation. Once the needed change is made by RetroAchievements; we can look at renabling this functionality in EmulationStation.
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/play/scraping/index.html b/de/play/scraping/index.html new file mode 100644 index 00000000..8591b6ed --- /dev/null +++ b/de/play/scraping/index.html @@ -0,0 +1,2283 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Scraping - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Scraping

+

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.

+
+

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.

+
+

Gescrapete Medien anzeigen

+

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.

+

Das Theme zeigt

+
    +
  • in der Spieleliste des jeweiligen Systems
      +
    • entweder das Boxart (Cover) oder ein Image (z.B. ein Screenshot) als Artwork an.
        +
      • Drücke den Start-Button und gehe zum Abschnitt Theme configuration der User interface settings um einzustellen, welches Game artwork du möchtest.
      • +
      +
    • +
    • ein Vorschauvideo, um einen Eindruck vom Spiel zu vermitteln.
    • +
    • die Beschreibung des Spiels.
    • +
    • die Community-Bewertung des Spiels.
    • +
    • das Release-Datum.
    • +
    +
  • +
  • im Spielmenü (halte den Knopf gedrückt, mit dem du das Spiel starten würdest, um das Spiel-Menü zu öffnen)
      +
    • 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 Lösung.

+
+

Gescrapete Daten und Artworks von einem anderen EmulationStation-Gerät übernehmen

+

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.

+

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.

+

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..

+

Scrapen

+

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.

+
+

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.

+
+

Scraper-Einstellungen

+

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.

+
+

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!)

+
+

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).

+

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.

+

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.

+

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.

+

Daten eines einzelnen Spiels scrapen

+

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.

+

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.

+

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.

+
+

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.

+
+

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.

+

Daten aller Spiele scrapen

+

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.

+

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.

+

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.

+

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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/play/update/index.html b/de/play/update/index.html new file mode 100644 index 00000000..3074a16e --- /dev/null +++ b/de/play/update/index.html @@ -0,0 +1,2163 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Aktualisieren - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

KNULLI aktualisieren

+

Auf Geräten, die mit dem Internet verbunden werden können, kann KNULLI direkt "Over the Air" (OTA) aktualisiert werden. Alternativ kann die KNULLI-Installation auf deinem Gerät auch aktualisiert werden, in dem du das Update herunterlädst und manuell installierst.

+

Option 1: OTA-Updates

+

Wenn dein Gerät eine aktive Internetverbindung hat, kannst du KNULLI direkt aus EmulationStation heraus aktualisieren:

+
    +
  1. Öffne das Hauptmenü, in dem du den Start-Button drückst.
  2. +
  3. Wähle Updates & downloads.
  4. +
  5. Gehe zu Start updates.
  6. +
+
+

Du kannst mit dem Schalter Check for updates einstellen, ob du über neue Updates informiert werden möchtest. Unter Update type kannst du einstellen, ob du nur "stabile" Releases (Stable) oder auch prototypische Vorabversionen (Butterfy) installieren möchtest.

+
+

Option 2: Manuelles Update

+

Wenn dein Gerät keinen Internetzugang hat, oder OTA-Updates aus anderen Gründen nicht möglich sind, kannst du deine KNULLI-Installation auch manuell aktualisieren.

+
    +
  1. Lade das aktuelle Update (Der Dateiname endet mit boot.gz oder boot.tar.gz) für dein Gerät von der Releases-Seite herunter.
      +
    • Du findest Download-Links für alle Geräte und Plattformen, die von uns unterstützt werden, in der Tabelle Installation Package Downloads.
    • +
    • Stelle sicher, dass du das richtige Update für dein Gerät herunterlädst. Wenn du KNULLI z.B. auf einem RG35XX installieren möchtest, musst du das rg45xx-Update herunterladen.
    • +
    • 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.
    • +
    +
  2. +
  3. Entpacke das komprimierte Update (z.B. mit 7-Zip).
  4. +
  5. Setz deine SD-Karte deiner KNULLI-Installation in deinen Kartenleser am Computer ein.
  6. +
  7. Ersetze die Datei boot/batocera auf der BATOCERA-Partition deiner SD-Karte durch die Datei boot/batocera.update aus dem heruntergeladenen Archiv.
  8. +
  9. Starte das Gerät erneut, um mit dem Updatevorgang zu beginnen!
  10. +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/systems/pico-8/index.html b/de/systems/pico-8/index.html new file mode 100644 index 00000000..ac797a63 --- /dev/null +++ b/de/systems/pico-8/index.html @@ -0,0 +1,2280 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Pico-8 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Pico-8

+

Overview

+ + + + + + + + + + + + + +
Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: 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>retro8</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/pico-8
      +
    • 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/pico-8
    • +
    • 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
    • +
    +
  4. +
+

Option 2: Running through RetroArch Fake-08

+

coming soon

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/de/systems/portmaster/index.html b/de/systems/portmaster/index.html new file mode 100644 index 00000000..f78720f5 --- /dev/null +++ b/de/systems/portmaster/index.html @@ -0,0 +1,2241 @@ + + + + + + + + + + + + + + + + + + + + + + + + + PortMaster - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

PortMaster

+

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.

+
+

Installing PortMaster

+

After installing KNULLI, 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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/devices/anbernic/rg35xx-h/index.html b/devices/anbernic/rg35xx-h/index.html new file mode 100644 index 00000000..3fc9cce2 --- /dev/null +++ b/devices/anbernic/rg35xx-h/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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 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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/devices/anbernic/rg35xx-plus/index.html b/devices/anbernic/rg35xx-plus/index.html new file mode 100644 index 00000000..0dc3009d --- /dev/null +++ b/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Plus - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/devices/anbernic/rg35xx/index.html b/devices/anbernic/rg35xx/index.html new file mode 100644 index 00000000..f6215cb1 --- /dev/null +++ b/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2248 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/devices/index.html b/devices/index.html new file mode 100644 index 00000000..44cefe4b --- /dev/null +++ b/devices/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Device Support - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/devices/orange-pi/orange-pi-zero-2w/index.html b/devices/orange-pi/orange-pi-zero-2w/index.html new file mode 100644 index 00000000..0cc7eb78 --- /dev/null +++ b/devices/orange-pi/orange-pi-zero-2w/index.html @@ -0,0 +1,2234 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Orange Pi Zero 2w - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Orange Pi 5

+

+

Overview

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

Notes

+

Installation

+

TBC

+

Additional References

+

TBC

+

Community Videos

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/devices/powkiddy/rgb30/index.html b/devices/powkiddy/rgb30/index.html new file mode 100644 index 00000000..ded18cbc --- /dev/null +++ b/devices/powkiddy/rgb30/index.html @@ -0,0 +1,2773 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RGB30 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+ +
+ + + +
+
+ + + + + + + +

Powkiddy RGB30

+

+

Overview

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

Features

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Feature                Notes
StorageKNULLI can be run from an SD Card and an second SD card can be used to store games
WifiCan be turned on in Emulation Station under Main Menu > Network Settings
BluetoothSupports bluetooth audio and controllers
LEDSupports selecting from a set of colors or turning the power LED off (choice persists through reboots)
Does not support other effects.
+

Controls

+

RetroArch Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (x2)Quit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+Y(NORTH)Open RA Menu
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
+

Notes:

+
    +
  • By default KNULLI will detect your controller and configure RetroArch hotkeys automatically. This is controlled by the "AUTOCONFIGURE RETROARCH HOTKEYS" option in the Settings > Controller & Bluetooth menu. While the option is enabled, RetroArch hotkeys will be overwritten by the above defaults each time RetroArch is launched. If this behavior is not desired that option can be disabled and your user-defined RetroArch hotkeys will be used instead.
  • +
+

Mednafen Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (hold for 2sec)Quit Game
SELECT+R1Save State
SELECT+L1 (hold for 2sec)Load State
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
THUMBR+L1Select disc
THUMBR+R1Eject/Insert disc
THUMBR+D-Pad LeftDecrease save slot by 1
THUMBR+D-Pad RightIncrease save slot by 1
THUMBR+L2Configure buttons on virtual port 1
+

Notes:

+
    +
  • By default KNULLI will expand the configuration file according to the first controller mednafen finds. This only happens when the config file doesn't exist (meaning the first time or if you manually delete it). After the initial expansion you are free to customize the controls.
  • +
+

Mupen64Plus-SA (Nintendo 64)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
B(EAST)A
X(WEST)B
Right Analog UpC Up
Right Analog DownC Down
Right Analog LeftC Left
Right Analog RightC Right
L2Z
L1L
R1R
SELECT+STARTQuit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+X(WEST)Take Screenshot
SELECT+A(SOUTH)Reset Game
+

Notes:

+
    +
  • Z and L button assignment can be changed directly in EmulationStation
      +
    • Highlight the game and press Y(NORTH)
    • +
    • Select ADVANCED GAME OPTIONS
    • +
    • Set EMULATOR to MUPEN64PLUSSA
    • +
    • Then change INPUT ONFIGURATION
        +
      • Default: L1 = L, L2 = Z
      • +
      • Z & L SWAP: L1 = Z, L2 = L
      • +
      +
    • +
    +
  • +
  • You can also create your own custom controller configuration and add it to /storage/.configs/game/configs/mupen64plussa. Then update INPUT CONFIGURATION to CUSTOM following the same steps as above.
  • +
+

PPSSPP-SA (PSP)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
SELECTSelect
A(SOUTH)Circle
B(EAST)Cross
X(NORTH)Triangle
Y(WEST)Square
L1L
R1R
R2Save State
L2Load State
R3Open Menu
+

Hypseus-singe (Daphne)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+STARTQuit Game
SELECTCoin
STARTStart
A(SOUTH)Button 1
B(EAST)Button 2
Y(NORTH)Button 3
+

Notes:

+
    +
  • To add/change mapping you can edit /storage/.config/game/configs/hypseus/hypinput.ini under [KEYBOARD] section by changing third number for a function from 0 (disabled) to a corresponding joystick value. You can identify joystick values by running jstest /dev/input/js0 over ssh.
  • +
  • +

    For example the following would assign quit to L1 and pause to R1

    +
    [KEYBOARD]
    +KEY_QUIT = SDLK_ESCAPE 0 5
    +KEY_PAUSE = SDLK_p 0 6
    +
    +
  • +
+

Global Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+Vol +Brightness Up
SELECT+Vol -Brightness Down
START+Vol +Battery Status
START+Vol -WIFI Toggle
+

HDMI Output

+
+

These instruction only work for aarm64 devices. This is not implemented for x86_64 devices.

+
+

Press L1 + START + SELECT while in EmulationStation to swtich between Screen and HDMI output.

+

While this should work; it doesn't always result in the correct resolution. The best way to get consistent results is to turn off the device, plug in an HDMI cable and reboot.

+

"Why doesn't hot-plugging just work?"... Hot-plug HDMI switching is a fairly complex action to accomplish and not something we have implemented on any device. If you are a developer and interested in helping to build this functionality please start here: Contribute

+

Emulators

+ +

Notes

+

Installation

+

Video Guide

+
+

Courtesy of @RetroGameCorps

+
+ + +

Download the latest RK3566 version of KNULLI from the button below and follow the instructions listed on the Install page. Insert the SD card into the TF-OS slot of the device and power it on.

+

Latest Version +Latest Version

+

Community Videos

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/devices/trimui/smart-pro/index.html b/devices/trimui/smart-pro/index.html new file mode 100644 index 00000000..3622a7ab --- /dev/null +++ b/devices/trimui/smart-pro/index.html @@ -0,0 +1,2174 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/configure/controls/index.html b/es/configure/controls/index.html new file mode 100644 index 00000000..f8633bb7 --- /dev/null +++ b/es/configure/controls/index.html @@ -0,0 +1,2175 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Controles - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Controls

+
+

Depending on your device and your version of KNULLI, it might be required to map the built-in controls of your device before you can start playing.

+
+

Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. However, before a controller can be used with your KNULLI device, it might be necessary to map its buttons and directional controls to the corresponding game inputs.

+
+

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 emulation core, follow the guide for the respective core (e.g. Retroarch).

+
+

Controller mapping

+

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.

+

Connect a Bluetooth controller

+

To use a Bluetooth controller with your KNULLI device, you first need to make sure that both your device and your controller 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 or select Pair A Bluetooth Device Manually and find your controller in a list of available Bluetooth devices in your vicinity. If your controller does not show up or pairing does not work as expected, check the manual of your controller for pairing instructions.

+

Once the Bluetooth controller is paired and connected, you may want to proceed with Controller mapping.

+
+

KNULLI also supports Bluetooth headphones or speakers.

+
+

Forget a Bluetooth controller

+

If you want to remove or "forget" a paired Bluetooth controller, 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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/configure/networking/index.html b/es/configure/networking/index.html new file mode 100644 index 00000000..f7c5f471 --- /dev/null +++ b/es/configure/networking/index.html @@ -0,0 +1,2190 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Networking - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+

Wi-Fi

+

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.

+
+

By default, your KNULLI device does not have a root password set. 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.

+
+

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.

+
+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/configure/retroarch/controls/index.html b/es/configure/retroarch/controls/index.html new file mode 100644 index 00000000..e15f1ae3 --- /dev/null +++ b/es/configure/retroarch/controls/index.html @@ -0,0 +1,2184 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Controles - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/configure/ssh/index.html b/es/configure/ssh/index.html new file mode 100644 index 00000000..a2e1a45a --- /dev/null +++ b/es/configure/ssh/index.html @@ -0,0 +1,2072 @@ + + + + + + + + + + + + + + + + + + + + + + + + + SSH - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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 or PuTTY.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section.

+

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

+
    +
  • Host: Either the hostname of your KNULLI device 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)
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..2a0956b8 --- /dev/null +++ b/es/devices/anbernic/rg35xx-h/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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 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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..a7bef2d9 --- /dev/null +++ b/es/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Plus - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..7bb6fb91 --- /dev/null +++ b/es/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2248 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/devices/index.html b/es/devices/index.html new file mode 100644 index 00000000..13b67af6 --- /dev/null +++ b/es/devices/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Device Support - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..a08b21b7 --- /dev/null +++ b/es/devices/orange-pi/orange-pi-zero-2w/index.html @@ -0,0 +1,2234 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Orange Pi Zero 2w - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Orange Pi 5

+

+

Overview

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

Notes

+

Installation

+

TBC

+

Additional References

+

TBC

+

Community Videos

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..3517c041 --- /dev/null +++ b/es/devices/powkiddy/rgb30/index.html @@ -0,0 +1,2773 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RGB30 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+ +
+ + + +
+
+ + + + + + + +

Powkiddy RGB30

+

+

Overview

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

Features

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Feature                Notes
StorageKNULLI can be run from an SD Card and an second SD card can be used to store games
WifiCan be turned on in Emulation Station under Main Menu > Network Settings
BluetoothSupports bluetooth audio and controllers
LEDSupports selecting from a set of colors or turning the power LED off (choice persists through reboots)
Does not support other effects.
+

Controls

+

RetroArch Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (x2)Quit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+Y(NORTH)Open RA Menu
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
+

Notes:

+
    +
  • By default KNULLI will detect your controller and configure RetroArch hotkeys automatically. This is controlled by the "AUTOCONFIGURE RETROARCH HOTKEYS" option in the Settings > Controller & Bluetooth menu. While the option is enabled, RetroArch hotkeys will be overwritten by the above defaults each time RetroArch is launched. If this behavior is not desired that option can be disabled and your user-defined RetroArch hotkeys will be used instead.
  • +
+

Mednafen Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (hold for 2sec)Quit Game
SELECT+R1Save State
SELECT+L1 (hold for 2sec)Load State
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
THUMBR+L1Select disc
THUMBR+R1Eject/Insert disc
THUMBR+D-Pad LeftDecrease save slot by 1
THUMBR+D-Pad RightIncrease save slot by 1
THUMBR+L2Configure buttons on virtual port 1
+

Notes:

+
    +
  • By default KNULLI will expand the configuration file according to the first controller mednafen finds. This only happens when the config file doesn't exist (meaning the first time or if you manually delete it). After the initial expansion you are free to customize the controls.
  • +
+

Mupen64Plus-SA (Nintendo 64)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
B(EAST)A
X(WEST)B
Right Analog UpC Up
Right Analog DownC Down
Right Analog LeftC Left
Right Analog RightC Right
L2Z
L1L
R1R
SELECT+STARTQuit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+X(WEST)Take Screenshot
SELECT+A(SOUTH)Reset Game
+

Notes:

+
    +
  • Z and L button assignment can be changed directly in EmulationStation
      +
    • Highlight the game and press Y(NORTH)
    • +
    • Select ADVANCED GAME OPTIONS
    • +
    • Set EMULATOR to MUPEN64PLUSSA
    • +
    • Then change INPUT ONFIGURATION
        +
      • Default: L1 = L, L2 = Z
      • +
      • Z & L SWAP: L1 = Z, L2 = L
      • +
      +
    • +
    +
  • +
  • You can also create your own custom controller configuration and add it to /storage/.configs/game/configs/mupen64plussa. Then update INPUT CONFIGURATION to CUSTOM following the same steps as above.
  • +
+

PPSSPP-SA (PSP)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
SELECTSelect
A(SOUTH)Circle
B(EAST)Cross
X(NORTH)Triangle
Y(WEST)Square
L1L
R1R
R2Save State
L2Load State
R3Open Menu
+

Hypseus-singe (Daphne)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+STARTQuit Game
SELECTCoin
STARTStart
A(SOUTH)Button 1
B(EAST)Button 2
Y(NORTH)Button 3
+

Notes:

+
    +
  • To add/change mapping you can edit /storage/.config/game/configs/hypseus/hypinput.ini under [KEYBOARD] section by changing third number for a function from 0 (disabled) to a corresponding joystick value. You can identify joystick values by running jstest /dev/input/js0 over ssh.
  • +
  • +

    For example the following would assign quit to L1 and pause to R1

    +
    [KEYBOARD]
    +KEY_QUIT = SDLK_ESCAPE 0 5
    +KEY_PAUSE = SDLK_p 0 6
    +
    +
  • +
+

Global Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+Vol +Brightness Up
SELECT+Vol -Brightness Down
START+Vol +Battery Status
START+Vol -WIFI Toggle
+

HDMI Output

+
+

These instruction only work for aarm64 devices. This is not implemented for x86_64 devices.

+
+

Press L1 + START + SELECT while in EmulationStation to swtich between Screen and HDMI output.

+

While this should work; it doesn't always result in the correct resolution. The best way to get consistent results is to turn off the device, plug in an HDMI cable and reboot.

+

"Why doesn't hot-plugging just work?"... Hot-plug HDMI switching is a fairly complex action to accomplish and not something we have implemented on any device. If you are a developer and interested in helping to build this functionality please start here: Contribute

+

Emulators

+ +

Notes

+

Installation

+

Video Guide

+
+

Courtesy of @RetroGameCorps

+
+ + +

Download the latest RK3566 version of KNULLI from the button below and follow the instructions listed on the Install page. Insert the SD card into the TF-OS slot of the device and power it on.

+

Latest Version +Latest Version

+

Community Videos

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..662ffca2 --- /dev/null +++ b/es/devices/trimui/smart-pro/index.html @@ -0,0 +1,2174 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/faqs/index.html b/es/faqs/index.html new file mode 100644 index 00000000..ec634461 --- /dev/null +++ b/es/faqs/index.html @@ -0,0 +1,2448 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Preguntas Frecuentes - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Frequently Asked Questions

+

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 batocera license does not allow for closed sourced kernels to be added to the distribution. In some cases, some devices will

+
+

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: Where can I download the latest version?

+

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 Installation 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?

+

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: I want to add my own roms to the SDCARD but my Windows/Mac computer can't see the roms partition

+

A: By default KNULLI formats the second partition with Linux EXT4 file format. That format is typically +not readable/mountable under Windows/Mac. We propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI. Please refer to the Add Games section for details.

+
+

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

+

A: Yes! if you have a new or empty SDCARD you can insert the SDCARD on the second slot of the RG35XX and follow these steps:

+
    +
  • Boot KNULLI and go to Settings -> System Settings -> Storage Device and change it from INTERNAL to your second card, e.g. SHARE - 25.6G.
  • +
  • Exit the settings menu and the system will indicate you need to reboot to get the changes applied.
  • +
  • Go to the menu Settings -> Quit -> Restart System to reboot. The system will reboot and the second card will be now used for batocera and the folder structure (roms, bios, etc.) will be created.
  • +
  • You can now shutdown the console, insert the card on your computer, and copy your bios & roms content.
  • +
+
+

Q: I have Garlic with my roms/bios on the second SDCARD. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the roms folders and its 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'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:

+

A: If you have updated from an older version you may need to copy the batocera.conf from the releases page to your SDCARD: + * If you use one single SDCARD, mount the second partition on your PC/Mac/Linux (SHARE) and copy the file to system/batocera.conf + * If you use two SDCARDs, mount the second SDCARD on your PC/Mac/Linux and copy the file to system/batocera.conf

+
+

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

+

A: For most of the releases you can update: + * Download the boot.tar.xz file from the releases page + * Extract its content + * Mount your KNULLI SDCARD on your PC/Mac/Linux computer + * Delete the file boot/knulli (you can make a backup of this file on your computer in case you want to revert to the previous version) + * Copy the contents of the extracted boot.tar.xz to the SDCARD

+
+

Q: I am trying to run NDS roms but when trying to launch them the console returns to emulationstaion. Is it possible to use Drastic?

+

A: Currently Drastic is the best emulator for NDS roms. However it's not working to launch roms directly from the NDS roms menu. See this issue in Github to see how to add drastic to launch from the ports menu. Once the script is added to roms/ports, you can launch the standalone drastic emulator, and then navigate to /userdata/roms/nds to find your roms. Note that roms need to be uncompressed in .nds format. +Both desmume and melonds run but the performance is not very good compared with Drastic.

+
+

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

+
+

Licensing 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.

+
+
Selling KNULLI
+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/guides/A133-firmware-extract/index.html b/es/guides/A133-firmware-extract/index.html new file mode 100644 index 00000000..682997e0 --- /dev/null +++ b/es/guides/A133-firmware-extract/index.html @@ -0,0 +1,2051 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner A133 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..3276745b --- /dev/null +++ b/es/guides/h700-firmware-extract/index.html @@ -0,0 +1,2471 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

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
+
+

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).

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/index.html b/es/index.html new file mode 100644 index 00000000..fbc65e99 --- /dev/null +++ b/es/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + Inicio - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +
+ +
+ +

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/play/add-games/index.html b/es/play/add-games/index.html new file mode 100644 index 00000000..000b462a --- /dev/null +++ b/es/play/add-games/index.html @@ -0,0 +1,2485 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Añadir Juegos - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Añadir juegos a KNULLI

+

KNULLI has a few options for adding games and the option you choose will depend on the device you have and its available functionality (For example, some devices do not have networking capabilites so those devices will not be able to use the network transfer option). To create the default set of game directories on your device, choose the 'CREATE GAME DIRECTORIES' option in the System Settings menu.

+

This page will aim to document all possible options and indicate when you might use a given one over another.

+
+

For details on which specific files each system requires please see the corresponding pages in the systems section of this wiki.

+
+

Storage Modes

+

KNULLI has support for using internal and external storage (microsd) for games. To make games available in the OS we provide different features based on the capability of the filesystem that you are using. To support our storage modes KNULLI nests games into a directory on your games card called "roms". All games found in this path will be available in the OS.

+

Merged Storage

+

When using a microsd that is formatted as Ext4 (Linux), KNULLI will present users with the ability to merge both the internal and external storage together allowing users to use both devices to store games. This mode has two preferences, external (default), and internal.

+
    +
  • Preference External
  • +
  • This mode will save anything written to /userdata/roms to your external microsd (/userdata/games-external/roms).
  • +
  • Preference Internal
  • +
  • This mode will save anything written to /userdata/roms to your internal storage (/userdata/games-internal/roms).
  • +
+
+

Note: Merged Storage is disabled by default.

+
+

Simple Storage

+

When Merged Storage is disabled, or when you are using ExFAT or FAT32, KNULLI will mount your external card to /userdata/games-external and make the content of /userdata/games-external/roms available at /userdata/roms.

+

Troubleshooting

+
    +
  • It is possible to create a conflict which will prevent games from being displayed in EmulationStation. This can usually be resolved by executing /usr/bin/cleanup_overlay. Note: This will reboot your device.
  • +
  • If no game folders appear in /userdata/roms after running CREATE GAME DIRECTORIES, make sure you have a roms directory on your microsd.
  • +
+

Option 1: Network Transfer

+

Network transfer can be used on any device that can connect to the internet (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 make note of your IP Address in the Network Settings menu.

+

In addition to your IP you will also need your root password. This can be found in the Main Menu by pressing START in EmulationStation and navigating to System Settings. You will see your root password under the Authentication header.

+
+

By default the root password is set up to rotate to a unique string of characters after every reboot. You can leave it like this and make note of the current password, or you can turn it off and set it to something that will persist.

+
+

HTTP

+

Enabling Simple HTTP Server in Network settings lets you upload and download files by entering your device's IP address in any browser on the local network (or on VPN IP, see VPN section for details). The username is root and the password can be found in Root Password in the main menu.

+

SMB

+
    +
  • Windows:
      +
    • open a Windows Explorer window, and type in \\[YOUR IP ADDRESS]; replace [YOUR IP ADDRESS] with the IP Address seen in the Network Settings menu.
    • +
    • You will be prompted for a username and password.
    • +
    • The username is root and your password will be the value from Root Password in the System Settings menu.
    • +
    +
  • +
  • MacOS:
      +
    • open Finder and select Go > Connect to Server from the top menu.
    • +
    • In the address bar that appears, type smb://[YOUR IP ADDRESS]; replace [YOUR IP ADDRESS] with the IP Address seen in the Network Settings menu.
    • +
    • You will be prompted for a username and password.
    • +
    • For name enter root and your password will be the value from Root Password in the System Settings menu.
    • +
    +
  • +
+

FTP

+

Using your FTP program of choice; set up an SFTP connection to the IP Address seen in the Network Settings menu. Make sure the Port is set to 22. The username is root and your password will be the value from Root Password in the System Settings menu.

+

After connecting

+
    +
  • You will see a list of folders after you have connected via network.
  • +
  • Open the roms folder and you will see a list of folders where games and bios files can be placed. (Please see the systems section of the wiki for details on where each system's files should be placed)
  • +
  • After you have added your games you can get them to display in EmulationStation by pressing START to open the Main Menu, then open Game Settings then select Update Gamelists under the Tools header.
  • +
+

Option 2: SD Card

+

Games can also be added via an SD card. There are 2 primary methods for this depending on your device.

+

If your device has 2 SD card slots

+
    +
  • With your device turned off; insert a FAT32/ExFAT/ext4 formated SD card into slot 2 of your device.
  • +
  • Turn your device on.
  • +
  • When KNULLI completes its boot process, create your game directories by selecting the Create Game Directories option in System Settings.
  • +
  • Now you can turn off your device, remove your SD card from slot 2 and open it on your PC.
  • +
  • You PC will display a list of folders, open the roms directory and you will see a list of folders for each system where you can place your games and bios files.
  • +
  • Add your games and place your SD card back into slot 2 and boot up KNULLI.
  • +
+

If your device does not see your SD card (or write the needed folders to it) please open System Settings and make sure Autodetect Games Card is turned on (located under the Hardware/Storage header) then reboot your device.

+

If your device has 1 SD card slot

+
+

This option is only for devices where you have installed KNULLI to the internal drive of the device. In this scenario an SD card can be used directly for storage

+
+
    +
  • With KNULLI installed to your internal drive press START to open the Main Menu, then open System Settings and turn on Autodetect Games Card under the Hardware/Storage header.
  • +
  • Turn your device off
  • +
  • Insert a FAT32/ExFAT/ext4 formated SD card into your device.
  • +
  • Turn your device on
  • +
  • When KNULLI completes its boot process, create your game directories by selecting the Create Game Directories option in System Settings.
  • +
  • Now you can turn off your device, remove your SD card and open it on your PC.
  • +
  • You PC will display a list of folders, open the roms directory and you will see a list of folders for each system where you can place your games and bios files.
  • +
  • Add your games and place your SD card back into your device and boot up KNULLI.
  • +
+

Option 3: External USB Drive

+

KNULLI has a built in File Manager and you can use it to access connected USB drives and transfer files.

+
    +
  1. Connect your USB Drive to your device
  2. +
  3. Open the Tools system and select File Manager
  4. +
  5. Navigate up to / and then select media - you should see your drive listed after opening media
  6. +
  7. Open your drive and you should see its contents
  8. +
  9. From here you can navigate to the file(s) you would like to copy and then navigate back to the userdata/roms directory and paste your copied files in the approrpiate folder.
  10. +
+

Option 4: Linux OS

+

KNULLI' storage drive is formated as ext4 which can be read natively by linux operating systems. Plugging in your SD card into an linux OS will enable you to browse the directories and add files directly.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/play/install/index.html b/es/play/install/index.html new file mode 100644 index 00000000..8ac56b8c --- /dev/null +++ b/es/play/install/index.html @@ -0,0 +1,2235 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Instalar - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Installing KNULLI

+

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.
    • +
    +
  • +
+
+

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.

+
+

Step 2: Flash

+
    +
  • First decompress the image.
  • +
  • Then write the image to an SD Card using an imaging tool. +
  • +
+

Step 3: Boot your device

+
    +
  • Insert your SD Card into your device while its off and then turn it on
  • +
  • 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!
  • +
+
+

Additional Notes

+
    +
  • KNULLI operating system is stored on an Ext4 partition that can be read by LINUX but is not natively readable on Windows. Currently it is not possible to access the primary KNULLI Ext4 partition on Windows to add games.
  • +
  • On devices that support a second sd card, the sd card can be formatted as Ext4, FAT32, or exFAT. KNULLI will automatically detect the second SD card on boot and make it available as game storage.
  • +
  • On x86 devices KNULLI includes an installation tool. The installation tool can be found in the tools menu, which is one of the systems listed within ES.
  • +
+

Next Steps

+ + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/play/netplay/index.html b/es/play/netplay/index.html new file mode 100644 index 00000000..7c4c31a0 --- /dev/null +++ b/es/play/netplay/index.html @@ -0,0 +1,2067 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Juego en Red - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Netplay

+
+

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!

+
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/play/retro-achievements/index.html b/es/play/retro-achievements/index.html new file mode 100644 index 00000000..13310780 --- /dev/null +++ b/es/play/retro-achievements/index.html @@ -0,0 +1,2159 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Logros - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Retro Achievements

+

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.

+

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
  • +
  • There is a change needed on the RetroAchievements API in order to be able to display to display your history of earned achievements in EmulationStation. Once the needed change is made by RetroAchievements; we can look at renabling this functionality in EmulationStation.
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/play/scraping/index.html b/es/play/scraping/index.html new file mode 100644 index 00000000..435b2352 --- /dev/null +++ b/es/play/scraping/index.html @@ -0,0 +1,2265 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Scraping - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Scraping

+

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.

+
+

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.
    • +
    +
  • +
+
+

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.

+
+

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.

+
+

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.

+
+

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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/play/update/index.html b/es/play/update/index.html new file mode 100644 index 00000000..542f9ff2 --- /dev/null +++ b/es/play/update/index.html @@ -0,0 +1,2163 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Actualizar - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Updating KNULLI

+

On devices which can be connected to the internet, KNULLI can be updated "over the air" (OTA). Alternatively, KNULLI can also be updated by downloading the respective update file and installing it manually.

+

Option 1: OTA update

+

If your device has access to the internet, you can update KNULLI directly from EmulationStation.

+
    +
  1. In EmulationStation, open the main menu by pressing the Start button on your controller.
  2. +
  3. Select Updates & downloads.
  4. +
  5. Select Start updates.
  6. +
+
+

By toggling Check for updates, you can decide if you want to be informed about new updates. By selecting an Update type, you may choose to only install Stable releases or to try out beta versions by selecting (Butterfy).

+
+

Option 2: Manual update

+

If your device does not have access to the internet or OTA updates are not available for other reasons, you can still update your KNULLI installation manually.

+
    +
  1. Download the latest update (the file name ends with boot.gz or boot.tar.gz) for your device from the Releases page.
      +
    • You'll find download links for each device/platform we support under the Update 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.
    • +
    +
  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
  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.
  8. +
  9. Reboot the device, and the update will begin automatically.
  10. +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/systems/pico-8/index.html b/es/systems/pico-8/index.html new file mode 100644 index 00000000..b944ce13 --- /dev/null +++ b/es/systems/pico-8/index.html @@ -0,0 +1,2280 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Pico-8 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Pico-8

+

Overview

+ + + + + + + + + + + + + +
Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: 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>retro8</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/pico-8
      +
    • 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/pico-8
    • +
    • 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
    • +
    +
  4. +
+

Option 2: Running through RetroArch Fake-08

+

coming soon

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/es/systems/portmaster/index.html b/es/systems/portmaster/index.html new file mode 100644 index 00000000..cf26cd62 --- /dev/null +++ b/es/systems/portmaster/index.html @@ -0,0 +1,2241 @@ + + + + + + + + + + + + + + + + + + + + + + + + + PortMaster - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

PortMaster

+

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.

+
+

Installing PortMaster

+

After installing KNULLI, 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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/faqs/index.html b/faqs/index.html new file mode 100644 index 00000000..f5931f3b --- /dev/null +++ b/faqs/index.html @@ -0,0 +1,2448 @@ + + + + + + + + + + + + + + + + + + + + + + + + + FAQs - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Frequently Asked Questions

+

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 batocera license does not allow for closed sourced kernels to be added to the distribution. In some cases, some devices will

+
+

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: Where can I download the latest version?

+

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 Installation 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?

+

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: I want to add my own roms to the SDCARD but my Windows/Mac computer can't see the roms partition

+

A: By default KNULLI formats the second partition with Linux EXT4 file format. That format is typically +not readable/mountable under Windows/Mac. We propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI. Please refer to the Add Games section for details.

+
+

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

+

A: Yes! if you have a new or empty SDCARD you can insert the SDCARD on the second slot of the RG35XX and follow these steps:

+
    +
  • Boot KNULLI and go to Settings -> System Settings -> Storage Device and change it from INTERNAL to your second card, e.g. SHARE - 25.6G.
  • +
  • Exit the settings menu and the system will indicate you need to reboot to get the changes applied.
  • +
  • Go to the menu Settings -> Quit -> Restart System to reboot. The system will reboot and the second card will be now used for batocera and the folder structure (roms, bios, etc.) will be created.
  • +
  • You can now shutdown the console, insert the card on your computer, and copy your bios & roms content.
  • +
+
+

Q: I have Garlic with my roms/bios on the second SDCARD. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the roms folders and its 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'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:

+

A: If you have updated from an older version you may need to copy the batocera.conf from the releases page to your SDCARD: + * If you use one single SDCARD, mount the second partition on your PC/Mac/Linux (SHARE) and copy the file to system/batocera.conf + * If you use two SDCARDs, mount the second SDCARD on your PC/Mac/Linux and copy the file to system/batocera.conf

+
+

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

+

A: For most of the releases you can update: + * Download the boot.tar.xz file from the releases page + * Extract its content + * Mount your KNULLI SDCARD on your PC/Mac/Linux computer + * Delete the file boot/knulli (you can make a backup of this file on your computer in case you want to revert to the previous version) + * Copy the contents of the extracted boot.tar.xz to the SDCARD

+
+

Q: I am trying to run NDS roms but when trying to launch them the console returns to emulationstaion. Is it possible to use Drastic?

+

A: Currently Drastic is the best emulator for NDS roms. However it's not working to launch roms directly from the NDS roms menu. See this issue in Github to see how to add drastic to launch from the ports menu. Once the script is added to roms/ports, you can launch the standalone drastic emulator, and then navigate to /userdata/roms/nds to find your roms. Note that roms need to be uncompressed in .nds format. +Both desmume and melonds run but the performance is not very good compared with Drastic.

+
+

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

+
+

Licensing 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.

+
+
Selling KNULLI
+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/guides/A133-firmware-extract/index.html b/guides/A133-firmware-extract/index.html new file mode 100644 index 00000000..35d3faec --- /dev/null +++ b/guides/A133-firmware-extract/index.html @@ -0,0 +1,2051 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner A133 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/guides/h700-firmware-extract/index.html b/guides/h700-firmware-extract/index.html new file mode 100644 index 00000000..2aca618f --- /dev/null +++ b/guides/h700-firmware-extract/index.html @@ -0,0 +1,2471 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

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
+
+

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).

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/index.html b/index.html new file mode 100644 index 00000000..fb7b6807 --- /dev/null +++ b/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +
+ +
+ +

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/configure/controls/index.html b/pl/configure/controls/index.html new file mode 100644 index 00000000..efa73280 --- /dev/null +++ b/pl/configure/controls/index.html @@ -0,0 +1,2175 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Sterowanie - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Controls

+
+

Depending on your device and your version of KNULLI, it might be required to map the built-in controls of your device before you can start playing.

+
+

Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. However, before a controller can be used with your KNULLI device, it might be necessary to map its buttons and directional controls to the corresponding game inputs.

+
+

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 emulation core, follow the guide for the respective core (e.g. Retroarch).

+
+

Controller mapping

+

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.

+

Connect a Bluetooth controller

+

To use a Bluetooth controller with your KNULLI device, you first need to make sure that both your device and your controller 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 or select Pair A Bluetooth Device Manually and find your controller in a list of available Bluetooth devices in your vicinity. If your controller does not show up or pairing does not work as expected, check the manual of your controller for pairing instructions.

+

Once the Bluetooth controller is paired and connected, you may want to proceed with Controller mapping.

+
+

KNULLI also supports Bluetooth headphones or speakers.

+
+

Forget a Bluetooth controller

+

If you want to remove or "forget" a paired Bluetooth controller, 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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/configure/networking/index.html b/pl/configure/networking/index.html new file mode 100644 index 00000000..bbaddbc8 --- /dev/null +++ b/pl/configure/networking/index.html @@ -0,0 +1,2190 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Networking - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+

Wi-Fi

+

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.

+
+

By default, your KNULLI device does not have a root password set. 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.

+
+

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.

+
+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/configure/retroarch/controls/index.html b/pl/configure/retroarch/controls/index.html new file mode 100644 index 00000000..3fdaec2b --- /dev/null +++ b/pl/configure/retroarch/controls/index.html @@ -0,0 +1,2184 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Sterowanie - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/configure/ssh/index.html b/pl/configure/ssh/index.html new file mode 100644 index 00000000..50255109 --- /dev/null +++ b/pl/configure/ssh/index.html @@ -0,0 +1,2072 @@ + + + + + + + + + + + + + + + + + + + + + + + + + SSH - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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 or PuTTY.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section.

+

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

+
    +
  • Host: Either the hostname of your KNULLI device 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)
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/anbernic/rg35xx-h/index.html b/pl/devices/anbernic/rg35xx-h/index.html new file mode 100644 index 00000000..2dcecc88 --- /dev/null +++ b/pl/devices/anbernic/rg35xx-h/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx H - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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 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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..ab6b9d67 --- /dev/null +++ b/pl/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Plus - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..42c97d3b --- /dev/null +++ b/pl/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2248 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Original - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/devices/index.html b/pl/devices/index.html new file mode 100644 index 00000000..513cbff9 --- /dev/null +++ b/pl/devices/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Device Support - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..a5bea859 --- /dev/null +++ b/pl/devices/orange-pi/orange-pi-zero-2w/index.html @@ -0,0 +1,2234 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Orange Pi Zero 2w - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Orange Pi 5

+

+

Overview

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

Notes

+

Installation

+

TBC

+

Additional References

+

TBC

+

Community Videos

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..4a4909ae --- /dev/null +++ b/pl/devices/powkiddy/rgb30/index.html @@ -0,0 +1,2773 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RGB30 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Powkiddy RGB30

+

+

Overview

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

Features

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Feature                Notes
StorageKNULLI can be run from an SD Card and an second SD card can be used to store games
WifiCan be turned on in Emulation Station under Main Menu > Network Settings
BluetoothSupports bluetooth audio and controllers
LEDSupports selecting from a set of colors or turning the power LED off (choice persists through reboots)
Does not support other effects.
+

Controls

+

RetroArch Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (x2)Quit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+Y(NORTH)Open RA Menu
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
+

Notes:

+
    +
  • By default KNULLI will detect your controller and configure RetroArch hotkeys automatically. This is controlled by the "AUTOCONFIGURE RETROARCH HOTKEYS" option in the Settings > Controller & Bluetooth menu. While the option is enabled, RetroArch hotkeys will be overwritten by the above defaults each time RetroArch is launched. If this behavior is not desired that option can be disabled and your user-defined RetroArch hotkeys will be used instead.
  • +
+

Mednafen Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (hold for 2sec)Quit Game
SELECT+R1Save State
SELECT+L1 (hold for 2sec)Load State
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
THUMBR+L1Select disc
THUMBR+R1Eject/Insert disc
THUMBR+D-Pad LeftDecrease save slot by 1
THUMBR+D-Pad RightIncrease save slot by 1
THUMBR+L2Configure buttons on virtual port 1
+

Notes:

+
    +
  • By default KNULLI will expand the configuration file according to the first controller mednafen finds. This only happens when the config file doesn't exist (meaning the first time or if you manually delete it). After the initial expansion you are free to customize the controls.
  • +
+

Mupen64Plus-SA (Nintendo 64)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
B(EAST)A
X(WEST)B
Right Analog UpC Up
Right Analog DownC Down
Right Analog LeftC Left
Right Analog RightC Right
L2Z
L1L
R1R
SELECT+STARTQuit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+X(WEST)Take Screenshot
SELECT+A(SOUTH)Reset Game
+

Notes:

+
    +
  • Z and L button assignment can be changed directly in EmulationStation
      +
    • Highlight the game and press Y(NORTH)
    • +
    • Select ADVANCED GAME OPTIONS
    • +
    • Set EMULATOR to MUPEN64PLUSSA
    • +
    • Then change INPUT ONFIGURATION
        +
      • Default: L1 = L, L2 = Z
      • +
      • Z & L SWAP: L1 = Z, L2 = L
      • +
      +
    • +
    +
  • +
  • You can also create your own custom controller configuration and add it to /storage/.configs/game/configs/mupen64plussa. Then update INPUT CONFIGURATION to CUSTOM following the same steps as above.
  • +
+

PPSSPP-SA (PSP)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
SELECTSelect
A(SOUTH)Circle
B(EAST)Cross
X(NORTH)Triangle
Y(WEST)Square
L1L
R1R
R2Save State
L2Load State
R3Open Menu
+

Hypseus-singe (Daphne)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+STARTQuit Game
SELECTCoin
STARTStart
A(SOUTH)Button 1
B(EAST)Button 2
Y(NORTH)Button 3
+

Notes:

+
    +
  • To add/change mapping you can edit /storage/.config/game/configs/hypseus/hypinput.ini under [KEYBOARD] section by changing third number for a function from 0 (disabled) to a corresponding joystick value. You can identify joystick values by running jstest /dev/input/js0 over ssh.
  • +
  • +

    For example the following would assign quit to L1 and pause to R1

    +
    [KEYBOARD]
    +KEY_QUIT = SDLK_ESCAPE 0 5
    +KEY_PAUSE = SDLK_p 0 6
    +
    +
  • +
+

Global Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+Vol +Brightness Up
SELECT+Vol -Brightness Down
START+Vol +Battery Status
START+Vol -WIFI Toggle
+

HDMI Output

+
+

These instruction only work for aarm64 devices. This is not implemented for x86_64 devices.

+
+

Press L1 + START + SELECT while in EmulationStation to swtich between Screen and HDMI output.

+

While this should work; it doesn't always result in the correct resolution. The best way to get consistent results is to turn off the device, plug in an HDMI cable and reboot.

+

"Why doesn't hot-plugging just work?"... Hot-plug HDMI switching is a fairly complex action to accomplish and not something we have implemented on any device. If you are a developer and interested in helping to build this functionality please start here: Contribute

+

Emulators

+ +

Notes

+

Installation

+

Video Guide

+
+

Courtesy of @RetroGameCorps

+
+ + +

Download the latest RK3566 version of KNULLI from the button below and follow the instructions listed on the Install page. Insert the SD card into the TF-OS slot of the device and power it on.

+

Latest Version +Latest Version

+

Community Videos

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..cbe6e867 --- /dev/null +++ b/pl/devices/trimui/smart-pro/index.html @@ -0,0 +1,2174 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/faqs/index.html b/pl/faqs/index.html new file mode 100644 index 00000000..d00a6e19 --- /dev/null +++ b/pl/faqs/index.html @@ -0,0 +1,2448 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Często zadawane pytania - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Frequently Asked Questions

+

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 batocera license does not allow for closed sourced kernels to be added to the distribution. In some cases, some devices will

+
+

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: Where can I download the latest version?

+

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 Installation 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?

+

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: I want to add my own roms to the SDCARD but my Windows/Mac computer can't see the roms partition

+

A: By default KNULLI formats the second partition with Linux EXT4 file format. That format is typically +not readable/mountable under Windows/Mac. We propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI. Please refer to the Add Games section for details.

+
+

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

+

A: Yes! if you have a new or empty SDCARD you can insert the SDCARD on the second slot of the RG35XX and follow these steps:

+
    +
  • Boot KNULLI and go to Settings -> System Settings -> Storage Device and change it from INTERNAL to your second card, e.g. SHARE - 25.6G.
  • +
  • Exit the settings menu and the system will indicate you need to reboot to get the changes applied.
  • +
  • Go to the menu Settings -> Quit -> Restart System to reboot. The system will reboot and the second card will be now used for batocera and the folder structure (roms, bios, etc.) will be created.
  • +
  • You can now shutdown the console, insert the card on your computer, and copy your bios & roms content.
  • +
+
+

Q: I have Garlic with my roms/bios on the second SDCARD. Is it possible to reuse that card for KNULLI?

+

A: By default KNULLI expects a different name for the roms folders and its 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'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:

+

A: If you have updated from an older version you may need to copy the batocera.conf from the releases page to your SDCARD: + * If you use one single SDCARD, mount the second partition on your PC/Mac/Linux (SHARE) and copy the file to system/batocera.conf + * If you use two SDCARDs, mount the second SDCARD on your PC/Mac/Linux and copy the file to system/batocera.conf

+
+

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

+

A: For most of the releases you can update: + * Download the boot.tar.xz file from the releases page + * Extract its content + * Mount your KNULLI SDCARD on your PC/Mac/Linux computer + * Delete the file boot/knulli (you can make a backup of this file on your computer in case you want to revert to the previous version) + * Copy the contents of the extracted boot.tar.xz to the SDCARD

+
+

Q: I am trying to run NDS roms but when trying to launch them the console returns to emulationstaion. Is it possible to use Drastic?

+

A: Currently Drastic is the best emulator for NDS roms. However it's not working to launch roms directly from the NDS roms menu. See this issue in Github to see how to add drastic to launch from the ports menu. Once the script is added to roms/ports, you can launch the standalone drastic emulator, and then navigate to /userdata/roms/nds to find your roms. Note that roms need to be uncompressed in .nds format. +Both desmume and melonds run but the performance is not very good compared with Drastic.

+
+

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

+
+

Licensing 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.

+
+
Selling KNULLI
+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..c96de823 --- /dev/null +++ b/pl/guides/A133-firmware-extract/index.html @@ -0,0 +1,2051 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner A133 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..fa4841b9 --- /dev/null +++ b/pl/guides/h700-firmware-extract/index.html @@ -0,0 +1,2471 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

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
+
+

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).

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/index.html b/pl/index.html new file mode 100644 index 00000000..f48a27dd --- /dev/null +++ b/pl/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + Strona główna - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +
+ +
+ +

Witaj na KNULLI Wiki

+

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:

+
    +
  • 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
  • +
+

Funkcje

+

KNULLI obsługuje urządzenia z GPU ( wsparcie GLES) i tylko z buforem ramki (legacy).

+
    +
  • 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
  • +
  • Wsparcie dla sieci bezprzewodowej i Bluetooth (w tym audio), gdy jest to obsługiwane przez urządzenie
  • +
  • Wsparcie dla zewnętrznej karty bezprzewodowej USB dla tych bez wewnętrznej karty bezprzewodowej
  • +
  • Retroachivements
  • +
  • Netplay
  • +
  • Wsparcie dla skrapera okładek/miniatur
  • +
+

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.

+

Oprogramowanie w zestawie

+

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.

+

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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/play/add-games/index.html b/pl/play/add-games/index.html new file mode 100644 index 00000000..a4844f42 --- /dev/null +++ b/pl/play/add-games/index.html @@ -0,0 +1,2479 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Dodaj gry - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Adding Games to KNULLI

+
+

Unlike many other CFWs, KNULLI formats the SHARE partition to ext4 by default. The ext4 filesystem is not readable by Windows, so by default, you will not be able to add games in the same way you might be used to from other CFWs. However, some games from the PortMaster library only work on ext4 filesystems because they rely on symbolic links and large swap files. It is possible to reformat the partition to exFAT after first boot, however, you should be aware that some PortMaster games might not work on your device if you choose to reformat to exFAT.

+
+

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.

+

Data storage structure

+

When you install KNULLI on a SD card, 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.

+
+

The BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. You still might need access to the BATOCERA partition if you want to update KNULLI manually as described in the update section.

+

The share partition

+

The biggest partition on your SD card is the SHARE partition. By default, KNULLI formats the SHARE partition to ext4. Therefore, the drive is not accessible on Windows computers. The SHARE partition is the drive where your user data is stored - all your games, saved states, screenshots, configurations, etc. Within KNULLI, the SHARE partition is mounted as /userdata.

+

The userdata folder

+

Inside the /userdata folder, you will find subfolders where you can store your games and other files. The most important folders for you to know are the following:

+
    +
  • /userdata
      +
    • /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.
    • +
    • /bios is the folder where you can store your BIOSes.
    • +
    • /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.)
    • +
    • /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.
    • +
    +
  • +
+
+

KNULLI only scans for games in the roms folder. Games which are stored outside of the folder will not be recognized as such.

+
+
+

For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

+
+

Using a second SD card

+

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:

+
    +
  • Make sure that the second SD card is formatted to ext4 or exFAT. (You don't have to reformat it if it already is formatted to ext4 or exFAT.)
  • +
  • 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.
  • +
  • During reboot, KNULLI will automatically populate the second SD card with all the 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 take the card out of the device when it is shut off. You can put the card in your computer to access it and populate it with your data.
  • +
+
+

Older alpha versions of KNULLI created a subfolder batocera on your SD card and stored the contents of the userdata folder/SHARE partition there. 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.

+
+

Option 1: Network transfer

+

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:

+
    +
  • Windows:
      +
    • Open a Windows Explorer window and type either \\[HOSTNAME] or \\[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.
      • +
      +
    • +
    +
  • +
  • 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.
      • +
      +
    • +
    +
  • +
+

After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your /userdata folder, so you can put all your data (games, etc.) in the respective folders.

+

FTP

+

Using your FTP program of choice; set up an SFTP connection to the IP address to your KNULLI device. You will need hte hostname or the IP address of the device. 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.

+

HTTP

+
+

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!

+
+

After transferring your data

+

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.

+

Option 2: SD card

+

Under certain circumstances, games can be added directly to your SD card.

+

Devices with a single SD card

+

As explained in the Data storage structure section, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if neither network transfer nor a Linux computer is available to you, there are options to access the SD card from Windows anyway.

+

Reformat the share partition to exFAT

+
+

Before reformatting the SD card to exFAT, please be aware that you may not be able to run certain games from the PortMaster library afterwards. Some ports rely on symlinks and large swap files which are not supported by the exFAT file system.

+
+

It is possible to reformat the SHARE partition to exFAT, to make the partition accessible on Windows. To format the partition to exFAT anyway, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. You will be able to choose whether you want your partition formatted to ext4 or exFAT.

+

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.

+
+

Devices with a second SD card

+

If you have slot for a second SD card available, you can simply format a second SD card to exFAT on your computer and set it up as explained in the section Using a second SD card.

+

Option 3: 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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/play/install/index.html b/pl/play/install/index.html new file mode 100644 index 00000000..4d4e0be5 --- /dev/null +++ b/pl/play/install/index.html @@ -0,0 +1,2235 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Instalacja - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Installing KNULLI

+

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.
    • +
    +
  • +
+
+

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.

+
+

Step 2: Flash

+
    +
  • First decompress the image.
  • +
  • Then write the image to an SD Card using an imaging tool. +
  • +
+

Step 3: Boot your device

+
    +
  • Insert your SD Card into your device while its off and then turn it on
  • +
  • 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!
  • +
+
+

Additional Notes

+
    +
  • KNULLI operating system is stored on an Ext4 partition that can be read by LINUX but is not natively readable on Windows. Currently it is not possible to access the primary KNULLI Ext4 partition on Windows to add games.
  • +
  • On devices that support a second sd card, the sd card can be formatted as Ext4, FAT32, or exFAT. KNULLI will automatically detect the second SD card on boot and make it available as game storage.
  • +
  • On x86 devices KNULLI includes an installation tool. The installation tool can be found in the tools menu, which is one of the systems listed within ES.
  • +
+

Next Steps

+ + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/play/netplay/index.html b/pl/play/netplay/index.html new file mode 100644 index 00000000..74ce93b9 --- /dev/null +++ b/pl/play/netplay/index.html @@ -0,0 +1,2067 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Netplay - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Netplay

+
+

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!

+
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/play/retro-achievements/index.html b/pl/play/retro-achievements/index.html new file mode 100644 index 00000000..3e63bcd5 --- /dev/null +++ b/pl/play/retro-achievements/index.html @@ -0,0 +1,2159 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Osiągnięcia - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Retro Achievements

+

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.

+

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
  • +
  • There is a change needed on the RetroAchievements API in order to be able to display to display your history of earned achievements in EmulationStation. Once the needed change is made by RetroAchievements; we can look at renabling this functionality in EmulationStation.
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/play/scraping/index.html b/pl/play/scraping/index.html new file mode 100644 index 00000000..afece5ff --- /dev/null +++ b/pl/play/scraping/index.html @@ -0,0 +1,2265 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Scraping - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Scraping

+

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.

+
+

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.
    • +
    +
  • +
+
+

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.

+
+

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.

+
+

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.

+
+

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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/play/update/index.html b/pl/play/update/index.html new file mode 100644 index 00000000..1a6b8ebb --- /dev/null +++ b/pl/play/update/index.html @@ -0,0 +1,2163 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Aktualizacja - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Updating KNULLI

+

On devices which can be connected to the internet, KNULLI can be updated "over the air" (OTA). Alternatively, KNULLI can also be updated by downloading the respective update file and installing it manually.

+

Option 1: OTA update

+

If your device has access to the internet, you can update KNULLI directly from EmulationStation.

+
    +
  1. In EmulationStation, open the main menu by pressing the Start button on your controller.
  2. +
  3. Select Updates & downloads.
  4. +
  5. Select Start updates.
  6. +
+
+

By toggling Check for updates, you can decide if you want to be informed about new updates. By selecting an Update type, you may choose to only install Stable releases or to try out beta versions by selecting (Butterfy).

+
+

Option 2: Manual update

+

If your device does not have access to the internet or OTA updates are not available for other reasons, you can still update your KNULLI installation manually.

+
    +
  1. Download the latest update (the file name ends with boot.gz or boot.tar.gz) for your device from the Releases page.
      +
    • You'll find download links for each device/platform we support under the Update 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.
    • +
    +
  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
  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.
  8. +
  9. Reboot the device, and the update will begin automatically.
  10. +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/systems/pico-8/index.html b/pl/systems/pico-8/index.html new file mode 100644 index 00000000..c31317e8 --- /dev/null +++ b/pl/systems/pico-8/index.html @@ -0,0 +1,2280 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Pico-8 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+ +
+
+ + + +
+
+ + + + + + + +

Pico-8

+

Overview

+ + + + + + + + + + + + + +
Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: 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>retro8</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/pico-8
      +
    • 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/pico-8
    • +
    • 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
    • +
    +
  4. +
+

Option 2: Running through RetroArch Fake-08

+

coming soon

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/pl/systems/portmaster/index.html b/pl/systems/portmaster/index.html new file mode 100644 index 00000000..dc6fe852 --- /dev/null +++ b/pl/systems/portmaster/index.html @@ -0,0 +1,2241 @@ + + + + + + + + + + + + + + + + + + + + + + + + + PortMaster - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

PortMaster

+

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.

+
+

Installing PortMaster

+

After installing KNULLI, 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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/play/add-games/index.html b/play/add-games/index.html new file mode 100644 index 00000000..c023214e --- /dev/null +++ b/play/add-games/index.html @@ -0,0 +1,2479 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Add Games - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Adding Games to KNULLI

+
+

Unlike many other CFWs, KNULLI formats the SHARE partition to ext4 by default. The ext4 filesystem is not readable by Windows, so by default, you will not be able to add games in the same way you might be used to from other CFWs. However, some games from the PortMaster library only work on ext4 filesystems because they rely on symbolic links and large swap files. It is possible to reformat the partition to exFAT after first boot, however, you should be aware that some PortMaster games might not work on your device if you choose to reformat to exFAT.

+
+

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.

+

Data storage structure

+

When you install KNULLI on a SD card, 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.

+
+

The BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. You still might need access to the BATOCERA partition if you want to update KNULLI manually as described in the update section.

+

The share partition

+

The biggest partition on your SD card is the SHARE partition. By default, KNULLI formats the SHARE partition to ext4. Therefore, the drive is not accessible on Windows computers. The SHARE partition is the drive where your user data is stored - all your games, saved states, screenshots, configurations, etc. Within KNULLI, the SHARE partition is mounted as /userdata.

+

The userdata folder

+

Inside the /userdata folder, you will find subfolders where you can store your games and other files. The most important folders for you to know are the following:

+
    +
  • /userdata
      +
    • /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.
    • +
    • /bios is the folder where you can store your BIOSes.
    • +
    • /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.)
    • +
    • /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.
    • +
    +
  • +
+
+

KNULLI only scans for games in the roms folder. Games which are stored outside of the folder will not be recognized as such.

+
+
+

For details about the files which are required/supported for each system, have a look into the Systems section of the wiki.

+
+

Using a second SD card

+

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:

+
    +
  • Make sure that the second SD card is formatted to ext4 or exFAT. (You don't have to reformat it if it already is formatted to ext4 or exFAT.)
  • +
  • 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.
  • +
  • During reboot, KNULLI will automatically populate the second SD card with all the 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 take the card out of the device when it is shut off. You can put the card in your computer to access it and populate it with your data.
  • +
+
+

Older alpha versions of KNULLI created a subfolder batocera on your SD card and stored the contents of the userdata folder/SHARE partition there. 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.

+
+

Option 1: Network transfer

+

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:

+
    +
  • Windows:
      +
    • Open a Windows Explorer window and type either \\[HOSTNAME] or \\[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.
      • +
      +
    • +
    +
  • +
  • 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.
      • +
      +
    • +
    +
  • +
+

After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your /userdata folder, so you can put all your data (games, etc.) in the respective folders.

+

FTP

+

Using your FTP program of choice; set up an SFTP connection to the IP address to your KNULLI device. You will need hte hostname or the IP address of the device. 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.

+

HTTP

+
+

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!

+
+

After transferring your data

+

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.

+

Option 2: SD card

+

Under certain circumstances, games can be added directly to your SD card.

+

Devices with a single SD card

+

As explained in the Data storage structure section, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if neither network transfer nor a Linux computer is available to you, there are options to access the SD card from Windows anyway.

+

Reformat the share partition to exFAT

+
+

Before reformatting the SD card to exFAT, please be aware that you may not be able to run certain games from the PortMaster library afterwards. Some ports rely on symlinks and large swap files which are not supported by the exFAT file system.

+
+

It is possible to reformat the SHARE partition to exFAT, to make the partition accessible on Windows. To format the partition to exFAT anyway, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. You will be able to choose whether you want your partition formatted to ext4 or exFAT.

+

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.

+
+

Devices with a second SD card

+

If you have slot for a second SD card available, you can simply format a second SD card to exFAT on your computer and set it up as explained in the section Using a second SD card.

+

Option 3: 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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/play/install/index.html b/play/install/index.html new file mode 100644 index 00000000..abc106b6 --- /dev/null +++ b/play/install/index.html @@ -0,0 +1,2235 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Install - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Installing KNULLI

+

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.
    • +
    +
  • +
+
+

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.

+
+

Step 2: Flash

+
    +
  • First decompress the image.
  • +
  • Then write the image to an SD Card using an imaging tool. +
  • +
+

Step 3: Boot your device

+
    +
  • Insert your SD Card into your device while its off and then turn it on
  • +
  • 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!
  • +
+
+

Additional Notes

+
    +
  • KNULLI operating system is stored on an Ext4 partition that can be read by LINUX but is not natively readable on Windows. Currently it is not possible to access the primary KNULLI Ext4 partition on Windows to add games.
  • +
  • On devices that support a second sd card, the sd card can be formatted as Ext4, FAT32, or exFAT. KNULLI will automatically detect the second SD card on boot and make it available as game storage.
  • +
  • On x86 devices KNULLI includes an installation tool. The installation tool can be found in the tools menu, which is one of the systems listed within ES.
  • +
+

Next Steps

+ + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/play/netplay/index.html b/play/netplay/index.html new file mode 100644 index 00000000..e31e44c2 --- /dev/null +++ b/play/netplay/index.html @@ -0,0 +1,2067 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Netplay - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Netplay

+
+

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!

+
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/play/retro-achievements/index.html b/play/retro-achievements/index.html new file mode 100644 index 00000000..5b2166ff --- /dev/null +++ b/play/retro-achievements/index.html @@ -0,0 +1,2159 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Achievements - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Retro Achievements

+

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.

+

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
  • +
  • There is a change needed on the RetroAchievements API in order to be able to display to display your history of earned achievements in EmulationStation. Once the needed change is made by RetroAchievements; we can look at renabling this functionality in EmulationStation.
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/play/scraping/index.html b/play/scraping/index.html new file mode 100644 index 00000000..7aa35e56 --- /dev/null +++ b/play/scraping/index.html @@ -0,0 +1,2265 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Scraping - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Scraping

+

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.

+
+

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.
    • +
    +
  • +
+
+

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.

+
+

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.

+
+

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.

+
+

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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/play/update/index.html b/play/update/index.html new file mode 100644 index 00000000..762fd02f --- /dev/null +++ b/play/update/index.html @@ -0,0 +1,2163 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Update - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Updating KNULLI

+

On devices which can be connected to the internet, KNULLI can be updated "over the air" (OTA). Alternatively, KNULLI can also be updated by downloading the respective update file and installing it manually.

+

Option 1: OTA update

+

If your device has access to the internet, you can update KNULLI directly from EmulationStation.

+
    +
  1. In EmulationStation, open the main menu by pressing the Start button on your controller.
  2. +
  3. Select Updates & downloads.
  4. +
  5. Select Start updates.
  6. +
+
+

By toggling Check for updates, you can decide if you want to be informed about new updates. By selecting an Update type, you may choose to only install Stable releases or to try out beta versions by selecting (Butterfy).

+
+

Option 2: Manual update

+

If your device does not have access to the internet or OTA updates are not available for other reasons, you can still update your KNULLI installation manually.

+
    +
  1. Download the latest update (the file name ends with boot.gz or boot.tar.gz) for your device from the Releases page.
      +
    • You'll find download links for each device/platform we support under the Update 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.
    • +
    +
  2. +
  3. Extract the data from the compressed file (e.g. with 7-Zip).
  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.
  8. +
  9. Reboot the device, and the update will begin automatically.
  10. +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/search/search_index.json b/search/search_index.json new file mode 100644 index 00000000..f3787737 --- /dev/null +++ b/search/search_index.json @@ -0,0 +1 @@ +{"config":{"lang":["en","es","de","tr"],"separator":"[\\s\\-]+","pipeline":["stopWordFilter"]},"docs":[{"location":"","title":"Home","text":""},{"location":"#welcome-to-knulli-wiki","title":"Welcome to KNULLI Wiki","text":"

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":"faqs/","title":"Frequently Asked Questions","text":""},{"location":"faqs/#about-knulli","title":"About KNULLI","text":""},{"location":"faqs/#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":"faqs/#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 batocera license does not allow for closed sourced kernels to be added to the distribution. In some cases, some devices will

"},{"location":"faqs/#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":"faqs/#q-where-can-i-download-the-latest-version","title":"Q: Where can I download the latest version?","text":"

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 Installation 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":"faqs/#q-which-devices-are-supported","title":"Q: Which devices are supported?","text":"

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":"faqs/#q-i-want-to-add-my-own-roms-to-the-sdcard-but-my-windowsmac-computer-cant-see-the-roms-partition","title":"Q: I want to add my own roms to the SDCARD but my Windows/Mac computer can't see the roms partition","text":"

A: By default KNULLI formats the second partition with Linux EXT4 file format. That format is typically not readable/mountable under Windows/Mac. We propose to use network transfer instead. Alternatively, you may reformat the partition from within KNULLI. Please refer to the Add Games section for details.

"},{"location":"faqs/#q-can-i-use-a-second-sdcard-for-my-romsbios-content","title":"Q: Can I use a second SDCARD for my roms/bios content?","text":"

A: Yes! if you have a new or empty SDCARD you can insert the SDCARD on the second slot of the RG35XX and follow these steps:

  • Boot KNULLI and go to Settings -> System Settings -> Storage Device and change it from INTERNAL to your second card, e.g. SHARE - 25.6G.
  • Exit the settings menu and the system will indicate you need to reboot to get the changes applied.
  • Go to the menu Settings -> Quit -> Restart System to reboot. The system will reboot and the second card will be now used for batocera and the folder structure (roms, bios, etc.) will be created.
  • You can now shutdown the console, insert the card on your computer, and copy your bios & roms content.
"},{"location":"faqs/#q-i-have-garlic-with-my-romsbios-on-the-second-sdcard-is-it-possible-to-reuse-that-card-for-knulli","title":"Q: I have Garlic with my roms/bios on the second SDCARD. Is it possible to reuse that card for KNULLI?","text":"

A: By default KNULLI expects a different name for the roms folders and its 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":"faqs/#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":"faqs/#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","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:","text":"

A: If you have updated from an older version you may need to copy the batocera.conf from the releases page to your SDCARD: * If you use one single SDCARD, mount the second partition on your PC/Mac/Linux (SHARE) and copy the file to system/batocera.conf * If you use two SDCARDs, mount the second SDCARD on your PC/Mac/Linux and copy the file to system/batocera.conf

"},{"location":"faqs/#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 update: * Download the boot.tar.xz file from the releases page * Extract its content * Mount your KNULLI SDCARD on your PC/Mac/Linux computer * Delete the file boot/knulli (you can make a backup of this file on your computer in case you want to revert to the previous version) * Copy the contents of the extracted boot.tar.xz to the SDCARD

"},{"location":"faqs/#q-i-am-trying-to-run-nds-roms-but-when-trying-to-launch-them-the-console-returns-to-emulationstaion-is-it-possible-to-use-drastic","title":"Q: I am trying to run NDS roms but when trying to launch them the console returns to emulationstaion. Is it possible to use Drastic?","text":"

A: Currently Drastic is the best emulator for NDS roms. However it's not working to launch roms directly from the NDS roms menu. See this issue in Github to see how to add drastic to launch from the ports menu. Once the script is added to roms/ports, you can launch the standalone drastic emulator, and then navigate to /userdata/roms/nds to find your roms. Note that roms need to be uncompressed in .nds format. Both desmume and melonds run but the performance is not very good compared with Drastic.

"},{"location":"faqs/#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":"faqs/#licensing-knulli-for-redistribution","title":"Licensing 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":"faqs/#selling-knulli","title":"Selling KNULLI","text":"

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":"configure/controls/","title":"Controls","text":"

Depending on your device and your version of KNULLI, it might be required to map the built-in controls of your device before you can start playing.

Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. However, before a controller can be used with your KNULLI device, it might be necessary to map its buttons and directional controls to the corresponding game inputs.

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 emulation core, follow the guide for the respective core (e.g. Retroarch).

"},{"location":"configure/controls/#controller-mapping","title":"Controller mapping","text":"

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.

"},{"location":"configure/controls/#connect-a-bluetooth-controller","title":"Connect a Bluetooth controller","text":"

To use a Bluetooth controller with your KNULLI device, you first need to make sure that both your device and your controller 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 or select Pair A Bluetooth Device Manually and find your controller in a list of available Bluetooth devices in your vicinity. If your controller does not show up or pairing does not work as expected, check the manual of your controller for pairing instructions.

Once the Bluetooth controller is paired and connected, you may want to proceed with Controller mapping.

KNULLI also supports Bluetooth headphones or speakers.

"},{"location":"configure/controls/#forget-a-bluetooth-controller","title":"Forget a Bluetooth controller","text":"

If you want to remove or \"forget\" a paired Bluetooth controller, 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/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/#wi-fi","title":"Wi-Fi","text":"

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.

By default, your KNULLI device does not have a root password set. 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.

"},{"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.

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/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 or PuTTY.

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section.

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

  • Host: Either the hostname of your KNULLI device 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)
"},{"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-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 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-h/#features","title":"Features","text":"
  • Wireless
  • Bluetooth
  • Suspend (briefly press power button)
  • HDMI
  • Dual frontend: choose between Emulation Station or Simplemenu
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx-h/#notes","title":"Notes","text":""},{"location":"devices/anbernic/rg35xx-h/#installation","title":"Installation","text":"

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

"},{"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
  • Dual frontend: choose between Emulation Station or Simplemenu
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx-plus/#notes","title":"Notes","text":""},{"location":"devices/anbernic/rg35xx-plus/#installation","title":"Installation","text":"

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

"},{"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
  • Dual frontend: choose between Emulation Station or Simplemenu
  • Wireless support with compatible USB-Wifi dongles
"},{"location":"devices/anbernic/rg35xx/#notes","title":"Notes","text":""},{"location":"devices/anbernic/rg35xx/#installation","title":"Installation","text":"

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

"},{"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":""},{"location":"devices/orange-pi/orange-pi-zero-2w/#installation","title":"Installation","text":"

TBC

"},{"location":"devices/orange-pi/orange-pi-zero-2w/#additional-references","title":"Additional References","text":"

TBC

"},{"location":"devices/orange-pi/orange-pi-zero-2w/#community-videos","title":"Community Videos","text":""},{"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/#features","title":"Features","text":"Feature\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Notes Storage KNULLI can be run from an SD Card and an second SD card can be used to store games Wifi Can be turned on in Emulation Station under Main Menu > Network Settings Bluetooth Supports bluetooth audio and controllers LED Supports selecting from a set of colors or turning the power LED off (choice persists through reboots) Does not support other effects."},{"location":"devices/powkiddy/rgb30/#controls","title":"Controls","text":""},{"location":"devices/powkiddy/rgb30/#retroarch-hotkeys","title":"RetroArch Hotkeys","text":"Button Combo Action SELECT+START (x2) Quit Game SELECT+R1 Save State SELECT+L1 Load State SELECT+Y(NORTH) Open RA Menu SELECT+X(WEST) Show FPS SELECT+R2 Fast-Forward"},{"location":"devices/powkiddy/rgb30/#notes","title":"Notes:","text":"
  • By default KNULLI will detect your controller and configure RetroArch hotkeys automatically. This is controlled by the \"AUTOCONFIGURE RETROARCH HOTKEYS\" option in the Settings > Controller & Bluetooth menu. While the option is enabled, RetroArch hotkeys will be overwritten by the above defaults each time RetroArch is launched. If this behavior is not desired that option can be disabled and your user-defined RetroArch hotkeys will be used instead.
"},{"location":"devices/powkiddy/rgb30/#mednafen-hotkeys","title":"Mednafen Hotkeys","text":"Button Combo Action SELECT+START (hold for 2sec) Quit Game SELECT+R1 Save State SELECT+L1 (hold for 2sec) Load State SELECT+X(WEST) Show FPS SELECT+R2 Fast-Forward THUMBR+L1 Select disc THUMBR+R1 Eject/Insert disc THUMBR+D-Pad Left Decrease save slot by 1 THUMBR+D-Pad Right Increase save slot by 1 THUMBR+L2 Configure buttons on virtual port 1"},{"location":"devices/powkiddy/rgb30/#notes_1","title":"Notes:","text":"
  • By default KNULLI will expand the configuration file according to the first controller mednafen finds. This only happens when the config file doesn't exist (meaning the first time or if you manually delete it). After the initial expansion you are free to customize the controls.
"},{"location":"devices/powkiddy/rgb30/#mupen64plus-sa-nintendo-64","title":"Mupen64Plus-SA (Nintendo 64)","text":"Button Combo Action START Start B(EAST) A X(WEST) B Right Analog Up C Up Right Analog Down C Down Right Analog Left C Left Right Analog Right C Right L2 Z L1 L R1 R SELECT+START Quit Game SELECT+R1 Save State SELECT+L1 Load State SELECT+X(WEST) Take Screenshot SELECT+A(SOUTH) Reset Game"},{"location":"devices/powkiddy/rgb30/#notes_2","title":"Notes:","text":"
  • Z and L button assignment can be changed directly in EmulationStation
    • Highlight the game and press Y(NORTH)
    • Select ADVANCED GAME OPTIONS
    • Set EMULATOR to MUPEN64PLUSSA
    • Then change INPUT ONFIGURATION
      • Default: L1 = L, L2 = Z
      • Z & L SWAP: L1 = Z, L2 = L
  • You can also create your own custom controller configuration and add it to /storage/.configs/game/configs/mupen64plussa. Then update INPUT CONFIGURATION to CUSTOM following the same steps as above.
"},{"location":"devices/powkiddy/rgb30/#ppsspp-sa-psp","title":"PPSSPP-SA (PSP)","text":"Button Combo Action START Start SELECT Select A(SOUTH) Circle B(EAST) Cross X(NORTH) Triangle Y(WEST) Square L1 L R1 R R2 Save State L2 Load State R3 Open Menu"},{"location":"devices/powkiddy/rgb30/#hypseus-singe-daphne","title":"Hypseus-singe (Daphne)","text":"Button Combo Action SELECT+START Quit Game SELECT Coin START Start A(SOUTH) Button 1 B(EAST) Button 2 Y(NORTH) Button 3"},{"location":"devices/powkiddy/rgb30/#notes_3","title":"Notes:","text":"
  • To add/change mapping you can edit /storage/.config/game/configs/hypseus/hypinput.ini under [KEYBOARD] section by changing third number for a function from 0 (disabled) to a corresponding joystick value. You can identify joystick values by running jstest /dev/input/js0 over ssh.
  • For example the following would assign quit to L1 and pause to R1

    [KEYBOARD]\nKEY_QUIT = SDLK_ESCAPE 0 5\nKEY_PAUSE = SDLK_p 0 6\n
"},{"location":"devices/powkiddy/rgb30/#global-hotkeys","title":"Global Hotkeys","text":"Button Combo Action SELECT+Vol + Brightness Up SELECT+Vol - Brightness Down START+Vol + Battery Status START+Vol - WIFI Toggle"},{"location":"devices/powkiddy/rgb30/#hdmi-output","title":"HDMI Output","text":"

These instruction only work for aarm64 devices. This is not implemented for x86_64 devices.

Press L1 + START + SELECT while in EmulationStation to swtich between Screen and HDMI output.

While this should work; it doesn't always result in the correct resolution. The best way to get consistent results is to turn off the device, plug in an HDMI cable and reboot.

\"Why doesn't hot-plugging just work?\"... Hot-plug HDMI switching is a fairly complex action to accomplish and not something we have implemented on any device. If you are a developer and interested in helping to build this functionality please start here: Contribute

"},{"location":"devices/powkiddy/rgb30/#emulators","title":"Emulators","text":"
  • Platform Documentation (RK3566)
"},{"location":"devices/powkiddy/rgb30/#notes_4","title":"Notes","text":""},{"location":"devices/powkiddy/rgb30/#installation","title":"Installation","text":""},{"location":"devices/powkiddy/rgb30/#video-guide","title":"Video Guide","text":"

Courtesy of @RetroGameCorps

Download the latest RK3566 version of KNULLI from the button below and follow the instructions listed on the Install page. Insert the SD card into the TF-OS slot of the device and power it on.

"},{"location":"devices/powkiddy/rgb30/#community-videos","title":"Community Videos","text":""},{"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/add-games/","title":"Adding Games to KNULLI","text":"

Unlike many other CFWs, KNULLI formats the SHARE partition to ext4 by default. The ext4 filesystem is not readable by Windows, so by default, you will not be able to add games in the same way you might be used to from other CFWs. However, some games from the PortMaster library only work on ext4 filesystems because they rely on symbolic links and large swap files. It is possible to reformat the partition to exFAT after first boot, however, you should be aware that some PortMaster games might not work on your device if you choose to reformat to exFAT.

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.

"},{"location":"play/add-games/#data-storage-structure","title":"Data storage structure","text":"

When you install KNULLI on a SD card, 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.

The BATOCERA drive will be the only drive formatted to FAT32, to make it accessible on Windows. However, this is just the place where the operating system itself is stored, so it is not a place to store your games. You still might need access to the BATOCERA partition if you want to update KNULLI manually as described in the update section.

"},{"location":"play/add-games/#the-share-partition","title":"The share partition","text":"

The biggest partition on your SD card is the SHARE partition. By default, KNULLI formats the SHARE partition to ext4. Therefore, the drive is not accessible on Windows computers. The SHARE partition is the drive where your user data is stored - all your games, saved states, screenshots, configurations, etc. Within KNULLI, the SHARE partition is mounted as /userdata.

"},{"location":"play/add-games/#the-userdata-folder","title":"The userdata folder","text":"

Inside the /userdata folder, you will find subfolders where you can store your games and other files. The most important folders for you to know are the following:

  • /userdata
    • /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.
    • /bios is the folder where you can store your BIOSes.
    • /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.)
    • /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.

KNULLI only scans for games in the roms folder. Games which are stored outside of the folder will not be recognized as such.

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/#using-a-second-sd-card","title":"Using a second SD card","text":"

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:

  • Make sure that the second SD card is formatted to ext4 or exFAT. (You don't have to reformat it if it already is formatted to ext4 or exFAT.)
  • 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.
  • During reboot, KNULLI will automatically populate the second SD card with all the 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 take the card out of the device when it is shut off. You can put the card in your computer to access it and populate it with your data.

Older alpha versions of KNULLI created a subfolder batocera on your SD card and stored the contents of the userdata folder/SHARE partition there. 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":"play/add-games/#option-1-network-transfer","title":"Option 1: 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/#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:

  • Windows:
    • Open a Windows Explorer window and type either \\\\[HOSTNAME] or \\\\[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.
  • 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.

After you successfully logged in, you will be able to access the share partition as a network drive. The network drive corresponds to your /userdata folder, so you can put all your data (games, etc.) in the respective folders.

"},{"location":"play/add-games/#ftp","title":"FTP","text":"

Using your FTP program of choice; set up an SFTP connection to the IP address to your KNULLI device. You will need hte hostname or the IP address of the device. 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.

"},{"location":"play/add-games/#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/#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/#option-2-sd-card","title":"Option 2: SD card","text":"

Under certain circumstances, games can be added directly to your SD card.

"},{"location":"play/add-games/#devices-with-a-single-sd-card","title":"Devices with a single SD card","text":"

As explained in the Data storage structure section, the SHARE partition is formatted to ext4 by default. Therefore, it is not accessible on Windows. However, if neither network transfer nor a Linux computer is available to you, there are options to access the SD card from Windows anyway.

"},{"location":"play/add-games/#reformat-the-share-partition-to-exfat","title":"Reformat the share partition to exFAT","text":"

Before reformatting the SD card to exFAT, please be aware that you may not be able to run certain games from the PortMaster library afterwards. Some ports rely on symlinks and large swap files which are not supported by the exFAT file system.

It is possible to reformat the SHARE partition to exFAT, to make the partition accessible on Windows. To format the partition to exFAT anyway, open the KNULLI main menu by pressing Start and choose Format a disk in the Frontent developer options section of the System settings. You will be able to choose whether you want your partition formatted to ext4 or exFAT.

"},{"location":"play/add-games/#third-party-software","title":"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/#devices-with-a-second-sd-card","title":"Devices with a second SD card","text":"

If you have slot for a second SD card available, you can simply format a second SD card to exFAT on your computer and set it up as explained in the section Using a second SD card.

"},{"location":"play/add-games/#option-3-linux","title":"Option 3: 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/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.
"},{"location":"play/install/#step-3-boot-your-device","title":"Step 3: Boot your device","text":"
  • Insert your SD Card into your device while its off and then turn it on
  • 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/#additional-notes","title":"Additional Notes","text":"
  • KNULLI operating system is stored on an Ext4 partition that can be read by LINUX but is not natively readable on Windows. Currently it is not possible to access the primary KNULLI Ext4 partition on Windows to add games.
  • On devices that support a second sd card, the sd card can be formatted as Ext4, FAT32, or exFAT. KNULLI will automatically detect the second SD card on boot and make it available as game storage.
  • On x86 devices KNULLI includes an installation tool. The installation tool can be found in the tools menu, which is one of the systems listed within ES.
"},{"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/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.

"},{"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
  • There is a change needed on the RetroAchievements API in order to be able to display to display your history of earned achievements in EmulationStation. Once the needed change is made by RetroAchievements; we can look at renabling this functionality in EmulationStation.
"},{"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":"

On devices which can be connected to the internet, KNULLI can be updated \"over the air\" (OTA). Alternatively, KNULLI can also be updated by downloading the respective update file and installing it manually.

"},{"location":"play/update/#option-1-ota-update","title":"Option 1: OTA update","text":"

If your device has access to the internet, you can update KNULLI directly from EmulationStation.

  1. In EmulationStation, open the main menu by pressing the Start button on your controller.
  2. Select Updates & downloads.
  3. Select Start updates.

By toggling Check for updates, you can decide if you want to be informed about new updates. By selecting an Update type, you may choose to only install Stable releases or to try out beta versions by selecting (Butterfy).

"},{"location":"play/update/#option-2-manual-update","title":"Option 2: Manual update","text":"

If your device does not have access to the internet or OTA updates are not available for other reasons, you can still update your KNULLI installation manually.

  1. Download the latest update (the file name ends with boot.gz or boot.tar.gz) for your device from the Releases page.
    • You'll find download links for each device/platform we support under the Update 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.
  2. Extract the data from the compressed file (e.g. with 7-Zip).
  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.
  5. Reboot the device, and the update will begin automatically.
"},{"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-the-native-engine","title":"Option 1: 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>retro8</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/pico-8
    • 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/pico-8
    • 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/pico-8/#option-2-running-through-retroarch-fake-08","title":"Option 2: Running through RetroArch Fake-08","text":"

coming soon

"},{"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.

"},{"location":"systems/portmaster/#installing-portmaster","title":"Installing PortMaster","text":"

After installing KNULLI, 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.

"},{"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":"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":"es/play/add-games/","title":"A\u00f1adir juegos a KNULLI","text":"

KNULLI has a few options for adding games and the option you choose will depend on the device you have and its available functionality (For example, some devices do not have networking capabilites so those devices will not be able to use the network transfer option). To create the default set of game directories on your device, choose the 'CREATE GAME DIRECTORIES' option in the System Settings menu.

This page will aim to document all possible options and indicate when you might use a given one over another.

For details on which specific files each system requires please see the corresponding pages in the systems section of this wiki.

"},{"location":"es/play/add-games/#storage-modes","title":"Storage Modes","text":"

KNULLI has support for using internal and external storage (microsd) for games. To make games available in the OS we provide different features based on the capability of the filesystem that you are using. To support our storage modes KNULLI nests games into a directory on your games card called \"roms\". All games found in this path will be available in the OS.

"},{"location":"es/play/add-games/#merged-storage","title":"Merged Storage","text":"

When using a microsd that is formatted as Ext4 (Linux), KNULLI will present users with the ability to merge both the internal and external storage together allowing users to use both devices to store games. This mode has two preferences, external (default), and internal.

  • Preference External
  • This mode will save anything written to /userdata/roms to your external microsd (/userdata/games-external/roms).
  • Preference Internal
  • This mode will save anything written to /userdata/roms to your internal storage (/userdata/games-internal/roms).

Note: Merged Storage is disabled by default.

"},{"location":"es/play/add-games/#simple-storage","title":"Simple Storage","text":"

When Merged Storage is disabled, or when you are using ExFAT or FAT32, KNULLI will mount your external card to /userdata/games-external and make the content of /userdata/games-external/roms available at /userdata/roms.

"},{"location":"es/play/add-games/#troubleshooting","title":"Troubleshooting","text":"
  • It is possible to create a conflict which will prevent games from being displayed in EmulationStation. This can usually be resolved by executing /usr/bin/cleanup_overlay. Note: This will reboot your device.
  • If no game folders appear in /userdata/roms after running CREATE GAME DIRECTORIES, make sure you have a roms directory on your microsd.
"},{"location":"es/play/add-games/#option-1-network-transfer","title":"Option 1: Network Transfer","text":"

Network transfer can be used on any device that can connect to the internet (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 make note of your IP Address in the Network Settings menu.

In addition to your IP you will also need your root password. This can be found in the Main Menu by pressing START in EmulationStation and navigating to System Settings. You will see your root password under the Authentication header.

By default the root password is set up to rotate to a unique string of characters after every reboot. You can leave it like this and make note of the current password, or you can turn it off and set it to something that will persist.

"},{"location":"es/play/add-games/#http","title":"HTTP","text":"

Enabling Simple HTTP Server in Network settings lets you upload and download files by entering your device's IP address in any browser on the local network (or on VPN IP, see VPN section for details). The username is root and the password can be found in Root Password in the main menu.

"},{"location":"es/play/add-games/#smb","title":"SMB","text":"
  • Windows:
    • open a Windows Explorer window, and type in \\\\[YOUR IP ADDRESS]; replace [YOUR IP ADDRESS] with the IP Address seen in the Network Settings menu.
    • You will be prompted for a username and password.
    • The username is root and your password will be the value from Root Password in the System Settings menu.
  • MacOS:
    • open Finder and select Go > Connect to Server from the top menu.
    • In the address bar that appears, type smb://[YOUR IP ADDRESS]; replace [YOUR IP ADDRESS] with the IP Address seen in the Network Settings menu.
    • You will be prompted for a username and password.
    • For name enter root and your password will be the value from Root Password in the System Settings menu.
"},{"location":"es/play/add-games/#ftp","title":"FTP","text":"

Using your FTP program of choice; set up an SFTP connection to the IP Address seen in the Network Settings menu. Make sure the Port is set to 22. The username is root and your password will be the value from Root Password in the System Settings menu.

"},{"location":"es/play/add-games/#after-connecting","title":"After connecting","text":"
  • You will see a list of folders after you have connected via network.
  • Open the roms folder and you will see a list of folders where games and bios files can be placed. (Please see the systems section of the wiki for details on where each system's files should be placed)
  • After you have added your games you can get them to display in EmulationStation by pressing START to open the Main Menu, then open Game Settings then select Update Gamelists under the Tools header.
"},{"location":"es/play/add-games/#option-2-sd-card","title":"Option 2: SD Card","text":"

Games can also be added via an SD card. There are 2 primary methods for this depending on your device.

"},{"location":"es/play/add-games/#if-your-device-has-2-sd-card-slots","title":"If your device has 2 SD card slots","text":"
  • With your device turned off; insert a FAT32/ExFAT/ext4 formated SD card into slot 2 of your device.
  • Turn your device on.
  • When KNULLI completes its boot process, create your game directories by selecting the Create Game Directories option in System Settings.
  • Now you can turn off your device, remove your SD card from slot 2 and open it on your PC.
  • You PC will display a list of folders, open the roms directory and you will see a list of folders for each system where you can place your games and bios files.
  • Add your games and place your SD card back into slot 2 and boot up KNULLI.

If your device does not see your SD card (or write the needed folders to it) please open System Settings and make sure Autodetect Games Card is turned on (located under the Hardware/Storage header) then reboot your device.

"},{"location":"es/play/add-games/#if-your-device-has-1-sd-card-slot","title":"If your device has 1 SD card slot","text":"

This option is only for devices where you have installed KNULLI to the internal drive of the device. In this scenario an SD card can be used directly for storage

  • With KNULLI installed to your internal drive press START to open the Main Menu, then open System Settings and turn on Autodetect Games Card under the Hardware/Storage header.
  • Turn your device off
  • Insert a FAT32/ExFAT/ext4 formated SD card into your device.
  • Turn your device on
  • When KNULLI completes its boot process, create your game directories by selecting the Create Game Directories option in System Settings.
  • Now you can turn off your device, remove your SD card and open it on your PC.
  • You PC will display a list of folders, open the roms directory and you will see a list of folders for each system where you can place your games and bios files.
  • Add your games and place your SD card back into your device and boot up KNULLI.
"},{"location":"es/play/add-games/#option-3-external-usb-drive","title":"Option 3: External USB Drive","text":"

KNULLI has a built in File Manager and you can use it to access connected USB drives and transfer files.

  1. Connect your USB Drive to your device
  2. Open the Tools system and select File Manager
  3. Navigate up to / and then select media - you should see your drive listed after opening media
  4. Open your drive and you should see its contents
  5. From here you can navigate to the file(s) you would like to copy and then navigate back to the userdata/roms directory and paste your copied files in the approrpiate folder.
"},{"location":"es/play/add-games/#option-4-linux-os","title":"Option 4: Linux OS","text":"

KNULLI' storage drive is formated as ext4 which can be read natively by linux operating systems. Plugging in your SD card into an linux OS will enable you to browse the directories and add files directly.

"},{"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/controls/","title":"Controller","text":"

Je nachdem, welches Ger\u00e4t und welche KNULLI-Version du benutzt, kann es notwendig sein, nach der Installtion zun\u00e4chst deinen Controller einzurichten, bevor du losspielen kannst.

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.

Verwechsel die Einrichtung des Controllers nicht mit der Anpassung der Tastenbelegung f\u00fcr einzelne Spiele oder Emulation-Cores! 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 Emulation-Cores anpassen m\u00f6chtest, schau bitte in die Anleitung f\u00fcr den jeweiligen Core (z.B. Retroarch).

"},{"location":"de/configure/controls/#controller-einrichten","title":"Controller einrichten","text":"

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.

"},{"location":"de/configure/controls/#bluetooth-controller-verbinden","title":"Bluetooth-Controller verbinden","text":"

Um einen Bluetooth-Controller mit deinem KNULLI-Ger\u00e4t zu verbinden, musst du zun\u00e4chst sicherstellen, dass sowohl das Ger\u00e4t als auch der Controller 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 auszuw\u00e4hlen. Hier kannst du bei Enable Bluetooth zun\u00e4chst Bluetooth einschalten, falls es nicht schon eingeschaltet ist.

Anschlie\u00dfend kannst du entweder versuchen, den Controller automatisch zu erkennen, in dem du Pair Bluetooth Pads Automatically ausw\u00e4hlst, oder Pair A Bluetooth Device Manually ausw\u00e4hlen, um den Controller aus einer Liste in der N\u00e4he befindlicher Bluetooth-Ger\u00e4te auszuw\u00e4hlen. Falls dein Controller in der Liste nicht angezeigt wird, oder das Bluetooth-Pairing fehlschl\u00e4gt, schau in das Handbuch deines Controllers und such nach der Anleitung f\u00fcr Bluetooth-Verbindungen.

Wenn der Bluetooth-Controller verbunden ist, solltest du \u00fcberpr\u00fcfen, ob du den Controller einrichten musst.

KNULLI unterst\u00fctzt auch Bluetooth-Kopfh\u00f6rer und -Lautsprecher.

"},{"location":"de/configure/controls/#bluetooth-controller-vergessen","title":"Bluetooth-Controller vergessen","text":"

Wenn du einen Bluetooth-Controller 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 den entsprechenden Controller aus und entferne ihn.

"},{"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/#w-lan","title":"W-LAN","text":"

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.

Standardm\u00e4\u00dfig ist in KNULLI kein root-Passwort gesetzt. Das bedeutet, dass deine Nutzerdaten-Partition sofort und ohne Passwortschutz zugreifbar ist, sobald du 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.

"},{"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.

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/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 oder PuTTY.

Um mit deinem KNULLI-Ger\u00e4t eine SSH-Verbindung aufzubauen, musst du das Ger\u00e4t zuerst mit deinem lokalen Netzwerk verbinden, wie im Abschnitt Netzwerkverbindungen beschrieben.

Um die SSH-Verbindung aufzubauen ben\u00f6tigst du dann die folgenden Informationen:

  • Host: Entweder der Hostname deines KNULLI-Ger\u00e4tes 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)
"},{"location":"de/play/add-games/","title":"Spiele zu KNULLI hinzuf\u00fcgen","text":"

Anders als viele andere CFWs formattiert KNULLI die SHARE-Partition standardm\u00e4\u00dfig mit ext4. Das Dateisystem ext4 ist unter Windows nicht lesbar, d.h. du wirst deine Spiele m\u00f6glicherweise nicht auf die gleiche Weise hinzuf\u00fcgen k\u00f6nnen, wie du es von anderen CFWs gewohnt bist. Der Grund daf\u00fcr ist, dass einige Spiele aus der PortMaster-Bibliothek auf das ext4-Dateisystem angewiesen sind, da sie symbolische Links und gro\u00dfe Swap-Dateien einsetzen, die von Windows-Dateisystemen nicht unterst\u00fctzt werden. Es ist m\u00f6glich, die Partition nach dem ersten Bootvorgang stattdessen mit exFAT zu formatieren. Du solltest dir allerdings dar\u00fcber im Klaren sein, dass einige PortMaster-Spiele dann nicht mehr funktionieren werden.

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.

"},{"location":"de/play/add-games/#datenstruktur","title":"Datenstruktur","text":"

Wenn du KNULLI auf einer SD-Karte installierst, werden dabei 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. Hier liegt allerdings nur das KNULLI-Betriebssystem. Auf der BATOCERA-Partition kannst du keine Spiele hinzuf\u00fcgen, du ben\u00f6tigst sie nur, wenn du KNULLI manuell aktualisieren m\u00f6chtest, wie im Abschnitt Aktualisieren beschrieben.

"},{"location":"de/play/add-games/#die-share-partition","title":"Die Share-Partition","text":"

Die gr\u00f6\u00dfte Partition auf deiner SD-Karte ist die SHARE-Partition. SHARE wird von Knulli standardm\u00e4\u00dfig mit dem Dateisystem ext4 formatiert, daher erscheint das Laufwerk auf Windows-Computern unleserlich. Die SHARE-Partition ist das Laufwerk, auf dem KNULLI deine Benutzerdaten ablegt - deine Spiele, Speicherst\u00e4nde, Screenshots, Konfigurationen, usw. Innerhalb von KNULLI wird die SHARE-Partition als /userdata addressiert.

"},{"location":"de/play/add-games/#das-nutzerdatenverzeichnis","title":"Das Nutzerdatenverzeichnis","text":"

Im Verzeichnis /userdata befinden sich weitere Unterordner, in denen du Spiele und weitere Dateien ablegen kannst. Die wichtigsten Ordner f\u00fcr dich sind folgende:

  • /userdata
    • /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.
    • /bios ist der Ordner, in dem du BIOSe 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.)
    • /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.

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.

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/#eine-zweite-sd-karte-verwenden","title":"Eine zweite SD-Karte verwenden","text":"

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 genutzt werden kann:

  • Stelle sicher, dass die zweite SD-Karte mit ext4 oder exFAT formatiert ist. (Du musst sie nicht neu formatieren, wenn sie bereits mit ext4 oder exFAT formatiert 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.
  • Beim Neustart wird KNULLI auf deiner zweiten SD-Karte automatisch alle Ordner und Dateien anlegen, die du normalerweise im Nutzerdatenverzeichnis bzw. auf der SHARE-Partition findest.
  • Wenn die zweite SD-Karte mit exFAT formatiert ist, kannst du die Karte aus dem Slot nehmen, nachdem du das Ger\u00e4t heruntergefahren hast, und \u00fcber deinen Computer mit Daten f\u00fcllen.

\u00c4ltere Alpha-Versionen von KNULLI haben auf der zweiten SD-Karte einen Ordner batocera angelegt, in dem die Ordner und Dateien des Nutzerdatenverzeichnisses abgelegt wurden. 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":"de/play/add-games/#option-1-netzwerkubertragung","title":"Option 1: 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/#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:

  • Windows:
    • \u00d6ffne ein Windows-Explorer-Fenster und gib in die Adressleiste entweder \\\\[HOSTNAME] oder \\\\[IP-ADRESSE] ein (ersetze dabei [HOSTNAME] mit dem Hostnamen bzw. [IP-ADRESSE] mit der IP-Adresse deines Ger\u00e4ts).
    • 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.
  • MacOS:
    • \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.

Nachdem du dich erfolgreich eingeloggt hast, kannst du den Netzwerkordner share sehen, darin ist deine Nutzerdatenpartition (/userdata) enthalten. Hier kannst du deine Daten (Spiele etc.) in den daf\u00fcr vorgesehenen Ordner ablegen.

"},{"location":"de/play/add-games/#ftp","title":"FTP","text":"

Mit einem FTP-Programm deiner Wahl kannst du eine SFTP-Verbindung zu deinem KNULLI-Ger\u00e4t aufbauen. Dazu ben\u00f6tigst du den Hostnamen oder die IP-Adresse des Ger\u00e4ts. 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.

"},{"location":"de/play/add-games/#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/#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/#option-2-sd-karte","title":"Option 2: SD-Karte","text":"

Spiele k\u00f6nnen via SD-Karte hinzugef\u00fcgt werden.

"},{"location":"de/play/add-games/#gerate-mit-nur-einer-sd-karte","title":"Ger\u00e4te mit nur einer SD-Karte","text":"

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 und du keinen Linux-Computer zur Verf\u00fcgung hast, gibt es allerdings L\u00f6sungen, um doch direkt mit Windows auf die Speicherkarte zuzugreifen.

"},{"location":"de/play/add-games/#die-share-partition-mit-exfat-formatieren","title":"Die Share-Partition mit exFAT formatieren","text":"

Bevor du die SHARE-Partition mit exFAT formatierst, solltest du dir bewusst machen, dass sich einige Spiele aus der PortMaster-Bibliothek auf einem exFAT-Laufwerk nicht ausf\u00fchren lassen. Einige Ports verwenden symbolische Verkn\u00fcpfungen und sehr gro\u00dfe Swap-Dateien, beides wird von exFAT nicht unterst\u00fctzt.

Es ist m\u00f6glich, die SHARE-Partition mit dem Dateisystem exFAT zu formatieren, um die Partition \u00fcber ein Kartenleseger\u00e4t mit Windows lesen und beschreiben zu k\u00f6nnen. exFAT hat allerdings Nachteile bei der Performance und ist limitiert in der zul\u00e4ssigen Dateigr\u00f6\u00dfe. Manche Spiele, insbesondere einige Ports, lassen sich nicht ausf\u00fchren, wenn die SHARE-Partition mit exFAT formatiert ist.

Um die Partition trotzdem mit exFAT zu formatieren, \u00f6ffne das KNULLI-Hauptmen\u00fc mit dem Start-Button und w\u00e4hle unter System settings und Frontent developer options die Option Format a disk. Dort kannst du ausw\u00e4hlen, ob du die Partition mit ext4 oder exFAT formatieren m\u00f6chtest.

"},{"location":"de/play/add-games/#drittanbieter-software","title":"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/Mac 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/#gerate-mit-einer-zweiten-sd-karte","title":"Ger\u00e4te mit einer zweiten SD-Karte","text":"

Wenn dein Ger\u00e4t \u00fcber einen Slot f\u00fcr eine zweite SD-Karte verf\u00fcgt, kannst du einfach eine zweite SD-Karte an deinem Computer mit exFAT formatieren. Anschlie\u00dfend kannst du sie in KNULLI einrichten wie im Abschnitt Eine zweite SD-Karte verwenden beschrieben.

"},{"location":"de/play/add-games/#option-3-linux","title":"Option 3: 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/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.
"},{"location":"de/play/install/#schritt-3-boote-das-gerat","title":"Schritt 3: Boote das Ger\u00e4t","text":"
  • (Bei Ger\u00e4ten mit SD-Karte): Steck die SD-Karte in den daf\u00fcr vorgesehen Slot w\u00e4hrend das Ger\u00e4t ausgeschaltet ist und schalte das Ger\u00e4t danach 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/#zusatzliche-hinweise","title":"Zus\u00e4tzliche Hinweise","text":"
  • Das KNULLI-Betriebssystem ist auf einer ext4-Partition abgelegt, die nur von Linux-Betriebssystemen gelesen werden kann. Windows kann das Dateisystem ext4 nicht ohne zus\u00e4tzliche Software lesen. Es ist derzeit nicht m\u00f6glich, \u00fcber Windows direkt auf die prim\u00e4re KNULLI-Partition zuzugreifen, um Spiele oder andere Nutzerdaten aufzuspielen. Windows-Nutzer k\u00f6nnen Daten allerdings bequem via W-LAN auf das Ger\u00e4t spielen, weitere Hinweise dazu findest du im Abschnitt Spiele hinzuf\u00fcgen.
  • F\u00fcr Ger\u00e4te, die einen zweiten SD-Karten-Slot haben, kann eine zweite SD-Karte als ext4, FAT32 oder exFAT formatiert werden. (FAT32 und exFAT sind Dateisysteme, die sowohl von Windows als auch von Linux gelesen werden k\u00f6nnen.) KNULLI wird die zweite SD-Karte automatisch w\u00e4hrend des Bootvorgangs erkennen und als Speichermedium f\u00fcr Spiele bereitstellen.
  • KNULLI-Images f\u00fcr x86-Ger\u00e4te enthalten ein Installationsprogramm, das in der grafischen Benutzeroberfl\u00e4che EmulationStation im Men\u00fc \"Tools\" zu finden ist.
"},{"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/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":"

Auf Ger\u00e4ten, die mit dem Internet verbunden werden k\u00f6nnen, kann KNULLI direkt \"Over the Air\" (OTA) aktualisiert werden. Alternativ kann die KNULLI-Installation auf deinem Ger\u00e4t auch aktualisiert werden, in dem du das Update herunterl\u00e4dst und manuell installierst.

"},{"location":"de/play/update/#option-1-ota-updates","title":"Option 1: OTA-Updates","text":"

Wenn dein Ger\u00e4t eine aktive Internetverbindung hat, kannst du KNULLI direkt aus EmulationStation heraus aktualisieren:

  1. \u00d6ffne das Hauptmen\u00fc, in dem du den Start-Button dr\u00fcckst.
  2. W\u00e4hle Updates & downloads.
  3. Gehe zu Start updates.

Du kannst mit dem Schalter Check for updates einstellen, ob du \u00fcber neue Updates informiert werden m\u00f6chtest. Unter Update type kannst du einstellen, ob du nur \"stabile\" Releases (Stable) oder auch prototypische Vorabversionen (Butterfy) installieren m\u00f6chtest.

"},{"location":"de/play/update/#option-2-manuelles-update","title":"Option 2: Manuelles Update","text":"

Wenn dein Ger\u00e4t keinen Internetzugang hat, oder OTA-Updates aus anderen Gr\u00fcnden nicht m\u00f6glich sind, kannst du deine KNULLI-Installation auch manuell aktualisieren.

  1. Lade das aktuelle Update (Der Dateiname endet mit boot.gz oder boot.tar.gz) f\u00fcr dein Ger\u00e4t von der Releases-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 Update f\u00fcr dein Ger\u00e4t herunterl\u00e4dst. Wenn du KNULLI z.B. auf einem RG35XX installieren m\u00f6chtest, musst du das rg45xx-Update 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.
  2. Entpacke das komprimierte Update (z.B. mit 7-Zip).
  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.
  5. Starte das Ger\u00e4t erneut, um mit dem Updatevorgang zu beginnen!
"},{"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/faqs/","title":"S\u0131k\u00e7a Sorulan Sorular","text":""},{"location":"tr/faqs/#knulli-hakknda","title":"KNULLI Hakk\u0131nda","text":""},{"location":"tr/faqs/#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/faqs/#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/faqs/#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/faqs/#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/faqs/#s-hangi-cihazlar-destekleniyor","title":"S: Hangi cihazlar destekleniyor?","text":"

C: Desteklenen cihazlar\u0131n listesini kontrol edin

"},{"location":"tr/faqs/#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/faqs/#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/faqs/#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/faqs/#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/faqs/#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/faqs/#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/faqs/#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/faqs/#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/faqs/#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/faqs/#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/play/add-games/","title":"KNULLI'ye Oyun Ekleme","text":"

KNULLI'nin birka\u00e7 oyun ekleme se\u00e7ene\u011fi vard\u0131r ve se\u00e7ece\u011finiz se\u00e7enek, sahip oldu\u011funuz cihaza ve mevcut i\u015flevselli\u011fine ba\u011fl\u0131 olarak de\u011fi\u015fir (\u00d6rne\u011fin, baz\u0131 cihazlar a\u011f yeteneklerine sahip olmad\u0131\u011f\u0131 i\u00e7in a\u011f aktar\u0131m\u0131 se\u00e7ene\u011fini kullanamaz). Cihaz\u0131n\u0131zda varsay\u0131lan oyun dizinlerini olu\u015fturmak i\u00e7in 'CREATE GAME DIRECTORIES' se\u00e7ene\u011fini System Settings men\u00fcs\u00fcnde se\u00e7in.

Bu sayfa, t\u00fcm olas\u0131 se\u00e7enekleri belgelemeyi ve hangi se\u00e7ene\u011fin ne zaman kullan\u0131laca\u011f\u0131n\u0131 belirtmeyi ama\u00e7lamaktad\u0131r.

Her sistem i\u00e7in hangi belirli dosyalar\u0131n gerekti\u011fi ayr\u0131nt\u0131lar\u0131 i\u00e7in l\u00fctfen bu viki'nin sistemler b\u00f6l\u00fcm\u00fcndeki ilgili sayfalara bak\u0131n.

"},{"location":"tr/play/add-games/#depolama-modlar","title":"Depolama Modlar\u0131","text":"

KNULLI, oyunlar i\u00e7in dahili ve harici depolama (microsd) kullan\u0131m\u0131n\u0131 destekler. OS'de oyunlar\u0131 kullan\u0131labilir yapmak i\u00e7in dosya sisteminin yeteneklerine dayanan farkl\u0131 \u00f6zellikler sunuyoruz. KNULLI depolama modlar\u0131n\u0131 desteklemek i\u00e7in, oyun kart\u0131n\u0131zda \"roms\" adl\u0131 bir dizinde oyunlar\u0131 i\u00e7 i\u00e7e yerle\u015ftirir. Bu yol \u00fczerinde bulunan t\u00fcm oyunlar OS'de kullan\u0131labilir durumda olacakt\u0131r.

"},{"location":"tr/play/add-games/#birlestirilmis-depolama","title":"Birle\u015ftirilmi\u015f Depolama","text":"

Linux Ext4 olarak bi\u00e7imlendirilmi\u015f bir microsd kulland\u0131\u011f\u0131n\u0131zda, KNULLI kullan\u0131c\u0131lara i\u00e7 ve d\u0131\u015f depolamay\u0131 birle\u015ftirme yetene\u011fi sunar ve kullan\u0131c\u0131lar\u0131n oyunlar\u0131 depolamak i\u00e7in her iki kart\u0131 da kullanmalar\u0131na izin verir. Bu modun iki tercihi bulunmaktad\u0131r, harici (varsay\u0131lan) ve dahili.

  • Harici Tercih
  • Bu mod, /userdata/roms 'e yaz\u0131lan her \u015feyi harici microsd'nize kaydeder (/userdata/games-external/roms).
  • Dahili Tercih
  • Bu mod, /userdata/roms 'e yaz\u0131lan her \u015feyi dahili depolama biriminize (/userdata/games-internal/roms) kaydeder.

Not: Birle\u015ftirilmi\u015f Depolama varsay\u0131lan olarak devre d\u0131\u015f\u0131d\u0131r.

"},{"location":"tr/play/add-games/#basit-depolama","title":"Basit Depolama","text":"

Birle\u015ftirilmi\u015f Depolama devre d\u0131\u015f\u0131 b\u0131rak\u0131ld\u0131\u011f\u0131nda veya ExFAT veya FAT32 kullan\u0131yorsan\u0131z, KNULLI harici kart\u0131n\u0131z\u0131 /userdata/games-external 'e ba\u011flar ve /userdata/games-external/roms '\u0131n i\u00e7eri\u011fini /userdata/roms 'da kullan\u0131labilir hale getirir.

"},{"location":"tr/play/add-games/#sorun-giderme","title":"Sorun Giderme","text":"
  • Oyunlar\u0131n EmulationStation'da g\u00f6r\u00fcnmemesine neden olabilecek bir \u00e7ak\u0131\u015fma ya\u015fanabilir. Bu genellikle /usr/bin/cleanup_overlay komutunu \u00e7al\u0131\u015ft\u0131rarak \u00e7\u00f6z\u00fclebilir. Not: Bu cihaz\u0131n\u0131z\u0131 yeniden ba\u015flatacakt\u0131r.
  • CREATE GAME DIRECTORIES komutunu \u00e7al\u0131\u015ft\u0131rd\u0131ktan sonra /userdata/roms i\u00e7inde oyun klas\u00f6rleri g\u00f6r\u00fcnm\u00fcyorsa, microsd'nizde roms dizininin oldu\u011fundan emin olun.
"},{"location":"tr/play/add-games/#secenek-1-ag-aktarm","title":"Se\u00e7enek 1: A\u011f Aktar\u0131m\u0131","text":"

A\u011f aktar\u0131m\u0131, internete ba\u011flanabilen herhangi bir cihazda kullan\u0131labilir (bu, yerel a\u011fdaki cihazlar ve VPN IP'si gibi a\u011fa d\u0131\u015fardan bir cihaz ekleyebilece\u011finiz cihazlar da dahil).

Bu se\u00e7enek, cihaz\u0131n\u0131zda a\u011f\u0131 yap\u0131land\u0131rman\u0131z\u0131 gerektirir. Ayr\u0131nt\u0131lar i\u00e7in A\u011f'a bak\u0131n. Bu ad\u0131mlar\u0131 tamamlad\u0131ktan sonra \"Network Settings\" men\u00fcs\u00fcnde IP adresinizi not al\u0131n.

IP'nizin yan\u0131 s\u0131ra, ayr\u0131ca root \u015fifrenizi de gerekecektir. Bu, Ana Men\u00fc'de EmulationStation'da START tu\u015funa basarak ve ard\u0131ndan System Settings'e giderek bulunabilir. Root \u015fifreniz, Authentication ba\u015fl\u0131\u011f\u0131 alt\u0131nda g\u00f6r\u00fcnt\u00fclenir.

Varsay\u0131lan olarak root \u015fifresi, her yeniden ba\u015flatmadan sonra benzersiz bir karakter dizisine d\u00f6ner. Bunu b\u00f6yle b\u0131rakabilir ve mevcut \u015fifreyi not alabilirsiniz, veya bunu kapat\u0131p kal\u0131c\u0131 bir \u015fey olarak ayarlayabilirsiniz.

"},{"location":"tr/play/add-games/#http","title":"HTTP","text":"

A\u011f ayarlar\u0131nda Basit HTTP Sunucusunu etkinle\u015ftirmek, yerel a\u011fdaki herhangi bir taray\u0131c\u0131ya cihaz\u0131n\u0131z\u0131n IP adresini girerek dosya y\u00fckleme ve indirme yapman\u0131za olanak tan\u0131r (veya VPN IP'si, ayr\u0131nt\u0131lar i\u00e7in VPN b\u00f6l\u00fcm\u00fcne bak\u0131n). Kullan\u0131c\u0131 ad\u0131 root ve \u015fifre Ana Men\u00fc'de Root \u015eifresi'nde bulunabilir.

"},{"location":"tr/play/add-games/#smb","title":"SMB","text":"
  • Windows:
    • Bir Windows Gezgini penceresi a\u00e7\u0131n ve \\\\[IP ADRES\u0130] yaz\u0131n; [IP ADRES\u0130]'ni A\u011f Ayarlar\u0131 men\u00fcs\u00fcnde g\u00f6r\u00fcnen IP Adresi ile de\u011fi\u015ftirin.
    • Kullan\u0131c\u0131 ad\u0131 ve \u015fifre istenecektir.
    • Kullan\u0131c\u0131 ad\u0131 root ve \u015fifreniz Sistem Ayarlar\u0131 men\u00fcs\u00fcnde Root \u015eifresi'nden al\u0131n\u0131r.
  • MacOS:
    • Finder'\u0131 a\u00e7\u0131n ve \u00fcst men\u00fcden Git > Sunucuya Ba\u011flan'\u0131 se\u00e7in.
    • A\u00e7\u0131lan adres \u00e7ubu\u011funa smb://[S\u0130Z\u0130N IP ADRES\u0130] yaz\u0131n; `[S\u0130Z\u0130

N IP ADRES\u0130]'i A\u011f Ayarlar\u0131 men\u00fcs\u00fcnde g\u00f6r\u00fcnen IP Adresi ile de\u011fi\u015ftirin. - Kullan\u0131c\u0131 ad\u0131 olarakrootve \u015fifrenizSistem Ayarlar\u0131men\u00fcs\u00fcndeRoot \u015eifresi`'nden bulunabilir.

"},{"location":"tr/play/add-games/#ftp","title":"FTP","text":"

Tercih etti\u011finiz FTP program\u0131n\u0131 kullanarak, SFTP ba\u011flant\u0131s\u0131 kurun. IP Adresi A\u011f Ayarlar\u0131 men\u00fcs\u00fcnde g\u00f6r\u00fcnen IP Adresi olmal\u0131d\u0131r. Ba\u011flant\u0131 noktas\u0131n\u0131n (port) 22 oldu\u011fundan emin olun. Kullan\u0131c\u0131 ad\u0131 root ve \u015fifreniz Sistem Ayarlar\u0131 men\u00fcs\u00fcnde Root \u015eifresi'nden bulunabilir.

"},{"location":"tr/play/add-games/#baglandktan-sonra","title":"Ba\u011fland\u0131ktan sonra","text":"
  • A\u011f \u00fczerinden ba\u011fland\u0131ktan sonra bir klas\u00f6r listesi g\u00f6receksiniz.
  • roms klas\u00f6r\u00fcn\u00fc a\u00e7\u0131n ve her sistem i\u00e7in oyunlar ve bios dosyalar\u0131n\u0131n yerle\u015ftirilece\u011fi klas\u00f6rlerin bir listesini g\u00f6receksiniz (Her sistem i\u00e7in dosyalar\u0131n nereye yerle\u015ftirilece\u011fi hakk\u0131ndaki ayr\u0131nt\u0131lar i\u00e7in viki'nin sistemler b\u00f6l\u00fcm\u00fcne bak\u0131n)
  • Oyunlar\u0131n\u0131z\u0131 ekledikten sonra, EmulationStation'da g\u00f6r\u00fcnt\u00fclenmelerini sa\u011flamak i\u00e7in START tu\u015funa basarak Ana Men\u00fc'y\u00fc a\u00e7\u0131n, ard\u0131ndan Game Settings'i a\u00e7\u0131n ve Ara\u00e7lar ba\u015fl\u0131\u011f\u0131 alt\u0131nda Update Gamelists'i se\u00e7in.
"},{"location":"tr/play/add-games/#secenek-2-sd-kart","title":"Se\u00e7enek 2: SD Kart","text":"

Oyunlar ayr\u0131ca bir SD kart arac\u0131l\u0131\u011f\u0131yla da eklenir. Cihaz\u0131n\u0131za ba\u011fl\u0131 olarak bunu yapman\u0131n iki temel y\u00f6ntemi vard\u0131r.

"},{"location":"tr/play/add-games/#cihaznzda-2-sd-kart-yuvas-varsa","title":"Cihaz\u0131n\u0131zda 2 SD kart yuvas\u0131 varsa","text":"
  • Cihaz\u0131n\u0131z kapal\u0131yken; bir FAT32/ExFAT/ext4 bi\u00e7imli SD kart\u0131 cihaz\u0131n\u0131z\u0131n yuvas\u0131na 2 tak\u0131n.
  • Cihaz\u0131n\u0131z\u0131 a\u00e7\u0131n.
  • KNULLI \u00f6ny\u00fckleme i\u015flemini tamamlad\u0131\u011f\u0131nda, System Settings'de 'Create Game Directories' se\u00e7ene\u011fini se\u00e7erek oyun dizinlerinizi olu\u015fturun.
  • \u015eimdi cihaz\u0131n\u0131z\u0131 kapat\u0131n, SD kart\u0131n\u0131z\u0131 yuva 2'den \u00e7\u0131kar\u0131n ve PC'nizde a\u00e7\u0131n.
  • Bilgisayar\u0131n\u0131z bir klas\u00f6r listesi g\u00f6sterecek, roms dizinini a\u00e7\u0131n ve oyunlar\u0131n\u0131z\u0131 ve bios dosyalar\u0131n\u0131z\u0131 yerle\u015ftirebilece\u011finiz her sistem i\u00e7in bir klas\u00f6r listesi g\u00f6receksiniz.
  • Oyunlar\u0131n\u0131z\u0131 ekleyin ve SD kart\u0131n\u0131z\u0131 yuva 2'ye geri tak\u0131n ve KNULLI'yi ba\u015flat\u0131n.

E\u011fer cihaz\u0131n\u0131z SD kart\u0131n\u0131z\u0131 g\u00f6rm\u00fcyorsa (veya gerekli klas\u00f6rleri yazm\u0131yorsa), l\u00fctfen System Settings'i a\u00e7\u0131n ve Autodetect Games Card\u0131n (\"Hardware/Storage\" ba\u015fl\u0131\u011f\u0131 alt\u0131nda bulunur) a\u00e7\u0131k oldu\u011fundan emin olun ve cihaz\u0131n\u0131z\u0131 yeniden ba\u015flat\u0131n.

"},{"location":"tr/play/add-games/#cihaznzda-1-sd-kart-yuvas-varsa","title":"Cihaz\u0131n\u0131zda 1 SD kart yuvas\u0131 varsa","text":"

Bu se\u00e7enek, KNULLI'yi cihaz\u0131n\u0131z\u0131n dahili s\u00fcr\u00fcc\u00fcs\u00fcne kurdu\u011funuz cihazlar i\u00e7indir. Bu senaryoda bir SD kart\u0131 do\u011frudan depolama olarak kullanabilirsiniz.

  • KNULLI'yi dahili s\u00fcr\u00fcc\u00fcn\u00fcze kurduysan\u0131z, Ana Men\u00fc'y\u00fc a\u00e7mak i\u00e7in START tu\u015funa bas\u0131n, ard\u0131ndan System Settings'i a\u00e7\u0131n ve Donan\u0131m/Depolama ba\u015fl\u0131\u011f\u0131 alt\u0131nda Autodetect Games Card'y\u0131 a\u00e7\u0131n.
  • Cihaz\u0131n\u0131z\u0131 kapat\u0131n
  • Bir FAT32/ExFAT/ext4 bi\u00e7imli SD kart\u0131 cihaz\u0131n\u0131za tak\u0131n.
  • Cihaz\u0131n\u0131z\u0131 a\u00e7\u0131n.
  • KNULLI \u00f6ny\u00fckleme i\u015flemini tamamlad\u0131\u011f\u0131nda, System Settings'de Create Game Directories se\u00e7ene\u011fini se\u00e7erek oyun dizinlerinizi olu\u015fturun.
  • \u015eimdi cihaz\u0131n\u0131z\u0131 kapat\u0131n, SD kart\u0131n\u0131z\u0131 \u00e7\u0131kar\u0131n ve PC'nizde a\u00e7\u0131n.
  • Bilgisayar\u0131n\u0131z bir klas\u00f6r listesi g\u00f6sterecek, roms dizinini a\u00e7\u0131n ve oyunlar\u0131n\u0131z\u0131 ve bios dosyalar\u0131n\u0131z\u0131 yerle\u015ftirebilece\u011finiz her sistem i\u00e7in bir klas\u00f6r listesi g\u00f6receksiniz.
  • Oyunlar\u0131n\u0131z\u0131 ekleyin ve SD kart\u0131n\u0131z\u0131 cihaz\u0131n\u0131za geri tak\u0131n ve KNULLI'yi ba\u015flat\u0131n.
"},{"location":"tr/play/add-games/#secenek-3-harici-usb-surucu","title":"Se\u00e7enek 3: Harici USB S\u00fcr\u00fcc\u00fc","text":"

KNULLI'nin dahili bir Dosya Y\u00f6neticisi bulunmaktad\u0131r ve ba\u011fl\u0131 USB s\u00fcr\u00fcc\u00fclere eri\u015fim sa\u011flayabilir ve dosyalar\u0131 aktarabilirsiniz.

  1. USB s\u00fcr\u00fcc\u00fcn\u00fcz\u00fc cihaz\u0131n\u0131za ba\u011flay\u0131n
  2. Ara\u00e7lar sistemini a\u00e7\u0131n ve Dosya Y\u00f6neticisi'ni se\u00e7in
  3. / 'e kadar yukar\u0131 \u00e7\u0131k\u0131n ve ard\u0131ndan media'y\u0131 a\u00e7\u0131n - s\u00fcr\u00fcc\u00fcn\u00fcz\u00fcn i\u00e7eri\u011fini a\u00e7t\u0131ktan sonra listelenecektir
  4. S\u00fcr\u00fcc\u00fcn\u00fcz\u00fc a\u00e7\u0131n ve i\u00e7eri\u011fini g\u00f6receksiniz
  5. Buradan kopyalamak istedi\u011finiz dosyaya gidin ve daha sonra userdata/roms dizinine geri d\u00f6n\u00fcn ve kopyalad\u0131\u011f\u0131n\u0131z dosyalar\u0131 uygun klas\u00f6re yap\u0131\u015ft\u0131r\u0131n.
"},{"location":"tr/play/add-games/#secenek-4-linux-isletim-sistemi","title":"Se\u00e7enek 4: Linux \u0130\u015fletim Sistemi","text":"

KNULLI'nin depolama s\u00fcr\u00fcc\u00fcs\u00fc ext4 bi\u00e7imindedir ve do\u011fal olarak linux i\u015fletim sistemleri taraf\u0131ndan okunabilir. SD kart\u0131n\u0131z\u0131 bir linux i\u015fletim sistemine takmak, dizinlere g\u00f6z atman\u0131za ve dosyalar\u0131 do\u011frudan eklemenize olanak tan\u0131r.

"},{"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.
"}]} \ No newline at end of file diff --git a/sitemap.xml b/sitemap.xml new file mode 100644 index 00000000..e031bb3a --- /dev/null +++ b/sitemap.xml @@ -0,0 +1,1153 @@ + + + + https://knulli.org/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/faqs/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/configure/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/configure/networking/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/configure/ssh/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/configure/retroarch/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/devices/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/devices/anbernic/rg35xx-h/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/devices/anbernic/rg35xx-plus/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/devices/anbernic/rg35xx/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/devices/orange-pi/orange-pi-zero-2w/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/devices/powkiddy/rgb30/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/devices/trimui/smart-pro/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/guides/A133-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/guides/h700-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/play/add-games/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/play/install/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/play/netplay/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/play/retro-achievements/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/play/scraping/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/play/update/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/systems/pico-8/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/systems/portmaster/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/faqs/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/configure/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/configure/networking/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/configure/ssh/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/configure/retroarch/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/devices/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/devices/anbernic/rg35xx-h/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/devices/anbernic/rg35xx-plus/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/devices/anbernic/rg35xx/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/devices/orange-pi/orange-pi-zero-2w/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/devices/powkiddy/rgb30/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/devices/trimui/smart-pro/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/guides/A133-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/guides/h700-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/play/add-games/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/play/install/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/play/netplay/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/play/retro-achievements/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/play/scraping/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/play/update/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/systems/pico-8/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/es/systems/portmaster/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/faqs/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/configure/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/configure/networking/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/configure/ssh/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/configure/retroarch/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/devices/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/devices/anbernic/rg35xx-h/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/devices/anbernic/rg35xx-plus/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/devices/anbernic/rg35xx/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/devices/orange-pi/orange-pi-zero-2w/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/devices/powkiddy/rgb30/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/devices/trimui/smart-pro/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/guides/A133-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/guides/h700-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/play/add-games/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/play/install/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/play/netplay/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/play/retro-achievements/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/play/scraping/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/play/update/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/systems/pico-8/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/de/systems/portmaster/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/faqs/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/configure/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/configure/networking/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/configure/ssh/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/configure/retroarch/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/devices/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/devices/anbernic/rg35xx-h/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/devices/anbernic/rg35xx-plus/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/devices/anbernic/rg35xx/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/devices/orange-pi/orange-pi-zero-2w/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/devices/powkiddy/rgb30/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/devices/trimui/smart-pro/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/guides/A133-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/guides/h700-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/play/add-games/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/play/install/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/play/netplay/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/play/retro-achievements/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/play/scraping/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/play/update/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/systems/pico-8/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/pl/systems/portmaster/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/faqs/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/configure/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/configure/networking/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/configure/ssh/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/configure/retroarch/controls/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/devices/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx-h/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx-plus/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/devices/anbernic/rg35xx/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/devices/orange-pi/orange-pi-zero-2w/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/devices/powkiddy/rgb30/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/devices/trimui/smart-pro/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/guides/A133-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/guides/h700-firmware-extract/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/play/add-games/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/play/install/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/play/netplay/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/play/retro-achievements/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/play/scraping/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/play/update/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/systems/pico-8/ + 2024-05-31 + daily + + + + + + + + https://knulli.org/tr/systems/portmaster/ + 2024-05-31 + daily + + + + + + + \ No newline at end of file diff --git a/sitemap.xml.gz b/sitemap.xml.gz new file mode 100644 index 00000000..963c524e 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 00000000..463c6fd2 --- /dev/null +++ b/systems/pico-8/index.html @@ -0,0 +1,2280 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Pico-8 - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Pico-8

+

Overview

+ + + + + + + + + + + + + +
Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: 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>retro8</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/pico-8
      +
    • 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/pico-8
    • +
    • 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
    • +
    +
  4. +
+

Option 2: Running through RetroArch Fake-08

+

coming soon

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/systems/portmaster/index.html b/systems/portmaster/index.html new file mode 100644 index 00000000..5605c9d2 --- /dev/null +++ b/systems/portmaster/index.html @@ -0,0 +1,2241 @@ + + + + + + + + + + + + + + + + + + + + + + + + + PortMaster - KNULLI Wiki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

PortMaster

+

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.

+
+

Installing PortMaster

+

After installing KNULLI, 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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/configure/controls/index.html b/tr/configure/controls/index.html new file mode 100644 index 00000000..5a01eab3 --- /dev/null +++ b/tr/configure/controls/index.html @@ -0,0 +1,2175 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Kontroller - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Controls

+
+

Depending on your device and your version of KNULLI, it might be required to map the built-in controls of your device before you can start playing.

+
+

Even though it was designed for handheld devices, KNULLI still supports various types of USB and Bluetooth controllers. However, before a controller can be used with your KNULLI device, it might be necessary to map its buttons and directional controls to the corresponding game inputs.

+
+

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 emulation core, follow the guide for the respective core (e.g. Retroarch).

+
+

Controller mapping

+

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.

+

Connect a Bluetooth controller

+

To use a Bluetooth controller with your KNULLI device, you first need to make sure that both your device and your controller 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 or select Pair A Bluetooth Device Manually and find your controller in a list of available Bluetooth devices in your vicinity. If your controller does not show up or pairing does not work as expected, check the manual of your controller for pairing instructions.

+

Once the Bluetooth controller is paired and connected, you may want to proceed with Controller mapping.

+
+

KNULLI also supports Bluetooth headphones or speakers.

+
+

Forget a Bluetooth controller

+

If you want to remove or "forget" a paired Bluetooth controller, 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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/configure/networking/index.html b/tr/configure/networking/index.html new file mode 100644 index 00000000..dfadba24 --- /dev/null +++ b/tr/configure/networking/index.html @@ -0,0 +1,2190 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Networking - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+

Wi-Fi

+

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.

+
+

By default, your KNULLI device does not have a root password set. 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.

+
+

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.

+
+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/configure/retroarch/controls/index.html b/tr/configure/retroarch/controls/index.html new file mode 100644 index 00000000..26c77a5a --- /dev/null +++ b/tr/configure/retroarch/controls/index.html @@ -0,0 +1,2184 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Kontroller - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/configure/ssh/index.html b/tr/configure/ssh/index.html new file mode 100644 index 00000000..22498aba --- /dev/null +++ b/tr/configure/ssh/index.html @@ -0,0 +1,2072 @@ + + + + + + + + + + + + + + + + + + + + + + + + + SSH - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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 or PuTTY.

+

To connect to your KNULLI device via SSH, simply connect the device to your local network as described in the Networking section.

+

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

+
    +
  • Host: Either the hostname of your KNULLI device 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)
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/anbernic/rg35xx-h/index.html b/tr/devices/anbernic/rg35xx-h/index.html new file mode 100644 index 00000000..ef59904d --- /dev/null +++ b/tr/devices/anbernic/rg35xx-h/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx H - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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 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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/anbernic/rg35xx-plus/index.html b/tr/devices/anbernic/rg35xx-plus/index.html new file mode 100644 index 00000000..9abf41ff --- /dev/null +++ b/tr/devices/anbernic/rg35xx-plus/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Plus - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ 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 00000000..84cd3eeb --- /dev/null +++ b/tr/devices/anbernic/rg35xx/index.html @@ -0,0 +1,2248 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RG35xx Original - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
  • +
  • Dual frontend: choose between Emulation Station or Simplemenu
  • +
  • Wireless support with compatible USB-Wifi dongles
  • +
+

Notes

+

Installation

+

Download the latest RG35XX version of KNULLI from the button below and follow the instructions listed on the Install page.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/index.html b/tr/devices/index.html new file mode 100644 index 00000000..865ce022 --- /dev/null +++ b/tr/devices/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Device Support - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/orange-pi/orange-pi-zero-2w/index.html b/tr/devices/orange-pi/orange-pi-zero-2w/index.html new file mode 100644 index 00000000..5859d8da --- /dev/null +++ b/tr/devices/orange-pi/orange-pi-zero-2w/index.html @@ -0,0 +1,2234 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Orange Pi Zero 2w - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Orange Pi 5

+

+

Overview

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

Notes

+

Installation

+

TBC

+

Additional References

+

TBC

+

Community Videos

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/powkiddy/rgb30/index.html b/tr/devices/powkiddy/rgb30/index.html new file mode 100644 index 00000000..1eb5af0f --- /dev/null +++ b/tr/devices/powkiddy/rgb30/index.html @@ -0,0 +1,2773 @@ + + + + + + + + + + + + + + + + + + + + + + + + + RGB30 - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Powkiddy RGB30

+

+

Overview

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

Features

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Feature                Notes
StorageKNULLI can be run from an SD Card and an second SD card can be used to store games
WifiCan be turned on in Emulation Station under Main Menu > Network Settings
BluetoothSupports bluetooth audio and controllers
LEDSupports selecting from a set of colors or turning the power LED off (choice persists through reboots)
Does not support other effects.
+

Controls

+

RetroArch Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (x2)Quit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+Y(NORTH)Open RA Menu
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
+

Notes:

+
    +
  • By default KNULLI will detect your controller and configure RetroArch hotkeys automatically. This is controlled by the "AUTOCONFIGURE RETROARCH HOTKEYS" option in the Settings > Controller & Bluetooth menu. While the option is enabled, RetroArch hotkeys will be overwritten by the above defaults each time RetroArch is launched. If this behavior is not desired that option can be disabled and your user-defined RetroArch hotkeys will be used instead.
  • +
+

Mednafen Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+START (hold for 2sec)Quit Game
SELECT+R1Save State
SELECT+L1 (hold for 2sec)Load State
SELECT+X(WEST)Show FPS
SELECT+R2Fast-Forward
THUMBR+L1Select disc
THUMBR+R1Eject/Insert disc
THUMBR+D-Pad LeftDecrease save slot by 1
THUMBR+D-Pad RightIncrease save slot by 1
THUMBR+L2Configure buttons on virtual port 1
+

Notes:

+
    +
  • By default KNULLI will expand the configuration file according to the first controller mednafen finds. This only happens when the config file doesn't exist (meaning the first time or if you manually delete it). After the initial expansion you are free to customize the controls.
  • +
+

Mupen64Plus-SA (Nintendo 64)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
B(EAST)A
X(WEST)B
Right Analog UpC Up
Right Analog DownC Down
Right Analog LeftC Left
Right Analog RightC Right
L2Z
L1L
R1R
SELECT+STARTQuit Game
SELECT+R1Save State
SELECT+L1Load State
SELECT+X(WEST)Take Screenshot
SELECT+A(SOUTH)Reset Game
+

Notes:

+
    +
  • Z and L button assignment can be changed directly in EmulationStation
      +
    • Highlight the game and press Y(NORTH)
    • +
    • Select ADVANCED GAME OPTIONS
    • +
    • Set EMULATOR to MUPEN64PLUSSA
    • +
    • Then change INPUT ONFIGURATION
        +
      • Default: L1 = L, L2 = Z
      • +
      • Z & L SWAP: L1 = Z, L2 = L
      • +
      +
    • +
    +
  • +
  • You can also create your own custom controller configuration and add it to /storage/.configs/game/configs/mupen64plussa. Then update INPUT CONFIGURATION to CUSTOM following the same steps as above.
  • +
+

PPSSPP-SA (PSP)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
STARTStart
SELECTSelect
A(SOUTH)Circle
B(EAST)Cross
X(NORTH)Triangle
Y(WEST)Square
L1L
R1R
R2Save State
L2Load State
R3Open Menu
+

Hypseus-singe (Daphne)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+STARTQuit Game
SELECTCoin
STARTStart
A(SOUTH)Button 1
B(EAST)Button 2
Y(NORTH)Button 3
+

Notes:

+
    +
  • To add/change mapping you can edit /storage/.config/game/configs/hypseus/hypinput.ini under [KEYBOARD] section by changing third number for a function from 0 (disabled) to a corresponding joystick value. You can identify joystick values by running jstest /dev/input/js0 over ssh.
  • +
  • +

    For example the following would assign quit to L1 and pause to R1

    +
    [KEYBOARD]
    +KEY_QUIT = SDLK_ESCAPE 0 5
    +KEY_PAUSE = SDLK_p 0 6
    +
    +
  • +
+

Global Hotkeys

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Button ComboAction
SELECT+Vol +Brightness Up
SELECT+Vol -Brightness Down
START+Vol +Battery Status
START+Vol -WIFI Toggle
+

HDMI Output

+
+

These instruction only work for aarm64 devices. This is not implemented for x86_64 devices.

+
+

Press L1 + START + SELECT while in EmulationStation to swtich between Screen and HDMI output.

+

While this should work; it doesn't always result in the correct resolution. The best way to get consistent results is to turn off the device, plug in an HDMI cable and reboot.

+

"Why doesn't hot-plugging just work?"... Hot-plug HDMI switching is a fairly complex action to accomplish and not something we have implemented on any device. If you are a developer and interested in helping to build this functionality please start here: Contribute

+

Emulators

+ +

Notes

+

Installation

+

Video Guide

+
+

Courtesy of @RetroGameCorps

+
+ + +

Download the latest RK3566 version of KNULLI from the button below and follow the instructions listed on the Install page. Insert the SD card into the TF-OS slot of the device and power it on.

+

Latest Version +Latest Version

+

Community Videos

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/devices/trimui/smart-pro/index.html b/tr/devices/trimui/smart-pro/index.html new file mode 100644 index 00000000..11799fc6 --- /dev/null +++ b/tr/devices/trimui/smart-pro/index.html @@ -0,0 +1,2174 @@ + + + + + + + + + + + + + + + + + + + + + + + TrimUI Smart Pro - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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.

+ + + + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/faqs/index.html b/tr/faqs/index.html new file mode 100644 index 00000000..b942009a --- /dev/null +++ b/tr/faqs/index.html @@ -0,0 +1,2462 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Sıkça Sorulan Sorular - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Sıkça Sorulan Sorular

+

KNULLI Hakkında

+

S: KNULLI nedir?

+

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:

+
    +
  • 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: 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.

+
+

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.

+
+

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.

+

Ancak, ilgilenen herkes KNULLI'ye bir cihaz için destek ekleyebilir! Eğer yeni bir cihaz için destek eklemek istiyorsanız lütfen buradan başlayın: Katkıda Bulunmak

+
+

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.

+
+
KNULLI'nin Satışı
+

KNULLI markası sadece ticari olmayan kullanım için lisanslanmıştır. Satılmak veya herhangi bir şekilde ücret eklenmek kesinlikle yasaktır. Bu tartışmaya kapalıdır.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/guides/A133-firmware-extract/index.html b/tr/guides/A133-firmware-extract/index.html new file mode 100644 index 00000000..21331768 --- /dev/null +++ b/tr/guides/A133-firmware-extract/index.html @@ -0,0 +1,2051 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner A133 Firmware extraction - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

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

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/guides/h700-firmware-extract/index.html b/tr/guides/h700-firmware-extract/index.html new file mode 100644 index 00000000..5bbbe5da --- /dev/null +++ b/tr/guides/h700-firmware-extract/index.html @@ -0,0 +1,2471 @@ + + + + + + + + + + + + + + + + + + + + + Allwinner H700 Firmware extraction - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

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
+
+

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).

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/index.html b/tr/index.html new file mode 100644 index 00000000..f1a1ad9b --- /dev/null +++ b/tr/index.html @@ -0,0 +1,2251 @@ + + + + + + + + + + + + + + + + + + + + + + + Anasayfa - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +
+ +
+ +

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/play/add-games/index.html b/tr/play/add-games/index.html new file mode 100644 index 00000000..0665d3f2 --- /dev/null +++ b/tr/play/add-games/index.html @@ -0,0 +1,2485 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Oyun Ekleme - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

KNULLI'ye Oyun Ekleme

+

KNULLI'nin birkaç oyun ekleme seçeneği vardır ve seçeceğiniz seçenek, sahip olduğunuz cihaza ve mevcut işlevselliğine bağlı olarak değişir (Örneğin, bazı cihazlar ağ yeteneklerine sahip olmadığı için ağ aktarımı seçeneğini kullanamaz). Cihazınızda varsayılan oyun dizinlerini oluşturmak için 'CREATE GAME DIRECTORIES' seçeneğini System Settings menüsünde seçin.

+

Bu sayfa, tüm olası seçenekleri belgelemeyi ve hangi seçeneğin ne zaman kullanılacağını belirtmeyi amaçlamaktadır.

+
+

Her sistem için hangi belirli dosyaların gerektiği ayrıntıları için lütfen bu viki'nin sistemler bölümündeki ilgili sayfalara bakın.

+
+

Depolama Modları

+

KNULLI, oyunlar için dahili ve harici depolama (microsd) kullanımını destekler. OS'de oyunları kullanılabilir yapmak için dosya sisteminin yeteneklerine dayanan farklı özellikler sunuyoruz. KNULLI depolama modlarını desteklemek için, oyun kartınızda "roms" adlı bir dizinde oyunları iç içe yerleştirir. Bu yol üzerinde bulunan tüm oyunlar OS'de kullanılabilir durumda olacaktır.

+

Birleştirilmiş Depolama

+

Linux Ext4 olarak biçimlendirilmiş bir microsd kullandığınızda, KNULLI kullanıcılara iç ve dış depolamayı birleştirme yeteneği sunar ve kullanıcıların oyunları depolamak için her iki kartı da kullanmalarına izin verir. Bu modun iki tercihi bulunmaktadır, harici (varsayılan) ve dahili.

+
    +
  • Harici Tercih
  • +
  • Bu mod, /userdata/roms 'e yazılan her şeyi harici microsd'nize kaydeder (/userdata/games-external/roms).
  • +
  • Dahili Tercih
  • +
  • Bu mod, /userdata/roms 'e yazılan her şeyi dahili depolama biriminize (/userdata/games-internal/roms) kaydeder.
  • +
+
+

Not: Birleştirilmiş Depolama varsayılan olarak devre dışıdır.

+
+

Basit Depolama

+

Birleştirilmiş Depolama devre dışı bırakıldığında veya ExFAT veya FAT32 kullanıyorsanız, KNULLI harici kartınızı /userdata/games-external 'e bağlar ve /userdata/games-external/roms 'ın içeriğini /userdata/roms 'da kullanılabilir hale getirir.

+

Sorun Giderme

+
    +
  • Oyunların EmulationStation'da görünmemesine neden olabilecek bir çakışma yaşanabilir. Bu genellikle /usr/bin/cleanup_overlay komutunu çalıştırarak çözülebilir. Not: Bu cihazınızı yeniden başlatacaktır.
  • +
  • CREATE GAME DIRECTORIES komutunu çalıştırdıktan sonra /userdata/roms içinde oyun klasörleri görünmüyorsa, microsd'nizde roms dizininin olduğundan emin olun.
  • +
+

Seçenek 1: Ağ Aktarımı

+

Ağ aktarımı, internete bağlanabilen herhangi bir cihazda kullanılabilir (bu, yerel ağdaki cihazlar ve VPN IP'si gibi ağa dışardan bir cihaz ekleyebileceğiniz cihazlar da dahil).

+

Bu seçenek, cihazınızda ağı yapılandırmanızı gerektirir. Ayrıntılar için 'a bakın. Bu adımları tamamladıktan sonra "Network Settings" menüsünde IP adresinizi not alın.

+

IP'nizin yanı sıra, ayrıca root şifrenizi de gerekecektir. Bu, Ana Menü'de EmulationStation'da START tuşuna basarak ve ardından System Settings'e giderek bulunabilir. Root şifreniz, Authentication başlığı altında görüntülenir.

+
+

Varsayılan olarak root şifresi, her yeniden başlatmadan sonra benzersiz bir karakter dizisine döner. Bunu böyle bırakabilir ve mevcut şifreyi not alabilirsiniz, veya bunu kapatıp kalıcı bir şey olarak ayarlayabilirsiniz.

+
+

HTTP

+

Ağ ayarlarında Basit HTTP Sunucusunu etkinleştirmek, yerel ağdaki herhangi bir tarayıcıya cihazınızın IP adresini girerek dosya yükleme ve indirme yapmanıza olanak tanır (veya VPN IP'si, ayrıntılar için VPN bölümüne bakın). Kullanıcı adı root ve şifre Ana Menü'de Root Şifresi'nde bulunabilir.

+

SMB

+
    +
  • Windows:
      +
    • Bir Windows Gezgini penceresi açın ve \\[IP ADRESİ] yazın; [IP ADRESİ]'ni Ağ Ayarları menüsünde görünen IP Adresi ile değiştirin.
    • +
    • Kullanıcı adı ve şifre istenecektir.
    • +
    • Kullanıcı adı root ve şifreniz Sistem Ayarları menüsünde Root Şifresi'nden alınır.
    • +
    +
  • +
  • MacOS:
      +
    • Finder'ı açın ve üst menüden Git > Sunucuya Bağlan'ı seçin.
    • +
    • Açılan adres çubuğuna smb://[SİZİN IP ADRESİ] yazın; `[SİZİ
    • +
    +
  • +
+

N IP ADRESİ]'i Ağ Ayarları menüsünde görünen IP Adresi ile değiştirin. + - Kullanıcı adı olarakrootve şifrenizSistem AyarlarımenüsündeRoot Şifresi`'nden bulunabilir.

+

FTP

+

Tercih ettiğiniz FTP programını kullanarak, SFTP bağlantısı kurun. IP Adresi Ağ Ayarları menüsünde görünen IP Adresi olmalıdır. Bağlantı noktasının (port) 22 olduğundan emin olun. Kullanıcı adı root ve şifreniz Sistem Ayarları menüsünde Root Şifresi'nden bulunabilir.

+

Bağlandıktan sonra

+
    +
  • Ağ üzerinden bağlandıktan sonra bir klasör listesi göreceksiniz.
  • +
  • roms klasörünü açın ve her sistem için oyunlar ve bios dosyalarının yerleştirileceği klasörlerin bir listesini göreceksiniz (Her sistem için dosyaların nereye yerleştirileceği hakkındaki ayrıntılar için viki'nin sistemler bölümüne bakın)
  • +
  • Oyunlarınızı ekledikten sonra, EmulationStation'da görüntülenmelerini sağlamak için START tuşuna basarak Ana Menü'yü açın, ardından Game Settings'i açın ve Araçlar başlığı altında Update Gamelists'i seçin.
  • +
+

Seçenek 2: SD Kart

+

Oyunlar ayrıca bir SD kart aracılığıyla da eklenir. Cihazınıza bağlı olarak bunu yapmanın iki temel yöntemi vardır.

+

Cihazınızda 2 SD kart yuvası varsa

+
    +
  • Cihazınız kapalıyken; bir FAT32/ExFAT/ext4 biçimli SD kartı cihazınızın yuvasına 2 takın.
  • +
  • Cihazınızı açın.
  • +
  • KNULLI önyükleme işlemini tamamladığında, System Settings'de 'Create Game Directories' seçeneğini seçerek oyun dizinlerinizi oluşturun.
  • +
  • Şimdi cihazınızı kapatın, SD kartınızı yuva 2'den çıkarın ve PC'nizde açın.
  • +
  • Bilgisayarınız bir klasör listesi gösterecek, roms dizinini açın ve oyunlarınızı ve bios dosyalarınızı yerleştirebileceğiniz her sistem için bir klasör listesi göreceksiniz.
  • +
  • Oyunlarınızı ekleyin ve SD kartınızı yuva 2'ye geri takın ve KNULLI'yi başlatın.
  • +
+

Eğer cihazınız SD kartınızı görmüyorsa (veya gerekli klasörleri yazmıyorsa), lütfen System Settings'i açın ve Autodetect Games Cardın ("Hardware/Storage" başlığı altında bulunur) açık olduğundan emin olun ve cihazınızı yeniden başlatın.

+

Cihazınızda 1 SD kart yuvası varsa

+
+

Bu seçenek, KNULLI'yi cihazınızın dahili sürücüsüne kurduğunuz cihazlar içindir. Bu senaryoda bir SD kartı doğrudan depolama olarak kullanabilirsiniz.

+
+
    +
  • KNULLI'yi dahili sürücünüze kurduysanız, Ana Menü'yü açmak için START tuşuna basın, ardından System Settings'i açın ve Donanım/Depolama başlığı altında Autodetect Games Card'yı açın.
  • +
  • Cihazınızı kapatın
  • +
  • Bir FAT32/ExFAT/ext4 biçimli SD kartı cihazınıza takın.
  • +
  • Cihazınızı açın.
  • +
  • KNULLI önyükleme işlemini tamamladığında, System Settings'de Create Game Directories seçeneğini seçerek oyun dizinlerinizi oluşturun.
  • +
  • Şimdi cihazınızı kapatın, SD kartınızı çıkarın ve PC'nizde açın.
  • +
  • Bilgisayarınız bir klasör listesi gösterecek, roms dizinini açın ve oyunlarınızı ve bios dosyalarınızı yerleştirebileceğiniz her sistem için bir klasör listesi göreceksiniz.
  • +
  • Oyunlarınızı ekleyin ve SD kartınızı cihazınıza geri takın ve KNULLI'yi başlatın.
  • +
+

Seçenek 3: Harici USB Sürücü

+

KNULLI'nin dahili bir Dosya Yöneticisi bulunmaktadır ve bağlı USB sürücülere erişim sağlayabilir ve dosyaları aktarabilirsiniz.

+
    +
  1. USB sürücünüzü cihazınıza bağlayın
  2. +
  3. Araçlar sistemini açın ve Dosya Yöneticisi'ni seçin
  4. +
  5. / 'e kadar yukarı çıkın ve ardından media'yı açın - sürücünüzün içeriğini açtıktan sonra listelenecektir
  6. +
  7. Sürücünüzü açın ve içeriğini göreceksiniz
  8. +
  9. Buradan kopyalamak istediğiniz dosyaya gidin ve daha sonra userdata/roms dizinine geri dönün ve kopyaladığınız dosyaları uygun klasöre yapıştırın.
  10. +
+

Seçenek 4: Linux İşletim Sistemi

+

KNULLI'nin depolama sürücüsü ext4 biçimindedir ve doğal olarak linux işletim sistemleri tarafından okunabilir. SD kartınızı bir linux işletim sistemine takmak, dizinlere göz atmanıza ve dosyaları doğrudan eklemenize olanak tanır.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/play/install/index.html b/tr/play/install/index.html new file mode 100644 index 00000000..e8f38d18 --- /dev/null +++ b/tr/play/install/index.html @@ -0,0 +1,2230 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Kurulum - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

KNULLI Kurulumu

+

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.

+

Adım 1: İndirme LatestLatest

+
    +
  • Cihazınız için en son KNULLI sürümünü yayınlar sayfasından indirin.
      +
    • Desteklediğimiz her cihaz/platform için indirme bağlantıları "Kurulum Paketi İndirmeleri" ("Installation Package Downloads") başlığı altında bulunabilir.
    • +
    • Cihazınız için doğru disk görüntüsünü indirdiğinizden emin olun. Örneğin; RG35XX üzerine KNULLI kuruyorsanız, rg35xx görüntüsünü indirmelisiniz.
    • +
    • Herhangi bir sorunuz varsa, belirli cihazınız için hangi görüntüyü indirmeniz gerektiğini doğrulamak için Cihaz Desteği sayfasını kontrol edebilirsiniz.
    • +
    +
  • +
+

Adım 2: Yazma

+
    +
  • İlk olarak, indirdiğiniz sıkıştırılmış dosyayı çıkarın.
  • +
  • Ardından bir disk görüntüsü yazma aracı kullanarak görüntüyü bir SD Kart'a yazın. +
  • +
+

Adım 3: Cihazınızı Başlatın

+
    +
  • Cihazınızı kapalıyken SD Kart'ınızı cihazınıza takın ve ardından cihazınızı açın.
  • +
  • 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.
  • +
  • KNULLI kurulum sürecini tamamlayacak ve ardından cihazınızı yeniden başlatacaktır.
  • +
  • Cihazınız yeniden başladığında doğrudan EmulationStation yüklenecek. Bu noktada cihazınız kullanıma hazırdır!
  • +
+
+

Ek Notlar

+
    +
  • 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.
  • +
  • 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.
  • +
  • x86 cihazlarda, KNULLI bir kurulum aracı içerir. Bu kurulum aracı, ES içinde listelenen sistemlerden biri olan araçlar menüsünde bulunabilir.
  • +
+

Sonraki Adımlar

+ + + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/play/netplay/index.html b/tr/play/netplay/index.html new file mode 100644 index 00000000..ecdf6f82 --- /dev/null +++ b/tr/play/netplay/index.html @@ -0,0 +1,2067 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Ağ Oyunu Desteği - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Netplay

+
+

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!

+
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/play/retro-achievements/index.html b/tr/play/retro-achievements/index.html new file mode 100644 index 00000000..6013a1a7 --- /dev/null +++ b/tr/play/retro-achievements/index.html @@ -0,0 +1,2159 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Başarımlar - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

Retro Achievements

+

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.

+

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
  • +
  • There is a change needed on the RetroAchievements API in order to be able to display to display your history of earned achievements in EmulationStation. Once the needed change is made by RetroAchievements; we can look at renabling this functionality in EmulationStation.
  • +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/play/scraping/index.html b/tr/play/scraping/index.html new file mode 100644 index 00000000..9bdae9b3 --- /dev/null +++ b/tr/play/scraping/index.html @@ -0,0 +1,2265 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Scraping - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + +

Scraping

+

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.

+
+

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.
    • +
    +
  • +
+
+

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.

+
+

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.

+
+

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.

+
+

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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/play/update/index.html b/tr/play/update/index.html new file mode 100644 index 00000000..3d43160b --- /dev/null +++ b/tr/play/update/index.html @@ -0,0 +1,2161 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Güncelleme - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

KNULLI Güncellemesi

+

KNULLI, kablosuz bağlantıya sahip modeller için "Kablosuz ağlar aracılığıyla" (OTA) veya manuel olarak bir güncelleme .tar dosyasını indirerek, cihazınıza kopyalayarak ve yeniden başlatarak güncellenebilir.

+

Seçenek 1: OTA Güncellemesi

+

Cihazınız internete erişim sağlıyorsa, KNULLI'yi doğrudan EmulationStation üzerinden güncelleyebilirsiniz.

+
    +
  1. EmulationStation'da, denetleyicinizdeki Start düğmesine basarak ana menüyü açın.
  2. +
  3. System Settings'i seçin
  4. +
  5. System Update başlığına gidin ve Start Update'i seçin
  6. +
+
+

Güncellemeyi yapmadan önce en son sürüm için değişiklik listesini görüntüleyebilirsiniz, bunun için Change Log'u seçin.

+
+

Seçenek 2: Manuel Güncelleme

+

Cihazınızın internete erişimi yoksa, manuel olarak da güncelleyebilirsiniz

+
    +
  1. Cihazınız için en son KNULLI güncellemesini (.tar) yayınlar sayfasından indirin.
      +
    • Desteklediğimiz her cihaz/platform için indirme bağlantıları "Update Package Downloads" başlığı altında bulunabilir.
    • +
    • Cihazınız için doğru .tar dosyasını indirdiğinizden emin olun.
    • +
    • Herhangi bir sorunuz varsa, belirli cihazınız için hangi .tar'ı indirmeniz gerektiğini doğrulamak için Cihaz Desteği bölümünü kontrol edebilirsiniz.
    • +
    +
  2. +
  3. Güncellemeyi cihazınızın diskindeki güncelleme paylaşımına kopyalayın.
  4. +
  5. Cihazı yeniden başlatın ve güncelleme otomatik olarak başlayacaktır.
  6. +
+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/systems/pico-8/index.html b/tr/systems/pico-8/index.html new file mode 100644 index 00000000..8c262521 --- /dev/null +++ b/tr/systems/pico-8/index.html @@ -0,0 +1,2280 @@ + + + + + + + + + + + + + + + + + + + + + + + + + Pico-8 - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+ +
+
+ + + +
+
+ + + + + + + +

Pico-8

+

Overview

+ + + + + + + + + + + + + +
Game PathSupported Extensions
roms/pico8.png .p8
+

Instructions

+

Option 1: 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>retro8</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/pico-8
      +
    • 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/pico-8
    • +
    • 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
    • +
    +
  4. +
+

Option 2: Running through RetroArch Fake-08

+

coming soon

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/tr/systems/portmaster/index.html b/tr/systems/portmaster/index.html new file mode 100644 index 00000000..c9cdc012 --- /dev/null +++ b/tr/systems/portmaster/index.html @@ -0,0 +1,2241 @@ + + + + + + + + + + + + + + + + + + + + + + + + + PortMaster - KNULLI Viki + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + +

PortMaster

+

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.

+
+

Installing PortMaster

+

After installing KNULLI, 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.

+

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.

+ + + + + + + + + + + + + +
+
+ + + +
+ + + +
+ +
+ + +
+ +
+
+
+
+ + + + + + + + + + \ No newline at end of file

Download the latest RK3566 version of KNULLI from the button below and follow the instructions listed on the Install page. Insert the SD card into the TF-OS slot of the device and power it on.