Logan McNaughton 133a7bdb14 These are (pretty much) alphabetical
Makes it a little easier to find it if you don't know where they are.

Also, maybe consider only listing the cores that actually work with the Web Player? (I'm not sure which ones that is)
2016-09-24 16:52:48 -06:00
..
2016-09-24 17:30:03 -05:00
2016-09-24 17:30:03 -05:00

RetroArch Web Player

Requirements

Most of the magic happens on the browser so nothing really on that regard

I you want a self hosted version you need

  • A web server, nginx/apache will do, unzip a nightly here: https://buildbot.libretro.com/nightly/emscripten/
  • Move the template files from the embed folder to the top level dir, the other templates are for specific sites
  • A SSL certificate if you want to integrate with dropbox
  • A dropbox application, you can't use ours on a self hosted version

If you want assets for XMB, shaders, overlays you need to do the following:

If you want to add your game directory so it serves content to your users you need to do the following:

   /* create an XmlHttpRequest filesystem for the bundled data */
   /* --> uncomment this if you want builtin assets for XMB, overlays, etc.*/
   var xfs1 =  new BrowserFS.FileSystem.XmlHttpRequest
   ("--your-assets-index-file-name--", "--your-index-url--");
   
   /* create an XmlHttpRequest filesystem for content */
   /* --> uncomment this if you want to serve content.*/
   var xfs2 =  new BrowserFS.FileSystem.XmlHttpRequest
   ("--your-content-index-file-name--", "--your-index-url--");


   // lots and lots of code
   // and then
   
   /*
   mfs.mount('/home/web_user/retroarch/bundle', xfs1);
   mfs.mount('/home/web_user/retroarch/userdata/content/', xfs2);
   */
}