12 Commits
Author SHA1 Message Date
stefankoelle 9f12ec9075 release v0.9.2
Release v0.9.2: MIT License + automated release notes

- Add MIT License to project root and license headers across all source files (C#, shell, batch)
- Include LICENSE in publish output via .csproj so it ships in release ZIPs
- Update GitHub Actions to latest versions (checkout v7, setup-dotnet v6, upload/download-artifact v7/v8, action-gh-release v3)
- Release workflow now uses the commit message body as release notes (via /create-release command)
- Add renovate.json for automated dependency updates
- Fix demo.sh setup script
- Update README.md and AGENTS.md with License sections and refreshed module overview
- Add .gitignore entry for Python virtual environments (.venv/)
2026-08-11 00:52:28 +02:00
stefankoelle c79ff80a84 add LICENSE to build 2026-08-11 00:50:40 +02:00
Stefan Koelle 8cb3b1a624 Merge pull request #1 from skoelle/renovate/major-github-actions
Update GitHub Actions (major)
2026-08-11 00:49:44 +02:00
renovate[bot] 393290e37e Update GitHub Actions 2026-08-10 22:49:16 +00:00
stefankoelle ba8004ef50 renovate 2026-08-11 00:47:51 +02:00
stefankoelle 6bb086516c LICENSE 2026-08-11 00:46:55 +02:00
stefankoelle 48a08f9bb1 fix demo.sh 2026-08-10 23:11:42 +02:00
stefankoelle d5cf0cd723 AGENTS.md 2026-08-10 22:34:18 +02:00
stefankoelle 45a7c3ace2 README.md 2026-08-10 22:29:54 +02:00
stefankoelle eabf2066b6 README.md 2026-08-10 22:22:57 +02:00
stefankoelle 86dcf7bd32 README.md 2026-08-10 22:20:57 +02:00
stefankoelle c8229dd0e1 release command 2026-08-10 22:13:55 +02:00
23 changed files with 355 additions and 130 deletions
+14 -7
View File
@@ -26,10 +26,10 @@ jobs:
artifact_name: osx-x64
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- name: Setup .NET
uses: actions/setup-dotnet@v4
uses: actions/setup-dotnet@v6
with:
dotnet-version: '10.0.x'
@@ -57,7 +57,7 @@ jobs:
zip -r $GITHUB_WORKSPACE/MarcerGameDvdLauncher-v${{ steps.version.outputs.version }}-${{ matrix.artifact_name }}.zip .
- name: Upload artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v7
with:
name: MarcerGameDvdLauncher-v${{ steps.version.outputs.version }}-${{ matrix.artifact_name }}
path: MarcerGameDvdLauncher-v${{ steps.version.outputs.version }}-${{ matrix.artifact_name }}.zip
@@ -66,12 +66,12 @@ jobs:
needs: build
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
with:
fetch-depth: 0
- name: Download all artifacts
uses: actions/download-artifact@v4
uses: actions/download-artifact@v8
with:
path: artifacts
@@ -81,7 +81,14 @@ jobs:
CURRENT_TAG="${GITHUB_REF_NAME}"
PREV_TAG=$(git describe --tags --abbrev=0 ${CURRENT_TAG}^ 2>/dev/null || echo "")
if [ -n "$PREV_TAG" ]; then
# Get the full commit message body of the release commit
# (the empty commit created by /create-release)
COMMIT_HASH=$(git rev-list -n 1 ${CURRENT_TAG})
BODY=$(git log -1 --format=%b ${COMMIT_HASH})
if [ -n "$BODY" ]; then
echo "$BODY" > release-notes.md
elif [ -n "$PREV_TAG" ]; then
echo "## Changes since ${PREV_TAG}" > release-notes.md
echo "" >> release-notes.md
git log --oneline ${PREV_TAG}..${CURRENT_TAG} >> release-notes.md
@@ -90,7 +97,7 @@ jobs:
fi
- name: Create GitHub Release
uses: softprops/action-gh-release@v2
uses: softprops/action-gh-release@v3
with:
name: MarcerGameDvdLauncher ${{ github.ref_name }}
body_path: release-notes.md
+3
View File
@@ -12,6 +12,9 @@ obj/
.DS_Store
Thumbs.db
# Python virtual environment
.venv/
# Release-Verzeichnis (keine ZIPs o.ä. ins Git!)
# Only ignore top-level release/ directory. Release directories in subfolders are allowed.
/release/
+35
View File
@@ -0,0 +1,35 @@
---
description: Create and push a release tag (e.g. /create-release 1.0.0)
---
Create a release tag and push it to origin. The GitHub Action will automatically build for all platforms and create the GitHub Release.
## Steps
1. Validate the version argument ($ARGUMENTS):
- Must be provided, otherwise show error and stop
- Must match semver format (e.g. 1.0.0, 0.9.1, 2.0.0-beta.1)
2. Check for uncommitted changes:
- Run `git status --porcelain`
- If any output, warn the user and stop (commit first)
3. Analyze changes since last release:
- Run `git log --oneline $(git describe --tags --abbrev=0 HEAD)..HEAD` to list all commits
- Read the changed files to understand context
- Write a concise, well-structured release summary in English with:
- A one-line overview
- Bullet points for each notable change (features, fixes, breaking changes)
- Keep it developer-friendly, no fluff
4. Create release commit with the summary as message:
- Run `git commit --allow-empty -m "release v$ARGUMENTS\n\n<summary>"`
- The commit message IS the release notes — the GitHub Action picks it up automatically
5. Create annotated tag on that commit:
- Run `git tag -a v$ARGUMENTS -m "Release v$ARGUMENTS"`
6. Push commit and tag:
- Run `git push origin main --tags` (or current branch)
7. Confirm success with the version number
+14 -7
View File
@@ -14,11 +14,13 @@ The implementation is split into focused modules (files) under the `src/MarcerGa
- MarcerGameDvdLauncher/NavigationController.cs: Encapsulates selection, scrolling and relative-path navigation logic (cursor, page up/down, per-directory remembered selection/state).
- MarcerGameDvdLauncher/MenuRenderer.cs: Console rendering logic — efficient per-line redraw, double-buffering, color selection according to overlay rules, and the help box overlay.
- MarcerGameDvdLauncher/HatariLauncher.cs: Responsible for validating the Hatari executable and starting Hatari with the configured argument template (replaces `{cfg}` and `{zip}`).
- MarcerGameDvdLauncher/FavoritesService.cs: Manages the favorites/bookmark system — toggling favorites on ZIPs, persisting them to `favorites.txt`, and providing the virtual `Favorites` folder view.
- MarcerGameDvdLauncher/DirectoryService.cs: Filesystem service layer — enumerates directories and ZIPs, resolves paths, and provides the underlying I/O operations used by OverlayDirectoryBrowser.
- MarcerGameDvdLauncher/UIErrorService.cs: Centralized UI error presentation using the console message helper.
Note: This overview is intentionally concise. For behavioral changes (navigation, color scheme, launch command or config schema), update this file (AGENTS.md) and README.md as required by project policy.
**Note for Automated Tests/CI:**
The Launcher cannot be executed or tested via `scripts/start.cmd` from this environment (build system, automation agent) since no Windows console environment is present. For release workflows and developer validation, it is ALWAYS required to do a manual test run via scripts/start.cmd per documentation and policy before delivery.
The Launcher cannot be executed or tested via `scripts/start.cmd` from this environment (build system, automation agent) since no Windows console environment is present. For release workflows and developer validation, it is ALWAYS required to do a manual test run via `scripts/start.cmd` (Windows) or `scripts/start.sh` (Linux/macOS) per documentation and policy before delivery.
**Release Process (automated via GitHub Actions):**
- Pushing a tag (`v*`) triggers the GitHub Action workflow (`.github/workflows/release.yml`).
@@ -35,14 +37,14 @@ Additional policy:
- README.md must be written in English. Any functional change that affects usage, configuration, or behavior MUST update README.md in English immediately after the change. If there are consequential changes to developer-facing policies, build steps, or requirements, AGENTS.md must be updated as well.
Developer note: Visual Studio Solution
- A Visual Studio solution file exists at `src/marcer-gamedvd-launcher.sln`. Developers may open this solution in Visual Studio to work on the project, debug and build from the IDE. The solution references `MarcerGameDvdLauncher\MarcerGameDvdLauncher.csproj` and includes Debug and Release configurations. Use `scripts/build.cmd` (Windows) or `scripts/build.sh` (Linux) and `scripts/start.cmd` for consistent command-line builds/releases as described elsewhere in this document.
- A Visual Studio solution file exists at `src/marcer-gamedvd-launcher.sln`. Developers may open this solution in Visual Studio to work on the project, debug and build from the IDE. The solution references `MarcerGameDvdLauncher\MarcerGameDvdLauncher.csproj` and includes Debug and Release configurations. Use `scripts/build.cmd` (Windows) or `scripts/build.sh` (Linux/macOS) and `scripts/start.cmd` (Windows) or `scripts/start.sh` (Linux/macOS) for consistent command-line builds/releases as described elsewhere in this document.
With this, it is ensured that binary/release files never end up in git, and the release process is always traceable and performed exclusively manually in the web interface.
# Requirements for the Marcer GameDVD Launcher (AGENTS.md)
## Basic Function / Purpose
The console launcher is meant for browsing a games directory and can launch ZIP files with the Hatari emulator under Windows. Control is exclusively via keyboard in the console window.
The console launcher is meant for browsing a games directory and can launch ZIP files with the Hatari emulator. It runs on Windows, Linux, and macOS. Control is exclusively via keyboard in the console window.
## Detailed Requirements
@@ -79,11 +81,10 @@ The console launcher is meant for browsing a games directory and can launch ZIP
- Hatari.Executable is validated during startup: the path is resolved (relative to the EXE directory when applicable) and must point to an existing file. If validation fails the program must present a clear error and exit.
### Miscellaneous
- Optional: Build and start scripts (`scripts/build.cmd` / `scripts/build.sh` / `scripts/start.cmd` / `scripts/start.sh`) are present, adapt as needed.
- For ALL builds, tests, and releases, ONLY the platform build script may be used: `scripts/build.cmd` (Windows) or `scripts/build.sh` (Linux). Direct `dotnet build`/`dotnet run` calls are NOT allowed, as they can lead to version/runtime conflicts. The application must always be started and tested using `scripts/start.cmd`.
- After making any code changes that affect behavior or touch source files, run the platform build script (`scripts/build.cmd` on Windows, `scripts/build.sh` on Linux) and ensure the build completes successfully before committing. Additionally, perform a manual functional test using `scripts/start.cmd` on a Windows machine prior to pushing a release.
- Build and start scripts (`scripts/build.cmd` / `scripts/build.sh` / `scripts/start.cmd` / `scripts/start.sh`) are present and must be used.
- For ALL builds, tests, and releases, ONLY the platform build script may be used: `scripts/build.cmd` (Windows) or `scripts/build.sh` (Linux/macOS). Direct `dotnet build`/`dotnet run` calls are NOT allowed, as they can lead to version/runtime conflicts. The application must always be started and tested using `scripts/start.cmd` (Windows) or `scripts/start.sh` (Linux/macOS).
- After making any code changes that affect behavior or touch source files, run the platform build script (`scripts/build.cmd` on Windows, `scripts/build.sh` on Linux/macOS) and ensure the build completes successfully before committing. Additionally, perform a manual functional test on a Windows, Linux, or macOS machine prior to pushing a release.
- The console window can have any number of lines; display/navigation must adapt dynamically.
- After each build for a release, the entire build output directory (`bin/Release/net10.0/`) must be zipped in the `release/` directory, and the ZIP must be uploaded as a release asset in Gitea.
- For every release, a Release Notes file must be maintained that summarizes all changes, bugfixes, and new features in that version; Release Notes must be provided with the release asset.
- **IMPORTANT:** With any functional change to the launcher, BOTH this file (AGENTS.md) AND the README.md must always be updated and kept current. Immediately after, a successful build must be executed. This is mandatory for all development on the project.
@@ -127,3 +128,9 @@ Note: The ConsoleColor mapping above is authoritative for the application. If yo
- Navigation is always based strictly on the **relative path from root** and is consistent on all levels (Backspace always moves up one level, Enter always moves one level deeper, regardless of which layer).
---
## License
MIT License - Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
- Full text in `LICENSE`
- License headers in all source code files
+21
View File
@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+181 -113
View File
@@ -1,102 +1,65 @@
# Marcer GameDVD Launcher
A performant, consistent console launcher for the Hatari emulator on Windows. Control is entirely via keyboard—using only the arrow keys, Enter, Backspace, ESC, PageUp, and PageDown, you can browse your game archive quickly and comfortably. Navigation is strictly limited to the configured root directory. ZIPs are seamlessly launched via Hatari. Thanks to overlay/patch mode, a consistent color scheme, and robust cursor/scroll logic, even the largest archives or deeply nested directory trees are handled smoothly and reliably.
A fast, keyboard-driven console launcher for the Hatari emulator. Browse your Atari ST game archive, navigate folders, and launch ZIPs — all from the terminal. Supports overlay/patch mode for comparing and merging game directories.
## Features
- **Overlay/Patch Union:** Recursively merges main and patch directory at every level. Each object/name is shown only once (patch takes precedence).
- **Dynamic, practical color scheme with layer labels:**
| Entry | Label | ConsoleColor | Meaning
|------------------------|-----------|--------------|---------------------------------------------|
| Folder in both | `[BOTH]` | Yellow | Directory in both layers (patch/main)
| Patch-only folder | `[PTCH]` | DarkYellow | Directory only in patch layer
| Main-only folder | `[ROOT]` | Gray | Directory only in main layer
| ZIP in both | `[BOTH]` | Green | ZIP archive in both layers
| Main-only ZIP | `[ROOT]` | DarkGreen | ZIP archive only in main layer
| Patch-only ZIP | `[PTCH]` | Magenta | ZIP archive only in patch layer
## Roadmap
### Released Features
- **Favorites/bookmark system:**
- Press `*` on a ZIP to toggle it as a favorite. Favorites are shown in a virtual `Favorites` folder at the top of the root listing when any favorites exist.
- Favorites are persisted in `favorites.txt` in the configured `PatchDirectory`, or next to the EXE if no patch directory is set.
### Planned Features
- **ZIP database & metadata extraction** (from version 2.0)
- Builds a database (e.g. as a local file), stores all known ZIPs
- Enables full-text search, filters, later analysis
- **Search/filter (quicksearch) over ZIPs** (from v2.0, via database)
- Fast name search inside launcher, with history
- **History/list of recently launched games** (from v2.0, via database)
- Automatic access to recently played titles
- **Overlay hot swap** (from version 3.0)
- Overlay/patch folder can be switched at runtime, instant comparison
**More ideas will be added iteratively!**
Built for the [Marcer GameDVD](https://www.facebook.com/groups/360493904888475/) community on Facebook.
---
**Display Performance Note:**
- The current rendering logic follows state-of-the-art principles for performant C# console apps:
- Minimal redraw: Only the truly changed line is redrawn, never the whole screen.
- No Console.Clear or full redraw on cursor movement—just targeted SetCursorPosition and Write.
- This method (per StackOverflow, Spectre.Console, Terminal.Gui, etc.) is optimal for smooth navigation in large lists.
- Further performance can be gained with shadow buffers/string-diffs per line, but currently there's no practical performance issue.
- Thus, display performance is at “best practice” level for .NET TUIs.
- Long file names and narrow console widths are handled defensively: MenuRenderer truncates file names so that each rendered line is exactly Console.WindowWidth characters long. This prevents Console.Write from overflowing the line and avoids visual artifacts when names are longer than the available width.
## 🎮 Features
- **Overlay/Patch Mode:** Recursively merges a main game directory with an optional patch directory. If a file or folder exists in both, the patch version takes precedence.
- **Layer Labels:** Each entry shows its source — `[BOTH]`, `[ROOT]`, or `[PTCH]` — with a matching color scheme.
- **Favorites:** Press `*` on any ZIP to bookmark it. Bookmarked games appear in a virtual `Favorites` folder at the top of the root listing.
- **Robust Navigation:** Cursor position is remembered per directory. Scrolling and page jumps adapt dynamically to any console height.
- **Minimal Redraw:** Only changed lines are redrawn — no flicker, no `Console.Clear`, smooth even in huge directory trees.
### Color Scheme
| Entry | Label | Color | Meaning |
|---|---|---|---|
| Folder in both layers | `[BOTH]` | Yellow | Exists in main + patch |
| Patch-only folder | `[PTCH]` | DarkYellow | Only in patch layer |
| Main-only folder | `[ROOT]` | Gray | Only in main layer |
| ZIP in both layers | `[BOTH]` | Green | Exists in main + patch |
| Main-only ZIP | `[ROOT]` | DarkGreen | Only in main layer |
| Patch-only ZIP | `[PTCH]` | Magenta | Only in patch layer |
---
### Features we will NOT implement
- User-configurable key bindings (keymap)
- Display & import of screenshots/cover images
- Music/Sound player integration (YM/MOD/SND, etc.)
- Persistent UI settings, window size management (not relevant in console mode)
## Operation and Display
## 🕹️ End Users
- **Consistent navigation & controls:**
- Arrow up/down: move selection (always visible)
- Arrow right: open folder / launch ZIP with Hatari (same as Enter)
- Arrow left: exactly one level up (same as Backspace)
- Enter: open folder / launch ZIP with Hatari (patch variant always preferred if present)
- Backspace: exactly one level up (never exceeds root)
- ESC or Q: exit the program immediately
- PageUp/PageDown: jump exactly one screen full (window height - 1)
- `*`: toggle favorite on selected ZIP
- `?`: show a help box with key bindings
- Display always one line less than console height; no overflow/cut-off
- **Cursor position saving per directory:**
- The last position/selection of each directory is retained, even after Backspace
- **Robust, smooth redraw:**
- Optimized full redraw on scrolling/paging
- Minimal redraw on cursor move
- **Minimal resource usage (handles huge trees efficiently)**
- **Navigation can NEVER leave the configured root**
### 📥 Download
## Usage
1. Edit `launcher.config.example.json` to set your `RootDirectory`, optional `PatchDirectory` and the `Hatari` settings, then copy it to `launcher.config.json` for local use. Relative paths are resolved against the EXE folder (build output).
2. **Windows:** Build via `scripts/build.cmd`, start via `scripts/start.cmd`.
3. **Linux/macOS:** Build via `scripts/build.sh` (run `chmod +x scripts/*.sh` first to make it executable), start via `scripts/start.sh`.
4. In the console, all subfolders and ZIPs in root (and recursively below) will be shown; other file types/hidden files are always ignored.
5. Complete navigation/control with arrow keys, Enter, Backspace, ESC, PgUp/PgDn, as described above.
6. **IMPORTANT:** Navigation/scroll/backspace:
- Backspace never escapes the root
- In root, Backspace has no effect
- Empty directories are reported (display stays stable)
7. **Overlay/patch logic:**
- If a ZIP/folder exists in both patch and main, always the patch version opens/launches
- All navigation is relative to root path—for consistent experience
Download the ZIP for your platform from the [Releases](https://github.com/anomalyco/marcer-gamedvd-launcher/releases) page:
## System Requirements
- **Windows:** .NET Desktop Runtime 10 or later, Hatari Emulator with configured CFG
- **Linux:** .NET Runtime 10 or later, Hatari Emulator with configured CFG (Wine/compatible version)
| Platform | Archive |
|---|---|
| Windows | `*-win-x64.zip` |
| Linux | `*-linux-x64.zip` |
| macOS | `*-osx-x64.zip` |
## Configuration
### 💻 System Requirements
The application reads settings from `launcher.config.json` (the local, user-specific file). A template `launcher.config.example.json` is shipped with the release — copy it to `launcher.config.json` and adjust the paths for your environment.
- **.NET Runtime 10** or later ([download](https://dotnet.microsoft.com/download/dotnet/10.0))
- **Hatari Emulator** with a working configuration file
- Windows: native Hatari
- Linux / macOS: Hatari via Wine or native build
Example `launcher.config.example.json`:
### ⚡ Quick Start
1. Extract the release ZIP to any folder.
2. Copy `launcher.config.example.json` to `launcher.config.json`.
3. Edit `launcher.config.json` — set your game directory and Hatari paths (see [Configuration](#%EF%B8%8F-configuration) below).
4. Run the launcher:
- **Windows:** Double-click `MarcerGameDvdLauncher.exe` or run from a terminal.
- **Linux:** `chmod +x MarcerGameDvdLauncher && ./MarcerGameDvdLauncher`
- **macOS:** `chmod +x MarcerGameDvdLauncher && ./MarcerGameDvdLauncher`
5. Browse and launch games with your keyboard.
### ⚙️ Configuration
The launcher reads `launcher.config.json` from the same directory as the executable. A template is included in the release — copy it and adjust:
```json
{
@@ -110,43 +73,148 @@ Example `launcher.config.example.json`:
}
```
Fields:
- RootDirectory: Absolute (or relative) path to the game root. Navigation must never leave this root directory.
- PatchDirectory: Optional overlay/patch directory (merged with the main root at runtime).
- Hatari.Executable: Full path to the Hatari executable.
- Hatari.ConfigFile: Full path to the Hatari configuration file.
- Hatari.ArgsTemplate: Argument template used to start Hatari. Use `{cfg}` for the Hatari config file path and `{zip}` for the ZIP file to launch.
| Field | Required | Description |
|---|---|---|
| `RootDirectory` | ✅ | Game root folder. Navigation never leaves this directory. |
| `PatchDirectory` | ❌ | Optional overlay/patch directory merged at runtime. |
| `Hatari.Executable` | ✅ | Path to the Hatari executable. Validated at startup. |
| `Hatari.ConfigFile` | ✅ | Path to the Hatari configuration file. |
| `Hatari.ArgsTemplate` | ✅ | Argument template. Must contain `{zip}`, optionally `{cfg}`. |
Notes:
- Relative paths are resolved relative to the EXE directory (AppContext.BaseDirectory). This makes behavior consistent when running from the build output folder.
- Hatari.Executable is validated at startup: the file must exist. Relative paths for Hatari settings are resolved against the EXE folder.
- `Hatari.ArgsTemplate` must contain at least the `{zip}` placeholder. Example: `-c "{cfg}" --disk-a "{zip}"`.
- The program performs a straight string substitution of `{cfg}` and `{zip}`; it does not add additional quoting logic. Therefore include quotes around placeholders in the template if your paths contain spaces (as in the example).
- `launcher.config.example.json` is copied to the output directory by the csproj (`CopyToOutputDirectory=PreserveNewest`).
- After modifying `launcher.config.json`, restart the application for changes to take effect.
**Notes:**
- Relative paths are resolved relative to the executable's directory.
- Include quotes around `{cfg}` and `{zip}` in the template if your paths contain spaces.
- After editing `launcher.config.json`, restart the application.
## Release Workflow
### ⌨️ Controls
Releases are automated via GitHub Actions. When a tag matching `v*` is pushed, the workflow (`.github/workflows/release.yml`) automatically:
1. Builds platform-specific artifacts (Windows, Linux, macOS)
2. Generates release notes from git log
3. Creates a GitHub Release with all ZIPs attached
| Key | Action |
|---|---|
| `↑` / `↓` | Move selection |
| `Enter` / `→` | Open folder or launch ZIP |
| `Backspace` / `←` | Go up one directory level |
| `PageUp` / `PageDown` | Jump one page |
| `*` | Toggle favorite on selected ZIP |
| `?` | Show help overlay |
| `ESC` / `Q` | Exit |
**Navigation rules:**
- Backspace in the root directory has no effect — you can never leave it.
- Empty directories are displayed correctly.
- When a ZIP or folder exists in both layers, the patch version is always launched/opened.
### 🔄 Keeping Your Patch Directory Updated
The community uses [ftp-sync](https://github.com/slippyex/ftp-sync) to keep the patch directory in sync with Marcer's FTP server. This downloads only changed or new files — fast and bandwidth-friendly.
**Setup:**
1. Clone and install ftp-sync:
```bash
git clone https://github.com/slippyex/ftp-sync.git
cd ftp-sync
npm install
```
2. Create a `config.json` with your paths and the FTP credentials from the community:
```json
{
"ftpConfig": {
"host": "<ftp-host>",
"user": "<username>",
"password": "<password>",
"port": 2121
},
"localDir": "C:\\Games\\MarcersGameDVD\\",
"remoteDir": "/GameDVD",
"patchDir": "C:\\Games\\MarcersGameDVD-Patch\\"
}
```
> 💡 Ask in the [Facebook group](https://www.facebook.com/groups/360493904888475/) for the current FTP credentials.
3. Run the sync:
```bash
npm run sync config.json
```
Press `s` to start syncing. Press `q` to exit when done.
4. Point the launcher's `PatchDirectory` in `launcher.config.json` to the `patchDir` from your ftp-sync config.
---
## 🛠️ Developers
### 📋 Prerequisites
- [.NET SDK 10](https://dotnet.microsoft.com/download/dotnet/10.0)
- Windows: `build.cmd` / `start.cmd`
- Linux / macOS: `build.sh` / `start.sh` (run `chmod +x scripts/*.sh` first)
### 🔨 Build & Run
**Windows:**
```bat
scripts\build.cmd
scripts\start.cmd
```
**Linux / macOS:**
```bash
scripts/build.sh
scripts/start.sh
```
> ⚠️ Do **not** use `dotnet build` or `dotnet run` directly — always use the platform build script to ensure consistent output.
### 🧪 Demo Mode
`demo.sh` creates a complete test environment with fake ZIPs and two layers (root + patch), then launches the launcher:
```bash
scripts/demo.sh
```
This builds the project, generates a structured `.demo/` directory with sample folders and ZIPs, writes a matching `launcher.config.json`, and starts the launcher. Useful for quickly testing overlay behavior and navigation without setting up real game files.
> ⚠️ Windows is not supported for `demo.sh`. Use `start.cmd` with your own game files instead.
### 🚀 Release Process
Releases are automated via GitHub Actions (`.github/workflows/release.yml`).
**To create a release:**
1. Ensure `README.md` and `AGENTS.md` are up to date.
2. Commit all changes.
3. Create and push a tag: `git tag v{version} && git push origin v{version}`.
4. The GitHub Action handles the rest.
3. Tag and push:
```bash
git tag v1.2.3
git push origin v1.2.3
```
4. The workflow builds platform ZIPs, generates release notes, and creates a GitHub Release.
**Local builds** (for development/testing):
- **Windows:** `scripts/build.cmd` to build, `scripts/start.cmd` to run
- **Linux/macOS:** `scripts/build.sh` to build, `scripts/start.sh` to run (run `chmod +x scripts/*.sh` first)
---
## Community
## 🗺️ Roadmap
This launcher was built for the [Marcer GameDVD](https://www.facebook.com/groups/360493904888475/) community on Facebook. If you have questions, suggestions, or want to discuss Hatari and Atari ST gaming, join the group!
| Version | Feature |
|---|---|
| 2.0 | ZIP database & metadata extraction |
| 2.0 | Quicksearch / filter over ZIPs |
| 2.0 | History of recently launched games |
| 3.0 | Overlay hot-swap at runtime |
## Notes
- Full requirements, features and build rules are always up to date in `AGENTS.md`.
- After every code or feature change and every release, README.md and AGENTS.md must be reviewed and kept up to date.
- For every release, release notes **must** be present listing all changes and bugfixes; this is required by AGENTS.md!
**Not planned:** Configurable keybindings, screenshot/cover display, sound/music integration, persistent UI settings.
---
## 📝 Notes
- Full technical requirements and build rules are in [`AGENTS.md`](AGENTS.md).
- After any functional change, both `README.md` and `AGENTS.md` must be updated.
- Every release **must** include release notes listing all changes and bugfixes.
---
## License
Licensed under the [MIT License](LICENSE) - Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
+6 -3
View File
@@ -1,5 +1,8 @@
#!/bin/bash
# Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
# Licensed under the MIT License. See LICENSE file in project root for details.
# === Demo setup and run script for MarcerGameDvdLauncher ===
# Creates a structured test directory with main and patch layers,
# populates them with fake ZIPs, then launches the launcher.
@@ -14,7 +17,7 @@ CONFIG_FILE="$SCRIPT_DIR/launcher.config.json"
# --- Step 1: Build ---
echo "=== Building MarcerGameDvdLauncher ==="
cd "$SCRIPT_DIR"
cd "$SCRIPT_DIR/src/MarcerGameDvdLauncher"
dotnet build -c Release --verbosity quiet
echo "[OK] Build successful."
@@ -185,5 +188,5 @@ echo "=== Launching MarcerGameDvdLauncher ==="
echo "Controls: Arrow keys, Enter, Backspace, ESC to exit"
echo ""
cd "$SCRIPT_DIR"
dotnet run --project src/MarcerGameDvdLauncher -c Release
cd "$SCRIPT_DIR/src/MarcerGameDvdLauncher"
dotnet run -c Release
+37
View File
@@ -0,0 +1,37 @@
{
"$schema": "https://docs.renovatebot.com/renovate-schema.json",
"extends": ["config:recommended"],
"schedule": ["before 6am on Monday"],
"packageRules": [
{
"matchManagers": ["nuget"],
"matchUpdateTypes": ["minor", "patch"],
"groupName": "nuget minor/patch",
"automerge": true
},
{
"matchManagers": ["github-actions"],
"groupName": "GitHub Actions",
"automerge": true
},
{
"matchManagers": ["dockerfile"],
"groupName": "Docker",
"automerge": false
},
{
"matchManagers": ["docker-compose"],
"groupName": "Docker Compose",
"automerge": false
},
{
"matchUpdateTypes": ["minor", "patch"],
"automerge": true
},
{
"matchUpdateTypes": ["major"],
"labels": ["major-update"],
"automerge": false
}
]
}
+2
View File
@@ -1,3 +1,5 @@
REM Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
REM Licensed under the MIT License. See LICENSE file in project root for details.
@echo off
REM === Build script for MarcerGameDvdLauncher (requires .NET SDK 6 or newer) ===
+3
View File
@@ -1,5 +1,8 @@
#!/bin/bash
# Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
# Licensed under the MIT License. See LICENSE file in project root for details.
# === Build script for MarcerGameDvdLauncher (requires .NET SDK 6 or newer) ===
echo "Building MarcerGameDvdLauncher..."
+2
View File
@@ -1,3 +1,5 @@
REM Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
REM Licensed under the MIT License. See LICENSE file in project root for details.
@echo off
REM Starts MarcerGameDvdLauncher.exe (script is in scripts/, code in src/)
+3
View File
@@ -1,5 +1,8 @@
#!/bin/bash
# Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
# Licensed under the MIT License. See LICENSE file in project root for details.
# Starts MarcerGameDvdLauncher (script is in scripts/, code in src/)
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
EXE_PATH="$SCRIPT_DIR/../src/MarcerGameDvdLauncher/bin/Release/net10.0/MarcerGameDvdLauncher"
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
// Configuration POCOs separated into their own file for clarity
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
// Manages loading, saving and querying favorite ZIP paths.
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public class HatariLauncher
+3
View File
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
// Encapsulates application lifecycle: load config, initialize components, run navigation
@@ -14,6 +14,10 @@
<Content Include="launcher.config.example.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="../../LICENSE">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Link>LICENSE</Link>
</Content>
</ItemGroup>
</Project>
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public class MenuRenderer
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public class NavigationController
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
public enum EntryKind { Directory, Zip }
+3
View File
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher
{
class Program
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
using System;
using System.Runtime.InteropServices;
@@ -1,3 +1,6 @@
// Copyright (c) 2026 Stefan Koelle (https://stefankoelle.de)
// Licensed under the MIT License. See LICENSE file in project root for details.
namespace MarcerGameDvdLauncher;
/// <summary>