Steam ROM Manager FrogTheFrog
winget install --id=SteamGridDB.RomManager -e
Steam ROM Manager is a super flexible tool for adding non-Steam games to steam in bulk and managing their artwork assets. Added games could be ROMs for emulators, games from other stores such as Epic or GOG, or even not games at all. Have you always wanted your notes from junior year as a category in steam? If so that's pretty weird! But now it's possible.
README
Steam ROM Manager
Overview
Steam ROM Manager (SRM) is a super flexible tool for adding non-Steam games to Steam in bulk and managing their artwork assets and controller templates. Added games could be ROMs for emulators, games from other stores such as Epic or GOG, or even not games at all. Have you always wanted your notes from junior year as a category in steam? If so that's pretty weird! But now it's possible.
For an overview of how SRM works see here. There is plenty of documentation available in the app's built in FAQ and documentation, and if you need further help there are expert users to be found on the SGDB discord under the Steam ROM Manager category and the SRM subreddit.
Check out the releases page for compiled downloads for Windows (exe, msi), macOS (dmg), and Linux (AppImage, deb).
The Windows version is also available as a Chocolatey package.
The Linux version is also available as a Flatpak at Flathub/steam-rom-manager. Linux caveats:
- On some distributions Flatpak must be pre-configured manually.
- The AppImage needs to be made executable after download.
If you're on a Steam Deck we recommend setting everything up through EmuDeck, as it will install and automatically configure Steam ROM Manager and whatever emulators you want.
Support SteamGridDB
If you enjoy Steam ROM Manager and want it to continue to be useful consider supporting SteamGridDB's Patreon. SteamGridDB hosts all of the artwork Steam ROM Manager uses to make your Steam library the envy of the town, so we should probably help them keep their lights on.
Parsers
Parsers are the heart and soul of SRM. If Steam is the octopus, then these are its tentacles — reaching into your ROM directories and the databases and manifest files of other game stores and pulling out the games you want.
ROM Parsers
ROM parsers allow one to import shortcuts using search strings, e.g. games/${title}.@(iso|rvz)
, or in the case of the manual parser by specifying ROM locations directly.
|Parsers|Windows|Mac OS|Linux|Description|
|---|---|---|---|---|
|Glob|✅|✅|✅|Parsing using simple glob
style search strings|
|Glob-regex|✅|✅|✅|Parsing using reg-ex
style search strings|
|Manual|✅|✅|✅|Parsing using a JSON file specifying locations|
Platform Parsers
In addition to flexible importing of ROMS, SRM now has several platform parsers for importing from popular game stores:
|Parser|Windows|Mac OS|Linux|Launch Modes| |---|---|---|---|---| |Amazon Games|✅|🟦|🟦|Launch via Amazon GamesLaunch via executable| |EA Desktop|✅|🟦|🟦|Launch via EA DesktopLaunch via executable| |Epic|✅|✅|🟦|Launch via EpicLaunch via executable| |GOG Galaxy|✅|❌|🟦|Launch via GOG GalaxyLaunch via executable| |Itch.io|✅|✅|✅|Launch via executable| |Legendary|✅|✅|✅|Launch via executable| |Ubisoft Connect|✅|❌|🟦|Launch via Ubisoft ConnectLaunch via executable| |UWP/XBox|✅|🟦|🟦|Launch via UWPLaunch via executable| |Battle.net|✅|❌|🟦|Launch via Battle.net|
✅ Implemented ❌ Planned 🟦 Store not present
We are open to suggestions and pull requests if you would like a platform parser added!
Artwork Only Parsers
Artwork only parsers allow you to change the artwork for existing non-SRM games. Put it simply they just change artwork, they don't add shortcuts. |Parser|Windows|Mac OS|Linux|Description| |---|---|---|---|---| |Steam|✅|✅|✅|Manages artwork for Steam Games| |Non-SRM Shortcuts|✅|✅|✅|Manages artwork for Steam Shortcuts not added via SRM|
For developers
Command Line Interface
SRM has a fully featured command line interface, documented in the wiki.
Building SRM
To compile this app, you'll need the latest Node.js
and npm
. Every script will need to be run from the project directory.
Before running any scripts, dependencies must be installed using:
npm ci
Unfortunately, because of an issue with better-sqlite3
you will most likely also have to run npm ci
after building for windows if you want npm run start
to work. Otherwise, you will likely see the runtime error better-sqlite3 is not a valid win32 application
.
Scripts
All script must be run using npm run
command. For example, npm run watch:renderer
.
|Script|Function|
|---|---|
|postinstall
|Recompiles native apps to match Electron's NodeJS version if needed|
|start
|Launches compiled app|
|watch:main
|Compiles Electron app and watches for changes|
|watch:renderer
|Compiles a renderer for an Electron app and watches for changes|
|build:main
|Compiles Electron app in production mode|
|build:renderer
|Compiles a renderer for an Electron app in production mode|
|build:dist
|Runs build:main
and build:renderer
|
|build:win
|Compiles an executable installer for Windows|
|build:linux
|Compiles a deb
package and AppImage
for linux|
|build:linuxdir
|Builds an unpacked linux x64 version for use with flatpak|
|build:flatpak
|Builds a flatpak from the unpacked linux version|
|build:docker
|build:win
and build:linux
joined together|
|build:mac
|Compiles a dmg
package for MacOS|
Debugging an app
Run watch:main
(usually once since one rarely changes anything in the main Electron process) and watch:renderer
.
Each command creates separate webpack
instance which will watch referenced files for changes and will recompile app.
App can be run using start
script or npx electron .
(if you want to test the CLI use npx electron . [command] [flags]
). After every recompile by watch:renderer
, app can be refreshed using Ctrl + R
, however watch:main
requires need a restart.
Ctrl + Shift + I
can be used to launch Chrome inspector once the app is running. This works even in the release version.
For Windows
Scripts must be run in this order:
npm run build:dist
npm run build:win
For MacOS
Scripts must be run in this order:
npm run build:dist
npm run build:mac
For linux
Scripts must be run in this order:
npm run build:dist
npm run build:linux
For linux flatpak
Unfortunately electron-builder does not yet competently build flatpaks, and the older approach using electron-packager and electron-installer-flatpak can't handle native modules. A work-around is to use electron-builder for the packaging step and electron-installer-flatpak for the actual flatpak creation.
First you need to run npm install -g @malept/electron-installer-flatpak
(this can't be added as dev-dependency since it is not cross-platform and npm doesn't allow optional dev-dependencies).
Then
npm run build:dist
npm run build:linuxdir
npm run build:flatpak
In order for this to work you must have already installed flatpak-builder
using your favorite package manager (e.g. sudo pamac install flatpak-builder
) and run:
flatpak install flathub org.freedesktop.Platform//19.08;
flatpak install org.freedesktop.Sdk//19.08;
flatpak install org.electronjs.Electron2.BaseApp/x86_64/stable
Updating dependencies
Use npx ncu
to list available dependency updates, and npx ncu -u target [target]
to update, where [target]
is either patch
, minor
, latest
, greatest
, or newest
.