Jump to content
LaunchBox Community Forums

Pixelpiper

Members
  • Content Count

    200
  • Joined

  • Last visited

Everything posted by Pixelpiper

  1. Benefits of using .scummvm Target/Pointer Files: Games open from Launchbox without an extra terminal window appearing The file can be added to LaunchBox as an emulator - no more emulator prompts from LB when editing game settings Works with any arguments added in LB's edit window (passes them to the ScummVM exe). Maintains all Launchbox features that are only possible when you have an emulator platform - startup and pause screens, etc. Parameters/settings can be changed for any game without editing a separate launcher file for each game The game text files only need their ScummVM Target names inside their text files and they can have any file extension Forces ScummVM to maintain its .ini file in its install folder instead of obscure appdata path
  2. Set up a second system using the LCD. Problem solved, only PROs, no CONs.
  3. I've made a script to be used instead of an exe in LaunchBox as a ScummVM emulator. The script will take any command-line parameters and pass them to the ScummVM exe. It will also take a ".scummvm" file (pointer file) we've been talking about and extract the Target ID from inside it and pass that to ScummVM as well. Lastly, it tells ScumVM to maintain its settings/ini in its current directory. In addition to these benefits, using this script produces no command prompts/windows - so you get a clean full screen ScummVM launch and can still use all the normal LaunchBox features/options like for other emulated platforms. Another script can be used to open ScummVM from Explorer and specifies the same local settings/ini. An archive with these scripts and pointer files for a near-complete full set can be found in the following thread along with instructions: IMO, this is the easiest and cleanest way to handle ScummVM right now. The only thing missing is that I can't upload my script to make the .scummvm files right now - it's still in PHP and I need to get it into a format anyone can easily use.
  4. Import all ScummVM games using LaunchBox's ROM Import function, using a "ScummVM" emulator and maintaining compatibility with pause, startup screens & scripts options. This solution uses plain text files containing only the Target name/ID of the ScummVM titles, it doesn't use hundreds of different batch files to launch the games - all options/settings can therefore continue to be made inside LaunchBox just like for any other Emulator-based platform. And no command/terminal windows displayed when the games start. Background: Retroarch's ScummVM core and some other emulation front ends have introduced the concept of text files with the file extension ".scummvm" (or similar) that contain a unique ID that the core/emulator will use to start the correct game. The same unique ID is how games are started on the command-line for the standalone ScummVM (which is already included in LaunchBox's ThirdParty folder). The download attached to this post contains two scripts to start the standalone ScummVM, one for use from Windows Explorer and one to use in LaunchBox as your emulator for your ScummVM platform. I've also made a script to produce these files, but at the moment I'm unable to distribute it - it's written in PHP and there's just too much overhead to try and run it in Windows until I can compile it into an executable. The download contains pre-made ".scummvm” text files for almost every ScummVM game (I'm missing a few of the newly added Hoyle games). It features all these files inside a single folder which is perfect for Standalone ScummVM use using the ScummVM script included. Files already in sub-folders for RetroArch will be uploaded later - I ran out of time today to zip & document process. Pre-requisites: You should have a FULL set of ScummVM games (like from Ghostware) - folder names for the games don't matter You can trim the set down later, but to start, use and import a full set Instructions: Put your ScummVM collection into a folder wherever you want Copy the two BAT files, “ScummVM_EMU.bat" & “ScummVM_Start.bat" to the ScummVM folder inside LaunchBox/ThirdParty/ Launch the “ScummVM_Start.bat” file - always use this file when opening ScummVM from outside your front end (like from Windows Explorer) - this will open ScummVM and create/access its settings file in the same folder Follow directions these directions to mass-add games to ScummVM: https://wiki.scummvm.org/index.php/User_Manual/Adding_a_game_to_ScummVM Quit ScummVM In LaunchBox, create an Emulator entry for “ScummVM” or edit your existing one if you already have one Details: Emulator name: ScummVM Details: Emulator Application Path: (use browse) ThirdParty\ScummVM\ScummVM_EMU.bat Details: Default Command-Line Parameters: -f Details: All check-boxes UN-Checked Associated Platforms: Associated Platform: ScummVM Default Emulator: Checked In LaunchBox, import the “.scummvm” files that I’ve provided: Tools -> Import -> ROM Files Click Add Folder and then browse and select the folder where you put the files - then click Next Platform for imported games: ScummVM - then click Next Choose an Emulator: ScummVM - then click Next Click Copy the files into my LaunchBox games folder - if that’s where you originally put them, then Click Use the files in their current location - then click Next Game details and artwork are optional here, you can do that later if you’d like Custom Options are optional (don’t use folder names) - you can Combine now or do it later once you’ve filtered or removed anything you don’t want The result should be a ScummVM Platform with an entry for every single game. Launching any title from LaunchBox will open the title in ScummVM full screen. You can configure ScummVM with other options by opening it using the other script from Explorer, as well as pass additional parameters via the command line in by editing the Emulator settings. When you want to add any new titles in the future, you will import them first into ScummVM "Add Game" or "Mass Add" the same as you did above for the full set. Then in LaunchBox you'll import new ".scummvm" files for those games - hopefully my script to create those files will already be out and making them is a few simple clicks. ScummVM_EMU_Shim.zip
  5. Don't do what you're doing now. Instead do what DOS76 outlined and you won't have the issues you've described. Because I seed (for a long time), before following those instructions, I make a copy of the current ROM folder, then change the folder name to the new release and use that for the check. This way I can seed back two full sets. When the next version is released, I delete the oldest release folder I have, keeping only the current and one previous set. If the Torrentcheck utility created the backup folder inside your set folder, move that elsewhere or delete it - you can make sure it won't do that by setting the path in the utility instead of the check-mark for "backup to torrent's directory"
  6. Sounds like a decent feature. The downside is that if you're streaming someone else's content you have no guarantee it'll still be up tomorrow. Let alone any guarantee of quality or guarantee someone hasn't substituted the video since you added your content - no one wants to see grandma's titties coming up before they play PacMan.
  7. I don't know anything about the ins and outs of Big Box theming, but I know how to do responsive web layout. Of course 20 years ago I was doing everything fixed with only resizable background image. I'll take a look at your theme on my 5:4 display as soon as I can, maybe later today, and then report back some results, hopefully some screen shots. Thanks for the info!
  8. That's good to hear, I'll keep an eye out for it in the future. One theme with automatic and responsive adjustment to different aspect ratios (like responsive layout on a web page) would be my ideal, but if that's not possible, I'll figure out some other way to swap themes when the display is rotated (for example).
  9. I'll tell you the WEIRDEST thing that's happened while doing these tests. Resizing up/down and having switched from the Bad Old Monkey back to Default theme. I lost artwork on 4 of 5 versions of the same game (in my ScummVM collection) and a number of other games have changed box art. Pretty sure this happened while resizing and not theme change - but can't be sure. Changing back to Bad Old Monkey doesn't resolve it anyway. EDIT: Definitely while resizing. Up/Down some more and I see another game with multiple versions (not combined) one box cover just changed back (to what it was set to before) and one didn't. This game has multiple "Front" images (gotten through regular scrape, not my doing). The game with no artwork is void of all images (EDIT Game - all image resources gone 0/0)
  10. I know. And the "him" I'm referring to isn't Jason either.
  11. ? Resizing when holding the cursor keys down is happening in real-time as the key is being held down over here - which is the same thing the original person reporting an issue mentioned. IMO, that's not the issue he was referring to. He mentioned an issue where when he released the key it continued to resize - keypressed buffered and the buffer not cleared when letting go. Mine stops resizing quickly enough, but what I'm seeing right now, the isssue I'm talking about, is that it takes much longer to redraw the boxes after using the keyboard than it does when using the mouse on the slider. I'd tag this as something to look at in the future. The performance on this system has always been unusually slow with LaunchBox, so I'd rather see a serious optimization and possible image system refactoring at some later date. Not a 10.15 issue as far as I can tell - I only did these specific tests right now because of the other poster.
  12. If there a video somewhere of what this should look like?
  13. Using DEFAULT theme seems faster, but I notice that when you stop resizing, the boxes each draw much faster if you touched the slider versus if you touched the keyboard. Even just pressing once on either cursor key the difference in speed re-rendering all the boxes is very pronounced. I imagine that on a really fast system this is going to be less noticeable. I'm testing on an i5-3475S with Intel HD4000 graphics right now - but running only 1280x1024.
  14. OK, I found it, turns out I do have a theme active. I'm using "Bad Old Monkey" plus the aforementioned changes to spacing/colors.
  15. This is in LB to be clear. Default theme as far as I recall, with some color and spacing changes. But to be sure, how can I check?
  16. I don't mean slow as in stepping, I mean slow as in the CPU is choking and system resource usage spikes. There's a performance path difference.
  17. The behavior is totally different (nd extremely slow) when using the keyboard versus using the slider. IMO, that's an issue.
  18. Any chance this might be available for different aspect ratios in the future, like 5:4? Or even vertical support 9:16 for a rotating setup, which is probably my next build.
  19. I downloaded only the two missing and one changed file and then copied them into the main CHD folder as you'd instructed - worked perfectly. But then I also paused the seeding, put the entire folder into my completed torrent path and then rescanned to seed the whole thing - this part was what I wasn't sure whether you did or not. I'll let it go to earn some new level icons. Haha.
  20. Ah, OK, that explains the difference in process you mentioned then. It took one hell of a long time to verify the 499GB. I've seeded back almost 1TB now. Been a couple of months with only 10mbit up, but it's unlimited so why not.
  21. TorrentCheck has been working great now for two updates. Very straight forward and relatively quick. For CHD specifically, do you seed back the new set? Using your steps above instead of doing it the same way as the ROMS, you save on the initial (lengthy) file checking, but the check still needs to be done later if trying to seed with the new torrent, right?
  22. If the built-in system was enhanced, then the launching could definitely work in a similar way to what we've done, but with the benefit of not needing any external bat/cmd/launch files - all the target names could be stored within LaunchBox's settings files/databases. Likely not so different than the built-in support works now, except no need to hard-code a list of games. I'm adding the games that were made compatible in the last ScummVM release to my collection right now, so seeing first hand how well my process works for "updating" an existing platform. I don't expect any issues, but we'll see.
  23. It'd be "REAL NICE" if maybe Jason could update the built-in ScummVM support so it's open-ended. Remove all the hard-coded Target info from Launchbox and have its list of Targets read directly from the ScummVM ini - which you should be able to point LB to. The ini has to exist already anyway to use any of these games in LB, otherwise ScummVM itself wouldn't start the games, AFAIK. That said however, I still don't even know how to import a batch of games all at once for the built-in ScummVM support. If it has to be done one game at a time, I guess it doesn't really matter, it wouldn't be useful anyway.
  24. So here's some additional information I hadn't mentioned before, but oblivioncth alluded to above... There's no guarantee that the Target names will be exactly the same between a RetroArch ScummVM core install and the standalone as far as I can tell - that can also depend on how you add everything in and what you're adding. One way to make sure everything is stable is to make the ini with one or the other and then copy it over to the one that wasn't used. Further to this, I don't even keep the ini in the default APPDATA location for standalone, I force the use of one inside the folder that also holds the launcher files. I did this to try and keep the whole thing more portable. Even though the ini would have to be adjusted because all the game data locations are included with absolute paths. The big benefit in having a script or app to do this work is in the case where you have to remake the ini for any reason. It would suck to remake it and have the Target names change so that they no longer work with any launcher files and then having to redo it all manually - again. Am I correct in thinking the only way to add executable (or batch) files to LaunchBox is by dragging them in? I don't see anything else that works the same way from a menu - none of the import options for example will do this. If using Import ROM on batch files, you have to go back afterwards and turn off "Emulator" for every file (which can be done in batch, but still an extra step).
×
×
  • Create New...