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Pixelpiper

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Everything posted by Pixelpiper

  1. If the games have the same name, duplicates are filtered out. If they have regional names, then filtering requires parent/clone data - and that is incomplete. I have plans to fill it in, just haven't had the time to move on that. Otherwise there is no ability at the moment to create an additional priority hierarchy for left-over regions or multiple languages. I've tried to keep this type of thing to a basic level.
  2. Search for T-Zer0 1.81 in google. Fifth result. TheCompany. It'll be a Windows implementation if you want it badly enough. OR, the Sixth result, IndieRetroNews for a version that will run on a real Amiga (and therefore probably emulation) - been converted to not require CD-ROM - but missing the CD audio tracks obviously.
  3. I have it. It's part of the overall WHDLoad collection, not necessarily this one. It's marked as "Demo" however, so maybe not a complete game?
  4. Email system is automated, check your spam/junk folder/filters to see if the reply message was blocked.
  5. Send me a private message with a screenshot of your settings and the base URL you're putting into it.
  6. One day I'll have to look at that source again. But now I have yet another hobby thanks to @Zombeaver - because of his attention to the c64 platform I ended up picking up two original computers, one of which need some repair love. And to make matters worse because we both really like all the benefits of emulation, I went ahead and also bought a modern FPGA implementation of a C64 which can do a lot of crazy stuff the original machine can't. So now I'm really deep in it and even (GASP!) looking at modern C64 games (ya, you told me so). So that's what's been keeping me busy lately outside of having gotten back to full-time working. 😆 My LB setup and PSX collection have taken a bit of a back seat, but that's the next platform I need to put some effort into.
  7. I tried a number of different things and ended up on a custom solution using .scummvm files for stand-alone scummVM - Retroarch can also use the same files, but I ended up making a script wrapper to launch the stand-alone app as it's always up to date and doesn't include a number of quirks I found in Retroarch's core. The net benefit of this was being able to import the .scummvm files into LB as games and maintain the use of its properties that are only available to emulator platforms.
  8. I tried the same thing too a while back, including submitting a couple of dumps, but no luck here.
  9. My tool makes its own filenames from the full information available in the Redump database which is much more detailed than any dat with respect to game attributes. If I can't get close to a full set of attributes, including languages, then I don't worry about making a filenames because they won't be useful to filter. For example, there are hundreds of Japanese games that have English language which are never mentioned in any dat. If I took those names and didn't process them as English, then they'd never show up in the generated list unless someone selected that they wanted specifically Japanese language. Someone with a redump account however can really do me a solid. I can provide them with instructions to get me the info I need for the tool very easily and without much effort.
  10. The page can scrape directly from Redump, but right now it's set up to use cached data if it exists - I have a time-out function which will allow automatic refresh (set to disabled for debugging right now) and also the ability to force a refresh. I'll see if I can make some time to enable the time-out feature this weekend or at the very least just wipe the caches. Do you have a redump account? Right now I'm missing data for Wii and other systems from that point onward, which I'd love to get cached.
  11. Instructions in the first post in this thread.
  12. 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
  13. Set up a second system using the LCD. Problem solved, only PROs, no CONs.
  14. 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.
  15. 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 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
  16. 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"
  17. 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!
  18. 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).
  19. 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)
  20. I know. And the "him" I'm referring to isn't Jason either.
  21. ? 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.
  22. If there a video somewhere of what this should look like?
  23. 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.
  24. 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.
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