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Everything posted by damageinc86
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You might be able to find that banner in this thread: https://forums.launchbox-app.com/topic/54534-bannerbox-community-banner-thread/#comment-346381 There's a lot there. I also have an upload of all of my banners here (including templates): https://forums.launchbox-app.com/files/file/2406-bannerbox-bordered-clear-logo-banners/
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Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
Too little too late for me, in regards to HS2.0. Not even worth a second look. Saw it,...meh. Launchbox is where my setup is at now. Just need individual controller mappings to navigate through LB with any controller you pick up, and we're golden beyond golden lol. -
Sega Master System 2D Box Front Set
damageinc86 commented on damageinc86's file in Sega Master System
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Sega Master System 2D Box Front Set
damageinc86 commented on damageinc86's file in Sega Master System
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Sega Master System 2D Box Front Set
damageinc86 commented on damageinc86's file in Sega Master System
That means a lot coming from you. Thank you for taking the time to leave a comment. I'm going to have to take a serious break after this set lol. Plus, aren't spines more in your territory anyways!? haha. The grid layers should all extend beyond the canvas, so I feel like you could probably use the grid in each template and just extend the canvas out a bit to the left side of the guide and do a spine there.- 10 comments
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Sega Master System 2D Box Front Set
damageinc86 commented on damageinc86's file in Sega Master System
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I have DKII, Ms. Pac Man Crazy Mazes, Ms. Pac Man Renaissance, Pac Man Renaissance, Pac Man Unleashed, and Pac-Man 25 maze hack. I know there are a crapload more,...but I was only really interested in trying those out at the time I found out about HBMAME. I have them imported as "Arcade Hacks".
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Version 1.1
263 downloads
Phew. This was a SET! Sega Master System 2D Box fronts. What a deceptively simple looking set. It wasn't necessarily complicated. Just really, really tedious. Mostly due to the fact of the rampant inconsistency of almost every element. Especially the various title fonts. To quote a member of the smspower.org forums, "Apply excessive, inconsistent kerning to get the authentic look.". It was never just a matter of typing in a game title. Literally every single letter on every single cover had different kerning that needed to be applied to it in order to match the original cover. Literally no two letters had the same kerning. It was outrageous! Sometimes the dot for a lowercase "i" would have it's own kerning independent from the letter. Sometimes the dot would not be included at all. Sometimes there were mixed font sizes within the same word. Sometimes one letter was subscript by .05 for no good reason. Sometimes there was "TM', sometimes there wasn't. Sometimes there was a "TM" with one font for the T, and another for the M. Sometimes there was an ®, sometimes there wasn't. Sometimes the ® had white under, sometimes it was clear. Sometimes the ® was blue, sometimes it was black. Sometimes there was whiteout behind the SEGA logo, sometimes there wasn't. Sometimes there was whiteout only on a certain portion of the S from blue SEGA logo, sometimes there wasn't. etc., etc. You get the idea. Speaking of, there's several different versions of that blue SEGA logo. Which was a task in and of itself. All the logos I came upon online had a large opening, or "inner triangle" on the letter A. Whereas, the actual SMS boxes have a small inner triangle of white. But it still has to sort of keep the overall angle of that entire line that makes up the left angle and goes down to the foot of the A. Of course, that angle also doesn't follow a straight line.. It ever so slightly diverges off the angle it starts from in order to end up making the upper left part of the inner triangle more inward than it normally would be. Might not be explaining it well enough. But that was a thing! There's also about 12 or so variants of the "Sega Master System" logo found on some boxes. That one was a doozy. The logo with the "bulb" of the tail of the letter "y" being in-line with the blue line, but not above it, while still having the skinny part of the letter y swoop under the blue line took quite a while. You wouldn't think it, but it isn't just the font typed with special kerning. It is actually two sets of different kernings on that letter. One for the skinny swoop part that goes under, and one for the bulb. But the skinny swoop doesn't go so far under as to leave a gap through which you can see the white background. Oh no way,...it rides that blue line. Which was custom skewing after all the kerning was done. Because it always wanted to show a gap, no matter what I did with the kerning. So I had to rasterize the layer and skew it manually until the bulb part was squished juuuuuust enough to not go over the blue line, and the swoop went under, but not too far! lol. Layered over each other; eraser, clone, 1px brush in red to fill in manually,..etc., etc. And each version had some slight variation. Like the horizontal rule blue line has a gap,.......the blue line is now black! The line is now at the bottom of the bulb of the letter "y". The line is now above it! The red "Master System" type is tall in this one,...but it's short in this one! ok sorry, moving on! Even the gray grid was inconsistent in nature. I took an example selection from a box front in photoshop, and filled my canvas with that selection to make a nice crisp new grid. Then brought the opacity down to try to match it up to the original grid, and noticed that when one square was exact, a few rows down it wouldn't be. If I matched it exactly to say, the middle row, then it slowly went out of alignment moving out from the equator. So in an effort to add some consistency to a set that was becoming increasingly tedious as I went through it, I just made a grid matching a really nice hi-res scan from one box, and used that throughout the entire set. Speaking of adding consistency. Due to the nature of the scans available, and how they sometimes were skewed, or didn't resize directly into my canvas perfectly (most did, but not all) I did end up settling on some versions of the box that kept artwork elements in the same spot across different boxes from that same design. That way, I didn't always have to move things by very small increments just to match a scan absolutely perfect. Also, some boxes came with elements way off-center by design. Sometimes it looked fine, but other times I went with logos and such that were closer to center. Different publishers were also given license to use their own variations of fonts and logos as long as it fit the general theme of the Sega Master System it seems. Such as the "action" triangle having a slightly different font and coverage area on certain games by certain publishers, and Flying Edge using a 100% black grid versus the normal light grey grid. The Strider II box used a different font on the Sega Master System logo, that is only found on one other box front in the entire set. Tecmagik had their own fonts and style, as did Parker Bros., just to name a few examples. Most of the work/time spent was matching fonts and creating a new fresh set of type, and the pen tool on 1200-1600% zoom in order to cut out all the artwork assets. I tried to match everything I could with clean new examples, however there were times when the scan was high quality, and I didn't feel like spending half an hour matching the individual kerning of each letter on two lines of small font, so I would just cut out the actual artwork from the box and use that since it was so clean. Conversely, there are a few boxes that have some elements that might not be hi-res. I just hit a wall sometimes, and did not want to re-create a small gray square that has some type in it. There also were certain times that I did not feel confident in being able to re-create certain things, so I would just use the full actual scan and call it good. Only had to do this for a handful of boxes out of the entire set. Full artwork boxes were sometimes just used "as-is". The Addams Family and Bart Simpson vs. the World are examples of this. I thought about getting the actual box to scan, but ebay prices dissuaded me lol. Some boxes like Terminator 2 Judgment Day, I was able to use a movie poster and fresh logos for it. For that one specifically, I included a version both with the shotgun, and without. Just for fun. Since Sega had it censored out. Back to the Future II was a composite of a few different elements to get a real clean looking artwork centerpiece. There were a few "one-off" style boxes, like the Master System Classic line, and a few Activision black boxes with silver grid. For the Master System Classic box front I used the full scan from "The Ottifants" as my template, and cut out the part where the artwork is showing through the ripped hole. I also had a little fun and made a version of Outrun that has the ferrari car cut out from the Mark III box. I've included every single game's PSD file as well. That way if you ever need to make any type of box, it's all there. I didn't make one Master Template, so you'll just have to search through for games that have certain elements you'd want/need to include on a box, and bring those elements over to the new file. For example, if you need to add the green "Plays on Master System" rectangle, take it from a game like Spider Man. And if you need the "Light Phaser Series" pink seal, take it from Gangster town. For as tedious as it was, this was still a very interesting set, with all of its variations and differences. I wasn't ever really into the Sega Master System as a kid. My friend had one that I played a handful of times. But working through this set, I've somehow grown an appreciation for the way the boxes were designed. So, with all that rambling done, enjoy! P.S. this webpage helped start me on the correct path in terms of fonts, and What the font was an invaluable tool in helping to find other fonts used on these boxes.- 10 comments
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Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
I know! jeez. It has taken me about 10 solid years to finally get everything in order and running smoothly. That's even spending years creating mame artwork sets and stuff for Hyperspin, and doing all that crazy xml crap. Then I had to start over almost entirely for launchbox. It also took me a few years to finally work up the guts to delete my old hyperspin folder haha. There's no way I'm going back. They'd have to outright rip off launchbox entirely for it to even come close to competing. -
Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
I still think one of the most glaring user interface issues is we still don't have the ability to independently map all of our controllers for BB navigation. Because button 1 isn't the same button across all the damn controllers lol. I'm on like a year old computer, and it runs just fine. But I'd really like to be able to keymap each controller on its own so that I can swap between them and just keep right on navigating instead of having to hit a bunch of buttons using trial and error in order to figure out that this button here on the gamecube controller corresponds to button 2 or something lol. -
Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
Exactly. Going in and having to edit those damn xml lists. Infuriating. That's why the Launchbox organizing interface just came and stole the show. Then Big Box to show it all off! C'mon, it was no contest at that point. -
Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
Upchuck,..haven't seen/heard of that scumbag for years. Still at it? -
hmmm. should be as simple as running the mame import and pointing launchbox to the rom file folder within your mame folder.
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Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
Like I said before, you don't have to use that file structure if you don't want to. You can drop all of the artwork you download on your own into the main artwork folder of the system (LaunchBox\Images\Nintendo Entertainment System\Box - Front) for example, and that's it. There shouldn't really be any gaps in the Sega Genesis, so that's odd. Seems to be a very well covered system. Unless you have some image files that are named differently than the game name within launchbox. You also don't have to leave things how launchbox named them. There are a few tricky games that I've preferred to be named slightly different than what the Launchbox database insists it should be, just out of personal preference. So once I downloaded the metadata for that and had a blank entry like you do there, I went into the metadata area again and updated the title to what my image file and rom name is, ok'd the change, hit F5 on the selected game, and voila, my Box Front image I already had showed up since it was in the folder. Case in point actually, since I wanted to revisit my genesis box fronts after seeing your screenshot there. I noticed I had an old set and just searched for a higher quality one off emumovies and snagged it. Arch Rivals had the "arcade game" end to the name in launchbox, but the new image I just downloaded did not. So going through right now and re-naming a few. Also, for some reason my romset, that I've had for years, includes some Euro and i suppose World games. So I had to bring back a few of my old box front images into the folder to have those populate again, since this image set I just downloaded does not have those. But like, for Austrailian Rugby, or some Asterix Euro game, I did not go put those images in the World folder or Europe folder. I just plopped them right in the main folder. they populate just the same. -
Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
Oh, now I'd be interested to hear what things you were thinking of working on for the RL->LB connection. I can't let go of RL just yet, because for my needs, it still does a few things that LB won't fully engage in, or flat-out doesn't do. -
Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
I'd be curious what databases are incomplete in comparison? and the RL connection might require you to go through the systems once more and duplicate the settings you have now for the Hyperspin entry, if you want things exactly the same, as I'm sure you do. I feel like just because you think it should be done different doesn't necessarily mean that you shouldn't "bite the bullet" so to speak, and just get in there and get the conversion done. It's like putting a manual transmission in an automatic car. You need to fabricate some connections and working paths, but once they are made, it drives how it is intended to. -
Hyperspin to Launchbox/Big Box turbulence and rants
damageinc86 replied to Shredder_guitar's topic in Monkeys
Between emumovies and the artwork packs that we've all made and contributed to the downloads section, you've got all the artwork covered really. The work is basically already done on the artwork front, as we've all renamed everything by now. It's ready to be dropped into the folders. I think being worried about the few regional folders that LB has in place is a little overkill. I never use them on purpose, but LB sometimes does put things in there when I download from within LB's metadata section. But really,...it's not that big of a deal. And if you drop artwork you've manually downloaded into the folders, it will all stay in the main folder. I've noticed that artwork only goes into those regional folders if it was downloaded from within the LB metadata artwork area. I came from hyperspin over 10 years ago, when Launchbox (Jason) had just figured out how to get a "wheel" display. Once the initial work was done, there really wasn't any reason to keep hyperspin. I gave it a while, but eventually I needed nothing from my hyperspin folders and finally hit the delete button. Haven't even needed to think about going back since then. I find the LB/RL connection to be great, and have kept using it, even with LB's attempts to integrate some of RL's features (Pause, loading screens). I feel that RL still does it better, and it is definitely needed for the keymapping. All i've ever had to do for system/platform creation is create my custom system in LB, set RL as the emulator, shut down LB, then go to RL and see the new system, and edit to preference. As you mentioned, the launching is then off-loaded to RL. Basically, just accept that you have to set up things in LB, so that LB is under the impression it knows where everything is and will be handling it, and thus presents it all correctly, regardless of RL ACTUALLY handling the launching. This is how they got around everything. To have LB stop what it's doing at the point of launch, because RL is set as an emulator, so LB just lets the "emulator" do it's work. As for the databases, you don't really need to think in terms of those xmls that we got used to in hyperspin anymore. Ditch that mindset and let LB do the database creation that it automatically does once you create a system via import, or otherwise. It handles that. Which is one of the biggest points of LB in the first place. Just get your roms all situated, which they probably still are, and run an import. You can even name the system something non-standard, but use the "scrape as" feature to tell LB to pull the metadata and artwork from the system set under "scrape as". Because if you use a non-standard name, by default LB might not see anything for it. But if you scrape it as another system, it might be able to import the correct items for it. All in all, the move to LB is well worth it. Just for the ability to be able to get rid of the need to edit those damn xml files manually or otherwise. It was always a hassle. And LB's internal database creation interface takes care of all that. I'd suggest don't lurk, don't wait, just set aside some time and get all the artwork packs from the downloads sections, link your emumovies account, go on an importing rampage, and take the plunge. -
Yes, that and 360, etc., are still RATHER new compared to the rest in terms of emulation status. Still barely playable for most of us. The lifetime sub has taken care of over 90 percent of my collection over the last 10+ years that I've had it. You might be the one to spearhead the captures for these systems. Sometimes you just gotta do it yourself.
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I'm just going to say that it took yeeeaaaarrrrrrrssss for Emumovies and everyone involved in the community to take care of the systems that are taken care of. xbox and up is still rather new to expect the entire sets to be taken care of. Sometimes it just takes one, or a few determined individuals to just do it and get it done and uploaded there, so everyone can enjoy it.
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another comment on the bitbucket issue, which has 4 duplicates. I know it's still classified as minor, but I think it is an issue that on principle alone should just be addressed. Ezra Adding to this one because I go back and forth between controllers based on what games I intend to play. For example: If I play any PS2 / PS3 games, I usually am using a Dualshock 3 controller I use a separate controller for most Nintendo games I default to my Dualsense for most other games So at minimum I’m in a fairly consistent rotation of 3 controllers. Since the mappings are currently only configurable globally, I have to remember that circle is select and X is back on my Dualsense, but then Circle is back and X is select on my Dualshock. Additionally shortcuts, like closing the game, are going to be mapped differently per controller. I absolutely love Big Box for all that it does for combining emulators and storefronts, but I feel this is the one major pain point that really needs an overhaul to make the user experience excellent.