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Ize

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Posts posted by Ize

  1. YouTube & Arcade Video Snap Downloader

    View File

    I have created my own YouTube & Arcade Snap / Videopreview downloader.

    It's not super pretty but works pretty well.

    Arcade is perfect because i use progettosnaps direct download, consoles are OK'ish... i currently try to limit the search results to one provider to eliminate false positives.

    So if that channel doesn't have the video for your game, you might get something strange... BUT I ADDED A SKIP BUTTON! :D

    If you know any other youtube channels that provide game previews than arcade forever feel free to leave  a comment and i'll take a look at it :)

     

    Installation:

    Unzip the file and put the folder in your Launchbox/Plugins/ dir.

     

    Usage :

    Rightclick a game or games and choose get snaps,

    click yes for consoles etc., click no for arcade / mame.

    Hit Download, wait, done.

    Btw. if you're wondering why there is an .exe file... well i'll probably make it standalone too to scan the whole library and im lazy so i didn't want to start two projects :D

     

    I have uploaded a video of it in action here:

     


     

    • Like 2
  2. I didn't get much done this week so far but here's a little update:

    • put all my parsing stuff etc. in a loading scene
    • added basic scene transitions
    • look at DAT FPS :D
    • .wav sound loader and playback from disk
    • AND actual launching of the selected rom in the associated emulator according to launchbox :D

    Still needs lots of optimization but the basics are done now.

    The F-Zero Boxart is my default texture so that shows up a few times :P

    Launching happens @ 1:26 and 3:28... the app waits for the emu process to close so for now it just freezes :P

    I really need to switch from project64 to retroarch with one of those new n64 cores... god is it bad :x

    • Like 6
  3. I'll have to rewrite my basic engine to support object pooling (for the covers).

    Someone linked me to a nice example and it improves performance ALOT. In my initial test i parsed the whole xml with the games of a platform (OK) and directly created a 3d object (box), set it's values (name, path, etc.) and then read the texture from disk and applied it (ok for a few models, NOT OK for a few thousand boxes) :D

    With object pooling i'll just need maybe 10-20 boxes depending on how i layout the boxes in the scene and they'll get reused... i'll just load the textures on the fly then, and apply it to the boxes that aren't in view. maybe 5 left, 5 right, and 10 boxes visible on screen.

    This should improve performance drastically (i hope, im not sure how the texture loading on the fly will behave when scrolling through a huge library).

    I don't know what magic @Jason Carr did with bigbox (i think he caches ALL game images on launch and that causes the startup loading time?) but it's very impressive that bigbox then still runs so silky smooth. 

    I hope i can get somehow even near that performance.

    My PC is pretty good (i7 6700k @ 4,5GhZ, 16GB Ram and Zotac GeForce GTX 1080 Amped! Extreme) but when i throw a mame.xml at my app currently... god have mercy on my poor machine :D

     

    I'll be back. :ph34r:

    • Like 1
  4. @Jason Carr thanks :D

    There are various blender to xaml converters like: https://xamlexporter.codeplex.com/

    Unity can apparently generate xaml files, from the docs.: 

    Quote

    Unity generates an XAML C# Visual Studio solution. With XAML C# solution generated you are able to use managed assemblies, such as UnityEngine.dll, Assembly-CSharp.dll, etc. with XAML code on top.

    but im not sure how that works...

    Maybe you can integrate unity's systems (runtime?) into a net application with that somehow?

    I guess that would be the easiest way to extend bigbox with a real 3d engine.

     

    @zannyuk looks great. For which system is that? C64?

    Do you have any cartridge models or other "boxes" i could have to play around with?

     

    • Like 1
  5. Heh, sounds good.

    I've made some progress today:

    • Parsing of LaunchBox platform xmls and creating "Boxes" with the required metadata (title, notes, rompath, etc.)
    • Videoplayer for MP4 Videos (thanks HTC for the ffmpeg wrapper :D)... 
    • Tweening of the boxes
    • added some neat shaders like realtime reflection for the boxes, depth of field and ambient occlusion for the camera
    • Actual CONTROLS so i can switch the boxes with keyboard and gamepad instead of setting a variable all the time
    • UI Overlay

    and probably more i forgot... not bad for a day and not much prior knowledge.

    You might notice it's displaying psp games and only the default boxart for my snes boxes because i used my psp.xml here... i only have 3 psp games... good enough for testing... parsing my snes roms takes a bit too long because im debugging the whole time :)

    i'll add fanart backgrounds next and keep playing a bit with it some more.

     

    PS sorry i forgot to turn of themusic... @Jason Carr can't code without music right?! and yes, my neighbours hate me... it's like 9pm here now :D

     

    • Like 2
  6. To be honest, 3D Support is a great idea but the way the classics hub does this is kinda inconvenient... especially for browsing a large library with different platforms.

    I was always pretty fond of WiiFlow for Wii:

    It was easy to use and allowed to switch platforms and roms / isos very quickly with a great ui that focused on boxart and smooth animations.

    Something like this would be awesome. As far as i know there is no frontend for pc which does the same or something similiar.

    • Like 5
  7. After an "argument" in the launchbox discord, i did some googlefu and found out that dosbox daum has the option to mount zip files.

    @Zombeaver promptly tested if it worked properly and surprisingly it does :D

    So here is a guide on how to run zipped DOS-Games.

    1. Download DOSBOX Daum from http://ykhwong.x-y.net
    2. Unzip (DOSBOX Daum, not yourself)
    3. Make 2 folders in the unpacked dosbox named "Data" and "Games"
    4. Copy your Games in .ZIP format into the games folder
    5. Start dosbox and type: "mount c Data:Games\YOURGAME.ZIP:/" replace YOURGAME.ZIP with your zipped game name, i'll use LBA.zip (little big adventure) here:
    6. Start your game as usual: 
    7. Success :D

    You'll have to keep your isos in a seperate folder if you have to mount them for games that need them (Daggerfall, Little Big Adventure, etc.) and there are probably a few other problems and glitches but so far it works pretty good. :D

    • Like 1
  8. OK here it goes:

    You need Python 2.7 (https://www.python.org/ftp/python/2.7.13/python-2.7.13.msi)

    1. Copy the attached file into a folder with your export.xml from GCZ GC and doubleclick it...
    2. Depending on how many games are in the xml file you might see a console window or it will just flash and close again.
      You will now have a folder named "output" which contains all your game titles with the extension .IZE (lol :P)
    3. Start LaunchBox
    4. In LaunchBox goto Tools->Import->Rom Files...
    5. Next -> Add Folder and choose the new "output" folder. Click Next
    6. Choose the platform for the games (for your example choose Windows) and click next
    7. Choose an "Emulator", which one doesn't matter and click next
    8. Choose "Use the files in their current location" and click next
    9. Click both checkboxes if you want or just leave the launchbox db checked and click next
    10. Choose your desired art and click next
    11. Emumovies? Click next
    12. You can uncheck everything here if you want and click next
    13. Launchbox will now parse the files and show you an overview, click FINISH!

    Launchbox will now import all the games and download the metadata and graphics.

    After the import process you can delete the output folder.

     

    Hope it works for you :)

    conv.py

  9. Well, it's not hard to convert those (horribly formatted) xml files to launchbox format:

    However it's just not worth it to convert it 1:1 since alot of what launchbox is asking for is missing and theres no way to get the launchbox id to access the graphics and other metadata.

    What i could do, is generate a folder structure from the xml files which you could then import into launchbox via the import wizard, that would then also get the correct id's from launchbox database and scrape everything automatically.

     

    • Like 1
  10. It's probably not bigbox, more likely the emulator you are using.

    BigBox uses the xml files launchbox generates... so if it works in launchbox, it should work in bigbox too.

    I had the same issue with retroarch i think.

    All my roms are on my NAS in Z:\Roms\Platforms\romfilename.*

    What you can do to test if the correct path for the roms is used, is to make a simple batchfile with this content:

    @echo off
    echo Command: %1
    pause

    Put this batchfile as the emulator executable and it will show you the whole command launchbox / bigbox used.

    Then you can go from there :D

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