@greenhawk84 said in [SOFT] Universal XML Scraper V2 - Easy Scrape with High Quality picture:
Some of the video snaps that were "scraped" are not playing.
Examples: astorm, altbeast, btime, centiped.
If I copy the downloaded .mp4 file from my Retropie installation to my desktop and play the .mp4, I will hear sound but see no video. This is different for a video snap that does play in Retropie; everything plays as normal when I copy to my desktop for testing.
I've had the same problem for a while. I go and get the snaps elsewhere in this case. :\
Skyscraper version 2.3.7 released: https://github.com/muldjord/skyscraper
Now checks for .lha suffix and adds spaces where appropriate to get better results
Improved returned image data validity check (libpng errors still happen, but can be ignored)
Rewrote the worker to main thread communication a bit
Implemented '--startat' option that tells Skyscraper the first file to scrape
Implemented '--endat' option that tells Skyscraper the last file to scrape
Added thread id to terminal output
Applied serverside artwork size limit to openretro module to avoid running out of memory
Improved network communication class
Another "bits and pieces" release. The inclusion of '--startat' and '--endat' should make it easier to do scraping of a subset of your games. This has been requested a few times and I've made use of it myself A LOT during testing.
2.3.6 had some issues with the new openretro parser since some of the returned covers are INSANELY large. Like, 10000x10000 resolution. That in conjunction with the new alphabeticized queue system made it eat up ALL of the Pi ram really fast, which in turn made the kernel kill it off to ensure system stability. This has been fixed serverside, simply by asking for a resize before it reaches Skyscraper.
The changes to the network communicator are kind of beta. Which means that I've tested it, and haven't seen any problems. But I've removed the clearAccessCache call again since it should no longer be necessary. That call ensured that data didn't get mixed up, but was a bit of a workaround. My new code should ensure that data doesn't get mixed up without using that call. So pleeeeease, if you encounter game media getting mixed up between games, let me know! Shouldn't happen though.
This was a bit of a tough one. I've been spending the last 4 days trying to figure out what the hell was causing the crashes, until I stumbled upon those insane cover artwork resolutions from openretro. Then it became quite clear that Skyscraper wasn't the problem at all...
Anyways, all my testing has gone well on my end, so please do update and try it out.
Happy scraping! :)
@hansolo77 OK, that's as up to date as it gets.
Could you move the conversation to a separate thread and add me to it, as this is not related to this topic anymore?
Any emulators you notice this happening with? Does it also happen with any other theme?
@andershp said in Top requested arcade games for overlays:
I'm not really sure if your overlays are available for direct install with the rpie-art script?
They are :-)
If you have the latest version of the script, my repository is second in the list.
I'll look into Donkey Kong 3 as soon as I get time.
Something that's always bothered me about launching xboxdrv using runcommand-onstart.sh is that it makes using the Runcommand menu itself somewhat impossible. This is because the xboxdrv mapping is made active before the Runcommand menu appears, therefore interfering with the expected control scheme. Over the weekend, I've been experimenting with some ways around this.
First, I tried scripting the xboxdrv command not to launch until it detected that the intended emulator/port had launched. This worked well, except the script needed the specific executable name for the software it was looking for, making everything a little more laborous to set up than I felt it needed to be. I was prepared to live with it, until I noticed that AdvanceMame refused to recognized an xboxdrv simulated mouse event unless it was present before it launched. Seeing as how I play many games that rely on analog controls, it was important enough for me to rethink the approach.
What I needed was something that could be discovered from the runcommand-onstart.sh script that signals the launch of the Runcommand menu, yet yet also signals it's closing before the emulator/port software is launched. After taking a look at /opt/retropie/supplementary/runcommand/runcommand.sh, it looked as though it invoked and exited joy2key.py in exactly the way I needed. With a little more experimenting, I came up with the following that uses the xboxdrv example from the first section of my guide.
if [ "$2" = "advmame" ]; then
sudo killall > /dev/null 2>&1 xboxdrv
until [ "$j2kpid" -gt "0" ]; do
j2kpid=$(pgrep -f joy2key.py)
while s=$(ps -p "$j2kpid" -o s=) && [ "$s" ] && [ "$s" != 'Z' ]; do
/opt/retropie/supplementary/xboxdrv/bin/xboxdrv > /dev/null 2>&1 \
--evdev /dev/input/by-id/[•] \
--deadzone-trigger 15% \
--deadzone 4000 \
--evdev-absmap ABS_[•]=x1,ABS_[•]=y1,ABS_[•]=x2,ABS_[•]=y2,ABS_[•]=lt,ABS_[•]=rt,ABS_[•]=dpad_x,ABS_[•]=dpad_y \
This waits for joy2key.py to launch, gets it's PID and then waits for it to end before launching whatever emulator/port is being launched (advmame in this example). So, in effect, you can now launch a game, use the Runcommand window as intended if needed and xboxdrv will launch afterwards.
I've talked with so many people about xboxdrv on here that, unfortunately, a lot of it runs together. However, I do remember a few interested parties looking for a way to accomplish this, so I hope it helps. Granted there might be an easier, more effective way, so if anything comes to mind, please feel free to share.
@meleu I forgot about the "real date" tag. I added that to the example I gave above. :)
EDIT: I also forgot about two tags we haven't even discussed yet.
In the synopsis for both hacks and translations I have lines Translation Release Year: and Hack Release Year: as well as the original game release year.
I've added both tags to the post above: <hackreleasedate/> and <transreleasedate/>
Wooow! I am really impressed with this shots, you have improved not only the looking but your skills and finishing too! you have solved very good the elements and the characters. I love Donatello, its the 90s one and it looks amazing! I also love all of the set
For the upper ribbon, I like more the genre, for the shorter ones like Action or adventure, we can complete the space with the word games. Adventure games or action games so the text completes all the row. Also if you want to try you could change the color of the ribbon trying to match the character and items color: action red like the case, adventure brown, beat em up green, fixed screen orange, kids friendly purple and like that. If you considere its bad its ok to me
Here are some others items I believe it will work fine
For kids a top hat and a coin?
puzzle some balls?
a weapon for metroid?
For the pacman you can try using one ghost, two white dots and another ghost, just an idea
Yeah even for me the clock would be wrong pretty often. But after having my Pi running a couple days the time finally updates. And it's glorious on Kodi to see the time. Imagine the greatness of ES.
Also... ES uses time, already, when writing to the gamelist when you last played the game. Sooooo, there are already tons of time errors being written to disk. LOL.
@darknior said in Background Music [Continued from Help/Support]:
I'm not using /etc/rc.local to launch it at start, autostart.sh is better :)
So stupid it's my bug, the & after emulationstation :(
But rc.local not working for me.
If some one can help for this too ?