Metadata Improvements in EmulationStation
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@mattrixk Yes , like @herb_fargus said, a portable retropie for windows it's impossible, but I compiled the latest ES build for windows without too much problems.
Emulationstation is portable itself.
I actually don't have retropie or rpi, I do all my work on windows, but I deleted the latest build, and go back to old fieldofcows fork because has more stuff like nosplashscreen and other things.
Of course i'll try to build the latest ES for windows with all the new metadata improvements and all the new stuff (when released), so I can upload a compiled version for themers or people that want to test without sacrifice their rpi builds.
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@herb_fargus, @Nismo: Thanks for the info guys. Thinking about it, I guess I don't really need a Windows copy of RetroPie, considering all of these changes are being made to EmulationStation. So all I really need is a Windows version of ES that has the new stuff in it.
I mentioned before I'm using Herb's portable ES... I downloaded it and then ripped out all the Retroarch stuff. It can't be used for games anymore, but it's also 100MB or so smaller and doesn't have the millions of small Retroarch files to get in the way if I need to move it to another folder or something.
Of course i'll try to build the latest ES for windows with all the new metadata improvements and all the new stuff (when released), so I can upload a compiled version for themers or people that want to test without sacrifice their rpi builds.
That would be awesome, thanks @Nismo.
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@mattrixk There's a windows version with video support if you want to download it.
https://github.com/fieldofcows/EmulationStation/releases/tag/v0.1-beta.7
I hope this helps.
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Hmm... 10 minutes before I leave work... do I have time... bugger it, yeah I've got time. Cheers @Nismo, I'll check it out.
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Oh, I need to set up the config file. Maybe I'll have some time over the weekend, because I am outta here! Home time makes me happy. Happy Friday arvo everyone!
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@mattrixk @Nismo @fieldofcows If there's enough interest, I can try to set up automated builds through Travis-CI (https://travis-ci.org/) or something similar. I'm a big fan of automating menial tasks, good test coverage, and continuous integration :).
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@MWGemini Would be nice, thank you very much. Anyway I need to try to compile it by myself because I translate ES to my native language.
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UXS is 'higly' parametrable (don't know if this word exist^^)
So I can generate New profile to create XML files with lot's of new node and new metadata or media.
But (for now) I can only generate XML... So I really don't know how to implement data directly in a DB from the scraper...But I'm open to every modification I can make to UXS ;)
If you want this is My email :
screech_@free_.fr (Not so affraid about spam ;) but just delete '_' ^^) -
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@MWGemini I translate it to spanish and it's a hard work, there are a lot of files to be edited in the source code, anyway if you still want to compile it in 2 languages, I can translate the source code files and send to you a "translate source code" to compile.
I hope in the near future we can have a commit that include the ES strings in a strings.xml or something like that for easy translate ES to other languages, also it's nice for kids that doesn't speak english.
@screech I really, absolutely really apreciate the work you are doing with UXS, very nice work.
Thank you both.
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@screech I love your scraper. I had very little trouble setting up a Scrape Profile that downloads box art, fan art, screenshot, wheel/logo and a video for each ROM in a system, appends "-boxart", "-fanart", "-screenshot", "-logo" and "-video" to the file name and then creates a gamelist.xml that spits out
<boxart>
,<fanart>
,<screenshot>
etc. I even have it set so you can choose 2D or 3D box art, and if you want normal, black or chrome wheel/logo art.The only things I need for it now are being able to download different sized images within the one Scrape Profile, and fixing the bug where it wasn't getting all the images (even though the Mix profile gets them). Both of these are things I've already mentioned in the other thread.
Maybe the gurus here will be able to come up with a way to automatically import xml files into the database. I think we'd have to agree on a standardised naming system at some point, just to help things go smoothly.
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@MWGemini I've never heard of Travis CL? What is it/what does it do? How would a simple user such as myself make use of it?
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@mattrixk I already watch to the "code" to add a new node in Profil XML to put a size "by media" ^^ but it's not so easy because I haven't anticipate this :S but I promise ;) I will try ;)
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@mattrixk said in Metadata Improvements in EmulationStation:
@MWGemini I've never heard of Travis CL? What is it/what does it do? How would a simple user such as myself make use of it?
It's an automated build system. When linked to GitHub, it watches for code changes, which then triggers a build script to be run. Basically, every time someone commits code to a repository, you can have the entire project be built and deployed automatically. It's not something that an end user would set up- a developer associated with the GitHub repository would need to do it. However, end users would benefit by having the latest builds always readily available, and developers benefit by not having to do that process manually.
@Nismo I hadn't considered that ES doesn't support translation already- I assumed it already had that feature. It would definitely be possible to add that, but it won't be a trivial task. Edit:I looked into it a bit further. RecalBox already has this functionality, so it might actually be not-too-painful to port that code over to this fork of EmulationStation. That's a separate topic, however.
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@MWGemini Yes I supposed that it's a lot of work, but I don't loose my hope...
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@screech: I appreciate all the work you've put into this excellent scraper. While the feature of downloading media in different sizes would be fantastic, for the time being I have a work around of just downloading everything in a larger size and then resizing them manually using FastStone Image Resizer. It's a bit more work, but it does the job.
Also, there is no real rush on that, as I mainly want this ability for when/if we get these new image metadata elements added into ES.
@MWGemini: that sounds like it would be exceedingly awesome.
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@mattrixk Which part, the automated builds, the multi-language support, or the visual theme editor?
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@MWGemini theme editor for sure
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@MWGemini I was mainly thinking about the automated builds. I personally don't have any use for the language support (but I do realise how great it would be for people who need/want it). I'm also not really sure how the visual theme editor would work, but if you want to take a crack at it, I'll gladly try testing it out/giving some input.
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@mattrixk @lilbud right now my priority is in helping @fieldofcows with the stuff he is working on. He's the hero of this thread and I think he's doing a lot of great development on EmulationStation. I've only been testing the work he's done, I haven't done any development on ES, so I don't want to steal his thunder.
If/when I get a bit more free time, I want to help @fieldofcows implement the changes mentioned in this thread (assuming he wants/needs the help), and after that, I'll probably try to pull in language support, grid view, theme system improvements, and then I'll work on the visual editor (assuming someone hasn't beaten me to it by that point).
Since the thread has gone a bit of topic, I'll try to steer it back. @fieldofcows, I've modified the database design document I sent you, thanks to input from @mattrixk , @sselph, and @screech. I think we have a very solid design in place, and if you agree with it, I can start writing some of the SQL for it (or build/test automation, or something else, if you have a request/idea) this week, if you want.
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