Making premade gamelist.xml with xtra media collections
-
Deleted. New post.
-
@used2berx so to fix your problem would you be willing to convert your .fds roms to .nes to use like other nes roms? If so there is this tool to do that:
-
I can't remember exactly what you're first two questions were, but I think they were something like this.
-
The problem with mapping buttons is because both emulators treat stuff very differently, and because I'm including over 100 FDS roms and not all of them work in Nestopia, probably quite a few of them will need Fceumm to run and no matter whether I'm using the default buttons or I figure out a good way to re-map stuff it will behave differently based off of which emulator is selected. I, personally, will know the difference when I see the games loading up. My brother and his in-laws, especially the kids, won't have a clue what is going on. It's already complicated running FDS games as-is, but when the two emulators have different methods for doing so it becomes needlessly complex.
-
I do have a few FDS conversions in teh set, such as the SMB2 one. There aren't a whole lot of them out there though, especially none that I know of for the 34 currently included FDS translations.
so to fix your problem would you be willing to convert your .fds roms to .nes to use like other nes roms? If so there is this tool to do that:
http://www.romhacking.net/utilities/662/I would be if there are good instructions to do so. I'm not a rom hacker. I've opened some roms in HxD before and manipulated some headers for mirroring when directed to, but even with that tool I wouldn't have a clue how to convert games from FDS to NES. That would actually be awesome to do, but I suspect that it would be above my pay grade.
EDIT: At the end of the day, I think it would be a lot easier if somebody just got both emulators behaving the same way when it comes to flipping disks. I don't see any reason why somebody would change the coding for one to be so completely different than the other, especially when one of them won't play all of the games and you would need both for maximum compatibility.
-
-
This post is deleted! -
@used2berx i will try it out and see how hard it is to convert them.
-
@edmaul69 Yeah.... I did see the utility. The readme says this:
Save as NES
FDS Explorer can now convert FDS disks to .NES fileformat. However it's
quite restricted. FDSExplorer examines the current disk-side and check it if
may properly convert to a .NES file. The conditions are that the disc
must have a 32K PRG-file and a 8K CHR-file. If so, the file is exported
with a NES header.
Notice that FDS Explorer only exports the data to a .NES file. You manually
have to change the mapper-number and perhaps "hack" the ROM to make it
run on NES-emulators.
Ideas on how to enhance this feature in the future is very welcome.Just by reading that, I would probably be able to convert some of them, but not all of them. I know that a few of the games are a single side of a single disk, and others such as BodyConQuest are 2 disks with 2 sides.
Also, it kind of scares me that it's not completely automatic. When it says "you might have to change the mapper number and "hack" the rom", I'm totally going to fail at that.
I'm going to try this out on a few though and see what happens. I didn't realize that there were some basic instructions in the readme. If I can get a majority of them running this way it would be ideal, even if we can get somebody to re-code Nestopia and Fceumm to behave the same way.
-
@edmaul69 I don't know what you're seeing on your end, but it looks to me like 100% of the time so far the only games that it will convert are 64kb games like "All Night Nippon SMB" and Clu Clu Land (Think the black-box era of very early NES titles).
These seem to be the only games that have a 32k PRG rom. The others vary wildly in many cases but most seem to have a 16k PRG rom.
All in all, I'd say that about 90% of the games in the collection are 128kb and will not be able to be converted with this tool. :(
-
@edmaul69 I just talked with somebody who is very knowledgable with FDS hacking and they told me that this would be a major task and nobody would likely ever try to convert the FDS roms to NES since pretty much every NES emulator will play them. This issue is going to have to be corrected on the emulation side.
A consolidated version of the reply I recieved:
The way the FDS works, it has a BIOS for loading from disks, unlike the NES which doesn't need one. Some games will just load the entire game into RAM at the beginning. Others use both sides and have data for each level in different files, which are all transferred into RAM at the same point, overwriting each other. The files can be any size, and can be written to wherever you like in RAM.
This is very different from a ROM using bank switching. MMCs switch banks in certain specific amounts, and it happens instantly. Whereas a file could only be under a kilobyte, a bank has to be at least 4kb, usually more, and is a set size, so often you'll get wasted space.
Not to mention in all this that instructions in the games will point to different locations if you changed to a ROM. It could take a lot of reprogramming to make a larger FDS game work in ROM format, and require one of the more advanced mappers.
At which point you realize that every emulator can play them so you wonder what's the point.
-
@used2berx yo! I think I'll have some free time today. Can you take a look at our discussion here?
Cheers.
-
@meleu Hey buddy. Awesome!
Sorry... I was napping a bit after work, but I got up and saw you had replied. :)
The "gamelist-to-synopsis" feature will be pretty easy to implement.
Great! Man... if @mitu can reverse the direction of his
gamelist.xml
to spreadsheet and you can do this, that will make future synopsis work about 10 times easier for me in the future. Maybe even 100 times easier! No more having to edit individual text files, and I'll be able to finally sort by any tag for super easy editing of things like Genre.Platform: Nintendo Entertainment System and Platform: Famicom Disk System entries in the synopsis.txt files located in /Media/nes/Synopsis/ folder will treat these entries as if they were NES and not FDS games and look for roms and all media in the /nes/ folders instead. (This should not occur if the synopsis, media and roms are located in the /Media/fds/ directory though).
Can you confirm if you still want exactly what you're describing above?
Yes. This is what I want. All of my FDS roms are in the NES roms folders, in the following directories (and all of the media is just in the corrosponding
nes
media folders):/home/pi/RetroPie/roms/nes/(4) Famicom Disk System/(4_1) Translated FDS/
/home/pi/RetroPie/roms/nes/(4) Famicom Disk System/(4_2) Untranslated FDS/
/home/pi/RetroPie/roms/nes/(4) Famicom Disk System/(4_3) Update Hacks FDS/
The thing is, maybe somebody wants to use your script down the line that actually wants to separate the FDS system from the NES system. I just didn't want to "break" our script for them by simply not allowing this. So that's why I suggested that this only work for us when the FDS media/roms are in the
/nes/
folders, and for somebody who was running the script from the/fds/
folder, it would work normally.PLEASE let me know if that's still not clear. I'm doing my best to describe the situation, but I know that I tend to over-explain things and make them more complicated than they need to be. :)
-
@used2berx can you say all the possible
Platform
s you have on your Synopsis files? This info will be useful to implement the gamelist.xml to synopsis.txt feature. -
@meleu Sure. These are only the ones that were done years ago. My hope is to add more console/handheld systems in time. I don't think I'll be adding any computer based systems though since they require a lot of individual controller configurations and would be a monsterous project on its own. Although I have done some work with DOSBox myself and I know another guy who is also working on that, and there has been an amazing Commodore 64 collection with the controller configs, but that would be a LONG way down the road.
Here's the current list:
Atari 2600
Atari 5200
Atari 7800
Atari 800
* See note below
Atari Lynx
Bandai Wonderswan
ColecoVision
Magnavox Odyssey2
Neo Geo Pocket
Neo Geo Pocket Color
Nintendo 64
Nintendo Entertainment System
Nintendo Game Boy
Nintendo Game Boy Advance
Nintendo Game Boy Color
Nintendo Virtual Boy
TurboGrafx-16 / PC Engine
* I didn't separate the CD games for some reason... I will in the future.
Sega 32X
Sega CD / Mega CD
Sega Game Gear
Sega Genesis / Mega Drive
Sega Master System
Sega SG-1000
Sony Playstation
Super Nintendo Entertainment System
Watara Supervision
I believe that's all of them that I had done in the past. There were a few other meaningless ones like the Dreamcast VMU unit and Pokemon Mini games that aren't even emulated on the Pi that I probably wouldn't bother with.
BTW... With the Atari 800, could you do the same thing we're doing with the NES/FDS systems, so that if the
Atari 800
stuff is located where theAtari 5200
stuff is it will work with the 5200? I have no interest in doing all the work on the Atari 800 computer since I never owned one and it would be a ton of controller configs to make, but I figured I'd probably put a smaller collection of 800 games in there that I found that were quite enjoyable that I've added to the XBox set years back. This way if anybody were to do the Atari 800 themselves someday this script could still work for them. -
Also, I was wondering if we could add something else to the to-do list. I wanted to know if we could add a tag that is the
synopsis.txt
file name without the extension (txt). We could just make the tag<filename></filename>
.This might have several uses down the road since this is the exact file name of all of the associated media for every game. Right now it would be great for when I'm working on the spreadsheet as a way of alphabetizing stuff. When we get all the tags in our script with the
FULL
command, I hope to talk to @mitu about an option in his own script that would transfer over all of the tags that we're using. Otherwise, when we go through the process of turning the spreadsheets all the way back to text files there will be a lot of missing information.BTW... I'm also going to try to see if somebody on the team here could add more image tags for us to use. And even possibly implement something where you could press a certain button on the controller to scroll through the existing image types. I think it would be awesome if we could have a video preview and an image box that you could scroll through the Boxart, Cart art and Title screen of all of the games.
Right now we only have the
<image>
and<marquee>
tags. If we were to have tags for the tags you've already added like<boxart>
to your script, it would eliminate the need to be able to change which image type is the<image>
and not require a re-run of the script just to change the image type in the romlist.Thanks again man! Excited to see you're back in any capacity. :)
-
@used2berx When a tag in gamelist.xml is empty or inexistent, what do you want to put on the synopsis.txt file?
Example: if there's no
<originaltitle>
in the gamelist.xml, do you want an emptyOriginal Title:
on synopsis.txt or simply skip this info? -
@meleu Good question. Thanks for asking since I didn't think of that before. :)
Any empty tags should just not be put in the
synopsis.txt
files. This is because on the XBox they are displayed "as-is", so if there were a bunch of empty fields it would look messy and would take more scrolling to get through the whole thing.You probably also thought of it, but any media tags we make for the locations in the
gamelist.xml
file should also not make their way back into the synopsis files. (No artwork, videos, gamefaqs, etc.)Essentially, the only tags that should make their way back into the synopsis are the ones that were there originally. The only exception would be data/information tags that had information that I added in the spreadsheet before converting back to the
gamelist.xml
. For instance, if I realized in the spreadsheet that a game was missing thePublisher:
information and I filled it in the spreadsheet, then that information would then make it back into the synopsis file.Now that I think about it, I'm wondering if we should make a separate tag for the synopsis cited website at the end of the
<desc>
tag? This way we could still have that information in the synopsis.txt, gamelist.xml and the spreadsheet, but we don't have to take extra steps to remove it so it doesn't show up in the RetroPie romlists. The only thing we'd need to do is make sure that they get placed back at the end of the<desc>
after two line breaks when it's covnerted back to thesynopsis.txt
.Maybe call it
<citation>
? -
Maybe call it
<citation>
?Do as you prefer.
On the code side it would be easy to consider that "if the very last line of a synopsis.txt is an URL, then it's a
<citation>
". -
@used2berx said in Making premade gamelist.xml with xtra media collections:
You probably also thought of it, but any media tags we make for the locations in the
gamelist.xml
file should also not make their way back into the synopsis files. (No artwork, videos, gamefaqs, etc.)Please, confirm if these are the ones to be ignored:
path image video marquee xtrasname cart title action threedbox gamefaq manual vgmap
-
On the code side it would be easy to consider that "if the very last line of a synopsis.txt is an URL, then it's a <citation>".
That will work. :)
Please, confirm if these are the ones to be ignored:
path
image
video
marquee
xtrasname
cart
title
action
threedbox
gamefaq
manual
vgmapYes. That is all correct.
-
Hey man. I'm not getting any traction on my thread about trying to get more image types supported in RetroPie. Do you know who I should hit up for that idea?
The thread is here: https://retropie.org.uk/forum/topic/16535/multiple-image-types-tags/2
Thanks :)
-
I'm not sure how linux scripting works, but I'm assuming after we run our desired command to start the script that we could have it ask a few questions for our image setup? I just found out from the other thread today that we currently have access to 3 image types.
<image>
<marquee>
<thumbnail>
The thumbnail tag is used to show a screenshot before a video plays if you set a delay. @EctoOne actually uses this in such a way that the video isn't played at all and it acts as a third image type. This would be perfect for the Pi Zero setup that I'm building that won't have videos.
With this, there is actually currently coverage for
Box Front
,Cart
andAction
images.So what I'm asking if we could do is two things...
-
Make a tag for every image type. (The default script now doesn't make
<boxfront>
because it makes the box<image>
instead. I would like to see this become it's own tag... I'll explain why later.) -
Ask a few questions about image types after desired script command is run, but before the script is executed. These following questions:
Image type for
<image>
?- Box Front
- Cart
- Title
- Action
- 3D Box
Image type for
<marquee>
?- Box Front
- Cart
- Title
- Action
- 3D Box
Image type for
<thumbnail>
?- Box Front
- Cart
- Title
- Action
- 3D Box
If we do it this way and leave the regular image tags we decided on for the image type, this should be very easy to change them in the script (or a separate script) in the future. That way we could run it and just swap out the locations for different image types without having to rebuild the entire gamelist from scratch. The image changing script could ask the same 3 questions and then just replace those tag lines with the image location of the desired art type. :)
Thanks bud... sorry to change this on you like that, but I think this is the best way to go forward with this new image information we just got.
-
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.