Versatile C++ game scraper: Skyscraper
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@muldjord I have some little question. I run Skyscraper in all my folders, some roms are not identified and so no images or metadata.
But, then, if i run sselph scraper, and end populating the lists, because it can find some things that Skycraper can't.If i run again Skyscraper, the local db is updated with the new content downloaded with sselph? So it can be more complete and useful in the future?
Thanks!
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@bleuge Try running skyscraper more than one time per system with different scrapers each time.
You can specify the scraper with
-s
So if you try to scrape snes do your second run like this :Skyscraper -p snes -s screenscraper
. Maybe after this you can do:Skyscraper -p snes -s openretro
After it finished do as final step
Skyscraper -p snes -s localdb
so that all scraped resources are used. -
@analoghero I am using skyscript.sh generated script, for every platform. So i guess this is right.
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If it uses an amalgam of information from different databases though, how does it know what info is "correct"? Or, at least, more accurate to use? That's the problem I fear I'm going to wind up with.
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@hi_im_daft You can prioritize sources for each type of information (check the documentation). But you will undoubtedly end up with some faulty entries, that can't be avoided with an automated scraper like this. If you only want correct results, just only ever scrape with 'screenscraper' and 'arcadedb'. Those are based on mame names and file checksums. But then you'll give up the option of scraping platforms that have scripts to start the games. Such as svm for scummvm and cue files for psx.
Bottom line, you can't avoid faulty results with sources that are based on file name searches.
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In release related news: I think I tracked down the segfault that made Skyscraper crash sporadically. And I might even have fixed the rare problem some have been reporting where image and or resources would have been mixed up.
So, once again, I will be doing testing over the next days. And if I don't run into more trouble, I can start documenting the new compositor and, finally, release 2.3.0... Phew. I have literally been coding on this for 6-10 hours a day for the past week. I hope you guys appreciate this! It's starting to take it's toll here :D
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@muldjord: I'm sure I can say for many of us here that we definitely appreciate the effort. The system itself is pretty great.
One last silly question, is it possible to set a different UI theme to use different Metadata? Some themes seems to look a lot nicer with the layout you use (screenshot with boxart in the corner), while others have a smaller area for images and squishing yours looks worse.
For example, I think the Skyscraper images look great with Retrorama, but for the NES Mini theme the boxart by itself would look better.
I don't think there's a way to do this one, but I am curious.
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@bleuge Ok if youre using simplemode the script is correct. Sometimes roms doesnt get scraped because the match wasnt close enough. What im doing then is lowering the
-m
value. For exampleSkyscraper -p snes -m 50
. Answer Y to overwrite and Y to skip existing entries . You can lower the value if you like in a second run.@hi_im_daft If the information online isnt correct, your scraped data will be so. If you have like 700 snes games for example, i would never know if a few games have incorrect descriptions.
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@hi_im_daft No, you have to decide. Emulationstation always uses the same gamelist.xml, no matter what theme youre using. This would ve a nice addition to ES imho. You should ask the dev of ES!
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@hi_im_daft If you want to change the look of the artwork exported by Skyscraper you can do that by editing "~/.skyscraper/artwork.xml". This is also well documented, so please check it out. Then, when you're done editing that file, rescrape with '-s localdb' and it will create new artwork from the recipe in artwork.xml. As AnalogHero notes, you can't have different screenshot artwork per ES theme, but if the theme uses the cover/boxart artwork specifically in one theme, and the screenshot in another, then those two can be exported from Skyscraper, and it will use one with one theme, and the other with the other. It's all up to how the ES theme is composed, and not something Skyscraper has control over.
So bottom line, if you have one ES theme only using cover, and another theme only usinge screenshot, then edit artwork.xml so it exports both to your liking. Then it will work as you expect.
With that said, please wait a few days. The new 2.3.0 release has A LOT of eye candy compared to the current release of Skyscraper. It can even render 3D boxart just by adding a <gamebox/> node to an artwork.xml <layer> node. And it will be well documented and easy to use.
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I'll definitely be looking forward to the new release. Thanks for all the help guys. :)
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Is it possible to add Bandai Wonderswan and Color platforms?
I can't see it in the platforms source code.
Thanks! -
@bleuge Sure, it'll be in 2.3.0 when it's done (which is really soon now!)
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@muldjord This is awesome, cant wait. Did you had the time to look into the number of players issue? Its not that important really, just add it to your todo list :)
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@analoghero I'm sorry, I forgot what that was... Can you refresh my memory?
Aaaaaaaaaaadn, release is imminent now. I've created a quick video showing off the new compositor features and I've completely updated the artwork documentation. Pretty much all I need to do now is go through the last couple of sanity checks and 2.3.0 will be released. Which means it'll be out within an hour probably. :)
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@muldjord profanitywordhere man, you work pretty fast. Thanks for doing the best scraper around.
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This post is deleted! -
@muldjord It was the thing that most Emulationstation themes can only handle integer numbers in the number of players field. Some scrapingsources return things like
1 - 2 simultaneous
which will display garbage in the theme. -
Skyscraper 2.3.0 released: https://github.com/muldjord/skyscraper
The ARTWORK release. Check artwork documentation here
- MAJOR: Completely rewrote the artwork compositing engine
- Now supports nested layers which anchors to the parent layer for easy placement
- Implemented 'balance' effect that adjusts the colors of the parent layer
- Implemented 'blur' effect that blurs the parent layer
- Implemented 'brightness' effect that adjusts the brightness of the parent layer
- Implemented 'contrast' effect that adjusts the contrast of the parent layer
- Implemented 'frame' effect that allows you to add a graphical frame to the parent layer
- Implemented 'gamebox' effect that turns the parent layer into a nice looking 3D game box
- Implemented 'mask' effect that allows you to mask out certain parts of the parent layer
- Implemented 'opacity' effect that adjusts the opacity of the parent layer
- Implemented 'rounded' effect that rounds the corners of the parent layer
- Implemented 'stroke' effect that outlines the parent layer
- Improved 'shadow' effect to adhere perfectly to softness as radius
- Added '-a' command line option for setting custom artwork xml config file
- Added 'artworkXml' config file options for setting custom artwork xml config file
- Implemented resource system that allows user to place files in '[homedir]/.skyscraper/resources' and use them in the '[homedir]/.skyscraper/artwork.xml' layers and effects
- Added 'From cache' boolean to output plus note about '--updatedb'
- 'simple mode' now also accepts "Y" as a yes answer instead of just "y"
- Now also looks for 'jp' region if no english region media is found for 'screenscraper' module
- Now always accepts 'screenscraper' results no matter if platform matches or not
- Now sets 'minMatch' to 0 by default for 'localdb' , 'arcadedb' and 'screenscraper' scraping modules. Can be overruled on command line and in config file
- Made localdb more thread safe, might've fixed rare issues of resources being mixed up internally
- Now works with filenames provided on command line even if they don't include full path
- Added resource sources to output
- Added 'wonderswan' and 'wonderswancolor' platforms
This is by far the biggest Skyscraper release to date. It's been a long ride but worth it! The biggest news is of course the new compositor!!! Just look at what you can do now!!!
A bunch of fixes and (quite cool) features also made it in. Check the notes for the details, it's too much to go through here. Please enjoy this release, and if you create some awesome artwork.xml files, please share them. The examples I've made myself are mostly to demonstrate certain effects.
Happy scraping guys!
- MAJOR: Completely rewrote the artwork compositing engine
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@muldjord Nice video, the new functions are very good explained. Would be nice if i could preview my changes to artwork.xml like you do.
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