Versatile C++ game scraper: Skyscraper
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@muldjord said in Versatile C++ game scraper: Skyscraper:
@movisman said in Versatile C++ game scraper: Skyscraper:
Separate question, can I scrape a single rom when using the --localdb switch? For some reason, that doesn't work for me. Running a command on a single rom, for example:
That is not possible and won't be possible. It would require me to inject only selected entries into the gamelist which is something I don't want to fiddle with.
Cool, that's fine, I just wanted to check if it was possible or if I was doing something wrong. If I want to scrape a single game but not have it fiddle with the existing gamelist entries, is my only option at the moment either to edit the db.xml file for that system, or scrape the file to a fresh gamelist.xml and merge it into my existing one?
Thanks!
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@movisman Second option is your best option as you've already edited the gamelist manually. The first one won't work. If you've already manually edited your gamelist, it won't help to change the data in your localdb files. It will still overwrite the things you've changed upon a rescrape.
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Ah no yeah I understood that, I haven't made loads of edits to the point where I couldn't rescrape. To be honest since you've improved the region stuff it's going to be quicker for me to rescrape anyway to pick up the correct artwork, so I could rescrape, edit db.xml after and then scrape from the DB.
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Hiya,
Since I updated this morning, for some reason queries against SH1, CRC, MD5 are not working? It just comes back with 'game xxx not found' on pass 1. Adding the maximum verbosity on the command line shows the correct SHA1 and platform, but it never finds it. I am using literally exactly the same command as I was using previously to obtain a correct scrape for mismatched files. Tried a variety of valid checksums off screenscraper.fr.
Running without query is fine though.
Do you know what might be happening?
Thanks!
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FYI,
An example command used was:
/opt/retropie/supplementary/skyscraper/Skyscraper --unattendskip --refresh -g /home/pi/RetroPie/roms/dreamcast -o /home/pi/RetroPie/roms/dreamcast/media --relative -p dreamcast -s screenscraper -u username:password --videos --nobrackets --query sha1=058b2eda664ee953caeb5ad35efbbdbcfc60d85f "/RetroPie/roms/dreamcast/Crazy Taxi (USA).chd" --verbosity 3It made a start, then bombs out:
Starting scraping run on 1 files using 3 threads.
Sit back, relax and let me do the work! :)#1/1 (T1) Pass 1 ---- Game 'Crazy Taxi (USA)' not found :( ----
Debug output:
Tried with: 'sha1=058b2eda664ee953caeb5ad35efbbdbcfc60d85f'
Platform: dreamcast0/1/1
This wasn't happening before, but thought i'd share the command I used. I tried a few others, changed my file extensions around etc, but the same result.
Thanks
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Where have my scan lines gone?
So I had hoped to take a bunch of screenshots myself that included the scanline shader.
The screenshot.png has the scanlines (I've even resized the image in GIMP to the same specs as my artwork.xml and they are still there) but after skyscraper processes the image to create my final png the scanlines have magically disappeared. Is there anything I can do to make sure that the image remains similar to the original or is it a limitation of the artwork manipulation scripts.Also I pick up some noticeable banding (especially noticeable in the gray gradient box), is there anything I can do to help combat that?
Here are a couple of screenshots, the GIMP resized and cropped png and the artwork.xml png, you can tell the missing scanlines. And the associated artwork.ini
<?xml version="1.0" encoding="UTF-8"?> <artwork> <output type="screenshot" width="640" height="480"> <layer resource="screenshot" x="20" width="520" height="390" align="center" valign="middle"> <rounded radius="10"/> <stroke width="1" red="0" green="0" blue="0"/> <stroke width="1" red="156" green="156" blue="156"/> <stroke width="2" red="35" green="35" blue="35"/> </layer> <layer resource="blank.png" align="right" valign="top"> <rounded radius="10"/> <layer resource="wheel" width="161" align="center" valign="middle"> </layer> <rounded radius="10"/> <stroke width="1" red="0" green="0" blue="0"/> <stroke width="1" red="156" green="156" blue="156"/> <stroke width="2" red="35" green="35" blue="35"/> </layer> </output> </artwork>
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@jakejm79 said in Versatile C++ game scraper: Skyscraper:
Where have my scan lines gone?
If you resize an image with scanlines they will seem to disappear - or at least get smoothed over. That's not a Skyscraper issue but a resize issue in general.
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@movisman said in Versatile C++ game scraper: Skyscraper:
Hiya,
Since I updated this morning, for some reason queries against SH1, CRC, MD5 are not working? It just comes back with 'game xxx not found' on pass 1. Adding the maximum verbosity on the command line shows the correct SHA1 and platform, but it never finds it. I am using literally exactly the same command as I was using previously to obtain a correct scrape for mismatched files. Tried a variety of valid checksums off screenscraper.fr.
Running without query is fine though.
Do you know what might be happening?
Thanks!
Please update and try again, I fixed some stuff. I need to test the query stuff you mention to see if that has been broken. Gonna look at it sometime soon.
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Well I understand what you are saying, but if you look at the example, they have both been resized to the same dimensions from the same original screenshot and the scanlines are still prominent in one.
Upon further inspection it looks like skyscraper reduces the screenshots to a 640x* resolution when importing them into the DB (maybe to save space), it appears that whatever interpolation is used with this scaling that causes the problem. Is there a flag or variable that can be change to decide what is used? or at least allow the user the option artwork to be imported to the DB at original dimensions if disk space is not an issue.
OK so it appears the database import is the issue (or if you will responsible) rather than the artwork.xml. I copied the original screenshot to the database directory (and renamed it). Ran Skyscraper and it generated the games artwork, as you can see in the example below the scanlines are visible, not to mention the overall image quality is better, doesn't really make sense to me to have Skyscraper resize the image twice (on DB import and artwork export) especially at the expense of quality.
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@jakejm79 You can use the "--noresize" option. I will also add this to the config.ini options as "noResize=true" in the "[localdb]" section in the next version (it's not currently possible to set it in config.ini).
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Hi there,
No worries - I updated since your last commit on github though, so not sure updating again would make too much difference? I also removed the app entirely to clean everything up, put it back on and it did the same (this was yesterday late evening).
Thanks!
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@muldjord
Thank you that would be great, I tend to launch it from the retropie setup menu, so a config.ini option would be great.
I was thinking a little last night, the best way to get the output I am looking for might be to take the screenshots without scanline and then super impose them over the top when creating the artwork. Maybe such an option could be added, much like adding a drop shadow or a frame. This way the scanlines would be added to the final sized screenshot and wouldn't be subject to resizing.
Thank you for all your hard work. -
@jakejm79 A "scanline" effect layer is a good idea. I'll add it to the roadmap.
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@muldjord
Thank you, that sounds good. In the meantime I have created a overlay the same size that the screenshot gets resized to, that I put in the resources folder and edited my artwork.xml accordingly.
Much better results now. One thing I have noticed is that the black bars don't seem to be cropped out, I thought originally that black bars were cropped out and then the image would be resized to what is specified in the artwork.xml, distorting the aspect ration if need be.
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Skyscraper version 2.8.3 released: https://github.com/muldjord/skyscraper
- Added "region" and "lang" options to "[platform]" section of config.ini
- Added "noResize" variable to "[localDb]" config.ini section
- Fixed bug where "--query" would stop working when region was autodetected
@movisman Please test the query option again, I've tested it myself and it works as expected. But it's always nice to have others test it aswell.
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@jakejm79 It might be that it isn't completely black, then it won't be cropped. Try opening it in Gimp and check if the black is actually #000000.
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Thanks, that was the problem, not sure where it came from but it was a hint of green in it, it didn't used to be there, I retook the screen shot a few times and it was always there. Maybe we could have it where instead of #000000 being ignored that maybe #050505 and below is. It seems to crop out the black fine on my PSX screenshots, so I'm not sure if Picodrive is responsible or not, but I didn't notice this issue before. Anyway I manually edited the screenshot and all is good now.
While you are fulfilling requests, the last thing I'd love is a maxsize variable for resizing resources, kind of like how the themes handle things, a resource can be resized in both height and width so that they are both under the maxsize but aspect ratio is maintained, currently I can only resize one variable to maintain aspect ratio, with the wheels.png, some can do with resizing vertically others horizontally. I tried the mpixel option but it doesn't really work for extremes, tall and thin vs. short and wide.
Otherwise it now seems perfect.
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@muldjord
I do have one other question (I searched the artwork examples, artwork.md, readme.md and wiki and didn't see it addressed). Can I have separate artwork.xmls for different game folders, i.e. can I have one for ../arcade and one for ../arcade/vertical ? -
@jakejm79 You can have one per platform, but not for subfolders inside platforms. Set them in config.ini under any "[platform]" section you need. For instance:
[amiga] artworkXml="artwork_amiga.xml"
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Thanks, I had seen that. I think what I will do is run skyscraper with just vertical files inside the arcade, then move those out and put the horizontal ones back in after modifying the artwork.xml. I assume skyscraper just appends to the gamelist.xml and wont delete existing entries even if the rom files aren't currently present in the roms folder.
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