Gamebase 64 Forum
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Jimbo Cool Member

Joined: 16 Nov 2004 Posts: 226 GB64-Points: 226
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Posted: Thu Dec 17, 2009 9:35 pm Post subject: |
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| Magnate wrote: | | Magnate wrote: | | the possibility to link more than one sid file to a game in a similar manner that extras are added. Numerous games use 2 or more sid files. |
Bumping, just in case it went unnoticed.  |
Hi Magnate,
Not unnoticed. Just under investigation. It looks like its a lot of work to get this to work, db changes, and lots of code/GUI changes - perhaps its an idea for now to link the additional sids as extras? |
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Jimbo Cool Member

Joined: 16 Nov 2004 Posts: 226 GB64-Points: 226
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Posted: Fri Dec 18, 2009 7:12 pm Post subject: |
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| I might be able to add support for 7-Zip. This would give GB the ability to extract 7z, lzma, cab, zip, gzip, bzip2, Z and tar formats. It would use 7za.exe, the standalone command line version of 7-Zip. Does anyone know if its ok to distribute 7za.exe with GameBase? |
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Retroplay Keen Member


Joined: 18 Apr 2004 Posts: 99 GB64-Points: 99 Location: Denmark
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Posted: Fri Dec 18, 2009 8:14 pm Post subject: |
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Woohoo !!
| Quote: | This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
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http://www.7-zip.org/license.txt |
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Jimbo Cool Member

Joined: 16 Nov 2004 Posts: 226 GB64-Points: 226
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Posted: Fri Dec 18, 2009 8:20 pm Post subject: |
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Ah yep. just read that. I just need to include in the documentation that it's under the LPGL, and provide a link to the sourcecode.
7-zip support here we come (maybe)!
Should this work, it would also mean GB will be able to extract zip archives whilst keeping their folder structure. |
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.mad. Outstanding Member


Joined: 19 Jun 2005 Posts: 983 GB64-Points: 2763 Location: Lancashire, England
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Posted: Sat Dec 19, 2009 8:53 am Post subject: |
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that is very good news!
Good-Merged Gamebases here we come.
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hardmanm Cool Member

Joined: 05 Jul 2006 Posts: 415 GB64-Points: 415 Location: Lancashire, England
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Posted: Sat Dec 19, 2009 11:11 am Post subject: |
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Any chance of adding a option to copy a game record in gamebase, i'm currently working on a gamebase for the speccy which has versions for 128 and 48k games, and instead of adding a game from scratch it would be good to copy a game record and having only to change a few things, like the game name and game file, but inherit all the rest of the data such as programmer, year etc. _________________ Gamebase Developer of:
AcornMania, AmstradMania, Atari800, Apple II, SpeccyMania, GamebaseBBC, Gamebase Electron, Apple2GS, Sam Coupe, Gamebase GX4000, Memotech MTX, NEC PC98, Fujitsu FM-7 and Sharp X1. |
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Jimbo Cool Member

Joined: 16 Nov 2004 Posts: 226 GB64-Points: 226
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Posted: Mon Dec 21, 2009 7:58 am Post subject: |
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| hardmanm wrote: | | Any chance of adding a option to copy a game record in gamebase, i'm currently working on a gamebase for the speccy which has versions for 128 and 48k games, and instead of adding a game from scratch it would be good to copy a game record and having only to change a few things, like the game name and game file, but inherit all the rest of the data such as programmer, year etc. |
Yep, good idea. How about when you right click a game in the list you can select "Copy as new game..." or something?
Other stuff for the next beta: I've added 2 new "Extras" types: URLs and Music. You can now specify a weblink as an Extra, and choose to run an Extra using a configured Music Player. I've also added a "Quick Links" window that you can have open all the time, that gets updated (whenever a new game is selected) with the list of "launchable" stuff (i.e. game file, music file, weblinks, extras), then you just double-click to launch each file/extra. Hopefully this goes some way to (well, at least gives the appearance of) linking multiple music/sid files per game, plus its nice to see all the extras for a game without having to click the Extras button. |
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hardmanm Cool Member

Joined: 05 Jul 2006 Posts: 415 GB64-Points: 415 Location: Lancashire, England
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Posted: Mon Dec 21, 2009 12:36 pm Post subject: |
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Yes, that sounds a good way to implement it. _________________ Gamebase Developer of:
AcornMania, AmstradMania, Atari800, Apple II, SpeccyMania, GamebaseBBC, Gamebase Electron, Apple2GS, Sam Coupe, Gamebase GX4000, Memotech MTX, NEC PC98, Fujitsu FM-7 and Sharp X1. |
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.mad. Outstanding Member


Joined: 19 Jun 2005 Posts: 983 GB64-Points: 2763 Location: Lancashire, England
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Posted: Mon Dec 21, 2009 3:49 pm Post subject: |
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found a small bug.
if you close a gamebase with
Version, Personal or Music TAB open.
the next time you start your Gamebase the info is blank.
the info re-appears when you select another game entry. |
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.mad. Outstanding Member


Joined: 19 Jun 2005 Posts: 983 GB64-Points: 2763 Location: Lancashire, England
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Posted: Wed Dec 23, 2009 1:05 pm Post subject: |
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pretty please with christmas bells on!
can you make the extras window expandable.
just like you did with the NEW screenshot window.
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K.C. Cool Member

Joined: 29 Sep 2003 Posts: 361 GB64-Points: 363 Location: The Netherlands
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Posted: Thu Dec 24, 2009 9:26 am Post subject: |
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Another small bug in Gamebase (not only in 1.3, existed in previous versions too):
If you specify a Edit_CLP command in a Gemus script, you have an OK and a Cancel button.
OK should launch the game and Cancel should return to the frontend without launching the game, but the Cancel button also starts the game. |
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.mad. Outstanding Member


Joined: 19 Jun 2005 Posts: 983 GB64-Points: 2763 Location: Lancashire, England
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Posted: Thu Dec 24, 2009 9:49 am Post subject: |
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now that the splash screen plays a WAV sample.
Thanks!
if the gamebase starts with a classic game.
(playing a sound sample)
the splash sound is cut short.
maybe add a small delay between samples.  |
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K.C. Cool Member

Joined: 29 Sep 2003 Posts: 361 GB64-Points: 363 Location: The Netherlands
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Posted: Thu Dec 24, 2009 7:46 pm Post subject: |
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Another bug, found by coincidence:
The control type Light Pen is parsed incorrectly by GEMUS.
If you set the control type to Light Pen for a certain game, you can not test it.
For example, the following simple script: | Code: | If Control = Lightpen
Add_CLP(LIGHTPEN!)
Else
Add_CLP(Something else)
End If
Edit_CLP(Test)
Run_Emulator() | always adds something else to the command line parameters, but it should add LIGHTPEN! if the currently selected game has the field Control set to Light Pen.
This bug has been found in v1.2, but still exists in v1.3, since nothing has been changed in GEMUS.
It would be nice if this is fixed in the new version, because the latest version of WinVICE can emulate these devices. |
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Jimbo Cool Member

Joined: 16 Nov 2004 Posts: 226 GB64-Points: 226
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Posted: Sat Dec 26, 2009 12:12 pm Post subject: |
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| Quote: | if you close a gamebase with
Version, Personal or Music TAB open.
the next time you start your Gamebase the info is blank. |
Fixed
| Quote: | can you make the extras window expandable.
just like you did with the NEW screenshot window |
The Extras window has changed a bit now, but I've made the dir/file selectors wider.
| Quote: | If you specify a Edit_CLP command in a Gemus script, you have an OK and a Cancel button.
OK should launch the game and Cancel should return to the frontend without launching the game, but the Cancel button also starts the game. |
This was by design - the Cancel button just cancels/reverts any edits to the command line. So basically if you type some changes, then change your mind, you press cancel to run the game with the original un-edited command line. Perhaps there should also be an "abort script" button on there.
| Quote: | if the gamebase starts with a classic game.
(playing a sound sample)
the splash sound is cut short. |
Probably easiest to just not play the classic game sound on load if the splash wav was played.
| Quote: | The control type Light Pen is parsed incorrectly by GEMUS.
If you set the control type to Light Pen for a certain game, you can not test it. |
Looking at the source, it seems its looking for "LightPen" (case sensitive), so I don't *think* it's a bug. I suppose I could change the source to make case-insensitive comparisons though - I don't think that'd screw up any existing GEMUS scripts. |
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Jimbo Cool Member

Joined: 16 Nov 2004 Posts: 226 GB64-Points: 226
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Posted: Sat Dec 26, 2009 12:29 pm Post subject: |
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I've added a new feature - a SideBar, which can be placed on either the left of right side of the game list. It can be dragged to make bigger/smaller, and it currently just shows "quick links" that you can double click to "run"...
You can create your own icons for each type of quick link, or hide the sidebar altogether.
It's probably big enough to show other stuff underneath the quicklinks. I thought of optionally letting you display the Notes, Comment and Version Comment, and possibly the GEMUS Key/Value pairs. If anyone has any suggestions for what else to put in the sidebar, let me know.
Cheers |
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