[RELEASE] Gamma-X (formerly called "Xbox Net Loader") Xbox game manager and launcher

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ruuk Online
Skilled Python Coder
Posts: 898
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Location: Bremerton, WA USA
Post: #11
here is the additem function. below i will show an example of the change.

Quote:def add_item(self,name,save):
self.items.append(save)
cache = os.path.join(cwd,'cache',save.titleid + '.png')
if os.path.exists(cache):
try:
self.save_list.additem(xbmcgui.listitem(name,'',cache,cache))
except:
self.save_list.additem(name)
return
filename = str(save.titleimage)
if os.path.exists(filename):
img = xbe.get_image(file=filename)
file = os.path.join(cwd,'cache',save.titleid + '.png')
img.image_to_png(file)
try:
self.save_list.additem(xbmcgui.listitem(name,'',file,file))
except:
self.save_list.additem(name)
else:
self.save_list.additem(name)

here is the before.
Quote:self.save_list.additem(xbmcgui.listitem(name,'',cache,cache))

here is the after. you would do this for each listitem
Quote:self.save_list.additem(xbmcgui.listitem(name,save.titleid,cache,cache))

i'm going to add the titleid to the appinfo window and probably add the size of all the save data there as well, and probably to the save list also. i have to consider what can fit in the width of the list.

ruuk
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lolol Offline
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Posts: 109
Joined: Jan 2005
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Location: -
Post: #12
hi!

in getting an error runnning your save manager

unicodedecodeerror: utf16 codec can't decode byte in 0x32 position 30:truncated data

in xnlmodules/xsave.py line 29

did i make a mistake?

cu lolol
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ruuk Online
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Joined: Aug 2005
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Location: Bremerton, WA USA
Post: #13
hi lolol,

what version are you using?
if it is current (v0.99b) then i need to fix something. i think i have an idea what it might be, but it would be helpful if you could contact me on irc or i could contact you via im and maybe could send you a test version. i believe a certain save is either non-standard, broken, or i need to account for something i haven't. but almost certainly a specific save is causing the error, and if i could find out which one and get a copy of the save i could actually fix the problem properly Smile

email me at "xnetload@2ndmind.net"

or contact me on irc on

server: irc.irchighway.net
channel: #xnetload

thanks for any help you can give. either way, i will put a fix (hopefully it will fix it) in the upcoming version.

ruuk
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smuto Offline
Senior Member
Posts: 240
Joined: Sep 2004
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Post: #14
my playing with skin
here problem with offset and alignmenty in controllist
[Image: screenshot002.jpg]
dialog without problems
[Image: screenshot003.jpg]
here i need changing pictures for datasourse
[Image: screenshot004.jpg]
info labels like size ,folder ...
[Image: screenshot005.jpg]

and
how to delate save without sub_list ?
is it possible add musicoverlay window to the script?

[Image: 1.png]
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ruuk Online
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Location: Bremerton, WA USA
Post: #15
new version:

v0.991b

+added save sizes/title id toggle display in save manager
+added total save size and title id in save/info window
+removed 'load a save' button in info window, replaced with
'delete all' - use 'load a save' from save manager instead
+moved the game sizes to label2
+dds header format images now decode
+optimized code for image decompression. about a 25% conversion speed increase from .xbx to .png on my 650mhz laptop =]
+added some code that hopefully avoids a problem with unicode
and saves that a user reported.
+loader will now add title id's to configs for games that do
not have them, when game is 'online' (iso's configured via a non
xrp server do not have title id in the config, so this helps)
+added text viewer dialog to dialogs module
+updater now shows changelog before update
+little bits i can't remember right now
+bug fixes

enjoy

ruuk
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Livin Offline
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Post: #16
ruuk,
any thoughts on morphing this script into a xbmc update script?

I'm not an expert but I play one at work.
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smuto Offline
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Post: #17
great

one save problem
0fffdaed.zip

smuto

[Image: 1.png]
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ruuk Online
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Location: Bremerton, WA USA
Post: #18
smuto

thanks. i will check it out.


affini

i've been thinking about it since you first mentioned it (sorry i didn't say so Smile ). i'm trying to finish some things on my todo list before i before i start something major. most likely i will write a separate but integrated script. it seems like it will not be to complex to do, but more likely to tick people off it it doesn't work (and blows up someones install Smile ) i'd really like to make it download from x bins and install from that, but they always have them in .rar format there, and i don't think there is any way to extract from .rar on the xbox, unless i go crazy Smile and try to port the unrar source to python.

anyway, i let you know here when i start it.
go ahead and give me any ideas you may have on what it needs to do, in case i'm not thinking of everything (which i'm positive i'm not Smile )
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Livin Offline
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Post: #19
(ruuk @ oct. 22 2005,16:06 Wrote:affini

i've been thinking about it since you first mentioned it (sorry i didn't say so Smile ). i'm trying to finish some things on my todo list before i before i start something major. most likely i will write a separate but integrated script. it seems like it will not be to complex to do, but more likely to tick people off it it doesn't work (and blows up someones install Smile ) i'd really like to make it download from x bins and install from that, but they always have them in .rar format there, and i don't think there is any way to extract from .rar on the xbox, unless i go crazy Smile and try to port the unrar source to python.

anyway, i let you know here when i start it.
go ahead and give me any ideas you may have on what it needs to do, in case i'm not thinking of everything (which i'm positive i'm not Smile )
i was actually thinking, to start with at least, just pulling the updated files from a lan machine (via smb), not x binz.

reason for this....

many people compile thier own
x binz builds are usually old
many people dl from torrents

i thought starting with a script that allows us to quickly update via a local source (lan) would be best. then if you wanted to extend to wan/internet sources, you'd already have a base to do it with since you'll be pulling the files local no matter what.

i personally would want the local support and not internet unless someone had a place with daily cvs builds. i don't like the mod'd builds with all the extra scripts and such.

my initial post with the idea has a scheme to filter what is copied to the xbox and what is not. this is ideal for managing your own mods in conjunction with new builds.

I'm not an expert but I play one at work.
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ruuk Online
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Post: #20
smuto:

where did you get this save?
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