Games Library (Game & Emulator database + launcher) development project, help wanted!

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frostwork Offline
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Post: #291
My launcher won't be very helpful for an addon, but as soon as some "non one day fly"
takes over this task and I can be of any help, I'm glad to help then.
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bergner Offline
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Post: #292
10 months or so ago I stopped playing around with the gamelibrary2 branch mostly due to a graphic context deadlock bug which killed my motivation. A while ago I decided to play around a bit with a fresh trunk checkout though to see how XBMC looks nowadays.

As many people have mentioned in this thread the Programs section is still somewhat lackluster in trunk and I decided to try and come up with a small, low risk, patch for trunk that improved program execution support. My hope is that due to the simple nature of the patch it can be accepted into trunk.

The patch is available via ticket 9749 in case anyone is interested. If you want to try it out in order to get your emulators going you'll need to edit system/playercorefactory.xml a bit and add some player definitions and rules. Should be fairly obvious where you should put the below snippets of xml if you open that file. You can of course configure players for any file extensions you want. The file listings in the Programs section will show all files that have a configured player based on file extension.

Code:
<player name="SNESPlayer" type="ExternalPlayer">
      <filename>Path to your SNES emulator</filename>
    </player>


    <rule name="snes" filetypes="smc" player="SNESPlayer"/>

Then you can simply go to Programs - Add source in XBMC and add the relevant directory to your list of sources and you should be able to run the SNES games. The patch provides support for running .exe and .sh files as standalone programs out of the box.

Works very well for me, although I couldn't get Nestopia to run properly due to some DirectX sharing issue. Zsnes, Project64, VisualBoyAdvance and the standalone programs I've tested work like a charm though.

Have fun,

/ Marcus
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Alceste Offline
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Post: #293
Okay everybody I finally got an answer from ne of the developers of Emu control center (http://www.camya.com/eccblog/). Unfortunately they are not familiar with python so they are unable to make a plugin for xbmc themselves, but are willing to support any developer who intends to bring their app to XBMC.
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MacLeod_1980 Offline
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Post: #294
I, like many others it seems, would love to see a rom browser/scraper solution in xbmc - launching the emulator would be a plus.

But then again there are a lot of things I want to see Big Grin. I dabble in perl, and I mean dabble. If I can assist in any way, let me know!

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timdog82001 Offline
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Post: #295
Alceste Wrote:Okay everybody I finally got an answer from ne of the developers of Emu control center (http://www.camya.com/eccblog/). Unfortunately they are not familiar with python so they are unable to make a plugin for xbmc themselves, but are willing to support any developer who intends to bring their app to XBMC.

I was under the impression that add-ons could now be written in any major code language?
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HunterZ Offline
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Post: #296
What can be done to help push this project forward at this point?
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ghostelement Offline
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Post: #297
HunterZ Wrote:What can be done to help push this project forward at this point?

Look here: http://forum.xbmc.org/showthread.php?tid=85724

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HunterZ Offline
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Post: #298
ghostelement Wrote:Look here: http://forum.xbmc.org/showthread.php?tid=85724
Thanks, I'll take a look at that. It doesn't look as seamless/integrated/automated as what's being discussed here, though.

I might also look at HyperSpin/GameEx/etc. and how to best integrate them with XBMC.
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