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New GB version coming... feature requests, anyone?
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Vicman
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PostPosted: Sat Jun 05, 2010 5:46 pm    Post subject: Reply with quote

Jimbo wrote:


- added Kill_Process() GEMUS function ( see http://www.bu22.com/wiki/gemus_script_reference/functions/kill_process )


Thanks for this icon_biggrin.gif

but how to use it in the script (example in Acorn Atom) ......

just put this : "Kill_Process(%dbpath%\Joy2Key\JoyToKey.exe)"

in the Atom-Script, and when switching to another GB the app. Joytokey will be closed ?.....icon_redface.gif

@ Jimbo & k.c.
Example, please... icon_rolleyes.gif
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Jimbo
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PostPosted: Sat Jun 05, 2010 7:34 pm    Post subject: Reply with quote

It's a little unelegant, but if you put: -

Code:
Kill_Process(JoyToKey.exe)


in the script then it should kill *all* running instances of JoyToKey.exe. Then you can run it again in the script.
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Vicman
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PostPosted: Sat Jun 05, 2010 8:33 pm    Post subject: Reply with quote

Thank you, it works !

btw.
i also need to put "Wait(1000)" to the script, to give windows the time to re-run the joy2key. icon_wink.gif
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K.C.
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PostPosted: Mon Jun 14, 2010 5:17 pm    Post subject: Reply with quote

Just found another small bug in the latest beta.
If you press Ctrl+F1, select the browse button [...] for any field, type something in the field Filter by that doesn't exist (so the list becomes empty) and press Enter again, Gamebase quits unexpectedly.
This happens for all fields Publisher, Developer, Programmer, Musician, Artist, License, Language and rarity.
Not a big deal (nothing seems to be damaged to the .MDB), but it should be fixed in V1.3 or V1.4.
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Jimbo
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PostPosted: Wed Jun 30, 2010 6:52 pm    Post subject: Reply with quote

Another new release: -

http://www.leesti.com/gamebase-setup-v1.3-full.exe
http://www.leesti.com/gamebase-setup-v1.3-update.exe

- added ability to change keypress duration between keypresses in Run_Emulator_Send_Keys()
e.g.
Code:
Run_Emulator_Send_Keys(HELLO[-20] JIMBO||100)
;overrides the 100ms duration with 20ms before JIMBO is typed


- added ability to specify ascii values in Run_Emulator_Send_Keys()
e.g.
Code:
Run_Emulator_Send_Keys(LOAD {C34}JIMBO.EXE{C34}{ENTER}||100)
;uses character with ascii value 34 (quote character)


- fixed bug where GB would crash if pressing OK when editing fields after filtering returns no results
- fixed Parent Genre label not being loaded from Text.ini (yes, tested this time!)

Please test and let me know if if fixes stuff for you icon_smile.gif
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Vicman
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PostPosted: Wed Jun 30, 2010 6:58 pm    Post subject: Reply with quote

Thank you Jimbo !
Exactly, what i need icon_biggrin.gif

i'll test it tomorrow.
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K.C.
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PostPosted: Wed Jun 30, 2010 7:25 pm    Post subject: Reply with quote

Jimbo wrote:
Another new release

And another big thank you!!!

Jimbo wrote:
- fixed bug where GB would crash if pressing OK when editing fields after filtering returns no results
- fixed Parent Genre label not being loaded from Text.ini (yes, tested this time!)

Please test and let me know if if fixes stuff for you icon_smile.gif

Both tested and fixed correctly.

Nice to have the extra Run_Emulator_Send_Keys options included in V1.3. Thanks for that.
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Vicman
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PostPosted: Thu Jul 01, 2010 7:40 am    Post subject: Reply with quote

Features :
- change keypress duration
- specify ascii values

works nice icon_biggrin.gif Thank You !
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.mad.
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PostPosted: Sun Jul 04, 2010 6:41 am    Post subject: Reply with quote

in the latest full version (30th June)
the screen shots are not resizing correctly, if you have pictures of different sizes.

I set the screenshot window to 50% of the largest picture size.
to keep the correct aspect ratio.

using these options

Zoomed 640 x 480
Normal 320 x 240
Small 160 x 120

i have pictures of all these sizes.

640 x 400
640 x 420
640 x 480

the vertical gets stretched to fit the box for the smaller sizes, instead of showing a border top and bottom.

if the width of the screen is larger than 640, it gets cropped.

the Extras shown as picutres also loose there aspect or get cropped.

the NoPicture_320x200.gif resizes perfect as it should.
showing a border.

---
i am sure this was fixed in a previous beta. icon_confused.gif
or is my install is corrupt.

i hope you can see and fix the problem. icon_wink.gif
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PostPosted: Sun Jul 04, 2010 7:22 am    Post subject: Reply with quote

That's strange as I definitely did not touch the code in question in the latest version. Nothing has changed!

I'll investigate when I have some time, anyway.

James
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.mad.
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PostPosted: Sun Jul 04, 2010 9:59 am    Post subject: Reply with quote

thanks for looking into this,

this might help you find the problem...

if a pic is 646 x 375 with the above options the resize works.
by keeping the aspect ratio and creating a border. icon_biggrin.gif
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K.C.
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PostPosted: Mon Aug 16, 2010 7:06 pm    Post subject: Reply with quote

Not sure if this belongs in this thread or in the "v1.4 feature requests" thread.
Anyway, maybe this is important enough to implement in the V1.3 release:

When opening a V1.2 database, the new version of Gamebase automatically starts the conversion of the .MDB file to V1.3. This is irreversable.
For safety reasons, and in case a user wants to roll back to V1.2, it's better to make a copy of the .MDB and .INI files before the conversion starts.
For example, a Gamebase database OLDCOMPUTER.MDB could be copied to OLDCOMPUTER_V12.MDB before the new fields are added.
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Mayhem
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PostPosted: Thu Aug 26, 2010 4:02 pm    Post subject: Reply with quote

Potential issue here... I'll explain first... and just to make sure I still had the same problem, I've upgraded from v1.2 that I've been using for years to this v1.3 beta of GameBase. The issue remains.

(Gonna take a little getting used to the new interface mind you! I like the way you can hide certain things, but I'll still need to fill some of them out, even with default blanks anyhow. But I digress)

As some of you know I do Gamebase20 for the Vic20. Recently I've been testing the upcoming beta builds of Vice v2.3 to make sure it still works fine with the frontend (after the "debacle" of v2.2 made most of the $A0 booting cartridges fail amongst other things).

Apparently the developers have now just fixed the ASCII to PETSCII conversion, which relates to how filenames are passed to the emulator. Anyone familiar with DOS will know that when filenames grew longer than 8 characters, that they appear like this in short FAT format:

ABCDEF~1.XYZ

With this fix in the conversion, the ~ is no longer being passed correctly and all the games with PRG filenames longer than 8 characters fail to boot, complaining about not finding the right filename. All TAPs, D64s etc are fine, it only affects autobooting PRGs.

Is this an issue with the GEMUS script itself (so something can be fixed) or with the GameBase frontend itself? Basically the fix will be to have the FULL filename of the game shunted to the emulator rather than the short FAT (8 character) filename. But I don't know exactly where the issue may lie in the chain to determine the culprit.

Regardless though, with this change, the name of the PC based PRG file can now only be a maximum of 16 characters total, because that's the maximum length a filename can be on the Commodore.

I get the impression the best compromise might be now to convert all my PRGs into single file D64s instead...
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K.C.
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PostPosted: Thu Aug 26, 2010 4:22 pm    Post subject: Reply with quote

In the GEMUS edit window there's an option Use Short (8.3) Filenames.
Deselect it to send the full filename (quoted if it contains spaces) to the emulator.
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Mayhem
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PostPosted: Thu Aug 26, 2010 4:36 pm    Post subject: Reply with quote

Huh... after all this time, I never noticed that. *facepalm* And it fixes the issue... *sigh* how simple these things can be icon_lol.gif

Still, useful to know that people most likely will now have to deselect it in the future for Vice...
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