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Old 09 December 2007, 23:01   #41
Hungry Horace
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Quote:
Originally Posted by Graham Humphrey View Post
WHDLaunch? Not very exciting, I know.
call me boring, but im inclined to agree!

simple, effective, no messing about
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Old 09 December 2007, 23:36   #42
Retro-Nerd
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Some more?

AmiSlave or Amiga Slave
VanillaGorilla
No More Floppies
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Old 09 December 2007, 23:40   #43
Graham Humphrey
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I quite like AmiSlave.

Though I still prefer WHDLaunch
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Old 10 December 2007, 00:00   #44
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WHDLaunch yep
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Old 10 December 2007, 00:12   #45
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Hello!

Firstly, cheers for drawing up a background ppill, whatever you decide on I'll include it once the menu's finished

The menu is completely skinnable so feel free to put a few together if you so wish, the more the merrier (this goes for anyone else as well).

As for naming, I won't be calling it WHDLaunch, one becuase I don't like it and whatever I say goes And 2, because it's not only for WHDLoad, you can load anything you like from it.

I may name the scanner something to do with WHDLoad but not the launcher itself.
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Old 10 December 2007, 01:35   #46
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this project work on amiga ?
are a dream come true for my 1200 ...
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Old 10 December 2007, 07:34   #47
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nice nice!
as for name, I would call it KGLoad or KGLaunch
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Old 10 December 2007, 08:30   #48
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Quote:
Originally Posted by keropi View Post
nice nice!
as for name, I would call it KGLoad or KGLaunch
MUCH BETTERS
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Old 15 February 2008, 13:34   #49
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Few questions will this Launcher work on non AGA Amigas?
and whats the best way to resize Images for AGS?
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Old 15 February 2008, 13:37   #50
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Well I had planned on making a non-aga version after I'd finished this but the non-AGA version.

You don't need to resize the images for AGS as AGS takes the screenshots in 302x256. Just save them out as iff and make sure they use the same palette as the background image.
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Old 15 February 2008, 13:43   #51
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Ok thanks for reply -Ill have another go Im just getting images from Lemon but was haveing some problems.

Seems a shame that AGS doesnt work on Non-Aga -600 would make a nice games machine do you know of any similar Launchers that would work?
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Old 15 February 2008, 14:02   #52
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I'm afraid I don't

For a non-aga amiga you'd need to use 32 colour screenshots which really won't look all the great.

Unfortunately at the moment all my sources are on my home computer so I can't continue work until I go home and get it all.

I'm currently busy on another project at the moment anyway.
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Old 10 July 2008, 01:51   #53
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Right, I thought I'd post a small update on this...

I've very nearly finished the database for my frontend which displays info for every whdload game in my packs.

I have to thank both HOL (Cody) and Gamebase Amiga (Belg) for helping me get the bulk of the data. It's now paired up to the info from my packs so it should be good to go.

It's gonna need some testing, which thankfully Horace has offered to help out with so I should have the frontend up and working soon enough.

I would really appreciate people who will actually use this frontend to speak up. If you REALLY are going to use it then I'd love to hear from you.
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Old 10 July 2008, 01:53   #54
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"offered" lol....


"roped into" i think is the term
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Old 10 July 2008, 02:01   #55
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I would test it. Do you have more infos? You said something about a boot menu with a WB/KG Launcher selection. Can we start zipped WHDLoad games, like in Gamebase Amiga?
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Old 10 July 2008, 04:16   #56
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Gimmie, Gimmie, Gimmie!
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Old 10 July 2008, 08:26   #57
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I'd like to give it a go. Where can I get it?
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Old 10 July 2008, 08:48   #58
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Ahh, re-read the post and its not ready, you want us to speak up... maybe some kind of folder scanner that looks for games then adds them to the menu?

Also a way to launch anything you can run from the shell. And OCS compatibility.

Skinable too, make it skinable.
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Old 10 July 2008, 11:06   #59
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Okey...

I'll give some more info on this...

Well it's currently very much a WIP. How many of the final features I want to go in to the menu depends on how much time I get to put into it and how easy adding them is

The menu itself can be used to run whatever you like, just involves you writing your own scripts/database to load stuff into the menu at boot time.

My database is a complete database of everything in my (games) whdload packs, and will be used by the scanner to check which games you have 'installed'. Let's call this the "master database" oooh!

So... you have a dir called "WHDGames" (imaginitive I know) and you point the scanner at it. The scanner checks through all of the directories in the games dir comparing any icons it finds with the ones stored in the "master database". When it finds a match it creates a "user database" and adds any further game matches to that database.

Then when you run the lovely frontend it uses your "user database" to show which games you have installed. Magic.

To start with you'll need to run the scanner everytime change the contents of your WHDGames dir but I may change this (add game function, remove game function... etc.)

When you click to load a game, it looks at the icon file for that game, reads out the tooltype info, and passes them as command line arguments to the whdload exe. This means that you can maintain your tooltypes in the Workbench environment as well. I'll be adding a function to edit the tooltypes directly from the front end (somewhere down the line).

There will also be a "script" directory where you can add a script such as "Menace.run". When you choose to run Menace from the menu it will check here first if such a script exists, if it does it'll attempt to run it, if not it'll continue to load using the .info file.

You could put whatever you like in the script directory, but you'd need to edit the database to let the frontend know your script was there. I may add auto scanning of the script dir at some stage but this could really slow down the frontend if there are a lot of scripts involved.

This will start off as an AGA menu, which as you ask THB will be fully skinnable (although initially you can't change the size/location of the elements on screen just what images are used) but I will be releasing an OCS version somewhere down the line, but probably without screenshots as I'm not sure they'll look all that good with a 32 colour set palette (we'll see). It will probably still require KS2 or above though.
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Old 10 July 2008, 12:55   #60
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Sounds very good so far. There's no need to unpack the games?
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