Maybe the loader could be archived with a sample cover in the right folder so people know where to put them.
PNo4 said:cold4ire said:would that require 3 images for each game. faded perspective, and the other two?
or possibly 5 images per game.
3 images for each game + 3 flipped images with the shade effect (so 6 images in total per game)
QUOTE(akex @ Apr 23 2009, 12:45 PM) @PNo4 : for reflection, did you look at opencv library ?
No. the only thing tested and fail so far was freeimage library in trying to use 1 single picture size, and resizing it in code, it fail BIGTIME because every function of the Loader broke because of it.
The idea was abandoned, and eventually people went on to the LibGUI versions of loaders.
Don Killah said:AB, when dealing with the freeimage lib, it introduced some severe bugs.
the nastiest one was that it corrupted almost every game you're installing to the usb device so everyone removed it.
plus it made the boot.dol size's increase upto 300%... from a small 474Kb upto almost 3Mb.
but yep, you're right, the wii doesn't have a dedicated gfx chipset, so all the gfx maths have to be done by the main cpu... which obviously slow down the process.
dealing with the libwiigui is another solution, i think that we can do awesome things with it, but some users don't like its lack of eye-candy aspect.
You know, it's better for people to be able to say to their friends "look at my wii, my loader, is the greatest, the best .... ". I still really like this gui, even w/o reflection. Maybe a good way would be to have reflected covers on SD. You won't spend too much time trying to render reflections, and have more time to add some "must have" functionnalities.![]()
A way to have reflected covers, is using Photoshop "macro" but still long to run. Or, having some windows interface to do it, using for example ActiveX librairy to build the reflection.![]()
Well it's my point of view.
QUOTE(Gamii @ Apr 23 2009, 07:34 PM) Don Killah and Cdreams, are you considering becoming members of the GUI Loader Team? That could be very nice, more forces to the same project.
I appreciate all work on homebrew, just it could be nice to see a big project with tons of members on it, doing things a lot better than in an individual way.
This is just a suggestion from a poor clueless non-coder (starting to learn C soon), so sorry if I said something that makes no sense or not understood something.
akex said:@DragTom70
A quick modification of your picture with unstretched covers.
![]()
ganons said:akex said:@DragTom70
A quick modification of your picture with unstretched covers.
![]()
looks good but top looks plain
This looks amazing, but I don't think the slider down at the bottom is necessary. It's pretty intuitive that you just scroll left and right.akex said:@DragTom70
A quick modification of your picture with unstretched covers.
![]()
Bakkon said:This looks amazing, but I don't think the slider down at the bottom is necessary. It's pretty intuitive that you just scroll left and right.akex said:@DragTom70
A quick modification of your picture with unstretched covers.
![]()
Yeah, it would make for easy access if you want to get from A to Z quickly, for example. Just grab the scroll bar and move it to one end or the other.G2K said:I think the slider was intended as more of a progress ar, to see how far through your game list you are.
pepperoni said:Yeah, it would make for easy access if you want to get from A to Z quickly, for example. Just grab the scroll bar and move it to one end or the other.G2K said:I think the slider was intended as more of a progress ar, to see how far through your game list you are.
I know that PNG files have alpha channel transparency, meaning you could have a box art image with the reflection and it'd look right on both white, black, and polkadotted backgrounds. I don't know if the png viewing method you're using supports transparency in pngs though.
pepperoni said:I know that PNG files have alpha channel transparency, I don't know if the png viewing method you're using supports transparency in pngs though.