<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>SteamGridDB on Time Friend</title><link>https://time-friend.com/en/tags/steamgriddb/</link><description>Recent content in SteamGridDB on Time Friend</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Mon, 05 Oct 2026 21:32:14 +0400</lastBuildDate><atom:link href="https://time-friend.com/en/tags/steamgriddb/index.xml" rel="self" type="application/rss+xml"/><item><title>Media Data Management for a Handheld Launcher: SteamGridDB Covers, Image Specs and Metadata Sources</title><link>https://time-friend.com/en/archive/handheld-media-data-management/</link><pubDate>Tue, 08 Sep 2026 16:00:00 +0000</pubDate><guid>https://time-friend.com/en/archive/handheld-media-data-management/</guid><description>&lt;p&gt;The iiSU launcher on my handheld is a visually heavy front end: the game library is a grid of square covers, selecting a game swaps the whole background for a landscape hero image, and a text logo floats over the centre of that image. My library has more than forty Switch games. At first most covers were missing, and the ones that existed differed in size, aspect ratio and transparency; titles and release information were missing too. Finding and cropping images by hand, then filling in metadata one entry at a time, got old by the tenth game, so I turned it into a batch pipeline. Covers and metadata look like two jobs, but they are the same kind of job: turning outside media data into the format the launcher can actually use.&lt;/p&gt;</description></item></channel></rss>