You can use the BuildAssetsTable function for building the media object with multiple paths. Actually, you can see that this is done on most of the plugins that are already created:
Doing that using the function:
1) Simply define two or more alternative paths as the game asset type if they contain logo paths:
Code:
feMedia.Logos := BuildAssetsTable("C:\Media\Logos\gameName.png|C:\Media\Logos\gameName.png","FirstGameLogoPath|SecondGameLogoPath","game|game","png")
Doing that by hand:
1) You need to create a object named feMedia.Logos and inside it if I remenber correctly you need to define an object referring to the label that you want to define to these logos, for example "MyLogos". Besides that you need to define the type of the logo asset (game or system logos):
Code:
feMedia.Logos.MyLogos.Label := "MyLogos"
feMedia.Logos.MyLogos.AssetType = "game"
2) Them you need to define a logo path and ext property for each of the logo locations that you have valid files:
Code:
count := 0
if (FileExist("C:\Media\Logos\gameName.png")){
count++
feMedia.Logos.MyLogos["Path" . count] := "C:\Media\Logos\gameName.png"
feMedia.Logos.MyLogos.["Ext" . count] := "png"
}
if (FileExist("C:\Alt\Media\Logos\gameName.png")){
feMedia.Logos.MyLogos["Path" . count] := "C:\Alt\Media\Logos\gameName.png"
feMedia.Logos.MyLogos.["Ext" . count] := "png"
}
if (count)
feMedia.Logos.MyLogos.TotalItems := count
I am not 100% sure that the feMedia object structure is the one that I described above, this is what I could recall without actually having all the code before me, but you could easily check that if you run for example a game through HyperSpin and add the bellow code line to the end of the plugin code: