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11
General / Re: How do I run MAME roms off an external drive?
« Last post by UnicornsOnLSD on Yesterday at 10:14:12 AM »
That mame.ini is expecting the games to be installed in the mame emulator sub directory called "roms". Based on your original post, this isn't correct.

your mame.ini rompath line should be more like this
Code: [Select]
rompath                   roms;/media/arcadeamachine/64GBsandisk/mame/roms

Also, in the AM emulator configuration (/attract/emulators/mame.cfg) you need to use [name] and not [romfilepath] like you mention.

Hey, I think I sent the wrong mame.ini, where would I find it?
12
Themes / Re: pandoras box 5 "release" by jedione
« Last post by qqplayer on Yesterday at 09:20:04 AM »
I start AM, activate the theme and get this from the picture. There is no game list and the details are not in place.

After add shuffle module:

Seems to be a "resolution screen issue" try diferent windows resolutions.

Also you need to rebuild your romlist with aditional information from some xml database or maybe thegamedb to show real game names , not zip ones.
13
General / Re: new BlendMode...
« Last post by iOtero on Yesterday at 08:44:06 AM »
I do not have pi. I said the raspberry pi because it is the closest thing to an N270 atom of my Samsung N120, where I have the emulation that needs less processor. As much, the playstation...

But I do not think I can handle the shaders ...
14
General / Re: new BlendMode...
« Last post by zpaolo11x on Yesterday at 06:25:06 AM »
And all this what processor do you need?
Could a raspi 3 with it?

Honestly I have no idea... my Arcadeflow theme is already struggling on RPi even with "pre-baked" blurred backgrounds and shadows so I don't think it will be suited for this approach
15
General / Re: new BlendMode...
« Last post by Oomek on Yesterday at 05:38:22 AM »
I don’t have any experience with RPI, but from what I know it does not support shaders.
16
Themes / Re: pandoras box 5 "release" by jedione
« Last post by nevincho on Yesterday at 02:40:36 AM »
I start AM, activate the theme and get this from the picture. There is no game list and the details are not in place.

After add shuffle module:
17
Scripting / Re: KeyboardSearch module
« Last post by iOtero on Yesterday at 02:19:54 AM »
my search screen is in the upper left corner, my question is, and how do I get it to the center of the screen?

This is what i do:
Code: [Select]

// Search
local search_surface = fe.add_surface(flw*0.375, flh*0.4)
KeyboardSearch(search_surface)
    .search_key(my_config["search_key"])
    .mode(my_config["search_method"])
    .text_color(255,255,255,125)
    .keys_color(255,255,255,125)
    .keys_selected_color(255,0,0,125)
    .init()
search_surface.set_pos(flx*0.215, fly*0.36, flw*0.375, flh*0.4);
18
General / Re: new BlendMode...
« Last post by iOtero on Yesterday at 02:17:29 AM »
And all this what processor do you need?
Could a raspi 3 with it?
19
General / Re: new BlendMode...
« Last post by zpaolo11x on Yesterday at 01:20:47 AM »
This is the code I used for the "drop shadow" effect:

Code: [Select]

local sizew = 280
local sizeh = 160

local bgpic = fe.add_text("",0,0,sizew,sizeh)
bgpic.set_bg_rgb (200,50,0)

local surf2 = fe.add_surface(sizew,sizeh)
local logox = surf2.add_artwork("wheel",20,20,240,120)
logox.preserve_aspect_ratio = true
logox.set_rgb(0,0,0)
logox.alpha=150

local surf1 = fe.add_surface(sizew,sizeh)

surf2.visible = false
surf2 = surf1.add_clone(surf2)
surf2.visible = true

local shaderH = fe.add_shader( Shader.Fragment, "frag.txt" )
shaderH.set_texture_param( "source")
shaderH.set_param("offsetFactor", 0.008, 0.0)
surf1.shader = shaderH

local shaderV = fe.add_shader( Shader.Fragment, "frag.txt" )
shaderV.set_texture_param( "source")
shaderV.set_param("offsetFactor", 0.0000, 0.008)
surf2.shader = shaderV

local logo00 = fe.add_artwork ("wheel",20,20-10,240,120)
logo00.preserve_aspect_ratio = true

and it uses the shader from that lauout in the file "frag.txt":

Code: [Select]
uniform sampler2D source;
uniform vec2 offsetFactor;

void main() {
    vec2 sourceCoordinates = gl_TexCoord[0].xy;
    vec4 color = vec4(0.0);
    color += texture2D(source, sourceCoordinates - 10.0 * offsetFactor) * 0.0012;
    color += texture2D(source, sourceCoordinates - 9.0 * offsetFactor) * 0.0015;
    color += texture2D(source, sourceCoordinates - 8.0 * offsetFactor) * 0.0038;
    color += texture2D(source, sourceCoordinates - 7.0 * offsetFactor) * 0.0087;
    color += texture2D(source, sourceCoordinates - 6.0 * offsetFactor) * 0.0180;
    color += texture2D(source, sourceCoordinates - 5.0 * offsetFactor) * 0.0332;
    color += texture2D(source, sourceCoordinates - 4.0 * offsetFactor) * 0.0547;
    color += texture2D(source, sourceCoordinates - 3.0 * offsetFactor) * 0.0807;
    color += texture2D(source, sourceCoordinates - 2.0 * offsetFactor) * 0.1065;
    color += texture2D(source, sourceCoordinates - offsetFactor) * 0.1258;
    color += texture2D(source, sourceCoordinates) * 0.1330;
    color += texture2D(source, sourceCoordinates + offsetFactor) * 0.1258;
    color += texture2D(source, sourceCoordinates + 2.0 * offsetFactor) * 0.1065;
    color += texture2D(source, sourceCoordinates + 3.0 * offsetFactor) * 0.0807;
    color += texture2D(source, sourceCoordinates + 4.0 * offsetFactor) * 0.0547;
    color += texture2D(source, sourceCoordinates + 5.0 * offsetFactor) * 0.0332;
    color += texture2D(source, sourceCoordinates + 6.0 * offsetFactor) * 0.0180;
    color += texture2D(source, sourceCoordinates - 7.0 * offsetFactor) * 0.0087;
    color += texture2D(source, sourceCoordinates - 8.0 * offsetFactor) * 0.0038;
    color += texture2D(source, sourceCoordinates - 9.0 * offsetFactor) * 0.0015;
    color += texture2D(source, sourceCoordinates - 10.0 * offsetFactor) * 0.0012;
    gl_FragColor = color;
}

The script works like this: you need to create two nested surfaces, place the image you want to blur on the topmost surface and add an horizontal blur to the first, vertical blur to the second.

It's not sufficient to use one surface and add horizontal to the surface, vertical to the image, because the blur will get clipped, you need all this safeguard area around the logo image.

This is a neat shader, it would be great for creating automatically drop shadows for thumbnails too, accurate in aspect ratio etc, but it's a bit heavy since it already needs two nested surfaces to work. Anyway that's the code :D
20
General / Re: Attract Mode has problems with Games with Launchers
« Last post by hermine.potter on Yesterday at 12:17:28 AM »
Which launcher?
Does this launcher support commandline parameters to start a game directly?
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