Recent Posts

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11
Themes / Re: help with controls on a theme
« Last post by zpaolo11x on Today at 08:02:06 AM »
this is what i use in my own themes, and just alter as needed


I do something similar but instead of signaling "next game" and "prev game" I just use fe.list.index++ or fe.list.index--. Why? I honestly don't remember, something to do with how transitions are managed when signaling instead of pressing keys.
12
Themes / Re: help with controls on a theme
« Last post by jedione on Today at 07:53:24 AM »
this is what i use in my own themes, and just alter as needed

right know the code is set up to do what you need..

Code: [Select]


local flx = fe.layout.width;
local fly = fe.layout.height;
local flw = fe.layout.width;
local flh = fe.layout.height;



function on_signal( sig )
{
switch ( sig )
{
case "up":
fe.signal( "" );

return true;


case "down":
fe.signal( "" );

return true;


case "left":
fe.signal( "next_game" );

return true;


case "right":
fe.signal( "prev_game" );

return true;


case "select":
default:

}

return false;
}

fe.add_signal_handler(this, "on_signal");


though i know you will not like doing it this way,   ???
13
Scripting / Re: Squirrel development environment
« Last post by keilmillerjr on Today at 07:46:24 AM »
I am currently using the Atom.io code editor. It’s multi platform. Use terminal on Mac, cd to the bin folder within the app package, and execute the bin or launch script directly. It eliminates some errors that have happened on Mac platform. Check out debug plugin. Comes in handy.
14
Scripting / Re: Squirrel development environment
« Last post by zpaolo11x on Today at 06:22:40 AM »
I just use Visual Studio Code with Squirrel Language Highlight extension by Richard Bowker, and Shader languages support by slevesque. I always run attract from the console and mostly use "print" commands for basic debug. Not the best but it works.
15
Scripting / Squirrel development environment
« Last post by alec92 on Today at 05:57:54 AM »
Hi,
I just wondering what kind of development environment you guys using for squirrel?
Ide or some debugging tricks would be nice.
16
Themes / Re: help with controls on a theme
« Last post by keilmillerjr on Today at 03:47:32 AM »
Bump on a really old topic, but I was wondering the same. Sharing horizontal and vertical navigation on the same machine would require “swapping” controls to not confuse the user. Unless I’m missing something, which I have been lately with all the new features rolling out, only way to accomplish this is to have themes utilize custom keys, or not for default mapping.
17
General / Re: Full screen Gens
« Last post by hermine.potter on Yesterday at 11:17:56 PM »
@Darkfire
you should test your settings in commandline / cmd before entering in AM:

you'll see that your paths won't work (spaces in names making problems; AM is case sensitive (under windows, you won't be able to create a folder with spaces at the beginning and ending)
correct path:
D:\ATTRACT\Emulators\Sega Genesis\gens.exe

your parameters are not correct placed:
correct :
"[romfilename]" --fs --quickexit

Fullscreen:
use Fusion
19
Scripting / Re: Error (index "0") while using Leap Plugin
« Last post by keilmillerjr on Yesterday at 07:15:11 PM »
config menu -> startup mode -> show displays menu

Two options: menu and exit attract-mode. I have a shit load of errors within my layout and leap plugin referring to the index '0' does not exist. I didnt create this menu, so it has no “roms”. Not sure whats going on with my understanding of menus. Interesting. Will investigate further. I thought this menu stuff would be simpler.
20
Scripting / Re: Problem plugin - Random
« Last post by keilmillerjr on Yesterday at 07:07:27 PM »
Is there any way to auto pause the script while you’re playing a game? Feels a bit weird to exit a game and have another game selected. (I haven’t tried the experimental version yet, so apologies if it was already added to that).

Amazing work, thank you for making this.

No, but I can add that feature. I forgot that the front end doesn’t really pause when focus is taken away. Perhaps this weekend I can work on it.

That would be fantastic. I really appreciate your work.

I did some work to the master branch. Totally revised. I am very pleased with the outcome.

  • Picks random target index
  • Picks a random direction
  • Changes fe.list.index -1/+1 based on direction
  • Sends signal to move to our target index

  • Game will not change during gameplay, and will reset counter FromGame.
  • No issues with fade art module
  • No drop in frame rate when changing games
  • “Spinning wheel“ type movement is not present like the experimental branch, but utilizing next and prevention signals at random means that other modules can still provide some sort of movement.

I think I’m at end with the experimental branch unless some one can provide some insight for an approach. Master branch is pretty good in my eyes, and would like feedback as to how well it’s interaction with other themes is.
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