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Topics - zpaolo11x

Pages: 1 2 3 [4]
46
Scripting / GLSL how to pass an array via set_param
« on: August 20, 2018, 06:38:39 AM »
Is it possible to pass an array of float values with a single "set_param" command? I know I can send a 2D, 3D or 4D vector, but what if I need to send an array of, say, 13 floats? Is it possible?

47
Scripting / Vertex shader...
« on: August 15, 2018, 09:17:45 AM »
I found this code for a vertex shader, it should be a blur shader AFAIK but there's no example layout so I'm lost at how to call it. Anyone has a clue?

Code: [Select]
/* VBlurVertexShader.glsl */
attribute vec4 a_position;
attribute vec2 a_texCoord;
 
varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];
 
void main()
{
    gl_Position = a_position;
    v_texCoord = a_texCoord;
    v_blurTexCoords[ 0] = v_texCoord + vec2(0.0, -0.028);
    v_blurTexCoords[ 1] = v_texCoord + vec2(0.0, -0.024);
    v_blurTexCoords[ 2] = v_texCoord + vec2(0.0, -0.020);
    v_blurTexCoords[ 3] = v_texCoord + vec2(0.0, -0.016);
    v_blurTexCoords[ 4] = v_texCoord + vec2(0.0, -0.012);
    v_blurTexCoords[ 5] = v_texCoord + vec2(0.0, -0.008);
    v_blurTexCoords[ 6] = v_texCoord + vec2(0.0, -0.004);
    v_blurTexCoords[ 7] = v_texCoord + vec2(0.0,  0.004);
    v_blurTexCoords[ 8] = v_texCoord + vec2(0.0,  0.008);
    v_blurTexCoords[ 9] = v_texCoord + vec2(0.0,  0.012);
    v_blurTexCoords[10] = v_texCoord + vec2(0.0,  0.016);
    v_blurTexCoords[11] = v_texCoord + vec2(0.0,  0.020);
    v_blurTexCoords[12] = v_texCoord + vec2(0.0,  0.024);
    v_blurTexCoords[13] = v_texCoord + vec2(0.0,  0.028);
}

48
General / Possible new feature: add alpha channel to images
« on: July 25, 2018, 11:35:09 PM »
I know you can use PNG with transparency, but what I'd love to see in AM is the possibility to create a fe.image object and add an alpha channel to it from a different source image. Like for example

local snapshot = fe,add_artwork ("snap",0,0,200,200)
snapshot.alpha_channel = "faded_borders.png"

so that the transparency of the snapshots is inherited from the "faded_borders.png" greyscale image.

That would open so many neat opportunities for themes.

49
Scripting / Arcade cabinet picture for missing artwork...
« on: July 05, 2018, 07:29:16 AM »
In my theme I use the "wheel" artwork to add game titles, but when a game doesn't have a proper png title file I get a small "arcade cabinet" icon instead. Is this happening only for the "wheel" artwork, and is there a workaround for that?

50
Scripting / Search string for mutiple fields
« on: June 19, 2018, 02:07:56 AM »
Is it possible to craft a search string for fe.overlay.search_string that looks into more fields at the same time?

Right now the syntax I know is something like "Field contains regexp" where "Field" can be Title, Year, Manufacturer etc, while regexp is the text to find (but also allows some regexp tricks like [] to insert multiple letters etc). I don't know if it's possible to apply a search string that looks in title or manufacturer or year or category. Something like "Title contains regexp || Manufacturer contains regexp" etc

Is it even possible?

The way I would use it is not to create refined searches but just to look for the same user-input text in ALL meaningful fields. So that if I put 198 in search I'll end with all the games done in the 80's, or if I put Toaplan I get all the games made by toaplan, without having to chose beforehand what field to apply the search.

51
Scripting / Thin border around white text on a surface...
« on: February 16, 2018, 06:59:12 AM »
Scenario: I have a theme with a light background and some white text over it.

If the text is a text object on the front end then no problem, but if I put the text inside a surface, a thin border appears around the text.

Is this a known issue, and is there a way to avoid it?

Code: [Select]
local flw = 1280
local flh = 800

fe.layout.width = flw
fe.layout.height = flh
fe.layout.preserve_aspect_ratio = true

local whitebg = fe.add_text("",0,0,flw,flh)
whitebg.set_bg_rgb (255,255,255)
whitebg.bg_alpha = 255


local textsurf = fe.add_surface (flw,200)
local text1 = textsurf.add_text ("TEST 1",0,0,flw,200)

local text2 = fe.add_text ("TEST 2",0,200,flw,200)

52
Themes / Arcadeflow theme v 17.1 [Release] Updated 22 March 2024
« on: January 15, 2018, 12:10:01 PM »
Arcadeflow is an horizontal scrolling, grid based theme for MAME, console and comptuer games, it supports multiple systems and is based on snapshots and game titles or on cartridge boxes / flyers.

Arcadeflow theme latest update



You can download the latest version from within Arcadeflow, and you can also install it automatically if you have set so in Arcadeflow options!


Enjoy the new features and, as usual, if something goes wrong, please let me know ;)

There's a What's new file inside the archive, but I won't paste here the whole readme anymore so this post is going to be simpler.


AM notes:
From revision 16.2 Arcadeflow requires AM+ 3.0.6
From revision 12.0 Arcadeflow requires AM+
From revision 10.9 Arcadeflow requires AM daily build or AM+
From revision 10.0 Arcadeflow requires AM 2.6.1.
From revision 3.6 Arcadeflow requires AM 2.5.
From revision 5.9 Arcadeflow is compatible with AM 2.6.1

v7.8 on youtube, at last!
https://youtu.be/fevEcEoK--Q https://youtu.be/fevEcEoK--Q

You can see all layout options in readme.md

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