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Topics - keilmillerjr

Pages: [1] 2 3
1
General / Finally pushing some small bits to github
« on: August 05, 2018, 02:56:03 PM »
I’ve been busy lately. Yayaya. Obtained a new job and waiting for the official offer, fixing CNC machines and eventually will be programming the PLC’s. With the release of mame 0.200, I decided to update my romset and push some things I worked on a while ago to GitHub.

playchoicecomplete is a layout inspired from the Nintendo Playchoice-10 arcade machine. Once my romset is finished updating, I’ll get a proper gif. I think it would be weird showing you guys this theme with only neo geo titles as I currently have nothing else on my dev machine. Repo is pushed and should be all set minus that gif, if you want to check it out.

https://github.com/keilmillerjr/playchoicecomplete-layout

QuirkFix is a plugin that helps to fix small user quirks during arcade use. It can close emulator after specified period of inactivity. This can eliminate burn in from a game left on. AttractMode has a good screensaver. It can also close emulator after holding signal (key) for specified period of time. This prevents accidental button press exiting emulator. It can also be expanded based on feedback, but would like to keep it lightweight. I just need to compile and create docs.

attract-tag-parser is a ruby script that parses attract tag lists and can tell you which files you have matching/missing, copy resources matching the tag list, etc. Its meant to be used with something like the no filler tag list I created for attract, or any custom one you choose. You can create small romsets tailored for your specific setup. Code is like 90% complete. All components work, but I have some command line print out issues that need to be resolved.

Flavors theme could use a small update. I realized that people are actually using the theme. I’m currently at 0% completion with it. It’s probably a single hours worth of work, to get some small formatting updated and the shaders for vertical mode corrected.

Hopefully I can get these completely finished and shared this week.

I think I figured out in my head how to add animation compatibility to shuffle to make it more wiiflow/conveyor like, while still being super easy and layout developer configurable - but we will see if I ever get to it.

2
General / Installing MXE via home-brew on Mac to compile attract
« on: February 15, 2018, 06:05:56 PM »
http://mxe.cc/#requirements

Installing MXE via home-brew on Mac to compile attract.

I have home-brew already installed. Ran the following command:

Code: [Select]
brew install \
    autoconf automake coreutils gdk-pixbuf gettext \
    gnu-sed gnu-tar intltool libtool p7zip wget xz

This part of the requirements is what bothers me:

Quote
Some formulae are keg-only and will need brew link to be found.

You can tell there is some issues relating to keg-only based on the output from the command. Too long for this post so I will attach full length to post and in a gist link: https://gist.github.com/keilmillerjr/60a59bcdeaafd7c6ab453d2c8bd6ff6e

I tried running „make“ on the local repo and it confirms the issues:

Code: [Select]
Keils-iMac:mxe keiljr$ make
[create settings.mk]
[check requirements]
Missing requirement: autopoint
Missing requirement: scons

Please have a look at "docs/index.html" to ensure
that your system meets all requirements.

Can anyone help me sort out what I need to do to get the requirements part working so I can compile attract for windows?

3
General / attract-tags
« on: January 30, 2018, 07:48:30 PM »
Pushed attract-tags to github.

attract tags is tag files for the AttractMode front end. It was designed because I was seeking an easy way to include my entire romset and extras while only showing certain games. The tag system is a great way to acomplish this, and even easier with some prebuilt tags!

Includes the "all filler, no killer“ separated into 2-player and 4-player tag lists, and neogeo. Let me know if you guys spot any issues with the tag lists, or have ideas for other lists.

4
General / Filter by Button Count
« on: January 29, 2018, 03:51:06 AM »
I would like to filter by button count. Apparently, this feature was added here. I am having trouble getting this to work.

Here’s some small snippets.

Emulator config:
Code: [Select]
import_extras        /Applications/mame0192b_macOS/catver.ini;/Applications/mame0192b_macOS/controls.ini;/Applications/mame0192b_macOS/nplayers.ini
romlist:
Code: [Select]
#Name;Title;Emulator;CloneOf;Year;Manufacturer;Category;Players;Rotation;Control;Status;DisplayCount;DisplayType;AltRomname;AltTitle;Extra;Buttons
2020bb;2020 Super Baseball (set 1);neogeo;;1991;SNK / Pallas;Sports / Baseball;2P sim;0;joystick (8-way),joystick (8-way);good;1;raster;neogeo;;;

I have tried generating full romlist and there is no difference. controls.ini is the latest version 0.141.1. However, the commit says „- Now parses button count from mame -listxml output and allows filtering based on buttons“ so I assume it wouldn’t even need controls.ini file.

Anyone have any ideas of things to try? Or is this feature broken? I have the all killer no filler tag list ready to push to github, but want to make sure it can actually be filtered within attract mode, else I have to create separate lists for people with different amounts of buttons. :-[

5
General / Merged vs Split Romset and AttractMode
« on: January 24, 2018, 05:23:48 PM »
I have a merged romset. It saves space, and makes sense. My arcade machine is almost completely set up. There are child roms that I want to play instead of the parent rom, such as Sunset Riders where you can not pick any character in the 4 player version so it does not make sense on a 2 player cabinet.

How can I have attract mode or mame pick the correct version for specific games?

The only way I see is to manually edit the rom name field in the romlist.txt file.

6
General / Filter out drivers
« on: December 10, 2017, 01:24:47 PM »
Is there a way to filter in attractmode drivers from mame? It is not the same as Manufacturer. For instance, the driver for neogeo has many manufacturers that made games for it. I would like to use attract mode to pool all roms for that driver (system) instead of separating them manually.

Similar to mame built in function:
Code: [Select]
mame -listsoftware drivername

7
Scripting / rom_index
« on: November 23, 2017, 05:03:01 AM »
https://github.com/mickelson/attract/blob/5459f2b73cf8e84962da5f37d21980457eadaf8d/src/fe_settings.cpp

Code: [Select]
case 5: // "ListEntry"
rep = as_str( rom_index + 1 );
break;

Is there any way to pull a rom_index in squirrel? I created a module Shuffle to navigate through slots. It would be nice to add the feature of having a list not loop. To do so, I would need to know the where a rom is in reference to the whole list.

Or am I overthinking features, just forget it and release the module?

8
Scripting / Modules and Plugin Gallery
« on: September 06, 2017, 01:35:33 AM »
We have a Themes Gallery, but lets start a Modules and Plugin Gallery for items you have created but is not included with attract mode by default. Important for theme users as well as developers. I am hoping that this thread helps with teamwork on projects to improve them, and inspire new ideas.

Include a title, link and description to your project. Keep images a minimum of 300x300 px just like the themes gallery.


#### PLUGINS

Debug
FadeToGame
Leap

#### MODULES

Helpers
Shader
Shuffle

#### OTHER

Launch
Attract Tag Parser
Attract Tags

10
I created a github issue here about the subject. I would like to have a responsive theme, but can not do so without a way of getting the attract mode window size instead of the screen size. I could possibly read and parse window.am, but the file is not updated when switching to fill screen mode. I could parse attract.cfg and get the window_mode attribute to solve this. Is there an easier way that I am missing?

11
Scripting / Rounded corners via glsl shader?
« on: April 03, 2017, 05:08:03 PM »
Is it possible to pass an image to a shader and create rounded (smooth) corners with transparency? Similar to how border-radius with css works. I have no knowledge at all about how shaders work.

12
Code: [Select]
class MVS {
artwork_label = "";
num_slots = 0;
opacity = 0;
artwork_parent = null;
slot_artwork = [];
selected_slot = 0;

constructor(a="marquee", n=4, o=25, ap=::fe) {
artwork_label = a;
num_slots = n;
opacity = o;
artwork_parent = ap;

for (local i=0; i<num_slots; i++) {
slot_artwork.push(artwork_parent.add_artwork(artwork_label, -1, -1, 1, 1));
}

set_slots();
}

function set_slots() {
for (local i=0; i<num_slots; i++) {
slot_artwork[i].index_offset = -(selected_slot - i);
}
}
}


Code: [Select]
// --------------------
// Load Modules
// --------------------
if (fe.load_module("Debug")) log <- Log();
fe.load_module("shader");
fe.load_module("helpers");
fe.load_module("fade");
fe.load_module("mvs");


// --------------------
// Layout User Options
// --------------------
class UserConfig {
}
local config = fe.get_config();

// --------------------
// Layout Constants
// --------------------
local flw = fe.layout.width;
local flh = fe.layout.height;

// --------------------
// Colors
// --------------------
local colors = {
black = { r = 0, g = 0, b = 0 },
white = { r = 255, g = 255, b = 255 },
grey = { r = 120, g = 120, b = 120 },
}

// --------------------
// Settings
// --------------------
local settings = {
snap = {
x = 0,
y = 0,
width = flw,
height = flh,
},
}

// --------------------
// Magic Functions
// --------------------

// --------------------
// Layout
// --------------------
local snap = FadeArt("snap", -1, -1, 1, 1);
setProperties(snap, settings.snap);

local mvs = MVS();
try { log.send(mvs.slot_artwork[0].file_name + " " + mvs.slot_artwork[0].index_offset); } catch(e) {}
try { log.send(mvs.slot_artwork[1].file_name + " " + mvs.slot_artwork[1].index_offset); } catch(e) {}
try { log.send(mvs.slot_artwork[2].file_name + " " + mvs.slot_artwork[2].index_offset); } catch(e) {}
try { log.send(mvs.slot_artwork[3].file_name + " " + mvs.slot_artwork[3].index_offset); } catch(e) {}

// --------------------
// Enable Shaders
// --------------------


Code: [Select]
Keils-iMac:MacOS keiljr$ /Applications/Attract.app/Contents/MacOS/attract
Starting Attract-Mode v2.2.0-3 (OSX)
Config: /Users/keiljr/.attract/attract.cfg

*** Initializing display: 'Neo Geo'
 - Loaded master romlist 'mame' in 1 ms (147 entries kept, 10 discarded)
 - Constructed 10 filters in 0 ms (1470 comparisons)
Fontconfig error: Cannot load default config file
 - Debug message:  0
 - Debug message: /Applications/mame0182b_macOS/marquees/roboarmy.png 1
 - Debug message: /Applications/mame0182b_macOS/marquees/svc.png 2
 - Debug message: /Applications/mame0182b_macOS/marquees/samsho.png 3
 - Loaded layout: /Users/keiljr/.attract/layouts/mvscomplete/ (layout.nut)

13
Scripting / Layout fonts look different on crt
« on: March 20, 2017, 12:37:24 AM »
Developed my flavors layout on my Mac. I have the window set to 640x480. When I installed the theme on my neo geo running windows 10 at 640x480, the font is much larger. Any idea? It doesn't make sense to me. I set sizes of everything based on a percentage of the layout width and height. It should be the same.

14
General / Adding attract mode to lakka
« on: March 16, 2017, 05:11:20 PM »
here on the lakka forums.

Here was the suggestion:

Quote from: shanti
Don't have a Pi but this might work for you.

use a USB drive or use samba share and put the Attract mode binary and its needed libs inside a writable folder (like /storage/attract or something) you can find what libs are needed by running "ldd attract"

SSH to your Lakka PI and test that is works by running

systemctl stop retroarch
LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/storage/attract/lib ./storage/attract/attract

if it loads then edit/create an autostart.sh file inside /storage/.config:

nano /storage/.config/autostart.sh

put something like this inside:

(
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/storage/attract/lib
./storage/attract/attract
) &

Now reboot and if everything is correct, attract should start at boot.

15
Themes / Vertical compatibility help
« on: March 01, 2017, 03:39:58 PM »
The Best Portrait / Vertical / Cocktail Themes? had me thinking about making my flavors theme more compatible with vertical orientation.

I am having a few issues and have some concerns.

  • When I rotate a layout, it seems as if the layout was rendered horizontally, rotated, and then squeezed. This is most notable with text. It looks squished.
  • Scan lines applied to the shader remain in the same direction. Thank god. I just have to adjust my texture sizes for the new orientation. Already added a function for that to my helpers module.

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