Recent Posts

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1
First off thank you for the work put into this theme i really enjoy using it..  My question is am setting up a 3 sided cocktail cabinet and trying to work out if there is a way to have 2 layouts one vertical and one horizintal?
I have added 2 copies off arcade flow into the layouts folder ( called one _vert ) but for the life of me i cant seem to work out a way to get the _vert to rotate? any pointers would be great!..

Hi, I'm not sure I understood what you mean with a "3 sided cocktail cab", if you want a layout that can work both horizontally and vertically, Arcadeflow can do it, and there's a hotkey defined in AM+ where you can either trigger rotation via the hotkey, or force a rotation. Is this what you are looking for?

EDIT: So as I thought, a three sided cocktail cab is one where you can sit either on the long edge (and see an horizontal screen) or on the short edges (and see a vertical screen). If you need the layout to switch accordingly, I suggest adding a button and linking it to the rotation control in AM+, that should do the trick!
2
General / Re: Installing on Ubuntu - Frustrated
« Last post by kent79 on March 02, 2025, 03:49:53 PM »
Code: [Select]

sudo apt-get -y install ssh make g++ git libsfml-dev libopenal-dev libavformat-dev libfontconfig1-dev libfreetype-dev libswscale-dev libarchive-dev libjpeg-dev libglu1-mesa-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libcurl4-openssl-dev build-essential cmake pkgconf libudev-dev libflac-dev libvorbis-dev libgl1-mesa-dev libswresample-dev libegl1-mesa-dev libgbm-dev libdrm-dev libboost-system-dev libboost-filesystem-dev

git clone https://github.com/mickelson/attract.git && cd attract

make -j $(cat /proc/cpuinfo | grep -c processor)

sudo make install


Try it. After installed, run attract
3
General / Re: Installing on Ubuntu - Frustrated
« Last post by eeji on March 02, 2025, 08:38:52 AM »
Bump, same issue
4
Themes / Re: Arcadeflow theme v 17.5 [Release] Updated 17 December 2024
« Last post by SimKinn on March 02, 2025, 04:12:43 AM »
First off thank you for the work put into this theme i really enjoy using it..  My question is am setting up a 3 sided cocktail cabinet and trying to work out if there is a way to have 2 layouts one vertical and one horizintal?
I have added 2 copies off arcade flow into the layouts folder ( called one _vert ) but for the life of me i cant seem to work out a way to get the _vert to rotate? any pointers would be great!..
5
Themes / Attract mode Non aggiornate più il front end
« Last post by gametime90 on February 28, 2025, 10:29:52 PM »
ragazzi facciamo questo annuncio tutti in modo che aggiornano attract mode che è uno stupendo front end
6
Scripting / Re: Help in getting Scrolling Text to go RIGHT and/or VERTICAL
« Last post by pacman_fan on February 28, 2025, 04:28:48 AM »
Apparently the public code was designed to only support HORIZONTAL_LEFT and HORIZONTAL_BOUNCE.  It would have been nice if it had been documented that was the case!

In any event, I'm sure there's a better way to update the scrollingnet.nut module, but here's what I came up with, enjoy:

Change:
  add = function( text, x, y, w, h, scroll_type = ScrollType.HORIZONTAL_LEFT ) {
to:
  add = function( text, x, y, w, h, scroll_type ) {
-------------------
Just before the //create a scrolling text object section:
Add this:

  // Support for all Scroll Functions
  local scroll_dir = "";
  if ( scroll_type == ScrollType.HORIZONTAL_LEFT ) scroll_dir = "left";
  if ( scroll_type == ScrollType.HORIZONTAL_RIGHT ) scroll_dir = "right";
  if ( scroll_type == ScrollType.HORIZONTAL_BOUNCE ) scroll_dir = "left";
  if ( scroll_type == ScrollType.VERTICAL_UP ) scroll_dir = "up";
  if ( scroll_type == ScrollType.VERTICAL_DOWN ) scroll_dir = "down";
  if ( scroll_type == ScrollType.VERTICAL_BOUNCE ) scroll_dir = "up";

//create a scrolling text object
...
...
-------------------
Change:
  _dir = "left",
to:
  _dir = scroll_dir,
-------------------
7
General / Inserting a delay before "CRT glow" effect happens
« Last post by steelepdx on February 26, 2025, 08:23:56 PM »
I am using Yaron's most excellent "MS-DOS Vintage" (10.4) layout for my classic PC games. I am very inexperienced with Squirrel and how to achieve this. I want the CRT glow effect to basically wait until the game selection screen fades before the glow effect happens. As it stands now, the glow effect happens immediately in the game select screen, before it fades to the snap of the game (currently set to 1000ms). I'd like the CRT glow effect to fade in right as the snap is fading in. I have tried a couple of different things to no avail. Is there someone who can help me out? A minor detail, for sure, but I just thought I would ask. Here is the pertinent code for the glow effect in the layout.nut:

//////////////////////////////////////////////////////////////////////////////////////////////////
// Screen glow

if( my_config["enable_crt_glow"] == "Yes" && ShadersAvailable == 1 )
{
   local shadow_radius = 1600
   local shadow_xoffset = -75
   local shadow_yoffset = -50
   local shadow_alpha = 255
   local shadow_downsample = 0.018

   // creation of first surface with safeguards area
   local xsurf1 = fe.add_surface( shadow_downsample * (video.width + 2*shadow_radius), shadow_downsample * (video.height + 2*shadow_radius) )

   // add a clone of the picture to topmost surface
   local pic1 = xsurf1.add_clone(video)
   pic1.set_pos( shadow_radius*shadow_downsample, shadow_radius*shadow_downsample, video.width*shadow_downsample, video.height*shadow_downsample )

   // creation of second surface
   local xsurf2 = fe.add_surface( xsurf1.width, xsurf1.height )

   // nesting of surfaces
   xsurf1.visible = false
   xsurf1 = xsurf2.add_clone( xsurf1 )
   xsurf1.visible = true

   // deifine and apply blur shaders
   local blursizex = 1.0/xsurf2.width
   local blursizey = 1.0/xsurf2.height
   local kernelsize = shadow_downsample * (shadow_radius * 2) + 1
   local kernelsigma = shadow_downsample * shadow_radius * 0.3

   local shaderH1 = fe.add_shader( Shader.Fragment, fe.script_dir + "gauss_kernsigma_o.glsl" )
   shaderH1.set_texture_param("texture")
   shaderH1.set_param("kernelData", kernelsize, kernelsigma)
   shaderH1.set_param("offsetFactor", blursizex, 0.0)
   xsurf1.shader = shaderH1

   local shaderV1 = fe.add_shader( Shader.Fragment, fe.script_dir + "gauss_kernsigma_o.glsl" )
   shaderV1.set_texture_param("texture")
   shaderV1.set_param("kernelData", kernelsize, kernelsigma)
   shaderV1.set_param("offsetFactor", 0.0, blursizey)
   xsurf2.shader = shaderV1

   // apply black color and alpha channel to shadow
   pic1.alpha = shadow_alpha
   pic1.width = 21
   pic1.height = 16

   // reposition and upsample shadow surface stack
   xsurf2.set_pos( video.x-shadow_radius+shadow_xoffset, video.y-shadow_radius+shadow_yoffset, video.width + 2 * shadow_radius, video.height + 2 * shadow_radius )
}
8
General / Re: Choosing default font in AttractMode Plus
« Last post by kent79 on February 26, 2025, 02:54:10 AM »
Yup. There is no support default font in current version.
9
General / Choosing default font in AttractMode Plus
« Last post by mattpsu03 on February 25, 2025, 08:02:17 PM »
How can I choose the font for AttractMode plus?  The default font and font path seem to have disappeared from the config menu vs. original AttractMode….
10
General / Romlists and ESRB rating?
« Last post by steelepdx on February 24, 2025, 05:55:34 PM »
I've tried to find this information but cannot find anything. I have two questions:

1) How do you label the entry in the romlist (MAME, for example) so that a theme that is looking for this information will read it? It looks like the very last item in any entry in the romlist is defined as "rating", but no matter what I try in that spot (numeric, initial letters of the ratings, full text), my layout (Arcade Bliss Information Overload Edition) doesn't read the info (It is supposed to, I think).

2) Is there an "extras" file that has all of this information (similar to catver.ini) that I can point the MAME cfg file to read when building the romlist?

Thanks for any help you can offer.
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