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Messages - arthurvalenca

Pages: 1 [2] 3 4 ... 9
16
General / Q. Emulator RPCS3 Playstation 3
« on: September 22, 2020, 03:58:04 PM »
Hello everyone, I've been looking here on the forum for arguments for playstation 3 games on attractmode but I haven't found anything about it, the doubt is anyone would have the arguments to make available?

17
Themes / Re: Intro Splash Screen - Attract Mode
« on: September 01, 2020, 05:23:24 PM »
Crazy!!!! thanks.....

18
Simply fantastic, a beautiful job dude! 8)

19
General / [HELP] Code PlayedTime no return Seconds
« on: July 17, 2020, 06:20:24 AM »
I have a problem with this code, it is returning "0 Seconds" for games that are played less than a minute, if I remove the code Seconds it returns "0 Minutes", could someone help me with this problem, or the Attract Mode does not count seconds. thank you!

PS: Hours, Minutes and No time return the correct values, the problem is in the return of the Seconds.


Code: [Select]
################## Played Time ##################

function PlayedTime( ioffset ) {
 
local pt = fe.game_info(Info.PlayedTime,ioffset);
try {
pt = pt.tointeger();
}

catch(e) {
pt = 0
}

if (pt>0) {
pt = pt/60;

if (pt>60) {
pt=pt/60;

if (pt>1) {
return pt.tostring() + " Hours" ;
}

else {
return pt.tostring() + " Hour";
}
}

else if (pt<1){
return pt.tostring() + " Seconds";
}

else {
return pt.tostring() +" Minutes";
}
}
else {
return "No Time";
}
}

20
Looking that the theme is becoming to get some interest for the fellow users of this community, i make another video, this time showing how works the function to count games, make romlists and extract overviews and GAME GENRES/CATEGORIES without a catver.ini file, using a MAME folder only with ROMS, nothing more.

Hope you like it!

https://www.youtube.com/watch?v=Ys_mWbG5_qs

Nice visuals, watching the demonstration videos seems to be something very promising, thanks for doing this job.

21
General / Re: Portable mode or relative paths
« on: June 26, 2020, 05:02:57 AM »
Code: [Select]
# Generated by Attract-Mode v2.6.1
#
executable           \AM-2.6.1\emuladores\Mame\Arcade.exe
args                 [name]
rompath              \AM-2.6.1\Games\Arcade
romext               .zip
system               Arcade
info_source          listxml
import_extras        ..\AM-2.6.1\Emuladores\Mame\catver\catver.ini
artwork    3d              ..\AM-2.6.1\media\Arcade\Box 3D
artwork    flyer           ..\AM-2.6.1\media\Arcade\Flyer
artwork    marquee         ..\AM-2.6.1\media\Arcade\Marquee
artwork    play            ..\AM-2.6.1\media\Arcade\Screenshot Play
artwork    select          ..\AM-2.6.1\media\Arcade\Screenshot Select
artwork    snap            ..\AM-2.6.1\media\Arcade\Snaps
artwork    title           ..\AM-2.6.1\media\Arcade\Screenshot Title
artwork    wheel           ..\AM-2.6.1\media\Arcade\Wheels
artwork    loading    ..\AM-2.6.1\media\Arcade\Loading


it works well, the folders are all in the root directory of AM.

22
General / Re: [Help] ::fe.signal ("Configure / Controls")
« on: June 19, 2020, 07:11:16 AM »
As far as I know no, there is no way. A workaround would be to code something to directly edit the attract.cfg file...


could you give me an example?

23
General / [Help] ::fe.signal ("Configure / Controls")
« on: June 19, 2020, 05:37:08 AM »
Hello everyone, I have a question, I can open the main menu with this code below.
However, I would like to know if there is any code that I can directly open the "control" settings without having to go through the main menu.
Can someone help me please.

Code: [Select]
        ::fe.signal("configure");



PS:
I found this code inside fe_config.cpp


Code: [Select]
void FeInputSelMenu::get_options( FeConfigContext &ctx )
{
ctx.set_style( FeConfigContext::EditList, "Configure / Controls" );
ctx.fe_settings.get_input_mappings( m_mappings );

std::vector < FeMapping >::iterator it;
for ( it=m_mappings.begin(); it != m_mappings.end(); ++it )
{
std::string value, orstr;
ctx.fe_settings.get_resource( "OR", orstr );
std::vector < std::string >::iterator iti;
for ( iti=(*it).input_list.begin(); iti != (*it).input_list.end(); ++iti )
{
if ( iti > (*it).input_list.begin() )
{
value += " ";
value += orstr;
value += " ";
}

value += (*iti);
}

24
General / Re: [HELP] Info Tags
« on: June 17, 2020, 05:17:18 PM »
If you had two tags then the tag property will be something like “;broken;completed;” so to check if the “completed” tag is there you have to use the “find” function and check that it’s not null. Sorry I’m answering from my phone and I can’t put an example.

Back home, try with this kind of function:

Code: [Select]
function Completed(offset){
 return (fe.game_info( Info.Tags, offset ).find (";Completed;") != null)
}

Thanks Paolo!

Worked!!!!!!!!!!!!!

Code: [Select]
function Completed(offset){
 if (fe.game_info( Info.Tags, offset ).find (";Completed;") != null)
return "images/tags/completed.png";
else return "images/tags/null.png";

}

Big Thanks!!!!!!!!!!!!!!


25
General / Re: [HELP] Info Tags
« on: June 17, 2020, 10:48:59 AM »
As far as I know, at the moment there's no way to add a tag without using the menu. The fe.game_info entry are read only, and there's no way to change them directly.

A workaround (the one I use in my layout) would be to directly edit the tag files that are in the romlist folder of attract mode, adding or removing the games with the proper tag. That works, but it doesn't affect the current romlist unless you find a way to force a "to new list" transition so the romlist is refreshed internally.

My solution is pretty pervasive: I have a "proxy" romlist built at the beginning and use that for all my game info, so I can add fields to that romlist that don't exist in the real romlist. This is a deep change and requires a lot of code, but you could use a proxy romlist just for "Completed" tag management.
You could do something like this: build a table at the load of a list with the rom names as fields, and the "completed" switch data taken from a tag file (either the default completed tag file or a custom file in your layout folder). This would completely decouple your "completed" status checks with tags.

I know my explanation is a bit confused, sorry, but this is the obscure territory where you add features to Attract Mode that are not even present in the main software :D

Hello could you help me Paolo?

I have 2 types of Tags, a "Completed" that works well, and one that would be "Broken" to mark the games that are broken with an image, my doubt and I am not able to add 2 tags to the same game, there is already one added the moment I try to add another the two disappear, when I remove each other appears, could you help me?


Code: [Select]
// Games Completed //

function Completed(){
if (fe.game_info( Info.Tags ) == ";Completed;"){
return "images/tags/completed.png";
}

else if (fe.game_info( Info.Tags ) != ";Completed;"){
return "images/tags/null.png";
}

}

local complete = fe.add_image( "[!Complete]", flx * 0.679, fly*0.353, flw * 0.045, flh * 0.028 );

// Broken Games //

function Broken(){
if (fe.game_info( Info.Tags ) == ";Broken;"){
return "images/tags/broken.png";
}

else if (fe.game_info( Info.Tags ) != ";Broken;"){
return "images/tags/null.png";
}

}

local Broken = fe.add_image( "[!Broken]", flx * 0.700, fly*0.353, flw * 0.045, flh * 0.028 );



26
General / [HELP] Info Tags
« on: June 14, 2020, 08:11:50 AM »
Hello everyone, I need help with the code below, in the general settings I have the option to select whether I want to confirm favorites or not, but for the add tag function I don't have this option when I press add tag it opens a window for me to choose the tag I want to add, well in my case I only have a single "Completed" tag, can you help me with the code below that when I click on add tat it adds the tag without having to select in the window?

Code: [Select]
function Complete(){
if (fe.game_info( Info.Tags ) == ";Completed;"){
return "images/completed.png";
}
else if (fe.game_info( Info.Tags ) != ";Completed;"){
return "images/null.png";
}

}

local complete = fe.add_image( "[!Complete]", flx * 0.558, fly*0.352, flw * 0.027, flh * 0.035 );
complete.zorder = 4;

27
Scripting / Re: KeyboardSearch module
« on: June 11, 2020, 05:33:12 PM »
Hello, I have a problem in the search module, he is looking for the correct information but he is not updating the search images, as in the image below, could someone help me? it seems that it only updates the first letter or number entered, the others do not.

28
General / Re: [HELP] Function Control
« on: June 08, 2020, 04:30:14 PM »
try something simple like this:
Code: [Select]
function minimenu (str){
if (str=="select")
if (minimenu == false){
minimenu==true
}
elseif (minimenu == true){
fe.signal(select)
}
}


it worked perfectly, thank you very much you solved my problem.

 :) ;)

if thats having some probs, change your action button to custom (str to "custom1-4")

29
General / Re: [HELP] Function Control
« on: June 04, 2020, 03:14:23 PM »
@OP I am using control module like this:

Code: [Select]
//Custom Overlay: Game Info & Options Menu: Control Module: Signal Handlers
function start_menu()
{
g_surface.visible = true;
manager.enabled = true;
}

function stop_menu()
{
g_surface.visible = false;
manager.enabled = false;
}

function start_menu2()
{
g_surface2.visible = true;
manager2.enabled = true;
}

function stop_menu2()
{
g_surface2.visible = false;
manager2.enabled = false;
}

function cmenu_start()
{
manager.enabled = true;
}

function cmenu_stop()
{
manager.enabled = false;
}

function cmenu2_start()
{
manager2.enabled = true;
}

function cmenu2_stop()
{
manager2.enabled = false;
}

function g_surface_show()
{
g_surface.visible = true;
}

function g_surface_hide()
{
g_surface.visible = false;
}

function g_surface2_show()
{
g_surface2.visible = true;
}

function g_surface2_hide()
{
g_surface2.visible = false;
}

function control_signals( signal )
{
if (signal == "select")
{
if (manager.enabled) return; else start_menu();
return true;
}
else if ( signal == "back" )
{
if (manager.enabled) cmenu_stop();
else if (manager2.enabled) stop_menu2();
else if (g_surface.visible) g_surface_hide();
else if (g_surface2.visible) g_surface2_hide(); else return
return true;
}
else if (signal == "custom2")
{
if (g_surface2.visible) stop_menu2(); else start_menu2();
return true;
}
return false;
}

fe.add_signal_handler("control_signals");

//Game: info Panel: Control Module: Iniitialize Controls Manager
manager.init();
manager2.init();

The complete file is here, control module related code is near the end > https://raw.githubusercontent.com/randombyt/RetroDiction/master/layouts/retrodiction/layout_system.nut


Thanks for the answer, but in reality what i wanted is to put the command "Select" to open the menu, and the same command "Select" to start the game, a key for 2 functions pressing "Select" opens the menu and pressing "Select "again starts the game.

30
General / Re: [HELP] Function Control
« on: June 01, 2020, 05:36:09 AM »

Can someone help me please?

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