Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Scripting / Re: System info
« Last post by qqplayer on Yesterday at 06:00:01 AM »
Hi!
How can I add text for system info/specs (console gen, year, cpu...) in system menu and make it update accordingly as I navigate throughout the systems?

Using the magic token "Overview" and then creating .cfg files inside  a "Consoles" folder according to your system names.
Same thing for others , I mean if you set a "Computers" gamelist for your main menu , then you need to create  a "Computers" folder inside romlist and then create a "Commodore Amiga.cfg" inside.

Always add "overview" at the begining of the text:

"Super Nintendo Entertainment System.cfg" extract from wikipedia

Code: [Select]
overview The Super Nintendo Entertainment System (officially abbreviated the Super NES[b] or SNES[c], and commonly shortened to Super Nintendo[d]) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom (Japanese: スーパーファミコン Hepburn: Sūpā Famikon, officially adopting the abbreviated name of its predecessor, the Famicom), or SFC for short. In South Korea, it is known as the Super Comboy (슈퍼 컴보이 Syupeo Keomboi) and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. It was released in Brazil on September 2, 1992, by Playtronic.

The SNES is Nintendo's second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. The development of a variety of enhancement chips integrated in game cartridges helped to keep it competitive in the marketplace.

The SNES was a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the fierce competition it faced in North America and Europe from Sega's Genesis/Mega Drive console. The SNES remained popular well into the 32-bit era, and continues to be popular among fans, collectors, retro gamers, and emulation enthusiasts, some of whom still make homebrew ROM images.

12
Scripting / System info
« Last post by joaopassarini on Yesterday at 05:53:01 AM »
Hi!
How can I add text for system info/specs (console gen, year, cpu...) in system menu and make it update accordingly as I navigate throughout the systems?
13
Emulators / Re: Autoit Error
« Last post by qqplayer on Yesterday at 05:42:47 AM »
you mix/mistake autoit with autohotkey.
they're two different languages, with different syntax

sleep command autoit
sleep command autohotkey

Yes , you are right , I copied from here

https://forums.launchbox-app.com/topic/39811-auto-hotkey-scripts/

Trying to figure out how to create a script for retroarch with your autoit tutorial

http://forum.attractmode.org/index.php?topic=365.0

Only get "retroarch"

Code: [Select]
;waits for retroarch
winwait("Retroarch")
WinWaitActive("Retroarch")

Is this right?
14
Themes / Re: System Menu
« Last post by joaopassarini on Yesterday at 05:40:30 AM »
Hi!
How can I add system info/specs (console gen, year, cpu...) in system menu and make them update accordingly as I navigate throughout the systems?
15
Scripting / Re: System List possible?
« Last post by qqplayer on Yesterday at 04:24:16 AM »
@dukpoki Is gaving me an error , "the index -2 does not exist"

Here's a full sample code that should work if you follow the template.  You have to of course, adjust/add more systems accordingly to the total amount on your setup as this code only for a total of 5 systems.  To do that, you simply add/insert more "case" systems along with the "break".  A good rule of thumb is to alphabetize it as AM automatically assigns display numbers that way.  Also make sure your systems listed in your attract.cfg are in alphabetical order as well.  And finally make sure the first 2 and last 2 systems on the list have the same +/- displaytotal in the corresponding lines.  So if you are adding more systems then delete the +displaytotal's I have in Atomiswave & Dreamcast and also the -displaytotal's in Genesis & Mame.  Then once you've added all your systems apply those +/- exactly in the same order/way.

Code: [Select]

local displaytotal = fe.displays.len();  //the total system number

 ::OBJECTS <- {

system1= fe.add_text("",47,48,300,40)
system2= fe.add_text("",47,90,300,40)
system3= fe.add_text("",47,132,300,40)
system4= fe.add_text("",47,174,300,40)
system5= fe.add_text("",47,216,300,40)

}


function transition_callback(ttype, var, ttime)
{
    switch ( ttype )
    {
        case Transition.ToNewList:
case Transition.StartLayout:
case Transition.ToNewSelection:
case Transition.FromOldSelection:
            switch ( fe.list.name )
            {             
case "Atomiswave":
local display1 = fe.displays[fe.list.display_index - 2 + displaytotal].name;
local display2 = fe.displays[fe.list.display_index - 1 + displaytotal].name;
                local display3 = fe.displays[fe.list.display_index].name;
                local display4 = fe.displays[fe.list.display_index + 1].name;
local display5 = fe.displays[fe.list.display_index + 2].name;
OBJECTS.system1.msg = display1;
OBJECTS.system2.msg = display2;
OBJECTS.system3.msg = display3;
OBJECTS.system4.msg = display4;
OBJECTS.system5.msg = display5;
break;

        case "Dreamcast":
local display1 = fe.displays[fe.list.display_index -2 + displaytotal].name;
local display2 = fe.displays[fe.list.display_index - 1].name;
                local display3 = fe.displays[fe.list.display_index].name;
                local display4 = fe.displays[fe.list.display_index + 1].name;
local display5 = fe.displays[fe.list.display_index + 2].name;
OBJECTS.system1.msg = display1;
OBJECTS.system2.msg = display2;
OBJECTS.system3.msg = display3;
OBJECTS.system4.msg = display4;
OBJECTS.system5.msg = display5;
    break;

case "Gamecube":
local display1 = fe.displays[fe.list.display_index - 2].name;
local display2 = fe.displays[fe.list.display_index - 1].name;
                local display3 = fe.displays[fe.list.display_index].name;
                local display4 = fe.displays[fe.list.display_index + 1].name;
local display5 = fe.displays[fe.list.display_index + 2].name;
OBJECTS.system1.msg = display1;
OBJECTS.system2.msg = display2;
OBJECTS.system3.msg = display3;
OBJECTS.system4.msg = display4;
OBJECTS.system5.msg = display5;
break;

        case "Genesis":
local display1 = fe.displays[fe.list.display_index - 2].name;
local display2 = fe.displays[fe.list.display_index - 1].name;
                local display3 = fe.displays[fe.list.display_index].name;
                local display4 = fe.displays[fe.list.display_index + 1].name;
local display5 = fe.displays[fe.list.display_index + 2 - displaytotal].name;
OBJECTS.system1.msg = display1;
OBJECTS.system2.msg = display2;
OBJECTS.system3.msg = display3;
OBJECTS.system4.msg = display4;
OBJECTS.system5.msg = display5;
break;           

        case "Mame":
local display1 = fe.displays[fe.list.display_index - 2].name;
local display2 = fe.displays[fe.list.display_index - 1].name;
                local display3 = fe.displays[fe.list.display_index].name;
                local display4 = fe.displays[fe.list.display_index + 1 - displaytotal].name;
local display5 = fe.displays[fe.list.display_index + 2 - displaytotal].name;
OBJECTS.system1.msg = display1;
OBJECTS.system2.msg = display2;
OBJECTS.system3.msg = display3;
OBJECTS.system4.msg = display4;
OBJECTS.system5.msg = display5;
break;

            }
break;
    }

}

fe.add_transition_callback("transition_callback" );


I think this will work for "all systems" without "case"
I have used case to replace for shortnames like on the Kent`s example.

Code: [Select]
//
//

local displaytotal = fe.displays.len();  //the total system number

 ::OBJECTS <- {

system1= fe.add_text("",flx*0.025,715,150,40)
system2= fe.add_text("",200,715,150,40)
system3= fe.add_text("",350,715,150,40)
system4= fe.add_text("",500,715,150,40)
system5= fe.add_text("",650,715,150,40)

}


function transition_system(ttype, var, ttime)
{
    switch ( ttype )
    {
    case Transition.ToNewList:
case Transition.StartLayout:
case Transition.ToNewSelection:
case Transition.FromOldSelection:

local display1 = fe.displays[fe.list.display_index - 2 + displaytotal].name;
local display2 = fe.displays[fe.list.display_index - 1 + displaytotal].name;
        local display3 = fe.displays[fe.list.display_index].name;
        local display4 = fe.displays[fe.list.display_index + 1].name;
local display5 = fe.displays[fe.list.display_index + 2].name;
OBJECTS.system1.msg = display1;
OBJECTS.system2.msg = display2;
OBJECTS.system3.msg = display3;
OBJECTS.system4.msg = display4;
OBJECTS.system5.msg = display5;
    break;
    }

}

fe.add_transition_callback("transition_system" );

//
//

By the way I´m trying to replace "name" for "shortname" but isnt working.
16
Themes / Re: Attract Mode theme conversion - Big Box Unified
« Last post by calle81 on Yesterday at 12:56:01 AM »
Good stuff! :)

Noticed one thing you can improve if you want. The box and cart art animations could have a transition setting so that the animation and display of the art only starts on transition.EndNavigation. This would improve navigation speed a lot and look cleaner imho.

//////////////////////////////////////////////////////////////////////////////////
// Box art to display, uses the emulator.cfg path for boxart image location

if ( my_config["enable_gboxart"] == "Yes" )
::OBJECTS <- {
 boxart = fe.add_artwork("boxart", flx*0.5, fly*-2, flw*0.325, flh*0.6 ),
}

OBJECTS.boxart.preserve_aspect_ratio = true;
OBJECTS.boxart.trigger = Transition.EndNavigation;
if ( my_config["enable_gboxart"] == "Yes" )
{
//Animation for Global & Expert Mode
local move_transition1 = {
  when = Transition.EndNavigation ,property = "y", start = fly*-2, end = fly*0.275, time = 750, tween = Tween.Back
}

//Animation
animation.add( PropertyAnimation( OBJECTS.boxart, move_transition1 ) );
}

if ( my_config["enable_gcartart"] == "Yes" )
::OBJECTS <- {
 cartart = fe.add_artwork("cartart", flx*2, fly*0.625, flw*0.25, flh*0.255 ),
}

OBJECTS.cartart.preserve_aspect_ratio = true;
OBJECTS.cartart.trigger = Transition.EndNavigation;
if ( my_config["enable_gcartart"] == "Yes" )
{
//Animation for Global & Expert Mode
local move_transition1 = {
  when = Transition.EndNavigation ,property = "x", start = flx*2, end = flx*0.625, time = 750, tween = Tween.Back
}
//Animation
animation.add( PropertyAnimation( OBJECTS.cartart, move_transition1 ) );
}
17
Themes / Re: Attract Mode theme conversion - Big Box Unified
« Last post by scooter1974 on May 18, 2018, 05:38:24 PM »
looking great! Going to give it a try :)
18
Themes / Re: HyperPie2 Theme [V2 Released]
« Last post by mrbison on May 18, 2018, 05:12:49 PM »
HP2-Systems-Menu and HP2-Arcade-Menu have some problem with on_tick video_playing ! check please.

*FUNCTION [on_tick()] E:\ATTRACT_MODE_PORTABLE\[-] ATTRACT_MODE [-]\layouts/HP2-Arcade-Menu/layout.nut line [431]

LOCALS
[gtime] 481
[art_flag] true
[last_nav] 0
[video] INSTANCE
[ttime] 481
[this] TABLE
Script Error in tick function: on_tick - the index 'video_playing' does not exist


what i did , solved for me
but idk if is right.

//fe.add_ticks_callback( this, "on_tick" );
//function on_tick( ttime )
//{
//    gtime = ttime;
//    if (art_flag && (ttime - last_nav > 600))  //400ms delay
//    {
//        video.file_name = fe.get_art("snap");
//        art_flag = false;
//        video.video_playing = true
//    }
//    if ( video.video_playing == false && video.preserve_aspect_ratio == false)
//        video.preserve_aspect_ratio = true
//}
//
19
General / Re: Picture not found attract FREEZES
« Last post by the_gamer on May 18, 2018, 09:56:17 AM »
Somebody here: https://aur.archlinux.org/packages/attract says this has something to do with a change in ffmpeg. Does anybody know more about it?
20
Scripting / Re: System List possible?
« Last post by qqplayer on May 18, 2018, 09:44:18 AM »
Ok now is working ... thank you so much  ;D

Any chance to create  a "surface" and navigate between this system list?
Pages: 1 [2] 3 4 ... 10