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Messages - rand0m

Pages: [1] 2 3 ... 23
1
General / Re: losing focus tips/tricks?
« on: January 06, 2021, 12:59:49 AM »
You can also trying turning on Resfix in AM plugins.

2
General / Re: Organizing
« on: January 01, 2021, 07:27:05 AM »
1. AM and all related media (snaps, vids etc) should go in SSD.
2. I don't think any emulators benefit from SSD (maybe cemu and rcps3) so emulators and roms should go to HDD.
3. Some win games benefit from SSD most don't so you will have to check.

OS should be the first thing on SSD, the improvement is amazing.

3
General / Re: FPS Monitor
« on: December 28, 2020, 05:54:01 AM »
Hi, sorry for the necro, I'm not sure if rand0m still visits here. But what if you incorporated this line?
   video.video_flags = Vid.NoAutoStart;
Then change the lines in your example as follows:
video.visible = false to read video.video_playing = false
video.visible = true to read video.video_playing = true

I'm sure you already found a solution, actually I'd be interested to know what you ended up with.

Hi, Vid.NoAutoStart still processes the video file so the FPS drops are same. Oomek helped me out through a "fe.get_art" code, listed below is a little modified version of Oomek's code:

Code: [Select]
local settings =
{
delay_timer = 0,
play_delay = 400,
video_reload = false
}

local vid_txt = fe.add_text( "", 0,0,0,0) //debug
vid_txt.set_bg_rgb(50,50,50) //debug
vid_txt.align = Align.BottomCentre //debug
vid_txt.char_size = 1 //debug

local video = fe.add_image("video", 680,705,472,355)
video.preserve_aspect_ratio = true
video.mipmap = true
video.file_name = ""

function video_on_transition(ttype, var, transition_time)
{
if (ttype == Transition.StartLayout || ttype == Transition.ToNewList || ttype == Transition.ToNewSelection)
{
settings.delay_timer = fe.layout.time
settings.video_reload = true
video.file_name = "" // comment the line if you want the video to stay until EndNavigation
}
return false
}

function video_on_tick(tick_time)
{
if (settings.video_reload && tick_time - settings.delay_timer >= settings.play_delay)
{
vid_txt.msg = fe.get_art("video") //debug
video.file_name = fe.get_art("video")
settings.video_reload = false
}
}

Couple of pointers!
1. This code starts processing the video once you stay on game item for 400 millisec. The way I designed the theme is that video starts running on top of a gameplay snap, so snap is visible in normal browsing and video only runs when you wait for half a sec on an item.

2. FPS drops were reduced from 52-56 to 58-59m, hardly noticeable.

3. I am running AM on HDD, running AM on SSD (where media items are on same SSD) will probably have no FPS drops at all.


4
Scripting / Re: multiple categories for the same game
« on: December 21, 2020, 08:41:12 PM »
that's exactly what i ment by:
Quote
yes, you can have sub-category. like shooter/adventure. but that just mean you need to go through sub menus to narrow down your choice, it's not the same as having the game in both the shooer category and the adventure category.

if you choose the Platform category you will not get Action 52, only if you go to Platform / Shooter.
tha'ts a sub-category, not multiple categories.

at least that's how it's working for me... maybe there is something im missing..

In above example:

1- Game will be listed once in "All" category
2- Game will be listed in both platform and shooter filters, just make sure that you use "contains" rule when making filters. The game is listed in "platform/ shooter" because filters are not properly set.

The filters are very customizable.






5
Scripting / Re: Thoughts on a global search plugin
« on: November 04, 2020, 10:50:10 AM »
Creating a separate "All Games" list would be preferable else you be forced to run search on all the separate lists which would be more resource consuming. Secondly you will need to figure out how to display results from multiple lists in a single place.

Search can easily be launched by gamepad (custom key) and keyboard as it is. List results while typing would be problematic, for one thing keyboard keys need to un-mapped from all AM functions (or you need an overlay where keyboard keys behave differently)

Search results can show info like system, year, rating etc as it is (depending on info present in romlist).

preserving navigation position would require a specific display for search results it would also require some adjustment where nested platform list are used (parent list > sub list > sub-sub list etc, "B" or "back"in that case would take you one step upward).

All info (search results/ position preservation) can be stored in tables but that is beyond my coding skills. I can suggest you go for an overlay screen which pops up on button press and like AM settings confine all key presses till the time overlay is up and use a single all-system list for searching even if you don't use it in AM (hidden). I have adjusted Andrew's keyboard-search plugin to search for "series" (button press searches for series of currently selected item) but have not yet applied that to All-System List.

The ideal would be a search function which allows searching for all info present in romlists + play time & play count and allows for searching within current list and all lists. 





6
Scripting / Re: A plugin to choose and run a random ROM...
« on: November 04, 2020, 10:34:27 AM »
fe.signal is used to simulate a mapped key signal (key press), "random_game" and "select" signal simulate their respective key presses. "random_press" is simply the function name (can be named anything).

I have no idea why this code wouldn't work on *nix, there is nothing in code which is specific to *win systems. Perhaps you can try without "select" signal to narrow down the culprit.

PS: One reason might be direct copy/pasting of code, try adding the code by hand to avoid format errors.

7
Scripting / Re: A plugin to choose and run a random ROM...
« on: November 02, 2020, 08:33:48 PM »
And thank you! Been wanting to solve that forever.

np, urw :)

8
Scripting / Re: A plugin to choose and run a random ROM...
« on: November 02, 2020, 08:33:08 PM »
I tried at my end and using "return true" caused the current title to be selected and launched ignoring "random_game". Tested a bit more and following codes work with "return true":

Code#1
Code: [Select]
function random_press(sig)
{
if (sig == "random_game")
{
fe.signal("random_game") & fe.signal("select")
return true;
        }
  return false;
}

fe.add_signal_handler( "random_press" );

Code#2
Code: [Select]
function random_press( sig )
{
switch ( sig )
{
case "random_game":
fe.signal( "random_game" ) & fe.signal( "select" );
return true;
}
return false;
}
fe.add_signal_handler("random_press");

(Use only one of them at a time)

9
Scripting / Re: A plugin to choose and run a random ROM...
« on: November 02, 2020, 08:01:16 PM »
Thats strange Its working on my end (win 8.1) but there is nothing in the code which should cause trouble in *nix. try after removing return false from code.



10
Scripting / Re: A plugin to choose and run a random ROM...
« on: November 02, 2020, 07:29:48 PM »
This is not a plugin, add the code at end of your layout.nut.

11
Scripting / Re: Joystick button to choose and launch a random game?
« on: November 02, 2020, 07:08:46 PM »
try this >


Code: [Select]
function random_press(sig)
{
if (sig == "random_game")
{
fe.signal("random_game");
fe.signal("select");
    }
  return false;
}

fe.add_signal_handler( "random_press" );

12
Scripting / Re: A plugin to choose and run a random ROM...
« on: November 02, 2020, 07:07:13 PM »
Try the following code

Code: [Select]
function random_press(sig)
{
if (sig == "random_game")
{
fe.signal("random_game");
fe.signal("select");
    }
  return false;
}

fe.add_signal_handler( "random_press" );

13
General / Re: All Games List?
« on: October 09, 2020, 01:54:01 PM »
AFAIK system identifier info is used exclusively while scrapping by websites like gamesdb. As for the original question you can create a muti-system display by adding all the system you have already configured via AM settings > emulator. I am not sure if AM retains the info this way, same can be done via opening the files in text editor or excel. Keep in mind though that AM does not auto-update this multi-system list so you will need to update the multi-system everytime you make a change in any systemlist.

You can also create the master/ multi-system list and hide it from display and edit search module so it searches the multi-list and display the results.

As for identifying systems in romlists you can either name the emulator.cfg exactly like the system (e.g. nintendo_entertainment_system.cfg, sega_genesis.cfg) or use any header/ field which is not being utilized like extra, buttons, clone_of etc. The headers deal exclusively with MAME so most fields are not usable elsewhere.


PS:  I've used some of the ides being discussed here. in my WIP theme here > http://forum.attractmode.org/index.php?topic=3199.0. Going through its docs might be helpful.

14
General / Re: Q. Emulator RPCS3 Playstation 3
« on: September 25, 2020, 09:36:50 AM »
Working on my end. Try running this code in cmd from rpcs3 directory (if roms are in d:\ps3\roms and u have demon souls in there).

rpcs3 "D:\ps3\roms\Demon Souls\PS3_GAME\USRDIR\EBOOT.BIN".

Make sure directory/ filename is correct. Since no central database for ps3 yet, it might be eboot.bin or EBOOT.bin or EBOOT.BIN.

Ignore that ^ just checked and rpcs3 does not support .lnk (must have mistaken it with some other em, sorry).

You should make alternate emulator entries for each item since the game ID will be different and one argument won't work on other titles. In am/romlists create a new folder named exactly as the emulator.cfg for sony ps3 (lest say its sony_ps3) in that folder create a cfg file for each game you have in collection. Only create a single entry for arg:

Code: [Select]
args                 "Absolute\Path\to\PS3_GAME\USRDIR\EBOOT.BIN"'

Edit emultaor.cfg for ps3 and use replace .lnk in romext with .bin.

Code: [Select]
@echo off

"D:\AM-2.6.1\Emulators\PS3 Emulator\rpcs3.exe" "D:\AM-2.6.1\Games\Sony Playstation 3\Alone in the Dark Inferno BLUS30232\PS3_GAME\USRDIR\EBOOT.BIN"

Work, but....

this command does not close the game, would you have any alternative for that?

I can close RPCS3 on my end by exit_hotkey. Make sure you have checked "Exit RPC3 when process finishes" in rpcs3 > configuration > emulator.

15
General / Re: Q. Emulator RPCS3 Playstation 3
« on: September 24, 2020, 05:57:46 AM »
Working on my end. Try running this code in cmd from rpcs3 directory (if roms are in d:\ps3\roms and u have demon souls in there).

rpcs3 "D:\ps3\roms\Demon Souls\PS3_GAME\USRDIR\EBOOT.BIN".

Make sure directory/ filename is correct. Since no central database for ps3 yet, it might be eboot.bin or EBOOT.bin or EBOOT.BIN.

Ignore that ^ just checked and rpcs3 does not support .lnk (must have mistaken it with some other em, sorry).

You should make alternate emulator entries for each item since the game ID will be different and one argument won't work on other titles. In am/romlists create a new folder named exactly as the emulator.cfg for sony ps3 (lest say its sony_ps3) in that folder create a cfg file for each game you have in collection. Only create a single entry for arg:

Code: [Select]
args                 "Absolute\Path\to\PS3_GAME\USRDIR\EBOOT.BIN"'

Edit emultaor.cfg for ps3 and use replace .lnk in romext with .bin.

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