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Messages - Vaz

Pages: [1]
1
Themes / Re: Classic Anime & Tokusatsu (C.A.T.) JukeBox v2 update 4
« on: March 08, 2024, 09:12:54 AM »
Very fast!  :o

Thank you very much.

2
Themes / Re: Classic Anime & Tokusatsu (C.A.T.) JukeBox v2 update 3
« on: March 06, 2024, 07:17:04 AM »
Thanks!

3
Themes / Re: A few Themes
« on: October 02, 2023, 06:52:07 AM »
Thank you!!!  :) :) :)

4
Scripting / Re: [RELEASE] Tools for AttractMode
« on: September 15, 2023, 06:35:56 AM »
I thought attract-mode should capture information from the screenscraper database. A large part of the community already does this. In the absence of this resource, we have to resort to other tools. And arthurvalenca tool is very welcome.

I use and recommend it. I scanned with McAfee and found no viruses.

I almost forgot....thanks arthurvalenca for the tools.

5
Scripting / Disable plugin in certain layout.
« on: September 04, 2023, 12:35:35 PM »
Hi!
I don't know what time this message will be read, but I still wish you all a good day, good afternoon or good night!

If anyone can help me, I would like to disable the UtilityMenu plugin in a layout I developed called ATARI.

In this layout I used a script that disables the button to display the Filters listing. Below ...

Code: [Select]

function on_signal( sig )
{
switch ( sig )
{
case "filters_menu":
fe.signal( "" );
return true;

}
return false;
}
fe.add_signal_handler(this, "on_signal");



Is there something that does the same to disable the UtilityMenu plugin in this layout I created?

Thanks for everyone's goodwill.

6
General / Uppercase Letter (Developer of attract-mode)
« on: July 04, 2023, 07:48:19 AM »
When I'm developing a theme, I come across a problem, which some already know, which is displaying "only uppercase letters". Those who develop themes know what I'm talking about. You have to use subterfuges, especially when the font has lowercase and uppercase and you want it to display only uppercase.

In my case, when the font has lowercase and uppercase and I want the attract-mode to display only uppercase, I have to make a change inside the font, through editors and delete "all lowercase". So that way I get the display of all texts in uppercase.

Another way would be to choose a font that doesn't have lower case inside it.

I found a solution suggested by keilmillerjr in this link
http://forum.attractmode.org/index.php?topic=1911.0

But it is a partial solution.
For example: If you want the word "Capcom" to be displayed in uppercase letters in Manufacurer, it will be displayed as it is written inside your romlist.

To the developer of attract-mode.
In the text properties we have the option "style" with:

Style.Regular (default)
Style.Bold
Style.Italic
Style.Underlined
Style.Uppercase <------------ SUGGESTION

Isn't there a possibility to create a Style.Uppercase function to display only "uppercase letters"?

Sorry about my English

7
General / Re: Filter "2.5D"
« on: July 31, 2020, 02:24:41 AM »
Thank you!  :)

8
General / Filter "2.5D" [solved]
« on: July 30, 2020, 05:01:38 PM »
Hi!

I would like to create a filter to list games in the "2.5D" genre. But all my attempts were useless and I didn't find it on the forum either, can anybody help me?

9
Scripting / Re: advanced progres bar
« on: July 15, 2020, 06:22:13 AM »
Just a few changes allow to place the letter strip in vertical, although there are still some issues in this old code related to games with "The" or "Vs." in the name...

Code: [Select]

function gameletter( offset ) {
   if (fe.filters.len() > 0){

      if (fe.filters[fe.list.filter_index].sort_by == Info.Year){
         local s = fe.game_info( Info.Year, offset )
         s = s.slice (0,3)+"x"
         return s
      }
      else if (fe.filters[fe.list.filter_index].sort_by == Info.Manufacturer){
         local s = fe.game_info( Info.Manufacturer, offset )
         return s.slice(0,1)
      }
      else if (fe.filters[fe.list.filter_index].sort_by == Info.Category){
         local s = fe.game_info( Info.Category, offset )
         if (s == "") return "?"
         s = split( s, "/" )
         return strip(s[0])
         }
      else {
         local s = fe.game_info( Info.Title, offset )
         if (s.find("The ") == 0) s = s.slice(4,s.len())
         local s2 = s.slice(0,1)
         if ("1234567890".find (s2) != null ){
            s2="#"
         }
         return s2
      }
   }
}


local flw = fe.layout.width
local flh = fe.layout.height
local gamename = fe.add_text("[Title]\n[SortValue]",0,0,flw,flh/10)
gamename.charsize = gamename.height*0.25

local accent = fe.add_text ("[!gameletter]",0,flh*0.5,flw,flh*0.25)
accent.charsize = flh*0.25


local keys = null

fe.add_transition_callback( this, "on_transition" )

function on_transition( ttype, var, ttime ) {

   if (ttype == Transition.ToNewSelection){
      local l1 = gameletter(0)
      local l2 = gameletter(var)

      if (l1 != l2){
         keys [l1].alpha = 128
         keys [l2].alpha = 255
      }
   }

   if (ttype == Transition.ToNewList){
      local tableorder = []
      local tableletter = {}

      for (local i = 0 ; i < fe.list.size ; i++){
         local s =  (gameletter (i-fe.list.index))
         try { tableletter[s]++ }
         catch (err) {
            tableletter[s] <- 1
            tableorder.push (s)
         }
      }

      keys = {}
      local i = 0
      local y0 = 0

      foreach (key in tableorder){
         local key_obj = fe.add_text(key,0,y0,50,flh/tableorder.len())
         key_obj.charsize = 25
         key_obj.alpha = ((tableletter[key] > 0) ? 128 : 0)
         key_obj.set_bg_rgb (100+50*(i%2),100+50*(i%2),100+50*(i%2))
         i++
         y0 = y0 + flh/tableorder.len()
         keys[key] <- key_obj
      }

      keys [gameletter(0)].alpha = 255
   }

}

Thank you!

10
Scripting / Re: advanced progres bar
« on: July 14, 2020, 04:46:52 AM »
This is my code contribution.

There's a "gameletter" function that acts differently if the list is sorted by name or manufacturer (returns the first letter), by category (returns the main category) or by year (returns the decade in the form 198x).

There is a routine in the on_transition section that, when transitioning to a new list, dynamically builds a table of "sort items" that are letters or years or categories according to the sort order, and changes it every time so the list is always consistent with the sort order. A small tweak can be done to space each "section" proportionally to the number of games in that slot but if there are few games then the category name will not fit, so I let it out

Code: [Select]
function gameletter( offset ) {
   if (fe.filters.len() > 0){

      if (fe.filters[fe.list.filter_index].sort_by == Info.Year){
         local s = fe.game_info( Info.Year, offset )
         s = s.slice (0,3)+"x"
         return s
      }
      else if (fe.filters[fe.list.filter_index].sort_by == Info.Manufacturer){
         local s = fe.game_info( Info.Manufacturer, offset )
         return s.slice(0,1)
      }
      else if (fe.filters[fe.list.filter_index].sort_by == Info.Category){
         local s = fe.game_info( Info.Category, offset )
         if (s == "") return "?"
         s = split( s, "/" )
         return strip(s[0])
         }
      else {
         local s = fe.game_info( Info.Title, offset )
         if (s.find("The ") == 0) s = s.slice(4,s.len())
         local s2 = s.slice(0,1)
         if ("1234567890".find (s2) != null ){
            s2="#"
         }
         return s2
      }
   }
}


local flw = fe.layout.width
local flh = fe.layout.height
local gamename = fe.add_text("[Title]\n[SortValue]",0,0,flw,flh/10)
gamename.charsize = gamename.height*0.25

local accent = fe.add_text ("[!gameletter]",0,flh*0.5,flw,flh*0.25)
accent.charsize = flh*0.25


local keys = null

fe.add_transition_callback( this, "on_transition" )

function on_transition( ttype, var, ttime ) {

   if (ttype == Transition.ToNewSelection){
      local l1 = gameletter(0)
      local l2 = gameletter(var)

      if (l1 != l2){
         keys [l1].alpha = 128
         keys [l2].alpha = 255
      }
   }

   if (ttype == Transition.ToNewList){
      local tableorder = []
      local tableletter = {}

      for (local i = 0 ; i < fe.list.size ; i++){
         local s =  (gameletter (i-fe.list.index))
         try { tableletter[s]++ }
         catch (err) {
            tableletter[s] <- 1
            tableorder.push (s)
         }
      }

      keys = {}
      local i = 0
      local x0 = 0

      foreach (key in tableorder){
         local key_obj = fe.add_text(key,x0,flh*0.5,flw/tableorder.len(),50)
         key_obj.charsize = 50
         key_obj.alpha = ((tableletter[key] > 0) ? 128 : 0)
         key_obj.set_bg_rgb (100+50*(i%2),100+50*(i%2),100+50*(i%2))
         i++
         x0 = x0 + flw/tableorder.len()
         keys[key] <- key_obj
      }

      keys [gameletter(0)].alpha = 255
   }

}

zpaolo11x,
If it is not too much to ask, would it be possible to put it on display in a vertical position?

11
Thank you!  :D

Pages: [1]