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Messages - raygun

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376
General / Re: Favourites not working properly ?
« on: July 09, 2014, 05:52:04 AM »
Hi Jimmer,

That's a bug that will be fixed in the next release for both favs and tags.

see: https://github.com/mickelson/attract/issues/72

377
Scripting / Re: Dynamic change res
« on: July 08, 2014, 09:19:10 AM »
Being able to get the actual rotation will be useful :)

better late than never!  :)

378
Please do Luke, I'd like to  have a collection of photos of Attract-Mode in action for the website, so your contributions would be welcome.

Thanks

379
Cool, thanks kurt.  I'll be sure to try it out next time I'm messing around with linux installs... 

380
Scripting / Re: Dynamic change res
« on: July 03, 2014, 11:21:51 PM »
Ok, if you update to master on github I've updated Attract-Mode to allow you to get the actual rotation state at any given time.

In a layout script, the following code will give you the actual rotation:

Code: [Select]
local actual_rotation = ( fe.layout.base_rotation + fe.layout.toggle_rotation ) % 4;
"actual_rotation" will be equal to one of the following:

RotateScreen.None
RotateScreen.Right
RotateScreen.Flip
RotateScreen.Left

Oh and the screen width and screen height are available in the "ScreenWidth" and "ScreenHeight" constants (in case you missed it at the bottom of the layouts documentation).

So where "actual_rotation" is RotateScreen.Right or RotateScreen.Left, setting the layout *width*=ScreenHeight and layout *height*=ScreenWidth should get you going with the correct aspect ratio for vertical setups... (at least that is the intention!)

381
General / Re: AM - SNES Games
« on: June 29, 2014, 07:28:34 AM »
That's happening because MESS classifies games as clones/not clones too, I'm pretty sure based on the region it is from (europe vs usa vs ...)

One solution would be to completely strip the 'cloneof' values out of the snes list before you create your overall list.

steps:
- generate separate lists for each system.
- edit the snes one and delete everything in the 'cloneof' field (I'm pretty sure this is the fourth value on each line... the comment at the very top of the list tells you what is what).
- merge the separate lists together by importing them into one list:

Code: [Select]
attract --import-romlist mame.txt --import-romlist snes.txt mess-snes


hope that helps!

382
General / Re: Latest release: version 1.3
« on: June 27, 2014, 10:55:52 PM »
That's great cools, thanks.  I'll have to add this to the download page on the website...

383
I think it is that a lot of people who might be interested simply don't know attractmode exists.  So spreading the word where people might look would certainly help.  All I've really done promotion-wise is to announce new releases at BYOAC and mameworld.

I also think fixing up the website to have more photos and videos of people's projects is a good idea... So if you have any you want to share please send them along and I'll post them.

A layout competition could be fun as I too would like to see more layouts be available.  Not sure about prizes or my judgement, it's probably best if the winner is picked by a vote on the forum here...  :)

384
General / Re: Batch file scripting guide for Attract-mode (Basic)
« on: June 27, 2014, 10:28:53 PM »
Thanks for this checkist.

It looks like setting things up for MESS can get out of hand pretty quickly when you have a bunch of systems.  I wonder if there is anything else the frontend could be doing to better support multi-system MESS setups... any ideas?

385
General / Re: Feature requests?
« on: June 27, 2014, 10:16:10 PM »
Hi, I was wondering if devs would be open to feature requests/ ideas? if so I have a few.

1: a simple layout editor would rock
2: the ability to have per game layouts (if this is already implemented sorry I just couldn't figure out how to do it)
3: maybe have an "on launch" or "on exit" command available to we can include other exe files or bat files to help emu's open and close cleaner or include scripting to edit close commands for emulators. (launch arguments seem to work fine)

I think thats about it, I've been using hyperspin for a few years now and after playing around with attact mode for about an hour I decided to scavange all of my emu's/roms/and art from my HS setup and dive right into attract mode..... its that much better already!

please keep up the incredible work!

Hi, yes feature requests and ideas are always welcome.  It certainly helps me to have requests hashed out a bit either on the forum or the github issue tracker, so others can chime in with their implementation ideas.

There was a bit of a false start on a layout editor, but nothing is happening on that front now (that I know of)...  Also, given that we have the ability to make a lot of user-customizable options in the Attract-Mode layouts, I wonder if a layout with the background image, foreground image, snap placement and list placement being completely customizable could cover this off for a lot of the situations where someone would want to use a layout editor... I dunno.

With respect to #3, I would also add that plug-ins can do a lot of this already as well.  You can create plugins that get notified whenever a game is launched or the front end is exiting and then run any external commands that you want based on that.  The espeak plugin is a good example as it launches the espeak executable whenever the frontend starts, ends or whenever a game is launched.... 



387
Scripting / Re: Share some Shader info
« on: June 22, 2014, 11:03:51 PM »
Here's a neat one to mess around with guys:  I modified the "basic" layout to run it through a CRT emulation shader (I believe it's from the bsnes project).  So you can get the CRT effect on an LCD in the frontend.  It's even got a barrel effect that you can adjust... You can do this with any layout by drawing everything to a surface first and then applying this shader to the surface.

Here's a sample:


And here's the link to modified layout (including the shader files in crt.vert and crt.frag respectively):

https://github.com/mickelson/attract-extra/tree/master/layouts/basic-crt

388
Announcements / Support Forum Added
« on: June 22, 2014, 01:25:17 PM »
A little sparse at the moment: http://forum.attractmode.org

389
Themes / Previous thread (Post your custom layouts here!)
« on: June 22, 2014, 12:43:09 AM »
Thought I'd try to get the ball rolling on posting some custom Attract-Mode layouts that people have come up with.

So here's the one I've been messing around with the last few days.  It's using the "pinch" effect and has a reflection on the preview snap/video...

Screenshot:



This one is available here:

https://github.com/mickelson/attract-extra/tree/master/layouts/reflect

390
Scripting / Re: Dynamic change res
« on: June 10, 2014, 10:30:54 PM »
hmm, interesting... it doesn't seem to pick up rotations from the hotkeys, only if you change it from your layout (i.e. fe.layout.orient = RotateScreen.Right;) That seems like a bug.

Not so much a bug as a yet to be implemented feature  :)  the orientation that you can set in the layout is the "base" orientation.  The hotkey toggles are added to that base (so if "90" is the base, toggling "rotate 90" back and forth will jump from 90 to 180 and back). I can certainly add a way to get the toggled rotation values from the layout as well... 

I also didn't realize this:
"a layout could provide a "layout.nut" for horizontal monitor orientations and a "layout-vert.nut" for vertical"

This is another feature that probably isn't explained well enough in the documentation.  But say for example if you have a layout with "layout.nut" and "layout-vert.nut" in the directory, then Attract-Mode defaults to using the "layout.nut" as the layout file.  There is a command that can be mapped in the frontend called "Toggle Layout" that when pressed will essentially cycle through all the .nut files that start with "layout"... so in this example the "Toggle Layout" command toggles between using the layout.nut and layout-vert.nut as the layout.  You could of course have any number of layout*.nut files to toggle between depending on what you are trying to do.

Oh and whatever .nut file was toggled to for the layout when you shutdown will be remembered and used the next time the layout is loaded...

This would be a good reason to think about adding callbacks to AM. Just like how onTransition is triggered for transitions but for other events that occur so you don't have to keep checking them in onTick. I added generic callback functions in ExtendedObjects where anything that wants to can run something like 'ExtendedObjects.run_callback('onRotationChanged', params), then any .nut files or class can register and listen for that callback and act on it.

A bunch of other things could probably be added like ScreenSaverActive, onKeyPress, etc. with parameters included.

It seems that adding another transition call for whenever a user action occurs could cover this... 

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