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Messages - raygun

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46
update your screensaver.nut file to the latest development one and it allows you to do exactly this:

https://github.com/mickelson/attract/blob/master/config/screensaver/screensaver.nut

47
Announcements / Version 2.2.1 Released
« on: January 06, 2017, 08:19:15 PM »
A new year and a new version of Attract-Mode!  Mainly bug fixes with this one, change log is posted below....

# Changelog #

## Commits from v2.2.0 to v2.2.1

### Andrew Mickelson (17 commits)

* Bump to version 2.2.1
* [linux] fixes for multimonitor mode with X11
* [rpi] Misc. cleanup of emulation launching on the RPi
* Added a description of the default controls to the readme
* Fix move speed in config menus when key held down
* Fix freetype2 header not found during compile
* [linux] Added --console cmdline option to enable script from console
* Improved combo key handling, added more initial key mappings
* Default "Confirm Favourites" value is now "true"
* Fix audio volume changing for layout sounds after running emulator
* Add cn entry in en.msg
* [windows] fix frontend not giving up focus in fullscreen mode
* [windows] fix 'working directory' setting when running an emulator
* [linux] Smoother transition to emulator from 'fullscreen mode'.
* Added "Working Directory" emulation setting
* Minor reorder of options in the misc. config menu
* Issue #250 - Fix improper handling of "Upos" joystick axis

### banemon (1 commits)

* cn.msg

### David Gillies (1 commits)

* Create Linux desktop entry

### Rene BIGOT (1 commits)

* Support for wheel fade

48
Scripting / Re: custom1 key trigger animation
« on: January 02, 2017, 09:15:38 AM »
this should do it:

Code: [Select]
fe.add_signal_handler("trigger_animation");
function trigger_animation( sig )
{
   if ( sig == "custom1" )
   {

      // insert code for what you want on cistom1 here
      // i.e. animate=true...

      return true;
   }

   return false;
}

49
Scripting / Re: override input_map from script?
« on: January 01, 2017, 03:39:25 PM »
I'm not sure what you are trying to do with overridng the input_map, but if you want to stop the frontend from handling a particular action, you can do that from a plugin or layout script by adding a signal handler that returns true whenever the signal corresponding to that action is received.  https://github.com/mickelson/attract/blob/master/Layouts.md#add_signal_handler

So for example:
Code: [Select]
fe.add_signal_handler("suppress_select");
function suppress_select( sig )
{
   if ( sig == "select" ) return true;

   return false;
}

will stop whatever is configured as the 'select' input from working

you could then trigger the "select" signal yourself from the script whenever you want it triggered, using
Code: [Select]
fe.signal("select");
If you just want a different key to be the "select" key, you could have a tick function that regularly checks if your select key is pressed using
Code: [Select]
fe.get_input_state()https://github.com/mickelson/attract/blob/master/Layouts.md#get_input_state

those are the basics anyways of how you could approach an input override using what is there now.

hope this helps

50
General / Re: Will this work in Android?
« on: January 01, 2017, 03:17:48 PM »
I am not aware of anyone getting this to work on Android.

In theory it should work.  the libraries that AM uses all support Android.  Android is based on linux which AM supports.  I expect there would have to be some Android specific code added to make it useful (launching other activities etc.)

51
General / Re: Deleting roms
« on: January 01, 2017, 03:12:05 PM »
You can also delete a game (from a romlist, not the file itself) using the "Edit Game" command in attractmode

configure -> controls -> Edit Game - map this to a key

Now when you are on the game you want to edit, you can press the mapped key, which pops up an edit menu

At the bottom of the edit menu is an option to "Delete this Game"

52
General / Re: reset controls
« on: January 01, 2017, 03:07:01 PM »
Also, if you delete all the entries under the "input_map" section of the attract.cfg file then the frontend should reset things back to the default control scheme the next time you load it.

54
General / Re: Pi freezes when starting DosBox in AM 2.2
« on: January 01, 2017, 02:59:44 PM »
Are you sure it is frozen? Are you able to hear any sound from the game you are running?  There was a problem with attractmode blocking some emulators from showing that should be fixed now. You could try updating to see if it fixes this for you.

55
What program are you running when this happens?  Can you post the emulator settings that you are using (the emulator.cfg file)?

56
General / Re: advmame still playing behind AM console
« on: January 01, 2017, 02:52:17 PM »
Please try updating 'sfml-pi' and attractmode to the latest versions and let me know if this still happens.

I was having attractmode block daphne here and the latest changes seem to fix that, hopefully they fix this too.

cheers

57
General / Re: reason: corrupt jpeg ?
« on: January 01, 2017, 02:45:04 PM »
Hi there,

I think verion's approach is the best way to fix this if you want the fastest image loading in attractmode.

As a bit of background to what is going on:  When attractmode tries to load an image it first uses SFML's built in image loading routines.  If that fails, it falls back to loading the image with ffmpeg (which isn't really meant for image loading but does the trick).

So I suspect what is happening is that SFML's image loading routine thinks the images are corrupt and spits out the error message you are seeing, but then attractmode falls back to ffmpeg which is still able to load the image (in some cases).  The slow down is from attractmode trying twice to load the image, with the ffmpeg call being the slower call.

Attractmode never tries to write to image files (except for screen capture), so it shouldn't be the source of the corruption.

58
General / Re: Game restarts when pressing ESC to exit
« on: January 01, 2017, 02:31:51 PM »
hey there, this issue should be fixed for good now in the latest version of 'sfml-pi'.  So if you are experiencing this please try updating to the latest dev version of sfml-pi and attractmode.

cheers

59
Scripting / Re: AM's sfml implementation?
« on: December 02, 2016, 07:13:31 PM »
Yeah I can be pretty dim sometimes, it didn't really click for me until ArcadeBliss pointed out that the setorigin function is right there in sfml to do exactly what was needed.. duoh

60
Scripting / Re: screensaver
« on: December 02, 2016, 07:05:09 PM »
Setting the screensaver timeout to 0 will disable/block the transitioning to the screensaver.

Config->Screen Saver->Screen Saver Timeout

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