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Messages - qqplayer

Pages: [1] 2 3 ... 12
1
Themes / Auto Wheel Creator Theme
« on: Today at 04:00:59 AM »


Video demo:

https://www.youtube.com/watch?v=zloX84nH4oM

Explanation:

conveyour_helper_mod.zip : extract inside "modules" folder, LITTLE MOD FROM ARCADEBLISS CONVEYOUR_HELPER , ALL CREDITS TO HIM FOR HIS WORK  :)

Three "border example wheels inside the zip" , credits to "Viking" from the launchbox forums.



Base wheel names has to be the "Emulator" names to work.

Basic_md.zip : extract inside layouts folder

Example for "Sega Mega Drive" emulator



Code: [Select]
fe.layout.font = fe.game_info(Info.Emulator); Needs to be alongside the layout.nut and with the same "Emulator" name

Code: [Select]
      // ----------- List Item Content: Text -----------
      spinList.text.message = "[Title]";
      spinList.text.alignment = Align.Centre;           // OPTIONS:left/right/center
      spinList.text.normal.font = fe.game_info(Info.Emulator);
      spinList.text.normal.size = 18;                // OPTIONS: text font size for every gameList item
      spinList.text.normal.color.red = 255;            // OPTIONS: text font red color channel 0 - 255
      spinList.text.normal.color.green = 255;         // OPTIONS: text font green color channel 0 - 255
      spinList.text.normal.color.blue = 255;            // OPTIONS: text font blue color channel 0 - 255
     
      spinList.text.currentlySelected.font = fe.game_info(Info.Emulator);
      spinList.text.currentlySelected.size = 18;       // OPTIONS: text font size for every gameList item
      spinList.text.currentlySelected.color.red = 255;   // OPTIONS: text font red color channel 0 - 255
      spinList.text.currentlySelected.color.green = 255; // OPTIONS: text font green color channel 0 - 255
      spinList.text.currentlySelected.color.blue = 255;  // OPTIONS: text font blue color channel 0 - 255

Customize text and color options when "logo wheel" is not found.

Code: [Select]
         temp = object.add_customGameItemContent("text", "[Title]", 5 ,30 ,190 ,120);
         temp.font = object.text.normal.font;
         temp.word_wrap = true;
         temp.charsize  = object.text.normal.size;
         temp.align = object.text.alignment;
         temp.set_rgb(object.text.normal.color.red, object.text.normal.color.green, object.text.normal.color.blue);

Text size and position.

Code: [Select]
         temp = object.add_customGameItemContent("artwork","wheel", 20 ,60 ,150 ,60 );
         temp.preserve_aspect_ratio = object.artwork.preserveAspect;
         temp.trigger = Transition.EndNavigation;
         object.gi_textFallback = true;

Base size and position.

2
Scripting / Re: Reload a module "Transition.ToNewList"
« on: Today at 03:31:56 AM »
Anyone can explain me why this doesn`t work?

Code: [Select]
////////////////
//Reload Module
////////////
function myModule_transitions( ttype, var, ttime ) {
switch ( ttype ) {
case Transition.StartLayout:
//fe.load_module("conveyour_helper_mod");
fe.do_nut("../../modules/conveyour_helper_mod.nut");
break;
}
return false;
}

fe.add_transition_callback( "myModule_transitions" );

3
Scripting / Reload a module "Transition.ToNewList"
« on: Yesterday at 02:40:01 AM »
Any way to reload a module when I change to another gamelist?
I mean , I have made a little change to the conveyour_helper from Arcadebliss:

http://forum.attractmode.org/index.php?topic=1945.45

Lines 1989 - 1990

Code: [Select]
filename = "fe.script_dir "+fe.game_info(Info.Emulator)+".png";
filename = (fileExist(filename)) ? filename :  amPath + "modules/conveyour_helper/"+fe.game_info(Info.Emulator)+".png";

So , if I have the same layout for different systems it doesnt change my "emulatorbackground" I need the layout to reload the module every time I change to another list,system,emulator...

4
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/28/2017
« on: April 19, 2018, 01:40:27 PM »
FWIW... I've made a couple layouts (geared toward low-res arcade machines) using the cover-flow option of this mod...

You can see the result here...

First is my 2nd Neo-Geo theme... I figured the cover-flow option would work GREAT for mini marquees... I think I was right...

https://youtu.be/97vCLhusGS4

Next I wanted to see how the performance was using video snaps... well,  the results speaks for itself...

https://youtu.be/a8HSKWQr5zw

Love the neogeo theme , good job

UPDATE: Only can make the theme change the "Emulator" wheel background when I start the layout , this is what I made on the "conveyor_helper.nut"

Lines 1989 - 1990

Code: [Select]
filename = "fe.script_dir "+fe.game_info(Info.Emulator)+".png";
filename = (fileExist(filename)) ? filename :  amPath + "modules/conveyour_helper/"+fe.game_info(Info.Emulator)+".png";

So I need to check this everty time I change from one emulator to another.

5
Themes / Re: Conveyor_Helper Module for Themers: Updated - 11/28/2017
« on: April 19, 2018, 12:57:55 PM »
Messing with the next idea , create a "hyperspin-like" wheel who adds a diferent wheel background depending on wichi system is selected.
Also diferent fonts  :D

Can this be done in some way?

This is what I made for sega genesis with the basic layout:





Ok I get it :) I´ll post the code later

6

2- continue listening for inactivity even while displaying the MAME game


I think this only can be done using an autothotkey script or something like that I´m not sure if the f.e. can make this  :D

7
I´m not on my pc but you can add "more" commands:

Code: [Select]
preview_counter.msg = count;
last_time = stime;}
if ( count <= 0 ) {
fe.signal( "next_letter" );
fe.signal( "down" );
fe.signal( "random_game" );
fe.signal( "select" );
}

8
Sorry for repost , but I get another option based on keilmillerjr timer.nut

http://forum.attractmode.org/index.php?topic=1826.0

Tested on Basic layout:

Edit layout.nut adding this line.

Code: [Select]
fe.do_nut("timer.nut")
Put the timer.nut file alongside the layout.nut

Code: [Select]
class UserConfig { </ label="Idle Timer ", help="The amount of time (in seconds) that if timer expired, go back to home menu", order=5 />  rtime=10;}
local my_config = fe.get_config();
local bgtime;
bgtime=abs(("0"+my_config["rtime"]).tointeger());
local  preview_counter =  fe.add_text( "", 1220 , 24 , 100, 25 );
//preview_counter.align = Align.Left;
//preview_counter.set_rgb( 255, 30, 30 );
//preview_counter.font = "archivonarrow-bolditalic";
local i=0;
local count = bgtime;
local user_interval = bgtime;
preview_counter.msg = count;
local previous_select = i;
local last_time = 0;
function saver_tick( stime )
{if ( previous_select != i) {
last_time = stime;
count = user_interval;
previous_select = i;
return;}
if ( stime - last_time > 1000) {
count--;
preview_counter.msg = count;
last_time = stime;}
if ( count <= 0 ) {
fe.signal( "random_game" );
}
}
function fade_transitions( ttype, var, ttime ) {
 switch ( ttype ) {
  case Transition.EndNavigation:
  case Transition.ToNewList:
      i++;
  break;
  }
 return false;
}
fe.add_ticks_callback( "saver_tick" );
fe.add_transition_callback( "fade_transitions" );

To set the time just mod this line:

Code: [Select]
rtime=10

9
So... I found a "solution" just download Kent79 AMGPS (Attract Mode Grid Pro System) v1.13

http://forum.attractmode.org/index.php?topic=1824.0

Layout.nut - line 502

Code: [Select]
            fe.signal( "random_game" );
As I said you have to create an standalone function for your purpose but I can confirm that this works , I´ve set:

Code: [Select]
param                rtime 10
An after every 10 seconds randomizes the selected game.

10
> Configure - Controls - Random Game

I don't see how I can use that to automatically choose random games after a timeout?

As simple as like I said , creating a "tick_time" function.
If you set:

> Configure - Controls - Random Game - KeyA

Then just create a function who presses "keyA" after a certain time.

Code: [Select]
random_game          A
Code: [Select]
local settings = {
   delay_timer = 0,
   play_delay = 10000
}

local random = fe.signal("random_game ");

function on_transition(ttype, var, transition_time) {
    if ( ttype == Transition.StartLayout || ttype == Transition.ToNewList || ttype == Transition.FromOldSelection ) {
        settings.delay_timer = fe.layout.time
    }
    return false
}

function on_tick(tick_time) {
   if ( tick_time - settings.delay_timer >= settings.play_delay ) random_game = true
}

fe.add_ticks_callback(this, "on_tick")
fe.add_transition_callback(this, "on_transition")

You have to create the function because my squirrel skills are "minimal" so look into those links:

http://forum.attractmode.org/index.php?topic=1185.msg8725#msg8725
http://forum.attractmode.org/index.php?topic=1826.0
http://forum.attractmode.org/index.php?topic=1236.0
https://github.com/mickelson/attract/issues/37

11
Scripting / Re: Timed Event
« on: April 11, 2018, 04:21:34 AM »
Is it possible to have a video snap window with ZERO alpha for 'x' number of seconds... at which time the alpha would jump to 100% only to drop back to ZERO at change of game.

Essentially,  I have a snap on a "carrier" that I want to overlay a video on after 3 or 4 seconds...

I have the video positioned,  but the conveyor runs behind the video.  I found a neat bit of code that pauses the video for a time at selection,  but the video "box" remains opaque.... not transparent... so you can't see the snap behind it. 

Ideally I'd have a video box sitting there with zero alpha for x seconds at which time alpha would change to 100... again changing back to 0 at selection for a new game.    I've tried a few different timing methods ...all fail... but I'm merely a hack... so I figured I'd ask.

:D

This is what I made for "videothemes" just change for snap or wathever you want.

Code: [Select]
/////////////////////
// Videotheme
/////////////////////
::OBJECTS1 <- {
artwork_videotheme = fe.add_artwork("videotheme", 0, 0 flw, flh),
}

OBJECTS1.artwork_videotheme.visible=false;

::videoSound <- Vid.NoAudio;
OBJECTS1.artwork_videotheme.video_flags = videoSound;

local settings = {
   delay_timer = 0,
   play_delay = 25000,
   stop_play = 35000,
}

function on_transition_videotheme( ttype, var, ttime ) {
 switch ( ttype ) {
  case Transition.StartLayout:
  case Transition.ToNewSelection:
  case Transition.ToNewList:
  case Transition.EndNavigation:
        OBJECTS1.artwork_videotheme.video_flags = Vid.NoAutoStart;
        settings.delay_timer = fe.layout.time;
        OBJECTS1.artwork_videotheme.visible=false;
       break;
  }
 return false;
}

fe.add_transition_callback( "on_transition_videotheme" );

function on_tick_videotheme(tick_time) {
   if ( !OBJECTS1.artwork_videotheme.video_playing && tick_time - settings.delay_timer >= settings.play_delay ) {
   
        OBJECTS1.artwork_videotheme.video_playing = true;
       
        ::videoSound <- Vid.NoAudio;
        OBJECTS1.artwork_videotheme.video_flags = videoSound;       
       
        OBJECTS1.artwork_videotheme.visible=true;
       
        OBJECTS1.artwork_videotheme.alpha = 0
        local alpha_artwork_videotheme_0 = {
        property = "alpha", start = 0 end = 255, time = 2000 easing = Easing.Out,
        }
 
        animation.add( PropertyAnimation( OBJECTS1.artwork_videotheme, alpha_artwork_videotheme_0 ) );
       
    }
   
    else if ( tick_time - settings.delay_timer >= settings.stop_play ) {
       
        OBJECTS1.artwork_videotheme.visible=false;
       
    }
   
}

fe.add_ticks_callback(this, "on_tick_videotheme");

This is the delay time to play and the total time before close the snap.

Code: [Select]
   play_delay = 25000,
   stop_play = 35000,


12
Configure - Controls - Random Game   :)

If it is not what you want I was thinking on something like this:

http://forum.attractmode.org/index.php?topic=1185.msg8725#msg8725

Creating a function who press "random" buttoms like up , prev_page , next_letter....

13
Scripting / Re: Starting picture when launching game
« on: April 01, 2018, 09:34:22 AM »
I just want fixed image for all games, not image for every one rom. Some think like Now Loading or Get ready to play

If you want the same image all the time just make this:

Code: [Select]
shade = fe.add_image("fadein.png", 0, 0, fe.layout.width, fe.layout.height);
//shade.set_rgb(0, 0, 0);

Then just put the image you want alongside the "plugin.nut" and name it "fadein.png"

14
Scripting / Re: Starting picture when launching game
« on: April 01, 2018, 05:17:32 AM »
I had to "avoid" this line:

      //shade.set_rgb(0, 0, 0);

But ask to keilmillerjr if this is right.
Worked for me setting a fixed png , not an "artwork".

15
Scripting / Re: Starting picture when launching game
« on: March 30, 2018, 04:44:00 AM »
I made a wip module for something like this, you can addapt the code to your purpouse

Look for fadein module.

https://m.youtube.com/watch?v=kNzCZ72oWqk

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