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Messages - keilmillerjr

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1
Remove window.am. It will get auto generated.
Edit attract.cfg and remove window mode parameter. It will set to default.
Attract will use default resolution. This is 640x480 interlaced on windows 7+. raspberryPi will be whatever you set in /boot/config.txt. PS the lcd I have will accept a 15khz signal and digitally process it.

2
Exactly. Not available directly on text object, but available to surface that can contain objects including text. :)

3
thanks...alot...
btw does this work text...did not for me.

According to the docs, shader isn’t available for text. It is available for image and surface. I don’t see why you couldn’t place text on a surface and then duplicate the surface for the shadow.

4
Thank you @zapaolo! Will update shader module tonight with this. Working on compiling mame within a virtual console and it’s eating up my resources and even crashed my computer.

@jedione As far as integrating it with shuffle - I assume it would be the no different than styling existing objects. Assume. I could be wrong. Let me add this to the module tonight and then send me what your working on.

5
Scripting / Re: shuffle-module: First official release
« on: January 18, 2019, 07:29:01 PM »
Taken from the readme is an example with three text objects. They are passed as an array to the class constructor. The index of these objects is handled by the class. You place or style the objects however.

You could create 12 text objects with Title as a magic string. Position them in a visually stacked manner. Extend the class select function to make object bold. Now you can see which object is selected. It should operate similar to attract’s built in listbox object, but allows for much more freedom.

Best I can do on iPhone until Saturday. Feel free to hit me up on discord if you need to.

Thanks a lot Keil, I finally got both the text and images working with the new version (1.0) of shuffle :D. I will now try my luck shuffle on larger lists following your suggestions.

I think fast browsing is working in shuffle, though my list (of 5 items) seems to be too short for the fast browsing option of AM to be truly noticeable as it reaches the end too fast and (like AM) stops at the last item before looping. I've uploaded a small video of my current shuffle setup (displaymenu only) and you can check the fast browsing part near the end (around 08 secs).

Video Link: https://youtu.be/rb4ttP4QKq4

PS: A shout out to @jedione too, it was his theme which helped a lot in figuring out the image part!

Looks very nice! I noticed that your indexing seems very quick. If you hold down the next game control, does it continue to index until the end of the list?

6
General / Re: How to set up a new "Trackball Games" category/screen?
« on: January 18, 2019, 07:26:51 PM »
rule                 Control contains joystick

I assume you could substitute „joystick“ for „trackball“. If it does not work, use mame to generate xml list and check what the spelling is on that xml tag.

7
Scripting / Re: shuffle-module: First official release
« on: January 18, 2019, 03:45:12 AM »
Taken from the readme is an example with three text objects. They are passed as an array to the class constructor. The index of these objects is handled by the class. You place or style the objects however.

You could create 12 text objects with Title as a magic string. Position them in a visually stacked manner. Extend the class select function to make object bold. Now you can see which object is selected. It should operate similar to attract’s built in listbox object, but allows for much more freedom.

// Load the Shuffle module
fe.load_module("shuffle");

// Create your objects
local list = [];
   list.push(fe.add_text("Title", -1, -1, 1, 1));
   list.push(fe.add_text("Title", -1, -1, 1, 1));
   list.push(fe.add_text("Title", -1, -1, 1, 1));

// Create an instance of the Shuffle class
// Shuffle(slots, type, reset=true)
local list = Shuffle(list, "text");

Best I can do on iPhone until Saturday. Feel free to hit me up on discord if you need to.

8
Scripting / Re: shuffle-module: First official release
« on: January 18, 2019, 01:07:35 AM »
I chose the name for the module because it “shuffles” indexes through objects. Create an array. Push the objects to the array. For instance, you want 12 text objects on the screen, push 12 objects. You can do this manually, or create a loop for count of 12 to do it. Style the objects. Pass the array to the shuffle class.

If you can’t get it, I’ll provide an example for you on Saturday.

9
Scripting / Re: shuffle-module: First official release
« on: January 18, 2019, 12:30:21 AM »
a) Lets say we have a list of 5 items A,B,C,D & E, with A being the first item in list and E being the last. A is given the spot 100, 100, B 100, 200 till E 100, 500. While we scroll downwards from A and reach E, scrolling down further will move the list to item A but will the same spot (E, 100, 500). It this the intended behavior? Or is the selection area is supposed to move to A (100, 100)? With no looping of indexes will the list stop moving downward from E (100, 500) or jump back to A (100, 100)?

Correct. That is the intended behavior. I had intentions of using it with romlist which would be higher than the array of objects. It does seem weird if your index length is the same as your objects... or less!

b) I am currently using shuffle in displaymenu with only 5 items. It seems that AM function of pressing down for quick scrolling is not being applied, is my list too short for application or shuffle doesn't support that?

Excited for this comment! I wasn't sure if the issue only occurred for myself or others. I think the only way to get around this is to not use attract-mode's signals. I just had a quick look at the conveyor class. I might have to implement something like that to simulate attract-mode's natural indexing. I wanted to stay away from it because other things can receive signals. Manually indexing means I could implement a no loop feature. Will investigate further in two days. Thank you for bringing this to my attention!

c) What about really long lists like e.g. mame romlist. Currently I have to enter manually 5 items in shuffle with their locations, how would that work with 100+ items lists? Is there any other way of applying shuffle in a vertical list with numerous items where we don't have to manually position each row/ slot?

I would hope you wouldn't be showing 100 items in a list at the same time. However, you can create a for loop that creates the object and step things sequentially.

10
Scripting / Re: Global/ Layout-wide mipmap application
« on: January 17, 2019, 03:43:00 AM »
Illiterate through the fe table and try/catch setting mipmap?

11
Scripting / Re: Question about carrier.nut image sizing.
« on: January 17, 2019, 01:27:14 AM »
It could be needed. Hard setting a resolution will stretch, but maintain aspect ratio. Look at attract-man layout on a wide screen. It maintains close to a 4:3 ratio. Using percentages, I can have a more fluid/responsive layout.

mvscomplete theme before the latest commits (positioning will be fixed on next holiday, but mini marquees stay in aspect) maintains certain things in 4:3 format, but other objects like video snap can stretch to monitor width. Hard setting layout settings and object positioning for my 2011 iMac would fuck things up for my crt’s, and vice versa.

12
There's no option to anti-alias a single shape. To get anti-aliased shapes (i.e. shapes with smoothed edges), you have to enable anti-aliasing globally when you create the window, with the corresponding attribute of the sf::ContextSettings structure.

I don’t think sfml applies anti-aliasing to textures. I could be wrong. Perhaps it’s a driver thing?

13
Scripting / Re: Question about carrier.nut image sizing.
« on: January 17, 2019, 12:25:19 AM »
Attractmode runs full screen. It will match your “desktop” resolution. If you hard set a resolution, it will stretch it. This can be an issue if you stretch a surface larger, not so much going smaller. I don’t declare layout dimensions, and use percentages for everything. My helpers module has a function for aspect ratios too. Just need to make sure you have room for overscan and text large enough. This is just my method. More than one way to accomplish same goal.

14
General / Re: Screensaver showing black screen
« on: January 16, 2019, 10:30:48 PM »
Ok. One last idea I have - make sure there isn’t an operating system screen saver or screen dimming being activated before the attractmode’s screensaver. Perhaps set attractmode screensaver to an extreme low setting just to test.

15
General / Re: Screensaver showing black screen
« on: January 16, 2019, 10:06:57 PM »
Have you inspected intro.nut?

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