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Messages - ^F117^

Pages: [1] 2
1
General / Exit from PC game
« on: June 10, 2020, 05:40:12 AM »
After launching a pc game, it's not possible to return on the frontend with the exit hotkey.. I need some args?

# Generated by Attract-Mode v2.2.1
#
executable           cmd
args                    /c "[romfilename]"
rompath              D:\Attract Mode\Emulatori\Pc Games\Rom
romext               .lnk
exit_hotkey          U
artwork    flyer           
artwork    marquee         
artwork    snap            D:\Attract Mode\scraper\Pc\Snap
artwork    wheel           D:\Attract Mode\scraper\Pc\Wheel

2
General / Re: Robospin Theme problem
« on: May 29, 2020, 08:48:55 AM »
Ok it's marquee space, but it's impossible to remove it.

3
General / Re: Ps2 theme problem
« on: May 29, 2020, 06:56:50 AM »
Thank you, I have find another ps2 theme.

4
General / Robospin Theme problem
« on: May 29, 2020, 06:55:27 AM »
I don't understand what it this the black square.. any suggestions for remove it?

https://ibb.co/Kmjh2YV

5
Emulators / Re: Amiga emulators setup for attractmode?
« on: May 28, 2020, 06:36:14 AM »
Thank you for respond me, unfortunately the swap it is not automatic, so it's no good for a bartop system.

6
Emulators / Re: Amiga emulators setup for attractmode?
« on: May 27, 2020, 03:05:42 PM »
I've tested different variations. Now I'm using portable fs-uae in version 2.8.3.0 (supports more commanline commands).
Pressing ESC exists fs-uae. My config:
Code: [Select]
executable           C:\attract\EMU\amiga\fs-uae.exe
args                 --floppy-drive-0="[romfilename]" --fullscreen --floppy-drive-0-sounds=0 --floppy-drive-speed=100 --floppy-drive-volume-empty=100
rompath              C:\attract\EMU\amiga\ROMS
romext               .adf
system               Amiga
info_source          thegamesdb.net
exit_hotkey          Escape
artwork    marquee         C:\attract\scraper\amiga\marquee
artwork    snap            C:\attract\scraper\amiga\video;C:\attract\scraper\amiga\flyer

Hi, and if the disk game are 2 floppies?

7
General / Ps2 theme problem
« on: May 27, 2020, 02:40:14 AM »
Hi someone use this theme? http://forum.attractmode.org/index.php?topic=62.msg228#msg228

Image wheels do not work, I have try everything..

8
General / Sega32 +Retroarch PC settings
« on: June 03, 2019, 01:04:12 PM »
Hi I don't know which is the problems, games doesn't start this is my configuration.


9
General / Windows 10 and .lnk extension.
« on: May 28, 2019, 04:11:27 AM »
Hi I have installed W10, and W10 don't show extension .lnk (I have already clicked on show extension file) so attract mode can't create the roms list. Someone has this problem?

10
General / Pinball FX2 back ti AM menu
« on: October 16, 2018, 11:44:46 AM »
Hi I have pinball fx2 in AM menu, after start the table when I finished playing, when I press the esc key it does not return to AM menu, but it open the pinball FX2 menu. I have already try to set a hotkey in the emulator options.. any ideas?

11
Themes / Re: Robospin images wheel problem
« on: July 20, 2018, 08:13:53 AM »
I have try your image and yes it's ok. Which program are you used?

P.S But is not possible to change this values? Because I don't want to modified the images one by one  :-\

local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.168,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];

12
Themes / Re: Robospin images wheel problem
« on: July 20, 2018, 03:06:39 AM »
I have try to resize the images in 460x181,  but it's still oval.

13
Themes / Re: Robospin images wheel problem
« on: July 18, 2018, 03:23:33 AM »
////////////////////////////////////////////////////////////////////////////////////////////////////////
// Updated 9/08/2016 by omegaman                                                                     
// Attract-Mode "Robospin" layout. Thanks to verion for cleaning cab skins and to malfacine's for glogos                             
// Notes: Lots of changes... 
// When game marquee is turned off, console marquees will be turned on.     
////////////////////////////////////////////////////////////////////////////////////////////////////////   

class UserConfig {
   </ label="Select BG art", help="Blur enables art for all consoles; otherwise choose brick, retro, black or flyer for bg", options="blur,brick,retro,black,flyer", order=1

/> enable_bg="blur";   
   </ label="Select cab skin", help="Select a cab skin image", options="robo,moon", order=2 /> enable_cab="robo";
   </ label="Select spinwheel art", help="The artwork to spin", options="marquee, wheel", order=3 /> orbit_art="wheel";
   </ label="Transition Time", help="Time in milliseconds for wheel spin.", order=4 /> transition_ms="35"; 
   </ label="Select listbox, wheel, vert_wheel", help="Select wheel type or listbox", options="listbox, wheel, vert_wheel", order=5 /> enable_list_type="wheel";
   </ label="Enable snap bloom shader effect", help="Bloom effect uses shader", options="Yes,No", order=6 /> enable_bloom="No";
   </ label="Enable crt shader effect", help="CRT effect uses shader", options="Yes,No", order=7 /> enable_crt="No";
   </ label="Enable random text colors", help=" Select random text colors.", options="yes,no", order=8 /> enable_colors="no";
   </ label="Enable system logos", help="Select system logos", options="Yes,No", order=9 /> enable_slogos="No";
   </ label="Enable MFR game logos", help="Select game logos", options="Yes,No", order=10 /> enable_mlogos="No";
   </ label="Enable game marquees", help="Show game marquees", options="Yes,No", order=11 /> enable_marquee="Yes";
   </ label="Enable lighted marquee effect", help="show lighted Marquee", options="Yes,No", order=12 /> enable_Lmarquee="No";
   </ label="Select pointer", help="Select animated pointer", options="rocket,hand,none", order=13 /> enable_pointer="rocket";
   </ label="Enable text frame", help="Show text frame", options="yes,no", order=14 /> enable_frame="yes";
   </ label="Enble background overlay", help="Select overlay effect; options are masking, scanlines, aperture", options="mask,scanlines,aperture,none", order=15 />

enable_overlay="mask";
   </ label="Monitor static effect", help="Show static effect when snap is null", options="yes,no", order=16 /> enable_static="yes";


local my_config = fe.get_config();
local flx = fe.layout.width;
local fly = fe.layout.height;
local flw = fe.layout.width;
local flh = fe.layout.height;
fe.layout.font="Impact";

// modules
fe.load_module("fade");
fe.load_module( "animate" );

// Background Art
if ( my_config["enable_bg"] == "blur")
{
local b_art = fe.add_image("bg/[Emulator]", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "brick")
{
local b_art = fe.add_image("bg1.png", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "retro")
{
local b_art = fe.add_image("bg2.png", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "black")
{
local b_art = fe.add_image("bg4.png", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "flyer")
{
local surface_flyer = fe.add_surface( flw, flh );
local b_art = FadeArt( "flyer", 0, 0, flw, flh, surface_flyer );
b_art.trigger = Transition.EndNavigation;
b_art.preserve_aspect_ratio = true;
b_art.alpha=127;

//now position and rotate surface for flyer
surface_flyer.set_pos(flx*0.08, 0, flw*0.9, flh);
surface_flyer.rotation = 0;
}

//masking effect overlay for bg art

if ( my_config["enable_overlay"] == "mask" )
{
local overlay = fe.add_image( "mask.png", 0, 0, flw, flh );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 200;
}

if ( my_config["enable_overlay"] == "scanlines" )
{
local overlay = fe.add_image( "scanlines.png", 0, 0, flw, flh );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 200;
}

if ( my_config["enable_overlay"] == "aperture" )
{
local overlay = fe.add_image( "aperture.png", 0, 0, flw, flh );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 200;
}

if ( my_config["enable_overlay"] == "none" )
{
local overlay = fe.add_image( "none.png", 0, 0, 0, 0 );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 0;
}

if ( my_config["enable_static"] == "yes" )
{
   const SNAPBG_ALPHA = 200;
   local snapbg=null;
   snapbg = fe.add_image( "static.mp4",  flx*0.067, fly*0.364, flw*0.175, flh*0.273 );
    snapbg.trigger = Transition.EndNavigation;
   snapbg.skew_y = -fly*0.002;
    snapbg.skew_x = flx*0.009;
    snapbg.pinch_y = 7;
    snapbg.pinch_x = 0;
    snapbg.rotation = -4.7;
   snapbg.set_rgb( 155, 155, 155 );
   snapbg.alpha = SNAPBG_ALPHA;
}
 else
 {
 local temp = fe.add_text("", flx*0.092, fly*0.38, flw*0.226, flh*0.267 );
 temp.bg_alpha = SNAPBG_ALPHA;
 }

//create surface for snap
local surface_snap = fe.add_surface( 640, 480 );
local snap = FadeArt("snap", 0, 0, 640, 480, surface_snap);
snap.trigger = Transition.EndNavigation;
snap.preserve_aspect_ratio = false;

//now position and pinch surface of snap
surface_snap.set_pos(flx*0.067, fly*0.364, flw*0.175, flh*0.273);
surface_snap.skew_y = 0;
surface_snap.skew_x = flx*0.007;
surface_snap.pinch_y = 4;
surface_snap.pinch_x = 0;
surface_snap.rotation = -5.1;

// add shader support because I can
if ( my_config["enable_bloom"] == "Yes" )
{
    local sh = fe.add_shader( Shader.Fragment, "bloom_shader.frag" );
   sh.set_texture_param("bgl_RenderedTexture");
   surface_snap.shader = sh;
}

if ( my_config["enable_crt"] == "Yes" )
{
    local sh = fe.add_shader( Shader.VertexAndFragment, "crt.vert", "crt.frag" );
   sh.set_param( "rubyInputSize", 640, 480 );
    sh.set_param( "rubyOutputSize", ScreenWidth, ScreenHeight );
    sh.set_param( "rubyTextureSize", 640, 480 );
   sh.set_texture_param("rubyTexture");
   surface_snap.shader = sh;
}

if ( my_config["enable_marquee"] == "Yes" )
{
local marquee = fe.add_artwork( "marquee", flx*0.080, fly*0.075, flw*0.2625, flh*0.143 );
 marquee.trigger = Transition.EndNavigation;
 marquee.skew_x = 11;
 marquee.pinch_x = -2;
 marquee.pinch_y = 3;
 marquee.rotation = -1.5;
   if ( my_config["enable_Lmarquee"] == "Yes" )
{
    local shader = fe.add_shader( Shader.Fragment "bloom_shader.frag" );
   shader.set_texture_param("bgl_RenderedTexture");
   marquee.shader = shader;
}

}
 else
 {
 local clogos = fe.add_image("clogos/[Emulator]", flx*0.117, fly*0.086, flw*0.35, flh*0.14 );
 clogos.trigger = Transition.EndNavigation;
 clogos.skew_x = 11;
 clogos.pinch_x = -2;
 clogos.pinch_y = 3;
 clogos.rotation = -1.5;
 }

//cabinet image
if ( my_config["enable_cab"] == "robo" )
{
 local cab = fe.add_image( "robo.png", 0, 0, flw, flh );
}

if ( my_config["enable_cab"] == "moon" )
{
  local cab = fe.add_image( "moon.png", 0, 0, flw, flh );
}

//add frame to make text standout
if ( my_config["enable_frame"] == "yes" )
{
local frame = fe.add_image( "frame.png", 0, fly*0.94, flw, flh*0.05 );
frame.alpha = 255;
}

//Year text info
//local texty = fe.add_text("[Year]", flx*0.18, fly*0.935, flw*0.13, flh*0.05 );
//texty.set_rgb( 211, 211, 211 );
//texty.style = Style.Bold;
//texty.align = Align.Left;

//Title text info
//local textt = fe.add_text( "[Title]", flx*0.315, fly*0.935, flw*0.6, flh*0.05  );
//textt.set_rgb( 211, 211, 211 );
//textt.style = Style.Bold;
//textt.align = Align.Left;
//textt.rotation = 0;
//textt.word_wrap = true;

//Display filter info
//local filter = fe.add_text( "[ListFilterName]: [ListEntry]-[ListSize]  [PlayedCount]", flx*0.001, fly*0.001, flw*0.3, flh*0.03 );
//filter.set_rgb( 211, 211, 211 );
//filter.style = Style.Italic;
//filter.align = Align.Left;
//filter.rotation = 0;
 

//Listbox
if ( my_config["enable_list_type"] == "listbox" )
{
local listbox = fe.add_listbox( flx*0.53, fly*0.09, flw*0.45, flh*0.86 );
listbox.rows = 11;
listbox.charsize = 24;
listbox.set_rgb( 211, 211, 211 );
listbox.bg_alpha = 0;
//listbox.align = Align.Right;
listbox.selbg_alpha = 90;
listbox.sel_red = 255;
listbox.sel_green = 255;
listbox.sel_blue = 0;
}

//This enables vertical art instead of default wheel
if ( my_config["enable_list_type"] == "vert_wheel" )
{
fe.load_module( "conveyor" );
local wheel_x = [ flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.68, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, ];
local wheel_y = [ -fly*0.22, -fly*0.105, fly*0.0, fly*0.105, fly*0.215, fly*0.325, fly*0.436, fly*0.61, fly*0.72 fly*0.83, fly*0.935, fly*0.99, ];
local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_a = [  80,  80,  80,  80,  80,  80, 255,  80,  80,  80,  80,  80, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.168,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];
local wheel_r = [  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ];
local num_arts = 8;

class WheelEntry extends ConveyorSlot
{
   constructor()
   {
      base.constructor( ::fe.add_artwork( my_config["orbit_art"] ) );
   }

   function on_progress( progress, var )
   {
      local p = progress / 0.1;
      local slot = p.tointeger();
      p -= slot;
      
      slot++;

      if ( slot < 0 ) slot=0;
      if ( slot >=10 ) slot=10;

      m_obj.x = wheel_x[slot] + p * ( wheel_x[slot+1] - wheel_x[slot] );
      m_obj.y = wheel_y[slot] + p * ( wheel_y[slot+1] - wheel_y[slot] );
      m_obj.width = wheel_w[slot] + p * ( wheel_w[slot+1] - wheel_w[slot] );
      m_obj.height = wheel_h[slot] + p * ( wheel_h[slot+1] - wheel_h[slot] );
      m_obj.rotation = wheel_r[slot] + p * ( wheel_r[slot+1] - wheel_r[slot] );
      m_obj.alpha = wheel_a[slot] + p * ( wheel_a[slot+1] - wheel_a[slot] );
   }
};

local wheel_entries = [];
for ( local i=0; i<num_arts/2; i++ )
   wheel_entries.push( WheelEntry() );

local remaining = num_arts - wheel_entries.len();

// we do it this way so that the last wheelentry created is the middle one showing the current
// selection (putting it at the top of the draw order)
for ( local i=0; i<remaining; i++ )
   wheel_entries.insert( num_arts/2, WheelEntry() );

local conveyor = Conveyor();
conveyor.set_slots( wheel_entries );
conveyor.transition_ms = 50;
try { conveyor.transition_ms = my_config["transition_ms"].tointeger(); } catch ( e ) { }
}
 
if ( my_config["enable_list_type"] == "wheel" )
{
fe.load_module( "conveyor" );
local wheel_x = [ flx*0.80, flx*0.795, flx*0.756, flx*0.725, flx*0.70, flx*0.68, flx*0.64, flx*0.68, flx*0.70, flx*0.725, flx*0.756, flx*0.76, ];
local wheel_y = [ -fly*0.22, -fly*0.105, fly*0.0, fly*0.105, fly*0.215, fly*0.325, fly*0.436, fly*0.61, fly*0.72 fly*0.83, fly*0.935, fly*0.99, ];
local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_a = [  80,  80,  80,  80,  80,  80, 255,  80,  80,  80,  80,  80, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.17,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];
local wheel_r = [  30,  25,  20,  15,  10,   5,   0, -10, -15, -20, -25, -30, ];
local num_arts = 8;

class WheelEntry extends ConveyorSlot
{
   constructor()
   {
      base.constructor( ::fe.add_artwork( my_config["orbit_art"] ) );
   }

   function on_progress( progress, var )
   {
      local p = progress / 0.1;
      local slot = p.tointeger();
      p -= slot;
      
      slot++;

      if ( slot < 0 ) slot=0;
      if ( slot >=10 ) slot=10;

      m_obj.x = wheel_x[slot] + p * ( wheel_x[slot+1] - wheel_x[slot] );
      m_obj.y = wheel_y[slot] + p * ( wheel_y[slot+1] - wheel_y[slot] );
      m_obj.width = wheel_w[slot] + p * ( wheel_w[slot+1] - wheel_w[slot] );
      m_obj.height = wheel_h[slot] + p * ( wheel_h[slot+1] - wheel_h[slot] );
      m_obj.rotation = wheel_r[slot] + p * ( wheel_r[slot+1] - wheel_r[slot] );
      m_obj.alpha = wheel_a[slot] + p * ( wheel_a[slot+1] - wheel_a[slot] );
   }
};

local wheel_entries = [];
for ( local i=0; i<num_arts/2; i++ )
   wheel_entries.push( WheelEntry() );

local remaining = num_arts - wheel_entries.len();

// we do it this way so that the last wheelentry created is the middle one showing the current
// selection (putting it at the top of the draw order)
for ( local i=0; i<remaining; i++ )
wheel_entries.insert( num_arts/2, WheelEntry() );

local conveyor = Conveyor();
conveyor.set_slots( wheel_entries );
conveyor.transition_ms = 50;
try { conveyor.transition_ms = my_config["transition_ms"].tointeger(); } catch ( e ) { }
}

//property animation - wheel pointers
if ( my_config["enable_pointer"] == "rocket")
{
local point = fe.add_image("pointers/pointer.png", flx*0.88, fly*0.34, flw*0.2, flh*0.35);

local alpha_cfg = {
    when = Transition.ToNewSelection,
    property = "alpha",
    start = 110,
    end = 255,
    time = 300
}
animation.add( PropertyAnimation( point, alpha_cfg ) );

local movey_cfg = {
    when = Transition.ToNewSelection,
    property = "y",
    start = point.y,
    end = point.y,
    time = 200
}
animation.add( PropertyAnimation( point, movey_cfg ) );

local movex_cfg = {
    when = Transition.ToNewSelection,
    property = "x",
    start = flx*0.83,
    end = point.x,
    time = 200   
}   
animation.add( PropertyAnimation( point, movex_cfg ) );
}

if ( my_config["enable_pointer"] == "hand")

 {
 local point = fe.add_image("pointers/pointer2.png", flx*0.88, fly*0.34, flw*0.2, flh*0.35);
 local alpha_cfg = {
    when = Transition.ToNewSelection,
    property = "alpha",
    start = 110,
    end = 255,
    time = 300
}
animation.add( PropertyAnimation( point, alpha_cfg ) );

local movey_cfg = {
    when = Transition.ToNewSelection,
    property = "y",
    start = point.y,
    end = point.y,
    time = 200
}
animation.add( PropertyAnimation( point, movey_cfg ) );

local movex_cfg = {
    when = Transition.ToNewSelection,
    property = "x",
    start = flx*0.83,
    end = point.x,
    time = 200   
}   
animation.add( PropertyAnimation( point, movex_cfg ) );
}

if ( my_config["enable_pointer"] == "none")
{
 local point = fe.add_image( "", 0, 0, 0, 0 );
}

//category icons

local glogo1 = fe.add_image("glogos/unknown1.png", flx*0.12, fly*0.943, flw*0.045, flh*0.045);
glogo1.trigger = Transition.EndNavigation;

class GenreImage1
{
    mode = 1;       //0 = first match, 1 = last match, 2 = random
    supported = {
        //filename : [ match1, match2 ]
        "action": [ "action" ],
        "adventure": [ "adventure" ],
        "fighting": [ "fighting", "fighter", "beat'em up" ],
        "platformer": [ "platformer", "platform" ],
        "puzzle": [ "puzzle" ],
        "maze": [ "maze" ],
      "paddle": [ "paddle" ],
      "rhythm": [ "rhythm" ],
      "pinball": [ "pinball" ],
      "racing": [ "racing", "driving" ],
        "rpg": [ "rpg", "role playing", "role-playing" ],
        "shooter": [ "shooter", "shmup" ],
        "sports": [ "sports", "boxing", "golf", "baseball", "football", "soccer" ],
        "strategy": [ "strategy"]
    }

    ref = null;
    constructor( image )
    {
        ref = image;
        fe.add_transition_callback( this, "transition" );
    }
   
    function transition( ttype, var, ttime )
    {
        if ( ttype == Transition.ToNewSelection || ttype == Transition.ToNewList )
        {
            local cat = " " + fe.game_info(Info.Category, var).tolower();
            local matches = [];
            foreach( key, val in supported )
            {
                foreach( nickname in val )
                {
                    if ( cat.find(nickname, 0) ) matches.push(key);
                }
            }
            if ( matches.len() > 0 )
            {
                switch( mode )
                {
                    case 0:
                        ref.file_name = "glogos/" + matches[0] + "1.png";
                        break;
                    case 1:
                        ref.file_name = "glogos/" + matches[matches.len() - 1] + "1.png";
                        break;
                    case 2:
                        local random_num = floor(((rand() % 1000 ) / 1000.0) * ((matches.len() - 1) - (0 - 1)) + 0);
                        ref.file_name = "glogos/" + matches[random_num] + "1.png";
                        break;
                }
            } else
            {
                ref.file_name = "glogos/unknown1.png";
            }
        }
    }
}
GenreImage1(glogo1);

//System Logos
if ( my_config["enable_slogos"] == "Yes") 
{
local slogos = fe.add_image("slogos/[Emulator]", flx*0.001, fly*0.18, flw*0.11, flh*0.05 );
slogos.trigger = Transition.EndNavigation;
slogos.rotation = -15;
}      

//Game MFR Logos
if ( my_config["enable_mlogos"] == "Yes") 
{
local mlogos = fe.add_image("mlogos/[Manufacturer]", flx*0.01, fly*0.942, flw*0.06, flh*0.045 );
mlogos.trigger = Transition.EndNavigation;
}      

// random number for the RGB levels
if ( my_config["enable_colors"] == "yes" )
{
function brightrand() {
 return 255-(rand()/255);
}

local red = brightrand();
local green = brightrand();
local blue = brightrand();

// Color Transitions
fe.add_transition_callback( "color_transitions" );
function color_transitions( ttype, var, ttime ) {
 switch ( ttype )
 {
  case Transition.StartLayout:
  case Transition.ToNewSelection:
  red = brightrand();
  green = brightrand();
  blue = brightrand();
  //listbox.set_rgb(red,green,blue);
  texty.set_rgb (red,green,blue);
  textt.set_rgb (red,green,blue);
  break;
 }
 return false;
 }
}

14
Themes / Re: Robospin images wheel problem
« on: July 18, 2018, 02:35:29 AM »
Robospin HD
1920x1080
image dimension 1200x910
wheel code? layout.nut?

15
Themes / Robospin images wheel problem
« on: July 18, 2018, 01:55:41 AM »
Hi I have this problem, the original image are spherical, but into the theme is oval. How to fix it?


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