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Topics - BadFurDay

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1
Scripting / Change what is written/read in the favourite .tag files
« on: October 12, 2021, 06:42:13 AM »
Is there anyway to have AM write more than just the game name to the .tag file? Reason I ask is I'd like it to include the emulator name too. This way romlists with multiple systems but games with the same name won't confuse AM.

2
Scripting / Need help with a theme idea
« on: June 30, 2020, 02:50:11 PM »
I have an idea and I've already made artwork for the theme. I've got a horizontal wheel using the conveyor helper module but it's not doing quite what I'd like. I have the artwork overlapping and would like the middle one pulled out more. Think a deck of cards fanned out, the card you want pulled out a bit more than the rest. I can get the artwork to overlap but the middle is on top, the images after this don't continue to stack on top they go behind each other. Can anyone help explain to me how to achieve this?

3
General / HQ snap issue
« on: March 06, 2019, 01:58:51 AM »
Since I updated Attract Mode to 2.5.1 any of my HQ snaps now play slow, stop before the end and start again. Anyone else experiencing this? Is it a problem with MMAL? Any SQ snaps I have play fine.

4
General / Is it possible to have different controls for different themes
« on: December 20, 2018, 08:15:07 AM »
If I'm using a horizontal scrolling theme for my systems menu but then a vertical scrolling wheel for the individual system/displays it's weird having to scroll the wrong way for one of them. Is there any way around this? I have up and down set as the next game buttons so on my horizontal theme I'm still pushing up or down, however it would feel more natural to push left and right instead.

5
Themes / Robospin Universal Theme (Updated 19/01/18)
« on: January 18, 2018, 02:10:01 PM »
Hi everyone,

This is a theme that combines all the robospin themes from this post into one big easier to manage theme.  I've tried to make it as customisable as possible so there are a lot of options for you to play about with in there.  I'll list the supported systems/displays and what you should call them for it to work out the box though you can just rename the systems .nut file if you prefer.

Amstrad CPC
Atari 2600
Atari 5200
Atari 7800
Atari Lynx
Bandai WonderSwan Color
Bandai WonderSwan
ColecoVision
Commodore 64
Commodore Amiga CD32
Commodore Amiga
Commodore CDTV
GCE Vectrex
Magnavox Odyssey 2
Mattel Intellivision
Microsoft MS-DOS
Microsoft MSX
Microsoft MSX2
NEC PC Engine
NEC PC Engine-CD
NEC SuperGrafx
NEC TurboGrafx-16
NEC TurboGrafx-CD
Nintendo 64
Nintendo DS
Nintendo Entertainment System
Nintendo Famicom Disk System
Nintendo Famicom
Nintendo Game & Watch
Nintendo Game Boy Advance
Nintendo Game Boy Color
Nintendo Game Boy
Nintendo Super Famicom
Nintendo Virtual Boy
ScummVM
Sega 32X
Sega CD
Sega Dreamcast
Sega Game Gear
Sega Genesis
Sega Master System
Sega Mega Drive Japan
Sega Mega Drive
Sega Mega Drive 32x (Newly added)
Sega Mega-CD
Sega SG-1000
Sinclair ZX Spectrum
SNK Neo Geo AES
SNK Neo Geo MVS
SNK Neo Geo Pocket Color
SNK Neo Geo Pocket
Sony PlayStation
Sony PSP Minis
Sony PSP
Super Nintendo Entertainment System

This isn't the finished product so I'll list some bugs/kinks I'm aware of (any help is appreciated):

1) You must exit the theme to another otherwise the layout won't change, this is because the .nut file only loads when the theme loads.  Easy fix is to have a theme on your displays menu and don't scroll through your displays with a button press.
2) Some systems might not show the cartart well, this is for the sytems I struggled to find cartart for so if you can point me in the right direction I'll get it and get it looking right. Some I have done you might not like where they are, apologies.
3) The button guide is limited to PS3, PS4, Xbox 360, Xbox One and Wii U buttons. It also may look funny if you don't use the BebasNeue Book font provided in the zip file.
4) The snap bloom, crt scanline and crt shader don't do anything. Crt scanline does effect one display (I forget which one, an Atari one I think) that I was working on it with, I'm hoping to add it to them all.
5) The option to sweep in boxart works good with the robospin wheel but not the conveyor module, I also think some displays are missing this, this is WIP.

There may be more bugs/kinks, just let me know I'll see if I can fix them.  Now for some of the nice points about the theme:

1) Supports the standard robospin wheel and ArcadeBliss' conveyor module, you can select between the two in the options.
2) You can select PAL or NTSC to change the Game Gear and SNES layouts to show your right region.
3) You have the option for CD's to sweep from behind the case/boxart, rotate, both or stay static.
4) It has option to show the manufacturer logos, player count, play count, filter and list number, genre logo and region logo, some of these or all can be turned off.
5) Button guide if it suits what you use and works well is a nice feature, can easily be turned off if not.
6) Made a nice RetroPie missing wheel logo to replace any missing wheels.

Hope you all enjoy, really looking for feedback on this to try improve it.

19/01/18 - I had been working on the game information and left it in a mess so it didn't work when you turned off the button guide, this is now fixed.

https://mega.nz/#!94lBQaTZ!NB4gPxFFsW8WjAca9IpfO5OjbmpCdcB6XNiKas4M88U

You can find the conveyor module here: http://forum.attractmode.org/index.php?topic=1945.0

6
Scripting / Getting Magic Tokens to work with fe.do_nut
« on: November 15, 2017, 05:30:39 PM »
Hi everyone,

I'm wanting to use magic tokens with the command fe.do_nut so it will load a .nut file based on the display name.  Is there anyway to do it as the way I thought would work doesn't, or even is there any workarounds to get it to do this?

Thanks for any help.

7
Scripting / Rotate and sweep artwork together
« on: October 09, 2017, 02:43:54 PM »
Hi people,

I was able to animate the cartart (discs) of my Playstation theme to ether sweep from behind the boxart or stick out but rotate. I'd like to have the option for it to do both at the same time, sweep from behind while rotating and continue to rotate indefinitely. This is the code I have so far:

//Cart art to be displayed
if ( my_config["enable_gcartart"] == "Static" )
{
local cartart = fe.add_artwork("cartart", flx*0.55, fly*0.562, flw*0.178, flh*0.34 );
cartart.preserve_aspect_ratio = true;
}

if ( my_config["enable_gcartart"] == "Sweep" )
{
local cartart = fe.add_artwork("cartart", flx*0.442, fly*0.562, flw*0.178, flh*0.34 );
cartart.preserve_aspect_ratio = true;
{
local cartartx = {
    when = Transition.StartLayout ,
    property = "x",
    start = flx*0.442
    end = flx*0.55
    time = 500,
 } 
animation.add( PropertyAnimation ( cartart, cartartx ) );
}
{
local cartartx = {
    when = Transition.ToNewList ,
    property = "x",
    start = flx*0.442
    end = flx*0.55
    time = 500,
 } 
animation.add( PropertyAnimation ( cartart, cartartx ) );
}
{
local cartartx = {
    when = Transition.ToNewSelection,
    property = "x",
    start = flx*0.442
    end = flx*0.55
    time = 500,
 } 
animation.add( PropertyAnimation ( cartart, cartartx ) );
}
}

if ( my_config["enable_gcartart"] == "Rotate" )
{
local cartart = fe.add_artwork("cartart", flx*0.53, fly*0.562, flw*0.178, flh*0.34 );
cartart.preserve_aspect_ratio = true;
{
local cartart_rotate_onload = {
    when = Transition.StartLayout,
    property = "rotation",
    start = 0,
    end = 360,
    time = 3000,
    loop=true
 }
animation.add( PropertyAnimation ( cartart, cartart_rotate_onload ) );
}
{
local cartart_rotate_onload = {
    when = Transition.ToNewList,
    property = "rotation",
    start = 0,
    end = 360,
    time = 3000,
    loop=true
 }
animation.add( PropertyAnimation ( cartart, cartart_rotate_onload ) );
}
{
local cartart_rotate_onload = {
    when = Transition.ToNewSelection
    property = "rotation",
    start = 0,
    end = 360,
    time = 3000,
    loop=true
 }
animation.add( PropertyAnimation ( cartart, cartart_rotate_onload ) );
}
}


If I put the code together under a new option selection "Sweep & Rotate" I can get it to do it together but for some reason when it is done with the sweep the cartart simply disappears.

Any help is greatly appreciated.

8
Scripting / Having an image display when the romname containts something
« on: August 02, 2017, 07:22:19 AM »
Hi people,

Been trying to suss this out myself but only seem to be able to do this if it matches the words exactly.  Basically I have the Amiga WHDLoad collection on my pi, I'd like an AGA logo I have to pop up every time I'm on an AGA based game.  I have hidden the brackets in the general menu as this makes things look tidier so this logo will help to distinguish between games that have both ECS and AGA versions.  For example the filenames are "James Pond 2" for ECS then "James Pond 2 [AGA]" so if the code could be activating the logo when a romname or title containts [AGA] this would be perfect.

Any help is appreciated.

9
Scripting / Fading out wheels except the selected one
« on: July 13, 2017, 04:50:40 PM »
Hi there,

I have a theme where the wheels fade out, I'm wondering if anyone would know how to code it so the wheel you're currently on doesn't fare out while the rest do.

Thanks for any help, the code below is what is in the layout.nut for the wheels to fade:

//Wheel fading
if ( wheel_fade_ms > 0 )
{
   function wheel_fade_transition( ttype, var, ttime )
   {
      if ( ttype == Transition.ToNewSelection || ttype == Transition.ToNewList )
            first_tick = -1;
   }
   fe.add_transition_callback( "wheel_fade_transition" );
   
   function wheel_alpha( ttime )
   {
      if (first_tick == -1)
         stop_fading = false;

      if ( !stop_fading )
      {
         local elapsed = 0;
         if (first_tick > 0)
            elapsed = ttime - first_tick;

         local count = conveyor.m_objs.len();

         for (local i=0; i < count; i++)
         {
            if ( elapsed > wheel_fade_ms)
               conveyor.m_objs.alpha = 0;
            else
               //uses hardcoded default alpha values does not use wheel_a
               //4 = middle one -> full alpha others use 80
               if (i == 4)
                  conveyor.m_objs.alpha = (255 * (wheel_fade_ms - elapsed)) / wheel_fade_ms;
               else
                  conveyor.m_objs.alpha = (80 * (wheel_fade_ms - elapsed)) / wheel_fade_ms;
         }

         if ( elapsed > wheel_fade_ms)
         {
            //So we don't keep doing the loop above when all values have 0 alpha
            stop_fading = true;
         }
      
        if (first_tick == -1)
            first_tick = ttime;
      }
   }
   fe.add_ticks_callback( "wheel_alpha" );
}

10
Scripting / Auto aligning
« on: May 21, 2017, 01:01:28 PM »
Hi everyone,

Apologies if this has been addressed before, couldn't find anything but then again people might refer to this by different names. I've added along the bottom of my displays a controller button guide using button icons and text. I've had to assign the position on them all which means if I were to edit the text and the word was too long it will overlap. Is there anyway to have the icons and text automatically move/align so it doesn't overlap, basically so I don't have to edit the x and y values if I ever change the text? I've posted an example of what I'm doing.

If this is no possible, is it possible to have the word fit a certain size regardless of how big the word is. So basically a bigger word will be a smaller text?

Last question is can I get this information to scroll along the bottom so I could have more buttons?

Thanks for any help.

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