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Messages - progets

Pages: [1] 2 3 ... 58
1
Thanks for the great layout! It's one of my favorites and I borrowed some of its code for my personal layout. I can't wait to see where it goes.

2
This might be a good solution but I prefer to stuff my layout with thousands of code lines so it becomes a mess to maintain and edit LOL

You can keep your thousands of lines of code and just change a couple of words between arcade.nut and console.nut such as "flyer" to "boxart" or "advert" to "background".

Again, not asking for any changes but highlighting different ways that you could streamline things for most people vs. using a "per-display" setting.

3
Themes / Re: Arcadeflow theme v 4.5 [Release] Updated 24 May 2019
« on: Yesterday at 11:03:04 PM »
This has existed for a while. Configure-->Controls-->Layout Options=<your_button>. Go into a specific display and press <your_button> and any changes made here will apply to this specific display only (even if your using the same layout with other displays).

These same changes can also be modified globally the traditional way. Configure-->Displays--><system>-->Layout Options.

I tried already and it actually doesn't work for me (at least on my Mac and AM 2.5.1). If the layout is the same for all displays the settings are shared.

But since the feedback from using "System Identifier" is good, I think I'll stick with that: shared settings and the options for the user to activate custom per-emulator options is nice. Per-display settings would mean the need to change all settings for every display if you want to apply a global change.

You don't see it because you haven't included it in your layout.nut file. You can read about it here https://github.com/mickelson/attract/commit/f55779e54ab04305c3604a3f0b894b5e95ce0888.

I'm not suggesting you change your layout. I just want you to know that per display settings are possible. Knowledge is power whether you use it or not.

Another cleaver solution might be to have a layout.nut, arcade.nut, console.nut, handheld.nut in the same layout and toggle them per display to get your desired results. You can read about this here https://github.com/mickelson/attract/commit/7b1cc07f2274cca87d11e928a1fdc598d876bc6a.

Again, I'm not asking for any change. I just want people to understand all the options to help improve other/different future layouts.

P.S. I forgot that the layout.nut required the "per_display" option in the UserConfig parameters in my prior post.

4
Themes / Re: Arcadeflow theme v 4.5 [Release] Updated 24 May 2019
« on: Yesterday at 10:03:23 PM »
In a perfect world AM should be able to set "per-display" settings

This has existed for a while. Configure-->Controls-->Layout Options=<your_button>. Go into a specific display and press <your_button> and any changes made here will apply to this specific display only (even if your using the same layout with other displays).

These same changes can also be modified globally the traditional way. Configure-->Displays--><system>-->Layout Options.

5
General / Re: Newb questions, retroarch / attract mode basics
« on: Yesterday at 09:50:49 PM »
1) You can tell RetroArch which core to load. This is done one of two ways in AttractMode: a) Configure-->Emulators-->PS1-->Command Arguments b) manually modify the /attractmode/emulators/PS1.cfg file. Either way you'll use the "-L" switch to tell it which core (emulator) you want to use to load your game.

Here's a sample of my PS1.cfg
Code: [Select]
# Generated by Attract-Mode v2.5.1
#
executable           \Emulators\RetroArch\retroarch.exe
args                 -f -L cores\mednafen_psx_libretro.dll "[romfilename]"
rompath              \Roms\Sony PlayStation
romext               .chd

2) Every layout can have it's own setting per system. Every layout can also have multiple layout.nut files that can be toggled to do different things. Also look at your image files to see if they are the same type (i.e. all .png vs .jpg). Look at the setting in your /attractmode/attract.cfg file to see any layout settings. If you need help understanding the attract.cfg file, post it and we'll try to help.

6
General / Re: Help with wheel art in nevato theme.
« on: May 17, 2019, 10:39:48 PM »
Hi new attract mode user here,  can someone help me regarding adding wheel art to nevato theme?
I have downloaded a wheel pack for  Sega genesis off the hyperspin website, the files are in swf format.
My roms will need to be renamed to match the files, I have renamed a few roms to see if I can get the wheel art to work but I just have the question mark icons, I have put the files in the menu-art  wheel folder with correct path in the displays menu.

Are the hyperspin swf files compatible?
When searching on Google i see reference to hyperspin wheel art for attract mode
I cannot use the built in scraper as its not working at the moment so I'm trying the manual route just to get something looking good.
Apologies if it's an obvious fix or been asked before
I tried the search but couldn't find anything.
Many thanks

.swf files are ShockWave files and they are used in Hyperspin for themes/layouts. These are not the files you want for wheel images, you want .png files. These HS themes can be used in AM (with limited success with the hyperspin.nut) when configured properly but they aren't the files you want for wheels in Attract-Mode.

Only artwork for the "Displays Menu" are typically stored in the "menu-art" subfolders. Artwork for the games of a system can be stored anywhere are are defined in the /attract/emulators/<system_name>.cfg file which you can manually modify or configure through the GUI using Configure-->Emulators--><system_name>--><artwork_type>=<path_to_artwork>.

sample of a emulator.cfg (path can be based on the root of the volume (like below), full paths or relative paths)
Code: [Select]
# Generated by Attract-Mode v2.5.1
#
executable           \Emulators\RetroArch\retroarch.exe
args                 -f -L cores\picodrive_libretro.dll "[romfilename]"
rompath              \Roms\Sega Genesis
romext               .gen
system               Sega Genesis
info_source          thegamesdb.net
artwork    boxart          \EmuMovies\Sega_Genesis\Box_3D;\EmuMovies\Sega_Genesis\Box
artwork    boxbackart      \EmuMovies\Sega_Genesis\BoxBack
artwork    cartart         \EmuMovies\Sega_Genesis\Cart
artwork    fanart          \EmuMovies\Sega_Genesis\Background
artwork    marquee         \EmuMovies\Sega_Genesis\Banner
artwork    snap            \EmuMovies\Sega_Genesis\Video_MP4_HI_QUAL;\EmuMovies\Sega_Genesis\Snap
artwork    title           \EmuMovies\Sega_Genesis\Title
artwork    wheel           \EmuMovies\Sega_Genesis\Logos

You can get the correct wheel images from the HS website here https://hyperspin-fe.com/files/file/10833-default-sega-genesis-game-wheel-pack/. I think you need to be logged in (just with a free account) to download them.

There are many free tools to rename your images (and/or roms) here are a few (again you'll need to be logged in with at least a free account) https://hyperspin-fe.com/files/file/5603-tur-matcher/ and https://hyperspin-fe.com/files/file/7401-fat-match-media-renamer/.

https://emumovies.com is a great place to get all the artwork. A free account there can download 100 files/500 MB per day (paid accounts can download more).

7
General / Re: Running merged mame softwarelist roms
« on: May 08, 2019, 11:19:30 PM »
I'm glad you got it working.

There was an issue with the --full switch years ago. I thought it was fixed but maybe not? Or it was fixed and then broke again? Anyways it's mention here three years ago http://forum.attractmode.org/index.php?topic=161.msg4329#msg4329

8
General / Re: Running merged mame softwarelist roms
« on: May 08, 2019, 09:40:39 PM »
Since you have a merged set you don't have individual zip files for the clones, they are inside the parent zipped files that Attract-Mode can't see. Look at the romlist.txt you posted and notice how "zelda" has the proper rom name but your other two entries do not reference rom names, they reference game names.

Based on what you have posted this is what Attract-Mode is doing:
/usr/bin/mame64 nes -cart  "/home/mame/MAME-SL/nes/zelda.zip" (this is correct and works)
/usr/bin/mame64 nes -cart  "/home/mame/MAME-SL/nes/The Legend of Zelda (USA).zip" (no such file exists)
/usr/bin/mame64 nes -cart  "/home/mame/MAME-SL/nes/The Legend of Zelda (USA, Rev. A).zip" (no such file exists)

I personally have always used split sets, which don't have this issue. Since Attract-Mode can't see your clones (they are hidden in parent zipped files) it can't directly make your romlist with clones. I think you can build a romlist.txt that will work with your merged set using the commands below. Rename /<path_to_attractmode_directory>/romlists/mame-nes.txt to something else before running these commands or it will be overwritten.
Code: [Select]
/usr/bin/mame64 nes -listsoftware > /<path_to_attractmode_directory>/nes.xml
/<path_to_attractmode_directory>/attract --import-romlist nes.xml mame-nes --full
This should create /<path_to_attractmode_directory>/romlists/mame-nes.txt with all the parents and clones.

9
General / Re: Installation Help
« on: April 23, 2019, 11:34:30 PM »
the experimental menu leads to a dead end for me, atleast after I install it I can in no way enter attract mode, no such option like "switch to attract mode" appears in the Retropie menu.
This is normal. You'll need to create your own entry for "switch to attract mode" or go to the command line and type "attract". This is true regardless of your Attract-Mode installation method. I wrote a script that will do this (and more) here http://forum.attractmode.org/index.php?topic=1311.msg9542#msg9542 (Pi FAQ #9)

Your error looks like a problem with SFML. Did you install all the required dependencies and compile SFML before trying to compile Attract-Mode? Did you update the OS (sudo apt-get update; sudo apt-get upgrade) and before compiling?


10
General / Re: Compile windows: error pkg-config command not found
« on: April 22, 2019, 11:38:40 PM »
Why? A Linux cross-compile is better because it stores many libraries within the executable. A msys2 compile will require a lot of .dll files in order for attract.exe to run. http://forum.attractmode.org/index.php?topic=2278.msg15435#msg15435

My advice is to just use the daily Windows build here (which is a cross-compile) http://forum.attractmode.org/index.php?topic=2324.msg15751#msg15751 or cross-compile yourself.

11
i just cant seem to get a menu where i can choose my systems
i use the robospin layout, but i would like to have a startup menu where i can choose the sytems and then the roms
thanks a lot for your help

Configure-->General-->Startup Mode=Show Displays Menu

Configure-->Displays-->'Displays Menu' Options-->Menu Style/Layout=<layout_you_want>

You can also manually modify the attract.cfg file (while AM is NOT running)
Code: [Select]
general
menu_prompt          Displays Menu
menu_layout          <layout_you_want>

12
General / Re: Installation Help
« on: April 21, 2019, 07:54:54 PM »
Download and install the latest image of RetroPie from here https://retropie.org.uk/download/.

Next install AM one of two ways: 1) from the RetroPie Experimental Menu or 2) follow the steps in the AM PI FAQ (http://forum.attractmode.org/index.php?topic=1249.msg9046#msg9046) or the AM Wiki (https://github.com/mickelson/attract/wiki/Compiling-on-the-Raspberry-Pi-(Raspbian-Jessie))

Instructions here http://forum.attractmode.org/index.php?topic=1777.msg12521#msg12521

13
hi folks
does anyone had the same experience, that after updating AM on my Pi
the Menu-Art folder is missing
i am a complete noob on AM
so i dont know where to place my artwork for the System Menu
i could need a little help
thanks and happy easter

How was the original install done? How was the upgrade done?

Quote from Pi FAQ #1 http://forum.attractmode.org/index.php?topic=1249.msg9046#msg9046
Quote
Warning to upgraders: If you are upgrading from a version of Attract-Mode that was originally installed from the RetroPie Setup menu do not use these steps, instead upgrade using the RetroPie Setup menu like your original install. Failure to do so will result in two desperate Attract-Mode installations. This specific step is meant for people that have manually installed Attract-Mode from the command line or are installing Attract-Mode for the first time.

P.S. Go to the command line and run this command. It will tell you where the folder is located.
Code: [Select]
sudo find / -iname menu-art

14
General / Re: Windows .bat files wont load in Attract Mode
« on: April 21, 2019, 12:23:10 AM »
I cant get .bat files to load within Attract Mode.  They work within Windows fine but not Attract Mode.

Here is my Windows.cfg

Code: [Select]
# Generated by Attract-Mode v2.5.1
#
executable           cmd
args                 /c "[romfilename]"
rompath              \roms\pc
romext               .bat
system               PC Games
exit_hotkey          Joy0 Button6+Joy0 Button7
artwork    flyer           \Attract Mode\scraper\Windows\flyer
artwork    marquee         \Attract Mode\scraper\Windows\marquee
artwork    snap            \Attract Mode\scraper\Windows\snap
artwork    wheel           \Attract Mode\scraper\Windows\wheel

Also here is a sample .bat file

Code: [Select]
@echo off

rem Run game application
cd .\Blade Strangers
start game.exe %*

You're using relative paths but don't define the working dirrectory in the Windows.cfg.

I would try (just to test)...
- use full paths and not relative paths (in both the Windows.cfg and *.bat file)
- define the working directory in the Windows.cfg (this could be problematic)

15
General / Re: New system - 50% usage, super slow scrolling
« on: April 16, 2019, 10:46:09 PM »
When you say latest version of AM, what do you mean (production download, nightly download, you compiled/cross-compiled your own)? Give the exact version.

Give more details about your video card and motherboard.

Have you tried videos from different sources? Different codecs? Where are your videos from and what codec do they use? Are they 30 fps or 60 fps?


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