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Messages - 8bitsdeep

Pages: 1 [2] 3 4
16
Announcements / Re: Version 2.3 Released
« on: November 27, 2017, 06:49:37 AM »
Hmm, when I press back on the Display Menu, I get a menu of all my displays that isn't accepting any directional input.  Any way to disable this?  I preferred the exit prompt.

Not sure why the menu wouldn't be accepting any directional input, but when you go to Config->Controls->Back, what is set as the default action for your Back button?

Back (Exit).  I assume the parenthesis is the default action?




17
Announcements / Re: Version 2.3 Released
« on: November 20, 2017, 07:25:05 AM »
Woohoo!


Hmm, when I press back on the Display Menu, I get a menu of all my displays that isn't accepting any directional input.  Any way to disable this?  I preferred the exit prompt.

18
Scripting / Re: Play sound when starting game?
« on: November 19, 2017, 06:04:28 AM »
Thanks for the tip on cleaning up the switch statement. I think this is a better way to write it, but I'm still not sure I understand the "break" statements, and whether I need one in each case

"break" marks the end of each case. Without it, the code would continue on and execute the next case even if it wasn't a match.  Similar to the closing } on an if statement.

19
Scripting / Re: Artwork-files - change filename with regular expression
« on: November 11, 2017, 11:21:51 AM »
You should be able to do this if you use add_image instead of add_artwork. You just have to manually update the file_name for add_image since it's not automatic like add_artwork.

Something like this:
Code: [Select]
local video = fe.add_image("", 0, 0, 320, 240);

fe.add_transition_callback( "my_transition" );
function my_transition( ttype, var, ttime )
{
    local art_path = fe.get_art("snap");

    process_filename( art_path ); //strip out everything after first parenthesis or whatever you want to do

    video.file_path = art_path;
}

20
Scripting / Re: A little performance boost for those using video snaps
« on: November 11, 2017, 09:12:50 AM »
I just realized an easier way to do this with the delayed loading.

Code: [Select]
local last_nav = 0;
local gtime = 0;
local art_flag = false;

local video = fe.add_image( fe.get_art("snap"), 0, 0, 240, 220);  //Use add_image so the snap doesn't auto-update while navigating

fe.add_transition_callback( "my_transition" );
function my_transition( ttype, var, ttime )
{
if ( ttype == Transition.ToNewSelection )
{
last_nav = gtime;
art_flag = true;
}
}

fe.add_ticks_callback( this, "on_tick" );
function on_tick( ttime )
{
    gtime = ttime;
if (art_flag && (ttime - last_nav > 800))  //800ms delay
{
video.file_name = fe.get_art("snap");
art_flag = false;
}
}

Haven't tested this exact code but the same method worked great in my current layout.  :D

21
Themes / Re: PanAndScan module v1.2 release
« on: November 09, 2017, 07:56:47 AM »
Agreed, allowing art.trigger = Transition.EndNavigation would be great.

In the meantime, you can hack it in if you don't mind it being set for all your pan-and-scan stuff.  Open up pan-and-scan.nut and find this section on line 80 and add the last line to it:

Code: [Select]
constructor(name, x, y, w, h, parent = ::fe)
{
    if (base.VERSION != PRESERVEART_VERSION)
    {
        ::print("\n***\n*** WARNING: PreserveArt module version mismatch.\n*** PreserveArt version installed: " + base.VERSION + "\n*** PanAndScan expecting version: " + PRESERVEART_VERSION + "\n***\n\n")
    }
    base.constructor(name, x, y, w, h, parent = ::fe);
    art.trigger = Transition.EndNavigation;  //Add this line
}

Only issue is the animation still resets to the anchor as you scroll, but still better than a laggy interface.

22
Scripting / Re: Cycle through random game snaps on Display Menu?
« on: November 06, 2017, 02:17:56 PM »
Here is a "workaround": Create a folder in your snaps dir named as the title. Put the snaps in that folder. AM will then pick one randomly

Eg. menu-art/snap/Nintendo Game Boy/1.mp4, 2.mp4 etc.

Clever!  I'd hate to duplicate all my snaps but I might do this with a few of my favorite games until I figure out something better.

23
Scripting / Re: A little performance boost for those using video snaps
« on: November 06, 2017, 02:16:25 PM »
Nice work!  :)  But there's a simpler way to do this built into AM.

Just do this:
my_snap.trigger = Transition.EndNavigation;

This works well on large images too. Highly recommended to anyone making a layout with large assets.

24
Scripting / Multiple triggers for a single animation?
« on: November 06, 2017, 02:11:45 PM »
I'd like to trigger this animation on Transition.StartLayout and Transition.EndNavigation.

Code: [Select]
local t_fade_out = { when = Transition.EndNavigation, property = "alpha", start = 255, end = 0, time = 300, delay = 1000 }
Is this possible? Or do I just have to make separate animations for each trigger?

25
Scripting / Re: Cycle through random game snaps on Display Menu?
« on: November 02, 2017, 09:55:26 AM »
Hmm, no, that screensaver picks a random video from the current list just like the default.

Let me try to explain again.  :)

In the Display Menu, let's say the cursor is on NES:
Code: [Select]
-Arcade
-Atari 2600
>>>NES<<<
-Genesis
-SNES

To the right of the list, I have a video element. I don't want it to play an NES system video.  I want to play a random NES game video.  It should pick a random NES game from my library and play the video snap of that game.

If I move the cursor to Genesis, it should play a random Genesis game snap, etc.

26
Scripting / Re: Cycle through random game snaps on Display Menu?
« on: November 02, 2017, 09:04:32 AM »
I did look at the default screensaver, but unless I'm missing something it seems to only select videos from the current list. I'd like to get videos from a specific emulator's list.

27
Scripting / Cycle through random game snaps on Display Menu?
« on: November 02, 2017, 02:18:00 AM »
Instead of just having a single video snap for each system, I'd like to play random game snaps from the selected system while on the display menu.

For example, when I'm selecting a system in the Display Menu, if I'm currently on the NES, random game snaps for NES games should play.


Is this possible?  All the code I've found uses fe.list.index = rand(); to just jump around games in the current list. Is there any way to access a list other than the current one?

28
General / Re: Any way to choose which monitor AM lanuches on?
« on: October 13, 2017, 09:45:13 PM »
Figured this out (mostly) if anyone else happens upon this.

Set AM's Window Mode to Window in the General Options.  Then drag the window to the other monitor, position it how you like (don't maximize, sadly), and close it.  Next time you open it, it will be in that same spot. Only works if you use the Window or Window (No Border) modes, but no border was good enough for my purposes.

Most Windows programs work like this, I just forgot AM had a windowed mode.

29
General / Re: So is this thing dead then?
« on: October 13, 2017, 09:34:51 PM »
AM window not being activated after exiting a game (have to alt-tab)

I had this problem. Fixed it by setting "hide_console         yes" in attract.cfg.  If the console isn't hidden, sometimes it gets focus instead of AM when you exit a game.

Haven't had any of your other problems, also on Windows 10.

30
General / Any way to choose which monitor AM lanuches on?
« on: October 09, 2017, 12:51:46 PM »
Haven't been able to find a way to set which monitor AM opens on, short of changing which is my primary display.

(To be clear, I'm talking about AM itself, not the programs it is launching)

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