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Topics - arthurvalenca

Pages: 1 [2]
16
General / [HELP] Delay to start snap
« on: June 22, 2019, 10:46:00 PM »
hello everyone, I need some help to put a delay to start the videos with the surface, someone would have some idea to help me

I'm trying to add the delay in this code:

Code: [Select]
local surface = fe.add_surface( 640, 480 );
local artwork = FadeArt( "snap", 80, 0, 480, 650, surface, );
artwork.trigger = Transition.EndNavigation;
artwork.preserve_aspect_ratio = false;
surface.set_pos( x*0.325, y*0.240, w*0.350, h*0.650 );

17
General / [HELP] Wait 10 seconds for the emulator to start
« on: November 04, 2018, 08:32:04 AM »
Hi everyone, could any one help me I wanted to know if there is any code or argument to put emulators.cfg, so that when I start the game the emulator wait 10 seconds to start.

18
General / [HELP] Adjust the position of the selected game
« on: September 16, 2018, 09:55:32 AM »
Hello everyone I'm having a hard time adjusting the position of the game when it is selected, natively it comes in the middle of the layout, I would like to adjust it more to the left over the "play game" image, please can anyone help?




Below I leave the code I'm using for someone to help.

Layout.nut:

Code: [Select]
// Include the converyour helper module
fe.load_module("conveyor_helper");

/*
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Horizontal List Demo
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A horizontal List with all valid options
Omitted options will use the defaults

*/

// initialize the horizontal list
local hList = MyGameList();

// ----------- General List Options -----------
hList.type = ch.Linear_Horizontal; // OPTIONS: ch.Spinwheel / ch.Linear_Vertical / ch.Linear_Horizontal
hList.bend.direction = ch.Right;  // OPTIONS: ch.Left / ch.Right
hList.x = 0; // OPTIONS: top left x-coordinate if gamelist is linear or the center x-coordinate if a spinwheel
hList.y = 195; // OPTIONS: top left y-coordinate if gamelist is linear or the center y-coordinate if a spinwheel
hList.width = fe.layout.width; // OPTIONS: linear game list total width in pixels
hList.height = 500; // OPTIONS: linear list's height in pixels
hList.ms_speed = 300; // OPTIONS: in milliseconds, sets the speed of the conveyor
hList.fade_after_nav = 255; // OPTIONS: 0-255 Fades the entire gamelist's alpha channel after navigation to this value. set to 255 to disable fading
hList.fade_delay = 1000; // the amount of time in milliseconds before the fade should start
hList.fade_speed = 1; // the mulitplier controlling the speed of the fade
hList.fade_selected = false; // OPTIONS: TRUE/FALSE fade selected game if gamelist fading is active

// ----------- Linear List options -----------
hList.linear.padding = 10; // the amount of padding in pixels between each gamelist item

// ----------- List Item  Options -----------
hList.item.contentTemplate = ch.Custom; // OPTIONS: ch.Artwork / ch.Text / ch.Artwork_and_Text / ch.Artwork_or_Text / ch.Flyer_and_Artwork
hList.item.count = 5; // OPTIONS: Total number of gamelist items to display
       
hList.item.sizeScaling.low = 0.90; // OPTIONS: 0-100 Scaling size percentage to use for the item furthest from the selected item
hList.item.sizeScaling.high = 0.90; // OPTIONS: 0-100 Scaling size percentage to use for item closest to the selected item
hList.item.sizeScaling.currentlySelected = 1.15; // OPTIONS: 0-100 Scaling size percentage to use for the currently selected item
       
hList.item.alphaScaling.low = 255; // OPTIONS: 0-100 Scaling size percentage to use for the item furthest from the selected item
hList.item.alphaScaling.high = 255; // OPTIONS: 0-100 Scaling size percentage to use for item closest to the selected item
hList.item.alphaScaling.currentlySelected = 255; // OPTIONS: 0-100 Scaling size percentage to use for the currently selected item
       
hList.item.height = 500; // OPTIONS: Height of each gameList item in pixels before scaling - dynamic with linear vertical lists
hList.item.width = 270; // OPTIONS: Width of each gameList item in pixels before scaling - dynamic with linear horizontal lists
       
hList.item.margin.left = 0; // OPTION: bounding box left margin size for all images and text
hList.item.margin.right = 12; // OPTION: bounding box right margin size for all images and text
hList.item.margin.top = 12; // OPTION: bounding box top margin size for all images and text
hList.item.margin.bottom = 12; // OPTION: bounding box bottom margin size for all images and text
       
// ----------- List Item Content: borders / backgrounds / gloss / colors  -----------
hList.item.toggle.backgroundColor = false; // if set to "TRUE" the game item background can be colored (use item.normal.color)
hList.item.toggle.backgroundFile = false; // if set to "TRUE" the game item will use a file as the background (file: item_backgroundFile.png)
hList.item.toggle.selectedBackgroundColor = true; // if set to "TRUE" the selected game item background can be colored (use item.currentlySelected.color)
hList.item.toggle.selectedBackgroundFile = false; // if set to "TRUE" the selected game item will use a file as the background (file: item_selectedBackgroundFile.png)
hList.item.toggle.glossOverlay = false; // if set to "TRUE" will overlay the game item with a gloss file (file: item_glossOverlay.png)
hList.item.toggle.borderOverlay = false; // if set to "TRUE" will overlay the game item with a boarder file (file: item_borderOverlay.png)

hList.item.normal.color.red = 0; // OPTIONS: background red color channel 0 - 255
hList.item.normal.color.green = 0;                // OPTIONS: background green color channel 0 - 255
hList.item.normal.color.blue = 0;                  // OPTIONS: background blue color channel 0 - 255
       
hList.item.currentlySelected.color.red=255; // OPTIONS: background red color channel 0 - 255
hList.item.currentlySelected.color.green=0;        // OPTIONS: background green color channel 0 - 255
hList.item.currentlySelected.color.blue=0;        // OPTIONS: background blue color channel 0 - 255
       
// ----------- List Item Content: Text -----------
hList.text.message = "[Title]";
hList.text.alignment = Align.Centre;  // OPTIONS:left/right/center
hList.text.normal.font = "Arial";
hList.text.normal.size = 18; // OPTIONS: text font size for every gameList item
hList.text.normal.color.red = 0; // OPTIONS: text font red color channel 0 - 255
hList.text.normal.color.green = 0; // OPTIONS: text font green color channel 0 - 255
hList.text.normal.color.blue = 255; // OPTIONS: text font blue color channel 0 - 255

hList.text.currentlySelected.font = "Arial";
hList.text.currentlySelected.size = 24; // OPTIONS: text font size for every gameList item
hList.text.currentlySelected.color.red = 255; // OPTIONS: text font red color channel 0 - 255
hList.text.currentlySelected.color.green = 0; // OPTIONS: text font green color channel 0 - 255
hList.text.currentlySelected.color.blue = 0;  // OPTIONS: text font blue color channel 0 - 255
       
// ----------- List Item Content: User Defined Artwork -----------
hList.artwork.type = "wheel"; // OPTIONS: name of the artwork to use for the conveyour
hList.artwork.type2 = "snap"; // OPTIONS: name of the artwork to use for the conveyour setting "Flyer_and_Artwork"
hList.artwork.preserveAspect = true; // OPTIONS: true / false


//---------------------------------------------------------
//
// Configure a custom game item instead of using the built
// in settings
//
//---------------------------------------------------------
if (hList.item.contentTemplate == ch.Custom)
{
local object = hList;
local temp = null;
local x = 0
local y = 0
local w = object.item.width
local h = object.item.height

//--------------------------------------------------------------------------------
// The Artwork and text object order is important because it determines the
// correct working of the text fallback function when artwork is not available.
// If the automatic process does not handle this correctly, it can specifically be
// set using the properties: 'text_fallback_index' and 'artwork_text_index'.
// The index numbers are calculate using the example below.
//--------------------------------------------------------------------------------


// Artwork index #2 - Flyer frame (Artwork index 0 & 1 are always background and selected images)
temp = object.add_customGameItemContent("image", fe.script_dir + "frameflyer.png", 8 , 0 , w-16 ,h );
temp.preserve_aspect_ratio = false;
temp.trigger = Transition.EndNavigation;

// Artwork index #3 - Game Flyer
temp = object.add_customGameItemContent("artwork", "flyer", 20 , 20 , w-40 ,h-40 );
temp.preserve_aspect_ratio = false;
temp.trigger = Transition.EndNavigation;

// Text index #0 - the word 'AttractMode Test' just written to the left of the flyer
temp = object.add_customGameItemContent("text", "AttractMode Test", x + object.text.normal.size/2, 10, h, 0);
temp.font = object.text.normal.font;
temp.align = Align.Left;
temp.charsize  = 12;
temp.rotation = 90;

// Artwork index #4 - show a video of the game and set the shader
//temp = object.add_customGameItemContent("artwork", "snap", w - w*0.40 , h - h*0.30 , w*0.40 ,h*0.30 );
//temp.preserve_aspect_ratio = false;
//temp.trigger = Transition.EndNavigation;
//local sh = fe.add_shader( Shader.VertexAndFragment, "shaders/crt.vert", "shaders/crt.frag" );
//sh.set_param( "rubyInputSize", 320, 240 );
//sh.set_param( "rubyOutputSize", ScreenWidth, ScreenHeight );
//sh.set_param( "rubyTextureSize", 320, 240 );
//sh.set_texture_param("rubyTexture");
//temp.shader = sh;

// Artwork #5 - add tvframe to the video
temp = object.add_customGameItemContent("image","TVframe.png",w - w*0.40 , h - h*0.30 , w*0.40 ,h*0.30 )

// Text object #1  - this will be configured as the 'text_fallback_index' because it has the name of the game
temp = object.add_customGameItemContent("text", "[Title]", x, h*0.5, w, 0);
temp.font = object.text.normal.font;
temp.charsize  = object.text.normal.size;
temp.align = object.text.alignment;

// insert Favorite Banner
object.add_favoriteImage(fe.script_dir + "favorite2.png", 8 , 2 , w-40 ,h-40);

// --------------------------------------------------------------------------------------------------------
// the next three settings are optional. Use gi_textFallback to activate the automatic showing of text,
// when artwork is not available for a game. The setting of  'text_fallback_index' and 'artwork_text_index'
// should only be used the automatic process is not working or the conveyour handling of the test is just wrong.
// --------------------------------------------------------------------------------------------------------
object.gi_textFallback = true;
object.text_fallback_index= 1; // text object to turn off/on when the "artwork_test_index" is not available
object.artwork_test_index = 3; // test for this artwork index if the game text should be shown

}
// show the horizontal list
hList.show();

Module Download:

http://www.mediafire.com/file/c5pc8873h1uublm/conveyor_helper.rar/file

19
General / [HELP] Date does not appear in the layout
« on: September 14, 2018, 03:23:44 PM »
Hello everyone, I am having difficulty with this code I would like the date to appear in layout but it does not work, I tried with another way it appears but the month is delayed, instead of being month 09, it is 08, I would like it to look at the names and present the names according to the code, can anyone help?

Code: [Select]
//Date
local dt = fe.add_text( "", ::flw * 0.350,::flh * 0.360,::flw * 0.411,::flh * 0.032 );
function update_date( ttime )

local days = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"]
local months = ["January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"]

{
local now = date();
dt.msg = ("%s", days[now.wday]) + "/" + ("%s", months[now.month]) + "/" + ("%02d", now.day ) + "/" + ("%04d", now.year );
}
fe.add_ticks_callback( this, "update_date" );

PS:
This code appears below but it does not work very well, it is not in the correct format:



Code: [Select]
//Date
local dt = fe.add_text( "", ::flw * 0.350,::flh * 0.360,::flw * 0.411,::flh * 0.032 );
function update_date( ttime )

{
local now = date();
dt.msg = ("%s", now.wday) + "/" + ("%s", now.month) + "/" + ("%02d", now.day ) + "/" + ("%04d", now.year );
}
fe.add_ticks_callback( this, "update_date" );

Help Please.


20
General / [Help] Display Favorites
« on: August 26, 2018, 07:33:47 AM »
Hello everyone, I'm working on the Favorites screen, but I'm not getting AM to read all the .tag files that are inside the "romlist" directory, for the new screen it only gives me the option to select a single screen to display the favorite files, my question is how do I make AM read all the .tag files of favorites and show them all in just one screen?
PS: Arcade.tag, nes.tag, atari.tag -----> in just one screen.




21
General / Help AM 2.4 Generate Collection/Romlist
« on: July 21, 2018, 01:12:38 PM »
Good afternoon everyone!
I have a problem to generate list of games for Arcade, it generates the list from thegamesdb.net but it is not pulling the names of the roms, manufacturer, year and number of players, somebody has any idea how I can correct this , below the images of what is happening:


22
General / [HELP]Dual screen monitor AM
« on: November 22, 2017, 08:20:09 AM »
I'm having a problem with the new Attract Mode 2.3, I'm using a main monitor for the 22 'monitor games, and another 10' monitor to show up the game marques, as I saw on the attract fix it has fixed the dual monitor function , in the frontend I managed to make it work perfectly and it seems like the marquee in the smaller monitor, but the detail and the following when I start the game the marquee disappears from the smaller monitor, and when I leave the game it comes back, has anyone ever come across this problem? To be able to give a help? :'(

before running the emulator looks like this:





After running the emulator this happens:


Pages: 1 [2]