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Messages - rand0m

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31
Themes / Re: Huge Png Media Set - Over 6000 files
« on: August 30, 2020, 04:06:04 AM »
Hurstys Huge Media Set (Over 6000 files are included)

There are 6 png categories in this set, each with over 1000 files in each.
All file names 100% match across all categories.

Demo: https://youtu.be/u-0HNbx-sLY

Included:
Over 1000 Background.png files (mostly 1280x720, some 1920x1080, file size optimised)
Over 1000 Clear Logos.png files (sizes vary)
Over 1000 CRT Wheels.png files (1200x800)
Over 1000 Flyers with Border.png files (500x680)
Over 1000 Flyers without Border.png files (500x680)
Over 1000 Wheel Art Rectangles.png files (583x140, file size optimised)

Thank you to David Marti for allowing me to take his initial flyers and backgrounds and expand the collection.

This project took me a few months of daily work and countless hours to complete.
I hope some of you enjoy the work I put in and make some cool stuff with them.

--- Report any errors to hurstyd@gmail.com ----
There are bound to be some mistakes.

The purpose was to provide the community a set of files to provoke some creativity and make it easier to get hold of some media to start with.

Message to image and theme makers out there:
Yes you can use these files however you choose. But please, please do me a favor.
If you need more files for this set, DO NOT MAKE YOUR OWN. Contact me via email and I will make them for you.

Sadly, I think my days of making themes are over. But you never know what the future holds.
I have made some good friends from this hobby and lots of fun times.

Be respectful to each other and keep being creative. Together we can prolong the history of video games.

https://drive.google.com/file/d/1E594IYV6RYPy711GVpT52LhgtwsY3rhH/view?usp=sharing

Cheers and have fun
Hursty (Dwayne Hurst)

Thank you so much for sharing this media set. You have made some wonderful themes! best of luck in your future endeavors! :D

32
Scripting / Re: Rom complete file name and path
« on: August 22, 2020, 03:40:04 AM »
[name].[romext] would get you the complete name. You can use [rompath] for rom location.

As for deleting roms, all linked data (snaps, overviews etc) should also be removed ideally. I don't think that is possible atm but you can do something like create a text list of items you want removed (pressing the func button would list the game in text list) and use that list for easy removal.

If you only want to hide an item you can add a "#" in start of game line on romlist that would be the easiest way but would require manual removal of game + linked items.

33
Great thread, Pcem looks very promising. Is it possible to create a one-button launcher for dos games on Pcem?

34
AM launches the emulator and directs it to the location of rom file to load, like run snes and instruct it to load a specific rom (name+romext) in specific location (rompath). MAME is a special case, it needs rompath for its own usage. Almost every other emulator would work with AM rompath alone.

35
np, this is a bat file you can either use the bat file directly by using it as executable in emulator.cfg for testing or use it as a custom executable for the game by opening the edit game options. Custom executable is better imho because it will allow you to copy paste and create multiple game entries with ease. Using it as an executable in emulator.cfg will only mount the single iso you put in the bat file.

I *think* we can use "romfilename".cue so bat file opens the cue file of selected game but I used it way back so not sure. If romfilename option works then you can use it as executable in emulator.cfg "romfilename" will ensure that correct image is mounted.

for using it as an executable in emulator.cfg (the emulator file of the system you are using it for) open the file and after executable add the complete address + name of file e.g. d:\t16\pacman.bat

for using it as a custom executable either open the game edit options and enter the location+name of bat or manually create a gamename.cfg file in /romlists/systemname/ e.g. for a game pacman in system t16 create \romlists\t16\pacman.cfg

36
Great job Jaski! I wanted to do some things in this theme like "total no of games in system" but my coding skills aren't that good. Eagerly *waiting for a release candidate : )

37
Great collection, thanks a lot for sharing this with comm!

38
This code should work:
Code: [Select]
@echo off
"C:\Program Files (x86)\Alcohol Soft\Alcohol 120\AxCmd.exe" V: /U
"C:\Program Files (x86)\Alcohol Soft\Alcohol 120\AxCmd.exe" V: /M:"D:\Emulation\Saturn\1234.cue"
start /wait "" cd "F:\Emulation\Sega Saturn\Emulators\SSF\SSF.exe"
"C:\Program Files (x86)\Alcohol Soft\Alcohol 120\AxCmd.exe" V: /U

If it doesn't work remove "start /wait "" cd " and try.

This code will first check and remove any mounted image found (to safeguard against quick exiting/ entering game where the iso might still be mounted), it will then mount the image of selected rom and un-mount it when you exit the game.

39
General / Re: [HELP] Displays Menu Options...
« on: June 20, 2020, 06:19:59 AM »
If you have mapped previous/ next display to right/ left then they should only show systems within the parent platform like only console systems when you are in consoles. Do you have a console.txt in your romlist folder listing all console systems?

Nevermind just checked, previous/ next display uses listings in attract.cfg so will also show systems in other platforms.

40
General / Re: [Help] ::fe.signal ("Configure / Controls")
« on: June 20, 2020, 05:54:27 AM »
This would be a nice addition, you should request this on github.

41
General / Re: [HELP] Displays Menu Options...
« on: June 20, 2020, 05:43:12 AM »
You can go to configure > controls and map previous display to right and next display to left. You will still have 3 tiers but once you enter a game system A you can press left to jump to system B and so on.

To be honest its pretty difficult to understand what you mean in ur opening post. If you mean that by selecting "Consoles" in platforms you directly jump in to first console then its not possible atm.

Well you can create unified lists for all platforms (each only consisting of one platform like arcades, consoles etc) then create filters in each unified platform list so one filter only shows one system then map right and left to previous/ next filter, this will act in the way (as I understood it) you want. But unified lists are more difficult to update/ modify as compared to single system so its better to try this when you have complete system romlists.

42
General / Re: [HELP] Function Control
« on: June 03, 2020, 04:18:57 AM »
@OP I am using control module like this:

Code: [Select]
//Custom Overlay: Game Info & Options Menu: Control Module: Signal Handlers
function start_menu()
{
g_surface.visible = true;
manager.enabled = true;
}

function stop_menu()
{
g_surface.visible = false;
manager.enabled = false;
}

function start_menu2()
{
g_surface2.visible = true;
manager2.enabled = true;
}

function stop_menu2()
{
g_surface2.visible = false;
manager2.enabled = false;
}

function cmenu_start()
{
manager.enabled = true;
}

function cmenu_stop()
{
manager.enabled = false;
}

function cmenu2_start()
{
manager2.enabled = true;
}

function cmenu2_stop()
{
manager2.enabled = false;
}

function g_surface_show()
{
g_surface.visible = true;
}

function g_surface_hide()
{
g_surface.visible = false;
}

function g_surface2_show()
{
g_surface2.visible = true;
}

function g_surface2_hide()
{
g_surface2.visible = false;
}

function control_signals( signal )
{
if (signal == "select")
{
if (manager.enabled) return; else start_menu();
return true;
}
else if ( signal == "back" )
{
if (manager.enabled) cmenu_stop();
else if (manager2.enabled) stop_menu2();
else if (g_surface.visible) g_surface_hide();
else if (g_surface2.visible) g_surface2_hide(); else return
return true;
}
else if (signal == "custom2")
{
if (g_surface2.visible) stop_menu2(); else start_menu2();
return true;
}
return false;
}

fe.add_signal_handler("control_signals");

//Game: info Panel: Control Module: Iniitialize Controls Manager
manager.init();
manager2.init();

The complete file is here, control module related code is near the end > https://raw.githubusercontent.com/randombyt/RetroDiction/master/layouts/retrodiction/layout_system.nut

43
Scripting / Re: Shuffle v2.2.0 - Loop feature now added
« on: June 02, 2020, 01:26:40 AM »
I am using "custom3" to initiate search. Adding the following code:
Code: [Select]
// update selection for these signals
case "custom3":
this._reset = true;
break;

after "do not update for these selections" part does result in selection being reset to first item on list - BUT this happens on button press (custom3) not on search results. In this case even If there are no search results, that is you don't go to search result list but stay on original list, the selection will reset to item 1 on list.

Looked at all the signals, I don't think there is any signal specifically for search or search_results. Checking now if something like next_display etc can be used.

44
Scripting / Re: Shuffle v2.2.0 - Loop feature now added
« on: June 02, 2020, 12:54:36 AM »
Keil, i know that you are very busy with other things, but are you going to someday end this plugin? It doesn't work properly.
Thanks.

I will try to continue it soon. Latest attract commits will be good for this. However, my financial standing may impact my time with attract for a while.

Hiya Keil, I want to keep "reset" to off for all functions but search result. If number of search-returned item is lower then position of selector/ selected when search is initiated, it gets stuck. Don't want to  turn of reset because it resets on everything then like after starting/ exiting a game we are at start of list. Is there anyway to create an exception for "reset" so it ignores search results?

"reset" as in following code >
Code: [Select]
local list = ShuffleList({ save="retrodiction", hide=true, loop=false, reset=false, slots=list });
local pow = ShufflePow({ save="retrodiction", hide=true, loop=false, reset=false, slots=pow});

45
General / Re: Game manuals plugin i'm working on
« on: May 22, 2020, 11:32:12 PM »
thanks there is only one downside... JPEG takes more space than PDF :(

i had about 20 gig of pdf converted to 80 gig of pngs (1 picture per page) i then converted those pngs to JPEG at 95% quality and it was about 60 gig. Am currently redoing them at 85% quality to see how big it is then. Space is not an issue for me though but just interested in knowing. Thats the only downside but for the rest i'm happy with it and i can use it on my raspberry pi also (also got a disk there)

EDIT: same manuals at 85% jpeg quality is only 36 gigabyte so going to use 85% almost halved in size compared to 95% quality

AM has some support for zipped artwork > https://github.com/mickelson/attract/issues/175. This might allow for further compression.

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