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Messages - mahuti

Pages: 1 [2] 3 4 ... 17
16
Emulators / Re: filters advmame ?
« on: February 25, 2021, 11:50:56 PM »
I don't think that Advmame has support for shaders. So it would not be possible.

17
Scripting / Re: Pos Positioning Module
« on: February 25, 2021, 07:29:37 PM »
I just added a nearest_neighbor function for relatively scaling bitmap images with their edges intact.

Code: [Select]
local digdug = fe.add_image("sprites.png", 0,0)
scale.nearest_neighbor(digdug,300,"width")


18
Scripting / Re: Pos Positioning Module
« on: February 21, 2021, 04:25:51 PM »
To calculate scaling values... it doesn't need anything but a number. To factor in relative sizes and positions it needs an object with a width,, height, x and y positions... which can be text, image, surface, artwork, etc. At its most basic it is just a number converter. If objects are passed in, it can greatly simplify relative and dynamic sizing and scaling

19
General / Re: [HELP] Function Switch Case
« on: February 20, 2021, 06:53:36 PM »
When the display is changed, the layout is loaded/reloaded (if I recall correctly). You can use the name of the display to load a graphic with the same name as the display. In this example a display called  "Arcade" would load "Arcade.png", if named "Nintendo Entertainment System" then it would load "Nintendo Entertainment System.png".

Code: [Select]
local display = fe.list.name
local display_background = fe.add_image(display + ".png" , 0, 0, fe.layout.width, fe.layout.height)

function on_signal( sig )
{
    switch ( sig )
    {
        case "up":
            fe.signal( "prev_display" );
            return true;

        case "down":
            fe.signal( "next_display" );
            return true;
    }
    return false;
}
   
fe.add_signal_handler(this, "on_signal");

20
General / Re: list copied to romlist but the number is not displayed.
« on: February 20, 2021, 06:36:54 PM »
Create an emulator in that second copy of attract mode. Generate a list in the second copy of attractmode. Copy your existing list over with the same name as the emulator.

example:

Code: [Select]
attract
    attract.cfg
    attract.am
    emulators
        Arcade.cfg
        Nintendo.cfg
    generator.am
    intro
    layouts
    menu-art
    modules
    plugins
    romlists
        Arcade.txt
        Nintendo.txt
    screensaver
    script.nv
    sounds
    stats


21
General / Re: rom in subfolder?
« on: February 20, 2021, 06:29:56 PM »
What command would you use to launch the rom directly in advmame?


C:\arcade\advmame.exe [arguments/romname .... whatever]

22
Scripting / Re: Pos Positioning Module
« on: February 20, 2021, 02:31:21 PM »
Quote
if it was possible to position elements like an image files like in texts with ".centre" then making fluid layouts would be  super easy.

This does that. This makes relative positioning to both the page and other objects simple.


Code: [Select]
fe.load_module("pos")
local  posData =  {base_width = 1920,  base_height = 1080,  layout_width = fe.layout.width, layout_height = fe.layout.height, scale= "scale" }
local scale = Pos(posData)

local myimage = fe.add_image("image1.png", 0,0, scale.width(500), scale.height(400))
local secondimage = fe.add_image("image2.png", 0,0, scale.width(400), scale.height(300))

myimage.x = scale.x(0,"center") // position left side to center of page
myimage.x = scale.x(0,"center",myimage) // center image on page
myimage.x = scale.x(0,"center",myimage, second_image, "center") // center against the center of other element


myimage.x = scale.x(0,"center", myimage, second_image, "left") // center against the left edge of other element

myimage.x = scale.x(-300,"center", myimage, second_image, "right" ) // center against the right edge of other element, then move 300px to the left of that
myimage.x = scale.x(0,"right",myimage,second_image,"left") // align the right edge of the image to the left edge of the second image

The scaling part of this module is quite useful to me, but its the ability to relatively position against other elements and the page that really makes my life easier. For instance, I often place the snap image and then align everything else on the page against that snap. So if i change the x/y position for that snap for some reason, everything else is repositioned as well.

23
Themes / Re: anyone get mamewah themes working?
« on: February 20, 2021, 06:41:33 AM »
Good to hear. I went through the same process a handful of years ago. So how did your theme turn out?

24
General / Re: Re: ROMS (game) won't launch in Raspberry Pi
« on: February 18, 2021, 10:19:56 PM »
Try something like this:

Code: [Select]
# Generated by Attract-Mode v2.6.1
#
executable           /opt/retropie/supplementary/runcommand/runcommand.sh
args                 0 _SYS_ mame-libretro "[romfilename]"
rompath              /home/pi/RetroPie/roms/mame-libretro/mame2003/
romext               .zip
info_source              listxml

https://retropie.org.uk/docs/Runcommand/

Quote
The runcommand is the script responsible to launch your emulators/games. This wiki shows the runcommand's configurations and features.

25
Themes / Re: Capcom Classics Collection Vol.1
« on: February 16, 2021, 05:09:56 PM »
Cool!

26
General / Re: pi4 No Sound at all in Attract mode but ok in games
« on: February 15, 2021, 06:28:20 PM »
Good luck. That's usually what I do. Sometimes I start with a 16 gb card for the setup so the backups are smaller and take less time. Once I get it all setup then I copy to a bigger card.

27
Themes / Re: King of Air Theme for Vertical Screen
« on: February 15, 2021, 06:26:30 PM »
I believe that is an AM configuration... you have to edit the exit script. I don't use that myself so I can't tell you more than that.

28
General / Re: pi4 No Sound at all in Attract mode but ok in games
« on: February 14, 2021, 09:51:51 PM »
Did you uninstall the Retropie version of AttractMode? Just wondering if the other one is being launched. The new version might not fix the sound problem anyway, but I figure I better at least make sure the new one is the one being launched.

Also, are you running audio through HDMI? Just curious. I don't know that it'd make any difference. I have version of it running through HDMI as well as Composite and I don't recall doing anything specific to get audio going.


29
General / Re: pi4 No Sound at all in Attract mode but ok in games
« on: February 14, 2021, 03:41:19 PM »
Install dependencies

Code: [Select]
sudo apt-get update; sudo apt-get upgrade

sudo apt-get install -y cmake libflac-dev libogg-dev libvorbis-dev libavutil-dev libavcodec-dev libavformat-dev libavfilter-dev libswscale-dev libavresample-dev libopenal-dev libjpeg8-dev libfreetype6-dev libudev-dev libdrm-dev libgbm-dev libjpeg-dev libegl1-mesa-dev libfontconfig1-dev libglu1-mesa-dev libxinerama-dev libcurl4-openssl-dev


Make the attached script executable & run it to install and compile SFML and AM.

30
General / Re: pi4 No Sound at all in Attract mode but ok in games
« on: February 14, 2021, 02:27:28 PM »
Im not pointing fingers at anything else on retropie or anything you've done, I just think their version of AM or their method of installing isn't right for RPi4. I'll get you the install script for manual AM compile plus its dependencies and ill bet the sound issue will go away.  When I first tried to get AM running on a Pi4, I had a lot of issues, but once I got the right compile setup its been smooth sailing.

I'm sitting in the car while my kids finish their sledding in 5* cold. Once they tire out or freeze ill post up those compile instructions.

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