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1
that is cool,,,,,love it
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Well, with a bit of duct tape, my arcade cabinet now play videos:

https://www.youtube.com/watch?v=mstfDKev-XA

I made an "emulator" (a python script) that chooses a random video from the selected folder. So click the "South Park" entry on the arcade cabinet and it plays a random South Park. Works great, and my joystick controls volume (up/down), seek (left/right) and the buttons skip to next/prev. Can also play playlists of videos or specific videos. Now I'll have even more trouble concentrating when I should be working...

If anyone has interest I'll clean it up and post it.
3
Scripting / Re: Possible to get a stroke/outline around text?
« Last post by wrybread on Today at 05:03:30 PM »
I just posted a video of the stroke effect:

https://www.youtube.com/watch?v=mstfDKev-XA

(Which also shows my cabinet's newfound ability to play videos, especially random episodes of South Park and Jackass. Whoohoo!)

4
Scripting / Re: Possible to get a stroke/outline around text?
« Last post by wrybread on Today at 04:48:33 PM »
@zpaolo11x: thank you! Masking 5 versions of the list, 4 of them offset by one pixel in each direction, works beautifully.

One small issue I'm having is that, according to the Squirrel docs, I should be able to just make one version of the stroke list and clone it 3 times:

https://developer.electricimp.com/squirrel/squirrelcrib (search for "clone")

However, when I do that, I get a segmentation fault every time. For example, here's my version without clone, which works well but is a bit verbose and hard to modify:

Code: [Select]
// first version for the stroke
local lb1 = fe.add_listbox( 0, configs["rom_list_margin_top"].tointeger(), fe.layout.width, configs["rom_list_height"].tointeger() );
lb1.charsize = configs["list_char_size"].tointeger();
lb1.set_rgb(0,0,0) // don't put stroke on non selected items
lb1.set_sel_rgb(0,0,0); // stroke color
lb1.sel_style = Style.Bold;
lb1.selbg_alpha=0;
lb1.rows = configs["list_rows"].tointeger();

// second version for the stroke
local lb2 = fe.add_listbox( 0, configs["rom_list_margin_top"].tointeger(), fe.layout.width, configs["rom_list_height"].tointeger() );
lb2.charsize = configs["list_char_size"].tointeger();
lb2.set_rgb(0,0,0) // don't put stroke on non selected items
lb2.set_sel_rgb(0,0,0); // stroke color
lb2.sel_style = Style.Bold;
lb2.selbg_alpha=0;
lb2.rows = configs["list_rows"].tointeger();

// third version for the stroke
local lb3 = fe.add_listbox( 0, configs["rom_list_margin_top"].tointeger(), fe.layout.width, configs["rom_list_height"].tointeger() );
lb3.charsize = configs["list_char_size"].tointeger();
lb3.set_rgb(0,0,0) // don't put stroke on non selected items
lb3.set_sel_rgb(0,0,0); // stroke color
lb3.sel_style = Style.Bold;
lb3.selbg_alpha=0;
lb3.rows = configs["list_rows"].tointeger();

// forth version for the stroke
local lb4 = fe.add_listbox( 0, configs["rom_list_margin_top"].tointeger(), fe.layout.width, configs["rom_list_height"].tointeger() );
lb4.charsize = configs["list_char_size"].tointeger();
lb4.set_rgb(0,0,0) // don't put stroke on non selected items
lb4.set_sel_rgb(0,0,0); // stroke color
lb4.sel_style = Style.Bold;
lb4.selbg_alpha=0;
lb4.rows = configs["list_rows"].tointeger();


// the main list (no stroke)
local lb = fe.add_listbox( 0, configs["rom_list_margin_top"].tointeger(), fe.layout.width, configs["rom_list_height"].tointeger() );
lb.charsize = configs["list_char_size"].tointeger();
lb.set_sel_rgb( 200, 200, 64 );
lb.sel_style = Style.Bold;
lb.selbg_alpha=0; // this gets rid of the bar that highlights the selected game
lb.rows = configs["list_rows"].tointeger(); // the number of rows



// offset the position of the stroke'd entries
lb1.set_pos( lb.x, lb.y-1 )
lb2.set_pos( lb.x, lb.y+1 )
lb3.set_pos( lb.x-1, lb.y-1 )
lb4.set_pos( lb.x+1, lb.y+1 )

And here's the version with clone:

Code: [Select]
// this is a version of the list that will be cloned 3 times (4 total versions) that we can offset
// one pixel in each direction to build a stroke.
local lb1 = fe.add_listbox( 0, configs["rom_list_margin_top"].tointeger(), fe.layout.width, configs["rom_list_height"].tointeger() );
lb1.charsize = configs["list_char_size"].tointeger();
lb1.set_rgb(0,0,0)            // stroke of non selected items
lb1.set_sel_rgb(0,0,0);   // stroke color of selected
lb1.sel_style = Style.Bold;
lb1.selbg_alpha=0;
lb1.rows = configs["list_rows"].tointeger();

local lb2 = clone(lb1);
local lb3 = clone(lb1);
local lb4 = clone(lb1);


// the main list (no stroke)
local lb = fe.add_listbox( 0, configs["rom_list_margin_top"].tointeger(), fe.layout.width, configs["rom_list_height"].tointeger() );
lb.charsize = configs["list_char_size"].tointeger();
lb.set_sel_rgb( 200, 200, 64 );
lb.sel_style = Style.Bold;
lb.selbg_alpha=0; // this gets rid of the bar that highlights the selected game
lb.rows = configs["list_rows"].tointeger(); // the number of rows


// offset the position of the stroked versions
lb1.set_pos( lb.x, lb.y-1 )
lb2.set_pos( lb.x, lb.y+1 )
lb3.set_pos( lb.x-1, lb.y-1 )
lb4.set_pos( lb.x+1, lb.y+1 )

As soon as I try to set any properties of the cloned objects (lb1.set_pos, etc.) I get the segmentation fault.

I zipped up my Layout (wrycade) and made a version of the layout both with and without using clone if anyone is in a testing mood.
5
Scripting / How to pass elements from romlist to emulator?
« Last post by wrybread on Today at 02:40:35 PM »
I'm trying to send some other parameters to an emulator I'm working on. Other than romfilename and name, I can't figure out how to reference the other values in the romlist.

For example, to pass the ROM filename, I put this line in the cfg file for my emulator:

args                 "[romfilename]"

Looking at a line in a romlist for a MAME rom, I have this line:

cclimber;Crazy Climber;mame;;1980;Nichibutsu;;2;0;double joystick,double joystick;good;1;raster;;;;

So the first element is "romfilename", the second is "name", the third is the emulator, but what are the others?  I'm especially interested in the "cloneof" field (the next one, 4th on the line), but can't figure out how to address it.

The top line of the romlist says:

#Name;Title;Emulator;CloneOf;Year;Manufacturer;Category;Players;Rotation;Control;Status;DisplayCount;DisplayType;AltRomname;AltTitle;Extra;Buttons

But those don't appear to be the variable names.

6
Emulators / Re: Can't get m64p to start in fullscreen
« Last post by nevincho on Today at 08:12:10 AM »
I have one last issue on my setup.  I can't get the N64 emulator to open in fullscreen.  I am using m64p (mupen64plus + GLideN64 + a GUI).  Looking around the internet and this website I have tried:
--fullscreen "[romfilename]"
"[romfilename]" --fullscreen
mupen64plus-gui.exe  --fullscreen 
I can't get anything to work, any help would be appreciated.

Thanks.

Try this: 

Open with Notepad++ , mupen64plus.cfg

in Video change ScreenWidth and ScreenHeight default to 640x480

[Video-General]

# Use fullscreen mode if True, or windowed mode if False
Fullscreen = True
# Width of output window or fullscreen width
ScreenWidth = 640
# Height of output window or fullscreen height
ScreenHeight = 480
# If true, activate the SDL_GL_SWAP_CONTROL attribute
VerticalSync = False
7
I've uploaded the first version to github. Ready for grabs in the first post.

I grab your carrier module, but I'm not able to put in text
is there a new version coming out tomorrow?  :)
8
Very useful! I decided to use it inside my new theme!

I'm waiting your blur shader!

 ;D
9
Scripting / Re: Possible to get a stroke/outline around text?
« Last post by zpaolo11x on Today at 05:44:56 AM »
Another trick, although a bit complex, is to add _4_ replicas of your font, each one moved to a corner. Say your font is 150 pixel tall, and you want a 5 pixel border, then add four copies of that font with positions:

5,5
5,-5
-5,5
-5,-5

Works quite well
10
Scripting / Re: Possible to get a stroke/outline around text?
« Last post by zpaolo11x on Today at 05:12:59 AM »
In a theme I'm working on, the background snapshots sometimes overpower the text in the ROM list. Is there some way to add a stroke or outline or even shadow to the text to help it stand out?

One solution is, as already suggested, to add a shadow, I did this in my Arcadeflow theme.

Another way is to put the text on a surface, for some reason this adds a very tiny border around the text. Since this is probably a bug and since the effect is very very very subtle I don't think it's viable

Third option, and I'm thinking of implementing something like that, is to find a font that has a "bold" sibling, so you can superimpose two fonts and use one for the outline. Of course it's very tricky to find a font that is perfectly matching its bold counterpart, in the end you'll probably have to build your one with some font editing tool
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