Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - rand0m

Pages: 1 ... 3 4 [5] 6 7 ... 23
61
General / Re: Sega Model 3
« on: February 08, 2020, 03:53:39 AM »
if the files are in zip then use a slash at end of rompath i.e. Q:\Roms\Sega Model 3\
there should a Supermodel.ini in /config folder of emulator, make sure that rompath is given there (its near the end of file). Might also need games.xml if its not present in /config.

62
Scripting / Re: Transition with Input State not workign as expected
« on: February 05, 2020, 06:41:05 AM »
@rand0m with your code as it, it will never appear solid. Your first tick satisfying the if statement will multiply the alpha value of 255 by 0.9.

Hiya Keil, long time no see! changing the value to .96-.97 is near solid at .999 the arrow snaps are permanent. One small problem is that while keeping up or down pressed the arrows disappear after a few ms. I don't think we can constantly check the status of up/ down unless we utilize tick callback which I was trying to avoid.

63
Themes / Re: RetroDiction Theme v1.0 Released
« on: February 05, 2020, 04:59:20 AM »
congratulations for your job.  :)
thanks.

64
Scripting / Re: Transition with Input State not workign as expected
« on: February 05, 2020, 04:56:24 AM »
I would do it this way: add a signal_callback where you detect if "up" or "down" are pressed, if up is pressed "engage" a counter (like counterup = 255) if down is pressed engage counterdown = 255, then add just one tick callback where you check the counters and if they are !=0 apply the value of the counter to the alpha of the arrows images, then decrease the counter. In this way when the counter reaches zero tick callback doesn't hog your system changing alpha channel continuously.

Code: [Select]
local counterup = 0
local counterdown = 0
local fadespeed = 0.85

local snap = fe.add_artwork("snap",0,0,200,200)
snap.video_flags = Vid.ImagesOnly

local uparrow = fe.add_text("^",200,0,100,100)
uparrow.alpha = 0

local downarrow = fe.add_text("v",200,100,100,100)
downarrow.alpha = 0

fe.add_signal_handler( this, "on_signal" )
fe.add_ticks_callback( this, "tick" )


function on_signal( sig ){
   if (sig == "up") {
      counterup = 255
      return false
   }
   if (sig == "down") {
      counterdown = 255
      return false
   }
   
}

 function tick( tick_time ) {

    if (counterdown != 0){
       counterdown *= fadespeed
       if (counterdown < 1) counterdown = 0
       downarrow.alpha = counterdown
    }
    if (counterup != 0){
       counterup *= fadespeed
       if (counterup < 1) counterup = 0
       uparrow.alpha = counterup
    }

 }

Hi zpaolo11x, I'm trying to use this code like this:

Code: [Select]
local arrows_counter_up = 0
local arrows_counter_down = 0
local arrows_fadespeed = 0.90

local image_up = fe.add_image ("images/arrow_up.png", 17.8, 396, 0, 0);
image_up.alpha = 0

local image_down = fe.add_image ("images/arrow_down.png", 17.8, 620, 0, 0);
image_down.alpha = 0

function signal_arrows( sig )
{
if (sig == "up")
{
arrows_counter_up = 255
return false
}

if (sig == "down")
{
arrows_counter_down = 255
return false
}
   
}

function tick_arrows( tick_time )
{
if (arrows_counter_down != 0)
{
arrows_counter_down *= arrows_fadespeed
if (arrows_counter_down < 1) arrows_counter_down = 0
image_down.alpha = arrows_counter_down
}

if (arrows_counter_up != 0)
{
arrows_counter_up *= arrows_fadespeed
if (arrows_counter_up < 1) arrows_counter_up = 0
image_up.alpha = arrows_counter_up
}

}

fe.add_signal_handler( "signal_arrows" )
fe.add_ticks_callback( "tick_arrows" )

The code is working (thanks) but the upward and downward arrow snap appears faded from start (doesn't look solid even for a few ms) i tried tweaking the numbers but couldn't get it to appear un-faded/ solid at start of animation. Can you please guide me in the correct direction regarding this.

65
Themes / Re: RetroDiction Theme v1.0 Released
« on: January 30, 2020, 11:06:09 AM »
Some further updates! Finally got a search_series plugin working. Its mapped to custom3 which is mapped to "Y" on xbox 360 controller and "y" on keyboard. If a game has its series name in [Series], a field in romlist' pressing "Y" would list all games within the current list which have the same series. e.g. in MAME pressing "Y" on any street Fighter game would list all Street Fighter games in MAME list.

This function will really shine in unified master list since many games have series which span over many systems, Sonic and Mario come to mind.

I worked on keyboard_search plugin by liquid8d and modified that. It will be added soon in Repo once I thoroughly check it :D

66
Scripting / Re: Shuffle v2.2.0 - Loop feature now added
« on: January 30, 2020, 10:11:47 AM »
This fixes the problem with the filter change, but not with the letter change... which is not going well either.

Tested your solution on my layout and it works :D experimented some more and if we change "reset" to true in following part (your might be different):

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

We won't need additional instructions and original code will work. IMHO "save=layout_name" and "reset=true" operates in most optimal fashion and takes care of anyother function(s) we might use like "search_results" and  "filter_menu" without adding additional instructions for them.

Kudos to Keil, shuffle is working really great now!

67
Themes / Re: RetroDiction Theme v1.0 Released
« on: January 29, 2020, 09:29:40 PM »
Question:
Are there anywhere the images of all those old home computers of the folder sysflyer without the background ? (So I can copy past all of theme in other background . Actually more important to move all of them in the same position and resize them to have the same transparent screen), or even better with transparent screen. ?
The idea is to create a theme you could press a button in the joystick and have another computer to see the video snap. I always wanted to do this, but haven't so large amount of images.
This collection is very good, but needs to many work to make images the way I wanted.
Just as an idea.
Thanks,

The sysflyers were made by taking a frameshot of viking's Nostalgia Platform video set, I then applied some filters via paint.net for the grainy effect.  I don't have an image set with transparent background but you can request viking for transparent images. The link to his original work is given in the first post, its posted on launchbox forums.

There is another platform set by viking which might suit your needs better > https://forums.launchbox-app.com/files/file/109-hardware-platform-set/

68
Themes / Re: RetroDiction Theme v1.0 Released
« on: January 29, 2020, 09:24:45 PM »
Cool, love this theme. very clean but with plenty of info and functionality, well done

Thanks.

Amazing work!!

Thanks.

69
Themes / Re: RetroDiction Theme v1.0 Released
« on: January 29, 2020, 09:23:56 PM »
This is polished, and a nice addition to attractmode.

Are you able to include master rom lists for games too?

Adding a single system game isn't very smooth for me at the moment. For example I want Maze Craze for the atari 2600, but if I download the xml from the mame hash files on github it doesn't find the details to add...

Thanks. For scraping systems you can use either hyperlist (https://hyperlist.hyperspin-fe.com/) or scrape through gamesdb (Am > Settings > Emulator (select Emulator) > Change info scraper to thegamesdb.net > generate collection romlist. It would be easier to create a unified master list when you have proper lists of all systems.

70
General / Re: Help Understand theme creation
« on: January 26, 2020, 10:12:35 AM »
Favorites are system specific unless you are using a unified list or you need to create a substitute function which creates favorites and stores them is some other romlist. Great job on the theme :D

71
General / Re: Exiting AttractMode causes Windows problems
« on: January 26, 2020, 10:07:52 AM »
You are probably using a third party app which disables the taskbar and hides the mouse pointer.

72
I use paint.net, it shows the location (like 500, 500) so makes it easier to pin point where to move the artwork. Also you can put one system on a different layout, entering and exiting it will reload the (testing) layout and won't need a restart or you can map reload to a key and use that.

73
Themes / Re: RetroDiction Theme v1.0 Released
« on: January 25, 2020, 10:55:55 AM »
Added keyboard controls for every function, updated attract.cfg and layouts to accommodate the changes. attract.cfg is so central to layouts wish their was an easier way for per layout attract.cfg.

Revitalize and get others to push this request (or a twist on it) https://github.com/mickelson/attract/issues/473.

I'll request too, this can be very useful :D.

74
Themes / Re: RetroDiction Theme v1.0 Released
« on: January 25, 2020, 12:06:38 AM »
Added keyboard controls for every function, updated attract.cfg and layouts to accommodate the changes. attract.cfg is so central to layouts wish their was an easier way for per layout attract.cfg.

75
General / Re: Question about folder hierarchy
« on: January 24, 2020, 09:12:32 PM »
All artwork (for roms) is setup in the emulator.cfg file in /emulators (so e.g. genesis.cfg for Sega Genesis system). A basic emulator.cfg is something like this:

Code: [Select]
executable           D:\path\to\emulator
args                 arguments usually [name] or [romfilename]
rompath              D:\path\to\roms
romext               extension like .bin
system               System Name (to id system while scraping online sources)
exit_hotkey         key or combination of keys to exit emulator
pause_hotkey          key or combination of keys to pause emulator (this ones a hit or miss)
artwork    flyer           D:\path\to\Images\flyer
artwork    snap            D:\path\to\Images\Images\snap
artwork    title           D:\path\to\Images\Images\title
artwork    video           D:\path\to\Images\video

There is no hard cap on number or name of artworks you can add anything else like wheels, logos, fan-made etc. You can name the artwork anything. One thing to remember is that in the layout the artwork is called via the name it is entered in emulator.cfg so in above example calling title will look in the path given against title. Secondly all artwork items are checked against their rom-names not rom-titles by default.

If just starting on AM, you can make life a bit easier by making a structure folder in some place and copy it whenever you add new system. Secondly there is a template of emulators in root of AM called default-emulator.cfg edit it so it matches the items you want in your layout. This template is applied whenever a new system is added so makes it easier to add systems.

Pages: 1 ... 3 4 [5] 6 7 ... 23