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 - jclampy69

Pages: 1 2 [3] 4 5 6
31
Themes / Re: DynamicArcade layout beta-v6 released 11 Jan 2021
« on: January 14, 2021, 04:25:52 PM »
Hi mahuti, I know what you are referring to.

What is happening is there are 'two' separate cabinets. Currently selected which slides in from left of screen. Previously selected which slides off to right of screen. This is what causes the 'blink', the fact that it is not 'one' cabinet. One way around this might be to force navigation to per single game only, but I doubt that would be very popular.

As far as I know there is no way around this with current AttractMode. Possibly AttractMode+ or a future module from Oomek might offer an alternative solution. Only time will tell.

By all means if you do find a solution, then please let me know.

PS: Would you have a template for default cabinets with a selection of different control panels? I might be able to get the layout to automatically change default cabinet to one with matching control panel based on games number of buttons, etc.. Please let me know if you have something like that in your tool shed. ;)

32
Themes / Re: DynamicArcade layout beta-v6 released 11 Jan 2021
« on: January 11, 2021, 02:12:05 AM »
Beta-v6 released.
- Bug Fix: changed incorrect artwork identifiers from "snap" to "tscreen"
- improved efficiency of shader usage

Link in first post.

Please pay attention to the recent **Artwork Naming Convention** used in your cfg file in the (AttractMode)\emulators\ folder.
// wheel = game logos (preferably resolution smaller than 1000 wide so not to overload AttractModes image cache).
// cabinet = game cabinets (this layout uses cabinet images of resolution 1300x1080).
// marquee = game marquees (preferably resolution smaller than 1500 wide so not to overload AttractModes image cache).
// video = game videos (preferably 640x480 or 320x240 for correct ratio for shader effect settings).
// tscreen = game title screens (preferably 640x480 or 320x240 for correct ratio for shader effect settings).

33
Themes / Re: DynamicArcade layout beta-v5 released 11 Jan 2021
« on: January 10, 2021, 08:52:22 PM »
- Urgent bug: I forgot to change lines #151 & #351 "snap" to "tscreen" *I'll put out beta-v6 within 6 hours from now*

Thanks to Damonxxx reporting bug to me.

34
Themes / Re: DynamicArcade layout beta-v5 released 11 Jan 2021
« on: January 10, 2021, 03:58:53 AM »
Beta-v5 released.
- Bug Fix: First game in list was shown as 00 on the game counter. Now it will show as 01.
- game counter automatically adapting digit syntax to your romlist. For example; 00240 of 10100, 0431 of 5379, 087 of 423, 020 of 187, 03 of 15 etc.
- Trbomoble request: cabinet 'leaving' animation.
- Incorporation of new artwork type 'Title Screens'. Increases game list scrolling performance and works well with the 'leaving' cabinet animation.
- Further modulation of layout components.
- Arange cabinet slide time 'layout setting' options in numerical order.
- minor code tweaks throughout.

Link in first post.

Please pay attention to the new **Artwork Naming Convention**
// wheel = game logos (preferably resolution smaller than 1000 wide so not to overload AttractModes image cache).
// cabinet = game cabinets (this layout uses cabinet images of resolution 1300x1080).
// marquee = game marquees (preferably resolution smaller than 1500 wide so not to overload AttractModes image cache).
// video = game videos (preferably 640x480 or 320x240 for correct ratio for shader effect settings).
// tscreen = game title screens (preferably 640x480 or 320x240 for correct ratio for shader effect settings).

below is screenshot of the animation of the 'previous' cabinet leaving to the right while a 'new' cabinet is arriving into view from the left.

35
Scripting / [SOLVED] How to convert this bool to an integer?
« on: January 08, 2021, 02:18:15 PM »
Hi, can someone give me pointers on how to do this properly. I haven't tried converting a bool to an integer before and am finding it difficult to find an example of doing this.

Code: [Select]
local whatdir; //direction of scrolling

function dir_on_transition( ttype, var, ttime)
    {
    if ( ttype == Transition.ToNewSelection)
        {
        if ( fe.get_input_state( "Up") == true) whatdir = "-1"
        else if ( fe.get_input_state( "Up") == true) whatdir = "1"
    }
    print (whatdir) // debugging
}
fe.add_transition_callback( "dir_on_transition")

Thanks to Oomek for finding me a solution.
Code: [Select]
local whatdir = 0; //direction of scrolling

function dir_on_transition( ttype, var, ttime )
{
if ( ttype == Transition.ToNewSelection )
{
whatdir = -var
print ( whatdir ) //debugging
}
return false
}
fe.add_transition_callback( "dir_on_transition" )

36
General / Re: FPS Monitor
« on: January 04, 2021, 09:24:58 PM »
Thanks for the response, I'll look over this when I get some free time. Anything to help with performance or efficient resource usage is great!  :)

Edit1:
````
I tried it, but I didn't notice any difference in performance compared to my current implementation in DynamicArcade. Using FPS Monitor I checked both FPS graph and frame-time graph. Single item scroll or infinite scrolling of the list, there just wasn't really a difference between methods. The dips and peaks were basically the same. I tested on both a small list and on a multi thousand list. Possibly my PC is just doing it too quickly to notice a difference. If I get a chance to test it on a lower spec system I will revisit this.

Edit2:
````
Actually I might end up testing this under more load soon. I'm contemplating creating an animation with two different video snaps displaying on screen at the same time.

37
General / Re: PSX and MAME games in the same wheel?
« on: January 04, 2021, 07:51:03 PM »
Hi, I haven't tried this, but I guess it should work.

Your 'display' in attract.cfg has an romlist name. This romlist name needs to match the romlist file in your attract/romlists folder.
Always make backup before you edit any files.
Open the romlist you want to edit in a spreadsheet editor, select 'Semicolon Separator' as file type method. When finished just save back over the original txt file.
Emulator column is name to match the emulator cfg file in the attract/emulators folder. So, basically mame games will have mame here and you can put what you want for 'other stuff'.
Go to attract/emulators folder and you should have a mame.cfg for settings to run mame games. Now, you need to make ___.cfg for the 'other stuff' that you setup in in the romlist file in the spreadsheet program step above. The file name needs to be an exact match. Fill out the run command settings, artwork paths ,etc..

I think that is all you would need to do.

38
Themes / Re: DynamicArcade layout beta-v4 released 5 Jan 2021
« on: January 04, 2021, 04:01:47 PM »
Beta-v4 released.
- Game Room neon sign re-attached with blur matching the background video.
- Damonxxx request: game counter shown as a four digit number. For example; 0033 of 0333.
- Scrolling progress bar (aka the yoyo) modified to fit with the recent modifications of metadata expansion and the new game counter.
- System logo modified to line up with the new game counter and scrolling progress bar.
- Alpha channel modification to metadata area and game counter so they should be readable on light or dark backgrounds now.

Link in first post.

39
Themes / Re: Tema Group Multijogos/FrontEnds BETA v1.0
« on: January 02, 2021, 02:55:26 PM »
remove lines, 1470 - 1501
Thank you! One more question where it says 2 de 100 where do i change the de to say of like 2 of 1oo?
line 1504, column 52

40
Themes / Re: DynamicArcade layout beta-v3 released 2 Jan 2021
« on: January 01, 2021, 07:04:28 PM »
Beta-v3 released.
- Damonxxx request: layout option to set a default marqueedef.png or just have an 'empty' plain black appearance.
- extra fields of game info data will now be displayed if you have it in your romlist.txt
- lessened the gap between logos in the vertical game list so it fits with the extended game info section.
- lessened the blur effect on the background video. I felt it was too strong and lost too much detail in the back half of the room.
- tick sound effect added to game list navigation.
- more minor code tweaks throughout.

Link in first post.

Edit:
I just noticed the Gameroom Neon sign was taken down.. I will modify it's blur to match the background video and add it back to beta-v4. Sorry for any inconvenience.

41
Themes / Re: DynamicArcade layout beta-v2 released
« on: December 31, 2020, 04:19:48 AM »
Following on from the post here.. http://forum.attractmode.org/index.php?topic=3849.msg26792#msg26792

Some tests of static image backgrounds..
Does anyone think any of these might look nice?
Please post your comments, votes.. Or feel free to post a link to an image you think would make a great background.  8)
https://drive.google.com/file/d/13X4fWnA2ovQ_97K8psFiUG4x14o-8MgN/view?usp=sharing

I have received a vote for 5a+b and 6a+b so far.

My thoughts would be to include a variety of backgrounds so people have more chance of finding something they like, instead of just one.
I'm also looking at the possibility of an arcade background themed on a set of machine types or genre of games.

42
Themes / Re: DynamicArcade layout beta-v2 released
« on: December 31, 2020, 04:10:39 AM »
Teaser of what is coming in Beta-v3...
http://forum.attractmode.org/index.php?topic=3849.msg26787#msg26787

Edit:
Even more information/improvement
Still a work in progress.. Haven't decided on whether 3 line title & right aligned manufacturer or 2 line title & left aligned manufacturer.
Will go with image e for now.. image f shows the tweaked vertical game logo list to fit the new metadata box.

43
Themes / Re: DynamicArcade layout beta-v2 released
« on: December 30, 2020, 01:12:42 AM »
Beta-v2 released.
- major rewrite fixing memory leak and greatly improving performance.
- Damonxxx request: increased number of logos in the gamelist to an optimal 7.
- Damonxxx request: vertical game logo list now has 'show' or 'fade & hide' setting under layout options.
- Damonxxx request: setting under layout options to enable or disable system logo.
- new selected game logo effect.
- improved search engine.
- improved and increased the 'cabinet slide time' setting under layout options.

Link in first post.

44
Always interesting to see what you come out with next!  8)

45
General / Re: FPS Monitor
« on: December 26, 2020, 05:49:53 PM »
@keilmillerjr @zpaolo11x Thanks guys, added surfaces and shaders to the list of common culprits causing slowdowns.

Surfaces, especially nested surfaces, are the main cause of slowdowns, together with heavy glsl shaders that have an impact on low spec machines with poor GPU. But for "flowing" themes that load a lot of artwork in advance to maintain smooth scrolling, loading a 348x244 native resolution screenshot feels very different than loading high resolution box art or arcade flyers.

Avi and mpg loading causes stuttering in the same scenario (so better delay loading) and when a video is running the layout usually caps at the video framerate

Thanks, about the highlighted part, I have tried some dozen ways to reduce impact of videos. i was aiming for the same thing (video delay) but no matter what I do if there are videos (playing) in a layout there are FPS drops. Most of the examples I have seen are where after x ms video becomes visible (but its playing in hidden as soon as one goes to next/ previous game, it only becomes visible after x ms).

is it possible to actually run the video after x ms (not visibility but playing)?

Use tick callback to update fe.image.

I am currently using following:
Code: [Select]
//Video Starts Playing After 1 Second In Place of Snap
local settings =
    {
        delay_timer = 0,
        play_delay = 1000,
    }

local video = fe.add_artwork("video", 680,705,472,355)
video.preserve_aspect_ratio = true;
video.mipmap = true;
video.trigger = Transition.EndNavigation;

function vid_on_transition(ttype, var, transition_time)
    {
        if (ttype == Transition.StartLayout || ttype == Transition.ToNewList || ttype == Transition.FromOldSelection)
            {
                settings.delay_timer = fe.layout.time
                video.visible = false
            }
        return false
    }

function vid_on_tick(tick_time)
    {
        if (video.video_playing && tick_time - settings.delay_timer >= settings.play_delay) video.visible = true
    }

fe.add_ticks_callback(this, "vid_on_tick")
fe.add_transition_callback(this, "vid_on_transition")

This runs the video hidden and makes it visible after a few ms. How do I adjust it so video doesn't run at previous/ next game but runs after a few ms (chnage visibility to video_playing)? Kind of stuck because I have no idea what to replace this line (  if (video.video_playing && tick_time - settings.delay_timer >= settings.play_delay) video.visible = true) with.
Hi, sorry for the necro, I'm not sure if rand0m still visits here. But what if you incorporated this line?
   video.video_flags = Vid.NoAutoStart;
Then change the lines in your example as follows:
video.visible = false to read video.video_playing = false
video.visible = true to read video.video_playing = true

I'm sure you already found a solution, actually I'd be interested to know what you ended up with.

Pages: 1 2 [3] 4 5 6