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Topics - atrfate

Pages: [1]
1
Scripting / Peformace
« on: February 23, 2017, 03:14:31 AM »
Just Curious if any-of you have done any testing with performance metrics currently trying to do but inside AM I dont even know what taxes the system the most.

2
Scripting / Vertical movement Animation on Grid?
« on: August 31, 2016, 02:17:36 PM »
Currently in My theme Nescia X live, I use horizontal mode as the default because getting the animations and stuff to work properly in vertical mode dont seem to be going well for me!

Iv managed to get the placement and everything mostly working, however I now have the issue of when going to "next_page" the animation dose not trigger it only triggers when going to "next_game"
Same with previous Page/GAME So I need to find a way to cause the trigger so also happen when going to next page/pervious page so it works correctly

Code: [Select]
function on_progress( progress, var )
{
if ( vert_flow )
{
local r = m_num % rows;
local c = m_num / rows;

if ( abs( var ) < rows )
{
   if (select_status == true)
   {
snap.x = ( progress * cols - c ) * width + PADX + snap_width_delta + 40;
   }
else
{
   snap.x = ( progress * cols - c  ) * width + PADX + 111 ;}
}
}



So I need to get 2 things done I need the placement to line up exactly like in Horizontal mode, and I need the trigger to also count for "next page/Pericous page"




3
Scripting / Swf file support
« on: August 20, 2016, 10:35:47 AM »
Iv asked this question before with lackluster results but adding swf content via add_image has always crashed my AM

What type of swf files work for you guys are they 120 fps? 60 fps also what flash version was it published in 9,10.3,10.2,10.1 ect

4
Scripting / Moving Grid as a screen saver
« on: August 11, 2016, 10:31:49 PM »
how would one move the grid + frame automatically in a screen saver mode

5
Themes / NxL theme! [Release] new video!2-4-2017 Update
« on: July 20, 2016, 03:06:52 AM »
PC Game Artwork pack


Cave Game Artwork pack




New youtube links showing Artwork packs ill be complete in a day or so
[media]https://www.youtube.com/watch?v=Hwl7-TLPwJs[/media]

Vertical Theme Demo
[media]https://www.youtube.com/watch?v=aQgetjsg6Nc&feature=youtu.be[/media]


===================Please Take the Time to ReadBelow!!========================

Hey Everyone sorry To nuke this thread 1st Post! But I am going to be Redoing a Fewthings To make it easier for myself in the future
NXL Will now be split into Downloads To help my Awful upload speed So, by updating a small thing I wont have to reupload the entire thing. How I will be doing this is via Artwork packs
NXL will come in 2 main Verions.
NXL Theme update Only. This is ment for those who are using their own customartwork, or those or are just updating a preexisting install This is ment to be drag and dropped into the layout folder No fuss no muss
Nxl BaseInstall This is going to include everything presetup Minus Romlist and Artwork This will have rocketlauncher and the AM ingreation pack This is ment for beginners who dont know where to start
This will include all 3 versions of the theme and the screen saver Iv made.
What about the Artwork packs?

Well You download the baseinstall, and pick a artwork pack the current list of artwork packs avilable are
Cave ::
Taito Type X::
NesicaXlive::
Pc Games::
Inside Each ArtworkPack You will find a Emulator.cfg File, And a Romlist
Extract the Contents of The pack To your artwork Folder.
"../Artwork/Cave"
Then Take the Romlist open it up in Notepad++ And copy the Romlist, Then naivgate to your romlist of choice, and paste it in YOU can even use this time to remove games you dont intend on ever playing!
Once that is dont Save your Romlist and Copy the "cave".cfg File form the artwork Pack into your ../Am/Emulators/ Folder. This is what sets the path inside AM for it to scan for your artwork
Once this is setup with these 3 easy setups You have setup the frontend!, its up to you at this point to configure your prefered method to launch the game
=================================================================================
Addtional information
To unlock More features insde of of my frontend I have changed the meaning behind some of the default strings inside the romlist so when adding your own games take this into account.
#Name;Title;Emulator;CloneOf;Year;Manufacturer;Category;Players;Rotation;Control;Status;DisplayCount;DisplayType;AltRomname;AltTitle;Extra
This is the current default settings inside a AM romlist.
This is the current Strings inside ours lets check out how it differs
Yatagarasu;Yatagarasu Attack on cataclysm;Nesica;;2015;Nyu Media;Fighting;1-2;4.3;6;300000;;;Nesica;????? Attack on Cataclysm;
The [Rotation Tag] has Been changed And NXL pulls this as if it ment Game Version
The [Control] Tag Wants to know the number of buttons used 1-6 For the selected game.
The [Status] Tag Any number higher then 400000 Will make the network appear online, place a random large number here for online games, leave blank if the game has no online features
[Alt Romname] This is A system of Orgin tag this diffifers form "emulator" beacuse The emulator may be mame, but you would like the system of orgin to display something else
[AltTitle] Is being used to display japnease Text.

==================================================================================
Planned Artwork Sets:: Currently
TouHou Games.
=================================================================================

Download Links Remember to read above
=================================================================================
https://mega.nz/#F!YkZEUKTb!19Q_hDmkUPGh2AGi6L3glA

=================================================================================

Change Log
=================================================================================
Added More Manufactures To Db,
Changed some of the text displayed onscreen
Other tweaks.
=================================================================================




Special Thanks to Arcadebliss, for helping me alot early on


6
Scripting / issues displaying swf files
« on: April 26, 2016, 05:25:29 PM »
iv extracted a few swf files fomr hyperspin themes, i have no isssue drawing them with
local swf = fe.add_image("Untitled2.swf", 50, 50, 1000, 1000);


However when I import my own SWF file made in adobe Flash CS5 they dont seem to work with as far as I can tell the same settings

So any information as to what type of swf file is needed and how to encode it so the FE is happy would be great!

7
Scripting / how to display swf content
« on: October 12, 2015, 10:20:50 AM »
Hello, been a while!, with swf support i thought id try some things that where not possible before, however outside of displaying a static image, i haven't found the correct syntax to make them display
fe.addartwork?
fe.addswf ect

8
Themes / Hyperspin Cocktail Theme clone
« on: May 21, 2015, 09:05:22 AM »
 Not Sure where I should post this, But until I figure out my last issues for my other theme I thought id take what I learned and apply it to other themes a very popular mod, for hyper spin is a vertical mode theme that has a uniform look to it so what i wanted to do was take what iv learned and make it work, and you know what iv managed to do so and use all of the hyper-spin artwork!
All you have to do is take your "themes" folder place it in the same dir as the layout, and unzip the themes So you have a folder layout like this

Layout/themes/pacman/artwork123ect.png

I borrowed a good bit of scirpt out of the arcade row theme So thanks to Markc74  But this where my problems come it feels very sluggish the method used to keep hyper-spin artwork working with zero modification outside of unzipping was




Code: [Select]

function transition_callback(ttype, var, ttime)
{
    switch ( ttype )
    {
        case Transition.StartLayout:
case Transition.ToNewSelection:
            local romname = fe.game_info(Info.Name, var);
            logo.file_name = "themes/" + romname + "/artwork2.png";
logo2.file_name = "themes/" + romname + "/artwork3.png";
current_pos = game_start + ((fe.list.index) * game_inc);
        gamedot.y = current_pos;
            break;
    }
    return false;
}
But i am not sure if that is what makes it feel clunkey or not so ill leave it with you guys to see what you think, and if anything you can now have that HS cocktail on a pi or anyother device albeit not quite as fast as I think it could be


[attachment deleted by admin]

9
Scripting / little help/advice needed
« on: May 17, 2015, 11:45:43 AM »
Update and some more issues.

Still haven't figured out how to make the grid work left to right only and just cycle between top and bottom row

that being said semi new issues. and my fix that leads to a smaller issue

as stated using Grid layout as a base, and changed a fair bit inside so far within the grid layout it has calls for the name and display
iv changed these and bit and noticed something, if you link 2 things to a call
like
Code: [Select]
gridc.mfa_t = fe.add_artwork( "boxart", fe.layout.width / 1.20, fe.layout.height / 20, 175, 0);
gridc.mfa_t = fe.add_artwork( "Logo", 1, fe.layout.height / 15, 250, 100);
gridc.mfa_t.preserve_aspect_ratio = true;
These artworks get out of sync with each other

My fix was to then add another class inside the grid

Like
Code: [Select]
gridc.mfg_t = fe.add_artwork( "boxart", fe.layout.width / 1.20, fe.layout.height / 20, 175, 0);

gridc.mfa_t = fe.add_artwork( "Logo", 1, fe.layout.height / 15, 250, 100);
gridc.mfa_t.preserve_aspect_ratio = true;

gridc.name_t =  fe.add_artwork( "Video", fe.layout.width / 4.2, fe.layout.height / 20, 672, 430);
     
gridc.child_t = fe.add_text( "[Title]", 0, 0, 1280,28 );
gridc.child_t.font = "itc-bauhaus-medium-1361514162";
then to make them the same inside grid it already has this line
Code: [Select]
mfg_t.index_offset = child_t.index_offset = name_t.index_offset = num_t.index_offset = get_sel() - selection_index;
So Iv added them as = inside to give me more calls to those being child_T and mfg_T ect this works and keeps all artwork in sync to the game selected however If I add anymore it stops working
And I dont really know why, the artwork syncs to began with or why adding more is breaking it

/////////////////////////////////////////////////////////////////////////

Lastly I am trying to add a boarder outline to the game name text, and cant really find anything documented on how to do that and still am at a loss for scrolling text



Updated look at the gui with wheels and some of the artwork in place so it looks much nicer

http://i.imgur.com/29uiwLG.jpg

10
General / issue displaying artwork/Video
« on: May 15, 2015, 09:23:57 PM »
Hello Attract mode!
Iv Really like the ability to script and make changes to this fronted, and the detailed way you make make fully custome layouts however I am running into a small issue on the windows platform I am unable to import any artwork into the FE

Steps used Thus Far

Took my hyperspin pc game list then used attract mode command line to convert it
the 30ish games on the list do show and are selectable
then copy'd my wheel artwork folder over to the main folder of Attactmode Did the same with video files
Giving me a folder structure like this

C:/attract/PCGAMES/Video
C:/attract/PCGAMES/Wheel

iv then taken the path inside attract mode and used a few different combonations but nothing seems to work
IE
video path inside fe = ./PCGAMES/Video , C:/attract/PCGAMES/Video , ./../PCGAMES/Video
the same with Wheels
using the default built in themes, none of this results in any artwork being shown nor video

The artwork is in png formatt and the video is in mp4. So i know i must be doing something silly wrong here but any help would be greatful


Trying to get the fe to work in a default state before i work on my own menu

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