Attract-Mode Support Forum
Attract-Mode Support => Themes => Topic started by: verion on June 18, 2015, 04:16:26 PM
-
FLAT BLUE theme v 1.0 released
Finally it is ready to download.
Get it here:
www.ONYXarcade.com/flat_blue
SPECIAL THANKS
to Chris Van Graas (chrisvg) for coding this theme. Without his work and great coding skills this wouldn't be possible.
BUGS
If something is not working - please report it in this thread.
We didn't test it on RPi - please report if this theme works on RPi. To get maximum performance on RPi - do not enable CRT shader effect and do not enable video icons in sidebar (see the options description below)
SCREENSHOTS
(http://onyxarcade.com/img/thumb_FLAT_BLUE_landscape.jpg)
(http://onyxarcade.com/img/thumb_FLAT_BLUE_portrait.jpg)
VIDEO
You can see the video of a FLAT BLUE theme working on Blast City arcade cab - HERE (https://www.facebook.com/561670787341777/videos/574026249439564/)
MAIN FEATURES:
- clean modern design
- "responsive" layout that auto-adapts to screen aspect
- works for normal (landscape) and rotated (portrait/tate) screens
- looks good on hi-res screens and TVs
- special (auto) settings to look good on low-res CRTs
LAYOUT OPTIONS
Layout rotation
options="None, Right, Flip, Left"
default="None"
description:
Set the rotation of the layout to suit your monitor.
You don't have to use this function if you have rotated monitor AND your graphic card set to ROTATE (i.e. your desktop/console displays normally on rotated display, not sideways). Theme layout will auto-adapt to resolution like 1080x1920.
But this function is useful if you graphic drivers doesn't have rotate function - you can set this to rotate and this will force to display layout in portrait mode regardless of desktop not being rotated. And this is very useful if you are usually using your monitor in landscape mode and only rotating it occasionally to play vertical games.
Menu artwork
options="Snap, Flyer, Icon"
defaulf="Snap"
description:
Set menu panel artwork type (round icon).
Snap is a static game screenshot - you can have video icons instead (see the menu settings below).
"Icon" is reserved for future use - Later I'll create separate thread for this - you can see it in screenshot here (http://www.facebook.com/ONYXarcade/photos/a.562943047214551.1073741828.561670787341777/709038239271697/?type=3&theater)
Menu videos
options="Enabled, Disabled"
default=|"Disabled"
description:
Toggle video playback for menu artwork.
If you switch your icon to Snap, you can enable video here.
CAUTION! It's very resource hungry - especially on not-so-fast hardware and with mp4 videos.
Wheel logo
options="Enabled, Disabled"
default="Enabled"
description:
Toggle display of game wheel logos in top-right corner.
Game info 1
options="Year, ROM Name"
default="Year"
description:
Set game information to display in dark blue info panel (top line)
Game info 2
options="Manufacturer, Played Count"
default="Played Count"
description:
Set game information to display in dark blue info panel (bottom line)
Panel shadows
options="Strongest, Strong, Medium, Weak, Weakest, Disabled"
default="Medium"
description:
Left menu sidebar and info panel cast shadows for eye-candy effect. You can adjust effect strength here - because if looks different for different types of screen.
CRT Shader
options="Enabled, Disabled"
default="Disabled"
description:
Enables CRT Shader for snaps. It doesn't add curvature, only graphics effect simulating CRT pixels/phosphor effect.
It helps if your snaps or videos are low-res and displayed on hi-res screen.
CAUTION! It's very resource hungry - especially on not-so-fast hardware and on slow integrated graphic cards.
Disabled for resolutions under 1024x768 - as it is not needed for low res screens and CRTs
You can disable it if your videos/snaps are high-res (like for PC games)
Scanline overlay
options="Strongest, Strong, Medium, Weak, Weakest, Disabled"
default="Weakest"
description:
Set scanline overlay effect strength. Only used if CRT Shader is disabled.
It's a good replacements for CRT shader effect if you don't have enough oomph to run the shader.
=====================================
BELOW YOU CAN FIND ARCHIVED PART OF FIRST POST
=====================================
UPDATE:
FLAT BLUE theme development is back on track!
We started this theme with my mockup graphics and Luke Nukem's code. But since Luke can't find the time to finish the project - it's time for re-boot.
---
This time chrisvg (http://forum.attractmode.org/index.php?action=profile;u=647) is doing all the hard work with theme coding - from scratch.
This theme will be:
- truly aspect aware
- working on horizontal screens
- working on vertical screens
Vertical screen support will be universal - it will work with systems set up for vertical screen and with normal (horizontal) setups with screen just rotated 90 or 270 deg.
---
We have a working prototype. You can see the preview video of a FLAT BLUE theme working on Blast City arcade cab - HERE (https://www.facebook.com/561670787341777/videos/574026249439564/)
---
END OF UPDATE
The main goal was to create simple layout with different screen aspects in mind. From 16:9 to 4:3.
---
Additional design goals:
1.
design layout that is usable without additional artwork (wheel, marquee, flyers) except snaps - because it is a really tedious work to collect all artwork if you have a huge library of games. And even if frontend has build-in scrapper (like ATTRACT MODE) the quality of scrapped graphics is not always acceptable.
2.
layout will need only game snaps (screenshots) since game screenshots are widely available or easy to make (press F12)
3.
list icons are simply cropped (masked) snaps
4.
gamelist can be replaced with marquees or wheel graphics
5.
additional game info can be displayed on bredcrumbs-like strip - filter name, year, developer/producer etc.
-------------------
What do you think? Would you like to use layout/theme like that?
-
That's pretty damned nice. Would you like to provide some graphics for us to try out with? It would be really easy for me to do with my current code base, I could probably get a really basic version going within 10 minutes.
I think the left side graphic as one piece. (which we can just crop individual parts out of if need be). And the bottom right graphic. Should be all that is needed to start with.
I won't do animation yet, as that isn't my focus for the moment.
-
Sure thing. I'll export that graphics and upload it on dropbox.
I'll export the left sidebar as one piece with cut-outs for snaps.
I was thinking about sidebar and it will need some kind of a script to wrap and truncate game names.
Something like - cut the string just before "(" - to cut off that additional description in mame names. If not - the game names will look messy or the list edited by hand (not good if you have a lot of roms).
----
I've used really nice font "Lato" that is free to download and use (I'll provide the link). Can we load font files from layout folder (instead of font library)?
-
I was just going to use a listBox for it. And then later have animations move the tiles while fading the listBox out, then fade back in as tiles finish moving.
Looks like I might have to generalise my text objects classes a bit more, maybe include some standard animations.
-
verion-
Looks good man. Do you have an account with emuMovies? If not, I highly recommend it for your snaps, marquees, flyers etc.
-
This is awesome... I can't wait to see some of the layout designs you come up with. You stole one of my ideas I was planing on with the snap in the circles ;)
I'll check this out more when I can get back to working on the aspect thing. Just a quick notice though - for instance in 3x4 it looked like you just cropped it - as the (background) video/snap is cropped. Is that what you would expect to see for "converting" say a 16x9 to 3x4 layout?
-
ust a quick notice though - for instance in 3x4 it looked like you just cropped it - as the (background) video/snap is cropped. Is that what you would expect to see for "converting" say a 16x9 to 3x4 layout?
Well... in this kind of edge to edge design - it looks like I don't really have a better solution. The goal was to reuse the game list in all aspects - just to scale it as a whole object (or surface?)
I'm ok with cropping - but I'm strongly against stretching (too much).
Maybe for 3:4 the list could be smaller and have more positions vertically - so the vertical snap can be more visible. For vertical layouts I think there is no need for horizontal snaps/games so it will fit perfectly - with vertical roms/snaps only.
And 16:9 to 3:4 conversion is a really extreme case - I've added this just to check if it is even possible (with good results). As you can see it kinda works, but I think horizontal and vertical setups should be designed separately.
---
I've designed this as an exercise - to see if it is really possible to make it look good in ALL aspects. To see if this all aspect-aware effort really make sense and can be applied in real-word-case scenario.
For sure there is no golden one-size-fits-all solution.
I think the best approach is to choose one of the aspect as the leading one - be it wide or 4:3 - and make it fall-back for other aspects gracefully (with some sacrifices).
This is the best approach for looking-good layouts because if you are trying to make a layout to look equally good in all aspect it will end up looking "average".
But the thing is to make it looking at least "acceptable" in certain aspects and looking great in one of them.
-
You can download sidebar and info pane graphics using this link:
http://tinyurl.com/FLAT-BLUE-assets-v1
You can download LATO fonts here:
http://www.latofonts.com/download/Lato2OFL.zip
I've used
Lato Bold for selected tile
and
Lato Light for unselected tile
-
An idea for the movies.
Fit to height but keep ratio and align right. Should work well with horizontal games, not so sure with vertical.
Or, scale to a width minus the left menu width.
Or, use horizontal layout for only horizontal games with the first or last method, and so on for vertical.
These graphics are perfect for what I'm working on at the moment, hopefully I'll have something to show tomorrow afternoon (it's 11pm here now) .
Looking forward to seeing everyone else's implementation. Will be cool to compare code and see what solutions to problems were come up with.
-
I think this should be like that (this is more-or-less description of what I did in my mockup):
for 16:9 and 16:10
==================
stretch horizontally to screen width minus the left menu width
stretch vertically to screen height
additionally for 16:9 you could scale up left menu a little bit cutting off (let's say) half of first and last game tile
this will make up for additional width
for 4:3
=========================
scale vertically to screen height
set width proportionally (keep aspect)
align left to the menu right edge
part of the snap (from the right) will be not visible - beyond the right edge of the screen.
vertical snaps
========================
I don't have (a good) idea what to do with them in horizontal layouts.
maybe:
scale horizontally to screen width minus the left menu width
keep aspect (or squash it a little vertically)
center vertically - middle of the snap aligned with middle of the screen height.
or:
fit 2 snaps in one row - side by side (or snap plus start/title screen)
-
These graphics are perfect for what I'm working on at the moment
Yea, it will be easier to work with just 2 objects + snaps for now
These graphics are merged with shadows overlays at the edge - if the shadow is to strong/weak in AM let me know - I can change it in a few clicks.
---
I've redone sidebar to be pixel perfect - now distance from snap to snap center is constant across whole sidebar. The Current/selected snap is upscaled 115%
---
If you'll get to the moment when you'll want all elements as separate graphics - just let me know. It is much easier for me to cut it since I have it as separate objects already.
-
Perhaps supply separate object graphics anyway? I'm kicking around a few ideas and might skip the solid menu altogether.
I disagree with aligning to the menu. Reckon align snaps/video to the right will be better, the menu design makes me feel like it should cover the snaps, hence the shadow. Plus it'll match the bottom right.
-
the menu design makes me feel like it should cover the snaps
Yea, you are absolutely right - it makes more sense.
---
I'll uploaded sidebar elements as separate objects.
The sidebar game tile (the dark one) starts with even darker divider line (on top of it). So you have to nudge first tile a little bit up to hide that divider.
-
omegaman: Do you have an account with emuMovies? If not, I highly recommend it for your snaps, marquees, flyers etc.
I'm aware of that.
But IIRC there is a (rather steep) fee of 90$ to download movies. Well... it's not that much if you have thousands of games for various emulators - but I've restricted my game selection to about 150 titles, so the deal is not that sweet. Plus they are not providing any preview or anything so It's hard to decide if it is worth it.
-
This is the 3:4 concept revision I was talking about earlier.
Sidebar is scaled down to 75% and game list expanded from 7 to 9
Snap is little squashed 90% horizontal and 100% vertical.
Snap ends just about when the left edge of text is.
-
I have yet to come up with idea how to present vertical snaps - especially with widescreen layouts.
For 4:3 layouts - maybe we can get away with some stretching with small cropping from top and bottom.
But not for 16:9 - Stretching snap horizontally only - about 200% - is out of the question. It will look hideous.
So far I've tried 3 ideas
#1 scaled to width (with proper aspect) and cropping about 60% of the snap
#2 show 2 snaps side by side (and maybe add some shadow overlay between them)
#3 fill that empty space with layout color
---
Problems:
with #1 - It look nice, but you have to have a hi-res screenshot (or video), because small res snap blown up to 1920px will look bad no matter what. And it will show about 1/3 of the game snap - not that informative (and can be a little boring).
with #2
you have to have 2 snaps - and people usually have only 1.
Or maybe mix screenshot and video? rather not.
Show a flyer? this is not consistent with horizontal games
with#3
It looks clean - but I'm not sure if it looks good
---
What do you think?
-
Hard call!
Two snaps looks great. But is probably not a good solution due to needing two sets.
The last one looks okay, but perhaps centered? I''l have a play around.
-
In the last one the blue background is too prominent.
Maybe we should scale vertical snap a little bit and cut it at the bottom.
In this case we can have blue stripe on the right with the same width as sidebar on the left.
-
What about Option 3 but with the snap image centered on the background?
-
Not good. The image has to touch the sidebar right edge, without it the sidebar will be barely distinguishable from the background.
-
I like that last one. Would need a game info check to be able to sort out the vertical ones. I guess most people have an info dat sorted out these days.
;)
I'll have a play with some trials of it tomorrow.
-
Video preview (https://youtu.be/sgsYTYV2Iyc)
Tried two types of Background video. What looks best?
-
I've took you grid lines idea a little bit further. It is also colorized to match layout blue shade.
-
I've took you grid lines idea a little bit further. It is also colorized to match layout blue shade.
It looks really good!!
-
I've took you grid lines idea a little bit further. It is also colorized to match layout blue shade.
It looks really good!!
It does!
I've just switched to a better style of managing layout dimensions to make doing that positioning a lot easier. I've also started adding in customization options.
Such as shaders for each element, or even full-screen shaders. Looks great!
[attachment deleted by admin]
-
Here's how it's looking. Just ironing out some niggly little bits now.
[attachment deleted by admin]
-
The geometry distortion and the grid lines really adds up.
As for the vertical setup for widescreen I think we could make snap a little wider and tuck it under sidebar and right screen edge - like centered to the big snap window.
See quick mockup.
----
And the info pane could be smaller. I know it scales to match game tile height - but it is a little to big that way - 50%-70% of what it is now would be better.
----
Maybe I should make white outline around icons little thicker? To make it look better with shader.
-
Hmm, I actually thought I'd done that. I fix it up.
-
More sneak-peeks! ;D
Getting closer to releasing it. Got to optimise it, and maybe add in scrolling animations for the edge game tiles.
Pretty customizable so far since each element of the theme is it's own object, and all rendered on a "screen" object so that full-screen shaders can be applied after applying shaders to each individual object.
In the screenshots I've got the Halation shader running on the screen object, with a bloom shader on the video, and a bloom on the artwork icons.. Other shaders are; scanlines, pixels. And probably will add a few more like phosphor and plain CRT curvature.
-
Need testers now, theme is HERE (https://github.com/Luke-Nukem/attract-extra/tree/master/layouts/flat_blue)
Over the next few days, if there are any issues reported by others, I'll start building in some error checking.
-
setup:
OS X 10.10.3
cpu i5 1,4Ghz
gpu Intel HD5000
problems:
- screen is mirrored (see screenshot)
- high cpu usage - 180% without shaders / 240% with shaders (other layouts cpu @ 30%)
- no infopane visible
below terminal output:
I don't know if it is important buy it shows 1,6 ratio (my screen is 1920x1200) but in properties there is W:1920:H:1080
Starting Attract-Mode 1.5.2 (OSX)
Config: /Users/marcin/.attract/attract.cfg
*** Initializing display: 'mame_v'
- Loaded master romlist 'mame' in 1 ms (143 entries kept, 0 discarded)
- Constructed 1 filters in 0 ms (143 comparisons)
///////////////////////////////////////////
// //
// Attract Mode - Flat Blue Theme //
// //
// Artwork by CLAN LOGO DESIGN //
// http://www.ClanLogoDesign.com //
// Code by Garage Arcades //
// http://www.garagearcades.co.nz //
///////////////////////////////////////////
Ratio = 1.6
Setting screenType to : (table : 0x0x10b710770)
Created Final Surface:(instance : 0x0x10b712de0) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:0:Y:60 :W:1920:H:1080
Found final render surface = (instance : 0x0x101972b80)
Created First Surface:(instance : 0x0x10b712170) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:0:Y:60 :W:1920:H:1080
Created Final Surface:(instance : 0x0x101992e10) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:420:Y:-360 :W:1080:H:1920
Found final render surface = (instance : 0x0x101972b80)
Found final render surface = (instance : 0x0x101991740)
Created First Surface:(instance : 0x0x10b740900) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:420:Y:-360 :W:1080:H:1920
-
I really absolutely cannot figure out why it's not working very well for you.
CPU usage for me hovers around the 30% margin. And no strange images like that.
I've updated the Git version, made it output a bunch of shit to the terminal, and also added in a heap of one-time switches to prevent the update call form creating extra objects and doing unnecessary calculations. It even *feels* a heck of a lot more snappier now. But that could also be the placebo effect :o
My only suggestion is for you to try with a second AM set-up from scratch.
Also: What version AM? I test with both Git version and last release.
-
my AM version is 1.5.2
I will try clean install of everything from scratch next week - because of the other bug/crash that I want to test.
But the thing is that with FLAT BLUE layout everything was working around version 2.x (at least that mirror thing) and got broken with version 3.0 - and I didn't changed anything.
So yes - I'll try a clean setup as well as installing it on my other mac with different OS X version.
I'm hoping that there is something wrong with my setup and I can fix it with clean install. Otherwise I'll have no choice but to stop using AM and find other FE that is working on my computer. :'(
-
my AM version is 1.5.2
I will try clean install of everything from scratch next week - because of the other bug/crash that I want to test.
But the thing is that with FLAT BLUE layout everything was working around version 2.x (at least that mirror thing) and got broken with version 3.0 - and I didn't changed anything.
So yes - I'll try a clean setup as well as installing it on my other mac with different OS X version.
I'm hoping that there is something wrong with my setup and I can fix it with clean install. Otherwise I'll have no choice but to stop using AM and find other FE that is working on my computer. :'(
Ah, see I'm using v1.5.3. Please upgrade before you do too much else. :)
-
I was told that 1.5.3 is windows only for fixing multimonitor bug.
-
I was told that 1.5.3 is windows only for fixing multimonitor bug.
I've tested with v1.5.2 as well, works perfect for me. (Linux only).
Maybe you can email me your AM configs so i can have a look and see if something else may be causing it. (And also, the new terminal output.)
Edit: Can you try removing the attract.am file, and removing the "flat_blue" settings section from attract.cfg.
I've only just started reading the AM source seriously, so I'm not sure this will achieve much. Looks like AM just overwrites the config section. But I'm not so sure about the attract.am which is the last saved state file.
-
Thanks. But I think I'll start with clean AM install on clean system install - this way we can for sure eliminate any problems or conflicts with installed software, etc.
I have a clean system install copy, so it won't be that time consuming - an with OS X I can run it from external HDD without touching my current system install - so it is pretty convenient. And I can test that external HDD install with different macs - so I can additionally rule out hardware incompatibility.
If that won't work - than we can see if there is anything wrong with my (or OS X) AM config.
-
Hey guys.. busy with some other stuff for the next week or so but just gave this a shot.
Mine is upside down and it's only taking up a quarter (top/left) of the screen. When I move up/down, I get a fullscreen snap (also upside down) that covers the whole screen - perhaps I don't have my artwork setup properly for it. Actually it looks like both are flipped vertically and horizontally..
Here's the output:
///////////////////////////////////////////
// //
// Attract Mode - Flat Blue Theme //
// //
// Artwork by CLAN LOGO DESIGN //
// http://www.ClanLogoDesign.com //
// Code by Garage Arcades //
// http://www.garagearcades.co.nz //
///////////////////////////////////////////
Ratio = 1.6
Setting screenType to : (table : 0x00000000043B1BE0)
Created Final Surface:(instance : 0x00000000043AF530) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:-320:Y:-200 :W:1920:H:1200
Found final render surface = (instance : 0x00000000043A4750)
Created First Surface:(instance : 0x00000000043AF4C0) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:-320:Y:-200 :W:1920:H:1200
Created Final Surface:(instance : 0x000000000CF8EC40) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:40:Y:-560 :W:1200:H:1920
Found final render surface = (instance : 0x00000000043A4750)
Found final render surface = (instance : 0x00000000043D7FA0)
Created First Surface:(instance : 0x000000000CF8FE30) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:40:Y:-560 :W:1200:H:1920
Failed to share the OpenGL context
Impossible to create render texture (failed to link the target texture to the frame buffer)
Failed to share the OpenGL context
Impossible to create render texture (failed to link the target texture to the frame buffer)
Failed to share the OpenGL context
Impossible to create render texture (failed to link the target texture to the frame buffer)
- Loaded layout: C:\Games\Emulation\Frontends\attract-1.5.2-win64\layouts/flat_blue/ (layout.nut)
This is with the current version in github as of this post. I am on 1280x800 and tried it in windowed and fullscreen just in case.
(http://i.imgur.com/nJb8Y7X.png)
(http://i.imgur.com/8FsSJit.png)
-
Thanks liquid8d.
Bit worried about that opengl context error. Honestly this is a head scratcher for me. I'm going to start a windows VM and see if I can replicate the behaviour.
Works absolutely flawless in Linux.
--Starting to suspect Surfaces. Seems this only happened to you guys after I switched from rendering everything directly to the window, to rendering objects to their own surfaces.
May need to call in Raygun, I don't know my way around the code base very well, so can't pin-point the difference between the Linux build and OSX/Winblows.
-
Sorry for posting here on a old topic but I got this layout from git and does not work (windows and linux) ... attractmode crashes
all the other layouts from your github are working only this one it's not...
attract.cfg
# Generated by Attract-Mode 1.6.2
#
list mame
layout flat_blue
romlist mame
filter All
filter Favourites
rule Favourite equals 1
list Nintendo Entertainment System
layout cools
romlist nestopia
filter All
filter Favourites
rule Favourite equals 1
sound
sound_volume 100
ambient_volume 100
movie_volume 100
input_map
exit Escape
select LControl
select Return
configure Tab
prev_display Left
next_display Right
up Up
down Down
general
language en
exit_command
default_font lato
font_path %SYSTEMROOT%/Fonts/
screen_saver_timeout 600
displays_menu_exit yes
hide_brackets no
autolaunch_last_game no
confirm_favourites no
mouse_threshold 10
joystick_threshold 75
window_mode fullscreen
filter_wrap_mode default
track_usage yes
multiple_monitors yes
smooth_images yes
accelerate_selection yes
selection_speed_ms 40
scrape_snaps yes
scrape_marquees yes
scrape_flyers yes
scrape_wheels yes
scrape_fanart yes
scrape_videos no
plugin KeyboardSearch
enabled yes
param results_mode Show Results
param trigger Custom1
(http://i.imgur.com/ZEmw6hO.png)
UNDER LINUX
ergo@proxy ~/Downloads/attract-1.6.2 $ ./attract
Starting Attract-Mode 1.6.2 (Linux)
Config: /home/ergo/.attract/attract.cfg
*** Initializing display: 'nestopia'
- Loaded master romlist 'nestopia' in 9 ms (801 entries kept, 0 discarded)
- Constructed 2 filters in 6 ms (1602 comparisons)
Error opening input file: /usr/local/share/attract/intro/intro.mp4
ERROR loading video: /usr/local/share/attract/intro/intro.mp4
///////////////////////////////////////////
// //
// Attract Mode - Flat Blue Theme //
// //
// Artwork by CLAN LOGO DESIGN //
// http://www.ClanLogoDesign.com //
// Code by Garage Arcades //
// http://www.garagearcades.co.nz //
///////////////////////////////////////////
Ratio = 1.77865
Setting screenType to : (table : 0x0x229f670)
terminate called after throwing an instance of 'std::logic_error'
what(): basic_string::_S_construct null not valid
Aborted
-
FLAT BLUE theme development is back on track!
We started this theme with my mockup graphics and Luke Nukem code. But since Luke can't find the time to finish the project - it's time for re-boot.
---
This time chrisvg (http://forum.attractmode.org/index.php?action=profile;u=647) is doing all the hard work with theme coding - from scratch.
This theme will be:
- truly aspect aware
- working on horizontal screens
- working on vertical screens
Vertical screen support will be universal - it will work with systems set up for vertical screen and with normal (horizontal) setups with screen just rotated 90 or 270 deg.
---
We have a working prototype. You can see the preview video of a FLAT BLUE theme working on Blast City arcade cab - HERE (https://www.facebook.com/561670787341777/videos/574026249439564/)
-
GIMME! ;D
Excited to hear its back on track. This is such a beautiful layout, I was bummed there wasn't word of progress. Can't wait to get my grubby paws on it! This thing is destined for my NeoGeo (provided you can change the color of the background *hint*). If not, It's going in my Capcom cabinet. So either way, so pumped! THANK YOU!
-
Sure you can change the color - it's just a bunch of PNG files so you can replace them with red ones.
And that blue gridline background you can replace with red-white stripes from NEO GEO.
---
You should thank chrisvg - because the underlying code is his EXCELLENT work. It wouldn't be possible without him.
-
Thank you for boot up. :)
-
Totally on board for this one, will look great on my horizontal and vertical Windy cabs.
-
Hey guys,
Just wanted to post a progress update on this one ...
I've been working closely with Verion for the last couple of weeks to get this layout running the way he envisioned it, and I think we're pretty close to being finished. I have rewritten it from the ground up and currently have it working with all common aspect ratios (16:9, 16:10, 5:4, 4:3) and fully supports monitor rotation (none, right, flip, left) either via the host operating system or within AM settings. I've also added support for low video resolutions, tweaking the layout to look a bit nicer on a 31K 640x480 arcade monitor. Right now the lowres tweaks don't look great on 15K video modes, so please let me know if there are people out there using AM with 15K monitors and I will add some extra tweaks to help with that.
I've attached a couple of sample images below that show how the layout changes with different setups.
-
Totally on board for this one, will look great on my horizontal and vertical Windy cabs.
I'm running the theme right now on my Blast City cabs (one horiz and another vert) at 640x480 and I'm quite happy with it! Hope you like it when we get it out the door (not too much longer to wait I think!)
-
Yes, I'm excited to see some themes for vertical!
Of course I've added fe.layout.preserve_aspect_ratio=true; to test out many of the other themes so they look good (but have black space on borders).
Enjoy your day.
-
Nice to see 5:4 support in this amazing theme.
Thanks!
-
Nice to see 5:4 support in this amazing theme.
Thanks!
Here are couple of screenshots from a previous build running in 5:4 and rotated. Hope you like them :)
-
Totally on board for this one, will look great on my horizontal and vertical Windy cabs.
I'm running the theme right now on my Blast City cabs (one horiz and another vert) at 640x480 and I'm quite happy with it! Hope you like it when we get it out the door (not too much longer to wait I think!)
Killer, it's looking great! Any chance of getting the drop shadows around the UI elements put in? Just noticed they were missing when compared to the screenshots in the first post.
EDIT: Never mind, noticed they were present in the video on the Blast cab. All good!
-
We are experimenting with the amount of shadow. Check again the video - the shadows are too strong (for our taste). But there will be shadows from game list and infobar in final version - just little more subtle.
-
Here are couple of screenshots from a previous build running in 5:4 and rotated. Hope you like them :)
Looking real good :)
-
I am really diggin this layout. I love the way AttractMode gives so much flexibility for layouts. looking forward to the aspect-aware to transplant to my future layouts.
-
Great job :o
-
Im really waiting for this theme to bring some joy to my new setup..
-
Just a quick update..
We're nearly done working on this layout, just in the final stages of testing. There are a ton of improvements, such as ...
- A custom version of Timothy Lottes' CRT shader that includes full support for rotation and horizontal/vertical video snaps.
- Added wheel logos in each layout style.
- Preliminary support for custom menus in AM 2.0.
- Video snaps for vector games use a bloom shader instead of the CRT shader, feels a bit more realistic (though still pretty basic - would like to improve this in the future).
- Fully aspect and rotation aware layout based on percentages instead of fixed pixel positions - the layout will render at pretty much any native video resolution and look sharp!
Below are a few teaser pics... Not long to go now, we're on the home stretch! :P
[attachment deleted by admin]
-
Couple more pics here: https://goo.gl/photos/GKZXDUV72U1sqdx1A (https://goo.gl/photos/GKZXDUV72U1sqdx1A)
-
Looking great! Will it be able to work well with consoles also? :D I've noticed several (very nice) screenshots with mame and other arcade art. However, I imagined having the ability to place boxart such as those from NES, Sega Genesis, etc. on the screen, instead of game logos
-
We both use only mame - hence only mame screenshots. But you can replace wheel graphics with any artwork you want.
-
Looking great! Will it be able to work well with consoles also? :D I've noticed several (very nice) screenshots with mame and other arcade art. However, I imagined having the ability to place boxart such as those from NES, Sega Genesis, etc. on the screen, instead of game logos
Thanks!
The layout is designed primarily with MAME in mind, however there's no reason you couldn't set up box art as a "wheel" art type, or if you want to use box art as the menu icons, you could do that too (the layout supports multiple art types for the menu). Also, the layout does include support for displaying different systems.
-
This looks really incredible! Excellent job. :D
-
Here's a little sneaky peek at it running on my vertical Blast City cabinet :)
https://www.youtube.com/watch?v=bdQiKBBLcAg&feature=youtu.be (https://www.youtube.com/watch?v=bdQiKBBLcAg&feature=youtu.be)
-
Great work! Looking forward to this theme being released :)
-
Thanks! All good things take time as they say, but it shouldn't be too much longer now :P
-
I'm sure hoping it looks as good at 768x1366...
-
I'm sure hoping it looks as good at 768x1366...
Ohh... ummm, I haven't actually done anything to cover tha.... nah, it's all good ;D
-
YES! With the mamelayplus update from hotwire, and now this....
Thanks.
-
Hi,
I'm really impressed by your theme and thanks for your hard work. :)
Do you think it will work on a small monitor with a 800x480 resolution?
GReets
-
I had no idea about 5:3 aspect ratio monitors, but I see sites like adafruit sell them for Pi users huh?
I can add support for it...
-
Yes, exactly, I bought it for my Pi2 on Adafruit website :)
Would be REALLY great, thanks! :)
FYI, The Nevato theme doesn't work at all on it, unfortunately
-
Why is NEVATO not working on Pi2? Please report it in NEVATO thread, so I can fix it.
-
Nope, sorry, I mean it doesn't work on my monitor
-
Just added support for 800x480 and 480x800. Note that the CRT shader effect is disabled at low resolutions as it really needs a high resolution to simulate the subpixel effects. You can still enable a scanline overlay effect though (these screenshots have scanlines set to a weak value, this is adjustable in the layout settings).
-
Will this theme work/look good at a 15kHz line frequency (640x480i)? I want to run Attract-Mode on my RGB SCART-enabled CRT TV. :-)
-
Will this theme work/look good at a 15kHz line frequency (640x480i)? I want to run Attract-Mode on my RGB SCART-enabled CRT TV. :-)
It works perfectly fine at 640x480 :)
-
It works perfectly fine at 640x480 :)
EXCELLENT! I like this theme very much, particularly the fact that it does not require me to hunt down any additional artwork. Keep up the good work.
-
This theme looks amazing! I might actually have time to stop trying to tweak my own layouts and play a game once in a while!
____
OT: Is anyone going to TooManyGames in the Philadelphia area this year?
-
Just added support for 800x480 and 480x800. Note that the CRT shader effect is disabled at low resolutions as it really needs a high resolution to simulate the subpixel effects. You can still enable a scanline overlay effect though (these screenshots have scanlines set to a weak value, this is adjustable in the layout settings).
GReat! Thanks a lot! :)
-
Missing the regular updates. :o
-
No updates = busy coding :)
-
Well, at least it's giving me time to try some different themes...
-
This is looking really nice, can not wait to try it out! thanks chrisvg ;)
-
Since verion posted this elsewhere I wanted to put it here too.
https://www.facebook.com/ONYXarcade/photos/a.562943047214551.1073741828.561670787341777/596967150478807/?type=3&theater
Hopefully we will see a release soon.
-
verion & chrisvg I'm itching like a dog with flea on him hahaha
-
One additional suggestion -- could you add a small stripe along the bottom with the input legends for the FE (ie "up/down joystick" - scroll list, "red button" - start game, "blue button" - info, "green button" - menu, etc...)
Sure we may need to customize it for our setup, but would be very helpful for novice users of the cabinet...
-
It's on the to-do list, but I'm not sure if it will be in first release.
-
While we're talking about first release.... when might that be? ;D
-
I can't provide you with fixed date...
"when ready" is the best I can tell :)
-
https://www.youtube.com/watch?v=0rksmksZE-E (https://www.youtube.com/watch?v=0rksmksZE-E)
-
Pretty much finished:
https://www.youtube.com/watch?v=el1JiLDEr9o (https://www.youtube.com/watch?v=el1JiLDEr9o)
-
when can we expect this to be released? :)
-
is this still being worked on?
-
Yes. I'm 4-5 hours of work away from releasing it - but I've had tight packed schedule last week and I couldn't possibly squeeze it.
I'm hoping this week will be a little less dense. :D
-
I hoping too!
-
Hello verion, is there any version available ? (even a beta one)
This theme seems amazing !
-
Longest 4 hours of my life! ;)
-
FLAT BLUE theme v 1.0 released
Finally it is ready to download.
Get it here:
www.ONYXarcade.com/flat_blue
SPECIAL THANKS
to Chris Van Graas (chrisvg) for coding this theme. Without his work and great coding skills this wouldn't be possible.
BUGS
If something is not working - please report it in this thread.
We didn't test it on RPi - please report if this theme works on RPi. To get maximum performance on RPi - do not enable CRT shader effect and do not enable video icons in sidebar (see the options description below)
SCREENSHOTS
(http://onyxarcade.com/img/thumb_FLAT_BLUE_landscape.jpg)
(http://onyxarcade.com/img/thumb_FLAT_BLUE_portrait.jpg)
VIDEO
You can see the video of a FLAT BLUE theme working on Blast City arcade cab - HERE (https://www.facebook.com/561670787341777/videos/574026249439564/)
MAIN FEATURES:
- clean modern design
- "responsive" layout that auto-adapts to screen aspect
- works for normal (landscape) and rotated (portrait/tate) screens
- looks good on hi-res screens and TVs
- special (auto) settings to look good on low-res CRTs
LAYOUT OPTIONS
Layout rotation
options="None, Right, Flip, Left"
default="None"
description:
Set the rotation of the layout to suit your monitor.
You don't have to use this function if you have rotated monitor AND your graphic card set to ROTATE (i.e. your desktop/console displays normally on rotated display, not sideways). Theme layout will auto-adapt to resolution like 1080x1920.
But this function is useful if you graphic drivers doesn't have rotate function - you can set this to rotate and this will force to display layout in portrait mode regardless of desktop not being rotated. And this is very useful if you are usually using your monitor in landscape mode and only rotating it occasionally to play vertical games.
Menu artwork
options="Snap, Flyer, Icon"
defaulf="Snap"
description:
Set menu panel artwork type (round icon).
Snap is a static game screenshot - you can have video icons instead (see the menu settings below).
"Icon" is reserved for future use - Later I'll create separate thread for this - you can see it in screenshot here (http://www.facebook.com/ONYXarcade/photos/a.562943047214551.1073741828.561670787341777/709038239271697/?type=3&theater)
Menu videos
options="Enabled, Disabled"
default=|"Disabled"
description:
Toggle video playback for menu artwork.
If you switch your icon to Snap, you can enable video here.
CAUTION! It's very resource hungry - especially on not-so-fast hardware and with mp4 videos.
Wheel logo
options="Enabled, Disabled"
default="Enabled"
description:
Toggle display of game wheel logos in top-right corner.
Game info 1
options="Year, ROM Name"
default="Year"
description:
Set game information to display in dark blue info panel (top line)
Game info 2
options="Manufacturer, Played Count"
default="Played Count"
description:
Set game information to display in dark blue info panel (bottom line)
Panel shadows
options="Strongest, Strong, Medium, Weak, Weakest, Disabled"
default="Medium"
description:
Left menu sidebar and info panel cast shadows for eye-candy effect. You can adjust effect strength here - because if looks different for different types of screen.
CRT Shader
options="Enabled, Disabled"
default="Disabled"
description:
Enables CRT Shader for snaps. It doesn't add curvature, only graphics effect simulating CRT pixels/phosphor effect.
It helps if your snaps or videos are low-res and displayed on hi-res screen.
CAUTION! It's very resource hungry - especially on not-so-fast hardware and on slow integrated graphic cards.
Disabled for resolutions under 1024x768 - as it is not needed for low res screens and CRTs
You can disable it if your videos/snaps are high-res (like for PC games)
Scanline overlay
options="Strongest, Strong, Medium, Weak, Weakest, Disabled"
default="Weakest"
description:
Set scanline overlay effect strength. Only used if CRT Shader is disabled.
It's a good replacements for CRT shader effect if you don't have enough oomph to run the shader.
-
Wow! I just saw the video. It looks so good!
-
Thank you, I've been looking forward to this theme. Appreciate the hard work.
-
Thanks. I should have release it long time ago. Just couldn't find that last chunk of a free time to make it ready for public.
---
Please report if anything needs fixing.
And if it is working without any problems - let me know too.
-
Just tried it on Raspberry Pi. It doesn't work. Just shows the video background and the games list as a generic font.
Hope you get it working on Pi because it looks awesome. Let me know if you would like me to test anything.
-
I got it to work on my pi 3 by leaving it zipped, but it was super laggy. I might poke around the nut file to see what I can remove without losing the look and feel.
-
re: RPI - that's bad news, but I'm not shocked. It was little laggy on pentium G860 3Ghz with GeForce240, and perfectly ok on i5 1.3Ghz with integrated GPU.
But maybe we can pinpoint what's causing the problem and work out the solution.
@Mettekr - can you temporarily remove your videos from snap folder (leaving only snaps - game screenshots)? And test if it makes it less laggy using only static snaps.
What's your version of AM?
-
Going with images vs videos made in functional, but not smooth/fast.. Also makes it more boring :)
I'm surprised if just having video would be the cause though, as I've used full screen snaps before. Do you know which script is doing the heaviest load?
I really love the look of this, so hopefully we can figure something out. I've removed things like the fade module from some other layouts to make them a little smoother on the pi
-
Crt shader has no effect for me using am 2.2.0 on Mac OS. Some sort of indicator of a favorite would be a good addition, and possibly the ability to change the themes overall color in the future.
Otherwise, everything else works good and looks great!
-
hmmm... I have to check it with 2.2. I'm still on 2.0 (on mac) and CRT shader is working correctly.
FAV indicator is a blue ring around game icon. BLUE=fav WHITE=not-fav
-
@Mettekr
Going with images vs videos made in functional, but not smooth/fast.. Also makes it more boring :)
I wasn't thinking about this as a permanent solution :) - just to check if THIS is making it slow.
Do you know which script is doing the heaviest load?
I don't know - the whole theme was coded by chrisvg (http://forum.attractmode.org/index.php?action=profile;u=647). Unfortunately he doesn't have RPi to test the code - or to test what part of the code makes it slow, to be exact.
I really love the look of this, so hopefully we can figure something out.
Me too. But I'm afraid that the underlying code that makes the theme so functional - auto-adaptable to aspect/resolution/orientation - is too much for RPi to handle.
-
Awesome theme!
:D ;D
-
I was wondering if all of that code i see about the scale and stuff might be the problem. i was going to try to poke around with what i could strip out just to make it work on my own system. i'll let you know if i have any luck.
-
@Mettekr
Cool - let me know if you can find what slows RPi down. Then maybe we can disable this part (via config) or simply rewrite it.
-------------------------
@keilmillerjr
I've checked it on AM 2.20 (on mac, OS X 10.11.4) - and CRT shader is working correctly. The same for win7.
I'm assuming you've enabled it in layout config? CRT SHADER > ENABLED, because it's disabled by default
It should look like the one in attachment. This shader doesn't add screen curvature effect (it's disabled).
-
Thanks so much for the release, been waiting on this to finish up my cabs. Just installed on my horizontal cab and it works flawlessly. You're a legend!
-
Thanks for letting us know that it is working. Game on!
-
@Mettekr
Cool - let me know if you can find what slows RPi down. Then maybe we can disable this part (via config) or simply rewrite it.
-------------------------
@keilmillerjr
I've checked it on AM 2.20 (on mac, OS X 10.11.4) - and CRT shader is working correctly. The same for win7.
I'm assuming you've enabled it in layout config? CRT SHADER > ENABLED, because it's disabled by default
It should look like the one in attachment. This shader doesn't add screen curvature effect (it's disabled).
I’m running 10.11.4 as well. Results can be seen in screenshot.
-
I can see that your resolution is 2560x1440 - maybe it's too high for a shader. But that's a blind shot. Can you lower res. or switch to HiDPI 1280x720 and try again?
-
I can see that your resolution is 2560x1440 - maybe it's too high for a shader. But that's a blind shot. Can you lower res. or switch to HiDPI 1280x720 and try again?
I just tried at the lowest resolution my iMac allows, 1280x720. Still no go. Very odd that we have the same setup and one works and the other doesn’t. Possible that we have different video? AMD Radeon HD 6770M 512 MB.
This weekend I’m going to install on my windows 10 with lcd and see if it works. It will eventually be hooked up to a crt.
-
I'm afraid this problem is specific to your system.
And yes... I have different video - integrated in my Macbook Air and Nvidia GT240, GTX750 and GTX980 in my other macs. Shader is working on all of them.
I remember having strange problem with AM the other day that I couldn't get rid off, and no-one could replicate it. It went away after clean reinstall (the whole system + AM), but I had to do this anyway - for other reasons :D
-
I'm afraid this problem is specific to your system.
And yes... I have different video - integrated in my Macbook Air and Nvidia GT240, GTX750 and GTX980 in my other macs. Shader is working on all of them.
I remember having strange problem with AM the other day that I couldn't get rid off, and no-one could replicate it. It went away after clean reinstall (the whole system + AM), but I had to do this anyway - for other reasons :D
I'll try a clean install tonight. Was your strange problem a black screen with audio only? This happens almost every time for me. Quit and reopen app and it works. Really weird. It did it with attract 2.1 as well as 2.2
-
Another excited turned sad RPi3 user here. There is an astounding shortage of good portrait themes for RPi, and this was so cool looking. Unfortunately, the RPi simply cannot handle this theme.
Such a bummer ... :(
-
We could release a dedicated version of this theme for RPi - with all the extra code that makes the theme auto-adapting simply removed.
But this means it has to be fixed aspect - most likely 4:3 (horizontal) and 3:4 (vertical) - but I'm not so sure that this is not a false assumption.
If you are RPi user please chime in - what's your screen aspect? Is 4:3 and 3:4 enough?
And most important - does 3:4 (vertical) screen should be "rotated 90 deg" for RPi (that means your console/desktop resolution is horizontal/normal and AM layout is displayed rotated/sideways).
-
Would love this optmized for the PI3 as well. I got it almost running on the the latest retropie by setting up hardware based video decoding using FFmpeg. I am using the higher quality 480p video snaps from emumoves.
I compiled FFmpeg on the pi3 (took about 30 mins) following this guide here: https://github.com/mickelson/attract/wiki/Compiling-on-the-Raspberry-Pi-%28Raspbian-Jessie%29
Then I recompiled Attract Mode from source using the Retropie Setup script in the experimental packages.
Then verified it with running "attract -v"
-
Attract-Mode v2.2.0 (Linux, SFML 2.3 +FontConfig +RPi +SWF)
Using FFmpeg for Audio and Video.
avcodec 57.67.100 / avformat 57.59.100 / swscale 4.3.101 / swresample 2.4.100
Shaders are not available.
-
Then I enabled MMAL in the video decoding options in the attract mode general settings, and restarted attract mode.
I kept the theme zipped, it would not run otherwise(Themes seem to run better unzipped) and disabled menu graphics and it is running at around 85%. The video plays and is a little jumpy, and the menu response is a tad slow but the audio is 100%. If i add menu snaps the crawls.
I am on a 1080p display at 16:9
-
I kept the theme zipped, it would not run otherwise
I've heard that before - maybe it has something with the file structure (having subfolders)
Would love this optmized for the PI3 as well.
I'm afraid it has to rewritten for RPi - it is fairy simple theme, so it must be that underlying code overhead that makes it "responsible" to screen aspect and orientation.
I'm not sure how much RPi can handle - can you test my other theme NEVATO to check if it is working on RPi?
You can download it here - www.onyxarcade.com/nevato
It also has a flat structure (no subdirectories) - I wonder if it helps with zipped/unziped theme problem.
-
I'm not sure how much RPi can handle - can you test my other theme NEVATO to check if it is working on RPi?
You can download it here - www.onyxarcade.com/nevato
It also has a flat structure (no subdirectories) - I wonder if it helps with zipped/unziped theme problem.
I have tested NEVATO. It works great with SQ lower quality videos from emumovies and screenshots.
I also tested FlatBlue with just screenshots and no videos. It does not seem to make much of a difference in the speed. I am not an attract mode advanced user but I do see a bunch of errors from attract mode saying assets are missing when loading the theme as well.
It's to bad as this theme would be a game changer for the PI3. Even with just screenshots I prefer it over anything else. It's very elegant and well done. Great Job!
I am more into consoles then arcade stuff and Flatblue or your other one velvet seem like perfect fits. I would love to help beta test Velvet as well on the pi3.
I wonder if it's not to much to ask, even some slight layout tweaks would be awesome for the PI:
Making the left side bar wider, and increasing the font size and the menu snap size. The reason is, a lot of the emumoves and snapshot/video preview art floating around is low quality 240p or 480p. If you enlarged the sidebar like it is in velvet, this would let the menu snaps/icons shine which look good on 1080p displays at that size or a little larger.
This would also make the right side video/snap preview smaller, making it look better on 1080p screens as you would not be stretching the already low quality 420p/240p video, like it is in the velvet previews. As the fonts and theme assets scale well I would think, but the rom art movies/snaps do not seem to. So these small tweaks would still keep the elegant design while hiding the art quality at the same time.
So it would effectively be like finessing a similar look you are getting from your arcade cabs where the design is more narrow, but it's designed for a wide 16:9 1080p television. So the column ratios would be similar.
-
I totally agree that snap video quality is a (general) problem.
That's why we've introduced halation shader for snaps. It looks great - especially on big TV watched from the distance (even with small res videos). But it's no go for RPi.
Plus you should use high quality videos - because AM is not that great with upscaling videos. I know RPi chokes with HQ mp4, but you can always convert it to XviD that is MUCH less demanding.
====
And all your ideas are valid... and all this you can find addressed in VELVET theme - with all the "tricks" to make video preview smaller without looking like a postcard slapped on screen.
-
Awesome news about velvet. I am excited for that one. I really think it will be amazing. If you need any Raspberry PI3 testers please let me know.
Also can you recommend a good free batch mp4 to xvid converter? Os does not matter, I will use what ever. Are the avi extensions supported? Looks like this one called freemake would do the trick: http://www.freemake.com/how_to/how_to_convert_mp4_to_avi_free
-
On mac - Handbrake
But you have to download old version - 0.9.3 was the last that was supporting XviD (here: http://www.oldapps.com/mac/handbrake.php?old_handbrake=20)
-
The Pi3 can play up to 720P videos with a cap at 30FPS if you have compiled ffmpeg and attractmode with mmal. Here is a demo I made https://www.youtube.com/watch?v=iZlfS9Ol6gw
480P video snaps should be ok.
-
Good news!
Chris (the guy behind all of the FB coding) just bought RPi - especially to see if he can optimize FLAT BLUE to work on RPi.
----
But we could use a little help - if someone can upload and share working RPi 3 image with fully configured and 100% working Attract Mode - that would be great. This way we could focus on FLAT BLUE itself instead of reinventing the wheel and instaling/compiling and configuring AM.
No need to share it publicly - just PM me with the details.
-
I sent a PM, but for anyone else interested.
I absolutely know of an image with full working Attract mode hardware video support and it's hyperspin/hyperlist ready. It is available here, it's the image I use and it runs great with 240p videos stock from emumovies. No roms are included. https://mega.nz/#!MMcwTBiS!FNS95ap52HRjEdm7KKX63QsHCd4-Gs0cvHryS-kfNW4
Some info on the image is available here: https://www.youtube.com/watch?v=3pzxL7dKqUA&t=1151s
-
The Pi3 can play up to 720P videos with a cap at 30FPS if you have compiled ffmpeg and attractmode with mmal. Here is a demo I made https://www.youtube.com/watch?v=iZlfS9Ol6gw
480P video snaps should be ok.
Interesting, 480p videos seems to skip around for me. I have not tried the xvid conversion yet. Just stock from emumovies.
-
thanks tekn0
-
Hy guys, on raspberry pi 3, retropie ver4.0.2, flat blue doesn't work well, the images doesn't show, background video plays and the list its a simple list, it's only with me or anymore have same problems?
-
Verion, just wanted to take a moment to thank you and Chris for the beautiful theme. I came across this wanting it for the rpi3 as the vertical layout was something I really wanted for a cocktail build I was doing for someone. Alas, as it is, it's simply too much for the pi3 to handle.
However, having sat down at home on my nice windows box and bothering myself enough to setup a nice front end environment for my personal emulation (funny how much work i'll do for someone else's stuff, but I'll still bother to click around for me, lol), and using this theme, I'm very impressed and happy with it.
Thanks fellas.
-
thanks
-
Great theme!
I can't get videos to play in the background for whatever reason. I have an old Optiplex running windows 10 with integrated graphics and have the videos listed under C:/mame/video and the reference path matching. At least, I think I do. I'm relatively new to this stuff. Could someone point me in the right direction of getting this fixed? Thanks!
-
Great theme!
I can't get videos to play in the background for whatever reason. I have an old Optiplex running windows 10 with integrated graphics and have the videos listed under C:/mame/video and the reference path matching. At least, I think I do. I'm relatively new to this stuff. Could someone point me in the right direction of getting this fixed? Thanks!
Thanks,
Load up AttractMode, open the options, then go to Emulators, then mame, and make sure that both image snaps and video snaps are set up under the snap art type.. e.g. "c:\mame\video;c:\mame\snap". Hope that helps!
-
Unfortunately this fix didn't help in my case (but it was a few versions earlier, and on mac).
I've put my videos in the same folder as snap (screenshots) - and it fixed the issue.
And it was not only for FLAT BLUE - for other themes too.
So chris' advice is solid - but if doesn't solve the issue - try the above.
-
Hi all! First of all this theme looks great
I would like to create two lists of games, one with horizontal ones and the other with vertical ones, when one of the category is selected the theme will switch to the proper orientation (not only the games but also the theme), is this possible?
Something like the function in Mala where the screen rotates after pressing a key
-
It is possible:
1.
create 2 separate displays using FLAT BLUE as layout
A - with game filter showing only horizontal games
B - with game filter showing only vertical games
2.
for B choose LAYOUT OPTIONS -> LAYOUT ROTATION -> (RIGHT) or (LEFT) depending on how you turn your display
3.
switch between displays using button [next display] - configurable in general AM options
4.
there is no step 4 - mission accomplished!
-
thanks, that's great! Can't wait to have some free time to experiment with AM and the theme
-
no problem - I've just set up similar config for myself. Works great - just rotate monitor, switch display to vertical games - and bam! ready-steady-shmup!
-
Have you heard of issues when exiting games where audio from multiple snaps is playing until you cycle to the next game?
-
from multiple... no
but from the current one - yes
It's a bug in AM - I can hear a sound from video regardless of the settings (with the sound off) - when getting back from a game. Switching the game "fix" this.
I didn't have the time to file that bug - it's confirmed for win/mac/linux. You can read about this earlier in this thread.
-
from multiple... no
but from the current one - yes
It's a bug in AM - I can hear a sound from video regardless of the settings (with the sound off) - when getting back from a game. Switching the game "fix" this.
I didn't have the time to file that bug - it's confirmed for win/mac/linux. You can read about this earlier in this thread.
Thanks for the response. Considering it was already covered earlier in this thread, I appreciate you not flaming me for having not found that information already.
-
This theme is awesome, but I have a litle problem with it.
I use it in all my platform, and every time I change from one platform to another, all the game info disappear, I do not know if it is theme or AM related.
How can I resolve this litle problem?
-
Sorry! Can't replicate that problem - everything seems ok on my side.
-
Sorry! Can't replicate that problem - everything seems ok on my side.
The problem happens when I go from Display Menu to any of the plataform I have.
So I solve the problem making a copy of the theme and select one to Display Menu and the other to ervery Platform, now I have everything working as it should be!
-
Cool - good to know. I'm planning to release a set of icons for display menu using FLAT BLUE.
Similar to the one I've presented HERE (https://www.facebook.com/ONYXarcade/photos/a.562943047214551.1073741828.561670787341777/719527064889481/?type=3&theater)
But it's not finished yet.
-
Anyone know why this theme only shows white text for the rom names full screen and game video in background?
The theme seems incomplete on screen for some reason
-
We could release a dedicated version of this theme for RPi - with all the extra code that makes the theme auto-adapting simply removed.
But this means it has to be fixed aspect - most likely 4:3 (horizontal) and 3:4 (vertical) - but I'm not so sure that this is not a false assumption.
If you are RPi user please chime in - what's your screen aspect? Is 4:3 and 3:4 enough?
And most important - does 3:4 (vertical) screen should be "rotated 90 deg" for RPi (that means your console/desktop resolution is horizontal/normal and AM layout is displayed rotated/sideways).
Overly excited RPi user here. 3:4 CRT through ArPiCade.
Would love to see a Rpi optimized version in the future.
-
I kept the theme zipped, it would not run otherwise
I've heard that before - maybe it has something with the file structure (having subfolders)
Same here. Unzipped it doesn't work with either AM 2.2.0-3 or 2.2.1-50. Output from the latter:
*** Initializing display: 'Flat Blue'
- Loaded master romlist 'mame' in 273 ms (33336 entries kept, 0 discarded)
- Constructed 2 filters in 6 ms (66672 comparisons)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/helperfunctions.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/vectors.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/layoutsettings.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/sidebar.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/mamedats.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/mainmenu.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/background.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/infopanel.nut)
AN ERROR HAS OCCURED [the index 'LayoutSettings' does not exist]
CALLSTACK
*FUNCTION [main()] /home/user/.attract/layouts/flat_blue/layout.nut line [63]
LOCALS
[vargv] ARRAY
[this] TABLE
Script Error in /home/user/.attract/layouts/flat_blue/layout.nut - the index 'LayoutSettings' does not exist
- Loaded layout: /home/user/.attract/layouts/flat_blue/ (layout.nut)
- Layout is empty, initializing with the default layout settings
In zipped form it works fine.
Another matter:
How do I point the theme to my icons folder for icons instead of snaps in the sidebar? I tried to set an artwork folder names "icons" to the icons folder, but it didn't work.
-
It's mentioned in this thread that there is a issue with the unzipped layout on the Pi.
Maybe ask nicely and the author of theme will give you a better version for the Pi. I have seen it and it works unzipped and overall much better on the Pi.
-
We've prepared a FLAT BLUE version more optimized towards RPI - but somehow stuck (sucked by real life syndrome) on testing phase of final version :-[
I'll get back to this next week, check if everything is ok, add MAMu icons (see here - https://www.facebook.com/ONYXarcade/videos/715834175258770/) - and release it
-
it is not a bug or anything but i am trying to make a mix of several layouts and wanted to use your shaders as they are best visually from what i have seen, but i end up with below, any chance for advice?
(https://i.imgur.com/VkJ1SiO.jpg)
-
How do I insert a game icon or system icon in the menu?
-
Another matter:
How do I point the theme to my icons folder for icons instead of snaps in the sidebar? I tried to set an artwork folder names "icons" to the icons folder, but it didn't work.
*gentlypush* :)
-
[options] emulators > mame > add artwork
Artwork label Icons
Artwork Path path_to_your _icon_folder
---
And then in theme settings switch
Menu artwork. [Icon]
---
And that's it
-
Alas, it doesn't work for me. My emulators/mame.cfg:
# Generated by Attract-Mode v2.2.1-50
#
executable $HOME/bin/mame64
args -video bgfx [name]
rompath $HOME/mame/roms
romext .zip;.7z;<DIR>
system Arcade
import_extras $HOME/mame/mame.xml;$HOME/mame/catver.ini
exit_hotkey Escape
artwork flyer $HOME/mame/cabinets;$HOME/mame/flyers
artwork icons $HOME/mame/icons
artwork marquee $HOME/mame/marquees
artwork snap $HOME/mame/snap;$HOME/mame/videosnaps
artwork wheel $HOME/mame/wheel-missing;$HOME/mame/wheel
The flat_blue portion of my attract.cfg:
layout_config flat_blue
param crt_shader Disabled
param game_info_1 Year
param game_info_2 Manufacturer
param layout_rotation None
param menu_art_type Icon
param menu_video Disabled
param scanline_strength Weakest
param shadow_strength Medium
param show_wheel Enabled
My icons are in .ico format. Which file formats are supported?
edit: There is an error about a missing "panels" index. I don't think that it is connected to the icons problem, but here it is nonetheless:
AN ERROR HAS OCCURED [the index 'panels' does not exist]
CALLSTACK
*FUNCTION [constructor()] line [74]
*FUNCTION [main()] line [92]
LOCALS
[layout_settings] TABLE
[this] INSTANCE
[test_resolution] INSTANCE
[layout] INSTANCE
[vargv] ARRAY
[this] TABLE
Script Error in /home/user/.attract/layouts/flat_blue.zip (flat_blue/layout.nut) - the index 'panels' does not exist
- Loaded layout: /home/user/.attract/layouts/flat_blue.zip (flat_blue/layout.nut)
-
My icons are in .ico format. Which file formats are supported?
JPG or PNG
---
I have no clue about the errors - but I can see that you are using zip theme. If it's on RPi I would wait for RPi optimized version. If not please use the theme unzipped - it's much faster this way.
-
I found the error: The artwork path has to be named "icon", not "icons".
I converted my icons from ico to png and it works now. Thanks!
edit: I mistook your "---" for a signature divider and thus overlooked your second reply. :)
I would use the unzipped version – if it worked on my system (Kubuntu Linux 14.04). See my reply above (http://forum.attractmode.org/index.php?topic=277.msg12160#msg12160).
-
1.
create 2 separate displays using FLAT BLUE as layout
A - with game filter showing only horizontal games
B - with game filter showing only vertical games
2.
for B choose LAYOUT OPTIONS -> LAYOUT ROTATION -> (RIGHT) or (LEFT) depending on how you turn your display
Hi there,
I tried following the steps above to have both a horizontal and a vertical display, but I can't get it to work. I have two rom lists, one with horizontal, the other one with vertical games. But when I go into LAYOUT OPTIONS and change the LAYOUT ROTATION, the layout is rotated for all displays, not just one. There just seems to be a global setting, not a rotation setting on a per display basis. I don't know maybe I am missing something? Any help would be greatly appreciated. Thanks!
-
There just seems to be a global setting, not a rotation setting on a per display basis. I don't know maybe I am missing something? Any help would be greatly appreciated. Thanks!
Yes, Attract Mode stores the layout settings based on the layouts in the "layouts" folder, not for the displays that use them. You can see that in the attact.cfg.
- Make a copy of your flat_blue layout, e.g. to "flat_blue_vertical".
- In the Layout Options of your vertical display, set the "Layout" field to the copy.
- Now you can choose different settings for both.
-
Works perfectly. Many many thanks!
-
My pleasure. :)
-
Just curious if there has been any updates on the Pi version?
-
curious about pi version as well, hard to find things that look great on 240p CRT in attract mode, been going back and forth between TFT for emulationstation or cool for attract, i was able to get the flat_blue kinda working on pi but certain things were still off font sizes were def too hard to read on game names, and i had to run the theme zipped when i extract it it just shows me a game list full screen with a video background.
-
First thing that makes it not work on the Pi is the scripts/*.nut filenames are mixed case, but the include in the main .nut is using lowercase. Since the Pi uses a case sensitive filesystem it doesn't find the files. I tried renaming the files to all lower case and it kinda works, but is very laggy on a Pi 3.
-
A version compatible with Raspberry Pi is a good ideia ;)
-
I see nothing going on in this layout that would OBVIOUSLY make it lag on the Pi...
Maybe I'll poke around and see if I can get it to work.
EDIT: Holy crap... that's some amount of code there... I'm guessing due to the scaling it's capable of, etc... but looking at the video, it seems it could be done much more easily... but at the cost of flexibility. To create such a theme for fixed resolution SHOULDN'T be that tough... but then again, I'm barely a hack... so there's always that.
;)
-
OK... I am confused by the issues people are having with this theme. All I did to get this theme working was:
(1) Change all upper/lower filenames to all lower. Be careful as some use TWO uppercase letters in the file name. All lower... all files (nut names, font names, etc.)... all folders.
(2) In the layout.nut file, there is a line that reads:
local test_resolution = scalar2();
After that line there are a bunch of commented out examples. I am GUESSING this theme is supposed to automatically adjust the screen size and those settings are just for testing purposes ... but since I am using an ARpiCADE it doesn't matter what setting I set it for as all the video is being scaled to fit my arcade monitor... I figured I'd give 640,480 a try... so I changed the line to:
local test_resolution = scalar2(640,480);
...and it works great! I'll try 320,240 next (being that's the resolution I'm actually seeing). Maybe the issue is leaving that setting out and the Pi not being able to determine the resolution? Maybe the Pi automatically kicks in a super high resolution? Maybe the tester above who got very slow speeds ran it at a super high resolution? Not sure... but at 640x480 it looks fine.
THAT SAID... this isn't a great theme for an arcade monitor. The text is too small to be decently legible. I "might" tweak a few settings, but while I can see this theme working for a PC monitor... I'll probably not use it for the cab.
-
I'll be releasing v 2.0 optimised for PI
It will fix 2 main problems:
- UPPER/lower case problems, a bug that went under the radar because windows is not case sensitive (and RPi and linux in general is)
- RPi performance issues, mainly because of the too low data throughput (from SD or even from USB attached SSD) to quickly play videos when fast scrolling thought the game list
Right now UPPER/lower case bug is forcing people to run the theme from ZIP, that downgrades the perofrmace even more.
------
@FrizzleFried
The theme should auto-adjust to screen resolution and when it detects low resolution - special low-res mode kicks in, increasing the font size.
It looks perfectly good on arcade CRT - see here in BLAST CITY arcade cab here:
https://www.youtube.com/watch?v=xUlcKS1wsmY
But it's on windows (and works on OSX too) - maybe that low-res mode doesn't work on RPi/linux for some reason?
-
@FrizzleFried
The theme should auto-adjust to screen resolution and when it detects low resolution - special low-res mode kicks in, increasing the font size.
It looks perfectly good on arcade CRT - see here in BLAST CITY arcade cab here:
https://www.youtube.com/watch?v=xUlcKS1wsmY
But it's on windows (and works on OSX too) - maybe that low-res mode doesn't work on RPi/linux for some reason?
Honestly, I didn't even try. I just put in 640x480 and went from there. I'll do a little testing and let you know however. I figure I'll try 320x240 and then try removing the setting to see if it auto-chooses correctly.
-
IMHO it's not worth it - just wait for 2.0 - as there are deep changes in the code.
-
If you're open to suggestions... from an arcade monitor users perspective... the fonts are too small. The only way I could see increasing their size however would be to increase the size of the "buttons" to the left.... not sure if "arcade guys" are your target audience however.
-
yeah, I'm guilty of not playing on arcade monitor for 20+ years :D
But Chris (the dev behind all the coding) is actually using it with his own Blast City cab. So it "should" look legible in that "low-res" mode - at least I'm sure it looks good for him.
Anyway, version 2.0 is in "feature freeze" mode - so no changes before release.
-
yeah, I'm guilty of not playing on arcade monitor for 20+ years :D
But Chris (the dev behind all the coding) is actually using it with his own Blast City cab. So it "should" look legible in that "low-res" mode - at least I'm sure it looks good for him.
Anyway, version 2.0 is in "feature freeze" mode - so no changes before release.
Maybe your running 480i with crtemudriver and Frizzle is running 240p rpi? I found that text in lakka’s xmb interface was ok at 480i but very blurry and almost unreadable at 240p. I switched to rgui which was designed for such a low res and its just huge text. It works well, looks not very artistic, but necessary at that res. The difference between the two resolutions is huge at that point.
-
It's great news 2.0 is in development with Pi3 compatibility!
-
Edit.. i was able to solve these.. TY!
Two quick questions.. I love the theme BTW and it looks great running Vertically in GroovyArcade 2017 on my Cocktail Cab on the 19" Electrohome G07
1: How can I get my Wheel art to show up bigger? It's scaled really small... (Can text be scaled? Can the text for Game Names on the left be scaled?)
2: I see the special set of game icons mentioned but where can I download them and on a linux install of attract mode where do they go?
Thank you.. I guess that was 3 questions.. LOL
I'll upload pics tonight if that helps..
-
Hey guys, so I know I am bumping up an old topic, but I wondering how I can get info in the bottom right corner on this theme. Instead of games, I am using this for Consoles, and then going into the Nevato theme for games. I do however like the idea of having info like console year, etc.... in the box. How can I go about this?
Thanks in advance people :D
-
You mean like - replacing the info on the bottom-right corner (like year or # of times played) for something else?
---
Or the problem is elsewhere - and you want to search the forum on how to PROVIDE that info (in AM) for consoles so the theme can display it.
-
yeah if possible? but also keep the year. It's just blank currently. I am guessing there is a config file somewhere or a notepad file I need to fill some info in or something like that?
-
yeah if possible? but also keep the year. It's just blank currently. I am guessing there is a config file somewhere or a notepad file I need to fill some info in or something like that?
I don't use this type of setup but I think this info is held in the /attract/romlists/consoles.txt file. Update the correct fields there.
-
yeah if possible? but also keep the year. It's just blank currently. I am guessing there is a config file somewhere or a notepad file I need to fill some info in or something like that?
I don't use this type of setup but I think this info is held in the /attract/romlists/consoles.txt file. Update the correct fields there.
Maybe, but im not sure if it is tbh?
@verion any ideas man? i believe you where the one who made it if im not mistaken?
-
Can't help with the console games - because I have only mame emu. And with mame that info is scrapped automatically.
But it looks like it's not a problem with my theme (or any other) - but simply there is no info gathered/scrapped/provided that AM can display.
My advise - a separate post "how to scrape/provide game info for console ______" is a good idea. Or better yet - try to find if it's not answered somewhere.
-
Years later... I'm super pleased to see this has been completed!
-
Hi. this theme is awesome.
A question.
if it were possible, how can I change the color of the sidebar? I modified the jpg files but the background is always blue. Thanks
-
Attached an image of the theme running on one of my older machines. Looks good!
-
OMG! Luke! Where have you been :D
The cab is looking good tho.
-
OMG! Luke! Where have you been :D
The cab is looking good tho.
I finished study (Software Engineering), got a job, and just had a child. Ladies and gentlemen, I'm 35 this year, it's never too late to study or have children.
I also built some extra cabs over the years. Maybe I should make a thread on them.
-
it's never too late to study or have children.
true!
I also built some extra cabs over the years. Maybe I should make a thread on them.
Even better - put a link to your website in your sig.
-
it's never too late to study or have children.
true!
Well, the latter does have its limits in biology and responsibility. But up to the early forties, I agree wholeheartedly.
-
thanks i like, good works.
-
Was Version 2 of this layout ever released?
-
Did anybody ever have an issue with Flat_Blue displaying different filters incorrectly? I have around ten different genre filters for MAME, and when I switch from one Flat_Blue filter to another (Fighting Game filter to Shooter filter for example), Flat_Blue duplicates the display name (it displays Fighting Game, followed by Fighting Game). The actual game list displayed is correct, but the display name isn't, meaning you can't tell which filter you're viewing. I've double checked all the names in the theme settings and they are correct.
I've noticed that this behavior only occurs when switching between filters running the Flat_Blue theme. If for example I go from Fighting Game (Flat_Blue theme) to Platformer (Basic Theme) to Shooter (Flat_Blue theme), the correct names will be displayed. I contacted the author but as they never got around to the 2.0 update nothing ever came of it. Did anybody else have this issue and find a solution? Flat_Blue is by far the cleanest theme on AM when it comes to auto-detecting between vert and hori in a cab, and it would be great to be able to use it.
-
I contacted the author but as they never got around to the 2.0 update nothing ever came of it.
Well... I'm just sitting on it trying to find some time to test it before release. But maybe I simply release it as is for other to test it - and maybe even fix it.
Maybe I should put it on GitHub? Is this a good idea?
-
I have no expertise in fixing it, but I guess it couldn’t harm to have it out there so that those who had the ability could fix it.
Once again, a huge thanks for your work. It’s an excellent theme.
-
FLAT BLUE theme v 1.0 released
Finally it is ready to download.
Get it here:
www.ONYXarcade.com/flat_blue
Verion, really like this theme and have used it for a while. But I was wondering, is there any way possible to replace the wheel art (on the top right of the screen) with flyer/boxart? I've messed around with the code (.nut) but couldn't find a way, at least not yet. Any help would be appreciated ;D
-
Can't help you with the code, it's my design but the theme is coded by Chris Van Graas (chrisvg).
If I were you, I'd simply search the code for the word "wheel" and start to tinker there.
Or just put your flyer/boxart into your wheel folder (or change the path for wheel graphics to the flyer or artwork folder). You may want to tinker with the size probably.
-
Great looking theme, hoping to run this on rpi3+. Any news on 2.0?
Also, the download link is broken at the moment.
-
Hello, thanks for this - look awesome. The link is broken, where can I get it? Thanks!
-
Sorry guys - link is working again.
-
Hi guys ! I have a problem with AM on win 10 old laptop , AM version 261 , i use the theme, flatblue, it’s very cool but i’v this missing pic on a background , i’v already downloaded all picure .....
-
do you see the images with any other theme?
If not - there is something wrong in your config
-
I kept the theme zipped, it would not run otherwise
I've heard that before - maybe it has something with the file structure (having subfolders)
Same here. Unzipped it doesn't work with either AM 2.2.0-3 or 2.2.1-50. Output from the latter:
*** Initializing display: 'Flat Blue'
- Loaded master romlist 'mame' in 273 ms (33336 entries kept, 0 discarded)
- Constructed 2 filters in 6 ms (66672 comparisons)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/helperfunctions.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/vectors.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/layoutsettings.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/sidebar.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/mamedats.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/mainmenu.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/background.nut)
Error, file not found: /home/user/.attract/layouts/flat_blue/ (scripts/infopanel.nut)
AN ERROR HAS OCCURED [the index 'LayoutSettings' does not exist]
CALLSTACK
*FUNCTION [main()] /home/user/.attract/layouts/flat_blue/layout.nut line [63]
LOCALS
[vargv] ARRAY
[this] TABLE
Script Error in /home/user/.attract/layouts/flat_blue/layout.nut - the index 'LayoutSettings' does not exist
- Loaded layout: /home/user/.attract/layouts/flat_blue/ (layout.nut)
- Layout is empty, initializing with the default layout settings
In zipped form it works fine.
Another matter:
How do I point the theme to my icons folder for icons instead of snaps in the sidebar? I tried to set an artwork folder names "icons" to the icons folder, but it didn't work.
The problem are the case sensitive linux path in file layout.nut.
The correct values is:
fe.do_nut("scripts/HelperFunctions.nut");
fe.do_nut("scripts/Vectors.nut");
fe.do_nut("scripts/LayoutSettings.nut");
fe.do_nut("scripts/SideBar.nut");
fe.do_nut("scripts/MAMEDats.nut");
fe.do_nut("scripts/MainMenu.nut");
fe.do_nut("scripts/Background.nut");
fe.do_nut("scripts/InfoPanel.nut");
// fe.do_nut("scripts/OverlayMenu.nut");
-
thank you so much for this wonderful job, i am using this theme for my vertical, but i wish i could center the snap video so it doesn't get cut (photo), usually i can adjust these videos in .nut files but now they are not successful in any way, could you tell me the string to do it?
https://ibb.co/KDHYrLz
-
this is a great job thanks,
I ve got a dual core I'm just wondering if any knows how i could change resolution manually to low res in the .nut file.
Thanks.
-
I give in and I need help. :'(
I'm trying to get a vertical theme working for a cocktail build, literally ANY vertical theme, but nothing is working for me. For example, here is Flat Blue.
(https://i.imgur.com/7FNWw3H.png)
The display is set to rotate left, but it looks like this regardless of the rotation setting. Am I missing a dependency?
* Ubuntu 20.04.10
* MAME 0.220
* Attract-Mode 2.6.2
AM was compiled from code in $HOME/.attract. MAME is the only emulator installed. All paths are set correctly and most horizontal themes look wonderful.
Immediate thought is config. But what other config is there? I've run out of configs to config.
I'm hoping someone has seen this specific symptom and can point me in a direction. If needed I can post a trimmed down version of my entire attract folder (minus ROMs of course). It's got to be something simple.
-
I have not used this theme, especially not in vertical mode.
However looking at your pictures you have some really weird file names going on there.
The chances are your XML file is not the same as your file names
Terra Force (US) will be correct in the XML as an example *** Actually it will be wrong as it should be (USA)
Terra Force (USA) (Set 1) (Rev B) (12/9/83) would not be
Firstly you need to have everything matched up, your file names for the roms, must match your logos, must match your videos etc.
If they are different, then it is going to screw up. Sadly a lot of people just compile a lot of roms and don't worry about file structure or anything else.
AM is XML dependant but something like coinops is whack any old rubbish into a folder and it works.
Regards
Mark
-
Thanks for the reply. Unfortunately even paring down the ROM list and making sure all names match did not resolve the problem with the display. However, in playing around with the machine today I did notice that the 'Basic' layout, which comes with AM, actually looks quite acceptable in portrait mode. There is some stretching and it's not as flashy or refined as dedicated vertical themes, but I'll take it for now.
-
I see you are using ubuntu or what ever it is called. I would not be able to help with that anyway, as I am windows all the way.
I will give the skin a try and see if it works my end as I am just waiting for things to unzip, it should at least go vertical if I change the settings.
Sadly some of these skins, you have to do X Y and Z to get them working, rather than just being able to plug and play.
I will give it a go now as just waking up and the coffee is still going down my throat.
I have tried it, and it works for myself, I went left and straight away it broke my neck having to turn it so much to look at it.
Just make sure you have the following folder structure
Layouts > flat_blue (as it is in when you unpack)
Make sure you do not have Layouts > Unpack Directory > Flat Blue > files
It has to be Layouts > One Directory Only > Files
As I have more time
AM > Layouts > Flat_Blue
images (Directory)
scripts (Directory)
shaders (Directory)
Lato-Black (File)
Lato-Heavy (File)
Lato-Medium (File)
Lato-Regular (File)
layout (File)
Regards
Mark