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Messages - bjose2345

Pages: [1] 2 3 ... 6
1
Scripting / Re: Can you use [Overview] info in displays menu?
« on: June 21, 2017, 11:24:50 PM »
The only way looks like you need to create an image, is the only way I found (by the moment, without look inside the source code) you create a image with your description a put it in the menu-art folder (menu-art/fanart for example and call this route to reference your images)

2
Scripting / Re: ScrollingText module
« on: June 21, 2017, 11:22:36 PM »
I made a this , I know is´nt the right way , but works quite good.

https://www.youtube.com/watch?v=rzErov3MQDE

http://forum.attractmode.org/index.php?topic=1558.0

this is a great idea Thanks qqplayer, you are a lifesaver  :)

3
Scripting / Re: ScrollingText module
« on: June 18, 2017, 09:58:44 PM »
First i want to give you the thanks, for all your awesome work liquid8d, you are an amazing person. Second i made some progress with the multiline part,  have 2 options:

1.Set the word_wrap from obj._text = true; but with some strange behaviour (like no real scroll, only by default scroll to horizontal and to the left but the multiline its shows)

2.I add the next piece of code in your scrollingtext.nut (and actually works, but like  you said there is no way to adjust the length, You need to put a random number that will make it look good, but with some strange behaviours too, sometimes  )

//obj._text = ScrollingText.actual_text(obj, var); //instead of call this part
obj._text = ScrollingText.chunk(obj, 5,  var); // i call this

chunk = function (str, n, var)
   {
      local ret = [];
      local i = 0;
      local e = 0;
      local len;
      local actual = ScrollingText.actual_text(str, var);   /* inside actual_text you need to add a reference for the [overview] magic token*/
      len = actual.len()      
      for(i; i < len; i += n) {
         e += n;
         if (e >= len)    e = len;         
         ret.push(actual.slice(i, e)+"\n"); /* i transform the string by adding a break line every n characters */
         
         
      }      
      return ret;
      
   }

well and one last thing, dunno if is because Im using the conveyor.nut in my theme, but when the Transition.FromOldSelection is call from the transition_callback function (when you hit some of the borders of the carousel and need to draw a new image, the [overview] text just Disappears, Nothing is displayed, only the first letter  :o )

4
Scripting / Re: ScrollingText module
« on: June 18, 2017, 09:34:31 AM »
Sorry for resurect this very old thread, but there is a way to do what jedione is asking, multiline "VerticalUP"? There is a way to emulate the same behaviour like in emulastation, where if the text is longest that a certain amount of characters, space, etc, Automatically after a while start to scroll up.

I know maybe we can do this with an animation (a delay to start and some extra var to check the length of the text to call it), but well still I have the problem with a multilne text from a [overview] call.

Thanks.

5
You want something like this ¿?

local image = fe.add_image("[!plnum]", 50, 50, 100, 100)
function plnum( index_offset ) {
   local ex = regexp(@"(\d+)P(?: (alt|sim))?");
   local plinfo= fe.game_info( Info.Players, index_offset ).tolower()
   if ( plinfo.len() >= 1 ) {
      local plex = ex.capture(plinfo);
      local plnum = plinfo.slice(plex[1].begin,plex[1].end);
      return plnum  + ".png"
   } else {
      return "players-unknown.png"
   }
}

6
Scripting / Re: Can you use [Overview] info in displays menu?
« on: June 18, 2017, 05:16:38 AM »
Im trying to do the same, if I find a solution i will write it back here

7
Themes / Re: [WIP] NES mini theme
« on: June 14, 2017, 02:39:58 PM »
To set up the control, you only need to hit the TAB button, got to controls and set/configure the next buttons

Back, Select and Custom1 (you could use 1 to 6, but only one is used)

after that go to Display, select any system that use this theme, and from there to layout option, just right there you can configure what custom button you want to use (from the previous step) to call the theme's menu (upper icons).

about the rest, well let see.

1. would there be a way to show the controls for the game...kind of like CP wizard?  <- really dunno maybe it does but need time to search about it.

2. Any way to add the manual like on the nes mini? <- you can point me to an example here so i can check it out
3. How about changing the theme music/sounds for the different systems? <- Yes i can do that, the only problem is the size with all the images, systems and now a unique music for each system it could be a problem (a very simple example, 42 systems each one with a diff music of 1mb , well 42mb only in music  :P)

8
Themes / Re: coming soon, nes-mini diffrent-take
« on: June 12, 2017, 03:37:19 AM »
imitation is the sincerest form of flattery.....

whom ever makes anything..for AM  that is reused,,  over and over thanks.

Please dont get me wrong, i dont have any problem if someone use my ideas on their own themes (public or personal), but well i dont think that ruckage sees it in that way, i mean, he write some kind of copyright, that his theme is under development and you can use his images only for personal work and not to be used in public, maybe im very wrong and he just dont care because we use another frontend (AM), so dont copy me in that.

and yes, the idea to use some snapshot/videos (maybe in the lower carousel instead of the boxart) sound great.

9
Themes / Re: coming soon, nes-mini diffrent-take
« on: June 11, 2017, 01:21:40 PM »
This looks great, but hope that ruckage dont get piss off, better try to use another logos and not the ones made by him.

Please keep the good work  ;)

10
Themes / Re: [WIP] NES mini theme
« on: June 10, 2017, 04:06:22 PM »
is there a proper way to set up the controls.. instead of guessing the way to set up. unless im missing something

Well im trying to use only 3 buttons and those are:
Select = select, launch game, add/remove games, any action in general
Back = back to the last screen (in most case back to the main display screen)
Custom (any from 1 to 6) = with this you change to the mode menu, disable the main carousel and you can only move in the menu part, if you wanna leave and get back to the main carousel, press it again.

I still developing this theme (most for fun and keep practicing with squirrel and AM) but the davbrac one is more complete than this ( and it looks better too ::) )

11
Scripting / Re: [Players] to image?
« on: June 10, 2017, 04:02:12 PM »
Wow, this help me a lot, I Had a similar problem but didn't remember there was the magic token [Players], anyway thanks guys

12
Scripting / Re: Configure AM using script instead of Tab key
« on: May 31, 2017, 08:00:39 AM »
fe.signal("configure") ¿maybe this?

13
General / Re: ScummVM in Attract Mode doesn´t work
« on: May 30, 2017, 02:01:38 PM »
First welcome aboard mate :P

second, you can alway use the search functionality for any question, in case there is no answer, no despair, ask around

third, try to check this threads for more info about scummvm and RPI

http://forum.attractmode.org/index.php?topic=369
http://forum.attractmode.org/index.php?topic=816

PD. ninja by akafox  :o

14
General / Re: Attract Mode "Jukebox"
« on: May 19, 2017, 02:12:01 PM »
stop spamming AM with spanish and portuguese junk ^-^

Please dont be ignorant, They are speaking only in Portuguese not Spanish and dont call other languages junk is offensive >:(

15
General / Re: Retropie erasing data! Hyperpie(MLP image)
« on: May 15, 2017, 02:20:05 PM »
I think you need to expand your file system from the beginning, please check this post maybe you can find a better answer

http://forum.attractmode.org/index.php?topic=1249.msg9046#msg9046

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