Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
General / 3 Unresolved Windows Issues
« Last post by feltz916 on June 22, 2017, 11:30:29 PM »
1) Attact Mode loses focus on return from Mame.
I have spent countless hours troubleshooting this problem, and have been unsuccessful. This is a deal breaker for me and if I can't resolve it I will have to go back to Hyperspin :(
I've tried everything from fullscreen, fill screen, window mode, matching exit key in EMU with AM, nothing works.

2) DOS window cannot be suppressed when Attract Mode is used as a windows shell replacement.
I've tried setting up a batch file shortcut, having my windows shell call it, and setting the shortcut to start minimized. I have hide_console set to yes. Nothing works.

3) Working Directory is not being adhered to when launching MAME. If I manually launch MAME, I can save controller configuration and game settings. If I launch via Attract Mode, nothing is saved.


Does anyone have a shell replaced Windows machine working with any of these issues not present?
22
General / Re: A problem with "Hide_Console"
« Last post by feltz916 on June 22, 2017, 11:22:10 PM »
same problem occurs if you setup AM to launch via windows shell replacement.
wish there was a solution, but it seems the windows support is pretty lacking.
23
Themes / Re: [download v1.0] FLAT BLUE theme released
« Last post by Favdeacon on June 22, 2017, 10:41:59 PM »
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* :)
24
General / Re: Accidentally deleted FBA from my emulators list
« Last post by progets on June 22, 2017, 09:21:57 PM »
Quote from: akafox
I answered that here: http://forum.attractmode.org/index.php?topic=1764.0

I tried that, and it didn't get me the game names... perhaps I did it wrong?

Regardless, they're redundant as the game logos come up already - I just need to find the Layout.nut that cools is using and try to delete that part I guess.

Do you have advmame installed? It's not part of the default RetroPie install, it needs to be installed separately.
25
General / Re: How to generate a long name list for mame (arcade) on retropie
« Last post by progets on June 22, 2017, 09:19:26 PM »
This is a common question for sure. It's great that you wrote this up!

I would like to make a few points about this:
1. Advmame isn't installed by default in RetroPie and needs to be installed separately.
2. This will work for most mame/arcade/fba roms but not all of them since mame2010 and fba use newer rom sets.
3. Your "import_extras" entry only references a directory and not specific files. In my experience the files must be specified for it to work.
26
General / Re: Installing FFMPEG - Issues
« Last post by progets on June 22, 2017, 09:04:29 PM »
What codec are your video files using? My guess is that they aren't h264.

The Attract-Mode video decoding option is only for the videos and not for the playing of games.
27
Scripting / Re: Adding artwork: Forcing it to fade in? Or out?
« Last post by Asterra on June 22, 2017, 07:21:13 PM »
Last problem I have here is that this process of having the screenshot fade out doesn't seem to be able to work 100% of the time, because ToNewSelection only covers every game that displays after the first one, and StartLayout only covers the first game that displays.  Since the script in a layout only executes once, there is no way to tell AttractMode to use StartLayout the first time and ToNewSelection every time thereafter.  (Or, perhaps more to the point, there is no "when" option that covers both cases.)
28
Scripting / Re: Adding artwork: Forcing it to fade in? Or out?
« Last post by Asterra on June 22, 2017, 06:31:34 PM »
Okay, I worked out a solution.  What I've done is set it up so the video is loaded first, and it does not animate; it simply plays in the background.  Since the video gets played immediately regardless, it really doesn't matter.  The screenshot loads after it, and its alpha animates from 0 to 255 over 1 second, after a 1 second delay.

Now, this works the first time I select a new game.  There after, however, what happens is the screenshot does not appear until its alpha value is being animated, after 1 second.  The conclusion here is that 1) yes, the animation module overrides the defined, non-animated alpha value, and 2) the animation module currently remembers its last setting, at least for a given artwork, so for example if you had something fade to alpha 0, and start a new animation on the same artwork, any delay you put in will still be at alpha 0 for that duration.

My clunky solution, which works, is to do two animations in a row on the screenshot.  The first one is an alpha "transition" from 255 to 255 over a time of 1 ms (0 ms does not work).  The second is the intended fade.

So really the only thing missing here is a way to legitimately delay the appearance of a given artwork, so that videos won't be loaded or played until the delay is truly expired.

Edit: Actually, the ability to delay the loading of elements in general would be very welcome.  I use the Nevato theme (modded) for Mame, with the background set to display the flyer.  Over USB 2.0, those flyers take long enough to load that it has an impact on how fast I can navigate the menu.  It would be great if I could tell AttractMode to wait a moment before loading the background, so the load time doesn't clog everything.  As far as I know, however, all you can do currently is what is provided by the animation module, and things still get loaded in immediately even if it is used.
29
Scripting / Re: Adding artwork: Forcing it to fade in? Or out?
« Last post by Asterra on June 22, 2017, 05:45:10 PM »
it's best to wait for liquid8 when he revises the animation mod. should be good.
Something to look forward to.  But in the meantime, I am confident that my current predicament can be solved if I can figure out how to use the alpha property, as mentioned here:

http://attractmode.org/docs/Layouts.html#Image

I have seen skew_x, skew_y, pinch, rotation etc. used in themes successfully.  I imagine alpha works as intended also, but I simply do not have a handle on what input I am expected to plug in.  The guide in the above link only mentions value, but AttractMode chokes on that, so it seems to want something more.

Edit: Actually I suppose the efficacy of this solution would depend on whether or not the animation module's alpha settings override the initial alpha value...
Edit2: It seems that simply vid.alpha = 0 will pass muster, although it currently does not seem to have any effect whatsoever.  More testing ensues.
30
Scripting / Re: Adding artwork: Forcing it to fade in? Or out?
« Last post by jedione on June 22, 2017, 05:33:01 PM »
it's best to wait for liquid8 when he revises the animation mod. should be good.

not shure when it will be...anyway

as of right now it is limited, has delay conflicts, and the wait = true, don't work either ...

Pages: 1 2 [3] 4 5 ... 10