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Messages - cosmo

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1
Announcements / Re: Version 2.3 Released
« on: December 23, 2017, 03:54:28 AM »
Works perfectly! Thank you very much!

2
This is great. thanks!!!

3
Announcements / Re: Version 2.3 Released
« on: December 10, 2017, 02:37:38 AM »
i'm having a segmentation fault trying to compile AM on the Raspberry Pi. Am i doing something wrong?
Code: [Select]
cd ~
mkdir develop

sudo apt-get install cmake libflac-dev libogg-dev libvorbis-dev libopenal-dev libjpeg62-turbo-dev libfreetype6-dev  libudev-dev libfontconfig1-dev

cd ~/develop
git clone --depth 1 https://github.com/mickelson/sfml-pi sfml-pi
mkdir sfml-pi/build;cd sfml-pi/build
cmake .. -DSFML_RPI=1 -DEGL_INCLUDE_DIR=/opt/vc/include -DEGL_LIBRARY=/opt/vc/lib/libEGL.so -DGLES_INCLUDE_DIR=/opt/vc/include -DGLES_LIBRARY=/opt/vc/lib/libGLESv1_CM.so
sudo make install
sudo ldconfig

cd ~/develop
git clone --depth 1 git://source.ffmpeg.org/ffmpeg.git
cd ffmpeg
./configure --enable-mmal --disable-debug --enable-shared
make
sudo make install
sudo ldconfig

cd ~/develop
git clone --depth 1 https://github.com/mickelson/attract attract
cd attract
make USE_GLES=1
sudo make install

Everything compiles fine, but AM gives a segmentation fault and dont work.  :-\

If i install it from the experimental packages on retropie, it works, but it doesn't have mmal hardware acceleration. Any help?  :P

4
General / Re: Attract mode compile on Pi3 failed
« on: December 09, 2017, 12:54:17 PM »
I¡m having the same segmentation fault issue compiling AM. Installing from experimental packages works, but there's no mmal hardware acceleration.  :-\

5
Themes / Re: SNES Classic Theme
« on: November 12, 2017, 10:17:11 AM »
Looks great... keep up the good work!

6
Themes / Re: Cosmo's Theme (v.1.1 uploaded!)
« on: October 13, 2017, 01:07:34 PM »
The main menu eats video ram like crazy. To improve perfomance it's advised to disable animations or artwork. A bit of overclock can help.
System menu should work better as it doesn't have to change the 720p background with each selection, but you can disable animations and use  .jpg artworks instead of heavier .png

7
Scripting / ScrollingText module doesn't work?
« on: July 21, 2017, 03:59:23 AM »
Hi, i'm trying to include a scrolling text in my layout, and not sure why but it's giving me an error on the scrollingtext.nut file

this is what i'm trying to include.

Code: [Select]
fe.load_module("objects/scrollingtext");
local scroller = ScrollingText.add("[Overview]",flx*0.355, fly*0.9, flw*0.3, flh*0.9);

and it's returning this on the debug screen

Code: [Select]
AN ERROR HAS OCCURED [cannot convert the string]

CALLSTACK
*FUNCTION [unknown()] E:\Attract\modules\objects\scrollingtext.nut line [255]
*FUNCTION [unknown()] E:\Attract\modules\objects\scrollingtext.nut line [97]

LOCALS
[playTime] ""
[actual] "[Overview]"
[var] 1
[obj] TABLE
[this] TABLE
[obj] TABLE
[i] 0
[ttime] 0
[var] 1
[ttype] 2
[this] TABLE
Script Error in transition function: transition_callback - cannot convert the string

any ideas?  :-\

8
Themes / Re: coming soon, nes-mini diffrent-take
« on: July 07, 2017, 12:40:34 PM »
Have you made some progress on this? i would be interested on the code,

9
Themes / Re: Cosmo's Main Menu - An unified theme (upgraded to v.1.0)
« on: April 15, 2017, 04:17:06 AM »
Ok... New and final update in a loooong time. I will probably include a few systems supported by retropie but nothing more.

New Layouts:
cosmo-arcade: Layout for arcade systems. Includes support for flyers and marquees.
cosmo-snes-n64: Same as cosmo-systems but better support for bigger boxarts
cosmo-favorites: Support for compilation displays. Info about emulator in the text box and it can show console art based on it.
cosmo-nds: Support for Nintendo DS dual screen.


Systems included:

-Atari Classics
-Capcom Classics
-Capcom Play System
-Capcom Play System II
-Capcom Play System III
-Cave
-Data East Classics
-Irem Classics
-Konami Classics
-Midway Classics
-Namco Classics
-Nintendo Classics
-Sega Classics
-Taito Classics
-Williams Classics

-Acorn BBC Micro
-Amstrad GX4000
-Apple Macintosh
-Bally Astrocade
-Commodore VIC-20
-Commodore CDTV (thanks to BadFurDay)
-Emerson Arcadia 2001
-Fairchild Channel F
-Fujitsu FMTowns
-Microsoft Xbox
-NEC PC-FX
-Nintendo WiiU
-RCA Studio II
-Sharp X68000
-Sony PlayStation 3
-Console Classics

Preview:

Main Menu Layout:


Systems Layout:


Snes-N64 theme:


Arcade Layout:


Nintendo DS Layout:


Download:
https://mega.nz/#!c95zSDiC!LsXoPnMCwA9XMMO5jJ2aj7R1nFfnNuZQRXR0bRHXxuk

10
Themes / Re: Cosmo's Main Menu - An unified theme (upgraded to v.1.0)
« on: April 14, 2017, 10:58:32 AM »
Yep...

Box art in 'boxart' folder
Cartridges in 'cartart'
flyers in 'flyer' (not supported atm)
marquees in 'marquee' (not supported atm)
videos in 'snap'
wheels in 'wheel'


11
Themes / Re: Cosmo's Main Menu - An unified theme (upgraded to v.1.0)
« on: April 10, 2017, 02:47:10 AM »
Thanks! It looks great!

12
Themes / Re: Cosmo's Main Menu - An unified theme (upgraded to v.1.0)
« on: April 09, 2017, 04:09:35 AM »
Thank you very much cosmo. I have finished my arcade machine this week and your main menu layout is awsome. I prefer the more customised layouts you posted on this topic http://forum.attractmode.org/index.php?topic=1300.0 but this is fine too.

It's possible change the speed animation from console and fant art that appears from de sides?

Thanks

Sure. Open the layout.nut with an editor (like notepad++) and search this on the 'cartart' section

Code: [Select]
if ( my_config["enable_ganimate"] == "Yes" )
{
local move_transition1 = {
when = Transition.ToNewSelection,
property = "x",
start = flx*-2,
end = flx*0.0,
time = 1500
}

animation.add( PropertyAnimation( cartart, move_transition1 ) );
}


the line 'time' controls how fast the animation will play. It's on miliseconds, so 1000 = 1 second, 2000 = 2 seconds... Do the same for fanart and background.

13
Themes / Re: Cosmo's Main Menu - An unified theme (upgraded to v.1.0)
« on: April 07, 2017, 12:44:43 PM »
There's a splash of white paint across the transparency for the video snap in your Odyssey 2 system image.   ;)

ouch, i thought it was fixed.  :P should be at the next update

14
Themes / Re: Cosmo's Main Menu - An unified theme (upgraded to v.1.0)
« on: April 07, 2017, 06:43:10 AM »
Ok, new version of the theme uploaded. No more systems included but nice additions as:
-Support for round and vertical wheels
-A new layout for systems displays... it supports boxes and cardtridges with animations and you can also change the cartart to show console artwork.
-Disabling/enabling animations (no need to change layout as before)
-Option to mute videos
-Some fixes to the code

Preview: https://www.youtube.com/watch?v=4MQhfdDMIss

download: https://mega.nz/#!054AGShA!yS2D_GIW-UJF5dwlkknlDjmWoVTvVNB_pZ6ZoDOWX3Y
If you have download the previous version, delete everything and download this.

15
Themes / Re: Cosmo's Main Menu - An unified theme
« on: April 06, 2017, 01:29:50 PM »
Thanks but lol, there are so many animations i don't understand half of what i've read

what part of this applies to the wheel?
Code: [Select]
// ANIMATION CURVES
local easeOut350=[0,0.088,0.361,0.836,1.533,2.474,3.686,5.2,7.052,9.287,11.958,15.13,18.885,23.323,28.572,34.789,42.173,50.946,61.319,73.339,86.601,100]
local easeOut500=[0,0.046,0.188,0.434,0.79,1.265,1.869,2.613,3.508,4.568,5.808,7.246,8.9,10.794,12.953,15.406,18.188,21.335,24.891,28.904,33.426,38.51,44.208,50.559,57.58,65.25,73.491,82.162,91.071,100]
//local easeIn350=[100,86.601,73.339,61.319,50.946,42.173,34.789,28.572,23.323,18.885,15.13,11.958,9.287,7.052,5.2,3.686,2.474,1.533,0.836,0.361,0.088,0]
local easeIn500=[100,91.071,82.162,73.491,65.25,57.58,50.559,44.208,38.51,33.426,28.904,24.891,21.335,18.188,15.406,12.953,10.794,8.9,7.246,5.808,4.568,3.508,2.613,1.869,1.265,0.79,0.434,0.188,0.046,0]


// VARIABLES

local locked = 0;
local hide_mask = 0;


local wheelOffStep = 21;
local wheelOff = 0;
local wheelOnStep = 0;
local wheelOn = 0;

l

// CALLBACK FUNCTIONS
fe.add_transition_callback( "update_lb" );
function update_lb( ttype, var, ttime )
{
switch ( ttype )
{
case Transition.StartLayout:
romname_delay = 0; romname_set = 0;
animTextPos = 21;
animFlyerPos = 21;
flyer_sweep = 0;
flyer_lock = 0;
animLogoPos = 21;
currentEmu = fe.list.name;
currentFilter = fe.list.filter_index;
flyer_art.alpha = 0; flyerDisplayed = 0;
break;

case Transition.ToNewSelection:
romname_delay = 0; romname_set = 0;
animTextPos = 21;
animFlyerPos = 21;
flyer_sweep = 0;
flyer_lock = 0;
animText = 1;
hide_timer_value = timer_backup;
wheelOff = 0; wheelOffStep = 21; hide_mask = 0; locked = 0;
flyer_art.alpha = 0; flyerDisplayed = 0;
break;

case Transition.ToNewList:
romname_delay = 0; romname_set = 0;
animTextPos = 21;
animFlyerPos = 21;
flyer_sweep = 0;
flyer_lock = 0;
animText = 1;
hide_timer_value = timer_backup;
wheelOff = 0; wheelOffStep = 21; hide_mask = 0; locked = 0;
flyer_art.alpha = 0; flyerDisplayed = 0;
break;

case Transition.ToGame:
gotogame = 1;
break;
}
}

fe.add_ticks_callback( "tick_fn" );
function tick_fn( ttime )
{
romname_delay++;
if ( romname_delay > 20 && romname_set == 0 ) // - arduino ARDUINO - Sends rom name info to am_arduino.sh
{
local romname = fe.game_info( Info.Name );
local system = fe.game_info( Info.Emulator );
local sys_rom = ( system + "+" + romname );
//fe.plugin_command_bg( "/home/odroid/.attract/emulators/RGB_leds/am_arduino.sh", romname );
fe.plugin_command_bg( "/home/odroid/.attract/emulators/scripts/tools/text_to_speech/am_tts_titles.sh", sys_rom );
romname_delay = 0; romname_set = 1;
}

if ( gotogame == 1 )
{
bgart.alpha = 0; bgart.y = 1080;
flyer_art.alpha = 0; flyer_art.y = 1080;
for(local a=-1;a<11;a+=1)
{
if ( a != 6 )
{
try { wheelObj[a].alpha = 0; } catch ( e ) { }
try { wheelObj[a].x = 2200; } catch ( e ) { }
}
else
{
wheelObj[a].alpha = 0;
wheelObj[a].x = 2200;
}
}
}

if ( fe.get_input_state( button_KEYBOARD_L ) || fe.get_input_state( button_XBOX360 ) ) // To display the wheel and the cabinet immediately
{
if ( flyer_art.alpha == 0 && flyer_lock == 0 && animFlyerPos == 21 && gotogame == 0 )
{
flyer_lock = 1; flyer_sweep = 1; flyer_art.alpha = 255; flyerDisplayed = 1;
hide_timer_value = 300; wheelOffStep = 21; hide_mask = 0; locked = 0; f1 = 1; wheelOff = 0;
for(local a=-1;a<11;a+=1)
{
if ( a != 6 )
{
try { wheelObj[a].alpha = 80; } catch ( e ) { }
}
else
{
wheelObj[a].alpha = 255;
}
}
}
if ( wheelOffStep == 21 && hide_mask > timer_backup || locked == 1 )
{
if ( hide_timer_value == timer_backup )
{
hide_timer_value = 300; wheelOff = 0; wheelOffStep = 21; hide_mask = 0; locked =0;
}
else
{
hide_timer_value = timer_backup; hide_mask = ( timer_backup + 1 ); wheelOff = 1; f1 = 3; locked =0;
}
flyer_art.alpha = 255; flyerDisplayed = 1;
for(local a=-1;a<11;a+=1)
{
if ( a != 6 )
{
try { wheelObj[a].alpha = 80; } catch ( e ) { }
}
else
{
wheelObj[a].alpha = 255;
}
}
}
}


if ( locked == 0 ) hide_mask++;
if ( hide_mask >= hide_timer_value ) wheelOff = 1; // Wheel and mask visibility duration
if ( wheelOff == 1 )
{
if ( f1 == 3 ) {
if ( flyerDisplayed == 1 ) flyer_art.alpha = 255-(-((easeOut350[wheelOffStep]-100)*2.55));
for(local a=-1;a<11;a+=1)
{
if ( a != 6 )
{
try { wheelObj[a].alpha = 80-(-((easeOut350[wheelOffStep]-100)*0.8)); } catch ( e ) { }
}
else
{
wheelObj[a].alpha = 255-(-((easeOut350[wheelOffStep]-100)*2.55));
}
}
wheelOffStep--; f1 = 1;
}
else f1++;
if ( wheelOffStep < 0 )
{
wheelOffStep = 21; hide_mask = 0; hide_timer_value = timer_backup; locked = 1; f1 = 1; wheelOff = 0; flyerDisplayed = 0; flyer_lock = 0;
}
}
}

i just want it to fade out after 10 seconds or so... nothing fancy.

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