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Scripting / Re: Let's say you want to be able to pick a random game with a hotkey...
« on: July 26, 2017, 08:33:18 AM »
This feature is already built in. Go to your controls menu and assign a button of your choice to it.
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You can store Params and variables in autohotkey. I've done it. I never thought about illegal characters. Is it possible you can escape them?
6 threads down: http://forum.attractmode.org/index.php?topic=1705.0You directed me to a thread I also started about command line parameters. I'm not asking how you send them in a .nut script or in squirrel itself. I'm wondering how you those variables and either output them to a script written in another language. Those variables, ie- fe_game_info(Info.Name) cannot be used as a variable in an external AHK script. For one, it contains illegal characters and, AHK doesn't recognize it as a variable anyway. What I want to know is if it is possible to take the variables that AM outputs, and say do a copy function, so that it can be transferred with the clipboard command of AHK for example. I don't even know if taking variables from a script in squirrel and exporting them to another application can be done.This may just be an impossibility in general, mixing apples and oranges. This also applies to Windows PC BTW.
i think it is not set up to use m-tokins
i notice if you use [DisplayName] it will only scroll the first letter
of the name.
i think the module needs to be updated, but liquid8 seems occupied
with his new online theme creator...
fe.load_module("objects/scrollingtext");
local scroller = ScrollingText.add("[Overview]",flx*0.355, fly*0.9, flw*0.3, flh*0.9);
scroller.settings.fixed_width= 9000;
You can set the length for whatever you like, it just has to be set for your longest text field, and you will have to experiment to find out what works for you. I have mine set very high since I use ExoDos infos that I converted to .cfg for AM, and they are very lengthy.The only problem is that for short overviews, it causes a long delay before they stat again, because it will continue to scroll the fixed width value before starting again. Since there is no provision for calculating the string length in the module, it just has to be a fixed value. Also, don't forgetscroller.settings.loop =100;
This will loop it so it doesn't only play once. All of this will work for horizontal scrolling text, however, vertical does seem to have issues working properly, and that may be a module flaw.
In your case, the easiest way to accomplish this would be to set up different displays with the executable you want for each set (e.g, MAME for most games, AAE for vector, Model 2, for Sega Model 2 ect.) Get all of this separate displays set up with the roms and executables you want. Then, go into the Configure>Emulators>Generate Collection/Rom List. Use this to include all of the arcade systems you want in one list, and generate one unified arcade game list. Go back to the menu and then go into the configuration of the displays you used to create your master list and mark them as "Show in Cycle- No". Then, all of the individual displays will not be seen, only your one large master arcade list, all set up to use the executables set per display. The only caveat to this is you would have to have your vector roms in a separate folder from the MAME, so when you generate a romlist, it includes only the specific roms you want for that list. This isn't a problem for most other arcade roms though, since you will already have them in separate folders for that specific emulator (eg. Model 2, Model 3, Naomi, ect.) since they don't work with MAME anyway.On pc this can be done by bringing up the game edit menu by hitting the g key I believe.This is the correct answer. Thanks. AttractMode seems to have defaulted to the unexpected hotkey of "escape+down". Whatever works. It'll take a while to make entries for the ~90 roms that need it, but at least it can be done.
Hyper Shlt was a pain in the @ss to try and set up. Thats why I initially switched to attract mode. Anyways…Code: [Select]fe.plugin_command( executable, arg_string )
The plugin command takes an argument string. Have you tried returning a function inside the string?
Not tested, but try something along these lines and let me know how you make out.Code: [Select]fe.plugin_command("/Rocketlauncher/Rocketlauncher.exe", "-s „ + fe.game_info(Info.System) + " -r „ + fe.game_info(Info.Name) + " -p AttractMode -m pause");
"\"" + fe.game_info(Info.System) + "\""
This will send system name with spaces wrapped in quotes to your command line. However, if using a literal string, it has to be wrapped in quotes inside of that, such as"\"" + "Sega Genesis" + "\""
This will output literal with space and wrap it in quotes.Try this.Code: [Select]fe.add_text("[ListEntry] / [ListSize]", flx*,fly*,flw*,flh*);
That will show the number of the entry on the left, and whole list size on right, or if you just want the rom count only, use [ListSize] only.
This just lists how many displays there are to choose from, the OP was asking about having how many roms inside the display to show. If this is even possible of course.
So yeah, it's crazy. For debug purposes, the terminal shows exactly what you say, and shows it with the spaces. However, in practical use it does not work, as Rocketlauncher is only getting "Nintendo" sent to it, whereas terminal shows it outputting "Nintendo Entertainment System" , so it must be a Windows thing. So, what is the solution to this? I'm not understanding what @hermine.potter is suggesting to do. Can you give me the full command line as being discussed for Rocketlauncher as an example?
Are you running the RocketLauncher plugin in both AM and RLUI? Maybe I'm misunderstanding what you are trying to accomplish but AM can use RL just fine.
Here's a config from my Windows machine that runs HS, AM, RetroFE, etc. which all use RL.Code: [Select]# Generated by Attract-Mode v2.2.1
#
executable D:\HyperSpin\RocketLauncher\RocketLauncher.exe
args -s "[emulator]" -r "[name]" -p AttractMode -f "D:\AttractMode\attract.exe"
rompath D:\HyperSpin\Roms\Nintendo Entertainment System
romext .nes
system Nintendo Entertainment System (NES)
info_source thegamesdb.net
artwork flyer ..\HyperSpin\Media\Nintendo Entertainment System\Images\Artwork3
artwork marquee ..\HyperSpin\Media\Nintendo Entertainment System\Images\Artwork4
artwork snap ..\HyperSpin\Media\Nintendo Entertainment System\Video
artwork wheel ..\HyperSpin\Media\Nintendo Entertainment System\Images\Wheel