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Messages - tipoto

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16
Scripting / Re: Display menu layout - How to use magic tokens
« on: November 12, 2016, 11:13:26 PM »
Oh, I finally found the new documentation about the display menu layout, here is the text I was looking for:

When looking for artwork for the 'Displays Menu', artwork is loaded from the "menu-art" subdirectory. Artwork matching the Display's name or the Display's romlist name are matched from the corresponding artwork directories located there.

17
Scripting / Re: Display menu layout - How to use magic tokens
« on: November 12, 2016, 09:11:20 PM »
... The only information I managed to get is the display names inside the attract.cfg file, by using:
local variable=fe.game_info( Info.Name )

I guess I can deal with only this information, but I will have to use a switch/case function and put all the information for each systems directly in the layout.nut file.
If someone has a better solution, I'd be glad to read it :)

18
Scripting / Display menu layout - How to use magic tokens [SOLVED]
« on: November 12, 2016, 07:47:06 PM »
Is there any help somewhere talking about the new display menu feature?
It seems that the magic tokens don't work when I use a specific layout for the display menu, so I don't know how to display any interactive artworks.

19
Announcements / Re: Version 2.2.0 Released
« on: November 12, 2016, 07:41:27 PM »
Beautiful! Thanks for this new release!

20
Scripting / Re: how to run an external script while navigating in a theme
« on: September 22, 2016, 02:27:38 AM »
It worked beautifully! :) Thanks keilmillerjr !!!

In case other people are interested, here is a simplified version of the code I used:
Code: [Select]
fe.add_transition_callback( "update_lb" );
function update_lb( ttype, var, ttime )
{
switch ( ttype )
{
case Transition.ToNewSelection:
local romname = fe.game_info( Info.Name );
fe.plugin_command_bg( "/home/odroid/.attract/emulators/RGB_leds/am_arduino.sh", romname );
break;
}
}
This will run the script called "am_arduino.sh" with the rom name as parameter, everytime I select a new game on my list.
An executable can be launched instead of a script of course.
Also, it's always good to add a little delay before the command is launched, because if you change your selection very quickly, it could mess everything up. In my example there is no delay.

21
Scripting / Re: how to run an external script while navigating in a theme
« on: September 21, 2016, 06:52:32 PM »
Oh cool!
It doesn't look that complicated! I completely missed this command.
I'll try this and leave a message to confirm it worked (or not ;) ).

Thank you for your help!

22
Scripting / how to run an external script while navigating in a theme
« on: September 21, 2016, 02:35:35 AM »
I was wondering if there was a command that allowed to run an external script (a python script for example) while we are navigating in a theme, like moving to another game or letter?
I use an Arduino to control a bunch of LEDs and while I know how to communicate with it at the moment I launch a game, I don't know how to do it while I'm just navigating in AM

23
General / Re: Attract-Mode on odroid xu4 / xu3 / c1
« on: April 18, 2016, 01:07:31 PM »
Have you tried my tutorial, it's for the XU3/XU4, but I guess it must work on the C1 too:
http://forum.attractmode.org/index.php?topic=523.msg3901#msg3901

24
Themes / Re: [download] NEVATO theme
« on: March 12, 2016, 09:43:49 PM »
Well... I didn't see that coming - 2 videos at once. But why not :)
Can you upload fixed layout.nut? I'll update the download for everyone else.
I know you weren't expecting anyone to enable the video on the background and the cabinet at the same time, but it looks great actually.  ;D

I attached the layout.nut file with the modification.

Line 384 it was:
Code: [Select]
cabScreen.video_flags = videoSound;
and now it is:
Code: [Select]
if ( my_config["cabScreenType"] == "video" && my_config["enable_bg_art"] == "video" )
{
cabScreen.video_flags = Vid.NoAudio;
}
else cabScreen.video_flags = videoSound;

Please double-check what I've done, I don't want to mess-up your theme ;)

25
Themes / Re: [download] NEVATO theme
« on: March 12, 2016, 01:47:29 PM »
Your theme is great! I love it!
The only little "issue" I noticed is that when you enable the video in both the art background and the cab screen, the 2 videos play the audio at the same time, I added a condition in the script to cut the audio in one of them, but I guess you could maybe fix the problem in a "clean" way for everyone ;).

26
General / Re: Graphical display menu using regular AM themes
« on: February 29, 2016, 10:56:14 AM »
I will test again the layouts tonight and give a feedback. I'm curious to see if anybody manage to load any hyperspin themes on a RPI1 or 2, the better I got was to load the themes but the screen was almost completely black, with just the "press start button" displayed and I couldn't use the graphical display menu, I had to turn it off.

Now that I'm thinking about it, I remember that when I installed AM, the module folder was empty and I had to download the files manually, maybe I picked a wrong version of them... I have to double-check this.

Also when I installed AM 2.0, there was no Loader folder and when I created the directory structure for Hyperspin, I had to name the main menu "Menu" instead of "Main Menu", which means there are a bunch of difference between the Windows version and the "ARM" Linux version, I don't know how it is with the regular Linux version.

27
General / Re: Graphical display menu using regular AM themes
« on: February 28, 2016, 09:37:01 PM »
Yes, I use a Jessie based image, but arm hardwares use OpenGLES instructions instead of OpenGL, which are different, some instructions can be translated to GLES but not all of them, it's why not everything is possible (I guess you know that better than me actually ;) ).

Something I never mentioned yet on the forum (since I'm not really working on this part yet in my project), but most of the fancy themes don't work properly on my XU4 (and I had the same type of problem on my RPI2), especially with the latest animation functions. Sometimes, just loading a module in a layout, makes it extremely laggy. I basically have to create my own layouts with my own system of animation to be able to have a cool animated layout. I managed to use the wheel system that was in the robospin layout (an old version of it), but that's pretty much it.
Another example, on the Game Station HD theme, the main snapvideo artwork doesn't play the video (I think the thumbnails on the right play fine though), but other themes recently updated have this problem too with the videos. I have to investigate to isolate the problem, but like I said I'm not working on this part for the moment, I just did one advanced layout to make sure it was possible to do something elaborate, but then I stopped working on that.
Here is the test layout I've done (created on my RPI2, but works perfectly on my Odroid too), you can go directly to 0:50 :
https://www.youtube.com/watch?v=ZNVuFV9mfZA

But once I will be more focus on that, I will maybe open issue tickets about these problems, hopefully it can be fix.
However I think it could be a good idea anyway to be able to use regular AM layouts to populate the display menu. ;)

 

28
General / Graphical display menu using regular AM themes
« on: February 28, 2016, 02:51:56 PM »
I have installed Attract-Mode 2.0 on my Odroid XU4, but because it's an arm system, all the new Hyperspin features don't work properly on it (themes are completely broken, swf files can't be read...).

Would it be complicated, now that the structure has been implemented in AM, to add the option to create a graphical Display Menu using regular Attract-Mode themes?

29
General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: February 27, 2016, 12:40:01 AM »
I just compiled the new v2.0 on the XU4 and it works great, however I still had to use the patch, otherwise I got the same error message as before (it doesn't manage to create the texture or something like that)

When I have a moment I will update the wiki. ;)

30
General / [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: January 11, 2016, 10:58:22 PM »
Tutorial - How to compile Attract-Mode on your Odroid XU3/XU4.

This tutorial works for Attract-Mode V2.2.0

Log into your Odroid as Root user (otherwise you need to add "sudo")
Also these steps have been used on a Debian Jessie based image (OGST)

Install git-core
Code: [Select]
apt-get install git-core

Create a build environment:
Code: [Select]
cd /home/odroid
mkdir develop

apt-get install cmake libx11-dev libx11-xcb-dev libflac-dev libogg-dev libvorbis-dev libopenal-dev libjpeg62-turbo-dev libfreetype6-dev libxcb-randr0-dev libxcb-image0-dev libxcb-util0-dev libxcb-ewmh-dev libxcb-keysyms1-dev libxcb-icccm4-dev libudev-dev libavutil-dev libavcodec-dev libavformat-dev libavfilter-dev libswscale-dev libavresample-dev libfontconfig1-dev
(Attract-Mode was originally using libjpeg8-dev, but on debian Jessie it's been replaced by libjpeg62-turbo-dev, so if you don't have a Debian Jessie based image, maybe you'll need to install libjpeg8-dev instead)

Download and build SFML:
If you have installed OGST image on your Odroid, you should be able to install SFML just with this:
Code: [Select]
apt-get install libsfml-odroid
If it works, then you can skip the next steps and go directly to "Build Attract-Mode"

Otherwise you need a few more steps:
Code: [Select]
cd develop
git clone https://github.com/SFML/SFML sfml

Before building SFML library, 4 files need some modifications:
   /home/odroid/develop/sfml/src/SFML/Window/EglContext.cpp
   /home/odroid/develop/sfml/src/SFML/Window/EglContext.hpp
   /home/odroid/develop/sfml/src/SFML/Window/GlContext.cpp
   /home/odroid/develop/sfml/src/SFML/Window/CMakeLists.txt

You can directly replace them with the ones included in the attached file called "sfml.zip"

Then, on the terminal:
Code: [Select]
mkdir sfml/build;cd sfml/build
cmake -DSFML_OPENGL_ES=1 ..
make install
ldconfig

Build Attract-Mode:
Code: [Select]
cd /home/odroid/develop
git clone --depth 1 https://github.com/mickelson/attract attract
cd attract

2 files need to be modified in order to compile properly:
   /home/odroid/develop/attract/Makefile
   /home/odroid/develop/attract/extlibs/gameswf/gameswf/gameswf_freetype.h

You can find the modified files in the attached file called "attract.zip"

After overwriting these 2 files, do:
Code: [Select]
make
make install

You're done!
Now, to run attract-mode, type attract in the console.

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