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Messages - atrfate

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61
Themes / Re: Nesica X live theme! [Coming Very soon]
« on: July 20, 2016, 03:50:28 PM »
That would allow you to place game in a window that normally wouldnt go into a window, however i dont believe dxwd supports that feature of adding boarders and artwork

This is an example of besals in hyperlaunch
https://www.youtube.com/watch?v=bkmZBCWdrw0

62
Themes / Re: Nesica X live theme! [Coming Very soon]
« on: July 20, 2016, 12:40:29 PM »
their is 2 methods for boarders, on windowed games one is bbulit into rocket launcher, this is method is only being used on games that are mame,  the method used for non-emulated games ie the Pc titles and taitotype X is a Custom loader I wrote, to resize any game thats running a window and load the bg.png file located in the game folder. I did this because alot of japanease titles either have a start up menu popup , or refuse to load correctly other wise  Rocket launcher has a bulit in feature that can do this for windows based games and you are more then welcome to use their approach

63
Themes / NxL theme! [Release] new video!2-4-2017 Update
« on: July 20, 2016, 03:06:52 AM »
PC Game Artwork pack


Cave Game Artwork pack




New youtube links showing Artwork packs ill be complete in a day or so
[media]https://www.youtube.com/watch?v=Hwl7-TLPwJs[/media]

Vertical Theme Demo
[media]https://www.youtube.com/watch?v=aQgetjsg6Nc&feature=youtu.be[/media]


===================Please Take the Time to ReadBelow!!========================

Hey Everyone sorry To nuke this thread 1st Post! But I am going to be Redoing a Fewthings To make it easier for myself in the future
NXL Will now be split into Downloads To help my Awful upload speed So, by updating a small thing I wont have to reupload the entire thing. How I will be doing this is via Artwork packs
NXL will come in 2 main Verions.
NXL Theme update Only. This is ment for those who are using their own customartwork, or those or are just updating a preexisting install This is ment to be drag and dropped into the layout folder No fuss no muss
Nxl BaseInstall This is going to include everything presetup Minus Romlist and Artwork This will have rocketlauncher and the AM ingreation pack This is ment for beginners who dont know where to start
This will include all 3 versions of the theme and the screen saver Iv made.
What about the Artwork packs?

Well You download the baseinstall, and pick a artwork pack the current list of artwork packs avilable are
Cave ::
Taito Type X::
NesicaXlive::
Pc Games::
Inside Each ArtworkPack You will find a Emulator.cfg File, And a Romlist
Extract the Contents of The pack To your artwork Folder.
"../Artwork/Cave"
Then Take the Romlist open it up in Notepad++ And copy the Romlist, Then naivgate to your romlist of choice, and paste it in YOU can even use this time to remove games you dont intend on ever playing!
Once that is dont Save your Romlist and Copy the "cave".cfg File form the artwork Pack into your ../Am/Emulators/ Folder. This is what sets the path inside AM for it to scan for your artwork
Once this is setup with these 3 easy setups You have setup the frontend!, its up to you at this point to configure your prefered method to launch the game
=================================================================================
Addtional information
To unlock More features insde of of my frontend I have changed the meaning behind some of the default strings inside the romlist so when adding your own games take this into account.
#Name;Title;Emulator;CloneOf;Year;Manufacturer;Category;Players;Rotation;Control;Status;DisplayCount;DisplayType;AltRomname;AltTitle;Extra
This is the current default settings inside a AM romlist.
This is the current Strings inside ours lets check out how it differs
Yatagarasu;Yatagarasu Attack on cataclysm;Nesica;;2015;Nyu Media;Fighting;1-2;4.3;6;300000;;;Nesica;????? Attack on Cataclysm;
The [Rotation Tag] has Been changed And NXL pulls this as if it ment Game Version
The [Control] Tag Wants to know the number of buttons used 1-6 For the selected game.
The [Status] Tag Any number higher then 400000 Will make the network appear online, place a random large number here for online games, leave blank if the game has no online features
[Alt Romname] This is A system of Orgin tag this diffifers form "emulator" beacuse The emulator may be mame, but you would like the system of orgin to display something else
[AltTitle] Is being used to display japnease Text.

==================================================================================
Planned Artwork Sets:: Currently
TouHou Games.
=================================================================================

Download Links Remember to read above
=================================================================================
https://mega.nz/#F!YkZEUKTb!19Q_hDmkUPGh2AGi6L3glA

=================================================================================

Change Log
=================================================================================
Added More Manufactures To Db,
Changed some of the text displayed onscreen
Other tweaks.
=================================================================================




Special Thanks to Arcadebliss, for helping me alot early on


64
General / Re: Tool for creating themes
« on: July 18, 2016, 10:18:35 AM »
My guess would be java? it should handle writing out a nut file, and can print text it also should run on any device and would give a what you see is what you get feel

65
General / Re: Tool for creating themes
« on: July 16, 2016, 05:07:00 PM »
it could be made, however due to the nature of how themes work in AM you couldn't make one have all the available options, for the most part literately anything can be coded inside AM the frontends you mentioned have limits to them

66
Emulators / Re: Attract mode configs for Rocketlauncher
« on: July 08, 2016, 07:50:49 AM »
One of the big things you can do beside use rocketlauncher for the system is rocket launcher can have costume control's per game, and per game options however in order to do this list when last messed with rocket launcher you needed to supply a Gamelist.xml because it couldn't read our game list if this has changed then disregard this post however if it hasnt this is so far the easit way to get a rocket launcher game list

Go to http://www.convertcsv.com/csv-to-xml.htm

Select Custom via template
then past in

Code: [Select]
<game name="{f1}" index="true" image="a">
         <description>{f2}</description>
         <cloneof>{f15}</cloneof>
         <manufacturer>{f6}</manufacturer>
         <year>{f5}</year>
         <genre>{f7}</genre>
         <rating>{f8}</rating>
         <enabled>Yes</enabled>
</game>

This will take ourgame like this
GigaWing Generations;GigaWing Generations;Games;;2004;Tatio;Shmup;1-2;2.02;3;;;;;翼神 GIGAWING GENERATIONS;

and turn it into

<game name="GigaWing Generations" index="true" image="a">
         <description>GigaWing Generations</description>
         <cloneof>翼神 GIGAWING GENERATIONS</cloneof>
         <manufacturer>Tatio</manufacturer>
         <year>2004</year>
         <genre>Shmup</genre>
         <rating>1-2</rating>
         <enabled>Yes</enabled>
</game>

Note I have my alt title set for the Japanese title

67
Scripting / issues displaying swf files
« on: April 26, 2016, 05:25:29 PM »
iv extracted a few swf files fomr hyperspin themes, i have no isssue drawing them with
local swf = fe.add_image("Untitled2.swf", 50, 50, 1000, 1000);


However when I import my own SWF file made in adobe Flash CS5 they dont seem to work with as far as I can tell the same settings

So any information as to what type of swf file is needed and how to encode it so the FE is happy would be great!

68
Scripting / how to display swf content
« on: October 12, 2015, 10:20:50 AM »
Hello, been a while!, with swf support i thought id try some things that where not possible before, however outside of displaying a static image, i haven't found the correct syntax to make them display
fe.addartwork?
fe.addswf ect

69
Scripting / Re: how to add a soundfiles to layout / play sounds
« on: May 29, 2015, 03:04:52 AM »
I haven't ever found a way to do paths with the soundfiles, should have mentioned that they have to be in root :P i added clicks during game selections thats why it was wheel click

70
Scripting / Re: how to add a soundfiles to layout / play sounds
« on: May 28, 2015, 11:06:52 AM »
After looking semi into what you where asking I think your trying to play a sound when when the pacman dies in the attrachman theme only inside the engine.nut file you should find
   
Code: [Select]
g.animate( animate_frame );

if ( g.collided == true )
{
if (( ::pman.die == 0 )
&& ( g.gstate == GhostState.Frightened ))
{
g.eaten( animate_frame, ::eat_count );
::eat_count++;
::pman.obj.visible = false;
::last_frame += 50; // 1 second global pause
}
else if (( g.gstate == GhostState.Chase )
|| ( g.gstate == GhostState.Scatter ))
::pman.death( animate_frame );
        [b]local Wheelclick = fe.add_sound("Click.mp3")
                     Wheelclick.playing=true[/b]

g.collided = false;
}
}
change the soundfile to yours and your good to go

71
Scripting / Re: how to add a soundfiles to layout / play sounds
« on: May 28, 2015, 10:57:39 AM »
Depends on when you want them to play for instance
Code: [Select]
function transition_callback(ttype, var, ttime)
{
    switch ( ttype )
    {
        case Transition.StartLayout:
case Transition.ToNewSelection:
                 local Wheelclick = fe.add_sound("Click.mp3")
Wheelclick.playing=true
            break;
    }
    return false;
This will make a wheel click sound play when you select a game to a new selection, but if you want the death sound to play when you say press up you need to look into Sig

72
Themes / Hyperspin Cocktail Theme clone
« on: May 21, 2015, 09:05:22 AM »
 Not Sure where I should post this, But until I figure out my last issues for my other theme I thought id take what I learned and apply it to other themes a very popular mod, for hyper spin is a vertical mode theme that has a uniform look to it so what i wanted to do was take what iv learned and make it work, and you know what iv managed to do so and use all of the hyper-spin artwork!
All you have to do is take your "themes" folder place it in the same dir as the layout, and unzip the themes So you have a folder layout like this

Layout/themes/pacman/artwork123ect.png

I borrowed a good bit of scirpt out of the arcade row theme So thanks to Markc74  But this where my problems come it feels very sluggish the method used to keep hyper-spin artwork working with zero modification outside of unzipping was




Code: [Select]

function transition_callback(ttype, var, ttime)
{
    switch ( ttype )
    {
        case Transition.StartLayout:
case Transition.ToNewSelection:
            local romname = fe.game_info(Info.Name, var);
            logo.file_name = "themes/" + romname + "/artwork2.png";
logo2.file_name = "themes/" + romname + "/artwork3.png";
current_pos = game_start + ((fe.list.index) * game_inc);
        gamedot.y = current_pos;
            break;
    }
    return false;
}
But i am not sure if that is what makes it feel clunkey or not so ill leave it with you guys to see what you think, and if anything you can now have that HS cocktail on a pi or anyother device albeit not quite as fast as I think it could be


[attachment deleted by admin]

73
Scripting / Re: little help/advice needed
« on: May 20, 2015, 11:14:01 PM »
Hey there, just skimming this topic now, but to answer your first question about how to make the grid work left to right you need to map the "Page Up" and "Page Down" actions in the controls configuration.
Hehe i little late:p  I ment lock the grid so only left and right movement where possiable, but i found out out to remove the animation so it dont look funkey when skipping up and down
Currently trying to find out how to make text scroll across the screen for control information, menu not something pulled form game info, like Free play active! Use left and right on the joystick to select a game"!
and trying to figure out what controls the starting point of the grid

74
Scripting / Re: little help/advice needed
« on: May 19, 2015, 09:49:03 PM »
well i bit the bullet and went and made artwork for each game for controls, and manufacture
that leaves my last issue to scrolling text and how to get it to work

75
Scripting / Re: little help/advice needed
« on: May 19, 2015, 12:19:15 PM »
oops deleted my last post oh, well still at a loss using that it tells me that index dosent exist ect i need to find a way to always get current game info and keep it updated with movement, if i can figure out the manufacture, it also lets me add a graphic for how many buttons a game is
what is really silly is since i added update function I can now call

gridc.wbfs_t = fe.add.text(Manufacture, 0,0,1280,72) and the text will 100% keep up to date idk why calling it into a file format makes it not want to function in that way

What i am thinking since no matter what i put into gridc.wbfs or whatever its called is always up to date

could something like
gridc.img_t =
If  fe.game_info(Info.Manufacturer ) == "Capcom";
        {
      fe.add_image ( "Capcom.png", fe.layout.width / 1.21, fe.layout.height / 4.175, 235, 0);
      }
      
else if  fe.game_info(Info.Manufacturer ) == "Konami";
        {
      fe.add_image ( "Konami.png", fe.layout.width / 1.21, fe.layout.height / 4.175, 235, 0);
      }
      

Work, however it keeps giving me errrors so my formatting has to be way off

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