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Messages - keilmillerjr

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1
Scripting / Re: Error (index "0") while using Leap Plugin
« on: Yesterday at 05:56:36 PM »
I hope platforms worked, due to differences between platform plugin and in-built functionality I might have missed something.

Thank you for your detailed how to on platforms menu. I followed most of it, and have zero issues with the Leap plugin. Unfortunately, this means I can not provide you with a clear solution.

Here’s what I did:

Code: (attract.cfg) [Select]
display Menu
layout               mvscomplete
romlist              menu
in_cycle             yes
in_menu              yes
filter               All
sort_by              Title
Arcade, Neo-Geo MVS, Vs Unisystem displays have in_menu set to no.

Code: (menu.txt) [Select]
#Name;Title;Emulator;CloneOf;Year;Manufacturer;Category;Players;Rotation;Control;Status;DisplayCount;DisplayType;AltRomname;AltTitle;Extra;Buttons
Arcade;Arcade;@;;;;;;;;;;;;;;
Neo-Geo MVS;Neo-Geo MVS;@;;;;;;;;;;;;;;
VS UniSystem;VS UniSystem;@;;;;;;;;;;;;;;


The leap plugin is obviously enabled. Here is my terminal output upon testing.

Code: [Select]
Keils-iMac:MacOS keiljr$ /Applications/Attract.app/Contents/MacOS/launch.sh
Attract-Mode v2.4.0-9 (OSX, SFML 2.4 +SWF)
avcodec 58.18.100 / avformat 58.12.100 / swscale 5.1.100 / swresample 3.1.100

Config: /Users/keiljr/.attract/attract.cfg

*** Initializing display: 'Menu'
 - Loaded master romlist 'menu' in 0 ms (3 entries kept, 0 discarded)
 - Constructed 1 filters in 0 ms (3 comparisons)
 - Loaded layout: /Users/keiljr/.attract/layouts/mvscomplete/ (layout.nut)
 - Loaded layout: /Users/keiljr/.attract/layouts/mvscomplete/ (layout.nut)

*** Initializing display: 'Arcade'
 - Loaded master romlist 'mame' in 12 ms (583 entries kept, 114 discarded)
 - Constructed 10 filters in 1 ms (5830 comparisons)
 - Loaded layout: /Users/keiljr/.attract/layouts/Arcadeflow_23/ (layout.nut)

*** Initializing display: 'Menu'
 - Loaded master romlist 'menu' in 0 ms (3 entries kept, 0 discarded)
 - Constructed 1 filters in 0 ms (3 comparisons)
 - Loaded layout: /Users/keiljr/.attract/layouts/mvscomplete/ (layout.nut)

*** Initializing display: 'Neo-Geo MVS'
 - Loaded master romlist 'mame' in 7 ms (147 entries kept, 550 discarded)
 - Constructed 10 filters in 0 ms (1470 comparisons)

*** Initializing display: 'Menu'
 - Loaded master romlist 'menu' in 0 ms (3 entries kept, 0 discarded)
 - Constructed 1 filters in 0 ms (3 comparisons)

*** Initializing display: 'VS UniSystem'
 - Loaded master romlist 'mame' in 5 ms (27 entries kept, 670 discarded)
 - Constructed 10 filters in 0 ms (270 comparisons)
 - Loaded layout: /Users/keiljr/.attract/layouts/playchoicecomplete/ (layout.nut)

*** Initializing display: 'Menu'
 - Loaded master romlist 'menu' in 0 ms (3 entries kept, 0 discarded)
 - Constructed 1 filters in 0 ms (3 comparisons)
 - Loaded layout: /Users/keiljr/.attract/layouts/mvscomplete/ (layout.nut)
sh: exit_command: command not found
Keils-iMac:MacOS keiljr$


Logic in the leap plugin is very simple. There are two things that it considers, and BOTH must be satisfied:
  • Filter name is NOT the exception specified
  • List size is zero

Based on the setup I created, in reference to the Menu display:
  • The only filter provided is „All"
  • The list size is 3

I don’t fully understand the script error. Variables, particularly in reference to the only things with an index, are fe.filters[fe.list.filter_index].name and fe.list.size. Both should be a satisfied variable. Could you post your complete attract.cfg and associated menu romlists files for me?

2
artwork is indeed labeled “snap”.

I checked with a virtual machine and even with 256 Mb of VRAM I could see textures , so that's not the issue. Can you check what kind of files you have in the snaps folder? Resolution, file type etc.

MAME 0.200 EXTRAs/snap
AntoPISA's progetto-SNAPS MAME Snapshots
Pulled from complete set neogeo, vs unisystem, and nofiller2p
Average file size of snap directory 22879.6 bytes using
Code: [Select]
$ find ./ -ls | awk '{sum += $7; n++;} END {print sum/n;}'All images are PNG format
All image dimensions correlate to their games native resolution, mostly 320x224, 320x240, or some other 240p variation.

3
Themes / Re: Arcadeflow theme v 2.3 [Release] Updated 29 August 2018
« on: September 17, 2018, 02:09:14 PM »
Will try that tonight. Thank you.

Just to be sure, since from the screenshots it really looks like the artwork is completely missing, are you sure your category is called "snap" and not "Snap" or "snaps" or any other spelling? :D I'm really puzzled

artwork is indeed labeled “snap”.

I renamed layout.nut to layout_shader.nut, and duplicated layout_noshader.nut to layout.nut. Video snap is shown! Snap images however do not.

4
Themes / Re: Arcadeflow theme v 2.3 [Release] Updated 29 August 2018
« on: September 17, 2018, 05:43:11 AM »
I always run from terminal. No errors.

This is very strange :/ since you are using AF 2.3, can you try using the layout_noshader.nut instead? You should at least see snaps on thumbnails.

Will try that tonight. Thank you.

5
Themes / Re: Arcadeflow theme v 2.3 [Release] Updated 29 August 2018
« on: September 17, 2018, 02:35:09 AM »
I always run from terminal. No errors.

6
Themes / Re: Arcadeflow theme v 2.3 [Release] Updated 29 August 2018
« on: September 17, 2018, 02:14:27 AM »
I tried the theme on my mac. Only artwork displayed is wheel. I assume it would play my snap artwork for the thumbnail. Am I doing something wrong?

The theme expects to have static screenshots and videos in the same category called "snap", I think this was the default settings in the "mame" emulator for Attract Mode. You don't see the artwork at all? What Mac are you running on? Also try disabling "gradient" on thumbnails and let me know if it changes anything

I have snaps and videosnaps paths both under the “snap” artwork for mame. What I’m seeing is similar to what some one else said they had seen in the beginning of this thread. I’m not sure if they resolved it.

7
Themes / Re: Arcadeflow theme v 2.3 [Release] Updated 29 August 2018
« on: September 16, 2018, 01:19:47 PM »
I tried the theme on my mac. Only artwork displayed is wheel. I assume it would play my snap artwork for the thumbnail. Am I doing something wrong?

8
General / Re: [HELP] Date does not appear in the layout
« on: September 14, 2018, 06:43:00 PM »
Couldn’t sleep. Fully working and tested example. I choose to go with magic function because it’s only called on signal. It might make things speedier not being called every tick. Shouldn’t need to update in real time I would think, unless displaying hours/min/sec.

Code: [Select]
// Date
function updateTimestamp() {
  local days = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"];
  local months = ["January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"];
  local now = date();
  return now.day + "/" + months[now.month] + "/" + now.year;
}
local timestamp = fe.add_text("[!updateTimestamp]", 0, 0, fe.layout.width, fe.layout.height/20);

9
Scripting / Re: OpenGL versions and Attract Mode
« on: September 14, 2018, 05:38:31 PM »
Thank you, I tried the second command and one of the output lines is:

OpenGL shading language version string: 1.20

now I understand why I can't use some 1.30 commands in GLSL shaders :D

Good to know! I am useless with shaders. If you are proficient, feel free to add to or change the shaders module I started on github! We have some people using good effects lately, but not enough time to keep up on everything.

10
General / Re: [HELP] Date does not appear in the layout
« on: September 14, 2018, 05:36:13 PM »
now.month returns a value 0-11, perfect for indexing an array.

I suggest starting simple. Comment out the function and object. Create an instance of the now class. Print to console the month. If value checks out, create your month array with string values, and print array with now.month as the index. Does it work?

I am super exhausted. Will check back with you tomorrow afternoon and help troubleshoot if your still having issues.

11
Scripting / Re: OpenGL versions and Attract Mode
« on: September 14, 2018, 08:49:52 AM »
Mac is unix, so maybe try this? I am not at my mac at the moment to test.

To Check OpenGL Version,
glxinfo | grep "OpenGL version"
You will get the output as follows,
glxinfo | grep "OpenGL version"
OpenGL version string: 1.4 (2.1 Mesa 7.7.1)
Edit:
You may have better luck with modern OpenGL just grepping for "version" instead of "OpenGL version" given the differences between the core and compat profiles, as well as the various GLSL and GLES versions:
glxinfo | grep 'version'
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
    Max core profile version: 4.1
    Max compat profile version: 3.0
    Max GLES1 profile version: 1.1
    Max GLES[23] profile version: 3.0
OpenGL core profile version string: 4.1 (Core Profile) Mesa 11.1.2
OpenGL core profile shading language version string: 4.10
OpenGL version string: 3.0 Mesa 11.1.2
OpenGL shading language version string: 1.30
OpenGL ES profile version string: OpenGL ES 3.0 Mesa 11.1.2
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.00
Notice that the actual version is presented by the "core profile version" (4.1), whereas the "OpenGL version" is presented as 3.0.

12
Scripting / Re: Error (index "0") while using Leap Plugin
« on: September 14, 2018, 08:45:35 AM »
Thank you for your extremely detailed explanation. It was an addition that happened after a few years of already using attractmode and I missed the wagon. I will test this tonight or tomorrow and try to provide a solution for the plugin.

13
Scripting / Re: Error (index "0") while using Leap Plugin
« on: September 14, 2018, 02:30:15 AM »
I don’t use platform categories, nor do I understand how it works.

I have 3 displays (neogeo mvs, arcade, vs unisystem).

If you can walk me through setting something up, I’ll try to troubleshoot it for you. I think you might be correct.

14
Scripting / Re: Problem plugin - Random
« on: September 11, 2018, 02:19:20 AM »
thanks for making the rev-2 cant wait till you release it thanks..

did not know you were in to firewood, cool.

My father owns a logging company. I just changed careers last week to CNC electro-mechanical technician.

I changed the logic on the signal variable. I think it works correctly now. Give the experimental a try again with latest commit? It compares the distance between index and target, and the list size minus the distance between index and targe, and then selects appropriate direction based on index and target size comparison.

15
Scripting / Re: Problem plugin - Random
« on: September 11, 2018, 02:15:23 AM »
Is it possible except by random, to change the list in ascending order: 1,2,3 and so on?

I am not sure why you would want this. Anyways, fork it on GitHub now before I do an update, and change plugin.nut line 51 to the following:
Code: [Select]
if (ttime >= signalTime + delayTime) fe.filters.reverse_order = true;
Thanks again for your time. I tried and changed the code to line 51 but it does not work

I rechecked the docs. I guess I looked at it too quickly.

Quote
reverse_order - [bool] Will be equal to true if the list order has been reversed.

You need to test reverse_order and switch its boolean value.

Try:

Code: [Select]
if (ttime >= signalTime + delayTime)
  fe.filters.reverse_order ? fe.filters.reverse_order = false : fe.filters.reverse_order = true;

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