Author Topic: [download v1.0] FLAT BLUE theme released  (Read 180483 times)

verion

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #30 on: June 24, 2015, 05:28:39 AM »
setup:
OS X 10.10.3
cpu i5 1,4Ghz
gpu Intel HD5000

problems:
- screen is mirrored (see screenshot)
- high cpu usage - 180% without shaders / 240% with shaders (other layouts cpu @ 30%)
- no infopane visible

below terminal output:
I don't know if it is important buy it shows 1,6 ratio (my screen is 1920x1200) but in properties there is W:1920:H:1080

Code: [Select]
Starting Attract-Mode 1.5.2 (OSX)
Config: /Users/marcin/.attract/attract.cfg

*** Initializing display: 'mame_v'
 - Loaded master romlist 'mame' in 1 ms (143 entries kept, 0 discarded)
 - Constructed 1 filters in 0 ms (143 comparisons)

///////////////////////////////////////////
//                                       //
//     Attract Mode - Flat Blue Theme    //
//                                       //
//  Artwork by CLAN LOGO DESIGN          //
//       http://www.ClanLogoDesign.com   //
//  Code by Garage Arcades               //
//       http://www.garagearcades.co.nz  //
///////////////////////////////////////////

Ratio = 1.6
Setting screenType to : (table : 0x0x10b710770)
Created Final Surface:(instance : 0x0x10b712de0) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:0:Y:60 :W:1920:H:1080

Found final render surface = (instance : 0x0x101972b80)
Created First Surface:(instance : 0x0x10b712170) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:0:Y:60 :W:1920:H:1080

Created Final Surface:(instance : 0x0x101992e10) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:420:Y:-360 :W:1080:H:1920

Found final render surface = (instance : 0x0x101972b80)
Found final render surface = (instance : 0x0x101991740)
Created First Surface:(instance : 0x0x10b740900) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:420:Y:-360 :W:1080:H:1920
« Last Edit: June 24, 2015, 05:31:02 AM by verion »

Luke_Nukem

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #31 on: June 24, 2015, 02:40:38 PM »
I really absolutely cannot figure out why it's not working very well for you.
CPU usage for me hovers around the 30% margin. And no strange images like that.

I've updated the Git version, made it output a bunch of shit to the terminal, and also added in a heap of one-time switches to prevent the update call form creating extra objects and doing unnecessary calculations. It even *feels* a heck of a lot more snappier now. But that could also be the placebo effect  :o

My only suggestion is for you to try with a second AM set-up from scratch.
Also: What version AM? I test with both Git version and last release.
« Last Edit: June 24, 2015, 02:45:24 PM by Luke_Nukem »

verion

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #32 on: June 24, 2015, 03:44:35 PM »
my AM version is 1.5.2

I will try clean install of everything from scratch next week - because of the other bug/crash that I want to test.
But the thing is that with FLAT BLUE layout everything was working around version 2.x (at least that mirror thing) and got broken with version 3.0 - and I didn't changed anything.

So yes - I'll try a clean setup as well as installing it on my other mac with different OS X version.
I'm hoping that there is something wrong with my setup and I can fix it with clean install. Otherwise I'll have no choice but to stop using AM and find other FE that is working on my computer.  :'(

Luke_Nukem

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #33 on: June 24, 2015, 04:45:01 PM »
my AM version is 1.5.2

I will try clean install of everything from scratch next week - because of the other bug/crash that I want to test.
But the thing is that with FLAT BLUE layout everything was working around version 2.x (at least that mirror thing) and got broken with version 3.0 - and I didn't changed anything.

So yes - I'll try a clean setup as well as installing it on my other mac with different OS X version.
I'm hoping that there is something wrong with my setup and I can fix it with clean install. Otherwise I'll have no choice but to stop using AM and find other FE that is working on my computer.  :'(

Ah, see I'm using v1.5.3. Please upgrade before you do too much else. :)

verion

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #34 on: June 24, 2015, 05:17:50 PM »
I was told that 1.5.3 is windows only for fixing multimonitor bug.

Luke_Nukem

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #35 on: June 24, 2015, 06:10:18 PM »
I was told that 1.5.3 is windows only for fixing multimonitor bug.

I've tested with v1.5.2 as well, works perfect for me. (Linux only).

Maybe you can email me your AM configs so i can have a look and see if something else may be causing it. (And also, the new terminal output.)

Edit: Can you try removing the attract.am file, and removing the "flat_blue" settings section from attract.cfg.
I've only just started reading the AM source seriously, so I'm not sure this will achieve much. Looks like AM just overwrites the config section. But I'm not so sure about the attract.am which is the last saved state file.
« Last Edit: June 25, 2015, 01:58:46 AM by Luke_Nukem »

verion

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #36 on: June 25, 2015, 02:57:25 AM »
Thanks. But I think I'll start with clean AM install on clean system install - this way we can for sure eliminate any problems or conflicts with installed software, etc.
I have a clean system install copy, so it won't be that time consuming - an with OS X I can run it from external HDD without touching my current system install - so it is pretty convenient. And I can test that external HDD install with different macs - so I can additionally rule out hardware incompatibility.

If that won't work - than we can see if there is anything wrong with my (or OS X) AM config.

liquid8d

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #37 on: June 25, 2015, 08:15:46 AM »
Hey guys.. busy with some other stuff for the next week or so but just gave this a shot.

Mine is upside down and it's only taking up a quarter (top/left) of the screen. When I move up/down, I get a fullscreen snap (also upside down) that covers the whole screen - perhaps I don't have my artwork setup properly for it. Actually it looks like both are flipped vertically and horizontally..

Here's the output:

Code: [Select]
///////////////////////////////////////////
//                                       //
//     Attract Mode - Flat Blue Theme    //
//                                       //
//  Artwork by CLAN LOGO DESIGN          //
//       http://www.ClanLogoDesign.com   //
//  Code by Garage Arcades               //
//       http://www.garagearcades.co.nz  //
///////////////////////////////////////////

Ratio = 1.6
Setting screenType to : (table : 0x00000000043B1BE0)
Created Final Surface:(instance : 0x00000000043AF530) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:-320:Y:-200 :W:1920:H:1200

Found final render surface = (instance : 0x00000000043A4750)
Created First Surface:(instance : 0x00000000043AF4C0) -id: BG_Horz_16:10 -Aspect: 16:10 -Orientation: horizontal
Properties :X:-320:Y:-200 :W:1920:H:1200

Created Final Surface:(instance : 0x000000000CF8EC40) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:40:Y:-560 :W:1200:H:1920

Found final render surface = (instance : 0x00000000043A4750)
Found final render surface = (instance : 0x00000000043D7FA0)
Created First Surface:(instance : 0x000000000CF8FE30) -id: BG_Vert_16:10 -Aspect: 16:10 -Orientation: vertical
Properties :X:40:Y:-560 :W:1200:H:1920

Failed to share the OpenGL context
Impossible to create render texture (failed to link the target texture to the frame buffer)
Failed to share the OpenGL context
Impossible to create render texture (failed to link the target texture to the frame buffer)
Failed to share the OpenGL context
Impossible to create render texture (failed to link the target texture to the frame buffer)
 - Loaded layout: C:\Games\Emulation\Frontends\attract-1.5.2-win64\layouts/flat_blue/ (layout.nut)

This is with the current version in github as of this post. I am on 1280x800 and tried it in windowed and fullscreen just in case.



« Last Edit: June 25, 2015, 08:20:23 AM by liquid8d »

Luke_Nukem

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #38 on: June 25, 2015, 01:31:58 PM »
Thanks liquid8d.

Bit worried about that opengl context error. Honestly this is a head scratcher for me. I'm going to start a windows VM and see if I can replicate the behaviour.

Works absolutely flawless in Linux.


--Starting to suspect Surfaces. Seems this only happened to you guys after I switched from rendering everything directly to the window, to rendering objects to their own surfaces.
May need to call in Raygun, I don't know my way around the code base very well, so can't pin-point the difference between the Linux build and OSX/Winblows.
« Last Edit: June 25, 2015, 01:44:10 PM by Luke_Nukem »

ryuuji

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Re: FLAT BLUE aspect-aware layout [working test version]
« Reply #39 on: January 30, 2016, 04:51:37 AM »
Sorry for posting here on a old topic but I got this layout from git and does not work (windows and linux) ... attractmode crashes

all the other layouts from your github are working only this one it's not...

attract.cfg
Code: [Select]
# Generated by Attract-Mode 1.6.2
#
list mame
layout               flat_blue
romlist              mame
filter               All
filter               Favourites
rule                 Favourite equals 1

list Nintendo Entertainment System
layout               cools
romlist              nestopia
filter               All
filter               Favourites
rule                 Favourite equals 1

sound
sound_volume         100
ambient_volume       100
movie_volume         100

input_map
exit                 Escape
select               LControl
select               Return
configure            Tab
prev_display         Left
next_display         Right
up                   Up
down                 Down

general
language             en
exit_command         
default_font         lato
font_path            %SYSTEMROOT%/Fonts/
screen_saver_timeout 600
displays_menu_exit   yes
hide_brackets        no
autolaunch_last_game no
confirm_favourites   no
mouse_threshold      10
joystick_threshold   75
window_mode          fullscreen
filter_wrap_mode     default
track_usage          yes
multiple_monitors    yes
smooth_images        yes
accelerate_selection yes
selection_speed_ms   40
scrape_snaps         yes
scrape_marquees      yes
scrape_flyers        yes
scrape_wheels        yes
scrape_fanart        yes
scrape_videos        no


plugin KeyboardSearch
enabled              yes
param                results_mode Show Results
param                trigger Custom1



UNDER LINUX

Code: [Select]
ergo@proxy ~/Downloads/attract-1.6.2 $ ./attract
Starting Attract-Mode 1.6.2 (Linux)
Config: /home/ergo/.attract/attract.cfg

*** Initializing display: 'nestopia'
 - Loaded master romlist 'nestopia' in 9 ms (801 entries kept, 0 discarded)
 - Constructed 2 filters in 6 ms (1602 comparisons)
Error opening input file: /usr/local/share/attract/intro/intro.mp4
ERROR loading video: /usr/local/share/attract/intro/intro.mp4

///////////////////////////////////////////
//                                       //
//     Attract Mode - Flat Blue Theme    //
//                                       //
//  Artwork by CLAN LOGO DESIGN          //
//       http://www.ClanLogoDesign.com   //
//  Code by Garage Arcades               //
//       http://www.garagearcades.co.nz  //
///////////////////////////////////////////

Ratio = 1.77865
Setting screenType to : (table : 0x0x229f670)
terminate called after throwing an instance of 'std::logic_error'
  what():  basic_string::_S_construct null not valid
Aborted
« Last Edit: January 30, 2016, 07:57:45 AM by ryuuji »

verion

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FLAT BLUE theme development is back on track!
« Reply #40 on: March 24, 2016, 05:40:19 PM »
FLAT BLUE theme development is back on track!

We started this theme with my mockup graphics and Luke Nukem code. But since Luke can't find the time to finish the project - it's time for  re-boot.

---

This time chrisvg is doing all the hard work with theme coding - from scratch.

This theme will be:
- truly aspect aware
- working on horizontal screens
- working on vertical screens

Vertical screen support will be universal - it will work with systems set up for vertical screen and with normal (horizontal) setups with screen just rotated 90 or 270 deg.

---

We have a working prototype. You can see the preview video of a FLAT BLUE theme working on Blast City arcade cab - HERE

brywalker

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Re: [new video] FLAT BLUE theme development is back on track!
« Reply #41 on: March 25, 2016, 08:06:38 AM »
GIMME!  ;D

Excited to hear its back on track. This is such a beautiful layout, I was bummed there wasn't word of progress. Can't wait to get my grubby paws on it! This thing is destined for my NeoGeo (provided you can change the color of the background *hint*). If not, It's going in my Capcom cabinet. So either way, so pumped! THANK YOU!

verion

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Re: [new video] FLAT BLUE theme development is back on track!
« Reply #42 on: March 25, 2016, 08:19:30 AM »
Sure you can change the color - it's just a bunch of PNG files so you can replace them with red ones.
And that blue gridline background you can replace with red-white stripes from NEO GEO.

---

You should thank chrisvg - because the underlying code is his EXCELLENT work. It wouldn't be possible without him.

kent79

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Re: [new video] FLAT BLUE theme development is back on track!
« Reply #43 on: March 25, 2016, 06:23:10 PM »
Thank you for boot up.  :)

Thamiel

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Re: [new video] FLAT BLUE theme development is back on track!
« Reply #44 on: March 28, 2016, 05:41:42 AM »
Totally on board for this one, will look great on my horizontal and vertical Windy cabs.