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Messages - omegaman

Pages: 1 ... 57 58 [59]
871
Themes / Re: Post your custom layouts here!
« on: July 21, 2014, 02:35:01 PM »
Luke-

I am digging your swapper layout it has a nice clean look.

872
Themes / Re: Post your custom layouts here!
« on: July 16, 2014, 11:21:10 AM »
Trimm layout with flyer, random color frame, and wheel. Layout has nice proportions.

http://youtu.be/eAQmaG_0RH0

873
Scripting / Hyperspin theme layout script
« on: July 03, 2014, 10:08:24 AM »
So, here is a layout based on hyperspin mame theme. This is about all I could do with my basic understanding of transitions and indexing. The offsets could use a little tweaking and the wheel will only scroll so fast until Andrew does his thing.  If anyone can think of ways to improve on this then please help with any suggestions you might have. Here is the script and artwork. Thanks...
//
// Attract-Mode Front-End - "mediaV" sample layout
//
fe.layout.width=1024;
fe.layout.height=768;
fe.layout.font="coolvetica";
fe.add_image( "bg.png", 0, 0, 1024, 768 );
fe.add_artwork( "video.png", -360, 100, 1400, 600 );

// fill an entire surface with our snap at a resolution of 480x360
local surface = fe.add_surface( 480, 360 );
local snap = surface.add_artwork( "snap", 0, 0, 480, 360 );
snap.preserve_aspect_ratio = false;
//local screen = fe.add_image( "frame.png", 50, 150, 495, 395 );

surface.set_pos( 80, 210, 540, 380 );
//surface.pinch_y = -40;

// now create a reflection of the surface
//
//local reflect = fe.add_clone( surface );
//reflect.subimg_y = reflect.texture_height;
//reflect.subimg_height = -reflect.texture_height;
//reflect.set_rgb( 20, 20, 20 );

// position the reflection
//
//reflect.set_pos( 250, 430, 475, 90 );
//reflect.skew_y = 440;
//reflect.skew_x = 0;
//reflect.pinch_y = 10;
class UserConfig {
   </ label="Orbit Artwork", help="The artwork to spin into orbit", options="marquee,flyer,wheel" />
   orbit_art="marquee";

   </ label="Bloom Effect", help="Enable Bloom Effect (requires shader support)", options="Yes,No" />
   enable_bloom="Yes";

}
local my_config = fe.get_config();
local no_shader = fe.add_shader( Shader.Empty );
local yes_shader;
if ( my_config["enable_bloom"] == "Yes" )
{
   yes_shader = fe.add_shader( Shader.Fragment, "bloom_shader.frag" );
   yes_shader.set_texture_param("bgl_RenderedTexture");
}
else
{
   yes_shader = no_shader;
}

fe.add_artwork( "pointer.png", 950, 370, 80, 120 );

local title = fe.add_text( "[Title]", 10, 660, 320, 20 );
title.set_rgb( 255, 255, 255 );
title.align = Align.Left;

local man = fe.add_text( " ([Category]) [Manufacturer] [Year] ", 10, 690, 320, 20 );
man.set_rgb( 255, 255, 255 );
man.align = Align.Left;

local name = fe.add_text( " [ListTitle] ", 02, 02, 320, 20 );
name.set_rgb( 255, 255, 255 );
name.align = Align.Left;

local entry = fe.add_text( "[ListEntry]/[ListSize]", 350, 610, 320, 18 );
entry.set_rgb( 255, 255, 255 );
entry.align = Align.Right;

local filter = fe.add_text( "[ListFilterName]", 10, 720, 290, 18 );
filter.set_rgb( 255, 255, 255 );
filter.align = Align.Left;

// Create 13 artworks. (even though only 10 artworks will appear on screen)
local title_p2 = fe.add_artwork( "wheel", 780, -80, 190, 75 );
local title_p1 = fe.add_artwork( "wheel", 780, 0, 190, 75 );
local title_p3 = fe.add_artwork( "wheel", 780, 80, 190, 75 );
local title_n1 = fe.add_artwork( "wheel", 780, 160, 190, 75 );
local title_n2 = fe.add_artwork( "wheel", 780, 240, 190, 75 );
local title_n3 = fe.add_artwork( "wheel", 780, 320, 190, 75 );
local title_n0 = fe.add_artwork( "wheel", 740, 400, 190, 75 );
local title_n5 = fe.add_artwork( "wheel", 780, 480, 190, 75 );
local title_n6 = fe.add_artwork( "wheel", 780, 560, 190, 75 );
local title_n7 = fe.add_artwork( "wheel", 780, 640, 190, 75 );
local title_n8 = fe.add_artwork( "wheel", 780, 720, 190, 75 );
local title_n9 = fe.add_artwork( "wheel", 780, 800, 190, 75 );
local title_n10 = fe.add_artwork( "wheel", 780, 880, 190, 75 );

//note title_p2, title_n10 will not be shown on screen, they are for transitional effects...
// Set index_offset for these 5 artworks.
title_p2.index_offset = -2;
title_p1.index_offset = -1;
title_p3.index_offset = 1;
title_n1.index_offset = 2;
title_n2.index_offset = 3;
title_n3.index_offset = 4;
title_n0.index_offset = 0;
title_n5.index_offset = 1;
title_n6.index_offset = 2;
title_n7.index_offset = 3;
title_n8.index_offset = 4;
title_n9.index_offset = 5;
title_n10.index_offset = 6;
// Add transition callback function.
fe.add_transition_callback( "orbit_transition" );
// Fill in orbit_transition function, as below:
local SPIN_MS=160; // Duration of transition effect (in msec)
function orbit_transition( ttype, var, ttime ) {
switch ( ttype )
{
case Transition.ToNewSelection:
if ( ttime < SPIN_MS ) {
local direction = -1;
if (var < 0) direction = 1;
local increment = (ttime * direction * 80) / SPIN_MS;
title_p2.y = -80 + increment;
title_p1.y = 0 + increment;
title_p3.y = 80 + increment;
title_n1.y = 160 + increment;
title_n2.y = 240 + increment;
title_n3.y = 320 + increment;
title_n0.y = 400 + increment;
title_n5.y = 480 + increment;
title_n6.y = 560 + increment;
title_n7.y = 640 + increment;
title_n8.y = 720 + increment;
title_n9.y = 800 + increment;
title_n10.y = 880 + increment;

return true;
}

else {
title_p2.y = -80;
title_p1.y = 0;
title_p3.y = 80;
title_n1.y = 160;
title_n2.y = 240;
title_n3.y = 320;
title_n0.y = 400;
title_n5.y = 480;
title_n6.y = 560;
title_n7.y = 640;
title_n8.y = 720;
title_n9.y = 800;
title_n10.y = 880;
return false;
}
}
return false;
}

// Gives us a nice high random number for the RGB levels
function brightrand() {
 return 255-(rand()/255);
}

local red = brightrand();
local green = brightrand();
local blue = brightrand();

// Transitions
fe.add_transition_callback( "fancy_transitions" );

function fancy_transitions( ttype, var, ttime ) {
 switch ( ttype )
 {
 case Transition.StartLayout:
 case Transition.ToNewList:
 case Transition.ToNewSelection:
 case Transition.EndLayout:
  //gametitleshadow.msg = trimmed_title( var );
  //gametitle.msg = trimmed_title( var );
  //man.msg = trimmed_man ( var );
  red = brightrand();
  green = brightrand();
  blue = brightrand();
  //year.set_rgb (red,green,blue);
  //copy.set_rgb (red,green,blue);
  //man.set_rgb (red,green,blue);
  //romlist.set_rgb (red,green,blue);
  //screen.set_rgb (red,green,blue);
  //frame3.set_rgb (red,green,blue);
  //cat.set_rgb (red,green,blue);
  //title.set_rgb (red,green,blue);
  break;

 case Transition.FromGame:
  if ( ttime < 255 )
  {
   foreach (o in fe.obj)
    o.alpha = ttime;
   //message.alpha = 0;     
   return true;
  }
  else
  {
   foreach (o in fe.obj)
    o.alpha = 255;
   //message.alpha = 0;
  }
  break;
   
 case Transition.EndLayout:
  if ( ttime < 255 )
  {
   foreach (o in fe.obj)
    o.alpha = 255 - ttime;
   //message.alpha = 0;
   return true;
  }
  else
  {
   foreach (o in fe.obj)
    o.alpha = 255;
   //message.alpha = 0;
  }
  break;
     
 case Transition.ToGame:
  if ( ttime < 255 )
  {
   foreach (o in fe.obj)
    o.alpha = 255 - ttime;
   message.alpha = ttime;
   return true;
  }   
  break;
 }
 return false;
}

874
Themes / Re: Post your custom layouts here!
« on: July 03, 2014, 09:44:19 AM »

876
Let me clarify a bit. It was more of a question asking if you wanted do something like that .  I agree, there is no need for prizes or anything like that. A voting or rating system would be perfect. I know gameex did something similar to generate more interest.

877
I agree with that too. Spreading the word would help, no doubt about it.  I did see attract-mode mentioned on arcade forums, so there is some traction there. 

878
I think attract-mode is the best front-end out right now. But, I think a few more great layouts need to be created to generate more interest. Most of us here have our own custom layouts but I think for the general public creating layouts would be a difficult task without an editor. So, lets have a contest and let Raygun decide.  What do you guys think?

879
General / Re: AM - SNES Games
« on: June 24, 2014, 07:28:45 PM »
Need to correct one thing, PUNES is for NES. I tried BSNES and SNES9X Cores and settled on the ladder for performance reasons. BSNES is the most accurate of course but some games like megaman run really slow unless you have a really fast computer. 

880
General / Re: AM - SNES Games
« on: June 24, 2014, 05:18:26 PM »
Every emulator I have tried works perfectly. Any emulator that uses a command like should work without any problems.  For SNES I used both PUNES and Retroarch without any problems whatsoever. There are several ways to configure retroarch. One way is to save configs for each core and then launch that config via the command line. The other way is to have retroarch and one config for each system. For example, I make a retroarch folder named Retroarch_SNES, select the snes core I want to use, set the paths for this folder and select save on exit. I also turn off save for each config. Then repeat for each system, say Retroarch_nes for example. Also, make sure the driver you select is gl otherwise you will run into problems. Here is an example of my config:

executable           C:\HyperSpin\Emulators\retroarch_snes\retroarch.exe
args                 "[romfilename]" -fullscreen
rompath              c:\hyperspin\emulators\retroarch_snes\roms\
romext               .zip;.sfc;.srm
artwork    flyer           C:\HyperSpin\Media\Super Nintendo Entertainment System\Images\Artwork3
artwork    marquee         C:\HyperSpin\Media\Super Nintendo Entertainment System\images\wheel
artwork    snap            C:\HyperSpin\Media\Super Nintendo Entertainment System\Video
artwork    wheel           C:\HyperSpin\Media\Super Nintendo Entertainment System\images\wheel
 

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