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Messages - Luke_Nukem

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1
Themes / Re: Theme to demonstrate CRT shaders
« on: December 09, 2018, 10:19:19 AM »
CRT-CGWG: pass
CRT-Halation: pass with errors
  Failed to compile fragment shader:
  ERROR: 0:1: '' :  version '130' is not supported

This is because of OpenGL support on MacOS, I got the same error in my tests. MacOS doesn't allow to mix versions of OpenGL, and furthermore AFAIK XQuartz only support OpenGL 1.2

Changing the version number in the shaders works fine for macOS

2
Scripting / Re: Phosphor retention effect
« on: October 07, 2018, 09:09:56 PM »
I had a play with the technique. Results are interesting but not pretty... Easy to see intended effect with Asteroids or Pacman videos.

3
Themes / Re: Arcadeflow theme v 2.6 [Release] Updated 2 October 2018
« on: October 02, 2018, 03:25:42 PM »
Another release! You're a machine!

4
General / Re: A bootable Linux ISO/USB that auto-loads from a 2nd USB
« on: October 01, 2018, 10:18:03 PM »
Project updated.

Reminder to please read the README.md.

Downloadable ISO's now include separate ISO per GPU vendor type: AMD, Intel, Nvidia, Nvidia (340 drivers).

5
Themes / Re: Arcadeflow theme v 2.3 [Release] Updated 29 August 2018
« on: September 27, 2018, 04:40:32 PM »
Would love a setting to permanently set the rotation. Can't figure out how to get AM to save it.

I have no idea how to do it in AttractMode. My theme detects the screen orientation and changes accordingly, and you can then rotate the screen with the hotkeys. You have a cocktail cabinet?

Something like this:

Code: [Select]
class UserConfig {
</ label="Screen Rotate", help="Swap X/Y dimensions for rotated screens",
options="Yes,No" />
rotated="No";
}

local layoutSettings = fe.get_config();

switch (layoutSettings["rotated"]){
case "No":
        fe.layout.width = ScreenWidth;
        fe.layout.height = ScreenHeight;
        fe.layout.orient = RotateScreen.None;
        break;
case "Yes" :
        fe.layout.width = ScreenHeight;
        fe.layout.height = ScreenWidth;
    fe.layout.orient = RotateScreen.Right;
        break;
};

How do I exit from the game history view? If I press excape while showing history, I get the Attract exit screen behind the history.

6
Themes / Re: Theme to demonstrate CRT shaders
« on: September 27, 2018, 08:00:34 AM »
I must not have noticed due to using a black background for testing. I'll see what I can come up with, ours probably missing the alpha channel.

I found how to do it: just change the last line of the fragment shader to:

  gl_FragColor = vec4(mul_res, cval);

instead of

  gl_FragColor = vec4(mul_res, 1.0);

Glad you found it yourself. Sorry I haven't had much time to update things yet.

7
Themes / Re: Theme to demonstrate CRT shaders
« on: September 24, 2018, 02:13:36 AM »
I must not have noticed due to using a black background for testing. I'll see what I can come up with, ours probably missing the alpha channel.

8
General / Re: Attract-Mode+Linux+HyperSpin Themes?
« on: September 23, 2018, 06:38:29 PM »
Linux is case sensitive, so that might have something to do with it. Which theme are you trying?

If you're looking at using Linux for a cab, I suggest you give my ISO a try - instructions here.

9
General / Re: Mame not getting focus
« on: September 22, 2018, 01:18:31 AM »
Windows or Linux?

10
Themes / Re: Theme to demonstrate CRT shaders
« on: September 21, 2018, 02:56:28 AM »
This is really nice, I'm planning to add some lotte shaders to my theme, for the "info" page where you can see a larger version of the game movie, adding this CRT effect would look great. I wish I had more time to dedicate to theme making, but real work needs to be done sometimes :D

I've added yet another shader to the collection, a Halation style one. Which is sort of the cgwg one with extra effects. It really requires an input of a previous frame, which I can't get from AM unless I dive in to the source further.

No new archive, you'll need to get it from the git.

Sounds like your theme will be good!

11
Themes / Re: Theme to demonstrate CRT shaders
« on: September 20, 2018, 05:14:35 PM »
UPDATED: Split shaders in to own themes for easier viewing.

Attachment replaced in OG post. Also added to attractmode-extra, awaiting merge.

12
Themes / Re: Theme to demonstrate CRT shaders
« on: September 20, 2018, 01:55:25 AM »
Attached scaled photo of CGWG CRT shader - this is the "CRT" labelled one.

13
Themes / Re: Theme to demonstrate CRT shaders
« on: September 20, 2018, 01:53:47 AM »
Attached scaled photo of Lottes CRT shader - this is the better one, also used in flat_blue theme, but without the curvature or rounded corners.

14
Themes / Re: Theme to demonstrate CRT shaders
« on: September 20, 2018, 01:44:44 AM »
Change "movie" to "snap", or nothing will be seen... 8)

Lol! It's been a while. I still have some 3 year old settings floating around.

15
Themes / Theme to demonstrate CRT shaders
« on: September 19, 2018, 11:26:58 PM »
UPDATED: Split shaders in to own themes for easier viewing.

I ended up finally finishing off some other stuff I started years ago - namely, a small theme just to show videos using a few different types of CRT shaders.

Gitlab link

You'll need to play around with things to get nice settings for yourself.

Link to high quality photos of running on an 4:3 LCD machine

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