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Messages - walknight

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1
General / Re: White border around transparent pngs
« on: August 26, 2020, 03:45:19 PM »
I'm happy to report that this issue has been fixed in SFML-Pi 2.5.1:
http://forum.attractmode.org/index.php?topic=3665.0

2
General / Re: SFML-PI updated to 2.5.1 - Testers needed
« on: August 26, 2020, 08:02:29 AM »
I can try it under KMS. I'm using rockchip though.
Anything I should pay special attention to?

3
General / Re: White border around transparent pngs
« on: August 15, 2020, 09:18:19 AM »
Getting some help on the discord...At least a workaround is available.
I'm testing more based on the suggestions there and will report back.

4
General / Re: White border around transparent pngs
« on: August 12, 2020, 11:50:28 PM »
Can confirm I'm having the same issue...A faint border around transparent PNGs (see attached pic).
Any clue?

5
General / Re: How to check the width/height of artwork
« on: August 07, 2020, 10:21:55 PM »
Check out the builtin modules. You might find preserve-art.nut and pan-and-scan.nut helpful.

Yes Oomek on discord also mentioned them. Turns out to be exactly what I need!
Thanks!

6
General / Re: How to check the width/height of artwork
« on: August 07, 2020, 05:35:32 PM »
I take it you know how to see the Height and Width of a picture in photoshop/gimp right?

Yes apparently  :). I could always crop them beforehand, but seeing AM with such powerful scripting support, I think it should be possible for AM to "auto-fit" the image?

I also wish to be able to "auto-pan" the image if it's a large one. I wrote some custom code to do that for another frontend I was using and it looked great.

7
General / How to check the width/height of artwork
« on: August 07, 2020, 05:08:45 PM »
The theme I'm using has this code
Code: [Select]
local bgart = fe.add_artwork( "flyer", flw*0.2, 0, flw*0.6, 0);
bgart.preserve_aspect_ratio = true;
That is, it scales the image width to 60% of screen width and scales the height accordingly to keep the original aspect ratio.
But when I have an artwork in landscape direction, the scaled height is too short to fill the screen (see attached pic).

So I want to check the actual dimension of the image and scale it differently, either by width or by height.
I tried this code
Code: [Select]
    local bgart = fe.add_artwork( "flyer", flw*0.2, 0, flw*0.6, 0);
    bgart.preserve_aspect_ratio = true;

    if ( bgart.height < flh )
    {
      bgart.height = flh;
      bgart.width = 0;
    }
But it didn't work: "bgart.height" actually returns 0 instead of the actual scaled height, so the test is always true and it always scales to the height.

So is there a way to check the dimension of an artwork?

8
General / Re: Screen resolution
« on: August 07, 2020, 04:08:26 PM »
try full screen mode (default)
NEVATO should auto detect screen resolution - if not edit the layout.nut - there is a part where you can force the resolution.

I know full screen works. But I want to use Windowed mode so I can test a particular resolution easily on the PC before putting it on the cab.
I tried to force the resolution by doing this in the beginning. But still gets the same graphics cut-off issue.
Code: [Select]
fe.layout.width = 1280;
fe.layout.height = 720;

9
General / Re: Metadata for non-MAME romlists?
« on: August 07, 2020, 12:31:29 AM »
What's the request quota of thegamesdb using stock AM? Is it based on IP address?
Yesterday I tried a scrape session, it says there are 6000+ tasks and were able to find quite a few matches.
But it crashed with a segmentation fault half way.
I then tried to scrape again on the other machine but got 403 error. The error message mentions a monthly quota exceeded.

10
General / Re: Screen resolution
« on: August 07, 2020, 12:18:34 AM »
I was trying to use "Windowed" mode on my PC, so I can test the same 1280x720 resolution that I intend to use on the cab.
The window does come up as 1280x720 as specified in window.am. But all graphics are still at the same size of the full screen mode so they are cut off in the window (see attached pic).
I then tried to print out fe.layout.width and fe.layout.height in the beginning of the script, and they indeed show the desktop size and not the window size.
Is this normal? If so what's the intended use of the Windowed mode?

11
General / Re: Screen resolution
« on: August 02, 2020, 10:45:06 PM »
Thanks to both of you. I have a better understanding now.

12
General / Screen resolution
« on: August 02, 2020, 10:19:49 AM »
Using the nevato layout I see the printout of "res_x" and "res_y" are 2133 x 1200. While my monitor has a max resolution of 1920x1080. Is that normal?
And I prefer to use 1280x720 for better performance. Is there a way to specify the resolution to run AM in?
Thanks!

13
General / Re: Multilevel menu
« on: August 01, 2020, 08:26:09 PM »
Awesome. Guess I'll learn along the way.
Thanks again for your help @progets.

14
General / Re: Import romlist but only keep entries I have roms available
« on: August 01, 2020, 05:44:22 PM »
Exactly what I wanted! Thanks!

15
General / Re: Multilevel menu
« on: August 01, 2020, 04:19:50 PM »
Thanks progets! Everything works beautifully as you suggested. I love this!

Couple of more questions:

  • Is it possible to set each menu-art path outside of the config directory, like what can be done for rom path and rom arts? This way I can use different front ends with the same art collection.
  • I see each display has its own layout. So after setting up the whole menu structure, how do I easily switch from one layout to the other for all menu levels?
  • Following the previous question, I guess I can use different layout at different levels of the menu. Like display a full-screen video at "Arcade Genre" selection, but switch to a "attract-man" like layout at game selection. I'm still new to the layout design stuff. Is there such a concept of designing layout for different menu levels? So that the same look and feel is maintained across different menu levels.
  • As you mentioned, the same functionality this menu structure provides can also be implemented by filters. So I could create an Arcade display that uses the MAME romlist, then create filters by genre, by manufacturer, by control type, by year, ..., etc. But when switching among these filters, are they all on the same flat level, or is there a way to organize them into different levels? Like genre filters, manufacturer filters, etc. Or even some way to combine (AND) some filters without configuring a new filter? Also how is filter related art handled? Is it possible to display a scrolling list of available filters, maybe with their logos?

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