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Messages - raygun

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ok thanks for checking!  back to the drawing board....

How do we get this information in front of the developers?

I think the root cause may have other interactions with other AM functions that may drive people away from using AM.

I'm aware this issue, but haven't been able to track it down or reproduce it myself to debug.
Knowing that it doesn't happen with 2.0.0rc2 is very helpful. I've gone back and looked at what might have changed and have a theory as to what might be causing this....

I've made a test patch in 2.5.1, would someone who is experiencing this please test one of the following and let me know if the problem is still happening?:




Announcements / Version 2.5.1 bugfix release
« on: November 13, 2018, 09:34:27 PM »
We are pleased to announce the release of version 2.5.1 of Attract-Mode!

This is a bugfix release that squashes some of the more unfortunate bugs we were able to track down in 2.5.0.  Download available at:


# Changelog #

## Commits from v2.5.0 to v2.5.1

### Andrew Mickelson (3 commits)

* Version 2.5.1
* Issue #499 - Fixed to show empty space when image/artwork fails to load
* Small style updates to PR501

### Radek Dutkiewicz (5 commits)

* Fix for textures loosing smoothing (#506)
* Redraw surfaces fix (#504)
* nowide typo fix (#502)
* Fixed SWF BlendMode
* Fixed SWF regression on SFML 2.5.0

Announcements / Version 2.5.0
« on: November 03, 2018, 05:25:16 PM »
Version 2.5.0 of Attract-Mode has now been released!

This release finally fixes the built-in scraper from hanging when scraping from the net.  It also adds the ability to pause an emulator using a hotkey configured in Attract-Mode (Linux&Windows only).

Full changelog is posted below.  Downloads available at:

# Changelog #

## Commits from v2.4.1 to v2.5.0

### Andrew Mickelson (27 commits)

* Bump to version 2.5.0
* Issue #481: Allow use of any of the 'magic tokens' in emulator arguments
* Fix some compile warnings
* Optimization for quicker artwork loading
* [Windows] extra measures to stop losing foreground focus
* [Windows] Issue #482 - Fix for unicode filenames in squirrel standard lib
* Added "Please Wait" message
* [Windows] Fix handling of unicode characters in filenames
* Added fe.get_text() function for getting translated strings from a script
* Switched to use libcurl for network scraping (#486)
* Fixed pause on raspberry pi
* Added Pause Emulator functionality (#479)
* [linux] Always close frontend window when launching from fullscreen mode linux
* Issue #334 - removed git dependency from Makefile
* [Windows] make output from fe.plugin_command() consistent with Linux/OS X
* Issues #379, #248 - Fix to allow user to escape hung artwork scraping
* Added ChangedTag transition when a game is faved or tagged
* Update expat xml parser to version 2.2.6 (#480)
* Issue #472 - Added setting to control pointer moving on emu launch
* Issue # 325 - tweaked selection acceleration, added the "selection_max_step" option to attract.cfg
* Issue #471 - fix scraping of overview info (blank entries)

### Keil Miller (1 commits)

* Display link typo resolved (#485)

### Matthew Barnes (1 commits)

* Add 'Exit Message' option to General settings (#363)

### Radek Dutkiewicz (2 commits)

* Added Overlay.Favourite command to Transition.ShowOverlay (#484)
* Added BlendMode.Subtract, fixed line endings in default shader files (#477)

### xin (1 commits)

* Improve french translation (#495)

General / Re: Scraping in Linux
« on: September 28, 2018, 06:35:58 PM »
this is due to a very recent change to the frontend

You need to have the development headers and library for “libcurl” installed on your system when you compile attractmode for network scraping to work with the newest development version.

on lubuntu I think you will need to run:

Code: [Select]
sudo apt-get install libcurl4-openssl-dev
(the package name may different)

then do a ‘make clean’ and ‘make’ on attractmode to re-compile AM(assuming you have compiled yourself)

I hope this helps

General / Re: Daily Windows Build available.
« on: September 03, 2018, 07:47:09 AM »

thanks for setting this up!

You know what, I think it would be pretty straight forward to extend the "magic token" support for calling a squirrel function into the emulator argument processing as well, so you would be able to call into a script to get it. I'll look into this further.


There isn't currently a way to pass arguments directly from the layout code to the emulator and yes I can see this being a limitation on more complicated setups.

There is a transition that layouts can use both before and after a game is launched, to configure things for their emulator (see the ultrastik plugin as an example).  You can also use the Edit Game feature to edit an entry on the romlist to specify a custom executable and command line arguments for that entry.  There is also the multi-emulator config approach keilmillerjr suggested.

Scripting / Re: Script for export name game or system
« on: September 02, 2018, 10:03:58 AM »
The following code will write the current game name to "/.attract/current_name.txt", the current game title to "/.attract/current_title.txt", and the current system to "/.attract/current_system.txt".  Hopefully this will get you started, you can paste this into a new plugin or just as part of your layout script....

Code: [Select]
fe.add_transition_callback( "gamename_transition" );
function gamename_transition( ttype, var, ttime )
        if (( ttype == Transition.EndNavigation )
                || ( ttype == Transition.StartLayout ))
                system( "echo '" + fe.game_info( Info.Name ) + "' > ~/.attract/current_name.txt" );
                system( "echo '" + fe.game_info( Info.Title ) + "' > ~/.attract/current_title.txt" );
                system( "echo '" + fe.game_info( Info.System ) + "' > ~/.attract/current_system.txt" );
        return false;


Announcements / Version 2.4.1 bug fix release
« on: August 17, 2018, 10:06:21 PM »
We're pleased to announce the newest release of Attract-Mode: version 2.4.1.  This version fixes a few of the bugs found in the recently released 2.4 and adds some 'official' Arch Linux, Debian and Ubuntu packages to the available downloads.


# Changelog #

## Commits from v2.4.0 to v2.4.1

### Andrew Mickelson (21 commits)

* Bump to version 2.4.1
* Added log message when frontend unexpectedly loses focus
* Added code to handle mame/mess media types during first run autoconfiguration
* Misc. code cleanup (removed unused variables, etc)
* Issue #282 - fixed mapped keys from working when frontend doesn't have focus
* Switch behaviour of "Fillscreen mode" to a true borderless window (#467)
* Added bound check (+ correction) for video pts
* Improved frame skipping for videos
* Fix 'non-blocking mode wait' when game has multiple loading screens
* Fix sound handling when interrupted by game launch
* Updated setting of hwaccel in FFmpeg.  Added videotoolbox for Mac OS X
* Issue #459 - fixed listbox selection background fading/colour setting

### progets (1 commits)

* RocketLauncher plugin (#470) - Written by ArcadeBliss

### Radek Dutkiewicz (1 commits)

* Added manifest to windows build (#461)

Announcements / Re: Version 2.4 sneaking in!
« on: August 04, 2018, 09:46:25 PM »

short info:
version 2.4 doesn't longer supports native Windows XP/WinXP.
shows different missing .dll errors / .dll files not found
If you're using WinXP use version 2.3

 >:(  No!!! Please tell me there is going to be support for XP, I have a MAME Arcade PC that I have spent so much time configuring!  Is there any way to get all these new features and fixes for us XP users?  Please tell me there is!

Please try the binary packages linked here: which should work on WinXP

General / Re: AM 2.4 breaks steam window focus
« on: July 29, 2018, 09:30:11 AM »
Hi thanks for the report. Since the loading sequence for the game takes focus away from Attract Mode, and then gives it back, and then takes it again with the multiple loading screens, it is tricking Attract-mode into a mode it shouldn't be in.

I will fix this feature so that it works as advertised for your situation.  I'm hoping for a 2.4.1 patch release in the near future that includes a couple of these bug fixes.


Announcements / Re: Version 2.4 sneaking in!
« on: July 21, 2018, 09:23:32 AM »
Thanks for the update.
What do you mean exactly with "Attract-Mode is now looking for game overview information in a different place then previously" , I have tons of overview scrapped descriptions and I prefer to move them to another place than re-scrape all the stuff.
Which is the new location?

Here is the description of where the overviews are now stored:

hope that helps!

Announcements / Version 2.4 sneaking in!
« on: July 18, 2018, 12:04:33 AM »
Hello there!  The team is please to announce the release of version 2.4 of Attract-Mode, available now from the download link on!  We even think we've got the Mac OS X bundle building again (fingers crossed)!

There are lots of great new features and bug fixes with this release, we hope you enjoy.   There are also a couple of potential wrinkles we want to warn you about:

With this release, Attract-Mode is now looking for game overview information in a different place then previously, so if you are upgrading an existing installation you will likely need to re-scrape the artwork or regenerate a romlist for a given emulator before the frontend will be able to find any game overview information related to that emulator again.

There has also been a change to how the the "zorder" attribute works in layouts, by popular request.  The new way makes much more sense and hopefully will not adversely affect existing layouts.  If you are seeing overlapping images and/or texts no longer drawing in the correct order in your favourite layout after your upgrade, this is likely the cause and the layout script will have to be adjusted to fix how it is setting zorders.


# Changelog #

## Commits from v2.3.0 to v2.4.0

### Andrew Mickelson (50 commits)

* Bump to version 2.4
* [windows] combine attract.exe and attract-console.exe into the same package
* Issue #401 - Implement proposed changes to zorder behaviour (#408)
* Reduce unnecessary redrawing on some layouts
* Issue #391 - store overview information by emulator
* Issue #456 - properly reset layout state when new layout configured
* Added .travis.yml
* Issue #455 - fix handling of menu artwork
* Issue #454 - fixed scraping (url changed)
* Issue #452, #446 - fix compile on old SFML version
* Issue #444 - added "Layout Options" to go straight to layout configuration
* Various changes to merge oomek-fixes branch, including fix_filters() bugfix
* [linux] Issue #393 - fix handling of single quotes and related commandline parameter issues
* Fix compile on older SFML versions after Text .spacing parameter changes
* Fix whitespace and reordering
* Issue #440 - attempt to prevent reported file lockup on missing artwork
* [Windows] enabled d3d11 hwaccel decode option, if available
* Issue #436 - allow user to select which layout.nut file to use from Layout config
* Update for the blend_mode changes
* Added config file parameter output to debug logging
* Added support for "per display" layout parameters.
* Minor fixes to android build, "edit game" option
* [linux] default to "fullscreen mode" window mode
* Don't use network scraping when doing automatic import at startup
* removed stray debug message
* Automatically import emulators that are detected on startup
* Autodetect emulators and generate emulator templates on first run
* Issue #400 - reduce CPU usage when idle
* Issue #407 - fixed fe.Image.video_playing attribute
* Added ability use emulator templates when adding a new emulator
* [linux] enabled exit hotkeys when in fullscreen mode, added debug logging for window creation/destruction
* Made wheel fadeout time configurable for hyperspin-based layouts
* Added fe.path_test() command for layout/plugin scripts
* Relabelled and reworked the 'minimum_wait_time' emulator setting
* Changed scummvm info_source to only use 'scummvm -t' output
* [linux] added VDPAU hwaccel support and fixes for VAAPI
* Added android readme, minor updates to and gameswf compile
* Fix compile on MacOS Sierra
* [android] initial addition of *experimental* android support
* Added support for touch events if provided by SFML (swipe, tap)
* Added fe_file.cpp to load images, fonts, sounds through a file stream
* Fix window focus detection when min_run_time is set
* Issue #388 - fix compile on Ubuntu 14.04
* Issue #385 - fix recent compile fix for older versions of avcodec
* Fix compile with NO_MOVIE=1
* Fix potential race condition in scraper
* Issue #385 - fix compile error on Jessie

### Benjamin Hodgetts (1 commits)

* C++11 Syntax Fix

### Conn O'Griofa (1 commits)

* RPI: update for new vendor library names & add Mesa VC4 override

### Florian (5 commits)

* Update Dolphin config (#417)
* Update Ubuntu version (#416)
* [linux] Update version number and icon path (#414)
* debian/install - Copy single files first (#415)
* Updated for a Command line error + Detail (#425)

### Keil Miller Jr (1 commits)

* Buttons scraped with newer mame.xml file

### mbalfour (1 commits)

* Improve Multi Monitor support (#405) and fix NES romlist crash

### Radek Dutkiewicz (15 commits)

* New text alignment modes (#448)
* Added list_size property to fe.ListBox
* Fixed Fill Screen window offset, update
* Fixed Fill Screen window offset
* Fixed back buffer blinking on game launch
* Blend mode refactoring
* Whitespace cleanup
* Added a folder with default shaders for each blend mode
* Blend modes improvements
* Sorting fixes
* Fixed borderless window size
* added blend modes to fe.Image
* Added .spacing parameter to fe.Text
* Added .mipmap parameter to fe.Image
* Fixed video restarting after setting video_playing = false (#411)

General / Re: Mac Users: Unofficial Mac Package 2.3.0-13
« on: December 18, 2017, 07:52:29 PM »
I'm not too up on the mac development tools, but it sounds like you need to use the 'otool' command to edit the attract executable you have created so that it uses the dylibs from the bundle instead of /usr/local/opt

That is what I think the script is doing.  Can you load python onto your system and try running the ' attract' command directly ?  It looks like it is being run from the MacOS subdirectory inside of the app bundle.

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