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Messages - progets

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1
General / Re: Attract mode and mame not saving games
« on: July 09, 2019, 08:53:16 PM »
Make sure that you're using the MAME exit keys/buttons and not the AttractMode exit keys/buttons.
In your AttractMode MAME.cfg emulator file define the MAME "working directory" location.

If you still need help post your MAME.cfg and mame.ini files.

2
General / Re: Wheel Art in Vertical List
« on: June 26, 2019, 10:04:20 PM »
You should also checkout this thread http://forum.attractmode.org/index.php?topic=1945.msg13386#msg13386. This module will allow you to understand and configure your wheel how ever you want in a layout. It will teach you a lot and make thing easy.

3
General / Re: Wheel Art in Vertical List
« on: June 26, 2019, 09:55:39 PM »
Any chance you might could tell me what x, y, w, a, h, and r each do? I’d be forever grateful and it would save me a lot of trial and error and I can’t find a lot of resources that speak specifically to vertical wheels. I’m sure they’re size adjustments, but there are a few inconsistencies that make it confusing to decode.

I think...
x = x-axis (horizontal screen position)
y = y-axis (vertical screen position)
w = width (of wheel/image/text)
a = alpha (the amount of tinting)
h = height (of wheel/image/text)
r = rotation (clock position)

P.S. These same things apply to any wheel (or other type of image). Here's the same setup but using the curved wheel you don't want just to show how the settings change.
Code: [Select]
//default wheel

{
fe.load_module( "conveyor" );
local wheel_x = [ flx*0.80, flx*0.795, flx*0.756, flx*0.725, flx*0.70, flx*0.68, flx*0.64, flx*0.68, flx*0.70, flx*0.725, flx*0.756, flx*0.76, ];
local wheel_y = [ -fly*0.22, -fly*0.105, fly*0.0, fly*0.105, fly*0.215, fly*0.325, fly*0.436, fly*0.61, fly*0.72 fly*0.83, fly*0.935, fly*0.99, ];
local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_a = [  80,  80,  80,  80,  80,  80, 255,  80,  80,  80,  80,  80, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.17,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];
local wheel_r = [  30,  25,  20,  15,  10,   5,   0, -10, -15, -20, -25, -30, ];
local num_arts = 8;

class WheelEntry extends ConveyorSlot
{
constructor()
{
base.constructor( ::fe.add_artwork( "wheel" ) );
}

function on_progress( progress, var )
{
local p = progress / 0.1;
local slot = p.tointeger();
p -= slot;

slot++;

if ( slot < 0 ) slot=0;
if ( slot >=10 ) slot=10;

m_obj.x = wheel_x[slot] + p * ( wheel_x[slot+1] - wheel_x[slot] );
m_obj.y = wheel_y[slot] + p * ( wheel_y[slot+1] - wheel_y[slot] );
m_obj.width = wheel_w[slot] + p * ( wheel_w[slot+1] - wheel_w[slot] );
m_obj.height = wheel_h[slot] + p * ( wheel_h[slot+1] - wheel_h[slot] );
m_obj.rotation = wheel_r[slot] + p * ( wheel_r[slot+1] - wheel_r[slot] );
m_obj.alpha = wheel_a[slot] + p * ( wheel_a[slot+1] - wheel_a[slot] );
}
};

local wheel_entries = [];
for ( local i=0; i<num_arts/2; i++ )
wheel_entries.push( WheelEntry() );

local remaining = num_arts - wheel_entries.len();

//we do it this way so that the last wheelentry created is the middle one showing the current selection (putting it at the top of the draw order)
for ( local i=0; i<remaining; i++ )
wheel_entries.insert( num_arts/2, WheelEntry() );

local conveyor = Conveyor();
conveyor.set_slots( wheel_entries );
conveyor.transition_ms = 50;
try { conveyor.transition_ms = my_config["transition_ms"].tointeger(); } catch ( e ) { }
}


4
Emulators / Re: Best Compression for Specific Emulators
« on: June 26, 2019, 09:06:55 PM »
Hi progets, thanks for all the info you have provided along with everyone else.

I know this is an older post but I am trying to convert my Saturn games into chd's.

I have tried a few thing but without any luck. What tools did you use and what is the process?

My saturn games are 7z archived Cue, Bin files. I can extract them and get them into a chd by chdman.exe but when I try to play alot of them it just brings up a Music player in the Emu. I am not sure if I have the correct parameters for chdman or if there is a different one that I should be using.

Thanks for any help you or anyone else can give me.

I recommend using the latest chdman.exe which is include with every official MAME release https://www.mamedev.org/release.html. You don't need to use MAME or even get it to function, just grab the chdman.exe from it and you can delete it.

Once you have your Saturn files extracted from the 7z format, place chdman.exe into the same folder and also create "convert2chd.bat" in this folder with these contents
Code: [Select]
for /r %%i in (*.cue) do chdman createcd -i "%%i" -o "%%~ni.chd
for /r %%i in (*.gdi) do chdman createcd -i "%%i" -o "%%~ni.chd

Now you can run convert2chd.bat from the command line and if there are any errors you'll see them.

Common issues:
- the .cue file doesn't contain the correct path or name to your .bin file(s)
- you have compressed audio files (like .mp3) which aren't compatible with chdman.exe

5
General / Re: Wheel Art in Vertical List
« on: June 26, 2019, 08:21:13 PM »
Why are there 12 entries for only 8 wheels?

Just to provide flexibility. By having 12 entries you can adjust for up to 12 wheels simply by changing "local num_arts = 8;". This can also be handy if you wanted to switch it to a vertical layout.

6
General / Re: Wheel Art in Vertical List
« on: June 25, 2019, 10:58:52 AM »
Sample of vertical wheel

Code: [Select]
//wheel

fe.load_module( "conveyor" );
  local wheel_x = [ flx*0.78, flx*0.78, flx*0.78, flx*0.78, flx*0.78, flx*0.78, flx*0.76, flx*0.78, flx*0.78, flx*0.78, flx*0.78, flx*0.78, ];
  local wheel_y = [ -fly*0.22, -fly*0.105, fly*0.0, fly*0.105, fly*0.215, fly*0.325, fly*0.436, fly*0.61, fly*0.72 fly*0.83, fly*0.935, fly*0.99, ];
  local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.22, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
  local wheel_a = [  80,  80,  80,  80,  150,  150, 255,  150,  150,  80,  80,  80, ];
  local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.15,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];
  local wheel_r = [  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ];
local num_arts = 8;

class WheelEntry extends ConveyorSlot
{
constructor()
{
base.constructor( ::fe.add_artwork( "wheel" ) );
}

function on_progress( progress, var )
{
local p = progress / 0.1;
local slot = p.tointeger();
p -= slot;

slot++;

if ( slot < 0 ) slot=0;
if ( slot >=10 ) slot=10;

m_obj.x = wheel_x[slot] + p * ( wheel_x[slot+1] - wheel_x[slot] );
m_obj.y = wheel_y[slot] + p * ( wheel_y[slot+1] - wheel_y[slot] );
m_obj.width = wheel_w[slot] + p * ( wheel_w[slot+1] - wheel_w[slot] );
m_obj.height = wheel_h[slot] + p * ( wheel_h[slot+1] - wheel_h[slot] );
m_obj.rotation = wheel_r[slot] + p * ( wheel_r[slot+1] - wheel_r[slot] );
m_obj.alpha = wheel_a[slot] + p * ( wheel_a[slot+1] - wheel_a[slot] );
}
};

local wheel_entries = [];
for ( local i=0; i<num_arts/2; i++ )
wheel_entries.push( WheelEntry() );

local remaining = num_arts - wheel_entries.len();

//we do it this way so that the last wheelentry created is the middle one showing the current selection (putting it at the top of the draw order)
for ( local i=0; i<remaining; i++ )
wheel_entries.insert( num_arts/2, WheelEntry() );

local conveyor = Conveyor();
conveyor.set_slots( wheel_entries );
conveyor.transition_ms = 50;
try { conveyor.transition_ms = my_config["transition_ms"].tointeger(); } catch ( e ) { }
}


7
General / Re: segmentation fault after update
« on: June 21, 2019, 03:27:58 PM »
Your update was unsuccessful. If you can't run "attract" from the command line then Attract-Mode is broke and it has nothing to do with your autostart.sh file. Your autostart.sh just can't run "attract" because it's broke.

Read the Pi FAQ http://forum.attractmode.org/index.php?topic=1249.msg9046#msg9046 step 1 and its warning. If you upgrade differently than you originally installed you might have an issue, otherwise perform the update again to fix your broken AM (and take note of any errors or issues). If you still have issues please provide details about your pre-update setup (i.e. how you originally installed AM, versions, ffmpeg installed or not, firmware, etc).

8
General / Re: Blanking...
« on: June 20, 2019, 09:07:51 PM »
Maybe these will help...

FadeToGame plugin - https://github.com/keilmillerjr/fadetogame-plugin

How to modify FadeToGame plugin to load images - http://forum.attractmode.org/index.php?topic=1893.msg13126#msg13126

10
General / Re: fbalpha CPS3 roms wont load in Attract Mode Windows 7
« on: June 02, 2019, 09:20:41 PM »
I'm not seeing the console when I load Attract mode windowed.  Which is making it hard to figure out whats going on.  I tried switching the option on and off in the attract mode config menu but it did nothing.
Current versions of Attract-Mode have two executables. Run "attract-console.exe" from the command line if you want to see what Attract-Mode is doing.

Also, like hermine.potter suggested, post the command line that successfully runs one of your FBA games.

11
General / Re: fbalpha CPS3 roms wont load in Attract Mode Windows 7
« on: June 02, 2019, 09:11:48 PM »
I play CPS3 games for a while I enjoy playing them, can someone suggest me a good emulator for windows 7 system? I found this theme maybe it's old but if someone reads let me know some good emulators. I download all the games for Capcom Play System 3 but can't find a good emulator.
Please don't post links to rom downloads on the forum. I have removed the URL from your post.

Use MAME or Final Burn Alpha (FB Alpha) to play CPS3 games on Windows.

12
General / Re: Install Attract-Mode on Lakka
« on: June 02, 2019, 09:03:59 PM »
Hello,

I'm building an arcade cabinet and I'm plannaing on using an old PC rather than a raspberryPI to be able to play Wii games using dolphin core.
I think the best way to do so is to install lakka and install attract mode on top of it. That's where I struggle because I can't get attract mode installed on lakka since there is no "make" command(Others are also missing).

I wonder how to do this, or if there is an easier solution to get a linux system to boot directly on attract mode. Even buying a different hardware similar to a Raspberry able to run Dolphin.

Thanks for your time.
Lakka isn't ideal for what you're trying to do. It uses a read only partition loaded into memory on boot which is problematic if you want to make major changes. Lakka is really just a thin OS for RetroArch based on OpenElec. Most people would use a minimal Linux distribution or Windows install and then just install Attract-Mode and RetroArch (or any other desired emulators).

Another option is to use RetroPie and add AttractMode. RetroPie isn't just for the Raspberry Pi and it can run on a PC https://retropie.org.uk/docs/Debian/. I wouldn't take this route but it might be easier if you'er not as experienced with emulation and/or Linux.

If you really want to try to use Lakka (not recommended) you're best bet is to compile Attract-Mode on a similar Linux build (without the limitations) and then port/move the files to your Lakka build.

13
Scripting / Re: Last Played Filter
« on: May 28, 2019, 02:51:52 PM »
Agree, "last played" filter would be great!
I've realized I play only a bunch of games over and over again.

Thanks for sharing - unfortunately I'm on a mac, so no RocketLauncher for me :(

I know it's not the same as "Last Played" but "Most Played" might help you do a similar thing to find the games that you play over and over on your Mac.
Code: [Select]
filter               "Most Played"
sort_by              PlayedCount
reverse_order        true
rule                 PlayedCount not_contains 0

14
Themes / Re: Arcadeflow theme v 4.5 [Release] Updated 24 May 2019
« on: May 24, 2019, 12:55:18 AM »
Thanks for the great layout! It's one of my favorites and I borrowed some of its code for my personal layout. I can't wait to see where it goes.

15
Themes / Re: Arcadeflow theme v 4.5 [Release] Updated 24 May 2019
« on: May 24, 2019, 12:43:31 AM »
This might be a good solution but I prefer to stuff my layout with thousands of code lines so it becomes a mess to maintain and edit LOL

You can keep your thousands of lines of code and just change a couple of words between arcade.nut and console.nut such as "flyer" to "boxart" or "advert" to "background".

Again, not asking for any changes but highlighting different ways that you could streamline things for most people vs. using a "per-display" setting.

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