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Messages - qqplayer

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1
General / Re: How to add filter rule [a]
« on: February 02, 2019, 02:18:29 PM »
Ill keeptrying, thanks for the suggestions.

Tried this , but failed.

Code: [Select]
filter               NEC
rule                 Name contains NEC
rule                 Name not_equals "NEC PC Engine-CD (Redump)"

Trying to exclude this emulator fom NEC filter.

2
General / Re: How to add filter rule [a]
« on: January 26, 2019, 09:06:22 AM »
Ok , final question, can I make a filter like 'rompath contains...'?
Thanks.

3
General / Re: How to add filter rule [a]
« on: January 26, 2019, 04:19:23 AM »
Thanks again.
What about names like this?

Quote
Afteroids (1988)(Zigurat Software)(ES)

I want to include '(ES)' games only on a filter.

4
General / Re: How to add filter rule [a]
« on: January 21, 2019, 05:18:07 AM »
Thanks, now is working.

5
General / How to add filter rule [a]
« on: January 20, 2019, 01:29:36 PM »
I have some "duplicated" names containing "[a]" ,  "[a2]" , "" ...

Tried:

Code: [Select]
|[a2]|[a3]|[t]
rule                 Name not_contains "[h CEZ]"
rule                 Name not_contains "[h MSX Games bOX]"
rule                 Name not_contains "[cr King Soft]"

But doesnt work.
How can I filter this names?

6
Scripting / Re: Reload a module "Transition.ToNewList"
« on: January 08, 2019, 01:22:01 PM »
Thanks I'll try.

7
Scripting / Re: Particle animation question
« on: January 08, 2019, 01:19:56 PM »
Code: [Select]
    Default Config values:
   
        when = When.ToNewSelection, // optional     when to start animation
                                    //               - default is When.Immediate
        time = 500                  // optional     length of the animation in ms
                                    //               - default is 1000
        delay = 0                   // optional     time to wait before starting animation
        wait = false                // optional     whether this is a waiting transition animation
        loop = false                // optional     whether to loop the animation (at end, start from beginning)
                                    //               - integer|true|false (def)
        pulse = false,              // optional     whether to pulse animation (play in reverse at end)
                                    //               - integer|true|false (def)
        restart = true,             // optional     whether the animation should restart if it is already running and should run again
                                    //               - true (def)|false
   
    ParticleAnimation Config values:
   
        resources = [ "1.png", "2.png" ]    // optional     an array of image resources that will be used
                                            //               - a default image is used if nothing is specified
        ppm = 60                            // optional     particles per minute
                                            //               - default is 60
        x = 480                             // optional     x location of the particle emitter
        y = 480                             // optional     y location of the particle emitter
                                            //               - default is screen center
        width = 1                           // optional     width of the particle emitter
        height = 1                          // optional     height of the particle emitter
        limit = 0                           // optional     limit of emitted particles
        movement = true                     // optional     if particles are affected by speed, accel, gravity, xOscillate   
        angle = [ 0, 0 ]                    // optional     min and max angle of particles emitted
        speed = [ 150, 150 ]                // optional     min and max speed of particles emitted over lifespan
        scale = [ 1.0, 1.0 ]                // optional     min and max scale of particles emitted over lifespan
        startScale = [ 1.0, 1.0 ]           // optional     min and max scale of particle at emission
        rotate = [ 0, 0 ]                   // optional     mix and max rotation of particle over lifespan
        rotateToAngle = false               // optional     whether to rotate to angle?
        fade = 0                            // optional     length of time in ms to fade the particles alpha value
        gravity = 0                         // optional     gravity modification ( -75 to 75 )
        accel = 0                           // optional     add acceleration ( 0 to 20 )
        bound = [ 0, 0, 0, 0 ]              // optional     a bounding rectangle that particles will not leave
        xOscillate = [ 0, 0 ]               // optional     modify amp/freq of particle emission (
        lifespan = 5000                     // optional     lifespan of particle
        particlesontop = true               // optional     ???
        pointSwarm = [ 0, 0 ]               // optional     ???
        blendmode = "none"                  // optional     ???
        randomFrame = false                 // optional     ???
   
    Notes:
        The ParticleAnimation system is based on the HyperTheme particle system.

Alpha property isnt created.
So I suppose you need to add a new alpha property or just use 'fade'

Quote
       fade = 0                            // optional     length of time in ms to fade the particles alpha value

8
Scripting / Re: Particle animation question
« on: January 06, 2019, 01:20:23 PM »
Code: [Select]
ParticleAnimation.alpha = 0;

9
Scripting / Any simple way to delay animations?
« on: January 02, 2019, 06:37:55 AM »
I want to add a delay to a fade in animation when I stop scrolling my gamelist.
The delay property doesnt work well for me.
Anyone has a code for this purpose?

10
Scripting / Re: reset - reload layout
« on: December 16, 2018, 05:00:15 AM »
What i want is resetting the animation when ToNewSelection AND when ToNewList

animation module allows one only transition type

I thinked resetting the layout as with change filter ( CTRL + right arrow ) could reset animation but not...

fe.signal("reload")

and with your plug in animations continue running

Try Transition.StartLayout

11
Themes / Re: my customized "hyperpie2" theme..video in post!!
« on: November 29, 2018, 03:55:36 PM »
Can you share the media?
I mean the main menu boxes  :D

12
Try this ,put your roms in this rompath, edit or create your mame.ini adding the rompath directory.

Code: [Select]
# Generated by Attract-Mode v2.4.1
#
executable           C:\__etr7priv\Applications\mame078b\mame.exe
args                 "[romfilename]"
rompath              C:\__etr7priv\Applications\mame078b\mame.exe\roms\
romext               .zip

Once you get this basic config working add all the other -config options.


13
I did terminate explorer as desktop shell, with positive outcome.

So, an updated statement:

Attract mode can only successfully launch emulator if..

1) at least one app (for example Task Manager) runs with it's window being in front layer ("always on top").
or
2) Attract-Mode runs in windowed mode.
or
3) Explorer shell is not running.
1 Try resfix plugin.
2 Add minimun runtime to your mame.cfg

Code: [Select]
minimum_run_time     103 Try AM console version to check if your launching comand is right.
4 Create a .bat file with your AM launching command to check if there is some issue.

I have mame 0,78 working without poblems on w8,1 and mltiple AM versions.So its not an AM problem.


14
Themes / Re: Pandora Box 6 "Preview"
« on: August 25, 2018, 09:38:47 AM »
If you can make a little "joystick animation" this will be a badass layout.
I mean , I am thinking that should be great if the red joystick moves up and down when you change from one game to another...

15
Themes / Re: pandoras box 5 "release" by jedione
« on: August 20, 2018, 07:47:59 AM »
Fresh 2.4.1 windows x64 instalation and can`t get the theme to work propertly.



Shuffle module inside "modules"...

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