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Messages - qqplayer

Pages: [1] 2 3 ... 17
1
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...

2
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"...

3
Themes / Re: pandoras box 5 "release" by jedione
« on: August 14, 2018, 09:20:04 AM »
I start AM, activate the theme and get this from the picture. There is no game list and the details are not in place.

After add shuffle module:

Seems to be a "resolution screen issue" try diferent windows resolutions.

Also you need to rebuild your romlist with aditional information from some xml database or maybe thegamedb to show real game names , not zip ones.

4
Themes / Re: Arcadeflow theme v 1.9 [Release] Updated 25 July 2018
« on: August 12, 2018, 05:20:30 AM »
so i just put the script that zpaolo11x posted for a blur background  and this is what i get...

pretty cool i think     no need for blured image file,,   works with snaps or video.

if you want ill post it up,,  i just put it in its own layout and call it at the begining of the theme   "fe.do_nut("blur.nut");"

you tube....https://youtu.be/a5ARsBBMpTA

Awesome , I love the bg effect.

@zpaolo11x your theme is one of the best ever!!

5
Scripting / Re: Can you use [Overview] info in displays menu?
« on: August 07, 2018, 11:45:19 AM »
Example of right place to show system descriptions on  AM 2.4

Code: [Select]
- overview information is now stored for each emulator in
  <config>/scraper/<emu>/overview/<romname>.txt

Romlist arcades.txt

Code: [Select]
#Name;Title;Emulator;CloneOf;Year;Manufacturer;Category;Players;Rotation;Control;Status;DisplayCount;DisplayType;AltRomname;AltTitle;Extra;Buttons
MAME;MAME;@;;;;;;;;;0;;;;;
Cave;Cave;@;;;;;;;;;0;;;;;
SNK Neo Geo MVS;SNK Neo Geo MVS;@;;;;;;;;;0;;;;;
Capcom Play System III;Capcom Play System III;@;;;;;;;;;0;;;;;
Sega Naomi;Sega Naomi;@;;;;;;;;;0;;;;;
Sammy Atomiswave;Sammy Atomiswave;@;;;;;;;;;0;;;;;
Sega Model 2;Sega Model 2;@;;;;;;;;;0;;;;;
Sega Model 3;Sega Model 3;@;;;;;;;;;0;;;;;
Taito Type X;Taito Type X;@;;;;;;;;;0;;;;;
NESiCAxLive;NESiCAxLive;@;;;;;;;;;0;;;;;
Sega Ring;Sega Ring;@;;;;;;;;;0;;;;;

Mame overview:

Code: [Select]
C:\Attrack Mode\scraper\@\overview\MAME.txt

6
Themes / Re: pandoras box 5 "preview"
« on: August 06, 2018, 10:55:21 AM »
Cool!!Love the bg

7
Scripting / Re: Redirect controls doesnt seems to work on RPI
« on: August 02, 2018, 05:03:56 AM »
You can catch the complete code inside the Filter Grid layout.
I dont change anything inside.
But I dont  know why doesnt change between filters on my pi.

8
Thanks , Ill try to show whats exactly I want to do.
The idea is create different artok properties depending on whats the selected system.

9
Scripting / Re: Filter when filling an array
« on: August 02, 2018, 04:59:15 AM »
I think you can just create a filter

Code: [Select]
   filter               "Gun Games"
      rule                 Title contains gun

https://github.com/mickelson/attract/wiki/Example-filters

10
Scripting / Redirect controls doesnt seems to work on RPI
« on: July 29, 2018, 08:26:08 AM »
Trying Filter Grid layout on the rpi with a fresh hyperpie 1 installation but when I press "right" on the filter grid layout it doesnt change to the next filter.

Code: [Select]
fe.add_signal_handler( "on_signal" );
function on_signal( sig )
{
switch ( sig )
{
case "up":
if ( sel_index > 0 )
{
sel_index--;
update_frame();
}
else
{
fe.signal( "prev_game" );
}
return true;
case "down":
if ( sel_index < sel_count - 1 )
{
sel_index++;
update_frame();
}
else
{
fe.signal( "next_game" );
}
return true;
case "left":
if ( ftr_index > 0 )
{
ftr_index--;
update_filters();
update_frame();
return true;
}
else
{
// swap images to reduce reloading
for ( local i=ftr_count-1; i>0; i-- )
{
for ( local j=0; j<sel_count; j++ )
{
filters[i].m_objs[j].m_obj.swap(
filters[i-1].m_objs[j].m_obj );
}
}
transition_state = TState.Prev;

fe.signal( "prev_filter" );
return true;
}
break;
case "right":
if ( ftr_index < ftr_count - 1 )
{
ftr_index++;
update_filters();
update_frame();
return true;
}
else
{
// swap images to reduce reloading
for ( local i=1; i<ftr_count; i++ )
{
for ( local j=0; j<sel_count; j++ )
{
filters[i].m_objs[j].m_obj.swap(
filters[i-1].m_objs[j].m_obj );
}
}
transition_state = TState.Next;

fe.signal( "next_filter" );
return true;
}
break;
case "next_game":
case "prev_game":
case "next_filter":
case "prev_filter":
case "exit":
case "exit_no_menu":
break;
case "select":
default:

This is the code of the layout.nut
Works great on all my windows versions.

11
Themes / Re: LCD Theme
« on: July 27, 2018, 11:44:56 AM »
Code: [Select]
fe.load_module("shuffle");
I think isnt on the default AM package.

12
I want to create two different functions.

1. I want to showw different backgrounds based on game categories.

2. Different artwork deppending on wich system is selected.

Any suggestion?

13
Announcements / Re: Version 2.4 sneaking in!
« on: July 22, 2018, 02:16:29 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:

https://github.com/mickelson/attract/commit/88595c811b2ebe717d1c9ea116373531b92cc6cb

hope that helps!

Thanks I have converted the "old ones" to the new "format".
Should be easy to make a python script if anyone wants to help.
I have used the find and replace feature of notepad ++ , just deleting the first "Overview " word at the begining and "n/n/"
Then just changing the .cfg extension for .txt with flexible renamer.

14
Announcements / Re: Version 2.4 sneaking in!
« on: July 21, 2018, 02:33:07 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?

15
Scripting / Re: Animate a Suffle List
« on: July 04, 2018, 05:43:31 AM »
Change for text and avoid "width''  ;D

Code: [Select]
class ShufflePow extends Shuffle
 {

   function select(slot)
 {
slot.visible = true;
}

function deselect(slot)
 {
slot.visible = false;
}

}


::OBJECTS1 <- {
pow = ShufflePow(5, "artwork", "flyer2")
}

OBJECTS1.pow.slots[0].set_pos(flx*0.018, flh*0.495, flw*0.19, flh*0.45);

//Slot 0 Animation
fe.add_transition_callback( "first_transitions" );
function first_transitions( ttype, var, ttime ) {
 switch ( ttype )
 {
 
  case Transition.StartLayout:
  case Transition.ToNewList:
  case Transition.ToNewSelection:
   
  local pow0_alpha_onload = {
    property = "alpha",
    start = 55,
    end = 255,
    time = 200,
    tween = Tween.Expo,
    } 
   
  animation.add( PropertyAnimation ( OBJECTS1.pow.slots[0], pow0_alpha_onload ) );
   
    local pow0_width_onload = {
    property = "width",
    start = flw*0.005,
    end = flw*0.244,
    time = 400,
    tween = Tween.Expo,
    }
   
  animation.add( PropertyAnimation ( OBJECTS1.pow.slots[0], pow0_width_onload ) );

  break;
 }
 return false;
 }


OBJECTS1.pow.slots[1].set_pos(flx*0.148, flh*0.06, flw*0.9, flh*0.45);
local pow1_alpha = {
    when = Transition.ToNewSelection, property = "alpha", start = 55, end = 255, time = 200, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[1], pow1_alpha ) );
 
local pow1_width = {
    when = Transition.ToNewSelection, property = "width", start = flw*0.005, end = flw*0.244, time = 500, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[1], pow1_width ) );
 
 

OBJECTS1.pow.slots[2].set_pos(flx*0.348, flh*0.06, flw*0.19, flh*0.45);
local pow2_alpha = {
    when = Transition.ToNewSelection, property = "alpha", start = 55, end = 255, time = 200, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[2], pow2_alpha ) );
 
local pow2_width = {
    when = Transition.ToNewSelection, property = "width", start = flw*0.005, end = flw*0.244, time = 500, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[2], pow2_width ) );
 
 

OBJECTS1.pow.slots[3].set_pos(flx*0.548, flh*0.06, flw*0.19, flh*0.45);
local pow3_alpha = {
    when = Transition.ToNewSelection, property = "alpha", start = 55, end = 255, time = 200, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[3], pow3_alpha ) );
 
local pow3_width = {
    when = Transition.ToNewSelection, property = "width", start = flw*0.005, end = flw*0.244, time = 500, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[3], pow3_width ) );
 
 

OBJECTS1.pow.slots[4].set_pos(flx*0.748, flh*0.06, flw*0.19, flh*0.45);
local pow4_alpha = {
    when = Transition.ToNewSelection, property = "alpha", start = 55, end = 255, time = 200, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[4], pow4_alpha ) );
 
local pow4_width = {
    when = Transition.ToNewSelection, property = "width", start = flw*0.005, end = flw*0.244, time = 500, tween = Tween.Expo,
 }
 animation.add( PropertyAnimation( OBJECTS1.pow.slots[4], pow4_width ) );

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