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Messages - rand0m

Pages: [1] 2 3 ... 15
1
Thats really strange, there is a bug with zipped files (& crc error) another reason might be that rom set version is old while fb-neo requires later version but in both cases you wouldn't be able to run the rom directly.

2
Absolute paths don't worth either.  :-\

Code: [Select]
args                 -L "..\RetroArch\cores\fbneo_libretro.dll" "[romfilename]"
There might be spaces in path try adding quotes in args (path). If that doesn't work then double check the given path for any typing mistakes. I'm using fb neo on am (Win) without any issues.

3
After so many experiments, finally got Custom Overlay to work. Thanks to omegaman's RoboSpin theme layout.nut. This theme was shared by dmmarti here > http://forum.attractmode.org/index.php?topic=1123.msg8202#msg8202.

The working code is >

Code: [Select]
//Custom Overlay Menu

//const OVERLAY_ALPHA =190;

// Overlay Surface
local overlay_surface = fe.add_surface(1920, 1080);
overlay_surface.visible = false;

// Overlay Background
local overlay_background = overlay_surface.add_image("images/black.png",0, 0, 1920, 1080);
overlay_background.alpha = 180;

// Overlay Menu Surface
local overlay_menusurface = overlay_surface.add_surface(600, 300);
overlay_menusurface.set_pos(660, 385.5);

//Overlay Menu Background
local overlay_menubg = overlay_menusurface.add_image("images/exit_overlay.png", 0, 0, 600, 300);

//Overlay Menu List Box
local overlay_listbox = overlay_menusurface.add_listbox(0, 40, 600, 300);
overlay_listbox.rows = 6;
overlay_listbox.set_rgb(150, 150, 150);
overlay_listbox.font = "TulpenOne-Regular-Caps.ttf";
overlay_listbox.charsize  = 50;
overlay_listbox.align = Align.MiddleCentre;
overlay_listbox.sel_style = Style.Bold;
overlay_listbox.selbg_alpha = 0;
overlay_listbox.set_sel_rgb( 255, 255, 255 );

//Overlay Menu Title
local overlay_menutitle = overlay_menusurface.add_text("Exit Attract-Mode?", 0, 20, 600, 100);
overlay_menutitle.font = "TulpenOne-Regular-Caps.ttf";
overlay_menutitle.charsize=80;
overlay_menutitle.align = Align.MiddleCentre;
overlay_menutitle.style = Style.Bold;

// tell Attractmode we are using a custom overlay menu
fe.overlay.set_custom_controls( overlay_menutitle, overlay_listbox );


//  The following function shows or hides the display menu properly

fe.add_transition_callback( "orbit_transition" );
function orbit_transition( ttype, var, ttime )
{
switch ( ttype )
{
  case Transition.ShowOverlay:
overlay_surface.visible = true;
if ( ttime < 255 )
{
overlay_surface.alpha = ttime;
return true;
}
else
{
overlay_surface.alpha = 255;
}
break;
case Transition.HideOverlay:
if ( ttime < 255 )
{
overlay_surface.alpha = 255 - ttime;
return true;
}
else
{
local old_alpha;
old_alpha = overlay_surface.alpha;
overlay_surface.alpha = 0;

if ( old_alpha != 0 )
return true;
}
overlay_surface.visible = false;
break;
}
return false;
}

Pressing Back on Displays Menu which earlier showed the default exit prompt now shows a custom one.



Note: Tried to use permanent slots for "Yes" and "No" (advance list box) but didn't work, tried shuffle and that too didn't works. It seems that AM expects default setup in this case.

4
Scripting / Re: [Plugin WIP] SumatraPDF reader (only for windows)
« on: July 15, 2019, 04:05:25 PM »
Solved, thanks to Oomek.

Just change

Code: [Select]
fe.plugin_command
for

Code: [Select]
fe.plugin_command_bg

Is it possible to give a path like [rompath]/ .. /docs/[name].pdf?

5
1- Taito Type X/ XII games are usually found in folders, that is when you unzip the archive it will be a folder.

2- Games are usually run via game.exe or through launch.bat or gamename.bat. This differs because since there is no central database like no-intro, redump or mame the files may differ depending on where you get the rom archive from

3- check and see which file game.exe or .bat runs the game (by actually running) and create a shortlink for the file. rename the shortlink to what you want and place it in separate folder.

4- create shortlinks for all games and you will have one folder with shortlinks of all taito games.

5- If you have not made an emulator.cfg file for taito type x in Attract-Mode/emulators create a TaitoTypX.cfg file and enter following:

Code: [Select]
executable           cmd
args                 /c "[romfilename]"
rompath              C:\Path To Roms Links
romext               .lnk

Modify the rompath to location on your hd (this will point to the folder where all shortlinks are placed) and run the game via AM.

6
General / Re: Update Romlist without losing changes
« on: July 12, 2019, 03:33:36 AM »
That is something I would like to know too. Is there anyway to skip "filled" fields and only fill empty ones? or something like a time value (Past hour/ day/ week) we can list so only roms in that time frame get updated?

Secondly something to automate putting newly added roms to "ALL" or "Single Unified List" is sorely needed.


7
Themes / Re: Arcadeflow theme v 4.9 [Release] Updated 27 June 2019
« on: July 09, 2019, 05:53:00 AM »
Still to heavy for my laptop even without the FPS but now at least it makes sense, it wasn't a bug.
I found another themes that might be enough for my setup but I think your views on design and UX are great :)

Thank you, there are some things that can be disabled to make it less heavy but they are not game changers. I'm thinking of implementing a "reduced" version with less effects and maybe less surfaces to boost performance on lower spec systems.

Showing snaps which start playing vid after a second (if selected) might be less taxing on systems.

8
Scripting / How to add "var" in "transition( ttype, var, ttime )"
« on: July 08, 2019, 02:51:14 AM »
Hi, I'm a bit stuck in transition code. Can anyone please guide me in following:

1- How do I add a "var" variable in case of "transition( ttype, var, ttime )"? The following code (a bit modified) is from FrizzleFried's "Now Loading" plugin >
Code: [Select]
function launch_transition( ttype, var, ttime ) {
switch ( ttype )
{
case Transition.ToNewList:

As per AM wiki
Quote
When ttype is Transition.ToNewList, var indicates the filter index offset of the filter being transitioned to (i.e. -1 when moving back one filter, 1 when moving forward) if known, otherwise var is 0.

So I would like to make two instances, one when I press select and move forward in the displays menu (i.e. Platforms > Arcades) and one when i press back (i.e. Platforms < Arcades or Arcades > Platform). I have tried experimenting but can't figure out how/ where to instruct AM that var is +1/ -1.

2- I also don't know if filters (as in AM wiki quoted above) can be used for moving within displays or if the displays listed within Displaysmenu will be treated as rom items (i.e. game).

What I am aiming to do is flash a screen-wide front/ back arrow depending upon the movement within the displaysmenu. I am thinking of making two transition functions of new list one with var +1 and one with var -1.

Thanks.

9
Have you tried absolulte paths? Everything else seems to be in order.

10
Scripting / Re: Now Loading - Plugin
« on: July 03, 2019, 08:20:38 PM »
Working at my end too, though with a few issues. It splashes for a few ms when moving from displays menu to display. Is there anyway to exclude some displays/ or make it work only when loading a game rom? There is currently no option for time interval so some times emulator loads so quickly that loading graphic is not even displayed.

Great job with the plugin, with so many loading graphics this plugin can be easily adjusted in any theme.

11
General / Re: DOSBox Setup Info Needed...
« on: July 02, 2019, 08:27:16 AM »
I am using DosBox via retroarch and got it working with a single issue that CDs with  compressed audio formats (i.e. like .mp3) can't be mounted. If you are aiming to go that way I can guide you.

12
General / Re: SSF emulator with SSFLoader plugin
« on: July 02, 2019, 08:24:13 AM »
I also worked a bit on SSF before I moved to Retroacrh core. For mounting CDs I used Alcohol soft with following code:

Code: [Select]
@echo off
"C:\Path to Alcohol 120\AxCmd.exe" V: /U
"C:\Path to Alcohol 120\AxCmd.exe" V: /M:"D:\Path to Saturn Roms\Rom.cue"
start /wait "" cd "D:\Path to SSF Test Ver (01-03-18)\SSF.exe"

"C:\Path to Alcohol 120\AxCmd.exe" V: /U

This worked as intended and mounted/ unmounted the CDs. As I recall .chd loader was working OK with focus returning to AM, perhaps because I have "ResFix" turned on.

13
Scripting / Re: Shuffle v2.2.0 - Loop feature now added
« on: June 18, 2019, 04:28:12 AM »
v.2.2.0 is out. Updated main post. I hope you guys like the addition of the requested feature - loop!

What a pleasant surprise, thanks a lot Keil! No loop is working great, one small issue is when moving back (say from SNES to Consoles) Console becomes the first item on the list (instead of arcades then computers then consoles). I think I can force it to go to first item (in this case arcades) but if it can retain the position of its parent item, it would be great.

Thanks a lot, this issue had been bugging me for ages. more power to you. I am much grateful!  ;D

If anyone wants to use the no loop, i.e. the items won't be repeated. Then, wrt to example in last page:

Code: [Select]
local list = ShuffleList({ loop=false, slots=list });
local pow = ShufflePow({ loop=false, slots=pow});

14
Scripting / Re: Shuffle v2.0.0 - major update
« on: June 13, 2019, 04:32:54 AM »
Thanks for the rework Keil, shuffle v2.0 is working as expected after updating the code (as listed in readme). No errors encountered atm. Any chance to get an additional feature since you are updating the code? An option to switch between default behavior (loop) and stop scrolling at end of list (No loop).

Oh yeah. I had an idea for how to accomplish that. Back to work today, for two more long days. Give me a reminder Wednesday in case I forget.

Hiya, reminder about loop[ issue :)

15
Scripting / Re: Shuffle v2.0.0 - major update
« on: June 09, 2019, 06:49:30 PM »
By the way I updated the following codes if anyone is having difficulty, only listing the parts changed:

Old (Shuffle v1.0)
Code: [Select]
// Extend the Shuffle class
class ShuffleList extends Shuffle {
function update() {
base.update();
}

// Overwrite the select function
function select(slot) {
slot.font="TulpenOne-Regular-Caps.ttf";

// Overwrite the deselect function
function deselect(slot) {
slot.font="TulpenOne-Regular-Caps.ttf";

//Shufffle Pow Extend the Shuffle class
class ShufflePow extends Shuffle {
function update() {
base.update();
}

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

// Overwrite the select function
function deselect(slot) {
slot.visible = false;
}
}

// Create an instance of the extended class
local list = ShuffleList(list, "text");
local pow = ShufflePow(pow, "image");

New/ Updated (Shuffle 2.0)
Code: [Select]
// Extend the Shuffle class
class ShuffleList extends Shuffle {
function refresh() {
base.refresh();
}

// Overwrite the _refreshSelected function
function _refreshSelected(slot) {
slot.font="TulpenOne-Regular-Caps.ttf";

// Overwrite the _refreshDeselected function
function _refreshDeselected(slot) {
slot.font="TulpenOne-Regular-Caps.ttf";

//Shufffle Pow Extend the Shuffle class
class ShufflePow extends Shuffle {
function refresh() {
base.refresh();
}

// Overwrite the _refreshSelected function
function _refreshSelected(slot) {
slot.visible = true;
}

// Overwrite the _refreshDeselected function
function _refreshDeselected(slot) {
slot.visible = false;
}
}

// Create an instance of the extended class
local list = ShuffleList({ slots=list });
local pow = ShufflePow({ slots=pow});

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