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Messages - joyrider3774

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someone needed some help so i created a very basic how to video on how to setup mame using attract. I know it's possible to generate / import the complete list at once and never do it again but already had to explain too much. If you follow step by step using same paths you should be able to have setup mame and have some media for it

https://youtu.be/eAmXj72ZNZc

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General / Re: Game manuals plugin (Released)
« on: May 23, 2020, 03:55:16 AM »
yes i know about the zip support, but i also need a way to know (beforehand) that a certain file with certain filename exists and i don't think there is support for that with zip files. For normal files i had to use a workaround function to know if a file exists. If you know of a way to verify if a file inside certain zip exists please let me know then i can add support for it. The plugin checks if certain filenames exists and do it's logic on that. Its needed to know the difference between file available and thus showing either the file or a "no manual found" image

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General / Re: Game Descriptions missing
« on: May 22, 2020, 03:33:38 PM »
in case anyone is looking for more overview files. I created and seperated some per skraper source / system using skysraper and uploaded them to github. The best ones are the the ones from previous url + the screenscraperfr one. They mostly follow hyperlist rom lists

https://github.com/joyrider3774/attract_overviews

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General / Re: Game manuals plugin i'm working on
« on: May 20, 2020, 11:52:59 AM »
ok i released an initial version of the plugin

available here https://github.com/joyrider3774/attract_gamemanuals_plugin

i included a simple batch file + pdftopng.exe to do your pdf conversions.

basically your pdf file has to be named the same as your rom's gamename in the romlist. and all you have to do then is run 'pdftopng.exe "filename.pdf" "filename"'  so you repeat the filename at the end without including .pdf it will create the correct png files then.

Be sure to read the readme on github it has all the info you need.

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General / Re: Game manuals plugin i'm working on
« on: May 20, 2020, 04:15:01 AM »
thanks there is only one downside... JPEG takes more space than PDF :(

i had about 20 gig of pdf converted to 80 gig of pngs (1 picture per page) i then converted those pngs to JPEG at 95% quality and it was about 60 gig. Am currently redoing them at 85% quality to see how big it is then. Space is not an issue for me though but just interested in knowing. Thats the only downside but for the rest i'm happy with it and i can use it on my raspberry pi also (also got a disk there)

EDIT: same manuals at 85% jpeg quality is only 36 gigabyte so going to use 85% almost halved in size compared to 95% quality

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General / Re: Game manuals plugin i'm working on
« on: May 20, 2020, 12:09:27 AM »
new video on the game manuals plugin. Add many new options and it will autodetect extension and give preference to video's first. So now you can also show instruction video's or games advertisements or first show the manual and at the end the instruction video or advertisement. Opacity can be set for both background + manual, background color can be changed.

https://youtu.be/bKykdoQ1BDQ

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General / Re: Game manuals plugin i'm working on
« on: May 18, 2020, 10:57:14 PM »
Added new options:

Preserve aspect ratio is working now



added option to display black background (to overlay everything)



or when when no keep aspect ratio is set the manual is stretched to screen dimensions


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General / Re: Game manuals plugin i'm working on
« on: May 18, 2020, 08:38:30 PM »
customn1 is definable you can choose any customn key. (like customn2 / 3 etc)

The same key is pressed again to go to the next page. There is no exit button i wanted to use just a single button. each press with the key loads (changes) the image until no file is found anymore then it hides. or if you switch games or launch the game it will hide itselve also. although if it's prefered i could try adding another customn key to cancel the image.

Edit: cancel key is added

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General / Game manuals plugin (Released)
« on: May 18, 2020, 03:03:33 PM »
Edit: it's released grab it here https://github.com/joyrider3774/attract_gamemanuals_plugin

Hello guys,

I'm working on a plugin to show game manuals inside attract, it should work with any layout but it does not display PDF files, you need to convert the pdf files to single page images first but i know of a tool from pdf tools to convert a pdf to png per page. So when my plugin is finished i'll provide it along with the plugin.

The plugin uses a lot of code from the SumatraPDF plugin but that plugin used an external pdf viewer and i wanted my manuals to be displayed inside attract itselve as i can't use an external pdf viewer on the pi.

Anyway the plugin is not finished yet but does work already you can see a previous video here on my youtube https://youtu.be/KqkXegUpZPQ

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General / Re: Attract Mode scraper and updated rom sets
« on: May 17, 2020, 11:01:43 PM »
skrapers can't know if a certain artwork is updated or not unless they keep metadata and the build in skraper does not do that. However certain skrapers always overwrite files but i'm not sure if the build in skraper does this. If it does not i know of a way to easily identify these files and erase those screenshots so they get redownloaded if you scrape afterwards.

Most of the times (depending on where your scraper got the data) the same screenshot is used to show "not working" screenshot or something so you need a tool that can search for such identical pictures by CRC and lets you delete them. one such tool is dupterminator it finds duplicate files by comparing md5 hash.

You let the tool search the files and you find one screenshot (show large files in the dir view in explorer.Exe) and locate it in the search results by sorting on the checksum column first and then all other files wich use the same screenshot should be in the same group. Highlight the files and press del button and they are erased.  After doing that rescrape your files and it will download new screenshots for the files you had erased.


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General / Re: Can you add AM to Retropie on a Pi 4?
« on: May 13, 2020, 10:20:38 AM »
step by step no but a general overview of what i did can be seen here https://pastebin.com/mAmEERyG thats all i can do. Its basically how i run it now until SFML gets an kms / drm backend so we can run it outside x again

you also have to understand that not all emulators from retropie can run under X there is a list of which can and can't on retropie forums. and this will only give you basic attract install you would still need to config some emulators and add attract themes emulators etc (i copied them from the hyperpie 2 base image which i booted on a raspberry pi 3)

also if attaching  rpi4 to a 4k tv it's best to uncomment the xrandr resolution line so it sets 1920x1080 4k @30hz is very slow someone else noticed that using same instructions

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General / Re: Can you add AM to Retropie on a Pi 4?
« on: May 13, 2020, 02:53:25 AM »
Attract can't run outside X anymore at the moment on PI4 so in the latest image you do not get the option to install attract on a pi4 (perhaps on a pi3 it does). It does however run inside X when compiling it with a few different flags. all you need to do then is create a workaround where you let attract mode run when you start X and kill X when you quit attract. Thats what i'm doing now and for most emulators it works fine on my setup. My setup is running hyperpie themes & configs

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General / Re: bsnes as super game boy emulator in attract
« on: May 08, 2020, 05:18:44 PM »
do you mean bsnes inside retroarch ? i'm currently using retroarch with bsnes core to do it on my system like this:

this an excerpt from my emulator cfg file

Code: [Select]
executable           M:\Emulation\Emulator_programs\retroarch\retroarch.exe
args                 -L M:\Emulation\Emulator_programs\retroarch\cores\bsnes_libretro.dll "M:\Emulation\Emulator_programs\retroarch\system\Super Game Boy (World) (Rev 2).sfc" --subsystem sgb "[romfilename]"
rompath              M:\Emulation/Emulator_roms/Nintendo_Super_GameBoy
romext               .zip;.gba;.gbc;.gb
system               Nintendo Super Game Boy

i hardcoded the super game boy sfc rom in the arguments and can select (super) gameboy files to launch the games.

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General / Re: Game Descriptions missing
« on: May 08, 2020, 05:03:50 PM »
skyscraper can generate these overview files as well although you might spend a lot of time doing it. I only found out recently about these overview files and have adapted a layout to make use of them. Skyscraper can scrape multiple sources to get the descriptions (used to create the overview files) as well as metadata like screenshots / video's wheels etc from databases like the thegamedb or screenscraper.fr. Once you've assembled it all it can generate a(n attractmode) romlist along with the overview files. I'm currently redoing everything on picade.

Skyscraper is aimed for linux although the author sometimes posts binaries for windows as well but he does not support them. you could always install a linux inside a virtual machine just to get the overview files scraped

another solution is to get the overview files from david marti which i believe are used in the hyperpie project. They already are in the new format for multiple systems https://github.com/dmmarti/overview

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General / Re: Arg for pinball arcade, fx2 and fx3
« on: May 07, 2020, 09:05:32 AM »
you need cabinet mode enabled before launching specific tables work at least that's the way with pinball FX3 not sure about FX2. pinball arcade does not have support for launching tables directly but you can use freecammod todo it.

Do you have cabinet modes enabled in pinball FX2 / 3 ?

here's an example command to launch a specific pinball fx3 table (sorcerers lair) "N:\Games\Steam\Steam.exe -applaunch 442120 -table_Citadel"

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