Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - alucard

Pages: [1]
Themes / Re: Arcadeflow theme v 8.6 [Release] Updated 21 July 2020
« on: August 15, 2020, 07:34:05 AM »
August is not a month for relaxing, but for working hard! Here is a sneak preview of what the new Arcadeflow will bring: free aspect ratio of _everything_ (no more cropping) and smooth morphing of box arts into videos. No artwork stretching, with proper glow and shadow following the morph...

Many thanks for the efforts!
Exactly as expected  8)

Themes / Re: Arcadeflow theme v 5.2 [Release] Updated 16 August 2019
« on: August 27, 2019, 11:34:09 PM »
Tank you for this amazing theme.
You have pushed Attract-Mode to a new level!

I would suggest to anyone to batch processing covers and snaps, for example with ImageStone, to limit width to max 350px (and optionally convert to jpg). The average result size is 40KB, without visible degradation. In this way display switch is fast and scrolling is very smooth.

Grazie ancora zpaolo11x, sei un grande!  ;)

Themes / Re: Retrorama theme 4:3
« on: May 19, 2019, 06:34:59 AM »

due to Shuffle Module rewrite by @keilmillerjr, I released an updated version to fix incompatibilities.

Currently converted systems: Arcade, Nintendo NES, SNES, N64, GameCube, Sega Master System, Megadrive, 32X, Saturn, Sony Playstation 1, NEC TurboGrafx 16.

Scripting / Re: Reload a module "Transition.ToNewList"
« on: December 30, 2018, 01:59:23 PM »
Any way to reload a module when I change to another gamelist?

With a code like this

Code: [Select]
function onTransition( ttype, var, transition_time )
   local redraw_needed = false;

   if (ttype == Transition.ToNewList && currentGameList!{

So , if I have the same layout for different systems it doesnt change my "emulatorbackground" I need the layout to reload the module every time I change to another list,system,emulator...

In my layout the background image changes for different systems with this line of code

Code: [Select]
local systemImage = fs.add_image("[System]/"+ThemeResource.SystemImage, 21*xs,184*ys,242*xs,179*ys);

Themes / Re: Retrorama theme 4:3
« on: December 30, 2018, 03:11:43 AM »
I'm Clyde in the other forum, by the way. So if you're interested, you can read there what my position about legal vs. moral is in matters like these. :) (direct link:

Thanks Favdeacon,
I read the thread and I also added my public request to lipebello:
I'll post same question to him by GitHub Issue. I've no idea to how contact him privately.

Themes / Re: Retrorama theme 4:3
« on: December 30, 2018, 02:02:47 AM »
Hi Favdeacon,
thank you for your suggestion!

I naively public forked a public repository. I didn't think things could get this bad :-(

Ok, I will contact lipebello immediately.


Scripting / Re: Animation question
« on: December 30, 2018, 01:47:50 AM »
Hi Mayki07,

in this way

Code: [Select]
local secondAnimationConfig = {
   property = ...,
   start = ...,
   end = ...,
   time = ...,
   tween = ...,

local firstAnimationConfig = {
   when = When.StartLayout,
   property = ...,
   start = ...,
   end = ...,
   time = ...,
   tween = ...,
   onStop = function( anim ) {
    animation.add( PropertyAnimation ( targetObject02, secondAnimationConfig ) );

animation.add( PropertyAnimation ( targetObject01, firstAnimationConfig ) );

Note: second animation is configured without "when" attribute

Themes / Retrorama theme 4:3
« on: December 28, 2018, 12:06:11 PM »
Hi everyone,
I'm working on a reshaped and true 4:3 version of the great Retrorama theme:

It's a fork of the original repository.

Currently converted systems: Nintendo NES / SNES, Sega Megadrive / 32X, Sony Playstation 1

  • 4:3 reshaped/rearranged layout, no image stretching
  • Game list area with flayers support
  • System image/video area and simple specs recap
  • Game snap area
  • Game description area
  • Splash screen on cycle through systems

Themes / Re: Request: convert Retrorama theme (Retropie) to Attract Mode
« on: December 08, 2018, 12:47:36 AM »
thanks for the AM theme conversion, but the download link seems not available anymore.
Is code opensource and shared on GitHub?

I suppose the aspect ratio is 16:9, the same aspect ratio of the original Retropie theme,
so I started a reshaped version from the original theme... without graphic skills :-(

I don't want to reinvent the wheel, so any suggestions are welcome

General / Re: Windows 10 Autostart issue
« on: November 22, 2018, 08:16:15 AM »
how many AM instances are present before game launch (using TaskManager)

General / Re: Block multiple launch input
« on: November 18, 2018, 10:25:15 AM »
Thanks Kevin I'll give it a try!

I posted my launch wrapper on GitHub:
Successfully tested on Windows with Attract-Mode and RocketLauncher

General / Re: The dreaded MAME black screen on exit
« on: November 16, 2018, 12:10:36 AM »
Without disabling UAC, you can create an elevated Scheduled Task runnable on demand.
I launch elevated frontend with
Code: [Select]
schtasks.exe /Run /TN BartopFrontend
It's a common way to bypass UAC for a specific process.

Elevated attract-mode launches also elevated sub processes.

General / Re: Block multiple launch input
« on: November 14, 2018, 02:51:31 AM »
I'm start writing an Autoit launcher wrapper that disable inputs when launching a game

General / Block multiple launch input
« on: November 05, 2018, 10:20:27 AM »
Hi everyone,
could any one help me I wanted to know if there is any way to block unwanted launch input, so that when I push start button (and re-push it rapidly) the emulator is invoked only once.

Sometimes, using AM + RocketLauncher, if I re-push start button during RL invocation:
  • the game doesn't start
  • RL shows a generic error message after a couple of seconds
  • AM comes back, but unable to launch game anymore
  • in the RL logs there are some duplicate emulator instance detections

Any help is appreciated.
Sorry for my bad English

Pages: [1]