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Topics - rand0m

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Scripting / Global/ Layout-wide mipmap application
« on: Yesterday at 03:20:48 AM »
Is there anyway to pass a global/ layout-wide mipmap command so every snap/ video has mipmap applied to it? Currently i'm using

Code: [Select]
local flyer = fe.add_artwork( "flyer", #, #, #, # );
flyer.mipmap = true;

local snap = fe.add_artwork( "snap", #, #, #, # );
snap.mipmap = true;

local video = fe.add_artwork( "video", #, #, #, # );
video.mipmap = true;

I am hoping that I won't have to reuse the same statement time and again and can give a single instruction to apply mipmap to all artwork assets.

Reicast core has been going places recently and is finally shaping up to become The emulator of choice for dc and dc based arcade systems. A few changes recently

1- Started supporting .chd v5 (so would work with .chds created by latest MAME)
2- Started supporting Sega Naomi and Sammy Atomiswave (MAME roms will work directly without any tweaking)
3- Per-Pixel accuracy (OIT) available, it will require a good rig though.

DC emulation has been lagging for a few years now and only viable emulator (for dc and dc arcades) was Demul. Demul is still the best when it comes to compatibility percentage but Reicast is fast becoming a serious alternative. At this stage Reicast doesn't support Windows CE games. Those of you looking for an emulator for dc games should give reicast a try, being on retroarch provides many benefits like shaders, easy control setup etc.

Official Reicast page on Retroarch:

Some articles of recent changes:

Emulators / Autoit: Start program in background shift focus after x seconds
« on: September 18, 2018, 11:24:44 AM »
Demul is a special case in emulators where (afaik) pure command-line is not possible because Demul only accepts commands once its GUI is activated, bad for immersion because you don't go to game directly from AM and DEMUL GUI pops up. I'm using following for Gaelco via Demul:

#include <Misc.au3>
#include <_IsPressed360.au3>
$dll = DllOpen("xinput9_1_0.dll")
ShellExecute(@ScriptDir & "\demul.exe", ' -run=gaelco -rom="' & $CmdLine[1] & '"')
WinWaitActive("gpuDX11oldhw", "")
MouseMove(1920, 540, 0)
While 1
    If _IsPressed360("65536", $dll) And _IsPressed360("-32768", $dll) Then

This script (made into an exe) works Ok. It opens demul, auto maximizes and hides the cursor but doesn't hide DEMUL GUI. Is it possible in this setup through additional commands that autoit opens demul in background and only shifts focus to Demul after 5 seconds when game starts so I don't see the Demul GUI?

Scripting / Error (index "0") while using Leap Plugin
« on: September 14, 2018, 01:37:58 AM »
Leap plugin is working as intended (skips empty filters except "All") but an error regarding index "0" is registered in the console window whenever AM is run. I am pasting the error log (on win 8.1):

AN ERROR HAS OCCURED [the index '0' does not exist]

*FUNCTION [logic()] D:\Attract-Mode\Attract-Mode v2.4.0 (x64)\plugins/Leap/plugin.nut line [26]
*FUNCTION [transitions()] D:\Attract-Mode\Attract-Mode v2.4.0 (x64)\plugins/Leap/plugin.nut line [22]

[direction] 2
[ttime] 0
[var] 2
[ttype] 0
Script Error in transition function: transitions - the index '0' does not exist


This error message is repeated with different [ttype] and [direction] repeatedly while using AM. Lines pointed out in error in Leap/plugin.nut are:

Line22:    if ((ttype == Transition.StartLayout) || (ttype == Transition.ToNewSelection) || (ttype == Transition.ToNewList)) logic(var);
Line26:    if ((fe.filters[fe.list.filter_index].name != exception) && (fe.list.size == 0)) {

I am using Platform Categories (arcades, consoles etc) could that be the reason for this error? Can anyone please help in this regard or guide me toward a solution.

General / Adding Overviews For Emulated Systems (e.g. NES, Genesis)
« on: September 10, 2018, 02:16:17 AM »
While experimenting with overviews today I (accidentally) found a solution for adding overviews for emulated systems. I am pretty sure someone was asking about that but can't find the thread right now. In latest version of Attract-Mode overviews for roms are stored in:

AM\scraper\[Emulated System]\overview\[rom-name].txt

(Note: In prior versions overviews were stored in AM\romlists\[Emulated System]\[rom-name].cfg)

IF you are using sub-menus e.g. "Start>Consoles>NES" (You don't need Platforms plugin in latest version) you can add overviews for emulated systems by creating a folder "@" in AM\scraper. Result should be like this:

AM\scraper\@\overview\[Emulated System].txt

An Example:
Lets say there is system "NES (Retroarch)", The file should be placed as:

AM\scarper\@\overview\NES (Retroarch).txt

You can add and tweak overviews presentation in layouts via following variables:

//Overview //Heading in comment
local soverview = fe.add_text("[Overview]", 680, 10, 600, 1070); // Add overview (I'm calling it soverview for systemoverview you can name it anything not in use) + Dimensions
soverview.font="BebasNeue Book.ttf"; //Font utilized - In windows either placed with other fonts in "\Windows\Fonts" or placed in layout folder
soverview.align = Align.TopLeft; // Alignment of text - in recent versions AM supports Top/ Bottom alignment
soverview.word_wrap = true; // Word Wrap true or false
soverview.charsize = 24; // Text size = Style.Bold; // Style Bold, Normal or Italic
soverview.set_rgb(180,180,180); //Text color

PS: funny thing, I thought it'll work by adding actual platform categories like arcades or consoles no idea why "@" would work in this case - secondly please move overviews from /scraper to /overviews. Scraper is like a temporary folder before you move scraped data to relevant places. I'm afraid of overwriting data :(

Scripting / Static List & Dynamic Selection Bar
« on: November 07, 2017, 03:52:40 AM »
Hi, can someone please guide me on how to get a static gamelist (listbox entries)? The way it works right now is that list is dynamic (moves up or down) while selection bar remains static. I want to move the selection bar while keeping the items in listbox static. Is it possible on default setup? or with help of conveyor plugin? Thanks.

Scripting / Modifying Gameinfo structure
« on: February 06, 2017, 10:39:48 PM »
Is it possible to modify gameinfo structure and add some more categories like region, language and series info in it? or perhaps gather this info from another text file through "additional import files"? (simple catver.ini structure doesn't work I have already tried that)

I have also tried to add that information in tags (which seems like the best place of adding such info) but don't know anyway of limiting the return to one value. E.g. lets say a game Pang has the tags "Japan;Japanese;Pang series" (Region/Language/Series). I don't know how to call one tag (maybe there is a find in string function or "contains" expression) in this string. Listing tags via (info.Tags) simply lists all Tags which beats the purpose.

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