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Topics - rand0m

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Themes / RetroMania Theme (Fork of RetroMode)
« on: March 17, 2019, 05:34:23 AM »
This theme is a fork of RetroMode theme. It aims to be light-wieght and extremely thorough including most systems (Console, Arcade or Computers) even those not emulated at the moment.

Video I: Showcasing Arcades & Computers >
Video II: Showcasing Consoles & Handhelds >

Since its very early and theme is WIP expect major changes. The theme utilizes viking's excellent Nostalgia Platforms set and Clear-Logo Silver Ring set. Filters are applied on Nostalgia set to get a more grunge look + original is video while I am using snaps.

Nostalgia Platforms Set:
Clear-Logo Silver Ring Set:

I'll periodically keep updating this thread as the theme develops.

Themes / RetroMania Theme
« on: March 09, 2019, 08:15:33 PM »
This is a theme I have been working on, this video only showcases the DisplaysMenu, Arcades and Computers. I'll update Consoles, Handhelds and Collections menus later as the video was getting too big.

Two considerations behind theme design was to make it light-weight and very thorough, having a display menu for every system even if its not currently emulated. Front-end being used is Attract-Mode, I am also utilizing viking's excellent Nostalgia platforms set (with filters applied) and Silver ring logo set.

This theme is a fork of another theme RetroMode (check my past videos), since both themes utilize same artworks I'll probably be releasing them together. At first I was thinking of adding this theme as another layout of RetroMode but when differences became major I decided to make this a separate theme. This will probably be my main theme and I'll keep on updating it.

 I'll add links to theme download here once the theme is complete. be-warned though, it will take some weeks before a downloadable version is ready.


Themes / Chicuelo Mix Theme Release (v1.0.0)
« on: February 08, 2019, 04:00:35 PM »
Hi guys, I've made a port of Chicuelo's excellent theme on EmulationStation, all the credit for this excellent theme rests with Chicuelo!. This is the first version and an in-depth intro + installation instructions are available at github repo. Please do read the installation instructions as I have created some pre-conf files which MAY OVERWRITE your originals.

Videos of This theme have been shared before, but I am listing them again.

Vid 1:
Vid 2:

I have tried to make it so that new users can paste the zipped contents on top of a fresh AM installation and jump right in. lets see how that works out. ;D

My God!! I forgot to add the download link, sorry guys  :-[ Layout can be downloaded from here >

Its much preferable that you download and make a fresh Attract-Mode folder and paste the contents of downloaded (extracted) zip on top of it, overwriting when asked. Attract-Mode is completely portable and two installations will not effect each other. Most of the things have been pre-configured and after pasting the contents of zip on top of AM folder you will have a working system requiring minimal adjustment. Once you get the hang of things (DisplaysMenu etc) you can then move the theme to your main Attract-Mode Installation folder.

If you only need the layout, download the zip and copy Chicuelo Mix folder to /layouts. Please BEWARE that I have added pre-conf files which will OVERWRITE if whole zip is pasted on top of a working Attract-Mode installation so ONLY copy/ paste the /layout/Chicuelo Mix folder. The theme supports some 60 systems thats why I have added an attract.cfg with pre-conf settings, you may copy parts of it and paste them in your working attact.cfg to save some time. The zip file contains Keil's excellent "Shuffle" plugin which should be placed in AM/modules

PS: This theme has two layout.nut files
layout.nut: This is for DisplaysMenu items (and already pre-conf in attract.cfg)
layout_games.nut: This is for Game Lists, when you have generated/ imported a romlist then:
AM > Settings > Displays > [System Name] > Layout Should be "Chicuelo Mix"
AM > Settings > Displays > [System Name] > Layout Options > Layout File should be "layout_games" (You can change the file by pressing up/ down)

Happy Gaming :)

This theme called "Chicuelo Mix" is a port of Chicuelo's excellent theme for Emulation Station called "Chicuelo". All the credit for the theme goes to Chicuelo, its his baby. I have ported this theme to Attract-Mode and as a token of appreciation/ respect to original author I have tried my level best to keep the port as close to original as possible. There are some changes which I had to make due to differences between working of Attract-Mode and Emulation Station but the aim of v1.0 was to mimic the original in function and artwork as closely as possible. That is why I have not used any artwork in places where it was missing.

A couple of things remain to be ironed out before I put the theme for download. This video displays all artwork of Main Menu, Platforms Menu and System Menu.

Chicuelo Mix (v1.0):

(please watch in 1080, some text might get blurry otherwise).

Scripting / Easy way of forcing Uppercase text
« on: February 04, 2019, 01:06:17 PM »
I found an easy way to utilize uppercase characters for things like [Title], [Overview] etc. Right now the goto methods are:

  • Use a font which is all uppercase. Its the easiest way but if you want to keep uniformity in theme you have to go all capitals, else need to use more then one font which is not desirable in most cases.
  • Save the said text in Uppercase e.g. use Excel to change all titles to Capitals. This also works but you will be stuck with a single theme, moving would mean redoing it all again.
  • Use a function and use .toupper() with text, A great way to do things (you retain single font) but utilizing things like [Title] in shuffle, after the function can become complicated.

I found another way to do the needful, there is an app "fontforge" for creating and editing fonts. Make a copy of font you are using in theme (e.g. Ariel Medium), open the copy in fontforge. Now select and delete the small letters (a -z), copy capital letters (A - Z) and paste them in place of small letters. Go to generate font and save the file naming it something like Ariel Medium Uppercase (save as true type i.e. TTF) . Use this font in places where you want text in all capitals and place it in /layout dir. Couple of things:

  • Most fonts are copyright so only share the modified versions where you are sure font is open source/ or licensed such as to allow modified sharing.
  • Portable version of fontforge is available plus its available on all platforms (Win, *Nix, Mac)
  • Fontforge may show errors when generating font, try saving the font without any modifications if the same errors are reported then can be ignored.


Select & Clear lowercase:

Select & Paste Uppercase in-place of lowercase:

Original Source (ctrlcctrlv 's post):

Scripting / Anyway to Auto-generate Shuffle (plugin) List Size
« on: February 02, 2019, 01:05:18 PM »
Hi currently I am using the Shuffle Plugin as follows:
Code: [Select]
local list = [];
list.push(fe.add_text("[Title]", 120, 400, 400, 60));
list.push(fe.add_text("[Title]", 120, 480, 400, 60));
list.push(fe.add_text("[Title]", 120, 560, 400, 60));
list.push(fe.add_text("[Title]", 120, 640, 400, 60));
list.push(fe.add_text("[Title]", 120, 720, 400, 60));

Is there anyway I can auto-generate Shuffle "local list = [];" by linking it with magic token [ListSize]? So there are no hardcoded slots but slots are generated according to the items in a romlist.

General / Taking Emulation to the next Level!!! Check ESRGAN!
« on: January 26, 2019, 11:28:14 PM »
I am just amazed by the early results for ESRGAN (Enhanced Super Resolution Generative Adverserial Network,) which is an up-scaling method (like XBRZ) but immensely better. Just read about it here:

(read the thread till the end, many screenshots of ESRGAN actually working)

Here is Resident Evil 2 with ESRGAN:

Here is a thread discussing Final Fantasy IX, interesting part is comparison between pc/psx & upscaled:
Lastly here is a blog with instructions about using ESRGAN (on win):

Scripting / Transition with Input State not workign as expected
« on: January 24, 2019, 09:40:25 AM »
Hi, I am using the following code:

Code: [Select]
local image_up = fe.add_image ("images/up.png", 430, 44, 0, 0);
local image_down = fe.add_image ("images/down.png", 430, 1014, 0, 0);
image_up.visible = false;
image_down.visible = false;

function blink_transition( ttype, var, transition_time )
{ switch ( ttype )
case Transition.ToNewSelection:
   if (fe.get_input_state("Up")==true)
image_up.visible = true;
   else if (fe.get_input_state("Down")==true)
image_down.visible = true;
      return true;

   return false;

What I am trying to do is to show images of up-arrow and down-arrow when I press up and down. I used the code in layout directly because using a plugin applies the effect on all layouts in use (not isolated). Can anyone please tell me why it isn't working? Does transition require further instructions?

Scripting / Exporting Game Info on Signal Questions!
« on: January 23, 2019, 03:24:13 AM »
Hi, I am working on a plugin which exports/ pastes gameinfo to a text file on signal (button press). I found lots of help from this thread > (#4, raygun).

The code from raygun is:
fe.add_transition_callback( "gamename_transition" );
function gamename_transition( ttype, var, ttime )
        if (( ttype == Transition.EndNavigation )
                || ( ttype == Transition.StartLayout ))
                system( "echo '" + fe.game_info( Info.Name ) + "' > ~/.attract/current_name.txt" );
                system( "echo '" + fe.game_info( Info.Title ) + "' > ~/.attract/current_title.txt" );
                system( "echo '" + fe.game_info( Info.System ) + "' > ~/.attract/current_system.txt" );
        return false;

Since I wanted the export to text on signal, I've tweaked raygun's code a bit. My code:

fe.add_signal_handler(this, "on_signal");
function on_signal( sig1 )
   if ( sig1 == "custom3" )
        system( "echo '" + fe.game_info( Info.Name ) + "' > ~/.attract/current_name.txt" );
     return true;
    return false;

I am facing following issues with the code and can use some help from more experienced members.

1) Whenever I press the signal button, cmd flashes for a second. Is it possible to do this in background with cmd completely hidden?

2) What I am aiming for is:
  a) on signal press
  b) search if "selected" exists in text file or not
  c) if "selected" exists, do nothing.
  d) if "selected" doesn't exist add it to the end of the list.

After searching thoroughly I can't figure out if the above mentioned code is even possible in AM. In the examples I've seen search functions are being called outside AM in batch or script, while the data (game info) is from AM and can't be accessed directly via batch/ script. So I am in a quandary how to select data from within AM and use batch/ script on it - or whether the above mentioned can be done from within AM directly. Can any one please guide me in this regard?

Hi, I am tinkering with a layout and reached a dead-end. Some help from experienced members will be much appreciated in following.

1- Creating effects on signal: Is there anyway to execute certain effects/ images when a specific key is pressed? I have found excellent options in this thread >  but the examples given require the use of plugin "Pop up" which has some additional problems. For one, we have to create a different instance (plugin) for every image/ effect on different key press. Secondly and more importantly activating the plugin means that those effects (AM based) will be showing in all layouts/ themes throughout Attract-Mode, there is no way to isolate the effects to certain layout. I would much rather that image on key-press is present within the layout (not ported to plugin) and a way to bind multiple actions with multiple key-presses.

2- Lets say I have a list consoles which list all consoles I've configured, is there anyway to tell the total number of roms within a Single console when I select it on consoles menu? i.e. from outside without entering the actual console in question. Lets say the consoles menu has an item Sega Genesis, is it possible to show the total number of items in Sega Genesis when I select that in consoles menu? Wiki lists two items of interest fe.list.size and fe.filter.size but I dont know how to create the instructions for "[selected item] find [list.size] [print] on screen".

3- Like text is there anyway to force a centered position for images? Right now the default position for any images seems to be topleft (because it seems the flow to the right), anyway to position them to a central location, say (700, 500, 0, 0) where (700, 500) is the point right in middle and image occupies area around it (for lack of a better example, like a dot in middle of circle).


Themes / RetroMode Theme
« on: January 19, 2019, 06:42:02 AM »
Here is a brief video of a theme I am working on, its still a work in progress and needs a lot of polishing. The main idea was to follow a file manager like hierarchy too organize the roms. The backgrounds are from viking's excellent Nostalgia platform set, though I am using snaps (original are videos) with some heavy filters! the aim being to create a contrast between platform background and other items not there right now.


Scripting / Global/ Layout-wide mipmap application
« on: January 17, 2019, 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.

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