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Messages - rand0m

Pages: [1] 2 3 ... 17
1
Scripting / Re: Shuffle v2.2.0 - Loop feature now added
« on: Yesterday at 10:07:53 PM »
Good find iOtero. I have logic for new list, but not filters. Currently working on a new project. Transferring everything to gitlab group and started a wiki. Will put this on my list to do afterwards. Thank you!

Wiki is http://arcademvs.org if you want to check it out. Going to have an attract section for setting up filters and displays eventually. I think a few people here could help me with the displays section.

Hiya Keil, Filter info update on display change has been fixed > https://github.com/mickelson/attract/commit/7dc5c88ca15d756f53ff28e427f8b6be019a1db7
If I understand it correctly jumping from one filter to next should behave similarly to new display as filter array is reloaded

2
General / Attract Mode 2.6.0 has been released
« on: Yesterday at 08:42:38 AM »
Attract-Mode 2.6 has been released and can be downloaded from its repo, here > https://github.com/mickelson/attract/releases

Release Notes/ Changelog:

Commits from v2.5.1 to v2.6.0
Andrew Mickelson (21 commits)

    Bump version to 2.6
    Issue #582 - Fix layout freezing after a month of inactivity
    Small refactor of code for getting artwork images
    Fixed problematic usage of c_str();
    Issue #558 - Added ability to get sort value with fe.game_info()
    Issue #566 - fix filter info update when display changes
    Improved error status checking for thegamesdb.net scraping
    Fix compile if libcurl not found
    Issue #531 - fix linux packaging typo (libcurl3 -> libcurl4)
    Issue #538 - update compile instructions with curl (windows cross-compile)
    Issue #532 - Initial work to update scraper to new thegamesdb.net API
    minor re-arrange to minimize windows.h header includes
    Issue #534 - Fixed magic tokens returning incorrect result
    The play state of swf files can now be controlled from a script using the video_playing property
    Speed up swf rendering by reusing a single OpenGL context
    fe.get_art() now returns fallback artwork from the layout (if present)
    Fix crash when error encounterd in the 'script.nv' file
    Refactor window creation and fix black screen on launch
    Include OpenGL version information with 'attract --version' command
    Fixed crash for certain invalid attract.cfg settings
    [Windows] fix a hang when returning from emulator (w/ Intel graphics)

Keil Miller (2 commits)

    Scrape "buttons" elements from hyperspin .xml (#563)
    Added Transition.EndNavigation trigger (#567)

Radek Dutkiewicz (16 commits)

    Fixed reggression in video rendering framerates on Nvidia (#552)
    Additional window modes fixes (#551)
    Fixed low framerate on AMD cards (#550)
    Improved decoding quality of videos with non 1:1 pixel aspect ratio (#548)
    Added Nvidia profile management with optimizations (#529)
    Fixed for windowed modes being rendered at desktop resolution (#528)
    Increased video timeout to 5 seconds (#546)
    Updated manifest for multi monitor mode (#526)
    Fixed compiler errors on non Windows builds
    Replaced Windows version check with macros
    Additional fixes
    Fixed black screen in fullscreen mode on game launch
    Fixed high CPU on video playback and video freezing after resuming from sleep (#520)
    Updated nowide to fix crashing on Windows (#523)
    Layout offset on rotation fix (#512)
    Added new fe_text property msg_wrapped (#507)

Happy Gaming  :D

3
General / Re: Multiple MAME playlists with Attract Mode
« on: Yesterday at 08:39:58 AM »
You can make as many lists as you want, tags and filters can both accomplish that, you can even go for separate diaplys. With filters you can use conditional ones like manufacturer contains Konami, or Category contains fighting etc. With displays you can point all displays to same rom folder (i.e. MAME) and make separate displays for NeoGeo, Konami etc

4
General / Re: attracmode fork
« on: Yesterday at 08:34:09 AM »
Some changes on the wiki. Check it out and let me know what you guys think. The reference section still needs in markdown links edited, but is mostly completed. It was a larger task than I thought.

Excellent work on the wiki Keil. "signal_str" in Signals is a bit outdated (the official wiki is outdated too). Some signals are missing e.g. "edit_game".

5
Themes / Re: WIP: My Arcade Collection
« on: October 13, 2019, 04:24:19 AM »
The logos for collections look great! good job

6
General / Re: attracmode fork
« on: October 13, 2019, 04:23:30 AM »
Sounds great, best of luck    :D

7
Themes / Re: Arcadeflow theme v 5.4 [Release] Updated 5 September 2019
« on: September 23, 2019, 12:24:13 AM »
on-the-fly sort order change,      bring it on,      please make it into a module!    ;D

Right now I have a demo layout where the fe.list is copied into a new array, the array can be sorted by some of the game data (manufacturer, year, title etc) and next/prev letter/year/manufacturer are created on the flight.

When the user changes games or goes to prev/next letter this "fake" list is used instead of the standard one, so new magic tokens are needed to manage game data, and when a game is launched the fe.list.index is updated according to the current fake list game. I think if the fe.list.index is updated each time the user changes games on the fake list, standard magic token could be used.

The problem now is transition callback: since games are not in the right order, the "var" value is completely incorrect. A good idea would be to define a global "fakevar" to use in the transition instead of the actual "real" var. Could work... gonna play with it

Sort Value has been added today > https://github.com/mickelson/attract/issues/558, I have not tested it yet but I think we should be able to directly call sort value with desired parameter now (Year, Player etc). Wonderful work with this theme btw :)

8
Emulators / Re: Mame help (don't hate me)
« on: September 23, 2019, 12:05:57 AM »
Yup Rollbacks are only for downgrading the set to a lower version, if you don't plan to do that there is no need for them. 0.185 is an old version though, current being v0.213.

9
General / Re: Attract mode "startup_mode"
« on: September 08, 2019, 12:57:33 AM »
1. If you only have a single item in romlist (only arcade) you should not be using displays menu. You can go to attract-mode > settings > general > and change startup mode to "show last selection"

2. attract-mode > settings > controls > change key for "exit" to something else. Pressing "back" can also lead to "exit AM" prompt when you are at root, I'm not sure if this will break anything in your theme but creating a signal switch "back" to "null" might disable this. I am using following signal switch to disbale left/ right signal in a theme >

Code: [Select]
function on_signal( sig )
{
switch ( sig )
{
case "left":
fe.signal( "" );
return true;

case "right":
fe.signal( "" );
return true;
}
return false;
}
fe.add_signal_handler(this, "on_signal");

10
Themes / Re: Vintage DOS theme [Release v1.1]
« on: September 01, 2019, 01:06:33 AM »
iOtero, I added it to the code and it's not working as intended. Attached is the layout.nut -- what did I do wrong?
Thanks!

I am using the following code for displaying video on top of snap after a brief delay, but following code should do what you want (delay settings can be changed to fit the need). Got this code from liquid8d's post, so all thnks to him :)

Code: [Select]

//Video Starts Playing After 1 Second In Place of Snap
local settings = {
   delay_timer = 0,
   play_delay = 1000,
   stop_play = 235000
}

local video = fe.add_artwork("video", 680,705,472,355)
video.preserve_aspect_ratio = true;
video.trigger = Transition.EndNavigation;

function vid_on_transition(ttype, var, transition_time) {
    if ( ttype == Transition.StartLayout || ttype == Transition.ToNewList || ttype == Transition.FromOldSelection ) {
        video.visible = false
        settings.delay_timer = fe.layout.time
    }
    return false
}

function vid_on_tick(tick_time) {
  if ( video.video_playing && tick_time - settings.delay_timer >= settings.play_delay ) video.visible = true
}

fe.add_ticks_callback(this, "vid_on_tick")
fe.add_transition_callback(this, "vid_on_transition")

11
Themes / Re: RetroMania Theme (Fork of RetroMode)
« on: August 28, 2019, 12:50:20 PM »
Retrodiction
Decided to change the name of the layout, Retro Mania was a great match for a theme primarily focusing on retro arcade/ console systems but someone already has a theme for a different front-end by this name. Rather then create confusion decided to rename the theme as "Retrodiction" its dictionary meaning is "using present information to make an assertion about the past; an instance of such an assertion" and it can be thought as a word play on retro addiction. I figure it matches the theme close enough :)

Updates:

Graphics
1- completed all the system logos & flyers!
2- completed logos & flyers for items in collections!
3- changed the colors. A more b&w theme with few colored pieces might throw in an option for full b&w later on.
4- changed the game info area, last one (red & blue) was too bright/ colorful for rest of the theme perhaps I'll utilize it someplace else.
5- created a custom-overlay for exiting attract-mode, add favorites and add tags which replaces default dialogues. The original code was from Arcade/ omega man, thanks to them
6- created info panels/ area for Platforms and systems. 
7- created a game launcher + info panel for games (got the idea from gameOS theme on Pandora front-end, thanks to author)
8- created a new options menu displaying most often used options.

Tech
1- got the indicator bar working exactly as I wanted (thanks to Keil for his help), it now displays two different images based on input (like fast forward, fast up and fast down are added for next/ previous letter/ page)
2- shuffle list no longer loops and repeats items (thanks to Keil)
3- finally figured out how to hide the snap when video was playing. This one took a lot of time in trial and error and was kind of necessary because if snaps & videos were not of same dimensions and aspect ratio was applied it resulted in parts of snap showing while video was playing (actual code was by liquid8d which I modified, huge thanks to him).
4- figured out how to display selected text when a text field was empty (actual code was from Oomek for setting text items on transition, thanks to him).
5- all text assets are on transition, this helps a lot to keep performance good as assets are loaded when needed (this again was originally coded by Oomek, thanks to him)
6- got liquid8d's excellent control module working, this is used in game launcher and options menu. Really improved the theme and there are so many ways this module can be utilized (thanks to him)
7- arrows (which blinked on pressing up/ down) now configured so they don't blink when an overlay is up (this atm is only working for AM specific overlays like settings not on custom overlays.

Systems
1- categorized windows games in 3 displays: win3x (includes win 3.0-3.1), win9x (95, 98), winxp+ (winxp, win7, win8-8,1, win10). Dos is listed separately.

The theme is now very near to what I wanted to achieve :)


Yet To Do!
1- a scroll-able Overview which can be moved upward/ downward (one line at a time) via right analogue (or any custom button). Plus a tabbed overview area where one tab is overview rest can be cheats or notes, probably use RA stick for switching.
2- create custom layouts for options/ settings. I got one part working but its trial and error atm so might take much time. (Oomek just told me that some prompts allow overriding but settings don't so this is shelved until AM allows override for settings)
3- might rename systems to something without spaces to make layout usable on non-win systems or add a basic attract.cfg with layout (not sure atm). EmulationStation/ Retropie have a community wide system naming convention, I am unsure whether to follow and expand on that (this will mean a huge effort in renaming current systems/ applying layout option separately to each system) or continue with old system names or make something inspired by es/pie something in middle of complete name and abbreviation.


Video Showcasing Latest Changes

Youtube: https://www.youtube.com/watch?v=9IDcp_46agM

12
Themes / Re: Genesis Mini theme, preview
« on: August 28, 2019, 02:28:56 AM »

I looked into the keyboard search plugin when integrating it in my layout, and yes the list is created on the fly each time a search string is applied. As far as I know though, you can't change the sort order of this list, actually it's more like the current list is filtered and re-displayed. If your current list is sorted "by year" the resulting filtered list will be sorted by year too even if you are searching the game title.

That would be the holy grail of list sorting :D

One (unrefined) way of doing this If there are only have two or three "sort orders" might be to add multiple instances of every system in attract.cfg. e.g.

Code: [Select]
MAME "sort_by = Title"  "in_cycle = yes" and "in_menu = yes"
MAME (Year) "sort_by = Year"  "in_cycle = no" and "in_menu = no"
MAME (Players) "sort_by = Players"  "in_cycle = no" and "in_menu = no"
MAME (Category) "sort_by = Category"  "in_cycle = no" and "in_menu = no"

This setup will mean only MAME (the default system setting) will show rest will be hidden in Displays menu. We can then launch the required sort via code (harder) something like
[current_display](Year) via signal

or use the "SpecificDisplay" plugin (much easier) and setup different triggers for different sort orders.

Thats all theoretical atm, I have not personally used such a setup - just brainstorming :)

13
Scripting / Re: List box fade out
« on: August 27, 2019, 12:56:05 AM »
Try putting the list (lb) on a surface then hide the surface via animation or code, make the trigger for visibility up and down keys.

14
General / Re: sound Q:
« on: August 26, 2019, 09:53:46 AM »
What is the difference between this code:

Code: [Select]
fe.ambient_sound.file_name = 01_Phantasy.mp3;
fe.ambient_sound.playing=true;

and this one?

Code: [Select]
local bgsound = fe.add_sound ("01_Phantasy.mp3")
bgsound.playing = true

No idea how they differ in execution. But AM does have a distinct call for ambient.sound so should have some differences as compared to normal sound.

ps: nvm as Jeidone pointed out its consistent and works throughout AM

15
General / Re: sound Q:
« on: August 25, 2019, 11:27:25 PM »


dont seem like it is working!  sucks...

local mysong = fe.ambient_sound("music/01_Phantasy.mp3");
mysong.loop = false;
mysong.playing = true;

Try it like this:
Code: [Select]
fe.ambient_sound.file_name = 01_Phantasy.mp3;
fe.ambient_sound.playing=true;

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