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Messages - arthurvalenca

Pages: [1] 2 3 ... 7
1
Themes / Re: New Theme - ArcadeBliss
« on: April 04, 2020, 09:14:24 PM »
Added more ToDos to the first post.
  • Add the ESRB Rating Logo
  • Fix Emulator logo display code (will wait till I have multiple emulators)
  • Add Placeholder Flyer image when a game does not have a flyer
  • Change the the text "GAME:" to be the name of the active filter
  • Add a customized menu overlay to match my cab
  • Add a layout option regarding displaying favorite stars "none", "solid", "outlined"


The custom menu overlay will be my next step.. I hate the way the current menus rip you out of the experience.

Also I was asked how I implemented the moving rows for the game text. Here a an example that will work with any text object. I took the idea from the history.dat plugin.

First you need to setup a text object with text. It does not matter how much text is in the object

Code: [Select]
local history =fe.add_text("", 442,188,810,290)
history.charsize = 18;
history.align = Align.Left;
history.word_wrap = true;
history.msg = "XXXXXXXXXXX PUT YOUR TEXT HERE XXXXXXXXXX";

Next I created a tick callback to scroll the text up or down in the text box

Code: [Select]
function historynav( tick_time )
{

if (fe.get_input_state("XXXXXXXXXX   PUT YOUR UP KEY HERE XXXXXXXXXXXXXX")==true)
{
                history.first_line_hint--;
}
if (fe.get_input_state("XXXXXXXXXX   PUT YOUR DOWN KEY HERE XXXXXXXXXXXXXX")==true)
{
history.first_line_hint++;
}
}
fe.add_ticks_callback("historynav");



I like this code a lot but it just worked well until attractmode 2.3.0 after these it no longer functions to scroll history.dat, someone can help how to fix this code so that pressing the up and down arrow can scroll history .dat information.

2
Themes / Re: Arcadeflow theme v 6.4 [Release] Updated 24 January 2020
« on: January 24, 2020, 05:02:23 PM »
Arcadeflow 6.4 is out! The layouit is now compatible with AM 2.6.1, the solution is not the most elegant but it works and as fare as I can see there are no slowdowns.

Enjoy and report bugs, your help is greatly appreciated!


version 6.4 works like a candy here, thanks !!!! everything is perfect here.

3
Themes / Re: Arcadeflow theme v 6.3 [Release] Updated 22 January 2020
« on: January 23, 2020, 04:30:38 PM »
So this new layout attached works very similar and maybe smoother at first boot since it let's things stabilize and get fast really quick.

Thank you for the feedback, greatly appreciated. The fact that it starts slower on purpose makes it probably a bit smoother and gives less stuttering. I'll keep this change in 6.4, hopefully released tomorrow or beginning of next week :)

Big Thanks! the best AF!!!

4
Themes / Re: Arcadeflow theme v 6.2 [Release] Updated 13 January 2020
« on: January 21, 2020, 02:35:47 PM »
In AM-2.6.1
yes, i have the same problem, keeping the key pressed right or left it does not scroll the images, just one by one

In AM-2.6.0 normal scroll. :(

5
Themes / Re: Arcadeflow theme v 6.2 [Release] Updated 13 January 2020
« on: January 20, 2020, 02:08:35 PM »
Thanks Solve.

I had in attract.cfg:

Code: [Select]
smooth_images       no
then I changed it to:

Code: [Select]
smooth_images       yes

after changing everything working normal.
that big thank you !!

6
Themes / Re: Arcadeflow theme v 6.2 [Release] Updated 13 January 2020
« on: January 19, 2020, 03:05:45 PM »
I'm having some difficulty with the theme in different versions of the AM, in the latest version 2.6.1 of the AM the AF-6.2 theme appears in pixel form the background and outline of the flyers, but when I use it in version 2.6.0 it works normally

This is very strange, can you run attract-console.exe and post the log here or send it to me? There should be no pixellated effect and actually I don't see it in my test systems. It is true that 6.2 changed something in the shaders used for the background and glow but nothing that justifies the pixels (that look a bit like when you set "smooth = false" in an image. Let me know if the logs show errors and I'll check better tomorrow

Code: [Select]
Attract-Mode v2.6.1 (Windows, SFML 2.5.1 +SWF +7z +Curl)
avcodec 58.54.100 / avformat 58.29.100 / swscale 5.5.100 / avutil 56.31.100 / swresample 3.5.100

Config: D:\Attract-Mode Coins\attract.cfg

*** Initializing display: 'Arcade'
 - Loaded master romlist 'Arcade' in 96 ms (2665 entries kept, 0 discarded)
 - Constructed 2 filters in 0 ms (5330 comparisons)
 - Loaded layout: D:\Attract-Mode Coins\layouts/AF-6.2/ (layout.nut)

*** Initializing display: 'Arcade'
 - Loaded master romlist 'Arcade' in 100 ms (2665 entries kept, 0 discarded)
 - Constructed 2 filters in 0 ms (5330 comparisons)
 ! Unexpectedly lost focus to: explorer.exe (1992)

7
Themes / Re: Arcadeflow theme v 6.2 [Release] Updated 13 January 2020
« on: January 19, 2020, 06:14:22 AM »
Hello zpaolo11x, Big thanks.


I'm having some difficulty with the theme in different versions of the AM, in the latest version 2.6.1 of the AM the AF-6.2 theme appears in pixel form the background and outline of the flyers, but when I use it in version 2.6.0 it works normally, is that something configuration? can help me I didn't like the image in pixel format very much, below I send the images.



8
General / Re: [HELP] Snaps Skew
« on: January 05, 2020, 12:47:50 PM »
I think you want pinch.

Code: [Select]
##Cab Snap
local snap = fe.add_artwork( "snap", flx*0.549, fly*0.2425, flw*0.353, flh*0.420 );
snap.pinch_x = -29;

Big thanks bro!

9
General / [HELP] Snaps Skew
« on: January 05, 2020, 10:06:07 AM »
Hi all friends, I am developing a theme in a cabinet where the lower parts of the video are bigger than the top, I am trying to use the code "Skew" to adjust the image but when I use it in the negative and positive sense I do not have the expected result, as shown in the image below, could someone help me with a solution?

Code: [Select]
##Cab Snap
local snap = fe.add_artwork( "snap", flx*0.549, fly*0.2425, flw*0.353, flh*0.420 );
snap.skew_x = -29;
snap.skew_x = 29;


10
General / Re: [HELP] Scroll UP - Scroll Down manual History.dat Info
« on: December 11, 2019, 08:17:12 AM »
Does anyone still have any idea how to make this work? :'( :'( :'( :'( :'( :'(

Im sorry, i can not help you. I have never been interested in these things. When i start Attract-Mode, what i want is to start playing, not read the games wikipedia.  :-[

But i know this layout that does something similar, in case it can help you: http://forum.attractmode.org/index.php?topic=1558.0  8)

Thanks for the indication, from what I saw and a high-level scroll, I don't like this kind of scroll very much, I would like a manual scroll with the up and down arrow, also when you enable the history.dat plugin and call it with One key you are able to scroll the test up and down with the arrows. The download link is no longer available.


I tried using this function for the code that calls history.dat to display but was unsuccessful.


Code: [Select]
function on_scroll_up()
{
m_text.first_line_hint--;
}

function on_scroll_down()
{
m_text.first_line_hint++;
}


Code: [Select]
class UserConfig {

</ label="‚óŹ History Dat", help="History.dat location. Be sure to enable and config History.dat from the plugins menu.", order=9 /> dat_path="..\\AttractMode\\history.dat";

}

################## Include the utilities to read the history.dat file##################

dofile(fe.script_dir + "scripts/file_util.nut");

################## History ##################

function get_hisinfo()
{
local sys = split( fe.game_info( Info.System ), ";" );
local rom = fe.game_info( Info.Name );
local text = "";
local currom = "";

local alt = fe.game_info( Info.AltRomname );
local cloneof = fe.game_info( Info.CloneOf );
local lookup = get_history_offset( sys, rom, alt, cloneof );

if ( lookup >= 0 )
{

text = get_history_entry( lookup, my_config );
  local index = text.find("- TECHNICAL -");
if (index >= 0)
{
local tempa = text.slice(0, index);
text = strip(tempa);
}


} else {
if ( lookup == -2 )
text = "Index file not found.  Try generating an index from the history.dat plug-in configuration menu.";
else
text = "";

return text;
}


local history = fe.add_text("", flx*0.0, fly*0.690, flw*0.560, flh*0.240);
history.charsize = 16;
history.align = Align.Centre;
history.word_wrap = true;
history.msg = "[!get_hisinfo]";
history.font = "Geforce Light";
local old_tick = 0;

11
General / Re: [HELP] Scroll UP - Scroll Down manual History.dat Info
« on: December 09, 2019, 07:41:21 PM »
Does anyone still have any idea how to make this work? :'( :'( :'( :'( :'( :'(

12
Themes / Re: Ambience HD theme v0.8 beta [Released]
« on: December 09, 2019, 02:08:34 PM »

13
Themes / Re: Ambience HD theme v0.8 beta [Released]
« on: December 09, 2019, 01:19:51 PM »
Big Thanks Oomek work fine!

14
General / Re: [HELP] Snaps Mute
« on: December 09, 2019, 10:26:00 AM »
Solution:

Code: [Select]
class UserConfig {

</ label="Mute video snaps sound", help="Yes = sound disabled, No = sound enabled", options="Yes,No", order=9 /> mute_videoSnaps="No";

}
###########
## Snaps ##
###########

::OBJECTS1 <- {
artwork_videotheme = fe.add_artwork("snap", x*0.396, y*0.1675, w*0.2085, h*0.510),
}

OBJECTS1.artwork_videotheme.visible=false;

::videoSound <- Vid.NoAudio;
OBJECTS1.artwork_videotheme.video_flags = Vid.NoAudio;

local settings = {
   delay_timer = 0,
   play_delay = 1600,
   stop_play = 235000,
}

function on_transition_videotheme( ttype, var, ttime ) {
 switch ( ttype ) {
  case Transition.StartLayout:
  case Transition.ToNewSelection:
  case Transition.ToNewList:
  case Transition.EndNavigation:
        OBJECTS1.artwork_videotheme.video_flags = Vid.NoAutoStart;
        settings.delay_timer = fe.layout.time;
        OBJECTS1.artwork_videotheme.visible=false;
       break;
  }
 return false;
}

fe.add_transition_callback( "on_transition_videotheme" );

function on_tick_videotheme(tick_time) {
   if ( !OBJECTS1.artwork_videotheme.video_playing && tick_time - settings.delay_timer >= settings.play_delay ) {
   
        OBJECTS1.artwork_videotheme.video_playing = true;
       
        ::videoSound <- Vid.Default;
       
        if ( my_config["mute_videoSnaps"] == "Yes")
           {
           OBJECTS1.artwork_videotheme.video_flags = Vid.NoAudio;
           }

        if ( my_config["mute_videoSnaps"] == "No")
           {
           OBJECTS1.artwork_videotheme.video_flags = Vid.Default;
           }
       
        OBJECTS1.artwork_videotheme.visible=true;
       
        OBJECTS1.artwork_videotheme.alpha = 0
        local alpha_artwork_videotheme_0 = {
        property = "alpha", start = 0 end = 255, time = 2000 easing = Easing.Out,
        }
 
        animation.add( PropertyAnimation( OBJECTS1.artwork_videotheme, alpha_artwork_videotheme_0 ) );
       
    }
   
    else if ( tick_time - settings.delay_timer >= settings.stop_play ) {
       
        OBJECTS1.artwork_videotheme.visible=false;
       
    }   
}

fe.add_ticks_callback(this, "on_tick_videotheme");

15
General / Re: [HELP] Scroll UP - Scroll Down manual History.dat Info
« on: December 08, 2019, 10:39:03 PM »
humm,  probley take a  (sig) wsitch  w/ animation

would love to see that..   could be done....

I found this code that ArcadeBliss published but couldn't make the text slide up and down with it :'(

Code: [Select]
local history =fe.add_text("", 442,188,810,290)
history.charsize = 18;
history.align = Align.Left;
history.word_wrap = true;
history.msg = "XXXXXXXXXXX PUT YOUR TEXT HERE XXXXXXXXXX";


function historynav( tick_time )
{

if (fe.get_input_state("XXXXXXXXXX   PUT YOUR UP KEY HERE XXXXXXXXXXXXXX")==true)
{
                history.first_line_hint--;
}
if (fe.get_input_state("XXXXXXXXXX   PUT YOUR DOWN KEY HERE XXXXXXXXXXXXXX")==true)
{
history.first_line_hint++;
}
}
fe.add_ticks_callback("historynav");


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