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Messages - Oomek

Pages: [1] 2 3 ... 15
1
General / Re: The dreaded MAME black screen on exit
« on: November 14, 2018, 05:11:50 PM »
Prio, it's an app that adds new functions to the task manager, including permanent elevation.

2
General / Re: The dreaded MAME black screen on exit
« on: November 12, 2018, 03:11:18 PM »
Does your theme use any swf files by any chance?

3
General / Attract Mode 2.5.1 experimental build available for Windows
« on: November 12, 2018, 09:53:29 AM »
Hi, would some of you be brave enough and spare some time to test my latest Attract Mode build and report any unusual behaviour (good or bad) comparing to the official 2.5.0 ? I would like to know about any bugs before my pull requests got merged, so I can fix it beforehand.

https://1drv.ms/u/s!Ag7uFeM0f_fzhYBVksVr1ZgoMjhkvA

If you have an nVidia card make sure you disabled the Threaded Optimization in your nvidia control panel. It will be disabled automaticaly in my next commit.

Changelog in the descriptions of the last five pull requests is available here:
https://github.com/mickelson/attract/pulls

4
General / Re: what is the best way to optimize performance?
« on: November 12, 2018, 12:05:17 AM »
There is a known issue with Attract Mode and nVidia cards. If you have nVidia you need to disable Threaded Optimizations in your driver settings. Enabling Triple Buffering also helps.

5
General / Re: The dreaded MAME black screen on exit
« on: November 11, 2018, 03:37:06 PM »
If you are running AM on the latest build of Windows 10 make sure you have disabled Focus Assist in Windows settings.

6
Scripting / Re: GLSL gaussian blur without nested surfaces
« on: October 08, 2018, 07:01:19 AM »
On stills you won't see any benefits of using mipmap. It's the shimmering while playing videos I was reffering to.

7
Scripting / Re: GLSL gaussian blur without nested surfaces
« on: October 08, 2018, 06:20:52 AM »
Nicely done! I would add mipmap to reduce shimmering.

8
Scripting / Re: Phosphor retention effect
« on: October 08, 2018, 01:18:43 AM »
My intention was to only show how can you get a previous frame and use it in the shader. What you will build on top of that is up to you.

9
Scripting / Re: Nested surfaces and speed of update
« on: October 07, 2018, 06:39:39 AM »
Btw, if you would like to avoid the counter oscillating between 59-60 change your line that assigns the msg to this:
Code: [Select]
monitor.msg = floor( 10000.0 / ( tick_time - tick000 ) + 0.5 )

10
Scripting / Re: Phosphor retention effect
« on: October 07, 2018, 05:53:12 AM »
Here's a sample video:
https://youtu.be/prWnEQ0Da9s

11
Scripting / Re: Nested surfaces and speed of update
« on: October 07, 2018, 05:44:35 AM »
I get 60 fps in all 3 modes.
i5 2500K, GTX 980
GPU usage respectively 1%,2%,3%

12
Scripting / Re: What action causes Transition.EndNavigation?
« on: October 07, 2018, 05:36:03 AM »
fe.signal()

13
Scripting / Re: What action causes Transition.EndNavigation?
« on: October 07, 2018, 05:28:21 AM »
Transition.EndNavigation is triggered when you release a navigation button. It's useful for example if you want to swap the snap image flags from Vid.ImagesOnly to Vid.Default so you do not choke the AM with constantly reloading video snaps while scrolling through roms.

14
Scripting / Phosphor retention effect
« on: October 07, 2018, 05:24:26 AM »
I've just come up with an idea of how to make a phosphor retention effect in Attract Mode by accident during my experiments.
It's possible by exploiting the one frame delay of surfaces and making a feedback loop between 2 surfaces.
Maybe someone will find a use for it.

layout.nut
Code: [Select]
local flw = fe.layout.width
local flh = fe.layout.height

local su = []
local sh = []
local width = flw /2.0
local height = flh /1.0
local retention = 0.95

su.push( fe.add_surface( width, height ))
su.push( fe.add_surface( width, height ))

local snap = su[0].add_artwork("snap", 0, 0, width, height )

sh.push( fe.add_shader( Shader.Fragment, "shader.frag" ))
sh.push( fe.add_shader( Shader.Fragment, "shader.frag" ))

snap = su[1].add_clone( snap )
sh[0].set_texture_param( "texold", su[0] )
sh[0].set_param( "retention", retention )
snap.shader = sh[0]

snap = su[0].add_clone( snap )
sh[1].set_texture_param( "texold", su[1] )
sh[1].set_param( "retention", retention )
snap.shader = sh[1]

su[0].set_pos( flw / 2.0, flh / 2.0 )
su[0].origin_x = su[0].width / 2.0
su[0].origin_y = su[0].height / 2.0
su[1].visible = false

shader.frag
Code: [Select]
uniform sampler2D texture;
uniform sampler2D texold;
uniform float retention;

void main()
{
    vec4 pixel;
    vec4 pixelold;
vec2 uv = gl_TexCoord[0];
vec2 uvo = gl_TexCoord[0];
uvo.y = 1.0 - uvo.y;
pixel = texture2D( texture, uv );
pixelold = texture2D( texold, uvo );
pixel = max( pixel, pixelold * retention );
    gl_FragColor = gl_Color * pixel;
}

15
Themes / Re: SILKY Theme v0.6.9 beta
« on: August 25, 2018, 05:25:10 AM »
This theme requires snaps and videos

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