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Messages - zpaolo11x

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General / Re: Attract Mode Rom List
« on: Yesterday at 03:22:46 AM »
Control: Is the 4 way joystick kind of thing? or Number of Buttons?

Control is, as you guessed, related to the controller itself, so joystick, paddle etc. There's an undocumented "Buttons" which relates to the number of buttons.

Arcadeflow 3.6 is out!

Changed the CRT shader to Lotte's, and fixed some bugs with AM 2.5 (now Arcadeflow only works from AM 2.5)

Scripting / Re: Aspect Ratio?
« on: February 13, 2019, 10:18:58 AM »
I am not sure how I would make the system load up the "wheel file is not found" image if I don't use the the "wheel" option...

You are absolutely right, I wasn't suggesting that as a solution but as a possible cause of the issue. It seems that if you load a single image as "add_artwork" it works, but for some reason when loading the placeholder image it works like when you load a single picture with "add_image". I suspect this is a bug in AM

Scripting / Re: Aspect Ratio?
« on: February 13, 2019, 07:26:22 AM »
I noticed one weird thing: if you "add_image" it won't work well, if you "add_artwork" and then instead of "snap" "wheel" etc you put "imagefile.png" it seem to work.

Scripting / Re: Aspect Ratio?
« on: February 13, 2019, 07:21:36 AM »
After some testing,  it seems the setting is doing the same for all images... it will correct the image HORIZONTALLY... (meaning if the image is tall and thin,  with the setting off,  it will stretch horizontally,  with it on,  it will correct and show properly)... but it will not correct the image VERTICALLY (meaning that if the image is wide,  but not tall... it will NOT correct vertically... it will stretch vertcially).

This is strange, I will do some tests on a test layout, but can you replicate the issue with a simple code you can share here?

Themes / Re: Theme to demonstrate CRT shaders
« on: February 13, 2019, 07:13:55 AM »
Ok just a quick update, I've noticed that as they are set sometimes the scanlines don't correspond 1:1 with the pixel resolution of the snaps. For the CGWG shader there are a lot of "resolution" parameter I can't get to grips with, but what's sure is that in the vertex shader there's a division by 200, so all snaps have 200 scanlines. I think you can pass the texture_height to that shader to fix this.

On the other hand I've found how to fix Lotte shaders with this respect. Notice that your layout file has this lines:

Code: [Select]
        video.shader.set_param("color_texture_sz", vidSurf.width/4, vidSurf.height/4);
        video.shader.set_param("color_texture_pow2_sz", vidSurf.width/4, vidSurf.height/4);

To make it work better I changed the first line so that it passes actual texture size to the shader, and also added support for vertical scanlines using the "vert" parameter. I didn't care to calculate the power of 2 texture for the other field, but it seems to work well anyway. Substitute the two lines with these:

Code: [Select]
        video.shader.set_param("vert", (video.texture_width > video.texture_height ? 0.0 : 1.0));
        video.shader.set_param("color_texture_sz", video.texture_width, video.texture_height);
        video.shader.set_param("color_texture_pow2_sz", video.texture_width, video.texture_height);

In this way you'll get correct scanlines that are exactly the same number as the vertical resolution, while aperture mask will be calculated as always at full resolution.

Scripting / Changing filter vs changing search rule...
« on: February 12, 2019, 08:21:10 AM »
Is there a difference in the implementation of the response to those commands? In my theme when I bind a key to a command like

Code: [Select]
fe.list.filter_index = 2
I get the correct effect in any case, the list is updated, the layout responds as programmed and everything seems fine.
On the other hand if I bind a key to

Code: [Select]
fe.list.search_string = "Title contains Bubble"
I get weird results, sometimes it works, sometimes, especially if the current index is the first (the same as the filtered list), it updates everything but the first image. Generally it seems it updates all the metadata but not the artworks.

I know my theme is pretty complex and maybe I'm overlooking something but looking at the debug log it seems both method trigger the same transitions callbacks therefore I don't understand where the difference is :/

Themes / Re: Arcadeflow theme v 3.5 [Release] Updated 7 February 2019
« on: February 07, 2019, 07:50:18 AM »
thanks once again.  setting the resolution in theme settings fixed the slowdown.  works perfectly now!!!! 

Good to know, I'll see if there's a way to avoid this slowdowns: I always use fixed resolution buffers for shader effects (like 32x32 pixels or 200x200 pixels) which shouldn't have an impact since they won't depend on the resolution (the filtered image is then scaled to full size but that's not a very taxing process). The only shader that works at higher res is the one that applies the gradient blur on the thumbnails. Just as a proof, could you try disabling "color gradient" in Arcadeflow options and see if the slowdown is still present?

Themes / Re: Arcadeflow theme v 3.5 [Release] Updated 7 February 2019
« on: February 07, 2019, 05:31:17 AM »
your site made it really easy for me to install 1/2 a dozen old versions of your theme.  thanks for that too.

You are welcome! There are some releases prior to 2.0 that are not 100% correct since back then I didn't plan to track all the versions and I messed with some files :D

Dropping back to AF2 & disabling the shader gets it to run fine on those machines.  all 3 machines are new / fast W10 PCs & have 4k screens.  not sure why 1 would run any diff than the other.  the laptop is ridiculously fast but the 2 PCs certainly aren't dogs.  Both are newer i7s w/ a ton of ram & decent vid cards.

It seems the issue here is with OpenGL shaders, I've had some issues in the past with my test rig: a xeon workstation with fast SSD, 32 GB of ram and Quadro card. I had to implement some tricks to make the layout smoother, but then I discovered a setting in nVidia control panel that made all my layouts run at 60fps with no tricks needed, which was the expected behavior of such a "monster" rig.

Maybe there's an nVidia card on your PCs? Another issue could be the high resolution, you can try reducing the resolution in Arcadeflow options, there's a field where you can put WIDTHxHEIGHT, just try something radical like 640x400 or similar to see if it improves.

I'll check the setting of my Quadro card tomorrow and report back

Themes / Re: Arcadeflow theme v 3.5 [Release] Updated 7 February 2019
« on: February 07, 2019, 03:35:34 AM »
Updated to revision 3.5! Download link in the homepage or at

Themes / Re: Arcadeflow theme v 3.4 [Release] Updated 31 January 2018
« on: February 06, 2019, 10:32:06 AM »
made me realize I had a couple games that required too many buttons.  :D

I decided to code that icon because the first thing I do when launching a game I don't know is going into mame settings to see how many button it uses :D

Anyway I implemented what you asked for this way: in the layout options you can select (as it was before) the overmenu button, but this time you can also chose "select". So if you chose "select" it will work like 3.4, if you chose "custom1" or other custom button it will work as the old layout. Just give me some time to tweak again the glow effect and I'll release it lol

Themes / Re: Arcadeflow theme v 3.4 [Release] Updated 31 January 2018
« on: February 06, 2019, 08:48:57 AM »
I'm setting up my system for a 6yr old so I'd like to simplify things.  is there any way for me to disable this so selecting a game goes straight to the game and the context menu back to being a custom button?

It's so ironic that I changed the way it worked to make things simpler :D Disabling the new way is not straightforward, but if you can wait a bit I'll add it as an option in the next revision. Meanwhile you can get the previous version from the archive.

Themes / Re: Square Theme Recommendation?
« on: February 06, 2019, 05:50:55 AM »
This is Arcadeflow 3.4 at 1:1 screen ratio. Here it is in "1 row" option but it can be customized at will...

Themes / Re: Square Theme Recommendation?
« on: February 06, 2019, 03:27:48 AM »
My Arcadeflow theme should adapt quite well to square screens, I usually set a custom resolution 1px larger in one direction to force the vertical or horizontal layouts, but other than that it works ok.

Also  you know the square EIZO monitor? That's a retro-gamer dream come true, although at a huge cost :D

Themes / Re: Arcadeflow theme v 3.4 [Release] Updated 31 January 2018
« on: February 03, 2019, 03:42:10 AM »
I've put together a simple website to gather old versions of my theme, together with some screenshots. I'll update it from time to time and hopefully one day I'll had a true "vademecum" to explain all the features and options of the current revision :D

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