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Messages - zpaolo11x

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1
Themes / Re: Arcadeflow theme v 6.2 [Release] Updated 13 January 2020
« on: January 13, 2020, 07:54:30 AM »
I am NOT installing your theme until you implement an AI based algorithm that creates 3D missing box art on the fly and under 0.7 seconds per system no matter the rom list size. Sorry.

Well Arcadeflow 7.0 will have an algorithm that create the games you don't have... LOL

2
Themes / Re: Arcadeflow theme v 6.2 [Release] Updated 13 January 2020
« on: January 13, 2020, 04:26:51 AM »
Arcadeflow 6.2 is out!

Many bug fixes and some cropping issues solved, added a self-generated artwork for missing box art. I also tweaked the glow effect so if you see some slower performance with respect to 6.1 please let  me know :)

Enjoy!

3
General / Re: Attract Mode FPS in 2.5 and 2.6
« on: January 10, 2020, 05:51:20 AM »
I think I figured it out: my Nvidia graphics card was not set to "Vertical Sync" so basically it was kicking redraws even if the frame was not finished.

4
General / Attract Mode FPS in 2.5 and 2.6
« on: January 10, 2020, 05:20:42 AM »
When using Attract Mode 2.5 the fps of the layout were capping at 60, I mean that the redraw of the layout was never going over 60 hz. Now with Attract Mode 2.6 with a powerful PC I get refresh rates up to 200 and my themes get crazy fast when timers are related to ticks. Is there something different in AM or is it maybe monitor related?

5
Themes / Re: Arcadeflow theme v 6.1 [Release] Updated 24 December 2019
« on: January 07, 2020, 03:18:34 AM »
WIP of the pseudo-boxart automatically generated...

6
Themes / Re: Arcadeflow theme v 6.1 [Release] Updated 24 December 2019
« on: January 06, 2020, 11:54:23 PM »
Worked flawlessly,

Thank you for your help. It's looking good now :)

Good to know, thanks to your suggestion I'm working on a "fake box art" option where, if there's no box art for a game, a square box art with a faded category logo will be used, with the game title on top (I don't think I'll use the wheel artwork here, just a generated chunky title). I'll post some previews when it's ready :D

7
Themes / Re: Arcadeflow theme v 6.1 [Release] Updated 24 December 2019
« on: January 02, 2020, 11:56:14 PM »
When using Snap Tiles, the game title is ritten if a Wheel image is not found. However in Box-Art Mode. the game title isn't written if a box-art isn't available (making it hard to cycle through the games). Further more Wheel images are never used. I understand that normally box art would have the game name in giant text, but I donno, I figured it might look good and I wanted to try :P

There's an option in Arcadeflow "Display game title over box art" that enables wheel artwork in box art mode. If you turn it on all box art will have wheel artwork on top and box art with no wheel artwork will have generated names. I know this is not exactly what you need, if it's not enough I'll try to add an option to show the game name on the missing box art.

Quote
I really like how the system names come out as logos, but I haven't figured out the necessary naming for the systems to ensure they always come out with the logo. Is there a list somewhere we can use to ensure your system names are always correct?

If you look inside layout.nut at line 181 there's a list of system names that are recognized and used to define logos and resolutions. A blank line separates groups of systems that share the same artwork and data. You can check there if your system is present and what naming is recognized.

Hope this helps and thank you for the good comments. I'm really starting to think that an option to see game names when no box art is available should be implemented. I just need to complete 10 manufacturer logos then I'll be able to dedicate some time to this issue...

8
Themes / Re: Arcadeflow theme v 6.1 [Release] Updated 24 December 2019
« on: January 01, 2020, 04:35:20 AM »
Quote
You want videos to play when using Arcadeflow as displays menu layout? I have to check, I'm not sure if videos are disabled. You must put your system videos in the menu-art folder...
Yes, I do it but it doesn't work

Ok, this is by design. I think you can fix this going to line 589 in layout.nut and remove the line that says:

Code: [Select]
prf.THUMBVIDEO = false
or change it to

Code: [Select]
prf.THUMBVIDEO = true
Quote
Thanks , in genesis/megadrive games go well. Only fail in gg and neogeo pocket

And one suggestion, could you make the active video scale to the standard aspect ratio (4: 3 or 16: 9)?
or that the video is extended as in the theme Ambience HD (by Oomek)?


I found the bug and I'm fixing it, I'll share a beta as soon as it's ready.

As far as the expanding video is concerned, that's a good idea even if I didn't implemented it from the beginning because that would make the theme too similar to Oomek's layout... But I'll think of something...

9
Themes / Re: Arcadeflow theme v 6.1 [Release] Updated 24 December 2019
« on: December 31, 2019, 10:39:41 AM »
In display menu you can't watch videos, is that correct? Only work in systems?

You want videos to play when using Arcadeflow as displays menu layout? I have to check, I'm not sure if videos are disabled. You must put your system videos in the menu-art folder...

Quote
And I have another problem, GameGear videos look bad in Boxart mode

Oh this is bad... the situation is similar to Genesis (vertical box art and horizontal screenshots) and I'm sure that it works in that case, so the issue may be related to the LCD nature of the Game Gear... I'll have a look at the code next year :D

10
Themes / Re: 5:4 or 4:3 Theme
« on: December 27, 2019, 02:53:21 AM »
I want a clean theme with boxart, cartart and video snaps.

I don't know if you already tried Arcadeflow, http://forum.attractmode.org/index.php?topic=2068.0 it's very customizable so if you can tell me what you need maybe I can suggest how to set it to your needs.


11
Scripting / Re: neet shader, layer trick
« on: December 26, 2019, 12:49:21 AM »
Cool, especially if you want to add some text on the blurred area to keep it readable while the video runs. Will you share the code? I'm curios how you did it (I did something like that overlaying two images, one with blur one "clean".

Neat trick!

12
Themes / Re: Arcadeflow theme v 6.1 [Release] Updated 24 December 2019
« on: December 23, 2019, 11:59:39 AM »
Arcadeflow 6.1 is out! Mostly bug fixes and a larger number of vector manufacturer logos!

Enjoy, report bugs and happy holidays!

13
Scripting / Re: Help! Faded Blur Gradient Effect
« on: December 21, 2019, 12:27:57 AM »
The effect you want is very similar to what I did on the thumbnails in my Arcadeflow theme (and actually the mockup you are linking was the main inspiration for Arcadeflow :D ). I don't suggest you look into my code because it's a mess :D

What you need to do is use GLSL shaders. You can use gauss blur shaders to generate the blurred background, then you can overlay your snapshot on top and apply to that another GLSL shader that will tweak transparency so that it fades along the Y axis. Doing this require some trick with nested surfaces because GLSL gaussian bulr is a two-pass filter.

I'd love to have the time to prepare a simple mock up but I'm not sure I'll be able to do it.

14
Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 20, 2019, 02:44:58 AM »
I made the mistake of defining Arcadeflow 6.0 as the layout type for the Displays menu and realized that this did not set it to the auto-generated list, but rather the default Arcadeflow layout used by the systems themselves.

Yes that's the intended behavior in Attract Mode when using a layout as "displays" layout.

Quote
I eventually figured out that the fix was to edit attract.cfg and set menu_layout to undefined (no text after 'menu_layout'). Noting this here in case anyone else runs into the same issue.

You can obtain the same result in the menu where you set ARcadeflow as displays menu, just set the value to "Default" and it will use the list as displays menu

15
Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 20, 2019, 02:34:16 AM »
Any plans on supporting arbitrary aspect ratios? Many box covers like Wii U and PSP look ugly right now.

Not at the moment: arbitrary aspects would be cool but it would be a complete rewrite of the theme, so it's not something I'll do so quickly. PSP box art will be severely cut in 3:4, but WiiU shouldn't look so bad... can you share a screenshot just to check that there's not something else going on?

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