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Messages - henrikes

Pages: [1]
Scripting / Re: How to detect the layout is presenting the display menu?
« on: February 10, 2020, 11:39:41 PM »
The way I do it is this: in a transition response routine you can add the following check:

Code: [Select]
if ((ttype == Transition.ShowOverlay) && (var == Overlay.Displays)) {

I think there's also an "is up" option but I didn't know much about that when coding my layout :D

I try that, but i cant get it to work. I encapsulated that in a transition callback and all it did was depending on your IF statement it would chang the value of a boolean variable.....

Scripting / How to detect the layout is presenting the display menu?
« on: February 03, 2020, 01:03:22 AM »

I guess the title says it all.... How can my layout detect that its presenting the display menu?

Thanks in advance.

Scripting / Re: show number of games on display
« on: January 31, 2020, 09:33:42 AM »
to clarify,,,      are you talking abought,   
. showing the entries in a layout,, or 
. showing entries in the displays menu.

What if we wanted to show that info on the displays menu?

lordricker, sorry to use your tread to ask this  :)

Scripting / Re: next_filter
« on: January 07, 2020, 06:51:21 AM »
Any idea?

General / Re: Running Taito Type X games
« on: January 02, 2020, 12:47:37 PM »
Thank you :) it worked like a charm :)

General / Running Taito Type X games
« on: January 01, 2020, 03:35:34 AM »
Im using AM launch my SF4 Taito Type X games that are basically windows games.

Bellos is my emulator cnfig

Code: [Select]
executable   cmd
args         /c "[romfilename]"
rompath      D:\Games\Arcade\TaitoTypeX\
romext       .lnk
system       PC
artwork    marquee         D:\Games\Arcade\Art\marquee
artwork    snap            D:\Games\Arcade\Art\video;..\Art\snap
artwork    wheel           D:\Games\Arcade\Art\video;..\Art\wheel
artwork    fanart          D:\Games\Arcade\Art\fanart
artwork    filter          D:\Games\Arcade\Art\filter

The problem i have is contrary to all other emulators i have when i start one of this games the AM keep playing and my controls affect both the game and AM, any ideas?

Scripting / Re: next_filter
« on: January 01, 2020, 01:49:51 AM »

Sorry for the lack of information, I'm using the fade module.

Code: [Select]
fe.load_module( "fade" );

local bgart = FadeArt( "fanart", 0, 0, 1920, 1080);


function on_signal( sig )
switch ( sig )
case "down":
fe.signal( "next_filter" )
return true

case "up":
fe.signal( "prev_filter" )
return true

return false
fe.add_signal_handler( "on_signal" )

Scripting / next_filter
« on: December 31, 2019, 04:01:10 AM »
Hi guys,

I need some help with the next_filter..

In my layout i'm using on_signal to capture keys and i then use fe.signal( "next_filter" ) and fe.signal( "prev_filter" ) to move from filter to filter.

The problem i'm facing is that when i use fe.signal( "next_filter" ) and fe.signal( "prev_filter") the fading of my layout images doesnt occur,but if i use the key configured in AM for changing filter the fading occurs, can you guys help me understand whats wrong?

Scripting / Re: How to list all the filters available
« on: December 24, 2019, 01:53:21 AM »

here you are....

local fillter1 = fe.add_text( "[FilterName]", flx*0.100, fly*0.100, flw*0.100, flh*0.100 );

local fillter2 = fe.add_text("[FilterName]", flx*0.100, fly*0.200, flw*0.100, flh*0.100 )
fillter2.filter_offset = -1

local fillter3 = fe.add_text("[FilterName]", flx*0.100, fly*0.300, flw*0.100, flh*0.100 )
fillter3.filter_offset = -2

Thank you so much :)

You might want to find the length of the filter array and then dynamically create your objects with a loop.

More details would help us help you better.

That is a good idea, i just need to figure out how to do that.

The goal is to have the list of available filters present at all time.

Scripting / How to list all the filters available
« on: December 23, 2019, 01:02:33 PM »
Hi Guys,

I hope you guys can help me out, im trying to figure out how to list all the filters i have but i havent managed to do so....

Any help will be appreciated. :)

Themes / Re: WIP: My Arcade Collection
« on: October 28, 2019, 03:12:51 PM »

So i wasn't all that happy with the vertical wheel so i did some changes to the layout.
  • Changed the wheel from vertical to horizontal
  • Changed the logos
  • Made some changes to the side cabinets

here is a video of the layout in action.

Themes / Re: WIP: My Arcade Collection
« on: October 16, 2019, 07:48:30 AM »
did u add the "remove MY" to the options list?
just kiding....  yes the suttle addons you made look good to me.peace
So far its mostly a mockup so no options yet  :)

Themes / Re: WIP: My Arcade Collection
« on: October 15, 2019, 12:59:04 PM »
Just trying aa few changes.

What do you guys think of the mockup?

Themes / Re: WIP: My Arcade Collection
« on: October 14, 2019, 02:08:49 PM »
Thank you guys...

Regarding the "My Collection logos" they are just that logoss and can easily be replaced :)

Themes / WIP: My Arcade Collection
« on: October 13, 2019, 03:00:51 AM »
My work in progress theme for my arcade games collection.

All games

Using filters

My Street Fighter Filter

My Metal Slug Filter

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