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Messages - Setti

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General / Re: looking for a spinner??
« on: March 01, 2018, 05:57:15 PM »
There is another option if you a DIY type. I just started this project myself.

Thingaverse has an Illuminated spinner with some great instructions for assembly.
I was able to use 3Dhubs and have 2 sets of PLA translucent spinners 3d printed for 20.00 including shipping.

The only part I am still waiting on is the Photosensors.. They are coming from China.. so will be in soon.

I will try and post pictures when I finish my build.


General / Re: What the hell is "Arcade" - emulator?
« on: January 07, 2018, 08:21:19 PM »

Got a preimaged SD card from a provider, but as far as I can tell it's running RetroPie (as it's how I configure the software using and it's the directory in /home/pi/RetroPie-Setup/

The first four or five times I play, it plays great.
About the fifth or sixth time I try to play, it corrupts visually (sound and game still plays, but display corrupts with purple and pink Mario heads on top and bottom - middle goes black).  Again, the game responds (I can hear quarters added when button pressed, hear game start with intro, etc. - just no display beyond Mario's heads lining the top and bottom).

From the AM configure / Emulators Screen - You will see many systems that are listed, but not all systems have roms.
"Arcade" is usually one of those.

The easiest way to check what you have on your SD card is to SFTP into the PI and look in each of the rom directories.

You will probably see some folders, but no rom images in "Arcade"

Most likely you will need to look for:
fba (final burn alpha)
or one of the other mame emulators to see where the roms are.

Not all games will run correctly on a single emulator. Most of my stuff is split between Advance Mame 3.5 and Final Burn Alpha.

As far as the screen issues, make sure your video "Snaps" are not too HiRes. I have to use standard 4:3 videos from EMU Movies with mmal as the video decoder.
When I first ran my Pi , I tried to use HD video with software decoding and had some overheating issues.

Running retropie is very fun and rewarding, but it takes alot of reading and research to work thru many of these issues.
There are alot of factors. Old versions of Retropie with Advance Mame and AM had issues.

Read this thread.. It may help.

One last thing to check regarding your video issues.
Make sure you are not seeing an onscreen warning from your pi.
A lightning bolt is undervoltage.. which may indicate a power supply issue.
There are 2 temperature indicators that can appear on screen. One for 80-85C and the other for over 85C.

Hope this helps some.


General / Re: Request for NeoGeo cfg file
« on: February 08, 2017, 08:19:01 PM »
Glad you got it working.

FBA for NEO-GEO is really great on the PI 3

I am going to include how I got FBA working for me since choosing to use mame vs fba is better than feeling like you have to due to FBA config issues.

My system is configured for my arcade cabinet with an I-Pac2 - so keyboard setup.

Final Burn Alpha was a pain in the butt to configure the controls, but, once I did, I was very happy.
I really wanted to run as many of the metal slug games as possible. With FBA you can run 1-5 + X full speed with no glitches. I could not do that with the current Pi Mame's.

I did 2 things.

1)  turn off save settings on exit in the main retroarch config (/opt/retropie/configs/all/retroarch.cfg).

config_save_on_exit = "false"

2) Create a custom retroarch config for FBA that was based around the capcom fighter controls, then create custom config files for the neo-geo controls per rom name. The per rom name configs live in the rom directory, not the config directory. /home/pi/RetroPie/roms/fba/ directory

Example below: (Just using romname + .cfg on the end)

Code: [Select]
# Settings made here will only override settings in the global retroarch.cfg if placed above the #include line

input_player1_a = "shift"
input_player1_b = "x"
input_player1_y = "c"
input_player1_x = "v"
input_player2_a = "k"
input_player2_b = "i"
input_player2_y = "j"
input_player2_x = "l"

#include "/opt/retropie/configs/all/retroarch.cfg"

I repeated this for all the mslug games - ( etc...)

Here is my main retroarch config for FBA as well.. just in case you want it for reference. (/opt/retropie/configs/fba/retroarch.cfg)
Again, my main file was set up for the Capcom fighters and also has enabling the shader for horizontal scanlines.

Code: [Select]
# Settings made here will only override settings in the global retroarch.cfg if placed above the #include line

input_remapping_directory = "/opt/retropie/configs/fba/"

input_player1_a = "x"
input_player1_b = "shift"
input_player1_y = "alt"
input_player1_x = "space"
input_player1_start = "num1"
input_player1_select = "num5"
input_player1_l = "ctrl"
input_player1_r = "c"
input_player1_left = "left"
input_player1_right = "right"
input_player1_up = "up"
input_player1_down = "down"
input_player1_l2 = "enter"
input_player1_r2 = "v"
input_player2_a = k
input_player2_b = i
input_player2_y = a
input_player2_x = q
input_player2_l = s
input_player2_r = j
input_player2_up = r
input_player2_left = d
input_player2_right = g
input_player2_down = f
input_player2_start = "num2"
input_player2_select = "num6"
input_enable_hotkey = "6"
input_exit_emulator = "escape"
input_pause_toggle = p
video_shader_enable = "true"
video_shader = "/opt/retropie/emulators/retroarch/shader/crt-pi.glslp"
#include "/opt/retropie/configs/all/retroarch.cfg"

Of course your keys will be different, but this is a good example of how to config controls for FBA  and then individual rom configs.


General / Re: Raspi lirc RC6 IR Remote control OR AutoStart Kodi
« on: January 29, 2017, 05:24:45 PM »
Nice work.

One quick note about Kodi. I discovered Kodi 17 RC1 recently and replaced V16 on my PI. Version 17 adds support for control configuration without needing an additional addon. (I am using it with a Bluetooth Xbox one controller). It also seems to have less issues exiting back to Attract Mode and runs fast as heck.

One word of warning - Make an image of your current setup before installing a new version of Kodi. I have had a kodi install wipe my attract mode setup back to default. (Not version 17.. but updating V16 has)

Here is the link to the post on the Retropi forums that got me set up.


1. I'm building an arcade cabinet and I'd like to setup one of my buttons to have dual function. When I am in attract mode I'd like it to be displays menu and when I enter a mame game to exit the mame game. I know that by pressing start+shift buttons the game will exit, but I need to press 2 buttons to exit the game. So is there any way to configure just one button to do that?

To set up another exit key in mame is pretty easy

1. Start the game and press TAB
2. Select Input (General)
3. Select User Interface
4. Scroll down to UI Cancel and change ESC to whatever key you want.. OR add the new key and keep ESC as well.


General / Re: Raspberry Pi Image for Pi 2 and Pi 3
« on: January 24, 2017, 05:19:03 AM »
You can remove the startup message by editing runcommand.cfg

Add the following:
disable_menu = "1"


General / Re: Attract not launching again after adv-mame exits
« on: January 17, 2017, 05:45:44 AM »
For those of those of us slow learners in the group.... I have everything installed and looking just as I wish. I am using Floobs latest version with the latest version of AM. I seem to have the exit but leaving a game. Sounds like I need to recompile...but am very unsure of EXACTLY which of the steps below to follow to only compile...  Sorry, if I am dense but I have spent so much time setting things up I am fearful of making a major error...thank you for setting me straight.

1. Run Retropie Setup - S - Update RetroPie-Setup script
2. U - Update all installed packages

3.  Follow the instructions for setting up that you quoted all the way up to finishing installing FFmpeg.

cd ~
mkdir develop
Install "sfml-pi" and Attract-Mode dependencies

sudo apt-get install cmake libflac-dev libogg-dev libvorbis-dev libopenal-dev libjpeg62-turbo-dev libfreetype6-dev  libudev-dev libfontconfig1-dev
Download and build sfml-pi

cd ~/develop
git clone --depth 1 sfml-pi
mkdir sfml-pi/build;cd sfml-pi/build
cmake .. -DSFML_RPI=1 -DEGL_INCLUDE_DIR=/opt/vc/include -DEGL_LIBRARY=/opt/vc/lib/ -DGLES_INCLUDE_DIR=/opt/vc/include -DGLES_LIBRARY=/opt/vc/lib/
sudo make install
sudo ldconfig
Install (or download and build) FFmpeg

Method 1 (easiest): use provided packages (software video decoding only)
sudo apt-get install libavutil-dev libavcodec-dev libavformat-dev libavfilter-dev libswscale-dev libavresample-dev
Method 2: build FFmpeg with mmal support (hardware accelerated video decoding)
cd ~/develop
git clone --depth 1 git://
cd ffmpeg

./configure --enable-mmal --disable-debug --enable-memalign-hack --enable-shared
sudo make install
sudo ldconfig

4. This next step is the only thing different that I did that seemed to make things work. Delete the current develop directory.
cd ~
rm -r -f develop

5. Remake the develop directory

cd ~
mkdir develop

6. Download, build and install the latest attract mode

cd ~/develop
git clone --depth 1 attract
cd attract
make USE_GLES=1
sudo make install

When I did this, everything finally started working.


General / Re: advmame still playing behind AM console
« on: January 01, 2017, 05:54:36 PM »
That did the trick! Focus is now being taken over by the emulators.

Updated both sfml-pi and re-compiled attract mode again.

My version with update - Using Attract -v

"Attract-Mode v2.2.0 (Linux, SFML 2.3 +Fontconfig +RPi +SWF
Using FFmpeg for Audio and Video
avcodex 57.70.100 / avformat 57.61.100 / swscale 4.3.101 / swresample 2.4.100
Shaders are not available"

Window Mode - Fullscreen Mode
Video Decoder - mmal

Thank you !!


General / Re: Raspberry Pi Image for Pi 2 and Pi 3
« on: December 28, 2016, 10:07:36 AM »
I am having the exact same problem.
4.1.8 Retropie, Attract mode build 2.2 - Raspberry Pi 3

I even added "Hide_console Yes" in the attract.cfg file with no luck.
Recompiled Attract mode with the below commands.

mkdir develop
sudo apt-get update
sudo apt-get upgrade
cd develop
git clone --depth 1 attract
cd attract
make USE_GLES=1
sudo make install
cd ~
rm -r -f develop

I am at a loss to the problem as well.


General / Re: advmame still playing behind AM console
« on: December 27, 2016, 11:02:34 AM »
Mattz, I am having this exact same problem.

Updated last night to the latest builds on my RPi3 with AM 2.2 just a black screen and can hear the game running in the background.

I am stuck as well.
Wish I had an answer.

General / Re: LEDBlinky issues.. confounded
« on: October 30, 2016, 10:54:36 AM »
What needs to be configured int the LEDBlinky.nut plugin?

That may be the entire issue for me. Just not sure what needs to be changed.



General / LEDBlinky issues.. confounded
« on: October 28, 2016, 11:16:22 AM »
Ok.. I had LEDBlinky working fine in Mala, but in Attract mode I am stumped.

I am running Attract Mode 2.1 and using Mame .178

I have everything configed.. mame directory, control.ini.. ect.

LEDBlinky is in the correct spot and I am using to correlate to the new Mame.
I have Mame.ini OSD output to windows as outlined by Arzoo in his faq.

Starting Attract Mode I get nothing lighting , nor when I start a game in Mame with AttractMode.

If I start LEDBlinky using a batch file "..\LEDblinky\LEDBlinky.exe 1" prior to starting Attractmode, I can get LEDBlinky working in mame, but only after running attract mode once.. then restarting.
Its almost as if Attract mode does not know where LEDBlinky lives and doesn't start it.

My Directory struture:

         Attract Mode

Anyone have any knowledge on getting LEDBlinky working in Attract Mode?


General / LEDBlinky
« on: January 24, 2016, 05:44:51 PM »
Anyone succesfully got LEDBlinky running with Attract mode?
I have the directory structure correct and plugin enabled.
I even started LEDBlinky.exe before running attractmode.exe.
Control.ini is setup and mame config directory all good to go.

Had it working fine under Mala, doesn't want to work with Attract Mode 1.62  + Mame .169 and LEDBlink

Any suggestions?

Emulators / Re: Daphne emulator setup
« on: December 29, 2015, 09:28:46 PM »
Ok.. played around and got this working. I am trying to make this work without having to give drive letter specific locations. I want to run my entire arcade off usb.
Below worked fine for me.

# Generated by Attract-Mode 1.6.2
executable           ../daphne/daphne.exe
args                 [name] vldp -framefile [name].txt -blank_searches -min_seek_delay 1000 -seek_frames_per_ms 20 -homedir [rompath].. -sound_buffer 2048 -fullscreen -fastboot -useoverlaysb 0
rompath              ../daphne/roms/
romext               .zip
system               Arcade
artwork    flyer           ../daphne/flyer
artwork    marquee         ../daphne/marquee
artwork    snap            g:/Arcade/daphne/Videos
artwork    wheel           ../Daphne/Wheel

Oh.. one other thing.. Here is a sample of a framefile. Notice the double dot before the VLDP_DL direcory


151   lair.m2v



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