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Messages - progets

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16
General / Re: How do you set up individual consoles with MAME?
« on: June 26, 2018, 10:59:07 PM »
Glad you got it working.

I was mainly talking about the genre/category part. I'm pretty sure you're missing this data and when you have that many roms, filters become important http://forum.attractmode.org/index.php?topic=2297.0.

I know that the mame hash files are used for just that, hash to ensure the roms are 100% correct. I haven't tried using these but I'm curious if they might leave out other data in the romlists? If not, they are probably faster since the files already exist vs. dynamically generating them with listsoftware.

17
General / Re: How do you set up individual consoles with MAME?
« on: June 26, 2018, 10:28:51 PM »
Please reread my post above. I have made changes that might interest you (I didn't know you reposted while I was doing it).

18
General / Re: How do you set up individual consoles with MAME?
« on: June 26, 2018, 09:14:26 PM »
If you use "info_source listsoftware" you must also use "system = x". x = the mame name for the system (i.e. nes, coleco, a2600, etc.) This is likely why your Coleco games have MAME data (and because their rom names match the MAME rom names).

When using console games in MAME you use "[name]" if they use the old 8.3 naming in a zipped format and "[romfilename]" when using long names that aren't zipped.

If you get your romlists using "info_source listsoftware" (or "info_source listxml") you won't get the genre info unless you download and include the "import_extras .\extras\catver.ini" in your configuration.

Samples of your post updated to include this info.

Atari 2600.cfg
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           c:/mame/mame64.exe
args                 a2600 -cart "[name]"
rompath              E:/MAME 0.198 Software List ROMs (merged)/a2600
romext               .zip
system               a2600
info_source        listsoftware
import_extras    .\extras\catver.ini
artwork    flyer           
artwork    marquee         
artwork    snap            E:/MAME 0.198 EXTRAs snap_SL/a2600
artwork    wheel           

ColecoVision.cfg
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           c:/mame/mame64.exe
args                 coleco -cart "[name]"
rompath              E:/MAME 0.198 Software List ROMs (merged)/coleco
romext               .zip
system               coleco
info_source        listsoftware
import_extras    .\extras\catver.ini
artwork    flyer           
artwork    marquee         
artwork    snap            E:/MAME 0.198 EXTRAs snap_SL/coleco
artwork    wheel           

In my previous examples I'm using "info_source thegamesdb.net" so my "system = x" match the thegamesdb.net naming convention (i.e. Nintendo Entertainment System (NES), Atari 2600, ColecoVision, etc.).

----------

The "snap.png" errors you see have nothing to do with your game launching issue. These are AM errors that will be ignored.

----------

Do the systems you have issues with work if you run them within MAME?

Do they work if you execute the commands from the command line?

Do you have everything setup properly in your mame.ini file? It appears that you took "Pleasure" in your MAME roms, have you followed their MAME installation (Wiki #12)?

19
General / Re: Demul In AM
« on: June 26, 2018, 02:47:07 PM »
You can try adjusting the Window Mode and see if that helps.

Configure-->General-->Window Mode = Fill Screen|Fullscreen|Window|Window (no border)

Also check to see what resolution AM is using vs. Demul.

20
General / Re: How do you set up individual consoles with MAME?
« on: June 25, 2018, 11:22:51 PM »
Does your entry below work well? I don't think this gets all the correct metadata for the games. Please post the first 20 lines of your \attractmode\romlists\Atari 2600.txt file.

Code: [Select]
info_source          listsoftware

21
General / Re: How do you set up individual consoles with MAME?
« on: June 25, 2018, 11:00:44 PM »
1. Download the console version of AM from here http://attractmode.org/download.html.
2. Extract the attract.exe file and rename it to attract-console.exe.
3. Place this file in your existing AM install folder and run it. You should see what's happening in the console window.

Why the "/" in Windows instead of the "\"? I don't think this is your issue but the "/" is more of a *nix thing.

Try to add some other systems and see if they have issues or if the issue is isolated to ColecoVision.

22
General / Re: Demul In AM
« on: June 24, 2018, 10:09:06 PM »
The post above is correct. The "other setting" would be specific to your install.

A search would find your answer. http://forum.attractmode.org/index.php?topic=503.msg7514#msg7514

23
General / Re: How do you set up individual consoles with MAME?
« on: June 23, 2018, 09:52:51 PM »
Create a separate "Emulator" for each system. You will need them anyway since the launching of each system from the command line will be different.

Here are two samples. You'll need to change the paths for your setup

Nintendo Entertainment System.cfg (using MAME)
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           \Emulators\MAME\mame64.exe
args                 nes -cart "[romfilename]"
rompath              \Roms\Nintendo Entertainment System
romext               .nes;.zip;.7z
system               Nintendo Entertainment System (NES)
info_source          thegamesdb.net
artwork    boxart    \EmuMovies\Nintendo_NES\Box_3D;\EmuMovies\Nintendo_NES\Box
artwork    boxbackart    \EmuMovies\Nintendo_NES\BoxBack
artwork    cartart   \EmuMovies\Nintendo_NES\Cart
artwork    fanart    \EmuMovies\Nintendo_NES\Background
artwork    marquee   \EmuMovies\Nintendo_NES\Banner
artwork    snap      \EmuMovies\Nintendo_NES\Video_MP4_HI_QUAL;\EmuMovies\Nintendo_NES\Snap
artwork    title     \EmuMovies\Nintendo_NES\Titles
artwork    wheel     \EmuMovies\Nintendo_NES\Logos

Sega Genesis.cfg (using MAME)
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           \Emulators\MAME\mame64.exe
args                 genesis -cart "[romfilename]"
rompath              \Roms\Sega Genesis
romext               .gen;.zip;.7z
system               Sega Genesis
info_source          thegamesdb.net
artwork    boxart    \EmuMovies\Sega_Genesis\Box_3D;\EmuMovies\Sega_Genesis\Box
artwork    boxbackart    \EmuMovies\Sega_Genesis\BoxBack
artwork    cartart   \EmuMovies\Sega_Genesis\Cart
artwork    fanart    \EmuMovies\Sega_Genesis\Background
artwork    marquee   \EmuMovies\Sega_Genesis\Banner
artwork    snap      \EmuMovies\Sega_Genesis\Video_MP4_HI_QUAL;\EmuMovies\Sega_Genesis\Snap
artwork    title     \EmuMovies\Sega_Genesis\Titles
artwork    wheel     \EmuMovies\Sega_Genesis\Logos

25
Scripting / Re: Search string for mutiple fields
« on: June 19, 2018, 10:33:58 PM »
Are you talking about filters/tags or one of the search plugin/module features?

The type of things you describe are usually done by most people with filters and/or tags. Once these filters or tags are in place you can further refine their results with a search plugin/module with the game name.

To directly answer your question, yes it's possible in a plugin/module. It would increase search times and might deliver results that wouldn't make sense to a lot of people. I'm not saying this concept is bad but I think others have managed this in another way.

P.S. See if this might help http://forum.attractmode.org/index.php?topic=2297.0 I used to have a full write up here http://forum.attractmode.org/index.php?topic=1165.0 but it seems to be gone.

26
@moderators - What happened to this original post?

P.P.S. If anyone has the original post, please re-post it.

Update - I replaced the OP with the help of hermine.potter. When I went to edit the post, it was there but had messed up characters (maybe for the migration?)

27
Themes / Re: Help with the language.
« on: June 19, 2018, 09:16:44 PM »
We can see that each area/file is using a different character. Pájaros vs. Pßjaros vs. Pájaros (which of these is correct?). We know this is the issue but not why.

Here are things you could test:
1. try the "basic" layout in AttractMode (yours looks custom and it could be something in your layout.nut)
2. do you have the same issues with game roms or just these songs? (i.e. show us entries of a romlist.txt that was created by AM and not your script and let us know if it works properly)
3. from the console/command line do a "dir" on your rom folder and your artwork folder. also do an "echo" on the romlist. do these show the same correct characters here on the windows command line (outside of AM)
4. i know when I setup a Linux based OS I tell it to use EN_US_UTF-8. If I use EN_UK_UTF-8 most of my keys work properly but some don't work such as "$" since they are specific to the region. I don't remember ever needing to specify anything that specific in windows but I'm from the US and speak english which are both defaults for windows. you might check this out (I don't know if it's accurate) https://stackoverflow.com/questions/1677655/charset-for-spanish-windows.

P.S. I see you have mentioned compiling AM in this thread http://forum.attractmode.org/index.php?topic=2278.0. Are you using an official AM download or one you or somebody else compiled? Have you tested your issue with older versions of AM?

28
Themes / Re: Help with the language.
« on: June 18, 2018, 06:56:33 PM »
What OS are you using and have you properly set the language, keyboard, location, etc. settings?

If your OS is Linux you should see the console messages/errors from AM. If you're using Windows you can try...
1. Download the console version of AM from here http://attractmode.org/download.html.
2. Extract the attract.exe file and rename it to attract-console.exe.
3. Place this file in your existing AM install folder and run it. You should see what's happening in the console window as you scroll through the games.

29
General / Re: Help to compile attract-mode in windows 10 64bits
« on: June 17, 2018, 06:45:32 PM »
I’m pretty sure you are refering to building with mingw. I’m talking about native VS compiler.

Yes, that's correct but it's what is mentioned in the original post.

30
General / Re: Help to compile attract-mode in windows 10 64bits
« on: June 17, 2018, 12:47:15 PM »
I haven't compiled on Windows for over a year. I don't remember it being that difficult. I do remember that you had to deal with dozens of .dll files which I didn't like. You had two choices, copy all of the .dll files to the AttractMode directory or set a "path" in the OS to point to all of the .dll files.

Are you guys taking these .dll files into account? A Windows compiled build will not work without them.

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