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Messages - zpaolo11x

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General / Re: Missing logo in the wheel
« on: Today at 03:02:51 AM »
Someone can tell me how help for the missing games logo used in the Attract Mode wheel?

Most Attract Mode layouts get "wheel" artwork from your emulator assets. If you don't see wheels at all check that the folder set up in AM settings is pointing to the correct location. If you are missing some logos, then it's probably artwork missing from your collection. Try downloading snap packs or you can add logos yourself to your emulator assets.

Themes / Re: Ambience HD theme v0.8 beta [Released]
« on: Today at 02:32:46 AM »
It has been fixed recently in the commit below:

Wow I missed this commit, I remember having issues with "EndNavigation", I never used it in my layout for that reason probably :D

Can you hint on what else should I comment to remove sorting altogether? I don't need sorting, the romlists are sorted anyway and sorting without articles A/The is not worth such a slowdown. I can write my own sorting script with articles for romlists in case of urgency.

It's not so easy: the sorting implementation means that the fe.list is "duplicated" and all calls that refer to the fe.list, like getting artwork, getting fe.game_info etc refer to this list instead of the usual fe.list. The easiest way to get rid of sorting is to use the version of Arcadeflow that didn't have that implemented, which is 5.4 if I'm not mistaken.

By the way, you can also try this layout for arcadeflow 6.0 which should reduce even more the loading delay.

Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 09, 2019, 02:00:46 PM »
This version took 20 seconds to load.
I have also tried to comment out two z_listsort() calls in code and it was reduced down to 15 secons, so if it's sorting it's not sorting alone which causes slowdowns.

Well the function you commented does the actual sorting, but there's another function that prepares the whole list, getting all the data from multiple fe.game_info calls. From the logs this  step takes around 13 seconds in your setup. I've prepared a new layout where this function is reduced to the minimum, instead of loading all the data it loads only what is needed for other sorting.
I'm sorry sorting seems not well suited for such large lists, and on your system the performance hit is pretty severe. But right now sorting is so deep and pervasive in Arcadeflow that I can't honestly remove it altogether :(

Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 08, 2019, 01:23:17 PM »
Should I use it in 6.0 version?

yes it replaces the previous layout.nut

Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 08, 2019, 01:08:52 AM »
I have tried 5.4 and it took only 4 seconds to load the same romlist.

Because 5.4 didn't use sorting... Please if you have time try this layout.nut file, it should reduce the startup time by about half. If you can post the log output it would be helpful

Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 07, 2019, 11:06:38 AM »
I have added large romlist as an attachment to this post. Let me know if you need anything else.

Thank you, with Arcadeflow 6.0 I have a 18 second "boot" delay, which is a bit too much admittedly. It seems that Arcadeflow up to 5.4 was much faster, I'll check what changed meanwhile. You can try an older version of Arcadeflow to see if it's better.

The culprit seems to bee the sorting algorithm, that's the main change between 5.4 and 5.5...

Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 07, 2019, 02:36:34 AM »
Unfortunately large romlist loading is still slow. It took 30 seconds to load romlist with 60000 games. When I use "Basic" theme instead of Arcade Flow it only takes couple of seconds.

I'm going to investigate this issue next week, sadly I don't have such a large romlist. Can you share your romlist text file (it's in the romlist folder inside Attract Mode folder) to my personal email?

Themes / Re: Ambience HD theme v0.7 beta [Released]
« on: December 02, 2019, 12:39:27 PM »
As you probably know it's difficult to debug shaders in AM as the log doesn't tell which shader throws an error, especially annoying when you have many.

I know, I know, I always try to build a simpler layout for that but that's not always possible, and yes it's a pain :D

If I prepared an AM test build that would show the shader file's name would you be able to test Ambience and share the log from your Mac?

I could, I don't know if I'll be able to do it this week though, but if you want I'll try to find some time

Themes / Re: Arcadeflow theme v 6.0 [Release] Updated 2 December 2019
« on: December 02, 2019, 07:15:21 AM »
Arcadeflow 6.0 is out!

There are some new options for delaying the loading of background videos and an option to customize the artwork source for box art mode, but most important now the manufacturer images are in vector format.

I still have to vectorize 200 images from the 700 that were available before, so new upgrades will follow. Advantages of vector icons is that the archive is much smaller, the quality is better on any resolution, and there are no load times because the font is already loaded.

Themes / Re: Ambience HD theme v0.7 beta [Released]
« on: December 01, 2019, 12:27:18 AM »
if ArcadeFlow's shaders comply with the GLSL 1.10 specs it will run, I'm using GLSL 1.30
I could in theory downgrade it to GLSL 1.10, but I don't have any platform to test it on atm.

This is also the reason why it does not run on older Macs. I'll have to think about it.

I didn't have the time yet to test Ambience HD on my late 2013 macbook pro (due to the demon puppy we recently acquired :D) but you are right, Arcadeflow is using OpenGL 1.1 or 1.2, there are many things in 1.3 that are not supported on my Mac and I do most of the development here (example: you can't get a specific mipmap level, for example the first mipmap level to get the average texture color, it works in Windows, not on the Mac)

Themes / Re: Ambience HD theme [WIP]
« on: November 28, 2019, 12:01:31 AM »
Testing it on my cab. No issues so far.

Very impressive as usual, super smooth and I love how everything smoothly fades/slides in place, like the highlighted letter in the "letter bar" that is animated. Class.

Scripting / Re: text scaling Q:
« on: November 27, 2019, 10:15:04 AM »
I get your point, there's a way but it involves calculating the actual size taken by the title. In my theme I do something like that but to make things easier I use a constant spacing font, in that way it's doable

Themes / Re: Arcadeflow theme v 5.9 [Release] Updated 5 November 2019
« on: November 25, 2019, 11:09:58 AM »
Here you have few of the more common snes games [chrono trigger, super mario kart, lemmings, invaders, final fantasy II, flashback, donkey kong III, the legend of zelda, a link to the past]

Oh got it, this is due to the way attract mode in Arcadeflow works:the video is first cropped square, then re-cropped to the actual layout aspect ratio. So let's say you have a 4:3 SNES video (for example a resolution of 320x240), only the central portion is cut out (240x240), and of this square portion only a 16:9 portion is shown (240x135). Another thing I can improve lol

Themes / Re: Arcadeflow theme v 5.9 [Release] Updated 5 November 2019
« on: November 25, 2019, 07:38:16 AM »
It's perfect now, fast scrolling through hundreds of thumbs without any noticeable drop in FPS.
Also it just looks damn cool when the box thumb plays in sync with the background.

Fantastic, I'll add it as an option in Arcadeflow 6.0. Of course if you move away from a playing thumbnail and quickly back the sync effect will be lost because background animations don't fade out the same way as thumbnail animations. Maybe this can be added but I still think it's a bit overkill :D

What I meant is;
I have my SNES set as such, as I prefer everything to be keept with the rooms, for multiple reasons:
Code: [Select]
artwork    flyer           /home/.../RetroPie/roms/snes/assets/covers
artwork    snap            /home/.../RetroPie/roms/snes/assets/screenshots;/home/gregory/RetroPie/roms/snes/assets/videos
artwork    title           /home/.../RetroPie/roms/snes/assets/wheels
artwork    video           /home/.../RetroPie/roms/snes/assets/videos

yet, If the logos aren't in the:
/home/.../.attract/scraper/Super Nintendo Entertainment System/wheel
the skin won't display them [ the logos above the snaps ]

In this case the issue is that your artwork for wheels is named "title", while Arcadeflow expects wheel artwork to be in the wheel category. So in the options above just add something like:

artwork    wheel           /home/.../RetroPie/roms/snes/assets/wheels

and it should work.

One other thing. I had to disable frosted glass effect for Displays List as it introduces noticeable delay when opening it, without it it's instant [ AMDVEGA APU, SSD PCIe disk ] and I'm assuming it's the reason why random screenshots kept appearing in my attract config folder
Irregardless of that there's a bug when Display List is set as first to open in Attract, it will open without any background or black one.

Frosted glass is a dirty trick, it saves a screenshot and reload it back to apply effects, it seems there's some slowdown when your Attract Mode saves this screenshot. If everything works fine Arcadeflow will purge all the spurious screenshots so you should not find them in your folder, unless AF crashes of course :D

And the black background always happens when you enter the menu after coming back from attract mode options screen (which is black). I can't find a way to get rid of that, seems intrinsic in the way Attract Mode redraw the display.

And the last one, attract mode is incredibly zoomed to the middle, it shows something like 16% of the snap? In case of the games which have dividers like Super Mario Kart from SNES, all it shows is a dvider [ 1920 x1080 res ]

Can you paste a screenshot of the issue?

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