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Messages - zpaolo11x

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46
Themes / Re: Arcadeflow theme v 8.3 [Release] Updated 30 June 2020
« on: June 30, 2020, 12:57:23 PM »
Theme doesn´t work me  :-\

I know! Stupid bug I discovered just today by chance, I'll update tomorrow morning :(

47
Themes / Re: Arcadeflow theme v 8.3 [Release] Updated 30 June 2020
« on: June 30, 2020, 01:51:47 AM »
Arcadeflow 8.3 is out!

Featuring a new, complete Spanish translation by Jate from the forum (thanks a lot!) and many customization options. Filter and sort the utility menu as you like, and also the multifilter menu can be heavily customized.
Improved the way text panel is rendered in History page, plus the support for command.dat allows you to see the function of each button.

Update, report bugs, but most of all... have fun!

48
Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 27, 2020, 05:56:54 AM »
Yes I know that you disable it altogether but it takes you straight into game then.

True, but if you set the Select button for the History page, it will bring you to the games panel instead or running the game.

49
Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 27, 2020, 03:31:52 AM »
I'd love to have option to disable context menu and have it's functions moved to game panel, as normal buttons under description. Which would make for more traditional browse mode. This would make the theme almost perfect for me.

I see what you mean, right now you can disable the context menu, and set the history so that when you press Select on a game it will show. Of course this way you'll lose the context menu function, unless you map that to a different custom button.

The idea of adding those functions to the history panel is good though, I'm thinking how to do it, because navigation in that panel is a bit complicated. Maybe I can add an option like this: when you are in history mode and you press "UP" from the topmost row of the history, the context menu pops up and you can use those functions...

50
Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 24, 2020, 02:46:38 AM »
Sneak preview of another feature in 8.3: game panel overlay, with button hints if you have data in your command.dat mame file. Still polishing, but promising

51
General / Re: [HELP] Displays Menu Options...
« on: June 22, 2020, 09:58:58 AM »
You have to make menu romlists which call systems using the @ symbol in the game romlists. Look at my example a couple posts up.

Now I get it. Do you have to build such a romlist "by hand" editing the files, or can you create it through Attract Mode interface?

52
General / Re: [HELP] Displays Menu Options...
« on: June 22, 2020, 03:09:42 AM »
My problem is when I use the displays menu it acts like this
1. Consoles
2. Lists all the consoles with chose console
3. shows picked console with games

Sorry if my question is stupid, but can you get this three tier system with plain Attract Mode options? Because I have some romlists, each romlist for a different console or computer, and if I create a display for "all consoles" for example, then I just get a long romlist with all the games from all the romlists.
Are you using a customized layout to obtain this structure?

53
Scripting / Re: WAFAM (Workarounds for Attract Mode)
« on: June 22, 2020, 02:49:48 AM »
Now I use the artwork module instead, but I don't refresh the artwork, because I've seen that if you replace an image by another with different proprtions strange things start to happen (and in Famicom not every boxart has the same proportions). So it's better to load everything at the beginning, play with the visibility property and control what to move on every moment.

Interesting, I found the same: sometimes playing with visibility is better. I'm wondering, how many images do you have to load in your layout? Do you keep all of them and change visibility? Because for my case, with MAME romlists of thousands of games, I fear that would be overkill...

54
Scripting / Re: WAFAM (Workarounds for Attract Mode)
« on: June 21, 2020, 12:33:19 PM »
question on the "artwork"

if the artwork is turnd into an image,  and no reloading, as it says..

could that be used in a wheel type manor and it would be alot faster, then the other way?

also what is the best use of this, and why,      thank you so mutch....

I did something similar in my theme, all artwork is not an artwork but just image objects and the content is updated using file name and get art property. The advantage? Nothing updates automatically so you can update exactly what you want, where you want. The disadvantage of course is that you have to write your own update routine

55
General / Re: [Help] ::fe.signal ("Configure / Controls")
« on: June 19, 2020, 06:33:07 AM »
As far as I know no, there is no way. A workaround would be to code something to directly edit the attract.cfg file...

56
Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 18, 2020, 01:20:49 PM »
the last link is Arcadeflow_82.tar.gz

Don't zip them up?

They are gzipped now because this works better for the auto-update and auto-install feature. Is this an issue on your os?

57
General / Re: POLL: What system are you running Attract Mode on?
« on: June 18, 2020, 02:19:44 AM »
I was running Windows 10, but I've decided to switch over to PopOS 20.04. The transition is going well so far.

Did you have to recompile Attract Mode to make it run under PopOS?

58
General / Re: [HELP] Info Tags
« on: June 17, 2020, 11:47:47 AM »
If you had two tags then the tag property will be something like “;broken;completed;” so to check if the “completed” tag is there you have to use the “find” function and check that it’s not null. Sorry I’m answering from my phone and I can’t put an example.

Back home, try with this kind of function:

Code: [Select]
function Completed(offset){
 return (fe.game_info( Info.Tags, offset ).find (";Completed;") != null)
}

59
Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 17, 2020, 02:32:04 AM »
Time to work on the "History Page"... I'm implementing a new calculation for the panel size and content, so the panel will maintain the same aspect ratio for every resolution (see attached example for horizontal resolution, but it will work in vertical also). There will be an option to chose the proportion of the panel, so you can see more history at the expense of the screenshot, or have larger screen but cramped history.

60
Themes / Re: Arcadeflow theme v 8.2 [Release] Updated 16 June 2020
« on: June 16, 2020, 06:17:13 AM »
Arcadeflow 8.2 is out!

Besides the usual bug fixes and under the hood improvements, in this release you can enable/disable individual "Utility Menu" entries to reduce clutter. There's also a new "Pinball" display category. Have a look at the what's new online and enjoy the new release!

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