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21
General / Re: Atract mode not showing most of my games
« Last post by Shadow on May 21, 2018, 08:41:35 PM »

Your SNES.cfg doesn't have any artwork paths defined as you can see below.
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\emulators\BizHawk-2.2.2\EmuHawk.exe
args                 "[romfilename]"
rompath              C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES
romext               .smc
system               Super Nintendo (SNES)
info_source          thegamesdb.net
artwork    flyer           
artwork    marquee         
artwork    snap           
artwork    wheel           

You need to setup/define the paths to your SNES artwork in the SNES.cfg so you can see them in AttractMode. Assuming you have the artwork and it's stored in the same way as your FDS collection your modified SNES.cfg would look like this.
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\emulators\BizHawk-2.2.2\EmuHawk.exe
args                 "[romfilename]"
rompath              C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES
romext               .smc
system               Super Nintendo (SNES)
info_source          thegamesdb.net
artwork    flyer           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\flyer
artwork    marquee         C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\marquee
artwork    snap            C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\snap
artwork    wheel           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\wheel
[/quote]

Thanks
22
General / Re: Atract mode not showing most of my games
« Last post by progets on May 21, 2018, 08:17:32 PM »
https://drive.google.com/drive/folders/1mFhI7JJA9pikh6WEopSfm61NJKxecIig?usp=sharing

This has everything you would need.

I can see that your FDS.cfg file has artwork paths defined as seen here
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\emulators\BizHawk-2.2.2\EmuHawk.exe
args                 "[romfilename]"
rompath              C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\FDS
romext               .zip
system               Famicom Disk System
info_source          thegamesdb.net
artwork    flyer           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\FDS\flyer
artwork    marquee         C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\FDS\marquee
artwork    snap            C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\FDS\snap
artwork    wheel           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\FDS\wheel

Your SNES.cfg doesn't have any artwork paths defined as you can see below.
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\emulators\BizHawk-2.2.2\EmuHawk.exe
args                 "[romfilename]"
rompath              C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES
romext               .smc
system               Super Nintendo (SNES)
info_source          thegamesdb.net
artwork    flyer           
artwork    marquee         
artwork    snap           
artwork    wheel           

You need to setup/define the paths to your SNES artwork in the SNES.cfg so you can see them in AttractMode. Assuming you have the artwork and it's stored in the same way as your FDS collection your modified SNES.cfg would look like this.
Code: [Select]
# Generated by Attract-Mode v2.3.0
#
executable           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\emulators\BizHawk-2.2.2\EmuHawk.exe
args                 "[romfilename]"
rompath              C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES
romext               .smc
system               Super Nintendo (SNES)
info_source          thegamesdb.net
artwork    flyer           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\flyer
artwork    marquee         C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\marquee
artwork    snap            C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\snap
artwork    wheel           C:\Users\lrpan\Desktop\Atract Mode\attract-v2.3.0-win64\roms\SNES\wheel
23
General / Re: Atract mode not showing most of my games
« Last post by Shadow on May 21, 2018, 08:05:06 PM »
24
Scripting / Re: "Clickable - surface"
« Last post by qqplayer on May 21, 2018, 01:55:44 PM »
It's not exactly the same, but I did something similar in my Arcadeflow theme: when you go down from the grid view you "enable" an horizontal scrollbar to scroll faster through games. It's not difficult to code, just requires a bit more complicated input management routine.

In my theme I have a "on signal" section which already tracks arrow buttons, and usually left and right are used to scroll through games. When the theme detects a "down" press from the last row it enables a switch variable (something like scrollbar_enabled = true) and this same variable is checked by the "left" and "right" case statement.
So if the variable is false "left" and "right" move the games, otherwise there's a routine to update the scrollbar.

I don't know if it helps

Hi , I love your theme , I made something similar using the on signal function too.
The thing is I looked into your code but is a bit hard to replicate it for my purpose so I`ve used part of the gamestation theme to "set visible" and "invisible" part of my theme.
Is not like have a navigable menu like the mini-nes theme...

I only know a theme with this feature

http://forum.attractmode.org/index.php?topic=1222.0



But my brain literally exploded when I tried to replicate it  ;D



25
Scripting / Re: Is it possible to format text on a surface?
« Last post by markc74 on May 21, 2018, 08:56:06 AM »
Aaaaaah - now it clicks. ;D

Sorry I missed that the first time. Thank you very much for the explanation!

Best wishes,
Mark
26
Scripting / Re: Is it possible to format text on a surface?
« Last post by zpaolo11x on May 21, 2018, 08:05:24 AM »
That's soo close! How do I then add that object to a surface?

The object should be already added to the surface... look at the declaration:

local options_text = dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66)

is adding the object to the dd_artwork_options surface (which I didn't declare in the code sinppet), while if it was like this:

local options_text = fe.add_text("Show Artwork",0, 0, 252, 66)

then the text object would be added to the main frontend.
27
Scripting / Re: Is it possible to format text on a surface?
« Last post by markc74 on May 21, 2018, 08:03:12 AM »
Thanks zpaolo11x,

That's soo close! How do I then add that object to a surface?
28
Scripting / Re: "Clickable - surface"
« Last post by zpaolo11x on May 21, 2018, 07:29:12 AM »
It's not exactly the same, but I did something similar in my Arcadeflow theme: when you go down from the grid view you "enable" an horizontal scrollbar to scroll faster through games. It's not difficult to code, just requires a bit more complicated input management routine.

In my theme I have a "on signal" section which already tracks arrow buttons, and usually left and right are used to scroll through games. When the theme detects a "down" press from the last row it enables a switch variable (something like scrollbar_enabled = true) and this same variable is checked by the "left" and "right" case statement.
So if the variable is false "left" and "right" move the games, otherwise there's a routine to update the scrollbar.

I don't know if it helps
29
Scripting / Re: Is it possible to format text on a surface?
« Last post by zpaolo11x on May 21, 2018, 07:21:06 AM »

dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Align.Left;
dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Left;

But they don't work...

Hmm I never pass parameters directly using the dot, try creating a new object for the text, something like

local options_text = dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66)
options_text.charsize = 40
options_text.align=Align.Left

that should work
30
Scripting / Re: Is it possible to format text on a surface?
« Last post by markc74 on May 21, 2018, 06:28:25 AM »
Yes that's the right way. Did you notice that fonts on a surface have a slight border around them, when the surface is transparent?

Yes I did but I kinda like it looks. But now I cant seem to align the text in the surface though! Any ideas?

I've got this:

dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40;

Which works great, albeit centres the text in the surface so tried this (and most variants I can think of!)

dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Align.Left;
dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Left;

But they don't work... Bah...

Am I missing something stupid? I've searched the site and couldn't see anything...

Many thanks for any help on this!
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