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General / Re: Ultimarc Ipac 4 not being recognized
« Last post by keilmillerjr on January 15, 2019, 04:30:20 PM »
Is your ipac configured as a keyboard encoder? I know they released a gamepad firmware. Maybe they are shipping it with gamepad firmware. Try refreshing with keyboard firmware. Let me know how you make out.
General / Ultimarc Ipac 4 not being recognized
« Last post by AdmiralSnackbar on January 15, 2019, 03:11:49 PM »
Hey everyone,

I've recently decided to convert my MAME arcade to run off of a raspberry pi using attract mode. But I cant seem to get the pi to recognize the Ipac, it just recognizes the keyboard. The other day I was able to get the Ipac to recognize for a short while but it's not working at all. When it was working it, it was because I didn't have my keyboard connected. Do I need to update a driver or anything? I tried editing the retroarch.cfg file to the buttons associated to my arcade stick but still no luck. Any help is appreciated, thank you.
General / Menu videos restart after 8-9 seconds
« Last post by PixelFreak on January 15, 2019, 01:31:35 PM »
Pi B+, most recent updates all applied.  Using HyperPie v2.

When in Attract Mode, the videos for each display (all of them) will play with audio just fine for the first 8-9 seconds (it cuts off at same point on ALL videos), but then just restart after a brief "pause."

For the life of me, I can not figure out what is going on, or how to troubleshoot this problem since there are no "errors" being thrown or listed on the command line when I exit (regarding this issue, anyway).

Any ideas on where I could start troubleshooting why these videos restart after 8-9 seconds?
Scripting / Re: Particle animation question
« Last post by Arcadefan1 on January 15, 2019, 10:27:59 AM »
I seem to have a more basic problem with this. I can't change any property of the particle animation after it is created. Let say I try to set "y" to 0. no matter what syntax I try, I am not getting anywhere.

Code: [Select]
local particle_cfg = {
    resources = [ "resources/mario.png", "resources/link.png" ],    //file resources - comma separated
    ppm = 30,               //how many particles per minute will be created
    x = 50,                  //the x location of the particle emitter
    y = 100,                  //the y location of the particle emitter
    width = 100,           //the width of the particle emitter
    height = 360,             //the height of the particle emitter
    speed = [ 100, 250 ],   //randomizes the speed of the resource when it is first created
    angle = [ 0, 15 ],     //the angle where particles will be emitted (min, max)
    startScale = [ 1, 1 ],  //randomizes the scale of the resource when it is first created
    gravity = 0,            //gravity attached to the particle
    fade = 0,           //fade the alpha over time
    lifespan = 10000,       //how long the resource will 'live'
    scale = [ 0.5, 0.5 ],     //scale the resource over its lifespan

animation.add( ParticleAnimation( particle_cfg ) );

// try to change the y property after the animation was created

ParticleAnimation.y = 0;

This is the code I have put I n my layout file. Whatever syntax I have tried to change the value of "y" after the animation was created didn't work.

The final question is:
How do I change any property of the particle animation after it was created with the initial settings?

Any help is appreciated:)
After serveral days looking for a solution, I have to say that it was impossible for me to do that.

How can I add a submenu of the displays menu?
This plugin seems the easiest method, but the link is broken.

I would like to add some submenus based on filters , something like that:
   Main menu: displays
   Sub menus: Platform/puzzle/.. (filters)
   Final menu: Games

I thought it had to be easy... please some help!

This plugin isn't needed. This feature has been builtin to AttractMode for a while.

I recommend starting a new thread if you need help.
Themes / Re: Refried Theme
« Last post by calle81 on January 15, 2019, 07:38:16 AM »
If you want i can share more backgrounds configs to help you finish the job.

Please do. That would be awesome :)
Looking good!!
Themes / Re: Refried Theme
« Last post by Deu on January 15, 2019, 06:27:01 AM »
Hi Carl,

I think i've got it, but it can be improved.


if ( my_config["aspectratio"] == "16x9") {
local blackscreen = fe.add_image( "black.png", flx*0.048, fly*0.259, flw*0.430, flh*0.434);

local snap = FadeArt( "snap",flx*0.048, fly*0.259, flw*0.430, flh*0.434);
snap.trigger = Transition.EndNavigation;
snap.preserve_aspect_ratio = true;

It's for the PSP Background.

If you want i can share more backgrounds configs to help you finish the job.
Scripting / Re: zorder
« Last post by zpaolo11x on January 15, 2019, 06:16:32 AM »
Changing the zorder of the first object to 1 AFTER creation of the second object results in the first object being drawn on top of the second. Success. Still interesting.

I see what you are doing here (isn't this a drop shadow for text?)... I did something similar (but used a clone for the shadow), in my case I have a counter (zordertop) which I keep as a track for the zorder of the topmost object over which I want to put stuff, so I just placed

Code: [Select]
text_shadow.zorder = zordertop + 3
text.zorder = zordertop + 4

But you don't have a fixed reference, and you are placing everything in a container, if this container is a surface results will be pretty unpredictable. Otherwise you could use

Code: [Select]
text.zorder = (text_shadow.zorder + 1)
Scripting / A few questions about do_nut and referencing tables
« Last post by Bgoulette on January 15, 2019, 06:01:59 AM »
Hey everyone.

Some relevant history: I used to live my life in Flash, particularly ActionScript, so most of my [limited] coding experience stems from that bygone era. I mention that because I'm having some trouble figuring out how to do a few things.

I have a .nut in which I'm placing a bunch of objects -- tables in Squirrel-speak, right? When I place the following in my layout.nut: fe.do_nut(filename.nut), which contains a few tables, if I try to access those tables later in my layout, I get a message saying they don't exist. Am I misunderstanding how do_nut works?

Second, in this external file (and I've tried in the main layout.nut, too), my objects (tables?) have names like rom_1942 or rom_bgaregga. What I'm trying to do is, on transition (that's another bag of fun I haven't figured out), combine the prefix rom_ with the results of fe.game_info(Info.Name) to access the equivalent table and its slots (e.g., rom_1942.btn1). Is there a way to reference a table when its name is composited like that? In javascript, I could do something like this:

Code: [Select]
var rom_1942 = { "btn1": "Fire", "btn2": "Loop" };

var pref = "rom_";
var romname = "1942";

console.log(window[pref + romname].btn1); // Outputs "Fire"

I'm partially thinking out loud here, and I don't have access to my AM machine right now...I guess my question about accessing indeterminate objects is what's the right way to access them? Could I use fe[pref + romname] and read its properties that way?

And since I'm here and rambling, are there any good, initially simple examples of how to get fe.add_transition_callback() to work? I've done something like this with no results:

Code: [Select]
function doStuff (ttype, var, ttime) {
    print ("ttype: " + ttype); // Never fires?
    return false;



Clearly, I don't know what I'm doing. Thanks for any advice or insight!
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