Attract-Mode Support Forum

Attract-Mode Support => Themes => Topic started by: omegaman on May 21, 2015, 11:14:32 AM

Title: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on May 21, 2015, 11:14:32 AM
As of 8/27/15, all updates for robospin will be posted here so you don't have to peruse the entire topic thread.

9/1/15, Update!!!  :)  :)  :)

Added bloom to Marquee, this gives marquee light effect. Effect can be turned on via layout option.

Adjusted scan-lines...



 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: crawlingpeter on May 23, 2015, 09:16:47 AM
This looks really awesome! You are always up to something great :D
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on May 23, 2015, 09:31:33 AM
Craw-

Thanks man, I appreciate it.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on May 26, 2015, 02:13:32 PM
With omegaman's blessing - I'm working on his excellent theme to improve it graphically.
See the posted w-i-p image for areas of improvement and how much is already done on each subject.
All graphics are also scaled up for 1080p. (actually working files are 4x larger, but scaled down)

I'm estimating that (hopefully) in 1-2 weeks it will be completely finished - with all graphics exported to objects and coded.

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: liquid8d on May 26, 2015, 03:06:07 PM
Looks great! Do you mind sharing what scanlines/crt shaders you used?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on May 27, 2015, 03:15:37 AM
Of course. I'll be sharing all files when it will be finished.

I've attached 2 versions of scanlines mask

45% opacity - that's what I'm using
100% opacity - so you can adjust opacity for yourself

----

As for the CTR curvature mask it is not ready yet - it is front view of CRT shape rotated in perspective for now, so I have to transform it to 2D mask.

EDIT: I've changed attatched scanline mask files for improved version - please re-download it
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on May 27, 2015, 09:21:03 AM
Here is how it looks in close-up
This is with that 045 opacity mask.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on May 27, 2015, 10:57:51 AM
Verion-

Looking good man.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: dbals on May 27, 2015, 11:53:53 AM
This layout looks great.   First layout I've really liked since Arcadeos. Yeah, I said it. 

Anyway to add easter eggs like in Arcadeos e.g. a couple weeks before Christmas it would have snow falling at different speeds on the selection screen?


Thanks Omegaman & Verion
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: liquid8d on May 27, 2015, 02:42:48 PM
Hey that looks great! I thought you were using shaders.. that looks great for just image overlays!

dbals, I have particle animations in my animate module that could actually do the snow effect, someone would just have to tie that in to be enabled when the system date reaches time :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on May 27, 2015, 03:08:53 PM
The whole idea was to be able to use built-in scarpers and widely available snaps and videos - and still get that scanline look.

I hope that it will look as good in AM as it is now in Photoshop - but it is just PNG image over artwork, without any fancy Photoshop tricks - so it should look the same.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on May 29, 2015, 07:48:16 AM
After some initial testing I've came up with better version of scanlines mask. I've changed the file attached in a post above for a new version.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: slydog43 on May 31, 2015, 05:45:29 PM
wow, great looking layout.  Just started with AM today, am really like it so far.  Less crashes/troubles than HyperSpin.  Could you load a cabinet layout for each rom like the marguee or wheel? 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 01, 2015, 01:07:42 AM
It is theoretically possible (Attract Mode is capable of managing that) but in real life it's not doable because of amount of work and lack of good quality cab photos.

I was toying with the idea of switching bezels or side panels. It is possible when you have only bunch of games (like me - I have only 150 selected mame roms) and you are willing to manually tweak/change existing art to fit that particular cab we are using.

But the main idea is to use existing downloadable artwork only.
I have so many unfinished projects - so "keep it simple - to actually make it happen" is my motto here.

 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on June 01, 2015, 05:00:47 AM
Slydog-

Like verion stated, anything is possible with AM if you are willing to put the effort into it. And, one of our members "Liquid8" is working on some xml conversion mods to incorporate even more layouts. AM already supports mala layouts and maybe in the future something like Hyperspin themes. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 02, 2015, 03:53:44 PM
I've finished working on marquee.
Not much of a difference - especially for 3 hours of testing different ideas and tweaks - but I like it.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: liquid8d on June 02, 2015, 05:39:29 PM
Any update on that CRT mask? That is awesome :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 02, 2015, 11:05:06 PM
Not ready yet. I've got carried away with that AM logo.
But I'm planing to finish it till the end of the week.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 06, 2015, 03:19:37 PM
everything is in AM now

I'm considering 2 changes/fixes:

1
In AM the cab screen is looking less crisp that in my previous mockups
Maybe this is because monitor bezel edge is now more "blurry". Maybe I should revert to more "sharp" edge.

2
scanline effect is very subtle - it seems that AM handles transparency little different than Photoshop. I don't now if it is better or worse that way. Maybe I'll check with video (not snaps) and decide later.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 07, 2015, 03:16:41 PM
I've changed the scanlines for less dense and little darker.
Works ok on X-Men and Punisher, but not so good on TMNT (or maybe I'm paranoid).

You can see it on a video.
http://youtu.be/9koe7WWZ47E (http://youtu.be/9koe7WWZ47E)

switch to 1080p for better quality

The video is cropped at the bottom to 16:9 - it is 4:3 in real.
Title: please help with code
Post by: verion on June 08, 2015, 10:19:03 AM
I was just about to release that layout for download, when I’ve discovered that it is working good ONLY with my exact sizes of marquee and video snaps.

What I’ve done so far:


STEP 1 (img 1) - NICE START
———————
I’ve made template for easily positioning marquee and snaps
and fine tuned marque and snap position to fit my template

I’ve choosen aspect_ratio = false to force exact dimensions on screen regardless of initial marque and snap size - it was aming for “scale-to-fit-without-preserving-aspect-ratio”

marquee.preserve_aspect_ratio = false;
snap.preserve_aspect_ratio = false;


STEP 2 (img 2) - SO FAR, SO GOOD
——————
tested with my marquee (26” x 8”)
and my home made video snap 640x480px
it was working beautifuly
everything great so far!


STEP 3 (img 3) - PROBLEM
——————
switched to some downloaded (unknow size) artwork - and bum! - It does not fit anymore.


Why is that? How can I fix it?
I want it to have exact dimensions on screen regardless of initial marque and snap size.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: liquid8d on June 08, 2015, 11:57:01 AM
First... looks amazing :)

preserve_aspect_ratio = false does exactly what you are saying - regardess of size, it will fit it to the size you specify. Now
I haven't messed around enough with skew and pinch and not being a graphics guy, but wouldn't that affect it - even though you set it to a 'fixed size' the skew/pinch may appear different for different resolution artwork. That'd be my guess. If you took the skew/pinch off those graphics temporarily - it should be in the same position/size on the screen. Perhaps you need to alter skew and pinch based on the width/height?

And word of warning on using texture_width and texture_height - you might not get the actual value unless you do your operations on them in the FromOldSelection and ToNewList transitions:

https://github.com/mickelson/attract/blob/v1.5.2/Layouts.md#ImageNotes

Secondly, are the artworks at different aspect ratios or same aspect but different resolution?

It would be easier to troubleshoot with your graphics and a couple example art sizes - but I understand if you want to wait :)

edit: Forget thirdly - absolutely kickass intro on your vid with the logo :)

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 08, 2015, 12:21:38 PM
Sure, I can upload this "as is" - no problem with that.
It's just little big with movies - but I can upload it on dropbox or something if this will help.

But you are right - this is the pinch and skew value that is breaking it.
It is related to original artwork size (aspect)

I've switched it off and all artwork scales to exact the same size.

---

Is there a way to make "pinch" related to image size AFTER it is scaled/stretched?


----------

>> Secondly, are the artworks at different aspect ratios or same aspect but different resolution?

I've tested marquee.

It was different resolution AND different aspect.

TEST 1
---------------
I've changed the aspect to match my marquee (the one that fits perfectly)
result - that didn't help, so it's not aspect related

TEST 2
---------------
I've changed Y resolution only (stretching it almost to square shape) to match my marquee.
This is because I'm using vertical pinch only.
result - It works, with the exact the same vertical resolution I can have the same "pinch" geometry.
horizontal resolution doesn't matter - with Y pinch

TEST 3
---------------
I've changed X resolution only to match my marquee.
This is because I'm using horizontal skew only.
result - It works, with the exact the same horizontal resolution I can have the same "skew" geometry.
vertical resolution doesn't matter - with X skew

===========================================

EDIT
I've attached complete layout - just switched video for screenshot of the same resolution.
I've added artwork (marquee + snaps) for 2 mame games

punisher - this is the one that is correct
wof (warriors of fate) - this is the one that is in different resolution than punisher - and this is why it is displayed incorrectly (skew&pinch)

====

for punisher snap is 640x480px, marquee is 800x246px
for wof I've scaled down artwork to exaggerate the effect

====

That layout is the version with green overlays - this is the correct position and geometry for artwork


[attachment deleted by admin]
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: liquid8d on June 08, 2015, 02:41:45 PM
Yeah I will check it out - I'm not entirely positive you can get the pinch/skew with different resolutions but we'll play around and see. I wonder if this is a "bug" - if pinch/skew should operate off the artwork texture size or the object size?

I just loaded it up and my artwork is off - not sure what my resolutions are.. so we'll see what happens.

OK, this is the idea I'm playing with:
Code: [Select]
// Updated transition switch function
 case Transition.StartLayout:
    break;
 case Transition.ToNewList:
 case Transition.ToNewSelection:
    local fixed = {
        width = 800,
        height = 246,
        m_skew_x = 25,
        m_pinch_y = 6.2,
        m_rotation = -1.7,
        s_skew_x = 20,
        s_pinch_y = 15,
        s_rotation = -5.6
    }
    local adjusted = {
        m_skew_x = ( fixed.m_skew_x.tofloat() / fixed.width ) * marquee.texture_width,
        m_pinch_y = ( fixed.m_pinch_y.tofloat() / fixed.height ) * marquee.texture_height,
        m_rotation = fixed.m_rotation,
        s_skew_x = ( fixed.s_skew_x.tofloat() / fixed.width ) * marquee.texture_height,
        s_pinch_y = ( fixed.s_pinch_y.tofloat() / fixed.height ) * marquee.texture_height,
        s_rotation = fixed.s_rotation
    }
    print( fe.game_info( Info.Title ) + "\n" + "--------------\n" );
    print(" marquee size: " + marquee.texture_width + "x" + marquee.texture_height + "\n" );
    print("   values = skew_x: " + adjusted.m_skew_x + " pinch_y: " + adjusted.m_pinch_y + " rot: " + adjusted.m_rotation + "\n" );
    print(" snap size: " + snap.texture_width + "x" + snap.texture_height + "\n" );
    print("   values = skew_x: " + adjusted.s_skew_x + " pinch_y: " + adjusted.s_pinch_y + " rot: " + adjusted.s_rotation + "\n" );
   
    marquee.skew_x = adjusted.m_skew_x;
    marquee.pinch_y = adjusted.m_pinch_y;
    marquee.rotation = adjusted.m_rotation;
   
    snap.skew_x = adjusted.s_skew_x;
    snap.pinch_y = adjusted.s_pinch_y;
    snap.rotation = adjusted.s_rotation;
   
    break;

It does adjust but I don't know if that is correct or even helping yet.. still playing around with it a bit.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on June 08, 2015, 04:05:43 PM
FYI-

Ok, here is the deal. Everything in the layout scales up except for pinch and skew at certain resolutions about 1280. The layout will scale up to 1280x1024 without much problem. But, because I am using pinch and skew settings there will be a problem scaling much higher than that, especially at 1080p. The only way around this, that I can see , is to have different pinch and skew settings that are maybe selected in the userconfig.  But, I really don't see a reason to go much higher than 1280x1024. The highest most cabs go anyway is 1024x768.

Also, I've made a few adjustments to the layout. The snap was a little off kilter with the skew adjustments. It is almost perfect now up to 1280x1024. The text mask was also fixed and looks much better now.  Added the layout option to turn on year & manufacture if desired. Added the layout option to turn on scanlines as well.

Verion, I can upload this layout and you can repackage it with your enhancements if you want. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 08, 2015, 04:23:13 PM
@omegaman

Please upload it. I'll update it with my graphics.
So there is no problem with skew and pinch if you stay below 1280x1024?

@liquid8d
Quote
I wonder if this is a "bug" - if pinch/skew should operate off the artwork texture size or the object size?
I'm afraid that it's a more of a bug. I can't imagine any user case scenario when it would be beneficial to operate off the artwork original size. I know we can have some workarounds, but it could be great if this was working on object size.

I think layout should be resolution independent (both screen and artwork) it would be more user-friendly and future-proof.

For my personal use I can just write simple script action for Photoshop and resize all artwork to certain resolution, and I'm golden - but it won't work for the others.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on June 08, 2015, 05:31:58 PM
That's correct, tolerable anyway.

I hear what you are saying. I think this is something that maybe Raygun can address. I think its more about the math. 

 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 08, 2015, 11:06:38 PM
Weird... With your layout untouched (just unpacked and installed), it looks off on my computer.
With standard (scrapped) artwork - so it more or less replicates your system, I suppose.

I can correct the position of artwork of course - but I'm sure that would look off on your system in return.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on June 09, 2015, 06:34:48 AM
Hmm... I'm not sure what is going on there. I tested @ 800x600, 1024x768, and 1280x1024. And, everything looked OK. I think you're using a mac right? Just to compare apples to apples. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 09, 2015, 06:38:31 AM
yes, I'm using OS X 10.10.2 (Yosemite) - running in a window mode sized to about 1024x768 (since fullscreen/fill screen is not working correctly atm).
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: liquid8d on June 09, 2015, 04:35:15 PM
yeah, mine is off as well -  I'm at 1280x800 in windowed mode, but same results in fullscreen. I won't get to mess with it much till the weekend but this definitely might need to be addressed, kind of important if we use pinch and skew that everyones artwork works..

(http://i.imgur.com/Em8FNHT.jpg)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: raygun on June 09, 2015, 10:55:32 PM
Hi guys,

First off, great work fixing up this layout, its looking really nice!

The problem with the pinch/skew does sound like a bug.  My intention was that this setting be resolution independent and it sounds like it is not. I'll take a look and try to replicate what is going on...
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on June 10, 2015, 05:42:06 AM
raygun-

Thanks for taking a look at this...
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Bman21 on June 18, 2015, 05:56:49 PM
Hello,


For starters, I am new here. I have been building an arcade machine for my apartment over the past year. Physically, its been done since March. I am slowly getting around to configuring it now. I have gotten all the game I want on it acquired - along with their miscellaneous bios files and such.

That being I downloaded this layout today and tried it. I am having the same issue as the last few posts describe. I am use a LED TV as my display with the recommended resolution of 1360 x 768. Rather unusual resolution, I know. Any suggestions on how to fix it? I've been messing with the .nut file; tweaking some values to see if the changes fix things.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on June 19, 2015, 12:17:16 AM
This layout is for 4:3 aspect so it won't look good on your 16:9 TV

I'll be making a fork of this layout for widescreen - because I'm using a widescreem myself - so stay tuned :)

Your resolution won't be a problem - since AM stretches to fill the screen an you are missing only 6px in width - so it won't be noticable at all
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Bman21 on June 19, 2015, 09:44:30 PM
Awesome, looking forward to it.

Killer theme, by the way. It make attract mode like hyper spin without the pain in the ass setup that comes with hyperspin.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 09, 2015, 06:02:16 AM
Hey, you know what would be another nice touch - adding more cabinet options. Would you be game in working your magic on more cabinets from here http://3dmodels.katorlegaz.com. As you know, they would need to be in same perspective etc. This would be a really nice addition. And, it would take me longer than it would you. I understand if you don't won't to bother with it, though. So, no worries there.   

I was thinking about this - I was considering following scenarios:

1. different cab for every game :)
2. the same cab but side graphics changes with every game
3. different cab for horizontal games and different cab for vertical games (two different layouts)

----

1.
sounds great but in reality it is not possible to achieve this (even for my 150 games)

2.
maybe possible for limited number of games (like my 150)
but:
- it's hard to get good quality side art (a lot harder than snaps and marquees)
- even if there is a good side art it probably won't fit ONE cab shape

3.
this is something that is surely doable, and it resolves problem with vertical snaps (now displayed in horizontal window).

---------

For me #3 is the most promising way of pushing that layout little further - but I've stopped working on this when we discovered that there is a nasty bug with skewing and pinching, so there is now way to make it work for different snaps and marquees resolution.

So I'm just waiting for that bugs to be squashed - and started working on layouts that don't have snaps displayed in perspective: my FLAT BLUE layout is under development by Luke Nukem and I'm now working on next 2D layout.

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 09, 2015, 08:13:13 AM
verion-

I agree, having that many cabinets is just not realistic. So, I was thinking maybe just 3 or 4 classic cabinets. But, having a vertical option is a good idea also. Keep in mind, raygun has swf working, albeit somewhat limited. That opens up a lot of possibilities for themes like in hyperspin.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 09, 2015, 08:32:22 AM
Quote
I was thinking maybe just 3 or 4 classic cabinets

3-4 cabinets to choose from? In a layout menu?
That would be difficult - without altering the snaps position.
It should be exactly the same cab type to have marquees and snaps in the same place - and this is very limiting.

AFAIK only robotron and moon patrol are similar (from that 3dmodels link).

Quote
raygun has swf working, albeit somewhat limited. That opens up a lot of possibilities for themes like in hyperspin.

Personally I'm not the fan of hyperspin - with all the respect for amount of great work (both graphics and coding) - it is just "too much" for me. Flying, bouncing, flashing stuff - it's not my cup of tea. But it's just my personal preference - and surely there are a lot of people that would be attracted to that kind of games presentation.

For me AM has everything that is needed to make great layouts - only not everything that we have is working correctly right now.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 09, 2015, 11:40:25 AM
Moon patrol is one of the cabinet models that I plan on adding to the layout relatively soon. I was thinking about using the roboskin as a template then adding skins to get around the perspective problem. But, that is just to much effort considering all the projects I've got going on. Plus, I need to make the switch from gimp over to Photoshop one of these day. That is going to be another time sink.

AM is definitely by far the most flexible and cabinet friendly front-end out right now, IMHO. I am a recovering hyperspin user, It can be as flashy or subdued as you want. But, am blows it away performance and customization wise. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 09, 2015, 11:54:26 AM
I have moon partol in my photoshop file already. I've imported it along with roboskin, because I coludn't decide which one is better.
Finally went with robotron - because it was your first choice, and I didn't want to reinvent your layout.

But when I was making perspective corrections and scaling I was applying the same for moon cab.
So now it almost matches the robotron - and it can be fixed with 2-3 hours of work.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 09, 2015, 01:45:32 PM
verion

Looks great man. When your done, I'll add it for new release.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 10, 2015, 06:35:49 AM
Bloom effect is working with snap now, I need to make a few more changes and I'll re-release.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 15, 2015, 06:35:08 AM
Hello,


For starters, I am new here. I have been building an arcade machine for my apartment over the past year. Physically, its been done since March. I am slowly getting around to configuring it now. I have gotten all the game I want on it acquired - along with their miscellaneous bios files and such.

That being I downloaded this layout today and tried it. I am having the same issue as the last few posts describe. I am use a LED TV as my display with the recommended resolution of 1360 x 768. Rather unusual resolution, I know. Any suggestions on how to fix it? I've been messing with the .nut file; tweaking some values to see if the changes fix things.

Bman21-

I've made a lot of changes to robospin and I've found a work around for the skew and pinch bug. As you know the layout will scale up to 1080p in 4x3 aspect but pinch and skew would have issues scaling up. So, I've made a 1080p snap ajustment that will work with your resolution too.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 15, 2015, 07:02:26 AM
Hail!

So, I've made a lot of changes to robospin. I've come up with a temporary fix for the skew and pinch issues when scaling. Under layout options there is a snap adjustment for 1024 and 1080p. Basically, if you scale up from 1024 and start having snap distortions just select 1080p for snap adjustment. I didn't test every resolution in 4x3 aspect but most of the popular resolutions should work but needs more testing. You can make more precise snap adjustments under the snap index.

Now, for the changes. I've added a basic crt shader for the snap only. For those who want a more old school feel. You can make whatever ajustments to the shader frags you want. I still need to try Lukes shader, just haven't had the time. Also, changed the position of the text to the bottom of the layout. Text such as title and manufacturer can be turned on or off at same position. The crt shader can be turned on or off, same for scanlines. There is also 4 different backgrounds to choose from.

Here is a pick of it before I re-release it, hopefully today.
   
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 15, 2015, 07:12:57 AM
[As you know the layout will scale up to 1080p in 4x3 aspect but pinch and skew would have issues scaling up. So, I've made a 1080p snap ajustment that will work with your resolution too.

The problem is that pinch and skew are SNAP resolution sensitive - and should be snap resolution independent. That's the nasty thing with this bug.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 15, 2015, 07:23:26 AM
I've attached my final version of updated robotron cab image.
Unfortunately you have to reposition your snaps, because robotron cab is slightly different than your current image.

There are 2 files in archive:

robo.png
 - for final layout

robo-snap-position.png
- with solid green rectangles indicating snap position. I find it easier to position snaps with this image UNDER snaps. You just have to align snaps position skew and pinch to match green fields, then you can remove it and use robo.png OVER the snaps.


[attachment deleted by admin]
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 15, 2015, 09:08:55 AM
verion-

And, that's why I made an option to do a snap adjustment for 1080. I didn't test every resolution in 4x3 but the most popular should work by selecting one of two choices which are 1024 or 1080p. I could do more but that requires making more snap adjustments. This is just a temporary fix until raygun finds a solution. Btw, what resolution are you using?

Good work on the cab skin. I'll add it to the layout.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 15, 2015, 12:14:40 PM
I've attached my final version of updated robotron cab image.
Unfortunately you have to reposition your snaps, because robotron cab is slightly different than your current image.

There are 2 files in archive:

robo.png
 - for final layout

robo-snap-position.png
- with solid green rectangles indicating snap position. I find it easier to position snaps with this image UNDER snaps. You just have to align snaps position skew and pinch to match green fields, then you can remove it and use robo.png OVER the snaps.

Yeah, it's off quite a bit. And, I just got everything adjusted for the original cleaned up skin. LOL...   
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 15, 2015, 06:00:05 PM
Ok, here is the updated version of robospin with verion's latest robo skin for testing. There is a snap adjustment for higher resolutions. So, if the snap looks skewed try 1024 for lower resolutions and 1080p for higher ones. Some might not look perfect but should be tolerable until a permanent fix.  Be sure to check the layout options for turning on certain options like CRT effect. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 16, 2015, 03:12:24 AM
For me - there is no difference between switching 1024 vs 1080p mode in layout options.

As I've said - that bug is related to snap resolution, not screen resolution (but maybe that too).

In attachments:
snap-ok = with snap 640x480px
snap-not-ok = with snap 222x167px (scrapped automatically via AM)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 16, 2015, 05:25:22 AM
You are correct, all my snaps are 640x480 res. It is definitely related to resolution too, which is why I made a snap adjustment. The 2nd picture looks more like the rotation being affected. Could you verify that for me. Because I could probably fix that.     

I could hard code the snap resolution in the code but that is not going to work because you are scraping the artwork at different resolutions. That is probably why people use snaps sets at the same resolution. Artwork with different resolutions will never look great because the scaling is not uniformed.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 16, 2015, 05:32:59 AM
I don't know if it is possible - but since snaps are scaling flawlessly in 2D (x/y without skew/pinch), can you "project" snap on a rectangular surface/object with scale-to-fit, and THEN skew, pinch, rotate that object that is always the same size?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 22, 2015, 05:04:55 PM
verion-

Thanks for the feedback. I fixed robospin right before Sourceforge crashed by using the FadeArt module with a surface for the snaps. Having a surface for the snaps is probably the better option when using pinch and skew, anyway. So, now all the videos that are scraped with be set to 640x480 or whatever you might prefer. There is still a tiny alignment issue when scaling all the way up 1080p but not noticeable like it was. And, I think raygun has a fix for that now. But, even without the fix this works pretty good.

Please give it a try, let me know what you think. 

   
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: carlhungus74 on July 23, 2015, 02:54:30 PM
Great theme... I'm new to AM, but the more I discover it, the more I like it ! And themes like this one make me forget about all others frontend...
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: raygun on July 23, 2015, 10:07:02 PM
Hey guys, I think I have a fix for the skew/pinch issue you are running into with this layout.  I checked it in at github a few days back while the forum was down, so it should be in h0tw1r3's latest nightly builds if someone could be so kind to test it out??: http://build.zaplabs.com/bot/attractmode/

The layout will probably have to be adjusted since the stretch and skew values don't match what they used to be...
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on July 23, 2015, 11:34:44 PM
@raygun - this is great news

@omegaman - I've tested your newest layout - everything seems ok - all snaps looks the same, regardless of resolution, great job!
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 24, 2015, 05:37:08 AM
Raygun-

Thanks, I'll check it out. Have you tried this new version of robospin yet? It scales beautifully, has several different backgrounds to choose from, two different shaders (CRT or Bloom), text that can be changed from title to year & manufacturer or off. Where am I going with this you ask? 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 24, 2015, 05:40:41 AM
Thanks carlhungus and thank you verion for the help on the cabinet skin and feedback.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: carlhungus74 on July 25, 2015, 07:39:05 AM
Hello,
I have installed the latest version of robospin.
I now have an issue with it. Everytime I quit AM after editing any settings, AM crash.
If I do not open the settings menu, AM quit normaly.

As long as I modify anything in settings, it crash at 100% when quitting.

I have test with attracman and there is no crash. So it seems to be related to robospin.

It is not blocking, but if anybody has an idea ? I am with windows 7x64. I have test AM32bits and AM64bits and the crash is the same.

Also, there is nothing in the debug screen during the crash.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 25, 2015, 08:19:26 AM
Carl-

What version of AM are you running? And, what settings are you changing? I'm running AM ver 1.53 32bit on win7 and can't duplicate the problem.  I tested AM ver 1.52 with no problems as well.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: carlhungus74 on July 26, 2015, 08:41:26 AM
I'm using AM 1.5.2 (32 bits) on win7pro

step to reproduce it :
1-Launch AM
2-Esc then confirm quit : Ok no problem

1-Launch AM
2-TAB -> General -> language -> change to any value (it works with any settings)
3-validate on "back" then "back" again to main menu : crash

in the debug windows, I see, just before the crash :
loaded layout : c:\attract\layouts/robospin/ (layout.nut)
then nothing else.


Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 26, 2015, 09:52:45 AM
Carl-

I still can't reproduce the crash that you're experiencing with 1.53 or 1.52. You might try recopying over your language folder. Maybe the language files got corrupted. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: carlhungus74 on July 26, 2015, 12:50:20 PM
Ok found it. After some investigation, it seems the crash happens in ig7icd32.dll, which seems related to my intel graphics card.
I try to uninstall the driver and install a new one.
Problem solved !  :)

I can't explain why it crash only in Roboskin, and not in others layout. But anyway, It's solved !
Thanks for your time.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on July 26, 2015, 07:45:01 PM
carl-

Interesting, I wonder if that dll caused AM to crash because the crt shader was turned on in the layout. Which would explain why only robospin was crashing. Anyway, you found the fix which is a good thing. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: mothra on July 30, 2015, 06:31:46 AM
Hello!

Unofficial 16:9 Update/Helpout!

-> Tested/Works with 1360x768, 1920x1080

+ Long Game Descriptions
+ Pointer

 :D
------------------------------------------------------------
Remember: Attract Mode is the best Front-End of All!
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: mothra on July 30, 2015, 06:35:39 AM
The File (7zip)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Gryzor on August 03, 2015, 03:23:56 AM
New user here, so first and foremost: thank you for the skin, great stuff!

Two quick questions though:
1. Is there any chance that the skin will be updated with some way of showing what system is being used?
2. Is it possible to have one marquee shown for each system? (which could work as a solution to my first question).

Please keep up the nice work :)

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: mothra on August 03, 2015, 05:52:21 AM
Hello and Welcome!

I try to answer your Question!

You have the Nes and Snes Skin from Mr. Omegaman! There you can change the Background and System Logo to every System you want.

Its the same spinwheel the only thing thats missing is the marquee (for consoles you should use flyer/boxarts). I will make backgrounds for systems and boxart view for them in the near future (and 16:9). 

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 03, 2015, 06:14:50 AM
Sure, I can add that if you want. And, via the layout options, it can be turned on or off.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Gryzor on August 09, 2015, 10:14:19 AM
Just in case there was any misunderstanding, I would greatly appriciate if you where to implement the showing of selected systems Raygun.

@Omegaman: Thanks for the tip, I will use it as a temporary solution :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: akafox on August 09, 2015, 09:45:28 PM
wish I was a photoshop/GIMP wizard like you guys :) it looks awesome! Thanks guys for all your work you have put into all this getting attract mode going.

I had someone on the forum say that "I don't know how to help I don't code or anything." if we were all coders here attract mode would still need cool graphics but no one to make them! We need other people to make Attract mode whole..artists, coders, testers, complainers. ect. all have a part. Big thanks to all of you!

ok ok i'll stop being mushy.. :P
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 10, 2015, 01:31:42 AM
That was me with my "I don't code" statement :)

So I've started to juggle my pixels instead.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: akafox on August 10, 2015, 06:51:18 AM
You can even do mamewah layouts with a little tweaking. Though i have to admit the gui theme builder in mamewah was great to make layouts with..made it so easy even i could do it! :P Mamewah was very static so they were easy to make..Attract mode is not static at all!
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 10, 2015, 07:10:54 PM
The File (7zip)

Thank you for your great afford. Your job is great. One more request, could you try to enlarge size of cabinet? The  cabinet' screen is a bit of small to preview. Thanks.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Gryzor on August 17, 2015, 06:00:42 AM
Since I am still looking for some way to have the skin show which system/console is being used, I am asking this again (maybe someone has come up with a clever solution): Is there any way to have one system use one specific marquee?

For instance, if I could have all SNES games use one specific marquee, I could use the marquee to show which system was being used - does anyone know a clever way to do this?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 17, 2015, 07:19:17 AM
Gryzor-

I am going to update robospin soon, probably today. More features are going to be added as well like listbox and system logos. It will work like the other layouts that I'm working on now. For instance, under layout options if you select listbox= yes, the listbox will be used instead of the wheel. And, if listbox = no, the spinwheel will be used. Marquees and system logos will work in a similar way. If marquees = no, then system logos will be used. In this way, I can use the layout space in a more efficient way without making things too cluttered. I will also add an option to enable the display name aka "emulator" if marquees want to be used instead of logos. You probably already know this, but just in case, you still need to point each display to the same roboskin layout if you want to use it for all systems. 

Does this sound OK with you?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Gryzor on August 17, 2015, 07:44:15 AM
@Omegaman:

That sounds really, REALLY cool - can't wait to give it a go (if you need any last-minute beta-testers, let me know ;) ).

And yes, I did know about every system needing to have Robospin selected. What I was hoping was possible, was to somehow choose one marquee pr system. The updates you are talking about, sound as if they will fix this though.

Once again, thank you for the great work on the skin - I will be hitting the refresh button on this thread for the rest of the day ;)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 17, 2015, 10:06:08 AM
@omegaman

I'll probably manage to find some time this week to finish that MOON PATROL cab image - so you can code a cab image chooser in menu already.
It will be exact replacement of robotron cab - dimension wise.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 17, 2015, 07:37:08 PM
OK, here is the updated robospin for testing. If your not happy with logo placement, I'm open to suggestions.

ListBox added, enable in layout options. Spinwheel is the Default.
font included in layout. Unzip and right click to install.
Logo for display is on by default. It can also be disabled in layout options. I added a few logos like (mame, nes, snes, atari, sega). Add your own logos to the layout folder for displaynames that are  configured for your system. You can edit the script to add your own systems under the transitions section at bottom of layout.nut.
example below:

                case "MAME":
                logo.file_name = "mame.png";
                break;
                case "SNES":
                logo.file_name = "snes.png";
                break;
                case "NES":
                logo.file_name = "nes.png";
                 break;           
                case "GENESIS":
                logo.file_name = "sega.png";
                break;          
             case "kat5200":
                logo.file_name = "atari.png";
                break;             

[attachment deleted by admin]
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 17, 2015, 07:38:23 PM
@omegaman

I'll probably manage to find some time this week to finish that MOON PATROL cab image - so you can code a cab image chooser in menu already.
It will be exact replacement of robotron cab - dimension wise.

Thanks verion, I appreciate it.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 17, 2015, 07:44:32 PM
I still need to add code for the 2nd skin. Test the latest update, i'll add it tomorrow. Just takes a minute. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 18, 2015, 08:07:50 AM
OK, here is the updated robospin for testing. If your not happy with logo placement, I'm open to suggestions.

ListBox added, enable in layout options. Spinwheel is the Default.
font included in layout. Unzip and right click to install.
Logo for display is on by default. It can also be disabled in layout options. I added a few logos like (mame, nes, snes, atari, sega). Add your own logos to the layout folder for displaynames that are  configured for your system. You can edit the script to add your own systems under the transitions section at bottom of layout.nut.
example below:

                case "MAME":
                logo.file_name = "mame.png";
                break;
                case "SNES":
                logo.file_name = "snes.png";
                break;
                case "NES":
                logo.file_name = "nes.png";
                 break;           
                case "GENESIS":
                logo.file_name = "sega.png";
                break;          
             case "kat5200":
                logo.file_name = "atari.png";
                break;          

Thank you for your effort. I love it very much.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Obiwantje on August 18, 2015, 10:02:04 AM
Without wanting to sound silly - would this theme also work on 640x480 for us Arcade CRT guys?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 18, 2015, 11:12:41 AM
Obi-

It should, give it a go.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Gryzor on August 18, 2015, 02:09:00 PM
Omegaman: This is brilliant, thanks :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 19, 2015, 06:20:48 AM
Thanks for the feedback.  :P
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Gryzor on August 19, 2015, 08:24:04 AM
"Marquees and system logos will work in a similar way. If marquees = no, then system logos will be used."

It's probably just me, but I cannot find the option to turn marquees off, and thereby having the marquee used as a system-logo.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 19, 2015, 02:02:27 PM
Gryzor-

Yeah, I changed things up from what I had originally planned. I need to update the script for the second cab skin verion is woking on, so I'll add that option in. I was originally going to make it where if you turned off the marquee the logo would be displayed instead. But, that isn't very practical if the user wants to have both enabled. I just forgot to add the marquee option back in. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 19, 2015, 06:10:22 PM
I've almost finished moon patrol cab skin. Only some touch-ups left.
It was harder than I thought - that moon patrol seemed almost identical, but finally I had to make a hybrid of both cabs to align screen and marquee position.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 21, 2015, 01:52:59 AM
Gryzor-

Yeah, I changed things up from what I had originally planned. I need to update the script for the second cab skin verion is woking on, so I'll add that option in. I was originally going to make it where if you turned off the marquee the logo would be displayed instead. But, that isn't very practical if the user wants to have both enabled. I just forgot to add the marquee option back in.

Love it and I have some advise. Could you create one of cabinet with vertical screen?   It will be better for display STG games. Thanks.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 26, 2015, 10:09:20 AM
The robospin script has been updated. I made a few more tweaks and added the code so you can choose between robo or moon skin. Just waiting on the moon skin to be completed.

Added an option to turn off the marquee. But, I need to add a generic image to hide the bg when marquee is turned off. This would allow users to customize their cab with a custom image like "Joe's arcade" or whatever.   
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 26, 2015, 10:14:39 AM
Perfect timing. I'm finishing moon cab in this very moment. It will be ready within 1 hour.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 26, 2015, 12:34:24 PM
Gryzor-

Yeah, I changed things up from what I had originally planned. I need to update the script for the second cab skin verion is woking on, so I'll add that option in. I was originally going to make it where if you turned off the marquee the logo would be displayed instead. But, that isn't very practical if the user wants to have both enabled. I just forgot to add the marquee option back in.

Love it and I have some advise. Could you create one of cabinet with vertical screen?   It will be better for display STG games. Thanks.

In the layout.nut under the video section you can change (snap.preserve_aspect_ratio = false;) to true. This will display the games in their native aspect like vertical. The only problem is the backgrounds other than "none" will be seen around the snap. So, setting the BG to none is what you want if you don't want to see anything besides the snap. The other option is to load an image before the snap gets loaded to mask the backgrounds in the tube area.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 26, 2015, 01:16:51 PM
Finished MOON PATROL cab in attachments.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 26, 2015, 02:35:50 PM
Great! Thanks for the new moon skin Verion. 

Ok, here is the latest robospin layout. If you want to use Verion's new moon cab skin then download it from here and place it into the robospin folder. It made the file too big to post, so you'll just have to down load it separately. Anyway, you can now choose the robo or moon skin via the layout options.

The moon skin is a little off the mark compared to robo, so I had to make an adjustment for it in the code - moved up slightly. So, there is a little gap at the bottom but the art is OK.

You can now turn off the marquee to load a custom user marquee. Just drop your custom marquee into the layout folder and name it "user.png". As a convenience, I've added a user.png with flynn's arcade on it. 

Let me know if everything works as it should. Thanks...
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 26, 2015, 02:47:36 PM
Strange. It should be a perfect match. I've just copied over screen and marquee cutouts from robo.
Maybe I should export a new robo too - maybe I accidentally moved both of them?

As for the file size - uploaded cab image is in huge resolution - over 2000 px in height. Like for retina display
I can downsize it to fit - let's say - 1080p. It will be 2x smaller. Just for the convenience of uploading it in 1 zip file.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 26, 2015, 03:56:24 PM
verion-

Both images were set to fill the display but for whatever reason the moon skin was slightly off. Yeah, I don't think the average arcade enthusiast would need retina display quality. I think 1080 is more than adequate. Great job on the moon skin, though.  It looks really good. I don't think people realize how much effort goes into making an image look that clean.   
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 26, 2015, 04:07:33 PM
Moon and robo cab images in attachment. Downscaled to 1080p - both files are about 0,5MB instead of 2MB.
Please replace both - I've checked that the cutout for marquee and screen are 100% aligned.

---

Have you finished tinkering with the layout? I'm asking because I have widescreen monitor (16:10) and I want to fork your layout for widescreen - but I'll patiently wait until you'll reach at least "semi-final" version :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 26, 2015, 05:16:45 PM
Thanks all. Great job.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 26, 2015, 06:21:11 PM
Thanks for the updated skins. They were identical this time, I still needed to tweak the marquee and snap a little bit but the important thing is they match now. And, with the image resize everything is in one zip now.

I also added an image of static behind the snaps. So, now you will see static when transitioning from selections. This has the added benefit of blocking the BG in the CRT area when the selection is empty. I meant to implement this before but it just slipped through the cracks.

This should be close to finalization since everything with the exception of a flying saucer has been added.     
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 26, 2015, 08:25:55 PM
Does anyone want some animated effects added to this theme. I was thinking about adding scrolling text at the bottom.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 27, 2015, 12:21:00 AM
Does anyone want some animated effects added to this theme. I was thinking about adding scrolling text at the bottom.

I think you should update your latest theme of screen shot on post #1  first.  :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on August 27, 2015, 05:04:44 AM
Yeah, that's probably a good idea since this thread has gotten long in the tooth. So, as of today the updated robospin is posted at the beginning of the topic thread.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: DudeRegular on August 27, 2015, 05:27:30 PM
omegaman, you  are doing some great things with the themes you are putting out. Unfortunately I can't use the latest stuff until the flv snap video bug gets fixed since all my vids are flv. My cab is still running AM 1.4 and most all of the newer themes out there don't want to run on that version. But I am downloading all the stuff you put out in preparation. Keep them coming!
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 27, 2015, 08:02:36 PM
@omegaman

Please confirm one thing, I don't know this theme can do it or not.

Assume we created 3 emulators catalog in system, mame, snes, gameboy.

Then, when press left or right to change system, the  "Logo" picture is keeping "Mame" (default). Could it auto change different logo pictures according system selected? thanks.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on August 27, 2015, 11:32:16 PM
Everything works great.

But...
I think that the screen snap could be slightly (really slightly) rotated right - just to line up horizontal lines with cab bezel.
And after that you could also correct scanlines position - it should be perfectly lined with screen snap, so the scan lines will be levelled with snap horizontal lines.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Gryzor on August 28, 2015, 12:06:39 AM
@kent79

I asked about the same earlier ;)

You can edit the script to add your own systems under the transitions section at bottom of layout.nut.
example below:

                case "MAME":
                logo.file_name = "mame.png";
                break;
                case "SNES":
                logo.file_name = "snes.png";
                break;
                case "NES":
                logo.file_name = "nes.png";
                 break;           
                case "GENESIS":
                logo.file_name = "sega.png";
                break;          
             case "kat5200":
                logo.file_name = "atari.png";
                break;          
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 28, 2015, 04:52:51 AM
@kent79

I asked about the same earlier ;)

You can edit the script to add your own systems under the transitions section at bottom of layout.nut.
example below:

                case "MAME":
                logo.file_name = "mame.png";
                break;
                case "SNES":
                logo.file_name = "snes.png";
                break;
                case "NES":
                logo.file_name = "nes.png";
                 break;           
                case "GENESIS":
                logo.file_name = "sega.png";
                break;          
             case "kat5200":
                logo.file_name = "atari.png";
                break;          

Tested. It is OK in latest version. Thanks.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: kent79 on August 31, 2015, 08:34:48 PM
@omegaman

Could you add light effect for Marquees? It can be easy add a layer for that.  Thanks.  :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 01, 2015, 06:39:22 AM
Added bloom effect to marquee. Per request, I adjusted scan-lines. See post #1 for updated version.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 07, 2015, 05:32:51 AM
I was testing roboskin today and came across two things that potentially could be changed (hopefully for better :) ).

FLYER
Right now the flyer is scaled "fit to screen", but I would like it to be "fit to screen width, keep aspect ratio" or "fit to screen height, keep aspect ratio" whatever looks better - how can I change that? Flyers are usually in portrait and "fit to screen" is too much stretched for me

LIST BOX
is there (hopefully) an easy way to change list box to show wheel graphics not only for current/selected game, but also for the all other game titles? Similar to the wheel list.





I've also found a small bug:

there is no text (game info at the bottom) when in window mode. In fill screen mode everything is ok, but it dissapears in window mode
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 07, 2015, 03:42:46 PM
Verion-

To keep the aspect ratio, go to line 52 and change "flyer.preserve_aspect_ratio = false;" to true. Actually, I was thinking about removing the flyer all together or doing some animation with it. So, I am open to ideas.

As for the listbox, it's meant to be a simple text list. I just do some tricks to display the wheel art for the selection. To create a vertical wheel list you need different code and modules, so you would essentially eliminate the listbox altogether. You just have to approach it in a different way if that makes sense.

I will look into the game info thingy. But, I don't understand why anyone would want to be in window mode unless they have no choice.       

Oh! How do you like the bloom effect to give the impression of a lighted marquee?













Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 07, 2015, 04:11:13 PM
> I was thinking about removing the flyer all together or doing some animation with it. So, I am open to ideas.

I'm currently working on a theme with heavily stylised (scanlines, color overlay, shadow mask) flyer/artwork as a centerpiece - looks promising, I'll post a mockup in a few days.
As for the animation - my favorite is "Ken Burns effect" - basically slowly zoom-in and pan. It looks gorgeous and not too flashy at the same time.
Ideal for background imagery.


> [listbox] You just have to approach it in a different way if that makes sense.

Makes sens :) It can be done, but not by simple tweaks to this code.


> I don't understand why anyone would want to be in window mode unless they have no choice.   

I'm using window mode to test how the theme looks like in 4:3 (because I have 16:10), but there is really no need to fix this since it is not real-use-case scenario.

> Oh! How do you like the bloom effect to give the impression of a lighted marquee?
I like the idea, but it doesn't look good for me right now - looks like overexposured.
Maybe you could use 2 copies of marquee - first normal "sharp" image and on top of it the same image (but blurred with that bloom effect) on low opacity. That's how I'm "building" light effects in photoshop. This way you can have best of both worlds - sharp image with normal colors and nice additional light "glow/halo".
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: buckyshimp on September 15, 2015, 09:04:34 PM
First of all, Omegaman- This theme is why I've been obsessed with AM for the past week. It's amazing. Thank you!

I'm having one issue, and I have one suggestion.

First, only with the Robospin theme, videosnaps do not run at initial startup. I hear sound, but just the static "static" screen shows. Once I go into the menu and change any setting, the videos begin playing perfectly upon exiting the menu. I'm on OSX. Again, videos start perfectly in other themes.

The only suggestion that I would make for a future revision, is that when I hold to scroll on the wheel it stops at the last game rather than continuing.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 16, 2015, 06:10:54 AM
Bucky-

Thanks man... On initial start, what happens if you select a different game? Is there still no video unless you change something in options? I don't have OSX to test on but there are some other mac users here like Verion. Though, this is the first time of hearing about this issue.   

As far as holding down scroll, I'm not sure if I can do anything about that, but I'll look into it.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 16, 2015, 06:44:37 AM
Hmmm... I've just noticed that I can't see any videos in roboskin (or any other themes) any more - only screenshots.
Strange... it was perfectly ok a few days ago.

After some investigation - it turns out that I have to put videos in SNAP folder in order to play it in AM.
I've just recently moved my videos to VIDEO folder - but added path to emulator settings so everything should be ok.
Even more - i've added VIDEO path to the snap settings just in case - but it doesn't help. This is strange.

But with videos in SNAP folder - everything plays right from the AM start.

ps: I'm on OSX 10.10.5 with latest AM build from here http://forum.attractmode.org/index.php?topic=289.0
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: buckyshimp on September 16, 2015, 09:47:20 AM
Bucky-

Thanks man... On initial start, what happens if you select a different game? Is there still no video unless you change something in options? I don't have OSX to test on but there are some other mac users here like Verion. Though, this is the first time of hearing about this issue.   

As far as holding down scroll, I'm not sure if I can do anything about that, but I'll look into it.

Thanks on both fronts. If I'm the only one experiencing the problem, please don't stress it. I'll tinker and let you know if I learn anything. To answer your question, changing games does not initiate video. Only changing a setting in the Layout Options. A setting does have to be changed, so if I enter the Layout Options menu, change nothing, and exit, the videos continue to not play. Once I switch anything (scanlines for example), the videos pop right up upon menu exit.

No worries about the scroll.

Thanks again for Roboskin in general. Its a showpiece for my friends and they all want it after they see it.

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 16, 2015, 11:08:00 AM
You can try one things that helped me with a layout related problem that showed up after I've upgraded AM to the next version.

I couldn't change layout in MENU > DISPLAY > LAYOUT until I deleted
"org.attractmode.attract.savedState" folder under ~/Library/Saved Application State
After that - everything was ok.

---

How to do this?

open terminal
paste the code below and press RETURN/ENTER

Code: [Select]
rm -r ~/Library/Saved\ Application\ State/org.attractmode.attract.savedState
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: buckyshimp on September 16, 2015, 08:22:37 PM
Thanks for the idea Verion- I gave it a shot, but no luck. Very cool to offer a solution, though... I will let you guys know if I can solve it

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 21, 2015, 08:16:06 AM
Bucky-

There is one thing I need to verify. I am running 1.53 of AM, which might use a newer fade module than 1.52 but I need to verify that.

Verion-

What version of AM are you running?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 21, 2015, 12:59:45 PM
AM version 1.53
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 21, 2015, 01:47:36 PM
Thanks...  :)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 21, 2015, 01:48:39 PM
no problem :)
Title: Updated robospin theme !!!
Post by: omegaman on October 12, 2015, 10:09:59 PM
Whats new?

Added 2 animated pointers, a rocket and armored hand. If you don't like these feel free to add your own.
Added a retro background based on the intro that I uploaded. Blue logo and grid are still options as well.
Changed the position of system logo to side of the cabinet instead of front. Also, slightly rotated.
Added smoked color frame for enhancing text.
Changed text size and position.   
A few other tweaks to the script.



[attachment deleted by admin]
Title: Re: Updated robospin theme !!!
Post by: omegaman on October 12, 2015, 10:11:09 PM
Screenshot of robospin enhancements.
Title: Re: Updated robospin theme !!!
Post by: carlhungus74 on October 13, 2015, 01:31:00 AM
Updated here. Goog job. Love the rocket.  ;D
Title: Re: Updated robospin theme !!!
Post by: akafox on October 16, 2015, 08:00:25 PM
*hands omega man a handful of quarters*

Ok go play for a while you have earned it!

No really awesome work man! Keep it up! :)
Title: Re: Updated robospin theme !!!
Post by: omegaman on October 17, 2015, 04:44:54 AM
Thanks...

I wasn't sure if users would like the animated rocket pointer but it kind of works... 
Title: Re: Updated robospin theme !!!
Post by: attrekt on November 06, 2015, 11:30:25 PM
For some reason, the snaps don't fit into the cab as well as they did in the previous version of Robospin I was using - you can see some 'static' down the right side of the CRT.

Title: Re: Updated robospin theme !!!
Post by: attrekt on November 06, 2015, 11:48:03 PM
Having reverted back to the older Robospin, I'm now noticing that the issue was present before (or has just appeared because I switched configs) - but on the older version, there's no static background, it's transparent. That made it harder to spot, the static just made it more obvious.

This might be a problem because of my 16:9 monitor. Are others using 16:10?
Title: Re: Updated robospin theme !!!
Post by: omegaman on November 07, 2015, 04:31:14 AM
Yeah, in 16x9 the snap is very tight to the edge. But, you can tweak the script by making the snap a bit wider.

Go to this section in the script. Then change the surface.set_pos and adjust the flw*0.225 to 0.223 or by .001 increments until it covers the space. I got a little sloppy on my testing, I'll update the script on my end as well and update it. Thanks...

//video
local surface = fe.add_surface( 640, 480 );
surface.set_pos(flx*0.092, fly*0.38, flw*0.225, flh*0.267);

update! flw*0.226 instead of 0.225 should fix it.
Title: Re: Updated robospin theme !!!
Post by: attrekt on November 07, 2015, 08:53:45 AM
Awesome, thanks. I actually went with 0.227. 0.226 is almost indiscernible from correct, but because I'm looking at those exact pixels, there was still a very slight gap.
Title: Updated robospin theme - snaps not visible on start
Post by: verion on December 15, 2015, 12:20:30 AM
I've discovered a problem with your layout - maybe it is OSX related.

The snaps in cab do not load when attract mode is started. They load when I change layouts (switch back and forth) or change something in layout config - but only after one of those activities has taken place.

To recreate this behaviour I you have to:

1. open AM
2. set layout to ROBOSPIN
3. close AM
4. open AM again
5. and bam!... snap doesn't show up


for screenshots - image just isn't visible
for videos - video isn't visible, but I can hear the sound of video that is playing

------

I've investigated the problem - and it is SURFACE related.
If I delete surface definition (just use fa.add_artwork) everything is ok.
But with the surface - it is not working.
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 15, 2015, 07:43:57 AM
Interesting, I take it you're talking about the updated version posted here ? I can't duplicate the problem on windows. Though, I do recall another OSX user reporting a similar issue. Are you running the latest AM ? If so, did you have the same issue with other versions of AM?     
Title: Re: Updated robospin theme !!!
Post by: verion on December 15, 2015, 11:47:39 AM
yes - updated version of your theme, after you added surface to help with snap scaling issues.
yes - newest AM version 1.6.2

one user was reporting this before http://forum.attractmode.org/index.php?topic=291.msg2066#msg2066
But I couldn't replicate the problem - now I know why, because all my themes were without surfaces.
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 15, 2015, 12:32:24 PM
Here's an updated version. I changed the code to position and pinch the surface after the snap instance is bound to the surface. This is the only thing that I could think of since I don't have OSX to test with, which is why I rely  on you for that.  ;)  I also added vertical art instead of a listbox. So, this gave me an excuse to make the change.

Update!!!

Ripped out the fade module since it was causing snap issues.  Added Categories and filter name to the left side of layout.

[attachment deleted by admin]
Title: Re: Updated robospin theme !!!
Post by: verion on December 15, 2015, 12:48:54 PM
Thanks. I'll test it and let you know.

---

no joy - still the same :(
Title: Re: Updated robospin theme !!!
Post by: rsn8887 on December 15, 2015, 05:53:22 PM
Great theme, but I cannot see my snaps playing at all. The Arcade cab display shows a static "static" screen, e.g. the white noise but it is not animated. I switched all the options around, turned all shader effects on and off, but no luck.

I think I am seeing the same bug as reported above (snap/video not showing).
Title: Re: Updated robospin theme !!!
Post by: rsn8887 on December 15, 2015, 06:09:05 PM
I fixed the problem by replacing
this line
local snap = FadeArt("snap", 0, 0, 640, 480, surface );

with this line
local snap = surface.add_artwork("snap", 0, 0, 640, 480);

Now the videos are showing! So it must be some bug with the way fadeart is used, or FadeArt itself.

Very professional layout! It is really cool, I like that I can adjust the speed of the wheel, and that it speeds up and that page up page down also works as it should.

One thing, is it possible to add text display of the Category? I think only year and manufacturer are shown, but not category.
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 15, 2015, 07:27:20 PM
Yeah, it seems to be more of a combination of using FadeArt with Surfaces on OSX for whatever reason. It works fine on windows and linux, so I'm not sure why it breaks on OSX. Probably need to run this one by Raygun.

I can definitely add an option for categories, probably should add nplayers as well. I'll update it tomorrow.  :)
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 15, 2015, 07:31:53 PM
rsn8887-

Are you running OSX too ?
Title: Re: Updated robospin theme !!!
Post by: rsn8887 on December 15, 2015, 09:07:38 PM
I am running Windows 10. So the issue is not limited to OSX. I had that exact problem and removing fadeart worked.

I am happy the way it is because I am not a huge fan of those fades anyways, I want to see the preview immediately with no delay. (That bothers me about the progetto videosnaps, because they have the fade hard encoded into the snaps)
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 15, 2015, 10:10:14 PM
This is really strange then because I am running windows 10 and the fade module works as it should. Maybe, I should just toss out the Fade module because something is definitely bugged now. I am sure there is a logical explanation, I just don't know what it is.
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 15, 2015, 11:24:55 PM
Update !!!

Ripped out the fade module with a mortal kombat move. Snaps should be working now. Thanks verion and rsn8887 for bringing this to my attention. Uploaded the fix under original post.   
Title: Re: Updated robospin theme !!!
Post by: verion on December 16, 2015, 12:41:44 AM
Well... that's good and bad news :)
Fade module is soooo sweet - it makes everything look more refined.

But good news is that it is working now and we've pinpointed the bug.

----

Just to be precise (if someone is going to squash that bug):
- FadeArt inside surface definition is not working (as described above)
- FadeArt without surface is working correctly
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 16, 2015, 06:36:10 AM
Agreed, I'm going report this to Raygun. If it gets fixed, I'll add an option where you can turn the fade on or off based on user preference.
Title: Re: Updated robospin theme !!!
Post by: verion on December 20, 2015, 12:41:51 PM
I have a question re your layout.nut
Can I ask why are you using flx/flw and flw/flh definition?

Code: [Select]
local flx = fe.layout.width;
local fly = fe.layout.height;
local flw = fe.layout.width;
local flh = fe.layout.height;

I know it is much easier to use "flx" instead of "fe.layout.width" - I get that part.
But why are you using both flx AND flw?

like - here:

Code: [Select]
local usnap = fe.add_image( "static.png", flx*0.09, fly*0.38, flw*0.238, flh*0.267 );
usnap.rotation = -4.9;

Why not just stick with either flx/fly or flw/flh?
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 20, 2015, 08:38:35 PM
I guess it's more for readability on my part and hopefully others. Since, functions like fe.add_image() and fe.add_artwork use 2d coordinates for objects why not use syntax that represents them in that way, i.e., fe.add_image ( name, x, y, w, h ). It just helps me keep things straight.
Title: Re: Updated robospin theme !!!
Post by: verion on December 20, 2015, 10:22:05 PM
ok. _now_ I get it.  8)
thanks
Title: Re: Updated robospin theme !!!
Post by: verion on December 23, 2015, 10:24:21 AM
@omegaman

I'm using your spinwheel game list in my MODERN CAB theme.
Recently I've added SNES emulator to test the theme.
Looks like (with SNES) spinwheel is not that usable - almost half of the roms don't have (automatically) scrapped wheel graphics.

Maybe you could come up with a fail-safe solution for this?

Something like:
if there is no wheel-art -> show the game name as a text.

---------

I know that you've added romlist as an alternative to spinwheel - but if you want to have spinwheel for mame and romlist for snes - you have to have multiple copies of the theme, because theme options are set per theme, not per display.
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 23, 2015, 03:32:56 PM
Here is a tip for missing wheel, flyer, marquee or wheel art. Place some generic art in the layout folder that correlates with the art type you have defined. For example, if you have missing wheel art create a wheel.png and drop it in the folder. Now, if you have missing wheel art the wheel.png will be the default.

Also, I highly recommend getting a subscription to emumovies. They have complete sets of arts and snaps for a lot of emulators. My SNES collection is pretty much complete besides maybe a few titles. The scrapped artwork is really just for filling in the gaps for incomplete sets IMHO.   

Note: In in robospin update, I replaced the listbox with vertical art now as an alternative to the wheel. So, now in layout options if you select yes to vertical art the wheel art is replaced.
Title: Re: Updated robospin theme !!!
Post by: verion on December 23, 2015, 04:01:28 PM
Maybe you are right - If someone has a problem with missing wheel graphics it's time for emudreams subscription... or time to change the theme. Plain and simple.
Title: Re: Updated robospin theme !!!
Post by: omegaman on December 23, 2015, 04:27:21 PM
Another thing I forgot to mention. When my layouts mixed text names with art people complained about how it looked. And, for the most part they were right. When you start mixing wheel art with text it does look a bit off. This is partly the reason why I replaced the Lisbox with vertical art now. And, adding a generic wheel.png to your layout folder is an easy fix for missing artwork. Yes, it's the same wheel.png for all the missing art but it's an any fix and looks more uniform than mixing text names with art.

I have another option for you as well. I have a free utility you can use to create your own custom wheel art. You just need a base wheel set for the emulator you want to make art for. I have a minted wheel set for snes if you need it. Just let me know. 

Title: Re: Updated robospin theme !!!
Post by: verion on December 23, 2015, 04:44:36 PM
Quote
When you start mixing wheel art with text it does look a bit off.

You are right - you can't have good looking art-based theme... without wheel art. But you can always use good looking theme that doesn't rely on wheel graphics that much.

Quote
I have a minted wheel set for snes if you need it. Just let me know. 

Thanks - but I'm not playing any other games other than my mame roms restricted to 150 titles. I've just configured SNES to check out my theme with another emulator.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: bionictoothpick on January 10, 2016, 05:28:58 AM
This is a great looking layout. Do you have a tip for making it look good at a resolution of 768x1366?

Thanks.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on February 02, 2016, 05:19:10 PM
Updated Robospin layout !  :) :) :)

Adding this link to main theme thread for easier access.

[attachment deleted by admin]
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on February 03, 2016, 02:18:55 AM
I've hoped that you somehow magically resolved the problem with surfaces. But apparently not :(
Previously - we've discovered that surface + fade is the problem. But it looks like the problem still exist - even without using fade module.

The game snap is on surface and it does not show up - untill I switch back and forth to other display, or change something in layout options - looks like it's not "initialised" on AM start.

How to recreate this bug:
- set your theme to ROBOSPIN
- quit AM
- start AM
- bam! no snap (on surface) - only that static underlay
- switch to another display
- get back to ROBOSPIN
- bam! snap (on surface) is visible

I'm on 1.6.2 / OS X 10.10.5
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on February 03, 2016, 05:57:53 AM
Verion-

I can't duplicate the problem on Windows or Linux. If you set your theme to robospin without exiting what happens?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on February 03, 2016, 06:04:34 AM
when switching from other display, or changing theme to robospin via display settings - everything works correctly.

It's just when I start AM with robospin set as a theme (or any other theme with surfaces) - everything that is on surfaces doesn't appear at all. Only after switching display back and forth.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on February 03, 2016, 06:25:52 AM
Oh! So, it's any theme that uses surfaces eh! Hmm, sure sounds like something quirky with OSX and AM. It would be much easier to troubleshoot if I had OSX, it's Deja vu all over again.  :)

If you look through the forum history, there were only 3 people having surface issues. And, I believe two of those use OSX. Just for some insight. We definitely need to figure this out though.   
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on February 03, 2016, 06:48:17 AM
Yea! Now when I've finally get my head around the surface use - I miss the opportunity to actually use it. It makes everything so much easier.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: robbbby on February 03, 2016, 07:18:08 PM
omegaman, i'm using your robospin theme for mame but there is one thing I would like to change and I was wondering if you could possibly show me how if it isn't too hard.  For probably 95% of my roms I have wheel art, for the rest I just get your default ARCADE image.  Is there a way I can change it to just show the romname using a specified font size?  I know it doesn't exactly look the best but I would rather know which game it actually is rather than have a generic graphic. 
Thanks
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on February 04, 2016, 04:57:55 AM
Alright, I'll see what I can do since you are the second member to ask for this.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: matthewj on February 04, 2016, 07:18:02 AM
On my older box, this layout uses a lot of cpu. Is there a way to disable the scanline generation?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: matthewj on February 04, 2016, 07:39:46 AM
Update to the high CPU. I removed all graphics form my setup, no marquee, videos, snaps, etc as a test to see which part of the layout is slow, but with no success. Still runs very slowly. Any ideas?
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on February 04, 2016, 08:32:46 AM
Matthewj-

There is no scan-line generation per say. However, the static.mp4 does have a scan-line effect that plays when a snap is null. I doubt this is what you are referring to but you can definitely turn the static effect off under the theme options. The crt and bloom shaders are off by default so that shouldn't be causing a slowdown either. I say this, because the shaders can definitely slow down low end machines. Which is why I turn them off by default.

Anyway, how old of a machine are we talking about here? Is it at least a core duo? I tested an older version of robospin on a raspberry pi2 and it was acceptable.

Also, you might want to make sure there was no virus software or updating going on as well - windows only.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: slydog43 on February 05, 2016, 02:55:26 PM
+1 for text of game instead of ARCADE graphic is no wheel is present.  Thanks
Title: Re: Updated robospin theme !!!
Post by: slydog43 on February 05, 2016, 03:04:57 PM
what is the free utility to create wheel art called, link?  thanks
Title: Re: Updated robospin theme !!!
Post by: omegaman on February 12, 2016, 07:35:51 PM
AutoKustom Beta 2.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: shiryu55 on February 21, 2016, 02:04:43 PM

Thank you very much for this layout , I will use my old pc.

Once again Thanks from Spain
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: carlhungus74 on March 01, 2016, 11:55:29 AM
Same for me.
+1 for text of game instead of ARCADE graphic is no wheel is present.

It would be very useful. It's difficult (impossible?) to get all the wheel pictures...

Or, maybe, instead, if the wheel picture is not found, display instead the marquee....better than nothing...and usually the marquee contains the title of the game.

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on March 01, 2016, 03:51:00 PM
Here, try this if you don't like the generic wheel art. It's a wheel frame with a question mark. Just copy into the robospin folder. This way you won't have any blank slots in the wheel. You can copy it and make another for marquee as well.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on March 01, 2016, 04:49:56 PM
Thanks. It is nicer that that yellow ARCADE!. I'll add it to my NEVATO theme.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: bionictoothpick on March 01, 2016, 05:16:04 PM
VERION, please stop talking about this NEVATO theme, unless it inspires you to release it.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on March 02, 2016, 01:02:59 AM
Actually - talking about this is really helping me to finish it. It's like telling your friends that you want to quit smoking or go on a diet.
BTW it is ready for download.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: shiryu55 on March 03, 2016, 02:57:46 PM

I would like to know how to create listings by genres., as in Hyperspin. To not have to go all the wheel when looking for certain games.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on March 03, 2016, 04:21:03 PM
shiryu55-

By using filters, you can add them through the GUI or edit attract.cfg file directly. It'v very powerful and you can get very granular. See example:

global_filter       
      rule                 CloneOf not_equals .*

filter               Capcom
      rule                 Manufacturer contains Capcom
filter               Midway
      rule                 Manufacturer contains Midway
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: fbs777 on April 01, 2016, 10:02:03 PM
How to do an animation to move and hide wheels like this theme ( http://forum.attractmode.org/index.php?topic=505.0 ) does with listbox after 1 second of inactivity? Im trying to adapt the code without sucess...
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on April 01, 2016, 11:13:21 PM
Look at your start and end positions for x and y. The listbox would be much easier to do than the wheel. Trying to animate the wheel off screen and back to a certain position would be a very tall task. The Listbox should be easy to do, just start it at whatever position you want like the rightside, leftside, bottom or top of the screen then end it off screen. You can chain the animation as well. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Omamez on April 18, 2016, 06:46:49 AM
Theme on my 1080i shows screen hooked to the left bottom and not centered raspberry pi 3 also doesn't show full screen

(http://i.imgur.com/VQQdDoV.jpg)


keep up the good work
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on April 18, 2016, 08:40:05 PM
I think you resolved the problem according to another thread. 
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Omamez on April 21, 2016, 05:49:21 PM
yes I did end up fixing thank you only other thing I like to see on this robo skin beta new is console name listed/displayed when scrolling through the menu
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on April 21, 2016, 11:30:47 PM
This is already working. You just need to change the names of the system logos in the layout folder to match the display names you created. Though, MAME should be working unless you created a different display name.
Title: Re: Updated robospin theme !!!
Post by: Robosapien0 on July 30, 2016, 01:51:56 PM
Where can I download this?
Title: Re: Updated robospin theme !!!
Post by: omegaman on August 04, 2016, 02:02:00 PM
RoboS-

Here you go. :P  https://mega.nz/#!VchnGRCS!uXg1qhuQ7cnpCDtVpgX8UWgCNMVwGgOK3pd9GXpr7Ns (https://mega.nz/#!VchnGRCS!uXg1qhuQ7cnpCDtVpgX8UWgCNMVwGgOK3pd9GXpr7Ns)
Title: Re: Updated robospin theme !!!
Post by: omegaman on August 31, 2016, 09:28:37 PM
I've got v4 dropping this week. Made some improvements to the wheel by displaying less wheel art to give better spacing. Added a darker frame for text and dropped it even to the bottom like the original version to give more space to listbox if enabled. If flyer is enabled for background it will now be at full height and  half width to right of cab to make the art more visible. And, some other tweaks.

Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 08, 2016, 01:13:47 PM
Just uploaded robospin_v4 for anyone that is interested. A lot of new features and improvements for the better.

Download here > https://app.box.com/s/hcouvf2t8bpmgcinbnhosf7pwq63qbs7 (https://app.box.com/s/hcouvf2t8bpmgcinbnhosf7pwq63qbs7)

New features:

There's a new option called blur that loads background console art automatically when switching to a different emulator. You can add your own console art by placing it in the new BG folder, just make sure the art matches your emulator names. I added some default BG art for some of the more common consoles using a gaussain blur effect of 25% to give things a whimsical look and feel.  ;D

Added an overlay option for BG, you can now choose a generic mask, aperture or scan-line effect.   

Fixes and improvements as followed:

Fixed a scaling issue that broke on odroid. Needed a fixed layout size to scale on instead of just fill.

Adjusted surface skew and pinch settings for snap. Less noticeable when scaling from 640 to 1080p now.

Added a new frame for text and moved to the bottom of display like the original robospin. Looks better, and makes more room for listbox if enabled.

Tweaked wheel settings to display less wheel art to give better spacing between art.

Moved filter info to cab below snap to minimize clutter.   

Some other tweaks as well.

Tested scaling at 640x480, 800x600, 1280x1024, and 1920x1080 resolutions.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Nicodemus on September 10, 2016, 07:29:08 AM
I was wondering  ??? Being a noob, Is it possible for me to change the cabinet to a Neo Geo MVS? I know anything is possible, but for a noob like me?  ::)
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: ryuuji on September 10, 2016, 07:45:30 AM
Awesome ... Nice genre icons also
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 10, 2016, 10:17:25 AM
I was wondering  ??? Being a noob, Is it possible for me to change the cabinet to a Neo Geo MVS? I know anything is possible, but for a noob like me?  ::)

Sure it's possible, I'll check and see if I can find a cabinet model for it.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 10, 2016, 10:19:52 AM
Awesome ... Nice genre icons also

Thanks man, I might add some new genre icons in the near future.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Nicodemus on September 11, 2016, 11:32:46 AM
@ omegaman
Thanks! I can look also, but what am I looking for? I tried to re-color the existing cab and lay some art files over it but that didn't work.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 11, 2016, 03:24:57 PM
Neo Geo MVS has a different cabinet shape - so it's not really possible, because marquee and screen cut-out has to be in exactly the same position for this theme.
When I've started making Moon Patrol cab for this theme it looked like a piece of cake because Moon Patrol cab and Robotron cab are almost the same.  But believe me - it was still a tideous job to make it fit.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 11, 2016, 10:39:20 PM
verion-

You do realize there are several different Neo-Geo cabs, right? And, I bet the op would even be happy with a generic Neo-Geo mock-up. So, of course it's possible  ;D.

And, even if its the one with the big top you can always do a one off of robospin. Let's not confuse the new guys  :)   
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: verion on September 12, 2016, 03:28:00 AM
I'm sorry! You are right!
It's totally doable just to "paint" Robotron cab red and add some white stripes on controls panel - and not that hard if you know Photoshop or Gimp basics.

I was talking about using squeezing in exact model of the NEO_GEO cab with the big top.
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: omegaman on September 12, 2016, 08:56:41 AM
No worries, I figured as much. And, gawd that big one is ugly. I prefer something like this much better. I had a chance to pick one of these up a few years ago and I'm kicking myself for not getting it. I bet you could come up with something nice if someone asked you nicely.  ;D
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: Nicodemus on September 13, 2016, 02:14:06 PM
Thats it!  ;D unfortunately I don't know photoshop or gimp, I'm not very skilled at these things but I will play with it and see if it works. Thanks so much!
Title: Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
Post by: shure on March 05, 2017, 10:12:13 AM
Hello, I have a problem and maybe you can help, I have AM in my windows xp and works right, but when I select the Robospin layout, the cabinet doesn't appear...

(http://i68.tinypic.com/15s33he.jpg)

:(


EDIT::

One user gave me the solution, just resize the images to 1024x and it works ok.