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Messages - qqplayer

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1
Scripting / Re: Script for abbreviation of current display name.
« on: June 09, 2019, 10:20:16 AM »
I'm trying to develop a theme but I'm not good at programming. Would someone help me with a script that abbreviated the name of the display I'm using?

Example: Capcom Play System III for CPSIII.

Thank you all and sorry for my English.

someone helped me with this

Code: [Select]
[b]       // System   
        for ( local i = 0; i < fe.displays.len(); i++ ) {
            local filter = fe.displays[i];
            local shortname = filter.name.toupper();
            local offset = 90 * i;
           
            switch(filter.name) {
                //prefer known abbreviations
               case "Sega Model 2":
                    shortname = "SM2";
                    break;
                case "Sega Model 3":
                    shortname = "SM3";
                    break;
        case "Sega Naomi":
                    shortname = "NAO";
                    break;
                case "Commodore 64":
                    shortname = "C64";
                    break;
                case "Nintendo Entertainment System":
                    shortname = "NES";
                    break;
                case "Super Nintendo Entertainment System":
                    shortname = "SNES";
                    break;
                case "Microsoft MSX":
                    shortname = "MSX";
                    break;    
                case "Sega Mega Drive":
                    shortname = "MD";
                case "Nintendo DS":
                    shortname = "NDS";
                    break;

                //grab the first three letters as the short name
                default:
if (shortname.len() > 4)
shortname = shortname.slice(0, 4);
                    break;
            }
           
            local newfilt = fe.add_text(shortname, -98 + offset, 10, 300, 80);
                newfilt.set_rgb( 255, 255, 255 );
                newfilt.font = "CODE";
                newfilt.charsize = 30;
                newfilt.style = Style.Bold;

            local underline = fe.add_image("images/red.png", 22 + offset, 70, 60, 3);
            underline.set_rgb( 240, 0, 0 );
    underline.visible = false ;

            if (i == fe.list.display_index)
                underline.visible = true;
            ui_filters.push(newfilt);
ui_underline.push(underline);

        }

fe.add_transition_callback( this, "on_transition" );[/b]

2
Im having problems with ambiance and multiple drop shadow objects.
AM sudenly closes on w10, tried on w8.1 too.

https://www.youtube.com/watch?v=gAHBYvKDsds

3
Themes / Re: Arcadeflow theme v 4.4 [Release] Updated 9 May 2019
« on: May 19, 2019, 12:25:20 PM »
You are a genius :)

4
Scripting / Re: houston we have a problem....
« on: May 19, 2019, 12:15:42 PM »
https://github.com/mickelson/attract/blob/master/config/plugins/RotationControl.nut


Code: [Select]
fe.layout.base_rotation = RotateScreen.Left;

https://github.com/mickelson/attract/blob/master/Layouts.md

Code: [Select]
base_rotation - Get/set the base (i.e the default) orientation of the layout. This can be one of the following values:

    RotateScreen.None (default)
    RotateScreen.Right
    RotateScreen.Flip
    RotateScreen.Left

toggle_rotation - Get/set the "toggle" orientation of the layout. The toggle rotation is added to the base_rotation to determine what the actual rotation is at any given time. The user can change this value using the Rotation Toggle inputs. This can be one of the following values:

    RotateScreen.None (default)
    RotateScreen.Right
    RotateScreen.Flip
    RotateScreen.Left


Not tested.

5
Anyone is having msvcrt.dll and ntdll.dll errors randomly using tis drop shadow feature.
I made som changes to the hyperpie layout from carls and when I move inside my gamelist, attract mode crashes and is returning me those two dll errors.
Tested on three diferent computers with w8.1 and attrackt 2.5.1

6
Scripting / Re: shuffle module Q: regards animation
« on: February 17, 2019, 03:40:05 AM »
I made this , can send you the code if you want.
Dont know if works with lastests shuffle version.

https://www.youtube.com/watch?v=5h8fs_w_Ytg

7
General / Re: How to add filter rule [a]
« on: February 02, 2019, 02:18:29 PM »
Ill keeptrying, thanks for the suggestions.

Tried this , but failed.

Code: [Select]
filter               NEC
rule                 Name contains NEC
rule                 Name not_equals "NEC PC Engine-CD (Redump)"

Trying to exclude this emulator fom NEC filter.

8
General / Re: How to add filter rule [a]
« on: January 26, 2019, 09:06:22 AM »
Ok , final question, can I make a filter like 'rompath contains...'?
Thanks.

9
General / Re: How to add filter rule [a]
« on: January 26, 2019, 04:19:23 AM »
Thanks again.
What about names like this?

Quote
Afteroids (1988)(Zigurat Software)(ES)

I want to include '(ES)' games only on a filter.

10
General / Re: How to add filter rule [a]
« on: January 21, 2019, 05:18:07 AM »
Thanks, now is working.

11
General / How to add filter rule [a]
« on: January 20, 2019, 01:29:36 PM »
I have some "duplicated" names containing "[a]" ,  "[a2]" , "" ...

Tried:

Code: [Select]
|[a2]|[a3]|[t]
rule                 Name not_contains "[h CEZ]"
rule                 Name not_contains "[h MSX Games bOX]"
rule                 Name not_contains "[cr King Soft]"

But doesnt work.
How can I filter this names?

12
Scripting / Re: Reload a module "Transition.ToNewList"
« on: January 08, 2019, 01:22:01 PM »
Thanks I'll try.

13
Scripting / Re: Particle animation question
« on: January 08, 2019, 01:19:56 PM »
Code: [Select]
    Default Config values:
   
        when = When.ToNewSelection, // optional     when to start animation
                                    //               - default is When.Immediate
        time = 500                  // optional     length of the animation in ms
                                    //               - default is 1000
        delay = 0                   // optional     time to wait before starting animation
        wait = false                // optional     whether this is a waiting transition animation
        loop = false                // optional     whether to loop the animation (at end, start from beginning)
                                    //               - integer|true|false (def)
        pulse = false,              // optional     whether to pulse animation (play in reverse at end)
                                    //               - integer|true|false (def)
        restart = true,             // optional     whether the animation should restart if it is already running and should run again
                                    //               - true (def)|false
   
    ParticleAnimation Config values:
   
        resources = [ "1.png", "2.png" ]    // optional     an array of image resources that will be used
                                            //               - a default image is used if nothing is specified
        ppm = 60                            // optional     particles per minute
                                            //               - default is 60
        x = 480                             // optional     x location of the particle emitter
        y = 480                             // optional     y location of the particle emitter
                                            //               - default is screen center
        width = 1                           // optional     width of the particle emitter
        height = 1                          // optional     height of the particle emitter
        limit = 0                           // optional     limit of emitted particles
        movement = true                     // optional     if particles are affected by speed, accel, gravity, xOscillate   
        angle = [ 0, 0 ]                    // optional     min and max angle of particles emitted
        speed = [ 150, 150 ]                // optional     min and max speed of particles emitted over lifespan
        scale = [ 1.0, 1.0 ]                // optional     min and max scale of particles emitted over lifespan
        startScale = [ 1.0, 1.0 ]           // optional     min and max scale of particle at emission
        rotate = [ 0, 0 ]                   // optional     mix and max rotation of particle over lifespan
        rotateToAngle = false               // optional     whether to rotate to angle?
        fade = 0                            // optional     length of time in ms to fade the particles alpha value
        gravity = 0                         // optional     gravity modification ( -75 to 75 )
        accel = 0                           // optional     add acceleration ( 0 to 20 )
        bound = [ 0, 0, 0, 0 ]              // optional     a bounding rectangle that particles will not leave
        xOscillate = [ 0, 0 ]               // optional     modify amp/freq of particle emission (
        lifespan = 5000                     // optional     lifespan of particle
        particlesontop = true               // optional     ???
        pointSwarm = [ 0, 0 ]               // optional     ???
        blendmode = "none"                  // optional     ???
        randomFrame = false                 // optional     ???
   
    Notes:
        The ParticleAnimation system is based on the HyperTheme particle system.

Alpha property isnt created.
So I suppose you need to add a new alpha property or just use 'fade'

Quote
       fade = 0                            // optional     length of time in ms to fade the particles alpha value

14
Scripting / Re: Particle animation question
« on: January 06, 2019, 01:20:23 PM »
Code: [Select]
ParticleAnimation.alpha = 0;

15
Scripting / Any simple way to delay animations?
« on: January 02, 2019, 06:37:55 AM »
I want to add a delay to a fade in animation when I stop scrolling my gamelist.
The delay property doesnt work well for me.
Anyone has a code for this purpose?

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