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Messages - harpiufof

Pages: [1] 2
1
General / How to obtain a text according to the language?
« on: December 11, 2018, 12:33:17 PM »
In summary, I am thinking of making a guide of buttons and would like the indications in text can be changed according to the selected language.

I would also like to know if it is possible to obtain the action information of a button to assign an image to it.

Something like that:

Code: [Select]
fe.add_text (<"select" in the selected language>);

fe.add_image ("<select>.png");
fe.add_image ("<back>.png");

2
I had already seen it, but personally, this method does not convince me much. Even so thanks.

3
Ok, again, thanks for the info!

4
1. Yes, I know it's like that

2. I also know that the HS XML files do not contain information about "players" or "overview". This file is a modification of a "gamelist.xml" for EmulationStation and I assumed that if I made this conversion, I could get that information from this XML. That's why I wanted to know if I had to change the name of those tags. But from what you tell me, apparently AM only reads the HS default tags, by recognizing this file as such.

Now that I know this, my next question is: Is there any other way to get this information offline / locally with some other type of database file?

5
I'm doing tests with NES. Let's say I'm using XML based on the tags that HyperSpin uses. Here I leave a sample ...

Code: [Select]
<menu>
<game name="10-Yard Fight (USA, Europe)">
<description>10-Yard Fight (USA, Europe)</description>
<desc>10-Yard Fight es un juego arcade de fútbol americano, El jugador puede enfrentarse a la computadora o a un segundo jugador en encuentros uno contra uno, además puede escoger entre cinco diferentes grados de dificultad (High School, College, Pro, Playoffs y Super Bowl). Si ganas un juego en una dificultad baja, el próximo partido que juegues lo harás en el siguiente grado de dificultad.

La jugabilidad es en un estilo de desplazamiento vertical. No hay jugadas o alineaciones para seleccionar al empezar el partido, el jugador puede tomar el mando del jugador de ataque o de uno de los dos jugadores en defensa. En las jugadas de ataque, el jugador puede mantener el balón en carrera, pasarlo a uno de los otros dos jugadores de ataque o hacer un lanzamiento largo para el receptor; una interpretación del balón significara perder la jugada de ataque y pasar a defender. En caso que no se haya logrado anotar un touchdown, se usará el sistema de patadas para puntuar o tratar de anotar un gol. Un juego consiste en dos mitades de 30 minutos (tiempo acelerado) para determinar a un ganador de 10-Yards Fight.</desc>
<year>1985</year>
<manufacturer>Irem</manufacturer>
<genre>Deportes</genre>
<players>2</players>
<crc>C38B62CB</crc>
</game>
</menu>

6
Import extras is meant for things like "mame.xml, nplayers.ini, catver.ini, etc.".

I get it.

If you want to import another FE's XML file you should do it from the command line.

https://github.com/mickelson/attract/blob/v2.4.0/Readme.md
Quote
You can also import romlists from mame listxml files as well as gamelists for other frontends. Supported source files include: *.lst (MameWah lists), *.txt (Attract-Mode lists) and *.xml (Mame listxml, listsoftware and HyperSpin lists):

   attract --import-romlist <source_file> [emulator name]

I just tried this method, but the "players" and "overview" information does not import either.

7
I am trying to generate a romlist with a database in XML format using the tool "Additional Import File" and so far I have not found out how to make AttractMode read this type of tags to add that information to the list of games.

I would like to know if it is necessary to change the name of the tags in the XML file so that you can read them correctly or if it is directly impossible for AM to obtain such information from this type of files.

8
General / Re: Can I create folders in the games list?
« on: November 18, 2018, 07:46:16 PM »
The AttractMode "tagging" feature would be best for this instead of folders.

Great! I didn't know this AttractMode feature. Thank you so much!

9
General / Can I create folders in the games list?
« on: November 18, 2018, 06:02:09 PM »
Hello, I wanted to know if there is any possibility to create folders within a list of games (something like what you see in the image).

Or, if possible, create a filter that separates the contents of those folders.

10
Quote
As I said, change the default action of left and right to prev/next_letter. It's the only workaround I can think of for this moment.

Aahh, ok.

Sorry, I had not finished understanding your explanation earlier. Thank you.

Quote
I think you need to set the index_offset of your snap to your actual selection, you are using the conveyor.nut module  i am right?

So is.

I tried to do that using ".index_offset = 0", "reset_index_offset" and "rawset_index_offset", both inside and outside the "Conveyor" or "ConveyorSlot" function, but it did not work.

Maybe I'm wrong on something, since I still have difficulty understanding certain functions.

11
Thanks for answering.

But then, what should I do? Because as I said before, my intention is not to change the settings through the options of controls, but from the same layout.

Do not use fe.get_input_state () because that only affects a particular key, when what I want is to affect any control (either joystick or keyboard) and only with the command mentioned above, I have achieved.

The only problem is that it does not change the artwork when it has the "trigger" in "Transition.EndNavigation". If it is in default, then it changes, but that causes lags in the wheel.

12
General / "Trigger = Transition.EndNavigation" does not change artwork
« on: April 19, 2017, 05:29:40 AM »
Hi. I'm developing a theme with horizontal list using conveyor. In order to navigate with the "left" and "right" keys use this command to change the functions of each key without having to reconfigure the buttons in the options:

Code: [Select]

function Navigation(sig)
{
local disable = false;
if (sig=="up")
{
disable = true;
fe.signal("prev_letter");
}
if (sig=="down")
{
disable = true;
fe.signal("next_letter");
}
if (sig=="left")
{
disable = true;
fe.signal("prev_game");
}
if (sig=="right")
{
disable = true;
fe.signal("next_game");
}

return disable;
}
fe.add_signal_handler( "Navigation" );


The problem is that when using this command, for some reason the artwork is not updated when changing games. This only happens when having the value of the property "trigger" in "Transition.EndNavigation".

I leave these images as an example.

When starting the layout:



When changing the games:





Anyone knows how to solve this?

13
General / Re: Beginner questions- Random music & Video clips
« on: April 06, 2017, 11:39:00 PM »

I'll look into adding an easy way to have random songs played as the ambient music in the next version.


Excuse me. Have you already been able to add this option?

14
Themes / Re: [WIP] Famicom Mini/NES Mini theme
« on: March 05, 2017, 03:37:21 PM »

15
Themes / Re: [WIP] Famicom Mini/NES Mini theme
« on: January 12, 2017, 02:28:53 PM »
davbarc, te llego mi mensaje?

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