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Messages - keilmillerjr

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16
Does the PreserveArt module have a way to set trigger to Transition.EndNavigation?

I thought about implementing something similar myself, so I can have things positioned on the same axis. We now have fe.Image parameters pertaining to texture, subimg, and origin. I don’t really understand what they are. Can anyone give me a rundown of them?

17
Themes / Re: PICKnMIX - unibios neogeo inspired layout
« on: May 07, 2019, 12:40:44 AM »
ahh,, saw a glimps on dicord....verry nice...look forward to some, vid on udates and release!

izzz, cool...man

Thank you!

Changed youtube url in original post to show the video cycle working without OSD poping up. Cant sleep. Work schedule got me buggerd. Might create a clock class and extend them to keep it DRY. Maybe implement it into the helper module. Polish a few other things. Then reimplement animations.

18
General / Re: problem with fullscreen mode in 480i desktop res
« on: May 06, 2019, 12:29:45 PM »
I have same exact setup in my arcade machine, except i think attract 2.5.0?. My motherboard died, so i cant turn it on and check. My @ss broke. Split picture like that is a sync issue i believe. I am not a professional in the area, but i would first check the window mode. It should be set to default. Let me know and I’ll investigate further.

19
Themes / PICKnMIX - unibios neogeo inspired layout
« on: May 05, 2019, 08:01:20 AM »
https://youtu.be/SzBT8XTnB4s

Just sharing a preview of the theme I have currently been working on. It’s design is based on the unibios PICKnMIX option for the 161-in-1 multicart on neo geo. On screen menu disappears after a short period of inactivity. Games cycle after video snap is finished playing, similar feature to the real unibios. Menu pops up after automatic cycling games, which I will prevent. Not done but was too excited to not share. I also implemented features such as the OSD menu fading out or collapsing, but remove the bit of code as I felt like I had to get the theme solid and bug free first. Should be cool when I reimplement it. Collapse looks almost like the video picture when you shut off a crt. Need to look into making the wheel logos that are utilizing the preserve art module work with the fade module.

20
General / Re: PC Build (X86) Attract Mode with SFML
« on: May 05, 2019, 05:06:40 AM »
https://github.com/mickelson/attract/wiki/Compiling-on-the-Raspberry-Pi-(Raspbian-Jessie)
https://github.com/mickelson/sfml-pi/blob/master/readme.md

Not sure wether these libraries work outside the raspberry pi. But it is possible. My pi runs raspbian lite (linux) with attract and no x.

21
General / Re: Ubuntu 18.04 x64...mame or lr-mame?
« on: May 03, 2019, 03:36:45 PM »
Mame. Can stay up to date, and add patches. Im not sure what the thing about lr is. You dont need x. Mame uses sdl.

22
General / Display menu brainstorming
« on: May 02, 2019, 01:28:19 AM »
I struggle with how to handle designing a display menu (platforms). Looking for opinions.

My current displays are:
* Arcade
* Neo-Geo MVS
* VS. Unisystem
* Turn off arcade option

I believe either hyperspin or emumovies had platform videos. Did not include the unisystem. They were just previews of games, and i might not even have the game in my romlist after global filters applied.

Assemble my own preview video? Without access to other lists, i cant easily cycle through artwork for selected display. I could do a generic logo background or something? What are others doing? This is the reason ive kind of stayed away from a display menu and just have a key cycle displays.

23
Themes / Re: Needing help creating a certain theme
« on: April 30, 2019, 05:10:20 AM »
I would try to make selected game stand out more. Maybe the “pill” outer glow only on selected game, and slightly larger increase of selected wheel logo.

24
General / Compile windows: error pkg-config command not found
« on: April 22, 2019, 03:13:31 PM »
I have a friend trying to compile attract from source on windows. I help remote using teamviewer. I never compile on windows so its new to me. We install msys2, successfully update the system and I confirmed all packages up to date. It seems like a stripped down version of arch.? Installed the required packages according to the wiki. Cloned and run make on attract, i get an error pkg-config command not found. I installed it manually from pacman. Still same error. Has anyone encountered this?

25
Scripting / Re: module location?
« on: April 17, 2019, 02:51:21 PM »
Im really confused about what you are confused about.

I think Jedione wants the module code as a part of layout.nut (not external) and he is wondering how to call a module (use its function) if its in layout.nut. Script won't help if I am correct in my assumption since they are also external.

Not sure why you would want to duplicate code. You could copy and paste it into your layout.nut. Call classes and functions like normal. Official squirrel docs and electric imp is good resource. Keep in mind electric imp implementation has slight differences between official version, so cross reference docs.

26
Scripting / Re: module location?
« on: April 17, 2019, 01:46:31 PM »
Im really confused about what you are confused about.

28
Scripting / Re: module location?
« on: April 16, 2019, 11:16:08 AM »
Code: [Select]
fe.load_module("fade");

29
General / Re: Attract-Mode for Android
« on: April 15, 2019, 06:43:46 PM »
Can you install a debian based dirsto on your device? I know nothing about android devices.

30
Scripting / Re: advanced progres bar
« on: April 15, 2019, 04:35:14 AM »
Woke up early. Ran extension cords. Zip tied cables. iMac is a go.

Created a test layout and started a new progress module. Revised the issues with my firstLetter function. Sorry, iPhone coding isn’t easy. Also created a function to create percentage of progression through a list.

I think I am going to create two classes: progress bar and indicating characters. Will do a little more work creating the classes and then to be continued on next day off.

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