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Messages - keilmillerjr

Pages: 1 ... 56 57 [58] 59 60 ... 74
General / Re: Detecting Aspect Ratio
« on: May 08, 2017, 01:24:23 PM »
Use a layout that scales well. Layouts should aspire to work at multiple aspects. Or create a plugin to switch layouts. Can look at my helpers module for determining screen aspect. Good place to start.

Themes / Re: GridNew Theme update3
« on: April 28, 2017, 03:32:00 PM »

Scripting / Re: How to let History plugin work in default grid theme
« on: April 28, 2017, 08:49:06 AM »
Dear All,

History plugin can't use properly in default grid theme. Can you teach me how to let it work? I would like to implement history function in new switch theme. Thanks.

I created a pull request to have the history plugin and logic separate for this reason. It's yet to be accepted.

General / Re: FADE Loading Screen
« on: April 27, 2017, 05:00:18 PM »
Is it possible to put fade screen in AM?


I started to create a plugin for this. Two things however.

  • Games load instantly, so there really is no point in a loading screen except maybe to show mini marquee for controls on neo geo. Maybe other platforms have similar control artwork.
  • Attractmode will not launch in the background.
  • Transition.ToGame requires a redraw. Not so good if you want to show a video or animation.

So, I guess I could create a preset timed screen that will show mini marquees or similar artwork. Thats about it at the moment unless some one else knows other wise.

General / Re: Access of nightly builds impossible
« on: April 25, 2017, 04:15:40 PM »
Woohoo! Is there a reason why the Mac OS X build is behind the windows build?

What did you guys use to reduce your frame rate? is there a good batching tool to do this?

If your using a Mac, you could use Automator to run a shell script sending to ffmpeg on a folder of files. You would have to google for examples.

Scripting / Re: Any one know the code of this grid sliding effect?
« on: April 21, 2017, 02:57:49 PM »
Seems similar to the default grid layout. Check that out. I created a module for my mvscomplete layout. It only does side scrolling, but you can look at that code on github as well. It's possible it could be adapted to a grid style with more math involved. It took me a while to wrap my head around what I got thus far. But it's simple to understand because there's no animations and such.

Scripting / Re: Update "conveyor davbarc" module to Two-dimension
« on: April 20, 2017, 03:36:24 AM »
Have you looked at the grid layout that comes with attractmode? Is that the effect you want?

So, I created a function that cab parse attract.cfg and To have it update upon resizing the window, a tick function would have to be created. Am I going about this the correct way? Should I do something differently? Does it even matter? Here is what I have so far.

Code: [Select]
// Preliminary Support for isWindowWidescreen
function isWindowWidescreen() {
local windowMode = "";
local attractConfigFile = txt.loadFile(FeConfigDirectory + "/attract.cfg");
foreach(line in attractConfigFile.lines){
local isLine = line.find("window_mode");
if (isLine != null) windowMode = strip(line.slice(12));
if (windowMode == "window" || "window_no_border") {
local windowSize = "";
local attractWindowFile = txt.loadFile(FeConfigDirectory + "/");
foreach(line in attractWindowFile.lines){
local isLine = line.find("size");
if (isLine != null) windowSize = strip(line.slice(4));
return splitRes(windowSize, "width", ",").tofloat() / splitRes(windowSize, "height", ",").tofloat() > 4.0 / 3.0;
else {
return fe.layout.width.tofloat() / fe.layout.height.tofloat() > 4.0 / 3.0;

Scripting / Re: Rounded corners via glsl shader?
« on: April 15, 2017, 03:54:32 PM »
A huge thank you to Oomek for making this shader, and working with me to resolve a bug using it on my mac. :D

The bug fix was changing the following from/to:
Code: [Select]
gl_FragColor = vec4( * pixel, smoothstep(0.0,1.0,b));
Code: [Select]
gl_FragColor = vec4( *, smoothstep(0.0,1.0,b));
I added his shader to my shader module with his permission. It might make it a little easier to use it, and being a module means that it can be shared between multiple layouts. You can find it here:

If anyone is using any of my modules or plugins I have been creating lately, please let me know. Feedback would be appreciated, and I will take precaution not to break anything and add version tags on github if changes will cause incompatibility - if people other than myself are using them.

Scripting / Re: Layout fonts look different on crt
« on: April 10, 2017, 03:43:54 PM »
I think the answer is NO but I need to ask anyway... is there any way to control the size of fonts in existing layouts? In my case the font is correct, there are just some places I'd like it to be smaller (like in the list of games, where longer names get cut off).

The developer would have to add the feature to the user config. However, it shouldn't be that hard to look through the source code and change it manually. If you post the name of the layout and a picture of the text you want to change, I'm sure myself or some one else would be able to help.

I created a github issue here about the subject. I would like to have a responsive theme, but can not do so without a way of getting the attract mode window size instead of the screen size. I could possibly read and parse, but the file is not updated when switching to fill screen mode. I could parse attract.cfg and get the window_mode attribute to solve this. Is there an easier way that I am missing?

General / Re: Access of nightly builds impossible
« on: April 05, 2017, 04:49:27 PM »
We need that font fix. Nightlies please come back!

Themes / Re: Theme download
« on: April 04, 2017, 07:45:58 AM »
People should host them on github so others can contribute.

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