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Messages - keilmillerjr

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856
Themes / Re: mvs240p theme
« on: April 12, 2016, 08:25:43 PM »
Released mvs240p layout and Resize plugin for testing.

Download here, on the first post.

857
mvscomplete layout
https://github.com/keilmillerjr/mvscomplete-layout
mvscomplete is a layout for the AttractMode front end. It was designed because I was seeking a better option than the 161-in-1 multicart for the neo geo. The 161-in-1 multicart has an awful menu, missing games, and a bunch of hacks.

flavors layout
https://github.com/keilmillerjr/flavors-layout
flavors is a simple layout for the AttractMode front end. It has 12 different user selectable "flavors". Layout looks nicely with both vertical and horizontal orientations. Any resolution qvga (240p) and upwards works well.

playchoicecomplete layout
https://github.com/keilmillerjr/playchoicecomplete-layout
playchoicecomplete is a layout for the AttractMode front end. It is inspired from the Nintendo Playchoice-10 arcade machine.

858
Themes / Re: Loading picture when I run a game
« on: April 12, 2016, 03:14:41 AM »
Possibly adding a Transition.ToGame callback? I would assume that attractmode wouldn't launch the game until this transition is complete? I'll experiment with this soon. If it works how I think, this could be implemented as part of a layout or a plugin.

859
Themes / mvscomplete theme
« on: April 08, 2016, 03:28:02 PM »
NAME
----------
mvscomplete


DESCRIPTION
-----------------
mvscomplete is a layout for the AttractMode front end. It is designed as a better option than a 161-in-1 multicart for the neo geo mvs.


DOWNLOAD
-----------------
https://github.com/keilmillerjr/mvscomplete


VIDEO
-------------
https://vimeo.com/keilmiller/mvscomplete

860
Scripting / Re: fe.plugin_command_bg issue?
« on: April 08, 2016, 02:40:44 PM »
Resolved.

Code: [Select]
fe.plugin_command_bg( fe.script_dir + "test.exe", "" );

861
Scripting / Re: charsize not filling fe.Text
« on: April 08, 2016, 10:22:17 AM »
Bueller?

862
Scripting / Re: fe.plugin_command_bg issue?
« on: April 01, 2016, 08:23:17 PM »
This might help:

 system("command.exe");

No such luck.

863
Scripting / fe.plugin_command_bg issue? [RESOLVED]
« on: April 01, 2016, 09:25:50 AM »
I add the following near the top of my layout and it never executes test.exe. The file is in the same location as layout.nut. Am I doing something wrong?

Code: [Select]
fe.plugin_command_bg( "test.exe", "" );

864
Scripting / Re: charsize not filling fe.Text
« on: March 30, 2016, 07:01:40 PM »
I switched fonts trying to troubleshoot and the new font is spaced above the message area. Why are fonts not filling the height?

865
Scripting / Re: Help to show favourite image
« on: March 30, 2016, 07:05:01 AM »
@malfacine I figured out what was going on. The string returned was based on the game when the front end starts. It was not dynamically updated. If you use use a function with fe.add_image([!thisfunctionshouldreturntheimagepath], x, y, w, h), it should work dynamically. However, it does not work instantly when you add or remove favorite. Still working on that.

866
Scripting / Re: Help to show favourite image
« on: March 30, 2016, 04:59:12 AM »
http://attractmode.org/docs/Layouts.html
Code: [Select]
fe.game_info()

fe.game_info( id )
fe.game_info( id, index_offset )
fe.game_info( id, index_offset, filter_offset )
Get information about the selected game.

Parameters:

id - id of the information attribute to get. Can be one of the following values:
Info.Name
Info.Title
Info.Emulator
Info.CloneOf
Info.Year
Info.Manufacturer
Info.Category
Info.Players
Info.Rotation
Info.Control
Info.Status
Info.DisplayCount
Info.DisplayType
Info.AltRomname
Info.AltTitle
Info.Extra
Info.Favourite
Info.Tags
Info.PlayedCount
Info.PlayedTime
Info.FileIsAvailable
Info.System
index_offset - the offset (from the current selection) of the game to retrieve info on. i.e. -1=previous game, 0=current game, 1=next game... and so on. Default value is 0.
filter_offset - the offset (from the current filter) of the filter containing the selection to retrieve info on. i.e. -1=previous filter, 0=current filter. Default value is 0.
Return Value:

A string containing the requested information.

My code example that does NOT WORK properly. The heart is displayed on every game, regardless of if it is indeed a favorite or not.
Code: [Select]
if ( fe.game_info ( Info.Favourite ) == "1" ) {
  local favorite = fe.add_image ( "heart.png", 209, 2, 18, 18 );
}

When I add the following code, every game is returning a 1 for text. This makes no sense to me.
Code: [Select]
fe.add_text (  fe.game_info ( Info.Favourite ), 209, 2, 18, 18 );

867
Scripting / Re: Help to show favourite image
« on: March 29, 2016, 12:24:39 PM »
I was having trouble with this last night.

This code I would expect to work:

if ( fe.game_info ( Info.Favourite ) ) {
  // Do something
}

It should return a boolean value, not a string. Even assuming its a string as in your example proves to not work. I quit last night and its funny I see this post today.

868
Scripting / charsize not filling fe.Text
« on: March 28, 2016, 02:21:23 PM »
I have fe.Text objects. When charsize property is set to default, autosize does not fill the height. Any idea how to remedy? I assume if I explicitly set the charsize, it's using points instead of pixels. Even still, it does not perfectly match the text object. Is this due to the default Arial font having some sort of spacing? I used the set_rgb() function to blue on the text objects to demonstrate.

869
General / Vector Support
« on: March 25, 2016, 09:32:21 PM »
Attract mode scales themes. Fonts scale nicely. Some raster images do not. Any support for vector images?

870
Scripting / Re: Magic Tokens UPPERCASE?
« on: March 19, 2016, 09:52:48 PM »
I resolved this by passing a function to the magic token. I wish the function can take params... or can it?

Working Example
Code: [Select]
function test(){
  local text = fe.game_info(Info.Year);
  return text.topper();
}
fe.add_text("[!test]", 0, 0)

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