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Topics - sickle

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Scripting / Beginners Guide to Coding Squirrel for Attract Mode!
« on: February 27, 2021, 01:27:50 PM »
about a year ago, i started learning to code, with the end goal of rebuilding the turbografx mini GUI as an Attract Mode layout. it took me about 2 weeks to learn enough to feel confident enough to start, and I (Basically) finished the layout within that month (May 2020). this was my first experience coding, so I was starting from scratch.

check out that layout here:

any of you who have tried to learn, or remember starting to code in squirrel know how little info there is about this language out there.

I ended up using a mix of 2 or 3 resources, the attract mode recourse thing, and that IoT tech resource that people talk about.

during my time learning, I was taking notes, and I believe that this info could be useful to others starting out!

there might be some slightly incorrect info, but I think it's all good enough to teach the basics.

the useful info starts on page 5 I think.

Scripting / shuffle module with text help
« on: May 29, 2020, 01:08:56 PM »
I want to change the alignment and font of a game list made with the shuffle module, how is this done?

General / go re-scrape your pcengine/turbografx flyers!
« on: May 26, 2020, 12:58:53 AM »
I just spent some time unifying thegamesdb's entire collection of turbografx and PC engine games to match the standard square game art.
 about 330 flyers were redone in total! but it's worth it 'cause now your flyers don't have a different format for every game ;D

Themes / need some beta testers for a theme
« on: May 24, 2020, 10:31:02 PM »
this is for a non-public version of my turbografx-16 mini theme.

id like to see if it runs on a raspberry pi, so if you want to get early access to my next release, message me and ill send you a download link!

(ill take testers for other operating systems as well)


Scripting / found a bug, anyone know a work-around?
« on: May 20, 2020, 11:10:48 PM »
it seems as though the layout settings cant interact with magic tokens.

i want to change the type of players image displayed depending on which option is chosen from the layout settings, so I use the following code:
Code: [Select]
local players = fe.add_image("", 1126, 845, 120, 70);
local config = fe.get_config()
if ( config["design"] == "TurboGrafx-16" )
else if ( config["design"] == "PC Engine" )
else if ( config["design"] == "Core Grafx" )

I have used this exact code on different parts of the layout, and they all work perfectly. the only thing different is that I'm using the magic token [Players].  I tested this by replacing the variable path with a literal path, and it had no problems. is this a confirmed bug, and does anyone know a work-around?

Scripting / ToDisplay transition?
« on: May 20, 2020, 08:11:20 AM »
to my knowledge, the is no ttype for moving to the "Next display", so I came up with this little snippet of code that should have allowed me to trigger the next display after a video is done playing:

Code: [Select]
function code ()
     local staticv = fe.add_image("ui/static.avi",0,0,1920,1080)

          if (staticv.video_time==staticv.video_duration)

according to the attract mode programming reference, video_time is the current point at which the video is at (in milliseconds), and video_duration is how long the video is in total (in milliseconds).

so why does this not work, and how could I fix it?

Scripting / raspberry pi missing layout elements?
« on: May 17, 2020, 02:32:19 PM »
I installed attract mode on my RPI 2, but the theme I was testing is missing a few images throughout the layout. I tested on another windows version just to make sure and everything was fine, any idea how to fix this?



ps, the theme is my turbografx-16 mini theme:

Scripting / how do you package a module with a layout (solved)
« on: May 16, 2020, 02:09:21 PM »
I want to include a module with a layout, but don't want to put users through the trouble of adding it to their modules folder, how do you direct the fe.load_module command to a directory relative to the layout. I tried fe.load_module("[...]/[...]"), but it didn't work, same for fe.do_nut

General / bsnes as super game boy emulator in attract
« on: May 08, 2020, 12:49:36 PM »
is it possible to have the super game boy bios rom automatically loaded so Gameboy games start instantly? currently, in bsnes you have to select the super game boy from, and then select your Gameboy from. I know this is possible in launchbox with retroarch (, but I want to select a Gameboy game from attract mode and have it run in the super Gameboy software

Themes / TurboGrafx-16 mini layout update v2.1!!!
« on: May 08, 2020, 01:26:56 AM »
demo video:

THE ULTIMATE TURBOGRAFX LAYOUT (and Gameboy if you're brave) (or any other consoles with square artwork)

what's new:

-updated Graphics, for better compatibility and performance
-two whole new layouts accessible through the layout options menu!
-multiple music tracks to chose from, as well as the option to disable music altogether
-the mini strip is now based on the shuffle module

-also, I recently redid thegamesdb's turbo/pc/core images to match what this theme requires, so your artwork will look better now (go re-scrape)

-make a submenu with user-config settings
-add an animation when moving to new layout
-QOL improvements





important info:
in order for this theme to work, open the themes folder, go to the sudosnap directory, open imigizer2, and run the program. use this program to resize your flyers to 50x50 pixels, and set their destination folder to the /sudosnap/flyer directory within the theme folder.

if you like, you can also resize the main flyers to around 500x500. most are already near this resolution, though some can be twice that size.

make sure you've added the "turbofadetogame" to your plugins folder, and enabled it in attract mode

the filter selection button runs on display filters. just add a filter, and change what its sort value is

LEFT, RIGHT, UP, DOWN, CUSTOM2(custom will be your action button)

Themes / turbografx16 mini layout version 0.01
« on: May 02, 2020, 08:52:51 PM »
video demonstration:

this is the first release of my turbografx mini layout. it's basically unusable at the moment.
     by this, I mean that I do have an operational layout that can start games, but the animation that happens when you select a game does not actually trigger the selection of the game (i press two buttons in the video to achieve the same effect). id love any advice on getting this to work, so hit me up if you've got any ideas

-get the game to play after the animation
-add a menu at bottom of screen and sub-menus
-add the curser/game highlighting box thing
-make the entire thing again for the PC engine side

if you want to check out the code or something:

Scripting / how do you animate artwork?
« on: April 25, 2020, 04:10:44 PM »
I've been using the animate module to animate all of the images, but when I apply the same script to artwork, it only displays the animation after I change the selected game. why is it not showing the animation when I trigger it, and how can I fix it?

my current code is:
Code: [Select]
function click (str) {
if (str == "custom2"){
local pic = fe.add_artwork( "flyer", 300, 200, 200, 200 );
local pic_cfg = {property = "x",start = 300,end = 600,time = 1000}
local pic_cfg2 = {property = "x",start = 600,end = 300,time = 1000,delay = 1000}
local pic_cfg3 = {property = "alpha",start = 255,end = 0,time = 500,delay = 3000}

animation.add( PropertyAnimation( pic, pic_cfg ) );
animation.add( PropertyAnimation( pic, pic_cfg2 ) );
animation.add( PropertyAnimation( pic, pic_cfg3 ) );

fe.add_signal_handler(this, "click")

Scripting / add a delay to an fe.signal () command?
« on: April 24, 2020, 12:15:45 PM »
I currently have a button press activate a quick animation and a sound file at the same time. I then want to start the selected game after the animation finishes, how can i delay the fe.signal("select") to after the animation/ after a set amount of time?

here is a snippet of the code that's currently running:

Themes / request: modern theme for full size arcade cabinet
« on: June 13, 2018, 07:00:58 PM »
Hi, I've been trying to find a theme for days now, and have found nothing. my favorite themes are: as well as
Ambience HD is my favorite so far, i love almost every thing about it. i love how smoothly each transition is, as well as the transitional sounds, and its light feeling. though i would prefer that the background dosn't have the blurry image of the selected game, i like it, but it wouldn't fit my setup.
i wanted to make my own, but i don't know any coding, and don't feel like learning squirrel just for one project.

the theme needs to support multiple aspect ratios because i have AM running on multiple systems. (5:4, 16:9, and 4:3)
overall i need it to match with a loading screen i'm making in after affects:

the final machine will be a dedicated arcade machine when its finished, so i was also wandering if it would be better to have a dedicated mame OS (like lakka, but more customization like attract mode) or if i should keep attract mode on ubuntu and run it as is?

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