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Messages - tipoto

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Themes / Re: Cosmo's Main Menu - An unified theme
« on: April 06, 2017, 02:51:54 PM »
Yeah I know it's very messy, but I did this code long time ago (way before we see the first wheel fade out) and I don't even use the animation plugin!
So basically I created my own animation system.

The "// ANIMATION CURVES" section is the creation of different arrays with a list of values from 0 to 100 (to be used as percentage), one with a smooth acceleration and another one with a smooth deceleration.
There are 4 arrays because there are 2 different accelerations and 2 different decelerations.

To make it work I used variables to pick the different items inside the arrays and use them as a percentage of acceleration or deceleration.
I think at the end I only used the array called "ease350", then I just used the math to make it work with the acceleration and the deceleration.

Unfortunately you need to track all the places where I inserted thoses variables, because you need to take into account all the different situation where you want your fade out animation to be reset.

Hopefully someone else can give you an easier way to do it, I knew that you were going to ask me explanation about the code :P, but unfortunately it's all what I have.
Also, if you want to run my layout, you will have to comment line 235, otherwise it will try to launch an external script at start and every time you change your game selection.

Themes / Re: Cosmo's Main Menu - An unified theme
« on: April 06, 2017, 09:11:14 AM »
For the wheel fading, you can take a look at my code in the file I attached to this post.

You can see the result in the video I posted in this thread

Themes / Re: WIP Layouts with Speaking voice & new random section
« on: January 10, 2017, 05:10:55 PM »
I am registered in this forum since 2015 and I saw all the great work you did and share...Thank you for that :)

The problem I had with your module was at the time I was still working with a RPI2, about 1 and half years ago (when AM wasn't really popular to the RPI users yet). Every-time animate.nut was imported in my layouts, everything was extremely slow, unusable, it's why I had to find a trick to be able to animate, but if you look at my code, you will probably laugh :). My animation curves are hard coded in arrays and I have to use the timer / callback and plenty of variables in order to make this work.  ;D

But now that I don't have this problem anymore and now that I'm starting my system menu layout, I will try to use your module instead, I'm sure it's going to be way easier (I already animated with your module on a PC with Windows and I liked it).

Themes / Re: WIP Layouts with Speaking voice & new random section
« on: January 09, 2017, 10:53:56 PM »
Really nice! Love the animations and the random select screen is really cool!
Thank you!
For all my animations I used an ugly system I created long time ago to replace the animation module that was causing issues in my layouts at the time!

How do you make the game info fly in like that? Would be awesome if you could share that code snippet.  :)
The animations for the game info use the system I was mentioning above.

It's going to take too long for me right now to prepare a clean code that can be copy/paste in your layout, but I attached my Neo-Geo layout, which I shouldn't push any longer since I will replace it by my arcade layout eventually. You can take a look at the code and see if there is anything you'd like to use.

Like I said earlier, I wasn't planning to share my work originally, so my code is what it is and my layouts are not really flexible, they are done for full HD monitors (1920*1080) and if someone wants to change that, he will have to do some work ;).

Themes / Re: WIP Layouts with Speaking voice & new random section
« on: January 05, 2017, 03:01:35 PM »
yes you're right, it can become annoying in some cases I guess, I will add an option to turn it On/Off, it's very simple to do ;)
I will share these layouts once they are all done. The only problem is that they wont be very flexible since I originally wrote them for my system, so I didn't bother taking into account any other resolutions than mine, which is 16/9 screen in 1080P.

Themes / WIP Layouts with Speaking voice & new random section
« on: January 05, 2017, 01:22:32 AM »
Here is a first video showing my work in progress layouts and features on my system
I use an Odroid XU4 with OGST image (Odroid GameStation Turbo - created by meveric)
Here is what you can see in this video :
- 1 arcade layout
- 1 specific Neo-Geo layout (I don't know if I will keep this one eventually)
- 1 console layout
- My own speaking voice feature
- My own random section (AM has a random tool already, but I wanted more options)

A lot of things are missing, but here are the main ones:
- System menu layout
- Random section layout (for the first screen)
- I want to replace some text info by icons in the arcade and console layouts
- Add more moments where the voice can give information (system menu and button info)
- ...


Scripting / Re: how to run an external script while navigating in a theme
« on: December 03, 2016, 11:03:24 AM »
Just to make sure I answer completely your question... My connection between my Odroid XU4 (Raspberry Pi like) and my Arduino works perfectly.
I can lit any LED I want with any color I want by sending orders from the XU4, but since the work on my Arduino has been done months ago, way before I decide to add this new feature with Attract-Mode, now I need to slightly modify the code in the arduino, because currently it launches an animation with all the LEDs before displaying the final result with the right LEDs, and so I need to remove this to make it reacting immediately and I also need to add a new part in my code to ask the Arduino to return to the Attract-Menu mode  after 2 or 3 seconds.
Like I said, I'm not working on this part of my project currently, the Arduino and the RGB module are on their boxes and the modifications are not done yet, but I have no doubt at all that it's going to work, the difficult part is already done (code + electronic).

Scripting / Re: how to run an external script while navigating in a theme
« on: December 03, 2016, 02:56:16 AM »
Actually I didn't physically connect the arduino yet since I'm working on other parts of my project, so I will maybe have to adjust the delay afterwards, but I also use the same technique to play audios which say the rom names while I'm navigating over the library, and the best timing for that inside the callback function is 20 (I don't know if it's millisecond), I'm expecting to use the same timing with the arduino, but maybe I will have to adjust it.

Here is what I use as code to create a delay:

Code: [Select]
local romname_delay = 0;
local romname_set = 0;

fe.add_transition_callback( "update_lb" );
function update_lb( ttype, var, ttime )
switch ( ttype )
case Transition.StartLayout:
romname_delay = 0; romname_set = 0;

case Transition.ToNewSelection:
romname_delay = 0; romname_set = 0;

case Transition.ToNewList:
romname_delay = 0; romname_set = 0;

fe.add_ticks_callback( "tick_fn" );
function tick_fn( ttime )
if ( romname_delay > 20 && romname_set == 0 ) // - (DELAY: 20 LOOPS), then it sends rom name info to and "<system>+<rom name>" to
local romname = fe.game_info( Info.Name );
local system = fe.game_info( Info.Emulator );
local sys_rom = ( system + "+" + romname );
fe.plugin_command_bg( "/home/odroid/.attract/emulators/RGB_leds/", romname );
fe.plugin_command_bg( "/home/odroid/.attract/emulators/scripts/tools/text_to_speech/", sys_rom );
romname_set = 1;

You need to edit the code to make it work with your project, but everything is there.
"romname_delay" variable is my delay, every-time a new game is selected, this variable is reseted, so the external script will be only launched if I stay on the same selection longer than 20 loops in the callback.
Now that the base of this system works, I'm planning to do a lot of things with it, but I'm not focusing on this right now, so it's still a work in progress feature on my project. ;)

General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: November 18, 2016, 01:27:09 PM »

I agree with you about the tearing, it's very frustrating and it almost kills all the interest of buying an XU4.
But in a way you are lucky, because a few months ago we were all still dealing with another big issue that we called the "black screen issue", basically almost every-time you were exiting a fullscreen application, the XU4 was freezing with a black screen and you had to restart it ! And I think this bug was there since the XU3 release date (during 2014)!!! At least this bug is fixed now, hopefully the tearing issue will be fixed soon too. ;)

General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: November 16, 2016, 05:01:12 PM »
I think it should look something like this:
Code: [Select]
executable          /path/to/retroarch
args                -L /usr/local/share/retoarch/cores/bad_or_good/<CORE> -c /path/to/config.cfg "[romfilename]"
rompath              /home/odroid/<SYSTEM>/<ROM>
romext               .ext
system               System_Name
artwork    flyer           
artwork    marquee         <MARQUEE PATH>
artwork    snap            <SNAP PATH>
artwork    wheel           <WHEEL PATH>

I don't have my XU4 with me and I don't remember the path to retroarch, but you can probably figure it out by typing this in a terminal:
Code: [Select]
which retroarch

The tearing is an annoying issue on the XU4 because of the kernel/GPU drivers, it's also why I use different cores in order to have different options and pick the best core for each game (so I can get the best performances and less or no tearing)

General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: November 16, 2016, 09:33:37 AM »
No problem ;)

Don't forget to also check the first post of the OGST thread on the Odroid forums, and the thread itself, you'll find complementary information, but I'm sure you've been doing it already ;).

I forgot to mention that I only listed the Libretro cores, but you will also need:
reicast   (standalone -> For Dreamcast)
ppsspp   (standalone -> For PSP)
mupend64   (Standalone -> For N64)

For ppsspp and mupend64, always go for the standalone version first and if there is a compatibility issue, then try the libretro core instead, but the performances won't be the same. For reicast, you don't really have the choice since there is no libretro version installed of the emulator, so the standalone one is the only way to go.

General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: November 16, 2016, 01:10:39 AM »
So first of all, I think you should install what meveric calls the "bad" cores on your OGST, it's an extra set of cores available on his repository, they are supposed to be less efficient or to have problems, but I use some of them, especially for the arcade games.

To install them, if I remember correctly, you have to type:
apt-get install retroarch-cores-bad

Here are the paths to all the cores (good and bad):

Now, here is the core list and the systems they emulate:
3dengine (?)   
4do   (3DO)
81   (Sinclair - ZX 81)
2048   (Probably a puzzle game)
bluemsx   (Microsoft - MSX|Microsoft - MSX2)
bnes      (NES / Famicom)
bsnes_cplusplus98_accuracy      (NES, SNES, GB, GBC and GBA)
cap32   (Amstrad CPC 8bit)
catsfc   (SNES)
desmume   (Nintendo DS)
dinothawr   (Game)
dosbox   (Microsoft DOS)
easyrpg   (Game)
fb_alpha_cps1   (CP System I)
fb_alpha_cps2   (CP System II)
fb_alpha_neo   (Neo Geo)
fba   (FBA-Next v0.2.97.30 -> 0.154)
fbalpha2012_cps1   (CP System I)   
fbalpha2012_cps2   (CP System II)
fbalpha2012   (v0.2.97.30 -> 0.154)
fbalpha2012_neogeo   (Neo Geo)
fbalpha   (FBA-Next v0.2.97.38 -> 0.167?)
fceumm   (NES / Famicom)
ffmpeg   (Record gameplay)
fmsx   (Microsoft - MSX|Microsoft - MSX2)
fuse   (Spectrum)
gambatte   (GB and GBC)   
genesis_plus_gx   (Sega MS/GG/MD/CD)
glupen64   (Nintendo 64)   
gme   (Game Music Emu)
gpsp   (Gambe Boy Advance)
gw   (Game & Watch)
handy   (Atari Lynx)
hatari   (Atari ST/STE/TT/Falcon)
lutro   (open source games / Create your own game)
mame_0151   (0.151)
mame_0152   (0.152)
mame2000   (0.37b5)
mame2003   (0.78)
mame2010   (0.139)
mame2014   (0.159)
mame   (0.166)
mednafen_gba   (Game Boy Advance)
mednafen_lynx   (Atari Lynx)
mednafen_ngp   (Neo Geo Pocket/Color)   
mednafen_pce_fast   (PC Engine/PCE-CD)
mednafen_pcfx   (NEC - PC-FX)
mednafen_psx   (PSX)
mednafen_snes   (SNES / Super Famicom)
mednafen_supergrafx   (PC Engine SuperGrafx)
mednafen_vb   (Nintendo - Virtual Boy)
mednafen_wswan   (Bandai - WonderSwan|Bandai - WonderSwan Color)
meteor   (Game Boy Advance)
mgba   (Game Boy Advance)
mupen64plus   (N64)
nestopia   (NES / Famicom)
nxengine   (Cave Story game engine)
o2em   (Magnavox - Odyssey2)
pcsx1   (PSX)
pcsx_rearmed   (PSX)
picodrive   (Sega MS/MD/CD/32X)
pocketsnes   (SNES / Super Famicom !!! None Listed !!!)
ppsspp   (PSP)
prboom   (DOOM game engine)
prosystem   (Atari 7800)
psp1   (PSP)
puae   (amiga core)
quicknes   (NES / Famicom)
scummvm   (Game engine)
snes9x2002   (SNES / Super Famicom)
snes9x2005   (SNES / Super Famicom)
snes9x2010   (SNES / Super Famicom)
snes9x   (SNES / Super Famicom - Most recent)
snes9x_next   (SNES / Super Famicom - Different emulator I guess)   
stella   (Atari 2600)
tgbdual   (GB and GBC)
tyrquake   (Quake game engine)
vba_next   (Game Boy Advance)
vbam   (Game Boy Advance)
vecx   (GCE - Vectrex)
virtualjaguar   (Atari Virtual Jaguar)
yabause   (Sega - Saturn)

You won't find some of these cores in your image since they have been installed separately. Meveric gave them to me for testing purpose, I don't find them anymore on his repository, so I guess he removed them and wants to prepare a clean package with them... I guess they will be available soon. However, while these new cores were supposed to significantly increase the performances, I actually didn't notice any improvement at all! Which is very weird, but maybe it's because of my settings, I need to investigate a little more.

You can also check out these pages, it helps sometimes:

General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: November 15, 2016, 10:01:25 AM »
Just followed your instructions worked a treat but on launching its saying it's version 2.1.0?
Yes it says 2.1.0 but it's actually 2.2.0. You can double check that by going to the menu and see if you can select a specific layout for the display menu. If you can, it means you are on 2.2.0 since this feature wasn't available before.

there any guides with setting this up on xu4 with the cores and emulators made on the OGST image as im lost!, an chance you could share your config files for linking the emulators and cores?
I use OGST but everything is completely customized on my image, all my emulator.cfg files point at one bash script actually. When this script is launched, depending on the type of system (arcade, port, OpenBOR, Nintendo consoles, Sega consoles etc... ), it launches another specific script, this one reads my own settings files (one txt file by system), then it launches the right emulator with the right rom.
So my cfg files are useless for you.

But when I have a moment, I'll give you the core paths and emulator list for each system, with that you should be able to create your config files.

General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: November 14, 2016, 07:50:26 PM »
I updated the first post, it should now work with the version 2.2.0.
Let me know if there is any issue.

General / Re: [HOW TO] Compile Attract-Mode on your Odroid XU3/XU4
« on: November 14, 2016, 11:16:11 AM »
Yes the line numbers are not the same now (after a few updates), so the patch doesn't work anymore, but I can provide to you all the modified files you need during the installation. I'll post them here once I get home.

EDIT: Oh, I just noticed that it was you asking for the same thing on the Odroid forums ;)

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