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Messages - tsaylor

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16
Themes / Re: DynamicArcade layout beta-v9 released 26 Jan 2021
« on: February 03, 2021, 10:17:49 AM »
That sounds like an excellent module! Thanks mahuti!

17
Themes / Re: DynamicArcade layout beta-v9 released 26 Jan 2021
« on: February 02, 2021, 08:45:54 AM »
That's great, I didn't realize the snap size was still the same. Nice effect! It's tempting to do for every game regardless of orientation, but a complete solution would require a lot more logic, and knowledge of the bezel dimensions as well.

But yeah, just from looking around briefly it does seem like these efforts tend to be a bit ... fragmented. Each one for a specific purpose.

18
Themes / Re: DynamicArcade layout beta-v9 released 26 Jan 2021
« on: February 01, 2021, 04:53:55 PM »
Well that looks very nice! Definitely loses some available space for the video (unavoidably), but it's a really great option. But is there any good library out there of full-sized bezels (or at least as large as the side-bezel library that Yaron found)? If needed I'd be ok with doing some image editing for the games I use, but I only play a few dozen games so it's a very small subset of what others would want for a proper MAME library.

Seems like the ultimate group project would be a full set of cabinet images (control panel, marquee, bezel, snap, side art,...), with standard sizing but available as separate parts or combinable. But I doubt that anything like that exists.

19
Themes / Re: At-The-Arcade Multi-Cab [Relased]
« on: February 01, 2021, 10:11:37 AM »
Showing bezels for horizontal games seems possible (and those bezels are usually fairly thin), but I think it would also require checking the resolution of the 'snap' image, and reducing its size a bit if it is already full width.

20
Themes / Re: DynamicArcade layout beta-v9 released 26 Jan 2021
« on: January 31, 2021, 12:05:08 PM »
That looks very nice! Personally I prefer a bit of separation but the shader accomplishes that. And it's definitely an advantage to use the same image files. How were you able to find room for the entire bezel? [edit - actually I see you didn't fit the entire image, but most of it]

Now that bezels are in play, in hindsight, it probably would have been better if the cabinet images didn't contain a black bezel/border. More space to work with.

21
Themes / Re: DynamicArcade layout beta-v9 released 26 Jan 2021
« on: January 31, 2021, 10:09:11 AM »
I did some test mods in the layout.nut, but I used Yaron's theme for that since it had the side bezel support already (so I don't even know which post is more relevant for this discussion). I "squished" the bezels at run time so they are displayed narrower, and placed the left/right sides of that separately. I actually think it looks pretty nice, as it keeps the full screen snapshot while also showing the full bezel (albeit squished). The main issue I ran into is that the snaps have varying aspect ratios, and similarly the visible bezel widths differ from game to game. Nothing about the bezel files tell us the inner width, so I had to take a guess on a percentage that looks good on most games.

Then as an experiment I tried enabling it for horizontal games as well, and it actually didn't look too bad. Mainly because the bezels for those games are already much thinner than the vertical game bezels. Could be enabled as a separate option perhaps. But to handle it better, we'd probably need to compute the aspect ratio for those horizontal snaps, and if it is too wide (basically consuming the entire available area, as some of them do, we could shrink the snap size a little).

Here's an example of a vertical game (1943) and a horizontal game (Defender), with the bezels squished to 65% of their full size. I can share the code I used, but it was based on the "At-The-Arcade Multi-Cab" layout so not directly applicable for this layout.

22
Themes / Re: DynamicArcade layout beta-v9 released 26 Jan 2021
« on: January 30, 2021, 09:34:04 AM »
Thanks jclampy69! I really like seeing those bezels but agree that it hurts to narrow the snap image, and makes the bezels seem comparatively too large. I looked at what the original cabinet looked like (https://www.tripletsandus.com/80s/80s_games/1943.jpg). I found it interesting that there was no black border around the screen, but I tried a photoshop mockup that way and it just doesn't look right. Your black border seems necessary.

I tried a mockup keeping the original snap image, adding the black border, and then squishing the width of the bezel sections. I like the result but admit it would be more effort, as I think the squished left/right sides of the bezel would need to be rendered separately. Not sure how much effort you want to put into it, but here's my mockup just to see what it could look like.

23
Themes / Re: At-The-Arcade Multi-Cab [Relased]
« on: January 29, 2021, 03:10:28 PM »
I notice we're only seeing about half the width of the bezel on each side, so I assume the aspect ratio of those bezel images doesn't match what those cabinets are expecting. Have you tried tweaking the rendering to squish the width? I suppose something like that would require separate handling of the left/right sides.

24
Themes / Re: At-The-Arcade Multi-Cab [Relased]
« on: January 29, 2021, 10:14:24 AM »
Agreed, it's brilliant! Now all the other cabinet-style themes need this addition as well.  ;D

25
Themes / Re: DynamicArcade layout beta-v8 released 25 Jan 2021
« on: January 25, 2021, 05:53:14 PM »
Here's an example of the layout running at 1600x1200. I think it works great even though it wasn't really designed for that resolution. As for the game titles /videos, you are correct that those do not show up with the default crt_shader on my AMD graphics card. With the scanlines option, the images are working. For some reason the curved corners are only working on some of my files (depending on the resolution I suppose), as in this attachment. Let me know if you need me to track down more details about resolutions and such.

26
Themes / Re: DynamicArcade layout beta-v7 released 18 Jan 2021
« on: January 24, 2021, 10:24:28 PM »
Actually it looks like both methods worked. Sorry, it flashes pretty fast and wasn't obvious to me. But I see rounded corners on both tests.

27
Themes / Re: DynamicArcade layout beta-v7 released 18 Jan 2021
« on: January 24, 2021, 10:08:44 PM »
Thanks, that was fast. Yeah, I thought alt+tab would work too, but when I do so I see no other windows (other than whatever else is running). But anyway...

With test1 I believe I see scanlines but not rounded corners. In test2 I see both. But for some reason the videos are also working in both cases (was that even expected?). And the title screens immediately go away (whether there is a video to show or not), so it's difficult to catch a screenshot. Is there an easy way to make the title screen remain? I can modify the .nut files if you like.

28
Themes / Re: DynamicArcade layout beta-v7 released 18 Jan 2021
« on: January 24, 2021, 06:06:40 PM »
Thanks jclampy69, hope you feel better soon! And yes, I'm using an AMD Radeon 7850, so not Nvidia. I'm on Windows 10, 64-bit.

I'm running the daily build, but the console window seems to go away as soon as the main window appears (maybe I'm just not sure how to use that). But I can run with --loglevel debug and look at the last_run.log. Not sure if there's anything useful below.

It's not clear to me exactly which shaders are working but I assume most of them are. I can see the logo ripple, the marquee is "lit", and I think the background video is blurred. If you make those options in some future version it would be easier to check, but it seems like most shaders work fine.

Code: [Select]
Attract-Mode v2.6.1 (Windows, SFML 2.5.1 +SWF +7z +Curl)
avcodec 58.54.100 / avformat 58.29.100 / swscale 5.5.100 / avutil 56.31.100 / swresample 3.5.100

NvAPI: nvapi64.dll loaded
NvAPI: Initialize: NVAPI_NVIDIA_DEVICE_NOT_FOUND
[skipped some loading...]

Loaded layout: C:\Emulators\AttractMode\layouts/DynamicArcade/ (layout.nut)
[Transition] type=StartLayout, var=2
Caching contents of artwork path: C:\Emulators\AttractMode/menu-art/mame/marquee/ (68 entries).
Caching contents of artwork path: C:\Emulators\AttractMode/menu-art/mame/snap/ (135 entries).
FFmpeg: Reinit context to 256x224, pix_fmt: yuv444p
Caching contents of artwork path: C:\Emulators\AttractMode/menu-art/mame/cabinet/ (61 entries).
[Transition] type=ToNewList, var=0
FFmpeg: Reinit context to 1920x1088, pix_fmt: yuv420p
FFmpeg: Reinit context to 256x224, pix_fmt: yuv444p
Initializing resampler: in_sample_fmt=fltp, in_sample_rate=48000, out_sample_fmt=s16, out_sample_rate=48000
Handling command: exit
FFmpeg: Discarding ID3 tags because more suitable tags were found.
FFmpeg: parser not found for codec pcm_s16le, packets or times may be invalid.
End Video Thread - C:\Emulators\AttractMode\layouts/DynamicArcade/bkgd_anim.mp4
 - bit_rate=946449, width=1920, height=1080
 - displayed=132
 - average qscore=15
End Video Thread - C:\Emulators\AttractMode\menu-art\mame\snap\punchout.mp4
 - bit_rate=272029, width=256, height=224
 - displayed=114
 - average qscore=15
[Transition] type=EndLayout, var=2
Attract-Mode ended normally


29
Themes / Re: At-The-Arcade MOD CoinOPSDiamondsDynamic
« on: January 24, 2021, 05:41:53 PM »
Thanks damonxxx. That sounds like a good approach, using a secondary marquee folder. I mostly just passed that along in case this is an ongoing project where you would want to correct those (perhaps by adjusting the top of the cabinet so that it either fits a normal marquee or simply covers up the normal marquee area.

And yeah, I think I have that same crappy marquee. I haven't found a clone with a cabinet, but that's fine, I'll just let it show the default generic one.

Also thanks for the mention of the other themes. I've been following those as well.

30
Themes / Re: DynamicArcade layout beta-v7 released 18 Jan 2021
« on: January 24, 2021, 03:24:23 PM »
I've poked around in the code a bit, regarding my issue of video not appearing, and I learned that it has something to do with the CrtLottes shader (named as shaderLOTTES2). If I disable that bit of code the video will show. Any idea what the issue could be with that shader?

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