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Author Topic: Attract-Mode Frontend version 1.6 released  (Read 83507 times)

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cools

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Re: Attract-Mode Frontend version 1.2 released
« Reply #120 on: May 16, 2014, 03:37:44 am »
Liquid8: I position by multiplying fe.layout.width by 0.x something. Should really put that in a shorter variable name now I think of it. Same for the vertical positioning

liquid8

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Re: Attract-Mode Frontend version 1.2 released
« Reply #121 on: May 17, 2014, 02:03:02 am »
Thanks cools, I added a function to my extendedobjects for percentages, so it will be available :)

keilmillerjr: when you get some time, you should try playing around with this addon I am putting together. It's still a WIP, but I think you'll like it :) Plus, I could use some coders that will be able to create some new objects or animations.

So I did mention that you'll be able to make your own animations with this thing, it will be pretty flexible

If you aren't a developer, you can play around with adding multiple animations with different effects, delays and timings  through configuration options to get what you want. You will even be able to just choose from some preset animation "sets" - which will do some things you would expect like fade a snap out when leaving the game and fade it in when entering it.

If you are a developer, you can create classes that extend the base Animation class, and easily make it available for others to use. To have a sample available, I created this ParticleAnimation with stars:



Once the animation .nut file, a user that downloads it will be able to put something like this in their layout:

Code: [Select]
fe.do_nut("extended/extended.nut");
fe.do_nut("extended/animate.nut");
fe.do_nut("extended/animations/particles/particles.nut");

ExtendedObjects.animate("particles", { when = Transition.FromOldSelection });
« Last Edit: May 17, 2014, 02:05:07 am by liquid8 »

keilmillerjr

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Re: Attract-Mode Frontend version 1.2 released
« Reply #122 on: May 17, 2014, 08:02:04 am »
@liquid8 will do. I'm not looking to make a hyper spin theme, but simple animations could definately spruce up a theme. Like you said, fading a snap. Or possibly sprucing up fe.Listbox so it's more smooth and moves the text instead of jumping it.

 :cheers:

nitrogen_widget

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Re: Attract-Mode Frontend version 1.2 released
« Reply #123 on: May 20, 2014, 01:36:50 am »
So, even though it seems to compile fine on a couple of minimal linux distributions (slitaz and crunchbang, sidebang) i'll get a segmentation fault when I run it?
it complains about a missing config file first.
On some distro's the screen flashes before it segments.
If I manually create the file it just segments.

Edit:

Actually, if I run it with sudo I don't get the segmentation fault.
just the screen flashes & it looks like it wants to run.
But, i have gotten it to run on sparky linux openbox which is based on unstable.

Is there a logging option to see what is going on?
Either SFML didn't compile right ( though in sidebang it was a package) or something else needs to be installed.
I am running the opensource nvidia drivers with a geforce 2 & a p3.

liquid8

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Re: Attract-Mode Frontend version 1.2 released
« Reply #124 on: May 23, 2014, 12:24:07 am »
nitrogen... wish I could tell you, i haven't tried it on Linux.


For anyone interested, I pushed out a new update for the ExtendedObjects and Animate library. You  can get it here:
https://github.com/liquid8d/attract-extra/tree/master/layouts/extended

The example layout looks basically the same, but some new options are in the animation configs:

Code: [Select]
local anim = {
    which = "translate",     //which animation to use - others can be created, but for now just translate and property
    when = When.FromOldSelection,   //When mirrors Transition.TYPE except there is also a When.Always for always running animations
    restart = true,     //whether to restart an already running animation if the same transition occurs again
    delay = 0,     //delay of course delays an animation
    duration = 500,     //the duration in ms
    kind = "loop",     //kind of animation - you can "loop" it or "yoyo" (forward, then reverse, then forward)
    repeat = 0,     //how many times to repeat (loop or yoyo)
    from = "center",  //position or location to start
    to = "bottom",     //position or location to end
    tween = "elastic",     //the type of animation such as elastic, bounce or back (this adjust the speed or effects from one point to the other)
    easing = "out",     //the easing type (can be in, out, inout, or outin) which gives a different effect for the tween
    reverse = false,     //run the animation in reverse
    wait = false     // whether or not to wait for the transition to finish (usually you don't want to, but sometimes you will)
}

local object = ExtendedObjects.add_artwork("art", "snap", 0, 0, 480, 360);
object.animate(anim);


I also added animation sets, which are a group of animations that can work together.. I'm hoping to start playing creating some different pre-made sets that people might like.

I also moved the animations and WIP objects into their own folder, and if anyone is interested in making their own, they can use those as examples.

I'd like to get some feedback, so if anyone tests it out or is trying to create a layout with it please let me know! Also if you have any ideas or things you would like to be able to do - remember, it doesn't have to be all hyperspin-flashy, but subtle things are nice too ;)

There is likely still some bugs to work out, but I've had a lot of fun playing around with it

raygun

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Re: Attract-Mode Frontend version 1.2 released
« Reply #125 on: May 23, 2014, 03:42:33 am »
So, even though it seems to compile fine on a couple of minimal linux distributions (slitaz and crunchbang, sidebang) i'll get a segmentation fault when I run it?
it complains about a missing config file first.
On some distro's the screen flashes before it segments.
If I manually create the file it just segments.

Edit:

Actually, if I run it with sudo I don't get the segmentation fault.
just the screen flashes & it looks like it wants to run.
But, i have gotten it to run on sparky linux openbox which is based on unstable.

Is there a logging option to see what is going on?
Either SFML didn't compile right ( though in sidebang it was a package) or something else needs to be installed.
I am running the opensource nvidia drivers with a geforce 2 & a p3.

hmmm nothing is jumping out at me as the potential cause. 
Unfortunately there isn't much of s logging option currently.  Since you are compiling yourself you can build the debug version with:

make FE_DEBUG=1

this will give you more console logging output that might help track the problem down.  If you dont mind getting into the weeds a bit more you could also enable core dumps on your system and then after the crash you could load everything into gdb and get a backtrace:

attract
<core dump>
gdb attract core
bt

that would show exactly what was going on at the time of the crash.  hope that helps.

liquid8 i hope to get a chance to try out your layouts work this weekend... i'll let you know how it goes

nitrogen_widget

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Re: Attract-Mode Frontend version 1.2 released
« Reply #126 on: May 23, 2014, 01:37:45 pm »
I successfully compiled this and ran it on debian-testing no problem.
But, SFML is part of the repository.
I have to compile for mine.
So I will compare the two & try to figure out what is different.

If I make no headway that way i'll try your suggestions.
Thanks.


So, even though it seems to compile fine on a couple of minimal linux distributions (slitaz and crunchbang, sidebang) i'll get a segmentation fault when I run it?
it complains about a missing config file first.
On some distro's the screen flashes before it segments.
If I manually create the file it just segments.

Edit:

Actually, if I run it with sudo I don't get the segmentation fault.
just the screen flashes & it looks like it wants to run.
But, i have gotten it to run on sparky linux openbox which is based on unstable.

Is there a logging option to see what is going on?
Either SFML didn't compile right ( though in sidebang it was a package) or something else needs to be installed.
I am running the opensource nvidia drivers with a geforce 2 & a p3.

hmmm nothing is jumping out at me as the potential cause. 
Unfortunately there isn't much of s logging option currently.  Since you are compiling yourself you can build the debug version with:

make FE_DEBUG=1

this will give you more console logging output that might help track the problem down.  If you dont mind getting into the weeds a bit more you could also enable core dumps on your system and then after the crash you could load everything into gdb and get a backtrace:

attract
<core dump>
gdb attract core
bt

that would show exactly what was going on at the time of the crash.  hope that helps.

liquid8 i hope to get a chance to try out your layouts work this weekend... i'll let you know how it goes

nitrogen_widget

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Re: Attract-Mode Frontend version 1.2 released
« Reply #127 on: May 25, 2014, 12:52:00 am »
Got it!
Sfml was installing to the wrong directory on my distro after I compiled it.
I was also missing some dependencies that my distro doesn't have that Debian does in the base.

Now I can work on a vertical layout. :-)

liquid8

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Re: Attract-Mode Frontend version 1.2 released
« Reply #128 on: May 25, 2014, 01:26:00 am »
So I had fun putting together my particle example I did before... and I really like HyperTheme... so now this is happening :)



If you have messed with the hypertheme particle system, it might look familiar. I took a look at the hypertheme files and most of it I should be able to do. I'm not great with all this particle stuff but it's a lot of fun learning it (except the math)...

This will be of course an animation extension so my extendedobjects and animate library will be required.

Comments or suggestions, let me know.

raygun

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Re: Attract-Mode Frontend version 1.3 released
« Reply #129 on: May 31, 2014, 03:06:55 pm »
Version 1.3 has now been released.  Here are the release notes:

General

* Added the ability to mark and filter games using custom tags.
* Multiple rom paths can now be specified in each emulator configuration.
* Multiple paths can now be specified for each artwork resource.
* If an artwork path contains a subdirectory that matches a rom's name, then a random video or image from that subdirectory is loaded.
* Added support for setups where each rom is stored in a separate subdirectory.
* The frontend can now run in windowed, fullscreen, or the default "fill screen" mode
* There is no longer a special "movie" artwork. Any artwork or static image can now contain images or videos. Videos are given preference if found.
* Added commands to add/remove custom tags, jump to the next letter, jump to the previous letter, and to launch the screensaver.
* Fixed image flipping on scaled images
* Fixed text scaling
* Fixed video crash
* Various small improvements to the overlay menus
* Improved screensaver

Layouts and Plug-ins

* Added "Surface" objects for layouts, which are offscreen textures that other images, videos, texts and surfaces can be drawn onto. The surface itself is treated like any other image and can have effects such as skew, pinch, shaders, etc. applied to it.
* Improved layout control over video playback (see the "video_flags" and "video_playing" attributes)
* Added a file_name attribute so that scripts can directly get/set the image/video filename for any artwork or static image
* Layout and plugin scripts now have access to squirrel's standard "blob", "io", and "system" libraries.
* Reworked and simplified the interface for how plug-ins can access to external commands (the "fe.plugin_command()" functions).
* Added initial support for script library modules.

Notes for those upgrading

This update will likely break existing plug-ins (any plug-in that interfaces with an external program using the fe.plugin_command() functions)..

liquid8

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Re: Attract-Mode Frontend version 1.3 released
« Reply #130 on: May 31, 2014, 05:48:42 pm »
This looks great, thanks! Glad to see you added the io library  :applaud: The only thing I have noticed is there still doesn't seem to be a way to remove anything on the fly - it doesn't seem like fe.objs exists - I may submit a bug for that soon.

So with the new add_surface, it sounds like you can technically add "layers" (a feature I was looking for) and then draw objects to those layers? Can't wait to play around with it :)

I'll be pushing my particle system animation pretty soon which mirrors the HyperTheme particle effects. It's not complete but it's getting close.

keilmillerjr

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Re: Attract-Mode Frontend version 1.3 released
« Reply #131 on: June 01, 2014, 12:51:28 pm »
Love the addition of jumping to a new letter! Time to revise the "controls" for my theme a bit. Just when I thought I was almost done. lol

BrianAg95

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Re: Attract-Mode Frontend version 1.3 released
« Reply #132 on: June 09, 2014, 08:18:38 pm »
Cool front end.. I like it so far. 

I have a pure vertical cabinet, I had told windows to rotate my desktop so that when I go into windows it displays windows in the long vertical format.   Attract-mode HATES this!  My system crawled..  I was freaking out at first wondering what in the world was going on as on my main computer it ran perfectly...   Then when I ran a rom through the front end it it rotated the game so now the game was playing sideways on my vertical screen.   

I exited out.. rotated my screen in windows back to "normal" (IE the windows screen was now facing sideways) and everything ran regular speed.  And the rom played in the correct vertical rotation through the front end.

Note: with windows rotating the screen the front end's default horizontal layout screen was squished/stretched to fit on vertical view.  (It didnt look half bad, and was the correct orientation)

I figure the horrible performance issue was related to the front end trying to resize/display its layout in the vertical format, since the front end was expecting horizontal, but windows was telling it to display vertical resolution.   

Anyway something to maybe keep in mind.. look at.

A question:   The docs say keyboard/joystick/spinner for control..  Will trackball work?   (mine is currently down, so I can't test with it at the moment)   

cools

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Re: Attract-Mode Frontend version 1.3 released
« Reply #133 on: June 10, 2014, 08:07:19 am »
You need to check your settings there, the frontend doesn't control the way the emulator rotates. Is performance in other things okay with Windows rotated? I remember having problems with performance and a rotated desktop in with certain chipsets.

I have no problems here with A-M and a rotated desktop, although I don't use the rotated desktop except for admin on the machine because GroovyMAME doesn't work with it.

The aspect ratio being odd is normal.

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Re: Attract-Mode Frontend version 1.3 released
« Reply #134 on: June 10, 2014, 11:08:37 am »
Yeah I thought that was a little odd as well....

I am currently running atomicfe, and I was running it with the desktop rotated and had a vertical setup in atomicfe, and had told mame to rotate games.  This all was working fine, no slowdowns, screen showing up in correct orientation both in atomicfe and mame.   Perhaps since atomicfe was handling launching games it was resetting the windows rotation and keeping the rotate setting in mame from over rotating the screen. Because I did some more testing, and with the windows layout in vertical mode, when I launched mame from a cmd window, it overrotated the games as well. 

I did a straight install of attract-mode and fired it up and immediately saw these issues, no changes nothing.  The menus in the first config were terribly slow, then when it loaded the layout it was even slower (i figured the animations and extra graphics were killing it).  Then when I launched a test game it was rotated a further 90'.   Yes all very strange.   

This is an old dell dimension with built in video, so it doesnt have much processing power to deal with video, which is fine for all the verticals I want to run.

As mentioned when I went back to default screen orientation everything was fine, attract worked flawlessly and quickly, and games launched fine and in the correct orientation.  I just need to create a vertical layout, and It seems like it will work fine.   As long as I can use a trackball to control it I will probably be switching to it.  AtomicFe makes you choose what controls its menus, and I have 3 control panels, One with only a trackball and 3 buttons, One with dual 8ways and buttons, and a dedicated single 4 way panel, So I dont want to have to setup a different front end for each control panel.  Especially since I can hot swap my control panels.  now to get my trackball fixed.. dang old green happ control board died on me.

nitrogen_widget

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Re: Attract-Mode Frontend version 1.3 released
« Reply #135 on: June 10, 2014, 12:44:05 pm »
Brian,
I experienced the same thing with an older Nvidia card on both Linux & XP.
Its an older system & I wound up using advmame & menu on linux with standard screen orientation & rotating the front end & mame.

works good.

What you and I need is a rotated vertical layout for Attract Mode.
But I need a guide on how to actually do this because i just don't understand how it's done and can't make heads or tails out of the layout structure or directories.
I mean there is the default folder along with 3 other folders but those other folders don't have as much in them as the default.



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Re: Attract-Mode Frontend version 1.3 released
« Reply #136 on: June 11, 2014, 06:36:08 pm »
So did some more testing today.  The base attract mode layout has a second layout you can swap to which is rotated left.  I changed the .nut file so it rotated right since that's what I use, and it all functioned fine.  It's not as perfectly clear as the horizontal layout, but it certainly functions.  (also note you can go into controls and setup hotkeys to swap layouts or rotate the current layout. )   With these rotations, the screens are stretched/squished to fit, but it doesn't look bad at all.  So no need to custom design a layout unless you just really want to.

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Re: Attract-Mode Frontend version 1.3 released
« Reply #137 on: June 12, 2014, 04:05:49 am »
How to permanently rotate a layout is in the first example in the layout documentation:  fe.layout.orient = RotateScreen.Right;

http://attractmode.org/docs/1.3/Layouts.html#binding

The aspect ratio weirdness shown in earlier versions is now fixed, so just wrap your head around the dimensioning and it's fine.

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Re: Attract-Mode Frontend version 1.3 released
« Reply #138 on: June 16, 2014, 12:15:17 pm »
I've been getting to know the front end better and created my own layout now. 

Really like the simplicity of the front end, Plus I was using atomicfe, and for the briefest moment you would see windows when wapping out of games...  I never see Windows with attract mode!

I'm still tweaking my layout, and this does NOT have animated dot muncher like the default skin, but i wanted a pacman esque theme...

The title is built into the graphic, I'm using Marquees to show control panels.. but right now they are too small to read and not aligned well... so still working on that bit.


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Re: Attract-Mode Frontend version 1.3 released
« Reply #139 on: July 04, 2014, 07:26:17 am »

Downloaded it just 15mins ago and already loving it. So easy and just what I want(I think).

Only one problem I have no games in my list!
Where do you get your first ROM list from ?
I'll probably work it out before I get an answer, but it would help if this was more obvious from the start.

>>>>>>> Generate ROM list option at the bottom


Next step, how to get more info into the ROM list so I can create my list filters.
I have swappable controls panels, so I want a filter for each panel.

Can you can tell I'm excited.  :applaud:  :applaud:  :applaud:

On forums jimmer speaks for himself as a Defender fan, not as proprietor of www.jbgaming.co.uk  << Is that advertising or disclosure ? or both ?

keilmillerjr

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Re: Attract-Mode Frontend version 1.3 released
« Reply #140 on: July 04, 2014, 08:47:09 am »

Downloaded it just 15mins ago and already loving it. So easy and just what I want(I think).

Only one problem I have no games in my list!
Where do you get your first ROM list from ?
I'll probably work it out before I get an answer, but it would help if this was more obvious from the start.

>>>>>>> Generate ROM list option at the bottom


Next step, how to get more info into the ROM list so I can create my list filters.
I have swappable controls panels, so I want a filter for each panel.

Can you can tell I'm excited.  :applaud:  :applaud:  :applaud:

I'm not at home at the moment, but you need attract-more to point to your mame.xml file.

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Re: Attract-Mode Frontend version 1.3 released
« Reply #141 on: July 04, 2014, 01:31:15 pm »

I spent a few hours hacking around with ROMlister and excel to create a text file with the fields in it that AttractMode wants.
But then I realised my problem was that I didn't have a mame.xml file, that was why I got an unpopulated mame.txt list.

So I made a mame.xml
Generated my ROMlist (in attractmode).
Then set up basic filters to produce lists for 8way, 4way, 2way and the same again for favourites.

It works great like that. If I add more ROMs I just have to regenerate the mame ROM list.
All done inside attractMode

The only possible problem is that I need more control information to tailor my list to my panels. The sort of info that ROMlister gives you access to. Actually it's really only the number of buttons that I'm missing, I can probably hack it for now by stuffing that info into displaycount field.




On forums jimmer speaks for himself as a Defender fan, not as proprietor of www.jbgaming.co.uk  << Is that advertising or disclosure ? or both ?

liquid8

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Re: Attract-Mode Frontend version 1.3 released
« Reply #142 on: July 08, 2014, 03:51:27 pm »
The only possible problem is that I need more control information to tailor my list to my panels. The sort of info that ROMlister gives you access to. Actually it's really only the number of buttons that I'm missing, I can probably hack it for now by stuffing that info into displaycount field.

If you generate the list in Romlister for another frontend, AM can import them:

Code: [Select]
You can also import romlists from MameWah/Wahcade! (.lst), Attract-Mode (.txt) and HyperSpin (.xml) using the following command:

attract --import-romlist <file> [emulator name]

The --build-romlist and --import-romlist options can be chained together in all sorts of strange and wonderful ways to generate combined Attract-Mode romlists. So:

attract --import-romlist mame.lst --import-romlist nintendo.lst nestopia

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Version 1.3.2
« Reply #143 on: July 11, 2014, 03:03:50 pm »
Hey guys,

I just released a new version of Attract-Mode.  This is primarily a bug fix release, here's what's new:

- fixes favourites and tags so they are no longer lost when entries are filtered out by the current filter
- slight change to the artwork selection order: matched clone videos are now preferred over matched name images
- [Linux] fix for emulator launching when running in "Fullscreen Mode"
- video playback now keeps going during transition effects
- fixed video stutter when using more recent versions of FFmpeg
- updated the Windows binaries to use FFmpeg 2.2.4
- layouts can now get and set the user-toggled rotation status
- various screensaver improvements: added a mute option, added an option to overlay wheel artwork on the video and 2x2 video modes
- various other small fixes and improvements

Downloads are available here: http://attractmode.org/download.html
Support Forum: http://forum.attractmode.org

Thanks for all the feedback, Enjoy!

(p.s. Brian I hope you don't mind but I swiped your photo to put up on the website!)
« Last Edit: July 11, 2014, 03:06:41 pm by raygun »

raygun

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Re: Attract-Mode Frontend version 1.4 released
« Reply #144 on: October 16, 2014, 09:25:42 pm »
Version 1.4 of Attract-Mode has now been released!  What's new:
  • Added Steam support
  • Added optional tracking of usage statistics (number of times played, total time played per game)
  • Added thegamesdb.net metadata scraper
  • Added history.dat viewer
  • Added plugin to play basic audio playlists
  • Filters can now optionally sort and limit the size of game lists
  • Improvements to various layout animations
  • Various new and improved plugins and layouts
  • Many other bug fixes and improvements

Downloads are available here: http://attractmode.org/download.html
Support Forum: http://forum.attractmode.org

keilmillerjr

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Re: Attract-Mode Frontend version 1.4 released
« Reply #145 on: October 17, 2014, 11:47:15 pm »
All amazing updates! I'm curious as to how the steam integration goes. I'm away from my computer for a while as I'm trying to move.

lettuce

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Re: Attract-Mode Frontend version 1.4 released
« Reply #146 on: October 19, 2014, 02:06:52 pm »
How do you remove the mechanical and screenless games from the MAME rom list?

raygun

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Re: Attract-Mode Frontend version 1.4 released
« Reply #147 on: October 26, 2014, 10:21:34 am »
All amazing updates! I'm curious as to how the steam integration goes. I'm away from my computer for a while as I'm trying to move.

The steam integration is pretty basic I think.  Attract-Mode will at least read your local installation when generating a game list to get the installed games, and has had some changes so that the steam game launching works... I'm not using the steam stuff myself yet so I'm curious how it works for people.

How do you remove the mechanical and screenless games from the MAME rom list?

Hi lettuce,

You can create a filter rule that will filter mechanical games out from a list.  Do this in the list configuration, add a filter if you don't have one already for the list in question and then add a rule that "Category" not contain Electromechanical

      rule                 Category not_contains Electromechanical|Fruit Machines

You need to use catver.ini for this to work.  Another way of course is to organize your roms so that the electromechanical ones don't show up in the directory that attract-mode searches when generating a list...
 

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Re: Attract-Mode Frontend version 1.4 released
« Reply #148 on: November 13, 2014, 06:49:17 pm »
Modified:

Found out the answer to my own question so thought I'd modify the post.

I've been looking at videos of Cools layout with logo/title artwork for each game and have been unable to find the source to get my own.  I now realise they're HyperSpin wheels!



So my new question is - do I have to download that massive beast and configure its myriad options just to get my hands on the mame wheel set?  I can't find them in the HyperSpin download section but moderator posts on the HS forum suggest they're there somewhere.

My layout won't be complete without them!
« Last Edit: November 15, 2014, 05:00:08 am by chris2922 »

keilmillerjr

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Re: Attract-Mode Frontend version 1.4 released
« Reply #149 on: November 15, 2014, 06:45:36 am »
Modified:

Found out the answer to my own question so thought I'd modify the post.

I've been looking at videos of Cools layout with logo/title artwork for each game and have been unable to find the source to get my own.  I now realise they're HyperSpin wheels!



So my new question is - do I have to download that massive beast and configure its myriad options just to get my hands on the mame wheel set?  I can't find them in the HyperSpin download section but moderator posts on the HS forum suggest they're there somewhere.

My layout won't be complete without them!
Hyper spin wheel art is only on the FTP and available to supporting members.

cools

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Re: Attract-Mode Frontend version 1.4 released
« Reply #150 on: November 15, 2014, 12:08:00 pm »
I wish it was on the FTP. Well, it is but its massively out of date. You need to be a member and use HyperSync to get the assets.

keilmillerjr

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Re: Attract-Mode Frontend version 1.4 released
« Reply #151 on: November 15, 2014, 12:14:04 pm »
I wish it was on the FTP. Well, it is but its massively out of date. You need to be a member and use HyperSync to get the assets.

It is on the FTP. Yes, it is massively out of date. You do need to be a member, but you do not need to use HyperSync to get the assets.

Here is the ftp link to the mame wheel art: ftp://files.hyperspin-fe.com:221/Gold%20Member%20Downloads/MAME/Wheel/MAME%20(Wheel%20Standard)%20(HS%20Minted)%20(v.144).zip

chris2922

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Re: Attract-Mode Frontend version 1.4 released
« Reply #152 on: November 16, 2014, 05:06:17 am »
That's great news, thank you for the link.  I really didn't want to install and configure HyperSpin and HyperSync just to get the wheel assets - especially on my clean-ish windows 7 PC when my cab runs xp64.

Also sorry if anyone thinks I'm going off topic, but AttractMode really lends itself to these wheel assets and its useful for new users (or pre Hyperspin users like me) to know what they are and where to get them.  Admittedly I've spent a few hours trying to work out where to pinch them from (old habits!) but I don't mind paying £16 to get them from the site.  I'm sure a lot of work went into their creation - even if they are ripped off from original assets!

Also looks like an emumovies subscription will save lots of time.  Attract Mode layouts are really impressive with these two and possibly the Flyers.  Really happy it has been released just when I build a mame machine for first time in 8 years!
« Last Edit: November 16, 2014, 06:21:23 am by chris2922 »

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Re: Attract-Mode Frontend version 1.4 released
« Reply #153 on: November 17, 2014, 04:50:03 pm »
but you do not need to use HyperSync to get the assets.

The up-to-date assets, you do. And there's a huge chunk out of date - my last count was about 1500 missing from the MAME FTP set compared to HyperSync.

chris2922

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Re: Attract-Mode Frontend version 1.4 released
« Reply #154 on: December 21, 2014, 05:31:27 am »
I have AM running great on my cab now with EmuMovies, Wheel-Art and Flyers. It looks really good and more importantly it works great too.  Fast, responsive and simple to use.  Thanks for creating this awesome FrontEnd  :applaud:

I'd like to use the GroovyUME build to add some console games to the cab.  AM supports a few emulators out the box with config and lists set up for them, but no UME.

Can we set up UME in AM so it works as the others do?  I'll figure it out myself sooner or later but if anyone knows the 'right way' to do it can you help please?

cools

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Re: Attract-Mode Frontend version 1.4 released
« Reply #155 on: December 25, 2014, 05:20:55 am »
Yes, just set it up as MESS

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Re: Attract-Mode Frontend version 1.4 released
« Reply #156 on: January 06, 2015, 07:40:25 pm »
Hi

I have two problems with this great soft:

1. I am trying to configure attract mode with retroarch but command line from Gameex frontend doesn't work with this. I type:
retroarch.exe "[ROMPATH]\[ROMFILE]" -c mame_libretro.dll.cfg -f

But it loads only retroarch gui. What parameters should I change to fix it?

2. I would like to use two type of mame - mame32plus for vector games and the retroarch with mame core for rest of games. Can someone tell me in details how can I make roms list for retroarch mame core to show gamename instead of rom name (for example: "Killer Instinct 2", instead of "kinst2"). I would like also to remove clones, mahjongs, casinos, adultery. How can I do that (by selecting .xml lists? If this is the solution, than where can I get them and how to load them? I am using mame 154 core).

nitrogen_widget

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Re: Attract-Mode Frontend version 1.4 released
« Reply #157 on: January 07, 2015, 01:26:27 pm »
Hi

I have two problems with this great soft:

1. I am trying to configure attract mode with retroarch but command line from Gameex frontend doesn't work with this. I type:
retroarch.exe "[ROMPATH]\[ROMFILE]" -c mame_libretro.dll.cfg -f

But it loads only retroarch gui. What parameters should I change to fix it?

2. I would like to use two type of mame - mame32plus for vector games and the retroarch with mame core for rest of games. Can someone tell me in details how can I make roms list for retroarch mame core to show gamename instead of rom name (for example: "Killer Instinct 2", instead of "kinst2"). I would like also to remove clones, mahjongs, casinos, adultery. How can I do that (by selecting .xml lists? If this is the solution, than where can I get them and how to load them? I am using mame 154 core).

1. I don't use retroarch but you might ask on the attract mode forum.

2. i've been playing around with mameuifx for it's vector stuff and it's very cool. What I do is use MAWLER, an app up top in the stickies, grab all the needed info files off the web for my version of mame then simply sort for the games I want to actually play & just put those on my mame PC.

no reason to copy 20+GB's of stuff i'll never play onto a cab then spend time filtering.
Also once you create your list in attract mode it will go out & pull those game names down & insert them in the front end.
providing it has internet access & you give it some time.
A larger rom collection will take longer to populate with full names.

Cisek

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Re: Attract-Mode Frontend version 1.4 released
« Reply #158 on: January 08, 2015, 01:49:23 pm »
Thank you now I almost got it. I can't register on attract mode forum as the registration is now closed, so the only thing that i need is extra command line for gameex to launch mame core, anybody knows what exactly should I type?

nitrogen_widget

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Re: Attract-Mode Frontend version 1.4 released
« Reply #159 on: January 08, 2015, 04:07:25 pm »
Thank you now I almost got it. I can't register on attract mode forum as the registration is now closed, so the only thing that i need is extra command line for gameex to launch mame core, anybody knows what exactly should I type?

I'm not familiar with gameex but it's site says it's both a front end & emulator.
If you don't want to use the front end part, why not just pick straight mame ?