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Author Topic: New Big Blue frontend released  (Read 17718 times)

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bulbousbeard

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New Big Blue frontend released
« on: December 23, 2014, 01:10:13 am »
Big Blue now automatically hides Windows's cursors and restores them after you close the frontend. This means that you will no longer see the Windows hourglass/loading cursor when you launch a game, and you don't have to permanently change your cursor files in Windows's mouse settings.

https://sites.google.com/site/bigbluefrontend/

Disclaimer: you don't want to screw around with this. It will actually hide your mouse cursor in every program in Windows until it exits. Big Blue is meant to be run on an arcade cabinet PC--not your standard desktop PC.

bulbousbeard

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Re: New Big Blue frontend released
« Reply #1 on: December 24, 2014, 08:09:19 pm »
I put in a new experimental feature to override the behavior of the Escape key so that it kills the program Big Blue starts.

This means that you can exit any ---smurfy--- emulator from Big Blue even if it's one of those butt logs like Nebula M2 that doesn't actually quit the program when you press Escape.

https://www.dropbox.com/s/wioush0snr60xwm/BigBlueFrontend-12242014.zip

Malenko

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Re: New Big Blue frontend released
« Reply #2 on: December 24, 2014, 10:40:27 pm »
Disclaimer: you don't want to screw around with this. It will actually hide your mouse cursor in every program in Windows until it exits. Big Blue is meant to be run on an arcade cabinet PC--not your standard desktop PC.

Unless you have the option to disable that, you're going to alienate a good portion of whatever base you have/had.
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Re: New Big Blue frontend released
« Reply #3 on: December 25, 2014, 12:22:42 am »
Why? The cursor's restored when you quit the program.

Malenko

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Re: New Big Blue frontend released
« Reply #4 on: December 25, 2014, 09:50:02 am »
While I do have a MAME cab, I also play it on my desktop. Sometimes I alt+tab away for stuff. I think hiding the mouse is a great idea, especially for MAME cabs, but the option to not hide it would be beneficial to those not on a cab that want to use your front end.
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Re: New Big Blue frontend released
« Reply #5 on: December 25, 2014, 10:28:41 am »
I see your point for frontends that are designed for normal desktop usage, but this one really isn't. It doesn't even have a windowed mode.

Personally, I never understood why someone would want to use a full screen frontend for normal desktop use when there are things like QMC2.

http://qmc2.arcadehits.net/wordpress/

keilmillerjr

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Re: New Big Blue frontend released
« Reply #6 on: December 25, 2014, 11:00:18 am »
While I do have a MAME cab, I also play it on my desktop. Sometimes I alt+tab away for stuff. I think hiding the mouse is a great idea, especially for MAME cabs, but the option to not hide it would be beneficial to those not on a cab that want to use your front end.

Makes no sense. If you don't want to use the front end, and use Mame with a cursor in window mode, then do exactly that. What's stopping you?

Keep up the great work mr big blue dev. :cheers:

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Re: New Big Blue frontend released
« Reply #7 on: December 25, 2014, 11:23:31 am »
keil, I was pointing out a benefit to making the mouse hiding optional in a theoretical scenario. If he doesnt take the suggestion, no big deal.

Nothing in my example said anything about not using the front end or using MAME in a windowed mode, so................. :dunno
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Re: New Big Blue frontend released
« Reply #8 on: December 25, 2014, 11:46:14 am »
Looks like a nice setup, but I don't see a University of Kentucky reference anywhere??? (Go Big Blue!)

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Re: New Big Blue frontend released
« Reply #9 on: December 25, 2014, 03:59:56 pm »
There's also a configuration utility update coming. I've added the ability to search/filter through the games in MAME by refresh rate. It's kind of interesting to see how many games run above 60hz and stuff like that.


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Re: New Big Blue frontend released
« Reply #10 on: December 30, 2014, 12:37:07 am »
New version released with Escape key override and some other fixes.

https://www.youtube.com/watch?v=EFuJLkE7NcI&feature=youtu.be

bulbousbeard

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Re: New Big Blue frontend released
« Reply #11 on: January 04, 2015, 09:32:00 pm »
I added a useful new feature for SDLMAME, Retroarch, and other OpenGL programs, and I put in the option so you can decide whether or not you want to disable the mouse cursor.


bulbousbeard

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Re: New Big Blue frontend released
« Reply #12 on: January 10, 2015, 10:22:30 pm »
I made the morning --> afternoon --> night transitions dynamic, so the frontend will actually change while you're playing. Sort of Yu Yu Hakusho esque.



I have two more big features in the works, and I think I'll be able to call this frontend finished.

bulbousbeard

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Re: New Big Blue frontend released
« Reply #13 on: January 11, 2015, 06:44:40 pm »
Busted ---my bottom--- all weekend, and here's what I've got to show for it:

* Big Blue has video preview support
* Windowed mode is available
* Multi-monitor marquee support
* Dynamic time transitions


keilmillerjr

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Re: New Big Blue frontend released
« Reply #14 on: January 12, 2015, 07:24:14 am »
Busted ---my bottom--- all weekend, and here's what I've got to show for it:

* Big Blue has video preview support
* Windowed mode is available
* Multi-monitor marquee support
* Dynamic time transitions



I love the additions you worked on this weekend, as seen in the video. Finally decided to give BigBlue Frontend a try. Using the 01042015 release. I am very impressed.

Here is a few of my suggestions to make this awesome front end even better:
  • Allow option in the config utility to remove EXIT from in game menu. You would not want an end user to get back to windows easily.
  • Allow option in the config utility to skip the in game menu all together and directly SHUTDOWN.
  • Allow game lists to read and sort catver.ini for M.A.M.E.
  • Default Key Bindings match M.A.M.E.'s default keys.
  • Is there LEDBlinky support?
  • Some sort of indication as to which list you are viewing.
  • Ability to add/remove to favorites from frontend.

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Re: New Big Blue frontend released
« Reply #15 on: January 12, 2015, 09:11:08 am »
So glad to see something new being developed. I may just give this a whirl as I am tired of all of the problems I am having with maximus arcade since upgrading to windows 7 from XP.

bulbousbeard

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Re: New Big Blue frontend released
« Reply #16 on: January 13, 2015, 12:55:20 am »
Allow option in the config utility to remove EXIT from in game menu. You would not want an end user to get back to windows easily.






empardopo

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Re: New Big Blue frontend released
« Reply #17 on: January 13, 2015, 06:19:58 am »
I get the next error
Quote
Firma con problemas:
  Nombre del evento de problema:   CLR20r3
  Firma del problema 01:   bigblue.exe
  Firma del problema 02:   1.0.0.0
  Firma del problema 03:   549b4cc7
  Firma del problema 04:   irrKlang.NET4
  Firma del problema 05:   1.0.4534.25937
  Firma del problema 06:   4fc77113
  Firma del problema 07:   187
  Firma del problema 08:   69
  Firma del problema 09:   System.Windows.Markup.XamlParse
  Versión del sistema operativo:   6.1.7601.2.1.0.256.4
  Id. de configuración regional:   3082
  Información adicional 1:   0a9e
  Información adicional 2:   0a9e372d3b4ad19135b953a78882e789
  Información adicional 3:   0a9e
  Información adicional 4:   0a9e372d3b4ad19135b953a78882e789

Lea nuestra declaración de privacidad en línea:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0c0a

Si la declaración de privacidad en línea no está disponible, lea la declaración de privacidad sin conexión:
  C:\Windows\system32\es-ES\erofflps.txt

when I launch the frontend.

I'm using W7 64bits.

Any idea?

Greetings!

Btw, in what language have you programmed it?
« Last Edit: January 13, 2015, 06:49:40 am by empardopo »

bulbousbeard

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Re: New Big Blue frontend released
« Reply #18 on: January 13, 2015, 10:04:00 am »
when I launch the frontend.

I'm using W7 64bits.

Any idea?

Greetings!

Btw, in what language have you programmed it?

C#. Do you have .NET 4.5.2 installed?

http://www.microsoft.com/en-us/download/details.aspx?id=42643

If you have it installed, try repairing .NET and making sure you have .NET security updates installed.

bulbousbeard

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Re: New Big Blue frontend released
« Reply #19 on: January 21, 2015, 02:55:08 am »
I've been busting ---my bottom--- on this thing to get in some awesome new features before the next release.

I completely rewrote Big Blue's input handling to use the Raw Input API. This is not only lower latency, but--you guessed it--Big Blue now not only supports mice, but it also supports multiple mice. This means you can have an all-trackball cabinet and still fully control everything--even the two players in the mini-game. For testing purposes, I've got three mice hooked up to my computer here, and I can use one to control the Rampage monsters, one to control the R-Type ship, and one to control the volume.

What was that? Yup, Big Blue now has global volume controls that can be mapped to not only keyboard keys but also mice axes. This means that you can get separate spinners to use just for volume controls on your cabinet with no additional software installed. I really want this next release to be impressive, so I'm going to test the crap out of everything on my cabinets until I feel everything is rock solid, but I'm confident that this thing is going to have the most unique features of any frontend for windows by the next release.
« Last Edit: January 21, 2015, 02:59:38 am by bulbousbeard »

keilmillerjr

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Re: New Big Blue frontend released
« Reply #20 on: January 21, 2015, 10:10:32 am »
Awesome! I can't wait to try out the new release!!!

bulbousbeard

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Re: New Big Blue frontend released
« Reply #21 on: January 25, 2015, 05:39:17 pm »
More progress. I wasn't able to finish this as quickly as I had hoped. This shows the preliminary new input mapping interface.

Raw Input is mostly working now. Just need to polish things.


bulbousbeard

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Re: New Big Blue frontend released
« Reply #22 on: January 27, 2015, 02:44:13 am »
More progress: I added Xbox 360 gamepad support to Big Blue. What's pretty awesome about this is that you can actually use the 360 pad's middle "guide" button to exit out of games you launch from the frontend. It basically works like the Escape key typically would. You can even use the 360 thumbsticks to control the volume of the machine while you're in a game you launched.

 :lol

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Re: New Big Blue frontend released
« Reply #23 on: January 31, 2015, 05:53:18 pm »
Because the Hyperspin/emumovies blow (most of them are 30fps garbage), I've started making 60fps videos of all the good video games (there really aren't that many). It's getting pretty polished and sexy over there.



  ;D


bulbousbeard

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Re: New Big Blue frontend released
« Reply #24 on: February 01, 2015, 05:56:14 pm »
I put up a new "beta" version of Big Blue on the site. This was an enormous amount of work for me. I added so many things, I'm sure some errors slipped in there somewhere, but I wanted to get something out.

https://sites.google.com/site/bigbluefrontend/

  • Video preview support (requires Windows Media Player); I might switch this to use VLC later, but Media Player on Windows is so fast, it's hard to justify using anything else
  • Windowed mode
  • Multi-monitor support
  • Each category and game can now have a marquee image defined that displays with the current selection; this marquee can display either on a secondary display for "dynamic marquee" cabinets using ultra-wide LCDs or in the background of a primary display in windowed mode
  • Mouse support (up to 5 mouse buttons supported)
  • Support for multiple mice and keyboards
  • Added XInput support; you can even exit from games by pressing the Xbox "Guide" button
  • Ability to change the frontend's resolution in the configuration utility
  • Global hotkey support
  • Global volume adjustments
  • Option to either show or hide the border in windowed mode
  • Rewrote input handling system to use the Raw Input API
  • Day to sunset to night transitions now happen dynamically
  • Updated configuration utility to support binding multiple devices to inputs in the frontend
  • Configuration utility now parses Linux USB's USB device list to report human-readable names for devices
  • Rewrote the "input trapping" feature to use a Low Level Keyboard Hook so that it can now trap even system keys such as the Windows key
  • Fixed the "PRESS START" graphic displaying during the shutdown sequence
  • Optimized many graphics and events
  • Added separate volume controls for both the frontend/mini-game and the videos, so you can set either one at arbitrary volumes
  • Added Damnd to the exit sequence's marquee window
  • Added sound effects for selecting a category, going back to the category list, and selecting a game
  • Added option to turn trapping the mouse cursor on and off
  • Both the categories and game list save their position now, so if you don't select a different list, you won't lose your place



keilmillerjr

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Re: New Big Blue frontend released
« Reply #25 on: February 01, 2015, 11:36:11 pm »
I get this error using windows 8.1 and the latest beta (see pic attached).

I add games to the game list. Let's say for example, all Mame SNK games. Now I need to add some snapshots and proper titles. Whoa! That's a big list to go through. Any way to set a snap directory with snaps matching rom name, and proper title automatically?

Add more filter options?

Game list while using front end can clip a long name. Any way to have smaller text, or possibly text that scrolls horizontally?

It is called "big blue", but maybe allow to change menu colors from blue/yellow to grey/white or some thing that might match some cabinets more nicely.?

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Re: New Big Blue frontend released
« Reply #26 on: February 02, 2015, 12:18:38 am »
Those are great suggestions. I'll do that.

I just updated the configuration utility in the archive. Hopefully, this one will fix your error. What happened, I think, is that one of your USB devices wasn't in linux-usb.org's list of devices, and there wasn't any exception handling on it. We'll see...

https://www.dropbox.com/s/xwo0u5024twxfub/BigBlueFrontend-02012015.zip

Thanks!

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Re: New Big Blue frontend released
« Reply #27 on: February 02, 2015, 01:46:27 am »
Okay, I revised the Add/Edit Emulator windows so that you can enter string formatters to prepopulate thumbnails, video previews, and marquee images.

This way, it'll automatically use the file name to populate these values.



I'll have a build up tomorrow with this in.

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Re: New Big Blue frontend released
« Reply #28 on: February 02, 2015, 12:09:34 pm »
Those are great suggestions. I'll do that.

I just updated the configuration utility in the archive. Hopefully, this one will fix your error. What happened, I think, is that one of your USB devices wasn't in linux-usb.org's list of devices, and there wasn't any exception handling on it. We'll see...

https://www.dropbox.com/s/xwo0u5024twxfub/BigBlueFrontend-02012015.zip

Thanks!

Clicking on Controls now opens the Edit Controls window, as it should. Thank you.

My Devices
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Re: New Big Blue frontend released
« Reply #29 on: February 02, 2015, 11:49:39 pm »
I put up a new version that supports string formatters in the emulator entries and fixes some minor screensaver problems I found.

https://www.dropbox.com/s/fixnmbbww8anvny/BigBlueFrontend-02022015.zip

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Re: New Big Blue frontend released
« Reply #30 on: February 03, 2015, 10:22:58 pm »
https://www.dropbox.com/s/6e5zhqhq23qi1m7/BigBlueFrontend-02032015.zip

You can now choose the size of Big Blue's text. Here we're saying that the text size is going to be half the normal text size:



We get this result:



I'm not doing absolute font sizes, because Big Blue does some calculations to determine the correct proportions of the game list.
« Last Edit: February 03, 2015, 10:28:34 pm by bulbousbeard »

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Re: New Big Blue frontend released
« Reply #31 on: February 04, 2015, 11:31:38 am »
Is this front end not skinable or rotatable?

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Re: New Big Blue frontend released
« Reply #32 on: February 04, 2015, 08:22:29 pm »
It's rotatable, but it's not skinable. Unlike basically every other frontend, when you rotate it, it actually makes the snapshots and videos 3:4 aspect ratio so that vertical games aren't distorted. The frontend is basically a game. Making it modifiable would fundamentally change the built in game.

« Last Edit: February 04, 2015, 08:24:03 pm by bulbousbeard »

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Re: New Big Blue frontend released
« Reply #33 on: February 04, 2015, 08:33:14 pm »
One of my many future projects is a dual player rotatable.
the kids would love the ability to fight it out to pick a game.

Will check it out then.

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Re: New Big Blue frontend released
« Reply #34 on: February 04, 2015, 09:14:36 pm »
One of my many future projects is a dual player rotatable.
the kids would love the ability to fight it out to pick a game.

Will check it out then.

Not only that, but Big Blue actually supports multiple monitors. It's the only frontend with native multimonitor support.

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Re: New Big Blue frontend released
« Reply #35 on: February 05, 2015, 12:01:15 am »
 :applaud:
Haven't been on here for a while but this is looking great!!
Thank you bulbousbeard for all the work you been putting into this.

 :notworthy:

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Re: New Big Blue frontend released
« Reply #36 on: February 05, 2015, 02:01:40 am »
It's rotatable, but it's not skinable. Unlike basically every other frontend, when you rotate it, it actually makes the snapshots and videos 3:4 aspect ratio so that vertical games aren't distorted. The frontend is basically a game. Making it modifiable would fundamentally change the built in game.



It would be a nice feature do skinable.
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Re: New Big Blue frontend released
« Reply #37 on: February 05, 2015, 07:44:40 am »
It would be a nice feature do skinable.
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I agree, but I can understand that it takes away from the front end being a game.  The game however, is one thing thats holding me back from using this.  If there was a non-game mode that was skinnable, Id be in.
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Re: New Big Blue frontend released
« Reply #38 on: February 05, 2015, 11:15:14 am »
I'm going to release the source code for it after I clean it up, so you'll be able to change it in whichever way you want to change it.

To "reskin" it, though, you'd probably end up just removing a lot of the layers in the frontend. Big Blue isn't really a flat skin. It's several layers of parallax scrolling and triangles. Right now, the sky background is 5 layers, the moon/clouds are 1 layer, the bushes are 1 layer, the crowd is 1 layer, the fighters are 1 layer, the Rampage monsters, R-Type ship, and buildings are one layer. A lot of the code in the frontend is just handling the game logic, so without any of that, it should be fairly simple.

I have considered putting out a separate frontend that's just the game list, image/video snapshot, background, and foreground layer with the ability to make the background scroll or not, but I haven't got around to it. Big Blue is just my personal dream for a frontend theme.

I've also seriously considered making a Galaga themed frontend for cocktail cabinets where two Galaga ships can fight each other, but I haven't come up with a great way to integrate the snapshots/video with the Galaga starfield in a way that doesn't look stupid.

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Re: New Big Blue frontend released
« Reply #39 on: February 05, 2015, 11:17:57 am »
I have considered putting out a separate frontend that's just the game list, image/video snapshot, background, and foreground layer with the ability to make the background scroll or not, but I haven't got around to it. Big Blue is just my personal dream for a frontend theme.

I think this is the way to go. I need a replacement for MaLa since its not being developed for anymore. Id be down with pumping out a few basic skins.
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Re: New Big Blue frontend released
« Reply #40 on: February 05, 2015, 11:21:16 am »
I have no use for this particular FE (I'm not running in super hi-def 1080p mode), but I commend you for putting it together.

Personally, I want a LESS HD front end and something that looks more like the ArcadeSD front end:



I want the graphics to look like they are 8-bit generated in real time, and not simply graphic files with transparent backgrounds.
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Re: New Big Blue frontend released
« Reply #41 on: February 05, 2015, 09:28:11 pm »
Big Blue does run at standard resolutions. At 640x480 or less, it basically does look like an SD game on a CRT. I've got a 15khz arcade monitor, and I run this frontend at 640x480 interlaced on it. This is actually one of the reasons I dragged my feet on implementing video previews for so long. Videos don't look like a 16-bit 2D game.
« Last Edit: February 05, 2015, 09:29:46 pm by bulbousbeard »

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Re: New Big Blue frontend released
« Reply #42 on: February 05, 2015, 10:05:50 pm »
I have considered putting out a separate frontend that's just the game list, image/video snapshot, background, and foreground layer with the ability to make the background scroll or not, but I haven't got around to it. Big Blue is just my personal dream for a frontend theme.

I think this is the way to go. I need a replacement for MaLa since its not being developed for anymore. Id be down with pumping out a few basic skins.

Really, though, other than Raw Input and multi-monitor support, if that's what you want, aren't you better off with Attract Mode? It seems like that should cover all the bases for a Mala replacement.

The mini-game is really the single thing that distinguishes BB from the other frontends.

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Re: New Big Blue frontend released
« Reply #43 on: February 06, 2015, 10:34:06 am »
The mini-game is really the single thing that distinguishes BB from the other frontends.

Well attract mode also has a mini game built int (Acctrac-Man) lol    It looks a little too hyperspinny to me, but I guess i can give it a whirl.
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Re: New Big Blue frontend released
« Reply #44 on: February 06, 2015, 01:50:55 pm »
The mini-game is really the single thing that distinguishes BB from the other frontends.

Well attract mode also has a mini game built int (Acctrac-Man) lol    It looks a little too hyperspinny to me, but I guess i can give it a whirl.

Nah, not hyperspinny at all.
The default theme is really just the front end showing off. :)
I can run most of the themes on a crappy socket 478 p4 and a geforce mx4000.
I've even had it running on a P3 with 256mb ram on linux with a dedicated video card using one of the plain-jane themes.

Except the ones with CRT shaders.
those needed a newer card from the parts bin or a faster processor.

i'm working on a classic vertical theme right now and it's basically creating a background and mapping out the spots you want lists & different artwork in the theme to show up.
It was overwhelming to me coming from front ends with theme editers like mala & wahcade but i think i'll have something cool eventually.

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Re: New Big Blue frontend released
« Reply #45 on: February 06, 2015, 11:51:29 pm »
The mini-game is really the single thing that distinguishes BB from the other frontends.

Well attract mode also has a mini game built int (Acctrac-Man) lol    It looks a little too hyperspinny to me, but I guess i can give it a whirl.

Ah okay. I didn't realize it was playable. That's awesome! I just installed AttractMode and fiddled around with it a bit. The main things that Big Blue seems to do that it doesn't are the global hotkeys/exit program override, input disabling while launching games for OpenGL programs in Windows, multi-monitor support, and maybe I'm just missing it, but it seems like it only runs a single program as opposed to being able to run multiple programs per game entry (?).

Right now, AttractMode's video transitions seem a little rough to me, too (the screen blacks out when a video loads). Big Blue has a really seamless video transition.

That stuff should all be easy to add to AttractMode, though. If you want a customizable layout, it seems like the way to go.
« Last Edit: February 07, 2015, 12:01:43 am by bulbousbeard »

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Re: New Big Blue frontend released
« Reply #46 on: February 07, 2015, 03:40:57 am »
Based on what we talked about, I put together a prototype of a customizable Big Blue without the mini-game.


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Re: New Big Blue frontend released
« Reply #47 on: February 07, 2015, 03:46:59 pm »
Spent another hour on this, added animated GIF loading, and pumped out a dozen or so themes.


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Re: New Big Blue frontend released
« Reply #48 on: February 07, 2015, 05:37:03 pm »
Spent another hour on this, added animated GIF loading, and pumped out a dozen or so themes.



I could probably create an awesome metal slug theme. I like where this is going.

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Re: New Big Blue frontend released
« Reply #49 on: February 09, 2015, 09:24:15 pm »
I am interested to see how these newer versions would look on a CRT. Also maybe I missed it, but is there an easy way to change the path for the roms (not one at a time)? I see they are set to d:\sdlmame.

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Re: New Big Blue frontend released
« Reply #50 on: February 09, 2015, 11:38:47 pm »
I am interested to see how these newer versions would look on a CRT. Also maybe I missed it, but is there an easy way to change the path for the roms (not one at a time)? I see they are set to d:\sdlmame.

The newer version and the SF2 theme both work fine at 640x480. They support 320x240, but the aliasing starts to get pretty bad at that point. I would say that 640x480 interlaced is the low end.



The "Migration" section of the configuration program is for changing the paths easily. You can just tell it to replace d:\sdlmame with c:\mame or whatever, and you can select which values you want to replace (all or specific values). It's basically just a find and replace for all the config files.
« Last Edit: February 09, 2015, 11:55:14 pm by bulbousbeard »

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Re: New Big Blue frontend released
« Reply #51 on: February 22, 2015, 08:47:29 pm »
Here's the latest progress:


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Re: New Big Blue frontend released
« Reply #52 on: February 22, 2015, 09:25:21 pm »

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Re: New Big Blue frontend released
« Reply #53 on: February 24, 2015, 10:13:55 pm »
 :applaud:
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Re: New Big Blue frontend released
« Reply #54 on: February 27, 2015, 04:03:53 am »
Did some refactoring of the multimonitor support tonight.

Big Blue supports up to 4 monitors now, and it can output each of the following images to a different monitor:

* Snapshot image
* Marquee image
* Flyer image
* Instruction card image

So now you can get a tablet LCD, embed it in your control panel, and have a move list for the game you're currently playing while simultaneously outputting a high resolution marquee scan to an ultra widescreen LCD that you have in your cabinet.

Even though I've given the four image types the labels above, you can output whichever images you want to each screen.

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Re: New Big Blue frontend released
« Reply #55 on: February 27, 2015, 06:36:40 am »
Awesome work man. I appreciate you adding the support, it will be used in an upcoming project that Yvan and I will be announcing in the next week or two. I will download it and play with it this weekend :cheers:

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Re: New Big Blue frontend released
« Reply #56 on: February 28, 2015, 07:16:37 pm »
Hey BB,

Just downloaded Big Blue and I am going to start testing the quad monitor support (I just installed a USB 3.0 to HDMI adapter, so I have 2 monitors at the moment).

At first launch, it is displaying the default Street Fighter marquee you have set up on your favorites list on screen 2, so I know Windows and Big Blue are recoginizing monitor #2, so success so far  :cheers:. My question right now is, in Big Blue options, the drop down boxes for flyer and instructions list "NONE", "DISPLAY 1", and "DISPLAY 2"...should there not be options for "DISPLAY 3" and "DISPLAY 4"? Let me know when you get a second. Loving how you have everything set up, simple and clean, nice work.

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Re: New Big Blue frontend released
« Reply #57 on: February 28, 2015, 08:22:04 pm »
Hey BB,

Just downloaded Big Blue and I am going to start testing the quad monitor support (I just installed a USB 3.0 to HDMI adapter, so I have 2 monitors at the moment).

At first launch, it is displaying the default Street Fighter marquee you have set up on your favorites list on screen 2, so I know Windows and Big Blue are recoginizing monitor #2, so success so far  :cheers:. My question right now is, in Big Blue options, the drop down boxes for flyer and instructions list "NONE", "DISPLAY 1", and "DISPLAY 2"...should there not be options for "DISPLAY 3" and "DISPLAY 4"? Let me know when you get a second. Loving how you have everything set up, simple and clean, nice work.

The options in the dropdown are based on the displays that are available on your machine. If you have only two monitors connected, you'll see only display 1 and 2. If there's a third one available, you should see that, and so on.

Also, check out this thread if you want videos, because I made quite a few 60fps videos for Big Blue:

http://forum.arcadecontrols.com/index.php/topic,143732.0.html
« Last Edit: February 28, 2015, 08:25:11 pm by bulbousbeard »

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Re: New Big Blue frontend released
« Reply #58 on: February 28, 2015, 10:05:59 pm »
Well that solves that...thank you.

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Re: New Big Blue frontend released
« Reply #59 on: March 14, 2015, 04:20:26 pm »
Just a small bump and a big thank you to bb  :cheers: BigBlue does everything I want it to do and does it with a lot of common sense and good programming.

I needed multi-monitor support for my current bartop build and what I thought would be the most difficult part of the build turned out to be the easiest.

Good work  :applaud:

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Re: New Big Blue frontend released
« Reply #60 on: March 15, 2015, 06:09:50 pm »
I released a new version today:

* Stop video audio when launching a game
* "Official" support for 4 displays
* Fixed some bugs with portrait mode
* Fixed some bugs with 4:3 pillarbox mode that got introduced when I added multi-monitor support

https://sites.google.com/site/bigbluefrontend/

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Re: New Big Blue frontend released
« Reply #61 on: March 16, 2015, 09:42:35 pm »
Thanks so much for this frontend. I can't wait to check it out. I was about to download the newest version from your site but it directed me to your dropbox that says "BigBlueFrontend-12222014.zip - 2 months ago" and I'm guessing that ain't the newest version! Got a link for the freshest one?

EDIT: NM... found the proper link on the main page. I was on https://sites.google.com/site/bigbluefrontend/downloads in case you do want to update that link.

EDIT2: Seems really cool so far! First question: is there a way to cut out the shutdown animation and make it close instantly? I will be doing a lot of testing with my configs and that would save a lot of time. Thanks!
« Last Edit: March 16, 2015, 10:08:03 pm by crawlingpeter »

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Re: New Big Blue frontend released
« Reply #62 on: March 17, 2015, 12:23:49 am »
Thanks so much for this frontend. I can't wait to check it out. I was about to download the newest version from your site but it directed me to your dropbox that says "BigBlueFrontend-12222014.zip - 2 months ago" and I'm guessing that ain't the newest version! Got a link for the freshest one?

EDIT: NM... found the proper link on the main page. I was on https://sites.google.com/site/bigbluefrontend/downloads in case you do want to update that link.

EDIT2: Seems really cool so far! First question: is there a way to cut out the shutdown animation and make it close instantly? I will be doing a lot of testing with my configs and that would save a lot of time. Thanks!

If you press the exit button again once the shutdown sequence starts, it'll immediately close.

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Re: New Big Blue frontend released
« Reply #63 on: March 17, 2015, 09:49:02 pm »
Thanks so much for this frontend. I can't wait to check it out. I was about to download the newest version from your site but it directed me to your dropbox that says "BigBlueFrontend-12222014.zip - 2 months ago" and I'm guessing that ain't the newest version! Got a link for the freshest one?

EDIT: NM... found the proper link on the main page. I was on https://sites.google.com/site/bigbluefrontend/downloads in case you do want to update that link.

EDIT2: Seems really cool so far! First question: is there a way to cut out the shutdown animation and make it close instantly? I will be doing a lot of testing with my configs and that would save a lot of time. Thanks!

If you press the exit button again once the shutdown sequence starts, it'll immediately close.

Ah excellent.

Would there happen to be a way to import a list generated from RomLister into BigBlue? I don't know of any other efficient way to only have BigBlue display roms that match my control setup. Thanks!

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Re: New Big Blue frontend released
« Reply #64 on: March 18, 2015, 09:08:49 am »
The Big Blue configuration utility isn't that far behind Romlister (in some ways, it's better--the search is definitely faster). If I just add some more options to filter out the games and catver support, it'll pretty much be the same thing.


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Re: New Big Blue frontend released
« Reply #65 on: March 18, 2015, 09:12:56 am »
The Big Blue configuration utility isn't that far behind Romlister (in some ways, it's better--the search is definitely faster). If I just add some more options to filter out the games and catver support, it'll pretty much be the same thing.



That is very true! I definitely appreciate the built-in config utility... however, since I have a very simple pedestal, I was needing to filter out quite a few control setups like trackball and wheel, as well as certain categories. Would it be possible to add in at least those two filters? Thanks!

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Re: New Big Blue frontend released
« Reply #66 on: March 18, 2015, 09:52:27 am »
Yes, I'll look into that, and I'll also contact the Romlister author and see if he has any interest in adding support for Big Blue XML output.

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Re: New Big Blue frontend released
« Reply #67 on: March 22, 2015, 08:15:39 pm »
Big Blue will now restart Windows Explorer when you quit to the desktop if it isn't running. This is for setups that will set Big Blue to replace the Windows shell.

https://sites.google.com/site/bigbluefrontend/

Did another update tonight (3/23) to clean up some of the multi-monitor behavior. When you select a category in the game list, it now shows the SF2 logo on all screens while loading. Also, if you exit the frontend or try to shut it down while a second player is joining a game, the animation sequence is handled more elegantly.
« Last Edit: March 24, 2015, 02:27:57 am by bulbousbeard »

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Re: New Big Blue frontend released
« Reply #68 on: March 31, 2015, 10:06:03 pm »
Been working on issues with Windows startup and so on.

Try this:

With the old version of Big Blue, Attract Mode, or pretty much any other frontend, put a shortcut to it in your Windows startup folder.

Restart Windows.

While Windows is booting, just keep hammering "asdkjalksdjlksa" or whatever on your keyboard.

Notice how the frontend doesn't have focus. It's because your desktop is grabbing keyboard focus.

I've heavily revamped window creation in Big Blue, and I have really tight control over it now. When BB starts, it will now grab focus regardless of whatever was happening on the keyboard. I noticed this when the kids started hammering the ---fudgesicle--- out of the control panel while the cabinet was booting up. Kids are by far the best testers. They can destroy anything.

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Re: New Big Blue frontend released
« Reply #69 on: March 31, 2015, 10:09:48 pm »
Kids are by far the best testers. They can destroy anything.

:cheers:

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Re: New Big Blue frontend released
« Reply #70 on: March 31, 2015, 11:24:19 pm »
New version released:

   
  • Can no longer open multiple instances of Big Blue at the same time
  • Big Blue will automatically focus the window on start even if keyboard keys are being pressed when Big Blue is launching.
  • Added shell launcher utility; this is for setups where you want to replace the Windows shell with Big Blue; add a shell entry in the registry for BigBlueShellLauncher.exe
  • Enable inputs after fade in animation completes

https://sites.google.com/site/bigbluefrontend/

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Re: New Big Blue frontend released
« Reply #71 on: April 07, 2015, 02:59:45 am »
New version released:

  • Allow remapping of XInput devices in the configuration utility
  • Allow mapping of the same keys to different keyboards for frontend control
  • Optimizations for Damnd animation on secondary monitors
  • Fix mapping of the Alt key in the configuration utility
  • More image caching

https://sites.google.com/site/bigbluefrontend/

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Re: New Big Blue frontend released
« Reply #72 on: April 07, 2015, 12:03:06 pm »
Just read the whole thread, good stuff! I have been looking for something to use in my racing and lightgun cabinet.  Keep up the good work!
         

bulbousbeard

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Re: New Big Blue frontend released
« Reply #73 on: April 23, 2015, 12:56:55 am »
Fixed an annoying error: player 2 could join the game while player 1 was launching a game from the frontend.

https://sites.google.com/site/bigbluefrontend/

bulbousbeard

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Re: New Big Blue frontend released
« Reply #74 on: April 26, 2015, 11:01:24 pm »
By request, added a "Free-for-All" option that lets the R-Type ship and Rampage monsters fight endlessly while selecting a game. In this mode, there's no Versus screen, and Player 2 can never get control of the game list. Whenever one of them kills the other, it just endlessly respawns. This is good for bartops and single player setups where there'd be no second player anyway.


bulbousbeard

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Re: New Big Blue frontend released
« Reply #75 on: June 05, 2015, 01:25:53 am »
New version released:

https://sites.google.com/site/bigbluefrontend/
https://www.dropbox.com/s/jks74vn56dtl3ud/BigBlueFrontend-06042015.zip

Changes:

  • Added sound effect for Rampage monsters slipping and falling
  • Added extra frame of animation to foreground fighter punch
  • Fixed snapshot flicker effect for high refresh rates (100hz+)
  • Rewrote foreground fighter controls to allow the player to punch at variable speeds (oh sweet geezus does it feel good)
  • Fixed minute flickering on foreground fighters if player just kept hammering the input
  • Fixed shutdown sequence not starting if you initiated it in free-for-all mode while a Rampage monster was dying
  • Respawn monsters during shut down sequence before the point of no return in free-for-all mode

Fuzz

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Big Blue frontend
« Reply #76 on: May 25, 2024, 09:56:38 pm »
Super noob here. When launching BB, I can't see the bottom of the screen or the right side. I've tried changing screen sizes, but nothing happens, just can't seem to get it into full screen.