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Introducing arcadeEIP

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gildahl:
If you pause a game, then the scheduler will be suspended until you un-pause, so no game switching will occur while you're paused.  However, if you want to suspend the scheduler without pausing the game, you can just do a short press of the exit key to bring-up the quick-switch overlay menu.  When you do this, the game continues to run normally behind the menu; so that's what you would do if you parked Pac-Man in his safe spot and didn't want game-switching to occur while you were taking a break.  When you return, you'd just do another short press of the exit key to dismiss the menu, then continue your game.

[Edit] As a preferred solution, as of version 0.4.0.2-beta, you may now temporarily pause the attract timer by pressing Ctrl-Alt-l, effectively locking your arcade game to the current game and preventing game switching until you press Ctrl-Alt-l again to resume the timer.

Phreakwars:
Can that be set on a per game basis? Or would doing so affect the attract screen's game demo transitions? I mean if you have say just the pac man games which have this set to not go back to the demo when in the hiding spot, will the software use that game's settings during the demo and lock itself on that game rather then switch to a game that doesn't utilize this? Obscure question I'm sure, but better to ask about bugs or bring them up to be worked out before stepping to far into it, thanks.. great work BTW!!

gildahl:
This behavior is not game specific.  If auto-switching is turned on, then game switching will always occur unless (a) the game is currently paused, or (b) the overlay menu is displayed, or (c) controller input was detected within a specified amount of time prior to the next scheduled switch time (a period called the delay time).  You can always increase the timer/delay values to tolerate longer periods of inactivity while a game in session.

You can find a detailed description of how this works if you look at pages 9 and 10 of the Configuration Reference Guide in the \Docs folder; specifically, read how the delay= and timer= settings work. Making these settings game-specific could probably be added, but its not a feature at the moment.

gildahl:

--- Quote from: Raktageno on May 28, 2021, 04:00:51 pm ---Consider me on board. Depending on your timeline, I could find myself using your software solely. I'd be interested in helping test as well. Since my current project is waiting on software to move forward, I may go with an existing frontend with that support, but I already feel like this isn't my last.

--- End quote ---

Well, turns out I had about 80% of the infrastructure for dynamic marquees already, so I was able to add this feature today.  It seems to work quite well.  If you would like to test, let me know and I'll do a release build that includes it.  The way it works is that you specify a path to your marquees in the [Global_Assets] section of the ini file.  Then, prior to launching eip.exe, you run a separate executable called marquee.exe that binds itself to a monitor that you choose.  From that point it just works, with marquees being automatically displayed on the marquee monitor as each game is run (if a marquee is not found for a game, it will look for one named for the system, like mame.png; and if that is not found, it will look for one called default.png).  You may also adjust certain values such as position/size on screen, interpolation mode, etc.

Raktageno:
Well goodness that is amazing! I'll see about testing this weekend. I've spent the last several hours fighting media server issues.

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