RetroFE forums

General Category => Announcements => Topic started by: Pieter Hulshoff on April 19, 2017, 04:32:47 PM

Title: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 19, 2017, 04:32:47 PM
I have released 0.8.0 via the download (http://retrofe.nl/download/) section.
Here (https://bitbucket.org/phulshof/retrofe/commits/all) is a list of all the changes.

Next steps will be to update the documentation, create issues in bit bucket for all the change requests, fix any bugs that pop up, and start working on new features from there. :) Let me know if you encounter any issues.
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 22, 2017, 05:19:50 PM
I'm having problems using period and comma as inputs. Other than that everything is fine.

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Title: Re: RetroFE 0.8.0
Post by: Agent47 on April 22, 2017, 06:05:49 PM
Comma is used as the delimiter for parsing the keys so that's likely the issue there.
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 22, 2017, 08:20:42 PM
Is this fixable or should I do some rewiring? Can we use ascii keycodes (http://www.asciitable.com)?

Also when I enter my mame collection the all games list is displayed, but the image for my first playlist shows up on top. (https://uploads.tapatalk-cdn.com/20170422/16c6b1941711183a7899b60322c6306d.jpg)

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Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 22, 2017, 10:44:54 PM
It's probably fixable; I'll have a closer look. Send me your controls.conf file to play around with?

I'm not sure why your playlist would be misbehaving; by default you should enter the all games playlist unless your auto-favorites is on, and you have a favorites playlist. Did you check the common logos to make sure your all games playlist is still what it should be, and wasn't overwritten with the fighter logo?
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 22, 2017, 11:35:16 PM
my all games logo is fine. If i cycle through my playlists back to all games the logo displays correctly.

Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 23, 2017, 07:28:53 AM
my all games logo is fine. If i cycle through my playlists back to all games the logo displays correctly.

Ok, and this happens right after you start up RetroFE? Please upload a zip with your playlists and your global settings,conf, and I'll see if I can figure this one out. :)
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 23, 2017, 07:36:24 AM
Quote from: Pieter Hulshoff
Ok, and this happens right after you start up RetroFE? Please upload a zip with your playlists and your global settings,conf, and I'll see if I can figure this one out. :)

It happens anytime I enter MAME from the main menu.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 23, 2017, 07:57:44 AM
I'm having problems using period and comma as inputs. Other than that everything is fine.

Here's 0.8.1; let me know if that solves your input issues. Changes:
- Fixed incorrect art loading when pressing next/previous letter during highlight animation.
- Added support for , and . as input keys.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 23, 2017, 08:00:22 AM
It happens anytime I enter MAME from the main menu.

It's a bug, and occurs if you have playlists while autoFavorites is false. I'll see if I can fix this.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 23, 2017, 08:18:51 AM
It happens anytime I enter MAME from the main menu.

Here's 0.8.2. Let me know if that fixes your playlist issue. :)
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 23, 2017, 08:25:27 AM
Nicely done. Playlist issue fixed and input issue seems to be fixed as well. Thank you

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Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 23, 2017, 08:42:11 PM
Is it possible to display system artwork and info.conf for items that launch directly from the main menu? I have all the other media working (logo, fanart, story).
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 23, 2017, 09:37:02 PM
Release 0.8.3 available:
- Added reloadableMedia and reloadableText type firstLetter to allow images/text displayed based on the first letter of a selected item.
- Fixed bug where <video> continued playing upon launch. Video needs to be turned off when a game is launched, and restarted when the game is complete.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 23, 2017, 09:38:42 PM
Is it possible to display system artwork and info.conf for items that launch directly from the main menu? I have all the other media working (logo, fanart, story).

It probably is, but can you give me an example of what you're looking for?
Title: Re: RetroFE 0.8.0
Post by: ryuuji on April 23, 2017, 10:37:23 PM
Release 0.8.3 available:
- Added reloadableMedia and reloadableText type firstLetter to allow images/text displayed based on the first letter of a selected item.
- Fixed bug where <video> continued playing upon launch. Video needs to be turned off when a game is launched, and restarted when the game is complete.

wow that was fast
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 23, 2017, 10:42:25 PM
I guess I'm not sure how to give an example? I use the default Aeon Nox layout. All collections in the main menu show system art and info.conf in the bottom box. I am launching Pinball FX2 from the main menu all artwork works fine except there is no way to display system art for executables. I don't know how else to explain it.

also now the frontend s not playing nice with 005.zip for mame. Artwork will not show and the game won't launch. RetroFE complains the file doesn't exist, but I can assure you it does.
Code: [Select]
[2017-04-23 17:29:09] [WARNING] [Launcher] Checking to see if "M:\Roms/MAME\005.zip" exists  [No]
[2017-04-23 17:29:09] [WARNING] [Launcher] Could not find any files with the name "005" in folder "M:\Roms/MAME\

Edit:
Ok it has nothing to do with "005". It is affecting whatever rom is listed first in include.txt. No art is displayed and the game can't be found in the rom dir even though it does exist

Edit 2:
The problem happens when "list.menuSort = true" and the include.txt itself is not sorted. I sorted my include.txt and the problem stopped.
Title: Re: RetroFE 0.8.0
Post by: ryuuji on April 23, 2017, 10:59:19 PM
M:\Roms/MAME\

those are wrong
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 23, 2017, 11:06:57 PM
M:\Roms/MAME\

those are wrong

I resolved the first slash but I think RetroFE adds the last one itself.
[2017-04-23 18:03:56] [INFO] [Launcher] Checking to see if "M:/Roms/MAME\ssrj.zip" exists  [Yes]
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 24, 2017, 01:35:33 AM
Here is a better example Pieter. Sorry they are phone pics, but I don't have anything installed on this pc except RetroFE.

One picture is of mame just for reference. The other is Pinball FX2 which is not a collection, just an executable. You can see the lack of art and info in the bottom box.
(https://uploads.tapatalk-cdn.com/20170424/2266e1eef8a68b9c71f4fea17e385826.jpg)(https://uploads.tapatalk-cdn.com/20170424/2c6041058bc7aaed3e46efe857c845a9.jpg)

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Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 24, 2017, 06:49:42 AM
Edit:
Ok it has nothing to do with "005". It is affecting whatever rom is listed first in include.txt. No art is displayed and the game can't be found in the rom dir even though it does exist

Edit 2:
The problem happens when "list.menuSort = true" and the include.txt itself is not sorted. I sorted my include.txt and the problem stopped.

I will investigate later this week. :)
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 24, 2017, 08:49:32 AM
Here is a better example Pieter. Sorry they are phone pics, but I don't have anything installed on this pc except RetroFE.

One picture is of mame just for reference. The other is Pinball FX2 which is not a collection, just an executable. You can see the lack of art and info in the bottom box.

I see what you mean, and I fear that's indeed not yet possible. I'll have to give this some thought, since the info.conf allows for much more flexibility than the XML based database used for launchable items.
Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 24, 2017, 12:15:28 PM
display system art for executables

Just create any needed artwork and an info.conf, place it in the collections system_artwork folder, job done.

EDIT:
Attached mine for Pinball.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 24, 2017, 12:39:41 PM
display system art for executables
Just create any needed artwork and an info.conf, place it in the collections system_artwork folder, job done.

That will not work for launchable items; only for collections. His Pinball is defined in the roms directory or in an include.txt file, and not as a collection. The device png can be shown by creating a "PinballFx2.png" image (or whatever the correct name is) in the collections/Main/medium_artwork/device directory, but the information in info.conf for a collection is usually defined in a meta XML file for launchable items (games), which isn't nearly as flexible as the info.conf file.
Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 24, 2017, 02:18:05 PM
display system art for executables
Just create any needed artwork and an info.conf, place it in the collections system_artwork folder, job done.

That will not work for launchable items; only for collections. His Pinball is defined in the roms directory or in an include.txt file, and not as a collection. The device png can be shown by creating a "PinballFx2.png" image (or whatever the correct name is) in the collections/Main/medium_artwork/device directory, but the information in info.conf for a collection is usually defined in a meta XML file for launchable items (games), which isn't nearly as flexible as the info.conf file.

You misunderstood me.
Pinball FX2 should be treated as a collection as tables are passed to the executable in pretty much the same way as MAME, RetroArch etc.
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 24, 2017, 02:56:50 PM
You misunderstood me.
Pinball FX2 should be treated as a collection as tables are passed to the executable in pretty much the same way as MAME, RetroArch etc.

You are assuming I want my setup like yours... I don't. I have no reason to launch pinball fx tables seperately.

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Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 24, 2017, 03:20:02 PM
You misunderstood me.
Pinball FX2 should be treated as a collection as tables are passed to the executable in pretty much the same way as MAME, RetroArch etc.

You are assuming I want my setup like yours... I don't. I have no reason to launch pinball fx tables seperately.

Sent from my LG-H950 using Tapatalk

It doesn't matter how you want it setup, the method is still the same.
Create a collection with a shortcut to the exe in the rom folder. Job done.
You can do this with any executable.
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 24, 2017, 04:05:10 PM
That is silly. You would have to click on pinball fx2 twice. Once to enter the menu then once to launch the game. I'll just launch it from the main menu like I want to. Boom job done.

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Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 24, 2017, 04:23:47 PM
That is silly

That is how it is usually done to have all art and info etc so forgive me for not wanting to be a special case.
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 24, 2017, 04:29:15 PM
Sticks and stones. You are using a workaround. I aim to help improve the front-end by not having to use workarounds. So let's agree to disagree and keep this thread on topic.

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Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 24, 2017, 04:39:46 PM
Since when is using the indended function a workaround?
Anyway, I'm done. No more off-topic posts from me.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 24, 2017, 04:44:04 PM
End conclusion: what you want works fine for general art, but not for information available via info.conf and not available via the meta XML database. I'll give it some thought.

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Title: Re: RetroFE 0.8.0
Post by: Agent47 on April 24, 2017, 05:05:23 PM
Making workaround suggestions is fine but keep in mind that not everyone wants things done the same way, different strokes for different folks. When making suggestions it's a good idea to say how things "could be" done rather than "should be". The latter makes it sound like you're forcing your way on someone else rather than offering an alternative method.

One of the best parts of frontends is that you can customize it to your preferences and if something doesn't work the way you want it you're free to make a feature request.
Title: Re: RetroFE 0.8.0
Post by: ryuuji on April 24, 2017, 06:40:49 PM
Could we get this feature http://blog.ivank.net/fastest-gaussian-blur.html Pieter ?
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 24, 2017, 06:57:19 PM
Could we get this feature http://blog.ivank.net/fastest-gaussian-blur.html Pieter ?
I'm certainly open to adding effects, though using them will certainly raise the pc requirements. 😀

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Title: Re: RetroFE 0.8.0
Post by: ryuuji on April 24, 2017, 07:02:17 PM
Ofc but they will be used on certain layouts, not the current ones
that Aurora layout will certainly benefit from this
Title: Re: RetroFE 0.8.0
Post by: tonesmalone on April 24, 2017, 10:50:39 PM
Release 0.8.3 available:
- Added reloadableMedia and reloadableText type firstLetter to allow images/text displayed based on the first letter of a selected item.
- Fixed bug where <video> continued playing upon launch. Video needs to be turned off when a game is launched, and restarted when the game is complete.

Cheers for this!
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 25, 2017, 09:26:55 AM
Ofc but they will be used on certain layouts, not the current ones
that Aurora layout will certainly benefit from this

True, but note that blurring his 800x200 image took 32 ms using the fastest algorithm. That's longer than most animations last, and that's just one small image. You'll need a very fast machine to make this look good. I'll do some tests in C++ and SDL2 though to see how fast it works there.
Title: Re: RetroFE 0.8.0
Post by: ryuuji on April 25, 2017, 10:48:17 AM
True, but note that blurring his 800x200 image took 32 ms using the fastest algorithm. That's longer than most animations last, and that's just one small image. You'll need a very fast machine to make this look good. I'll do some tests in C++ and SDL2 though to see how fast it works there.

oh...ok
Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 25, 2017, 01:08:07 PM
Maybe better to leave it to the User to blur any images or leave it up to the layout creator to provide blurred images if their theme uses them.
If any theme uses non-standard art etc then the creator should include said images with the theme.

That would be better than introducing any possible slowdown to do this on the fly.
Title: Re: RetroFE 0.8.0
Post by: theherooftime796 on April 25, 2017, 09:43:46 PM
Would there be any way to use the new firstLetter attribute to temporarily display a reloadableImage/Text of the corresponding letter only when scrolling through games using the letterUp/letterDown controls. I don't see how this would be possible without applying an animation to an as-of-yet non-existent <onKeyPress> or a more flexible <onControlEntered> action type. And as usual keep up the great work pieter.  ;)
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 25, 2017, 11:03:32 PM
Not at the moment; letterUp/Down uses the onHighlight animations. I could add a new type, but that would impact all current themes.

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Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 26, 2017, 03:10:27 PM
Ok it has nothing to do with "005". It is affecting whatever rom is listed first in include.txt. No art is displayed and the game can't be found in the rom dir even though it does exist

Edit 2:
The problem happens when "list.menuSort = true" and the include.txt itself is not sorted. I sorted my include.txt and the problem stopped.

I tested this, but I don't have an issue on my setup. Could you see if you can reproduce the issue in a smaller game setup, and then zip it up, and send it to me? My include.txt isn't sorted either, and my list.menuSort = true, but both the first game in the include.txt as well as the first game on the sorted list show art as normal.
Title: Re: RetroFE 0.8.0
Post by: dustind900 on April 26, 2017, 05:25:45 PM
I tested this, but I don't have an issue on my setup. Could you see if you can reproduce the issue in a smaller game setup, and then zip it up, and send it to me? My include.txt isn't sorted either, and my list.menuSort = true, but both the first game in the include.txt as well as the first game on the sorted list show art as normal.

It was because the Encoding on my include.txt was set to UTF-8 with BOM. I tested this with list.menuSort set to true and false, also with a sorted and unsorted list. Removing the byte-order mark fixed the problem.
Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 27, 2017, 05:05:40 PM
Sorry if this has been mentioned before,

Just messing around with the arcade system and tried to install this version

However, when trying to start it I get cannot start missing libgobject-2.0-0.dll

This was from a fresh install.

Regards

Mark
Title: Re: RetroFE 0.8.0
Post by: bodbod on April 27, 2017, 05:30:46 PM
Hi Mark,

It is mentioned in the download section that for the new release, you need to :

Quote
Note: Windows users will require a recent version of Visual C++ Redistributable for Visual Studio.

This should fix your issue normally - Have a look there and read the bottom part, you ll find the relevant link :

http://retrofe.nl/download/
Title: Re: RetroFE 0.8.0
Post by: tonesmalone on April 27, 2017, 06:05:07 PM
Actually this issue is caused by running the exe from the wrong place. Try launching with the shortcut in the root folder.


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Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 28, 2017, 08:14:57 AM
Hi Mark,

It is mentioned in the download section that for the new release, you need to :

Quote
Note: Windows users will require a recent version of Visual C++ Redistributable for Visual Studio.

This should fix your issue normally - Have a look there and read the bottom part, you ll find the relevant link :

http://retrofe.nl/download/

Cheers, that has fixed that issue, but saying that I have another dll file missing as well. I shall have a look more later when I have woken up a bit more.

As for the other guy, I tried it in and out of the core directory, but none would work.

Regards

Mark
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 28, 2017, 08:28:24 AM
Cheers, that has fixed that issue, but saying that I have another dll file missing as well. I shall have a look more later when I have woken up a bit more.

Which dll might that be then?
Title: Re: RetroFE 0.8.0
Post by: tonesmalone on April 28, 2017, 08:44:56 AM
This is exactly what happens when the exe is ran from outside of the core directory or the supplied shortcut isn't used. The error messages basically cycle through the dlls in the core directory.

Yours,
The Other Guy


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Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 28, 2017, 08:51:21 AM
This is exactly what happens when the exe is ran from outside of the core directory or the supplied shortcut isn't used. The error messages basically cycle through the dlls in the core directory.

Yours,
The Other Guy


Sent from my iPhone using Tapatalk Pro

I just tried the supplied link but that brings up same dll message

msvcp140.dll is missing.

I downloaded the visual studio from the previous comment, but again that has done nothing.

Regards

Mark
Title: RetroFE 0.8.0
Post by: tonesmalone on April 28, 2017, 08:54:12 AM
This is exactly what happens when the exe is ran from outside of the core directory or the supplied shortcut isn't used. The error messages basically cycle through the dlls in the core directory.

Yours,
The Other Guy


Sent from my iPhone using Tapatalk Pro

I just tried the supplied link but that brings up same dll message

msvcp140.dll is missing.

I downloaded the visual studio from the previous comment, but again that has done nothing.

Regards

Mark

Ok, now youre getting somewhere as this dll is a from a framework. The others you mentioned are RetroFE dlls hence why I knew the problem.

msvcp140.dll is from the visual c++ framework. Try this one...

https://www.microsoft.com/en-za/download/details.aspx?id=48145


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Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 28, 2017, 08:57:11 AM
Yeah I had downloaded that previously with no effect. I am downloading the x86 one as well and will install that even though I am on a 64 bit system
Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 28, 2017, 09:01:51 AM
The 32 bit version 86 one actually worked, and yet the 64 bit version did not work.

I am not sure if it is because I am downloading and transferring files, but when I loaded retrofe, it froze on the main screen for a while with no input, I had to ctl alt and delete to try shutting it down, but then it started working.

I just tried it again using a shortcut I had made, and that was faster than using the lnk file.
Title: Re: RetroFE 0.8.0
Post by: tonesmalone on April 28, 2017, 09:17:05 AM
Yep that's exactly by design. RetroFE is a 32 bit app - hence why the x86 c++ framework is needed.

Not bad for the other guy.


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Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 28, 2017, 09:32:17 AM
Sorry other guy, but I was still half asleep only on my second can of beer, two more, then a cup of coffee and I am good for the day :)
Title: Re: RetroFE 0.8.0
Post by: tonesmalone on April 28, 2017, 12:47:41 PM
Sorry other guy, but I was still half asleep only on my second can of beer, two more, then a cup of coffee and I am good for the day :)

Ha! No worries, was just messing around ;)


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Title: Re: RetroFE 0.8.0
Post by: ryuuji on April 28, 2017, 04:26:02 PM
Yeah I had downloaded that previously with no effect. I am downloading the x86 one as well and will install that even though I am on a 64 bit system

You will have to install both versions if you are on 64bit system :P
Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 28, 2017, 04:27:56 PM
Typical sorted it all out ages ago, and now you finish your tea break lol

Part time moderators lol
Title: Re: RetroFE 0.8.0
Post by: theherooftime796 on April 29, 2017, 11:54:51 AM
Could we ever anticipate seeing a dedicated menu for favourites / filtering collections by genres. I want to know so I can anticipate it in the future and build around it for my skin.
Title: Re: RetroFE 0.8.0
Post by: Mark Norville on April 29, 2017, 12:03:56 PM
A work around but a long work around, is by putting your favourites into a folder, and creating a collection OR another way is deleting the crap from the xml files. On some systems it might not take long, but obviously the massive one is MAME or arcade classics whatever you want to call it.

Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 29, 2017, 01:01:10 PM
Could we ever anticipate seeing a dedicated menu for favourites / filtering collections by genres. I want to know so I can anticipate it in the future and build around it for my skin.
Certainly. I'm still gathering ideas on how best to implement this, so I'm open to detailed ideas. 😀
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 29, 2017, 01:03:41 PM
A work around but a long work around, is by putting your favourites into a folder, and creating a collection OR another way is deleting the crap from the xml files. On some systems it might not take long, but obviously the massive one is MAME or arcade classics whatever you want to call it.
Hold! Please remember that RetroFE only uses the meta XML files to fill the database. It has no impact on which games are shown. As such, there's never a need to remove information from the xml files.

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Title: Re: RetroFE 0.8.0
Post by: theherooftime796 on April 29, 2017, 01:48:18 PM
How about, upon pressing a dedicate genre key, it loads a separate menu, with entries either defined by those in the genre tags of the system xmls, or alternatively from individual genre xml files (e.g. RetroFE\meta\hyperlist\genre\%SYSTEM_NAME%\Strategy.xml).

By doing this we could use the genres already compiled by the expansive hyperlist project.

 If a game is listed in a dedicated genre file, that should take priority over the system xml's. If a game is listed in multiple genre xml's, it should be displayed in both genres in the menu

A universal layout for the genre menu could be defined using genreMenu tags in the main layout.xml, and could feature dedicated reloadableVideos,images, logos,etcas the themer desires (could be found in _common\genre_artwork or "collection name"\genre_artwork depending on mode attribute)

Alternatively, each system could have a unique genre menu set up, loaded from layouts\"layout name"\collections\"collection name"\layout\layout.xml or a dedicated genreMenu.xml (i'm not sure which would be better).

Upon loading a genre (e.g. Strategy), it would use the same assets and layout as the current collection (just as if we had loaded a collection from the main menu with all games displayed), the only difference being that all games which do not possess the correct genre are filtered out and not displayed.

Favourites could be displayed in the genre menu as well (perhaps at the top), but, as before, can also be accessed easily through the nextPlaylist control (which seems to only load the favourites playlist and not any genres, maybe it could do with being renamed for clarity, but keeping the old name for legacy purposes) and games can be added with the addPlaylist (addFavourites) control.

Perhaps we could also get a general "favourites" control, which overlays a (customisable) menu over the current view with the option to view favourites or add the selected item to favourites, it would help to make the options more visible and understandable to general users, without having to clutter a theme with many control prompts.
This functionality could also be used to add an optional "exit menu" upon pressing the quit key on the main menu, although I would definitely prioritise the genre features.

Sorry for the long post. I'm not sure if this would fit the needs of all users, and i don't expect anything similar to be coming any time soon. I just wanted to share some ideas and let everyone else discuss what they think should be done. :) If you need me to clarify anything, just ask and I'll try to reply explaining myself.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 29, 2017, 09:16:46 PM
You're aware that using playlists or subcollections, you can already create this by yourself, correct? You're just asking if this could be automated by RetroFE?
Title: Re: RetroFE 0.8.0
Post by: theherooftime796 on April 29, 2017, 10:11:11 PM
I'm aware as to what is possible with playlists, etc. The main feature that I'm discussing is that of a dedicated genre menu which loads upon pressing a genre key, as well as scraping from hyperlist system and genre xml's to do the mentioned filtering. Stuff like the visible add to favourites option is really just flair, adding more avenues for ui customisation. As I said, I don't expect much to come of this, but you asked for some detailed ideas and I tried to provide them.  :D
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 30, 2017, 07:21:09 AM
I'm aware as to what is possible with playlists, etc. The main feature that I'm discussing is that of a dedicated genre menu which loads upon pressing a genre key, as well as scraping from hyperlist system and genre xml's to do the mentioned filtering. Stuff like the visible add to favourites option is really just flair, adding more avenues for ui customisation. As I said, I don't expect much to come of this, but you asked for some detailed ideas and I tried to provide them.  :D

I was already looking into something like this. Basically I could create sub collections on the fly based on the information in the meta.db (as defined in the meta XML), and use common artwork to display them. I'll need to check on what to do about genre based videos though; I'm not aware of any existing (except for specific systems).
Title: Re: RetroFE 0.8.0
Post by: theherooftime796 on April 30, 2017, 11:09:28 AM
I'd say just include them for those who want to use them. I wouldn't mind creating universal and system specific genre videos for use in my own theme and others if such an option was made available in RetroFE.
Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 30, 2017, 02:18:10 PM
I (personally) am of the opinion that any additional files (story, info etc) should only be included if they are needed and called by/used by the default theme included with RetroFE. Any other files should not be included.

I wouldn't even include Aeon Nox as part of the base distribution, just the default theme only.
That will reduce the size of the distribution.

There is already a download section for themes so why include Aeon Nox with the distribution?

Maybe add a supplemental files section in the download area where all additional xml, info, story, extra artwork etc can be stored?

If a theme REQUIRES certain files (players art, ratings art etc), then it is the theme creators responsibility to supply them and include them either in the themes distribution or, alternatively, upload them to a possible supplemental area mentioned above.

By all means make the changes to RetroFE to support said files but don't include them in any distribution.
Title: Re: RetroFE 0.8.0
Post by: Agent47 on April 30, 2017, 03:34:23 PM
Nox is the default theme as far as I'm concerned, and I imagine most others would agree. It's the one that's been showcased the most and is the default layout in the settings.conf of the download packages. So I don't think it would make much sense to not include it. I think the actual "Default" layout is there for machines that can't handle Nox and as a simpler option, but I may be wrong.

I'm not sure which distribution you're referring to when you mention that removing Nox will reduce the size. If it's the base/normal package here excluding Nox won't save much at all, the layout is about 15MB.

There aren't really any Nox specific items that I can think of. All of the images I can think of offhand that it uses (genre, players, mfc, etc) are included in the normal distribution, only total 20MB and are utilized by pretty much all layouts. So as far as I'm aware there aren't any layout specific items included in the basic distribution and any custom ones are included with the individual layouts themselves.

I know Pieter has said before he wants to set up a section here to host the story files and maybe other related items. I may have missed something but I don't see any changes mentioned here which require media for specific layouts. If you're referring to the genre videos they would be utilized by every layout I would imagine and likely wouldn't be included with the base distribution because they would definitely eat up a sizeable chunk of space.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 30, 2017, 04:04:35 PM
The two system videos are the major part of the download; I could save more by dropping the (empty) Arcade collection than by dropping most the layout and the common files, so that's not going to happen. 😀
I do need to spend some time on putting those stories up on the download page though, and perhaps additional files as well.

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Title: Re: RetroFE 0.8.0
Post by: Agent47 on April 30, 2017, 04:25:52 PM
The two system videos are the major part of the download; I could save more by dropping the (empty) Arcade collection than by dropping most the layout and the common files, so that's not going to happen. 😀

If you were really hurting for space you could just not include the meta.db since it's generated on launch. That would save 21MB, about the same as the common files lol.
Title: Re: RetroFE 0.8.0
Post by: JonahUK on April 30, 2017, 04:34:13 PM
I didn't refer to any specific changes?
What I said was make the changes to utilise and support the files but don't include them.

For example, when I created the original RetroSpin, I included everything that was required for each theme to function on its own so the User would not have to hunt stuff down for any collection that was included but that made each collection roughly around 100mb (inc. RetroFE, around 70mb without) and for 86 collections, it became huge.

I made the previous post as I remember seing posts asking for this file or that file etc to be included with the download etc etc but whatever, it was an opinion.
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on April 30, 2017, 04:43:02 PM
I understand; that question was with regards to the modular system setup I created for EmuMovies. 😀

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Title: Re: RetroFE 0.8.0
Post by: dustind900 on May 07, 2017, 05:57:01 AM
Release 0.8.3 available:
- Added reloadableMedia and reloadableText type firstLetter to allow images/text displayed based on the first letter of a selected item.

This feature along with custom fonts similar to these (http://www.dafont.com/theme.php?cat=709) is awesome. Just wanna put that out there for you theme makers.  ;) I have been toying with the idea for a couple days, but layouts aren't my thing.
Title: Re: RetroFE 0.8.0
Post by: ryuuji on May 07, 2017, 12:56:25 PM
What about those fonts ? What is your idea ?
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on May 10, 2017, 08:37:59 PM
Here's 0.8.4; I've added the ability to use meta fields like title, manufacturer, etc. for reloadableScrollingText

I really need to update that documentation...
Title: Re: RetroFE 0.8.0
Post by: zlagos on May 11, 2017, 09:30:34 PM
Hello everyone

I like RetroFE. Now you just need to add the customizable lists to the emulator to stop using Maximus Arcade and switch to RetroFE. At the moment I'm just trying to prove it. For this I downloaded the pack of emumovies FTP.

(By the way, searching, searching, searching and re-searching, I have gotten the  79 story that is missing from the Atari 2600 of the pack of emumovies, some are very extensive, but they serve me.  If someone is interested, I can upload them to MEGA).

As I say, I usually use Maximus Arcade. If I still do not use RetroFE, it's just because I can not separate games by genres: Action, Sports, Shooting, Platforms, etc.

Making an xml for each genre could be a good method: Atari 2600.xml for all and Atari 2600_Deportes.xml for Sports, Atari 2600_Accion.xml, etc.

Let each user download them from the Hyperspin page or make them himself and separate them as you want, including the favorites ...

That a user prefers to separate them for years, so that it does ... that maintains the format xml of Hyperspin and that is worked it ...

It's just an idea that I try to bring ...

Another solution would be to do the same thing with xml, but with the include.txt files. What makes it easier for the programmer ...

On the other hand it would be desirable to leave the Genre and / or Favorites on the screen, of course ... I now only know if I'm in favorites because there are fewer games ...

In any case, your work is priceless. RetroFE is a great frontend, which will surely improve until it is the best.

(Sorry for my bad English, I'm Spanish and helped me with a translator.)
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on May 12, 2017, 07:00:05 AM
I like RetroFE. Now you just need to add the customizable lists to the emulator to stop using Maximus Arcade and switch to RetroFE. At the moment I'm just trying to prove it. For this I downloaded the pack of emumovies FTP.
(By the way, searching, searching, searching and re-searching, I have gotten the  79 story that is missing from the Atari 2600 of the pack of emumovies, some are very extensive, but they serve me.  If someone is interested, I can upload them to MEGA).

Good to hear you like RetroFE so far. :) I would certainly like a copy of the story files so I can complete the set, and re-upload it to EmuMovies.

Quote
Making an xml for each genre could be a good method: Atari 2600.xml for all and Atari 2600_Deportes.xml for Sports, Atari 2600_Accion.xml, etc.

RetroFE only uses the XML to fill the meta.db database; splitting it will not do anything for you.

There are two options that might be useful to you:

1. Playlists
If you just want to step through the different genres, you can simply create a playlist txt file for each genre, and use the next/previous playlist to step from one to the next.

2. Sub collections
You can create a sub collection for each genre, using a .sub file (which, other than the name, looks the same as a playlist or include file), and create a new collection to show the different genres.

Basically, you need to decide if you want a separate wheel with the different genres, or if it's sufficient to just step through them to show the correct one.
Title: Re: RetroFE 0.8.0
Post by: zlagos on May 13, 2017, 10:51:55 PM

Well ... Here I uploaded the 79 "Atari 2600's story's" missing in the EmuMovies megapack ...

https://mega.nz/#!i1UTQJAL!VLZmudJMpZV2shHOU_tb_mzuo3M2QgRDvrP90-yfjeE (https://mega.nz/#!i1UTQJAL!VLZmudJMpZV2shHOU_tb_mzuo3M2QgRDvrP90-yfjeE)

My English is not very good, so I'll leave you the task of shortening them, which may be too long ...

On the other hand, the "playlist" did not know ... I think you should update the documentation of RetroFE ...

Thanks for everything.
Title: Re: RetroFE 0.8.0
Post by: bodbod on May 14, 2017, 03:30:44 AM
cool, thanks for this Zlagos.

On my side I am working on the Sony PSP collection, I will give tomorrow what i have achieved so far, to be completed though.
If you find the story pack for the PSP I take it as I couldn t find it on emumovies.
I have an .ini file though with all the stories in it but needs to be broken down if there is no other solution.

cheers
Title: Re: RetroFE 0.8.0
Post by: zlagos on May 14, 2017, 06:52:26 PM
I have an .ini file though with all the stories in it but needs to be broken down if there is no other solution.

If you send me the ini in an email or upload it where I can download it, I try to split it by storys ... In writing English I am quite bad, but in that I think I am good ...

Saludos...
Title: Re: RetroFE 0.8.0
Post by: dustind900 on May 17, 2017, 06:00:01 PM
cool, thanks for this Zlagos.

On my side I am working on the Sony PSP collection, I will give tomorrow what i have achieved so far, to be completed though.
If you find the story pack for the PSP I take it as I couldn t find it on emumovies.
I have an .ini file though with all the stories in it but needs to be broken down if there is no other solution.

cheers

I'm assuming you are talking about the RocketLauncher ini files?
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on May 17, 2017, 10:24:54 PM
Here's a (mostly untested) 0.8.5. It should add the onGameEnter and onGameExit animations that @igarikoitz requested. No current theme uses it though, so it shouldn't do much for you until themes pop up that do. :)
Title: Re: RetroFE 0.8.0
Post by: iGarikoitz on May 17, 2017, 10:34:34 PM
Here's a (mostly untested) 0.8.5. It should add the onGameEnter and onGameExit animations that @igarikoitz requested. No current theme uses it though, so it shouldn't do much for you until themes pop up that do. :)
Works PERFECT!  ;) Thank you very much
Title: Re: RetroFE 0.8.0
Post by: zlagos on May 19, 2017, 04:52:57 PM
With the material that bodbod sent me (thank you, my friend bodbod), I created the story.txt for the PSP and also the xml, and PSP configuration files.

I've run retrofe.exe -createcollection "Sony PSP" and so far so good.

I have copied the configuration files included in this file:

https://mega.nz/#!ixMViIBK!jdP0WJ_eohL2G9EatGyqbddWq__5s2-YM0pIDO3ZYHg (https://mega.nz/#!ixMViIBK!jdP0WJ_eohL2G9EatGyqbddWq__5s2-YM0pIDO3ZYHg)

That includes the story.txt for the PSP. You can get them out of there. It is a small file, weighs 408 kb.

Well, I still ... I delete the file meta.db and I start RetroFE ... Recreates the files ... And the PSP appears in the main menu, but when I enter PSP ... I do not see a single data. ..

If someone can take the trouble to download the mega file and see what I may have done wrong ... I would forever thank ... because I do not know where to look ...

Thanks for the help.
Title: Re: RetroFE 0.8.0
Post by: Agent47 on May 19, 2017, 05:04:15 PM
I don't have time to set it up and test at the moment but just by looking at the xml I see a problem. Many of the name attributes in the xml and your include.txt use colons ':' which aren't allowed in file names, they should use a hyphen '-' instead. That explains no images/meta showing for those games and you won't be able to launch the games either since files can't contain the colon character.
Title: Re: RetroFE 0.8.0
Post by: zlagos on May 19, 2017, 05:08:54 PM
Gracias, I'll fix it

Edit: It was that, but now there is another problem, it does not read the storys with -

I'll do it all over again ...

Thank you...
Title: Re: RetroFE 0.8.0
Post by: zlagos on May 19, 2017, 06:44:24 PM
Thanks to Agent47 I solved the problem.

Now all story.txt and Sony PSP xml works:

Are here: https://mega.nz/#!zpNj3Jyb!ZLlOWSU37YJ39A1DxJcSU-EhWfxAPnHAbWakC-d3nag (https://mega.nz/#!zpNj3Jyb!ZLlOWSU37YJ39A1DxJcSU-EhWfxAPnHAbWakC-d3nag)

Thank you.




Title: Re: RetroFE 0.8.0
Post by: JonahUK on May 19, 2017, 07:11:30 PM
Thanks to Agent47 I solved the problem.

Now all story.txt and Sony PSP xml works:

Are here: https://mega.nz/#!zpNj3Jyb!ZLlOWSU37YJ39A1DxJcSU-EhWfxAPnHAbWakC-d3nag (https://mega.nz/#!zpNj3Jyb!ZLlOWSU37YJ39A1DxJcSU-EhWfxAPnHAbWakC-d3nag)

Thank you.

Where was the XML taken from to create these Story files as it only contains 543 entries compared to over 1000 in the HS xml.
Have they been filtered or have I missed something?
Thanks for doing these anyway.
Title: Re: RetroFE 0.8.0
Post by: zlagos on May 19, 2017, 08:54:21 PM
I could not tell you. I was given a file by the bodbod friend ... and I just split it in 543 pieces for the storys and create the xml. He also sent me arts that I have not yet been able to classify.
I am sorry...
Title: Re: RetroFE 0.8.0
Post by: JonahUK on May 19, 2017, 09:29:21 PM
I could not tell you. I was given a file by the bodbod friend ... and I just split it in 543 pieces for the storys and create the xml. He also sent me arts that I have not yet been able to classify.
I am sorry...

No need to apologise at all mate, I was just wondering why there were less stories.
Like I said, thanks for doing these anyway :)
Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on May 25, 2017, 01:24:04 PM
I've made a full release of 0.8.6 available in the download section with updated Aeon Nox theme to make use of some of the new features. :)
Title: Re: RetroFE 0.8.0
Post by: tonesmalone on May 25, 2017, 06:22:42 PM
Awesome. Any new features that would make sense for my GLaDOS theme?


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Title: Re: RetroFE 0.8.0
Post by: Pieter Hulshoff on May 25, 2017, 06:25:37 PM
You might be able to do something fun with the multi menu support. 😀
Multi level menu support also became a lot easier.

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