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Messages - netsurfr

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1
Reviving this topic as I was wondering the same... Can a Never Played and New playlist or search function be added? Also wondering your idea of game stats (times played, etc)?

2
General Discussion & Help / Re: How To Pause Retrofe During Emulator Launch
« on: February 20, 2022, 05:35:04 PM »
SOLVED! - Figured this out by creating a .bat file with all that was needed to avoid the emulator releasing control back to retrofe and changing the launcher to point to the .bat file as well as send %ITEM_NAME% to the .bat file so it could launch the selected game/table to the script inside the .bat file so all is working as it should now!

3
General Discussion & Help / Re: How To Pause Retrofe During Emulator Launch
« on: February 20, 2022, 02:46:40 PM »
OK I was able to create a .bat file that waits to give control back to retrofe until the game is exited and made that .bat file the executable in the retrofe launcher BUT now I have a different problem. I was using the variable %ITEM_NAME% (game selected) in the launcher to tell the emulator what specific game was selected & launch that one but I can't seem to get the .bat file to use %ITEM_NAME"?   

This is my new launcher file:

executable = %RETROFE_PATJH%\emulators\Zaccaria PInball\start.bat
arguments = %ITEM_NAME"

And this is the line in start.bat that needs to know what game was selected but isn't working...

"C:\Program Files (x86)\Steam\Steam.exe" -applaunch 444930 -skipmenu "%ITEM_NAME%"


ALTERNATIVELY

Is there a way to add this directly to the retrofe launcher and avoid needing to use the .bat file?

REM --Run Program
"C:\Program Files (x86)\Steam\Steam.exe" -applaunch 444930 -skipmenu "%ITEM_NAME%" -skipmenu_player 1 -skipmenu_gamemode classic_simulation

timeout 20

:start
tasklist | find /i "ZaccariaPinball.exe">nul && goto:wait || goto:leave
goto:start

:wait
timeout 2
goto:start

:leave
echo this is where we exit
exit



4
General Discussion & Help / How To Pause Retrofe During Emulator Launch
« on: February 20, 2022, 06:17:57 AM »
How can I get retrofe to "stop/pause" playing attract mode videos/audios when I launch a game? What's happening is that I have a theme that as you cycle through games it shows videos (with audio) of the game but when I select and start a game although the game starts the issue is that retrofe seems to continue to run in the background so I can hear the "attract" mode videos/audio playing along with the actual game being played. Any way to "pause" retrofe while a game is being played?

5
Thanks but I was able to figure out it was a DLL driver that came with the sound card software causing the problem so deleting the software and using native Windows drivers fixed it so back to normal.

6
After installing a Startech 7.1 USB sound card & driver on my Windows 10 setup, Retrofe randomly crashes while in attract mode (shuffling between random videos of gameplay in my collections). It only happens when RetroFE is in attract mode. When I disable the sound card in device manager then the problem goes away but, obviously I get no sound, so it's certainly related to the driver/sound card. Any ideas as to what to try? No errors on retrofe log. It just quits after a few minutes of attract mode.

7
Help / Re: Flashing Image
« on: July 03, 2021, 11:08:43 PM »
Got it! Used the code below & works like a charm. Thanks again!

<image src="images/buttons.png" x="0" y="950" height="50" alpha="1" width="stretch" layer="3">
  <onIdle>
    <set duration="2">
      <animate type="alpha" from="1" to="0.1" algorithm="easeinquadratic"/>
    </set>
    <set duration="1">
      <animate type="alpha" from="0.1" to="1" algorithm="easeinquadratic"/>
    </set>
  </onIdle>
</image>

8
Help / Re: Flashing Image
« on: July 03, 2021, 05:51:43 PM »
Ok I'll see if I can figure this out. I thought one could only use animations on reloadable images that are named the same as the rom/game. I'm a total newb to coding and xml so sorry if I'm asking a super obvious question! Thanks!

9
Help / Flashing Image
« on: July 03, 2021, 01:15:02 AM »
I would like to place an arrow that flashes on/off (to call the players attention to something) on the layout. Tried using an animated gif but that doesn’t seem to work so is there another way to mimic an animated ON//OFF image?

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General Discussion & Help / Re: Help with Layout.xml
« on: June 26, 2021, 11:36:26 PM »
That did it! Just had to adjust the duration so it was longer and now the image stays hidden. Thanks for the help!

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General Discussion & Help / Re: Help with Layout.xml
« on: June 26, 2021, 10:43:42 PM »
Thanks Pieter. Just to make sure I understand what you're saying/asking.... I should find the longest onGameEnter animation in the entire layout.xml and make the duration on my new onGameEnter take as long (in my case the longest onGameEnter duration is "1")? If that's what you mean I'll give it a shot!

That doesn't matter. When the onGameEnter animation is finished, it will continue with idle animations unless the game started, and does so individually for each element on screen. Just match the duration of the animations, and I think you can prevent this from happening. How long do the other onGameEnter animations last?

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General Discussion & Help / Re: Help with Layout.xml
« on: June 23, 2021, 04:39:16 PM »
Yes there are additional instances of onGameEnter & onGameExit in the rest of the layout BUT they are handling images on different monitors so this is the only section of the layout.xml making changes to Monitor 2.

Do you have any other onGameEnter animations in the layout by chance?

Sent from my SM-G950F using Tapatalk

13
General Discussion & Help / Re: Help with Layout.xml
« on: June 21, 2021, 11:22:37 PM »
Thanks. Tried that but although it hides the image momentarily it appears back again immediately and it seems to be because the <onMenuIdle> event turns it back on.

14
General Discussion & Help / Help with Layout.xml
« on: June 21, 2021, 02:55:36 PM »
I would like to "hide" an image when a game starts (ongamestart) but I haven't been able to figure out the code to make that work. This is the section of my existing layout.xml that loads the image so could someone reply w/ what code I need to add so that the image is not visible (alpha=0) while the game is running? Thanks!


<reloadableImage type="topper" mode="Layout" monitor="2" alpha="1" y="1500" x="center" xOrigin="center" yOrigin="center" height="1800" width="1000" layer="1">
<onMenuIdle >           
<set duration="1.0">               
<animate type="alpha" to="1" algorithm="easeinquadratic"/>           
</set>       
</onMenuIdle >
<onMenuScroll >           
<set duration="0.2">               
<animate type="alpha" to="0" algorithm="easeinquadratic"/>
</set>       
</onMenuScroll > 
 </image>

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