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Messages - walknight

Pages: [1] 2
1
Not so familiar with Windows scripts, but technically you can create another batch file, which runs your scripts first (pre-execution), then starts the emulator, and optionally runs something else after the emulator has exited (post-execution).

Then just set up a RetroFE launcher to run your batch file.

2
General Discussion & Help / Re: Create new playlist
« on: July 23, 2020, 05:57:55 PM »
Documentation on how to create extra playlists:
http://www.retrofe.nl/wiki/doku.php?id=collections#playlists

Number of playlists is unlimited. It just makes loading of a collection slightly slower in theory.

Letter jump is a built-in function, no need to use playlist for that.
Here's the documentation on configuring letterUp/letterDown keys:
http://www.retrofe.nl/wiki/doku.php?id=controls


3
Off Topic / Re: No-Intro Mega Meta Collection
« on: July 12, 2020, 05:50:16 PM »
Awesome work! I do wish you can keep it updated.
Where can I find the downloads for Sega CD / Sega Game Gear etc. that were added later?

4
Feature Requests / Suggestions / Re: SubMenu: Start or Cancel
« on: June 26, 2020, 08:55:34 AM »
So basically an "are you sure?"

5
Yes I see the logic there. The only issue I see is that on game exit, "loading" and "game over" start to fade at the same time, just "loading" fades faster than "game over".
So the code I posted earlier was trying to get "game over" to fade after "loading" is completely gone.
Just tried this myself. On my PC with an integrated graphics, I don't see either "loading" or "game over" on game exit, just black screen then suddenly the front end UI.
I guess depending on the theme there may be a lot stuff going on when exiting a game and reinitializing the front end, so by the time everything is ready, that 1s animation time has passed.
I tried to add a wait time and was able to see the "game over" image:

Code: [Select]
<image src="images/gameover.png" width="1920" height="1080" alpha="0" layer="6">
    <onGameExit>
        <set duration="0.001"><animate type="alpha" to="1"/></set>
        <set duration="1"><animate type="nop"/></set>
        <set duration="1"><animate type="alpha" to="0"/></set>
    </onGameExit>
</image>

6
Maybe something like this?

Code: [Select]
<image src="images/gameover.png" width="1920" height ="1080" alpha="0" layer="6">
    <onGameExit>
        <set duration="0.1"><animate type="alpha" to="1"/></set>
        <set duration="1"><animate type="alpha" to="0"/></set>
    </onGameExit>
</image>

7
General Discussion & Help / Re: macOS
« on: May 27, 2020, 04:28:09 PM »
The last crash log points to something related to font. But I have a feeling that something else might pop up if we try to fix this one.
I'm afraid this needs some involved debugging with a Mac. Sadly I don't have one.

8
General Discussion & Help / Re: macOS
« on: May 23, 2020, 04:15:10 PM »
Thanks Pieter! I guess it doesn't hurt to add those checks even it's not the real issue.
Pieter have you considered to use Boost? Boost is famed for its portability and high code quality. I see many utilities and file system operations in RetroFE can be done with Boost without worrying about different platforms.
Things like traversing a directory can be done with boost::filesystem. Actually that library is now in C++17 but some older compilers may not support C++17 yet.
The drawback is of course another dependency. Many Boost libs are header only but boost::filesystem does need linking.

9
Help / Re: Roms not being scanned on 1 menu
« on: May 23, 2020, 05:45:48 AM »
This may be off topic, but regarding "having so many issues with MAME resetting my joysticks settings back to default", I think the recommended way is to not rely on cfg/default.cfg, instead put those settings into a file under the "ctrlr" folder, e.g. ctrlr/mycab.cfg, then in mame.ini set it to use that controller config:
Code: [Select]
ctrlr  mycab
You can also have different controller settings in different ini files.
This talks about the order of ini loading:
https://docs.mamedev.org/advanced/multiconfig.html

Using the ctrlr approach also solves the issue that the USB Joypad ID sometimes switches:
https://docs.mamedev.org/advanced/devicemap.html

10
General Discussion & Help / Re: macOS
« on: May 23, 2020, 04:17:21 AM »
There's some clue in the crash log.

Code: [Select]
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   libsystem_pthread.dylib         0x00007fff748f434c pthread_mutex_lock + 0
1   libsystem_c.dylib               0x00007fff74652308 closedir + 25
2   com.retrofe.RetroFE             0x000000010aaba94c MenuParser::buildTextMenu(CollectionInfo*, bool) + 7852
3   com.retrofe.RetroFE             0x000000010aab8a5e MenuParser::buildMenuItems(CollectionInfo*, bool) + 62
4   com.retrofe.RetroFE             0x000000010abf4bff RetroFE::getCollection(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >) + 5695
5   com.retrofe.RetroFE             0x000000010abe517c RetroFE::run() + 14380
6   com.retrofe.RetroFE             0x000000010abd9da0 main + 5120
7   libdyld.dylib                   0x00007fff745de015 start + 1

So it crashed when calling closedir(dp), where dp is most likely a null pointer.
It's possible that on MacOS closedir(NULL) causes a crash but on Linux it's fine.

A quick fix to try is to change
Code: [Select]
closedir(dp);
to
Code: [Select]
if _dp_ closedir(dp);
Note: replace the underscore with parenthesis around "dp". It seems there's an issue when I type that. Every time I type that my post will disappear.

If this is indeed the issue you need to change all occurrences of closedir(dp). Just do a grep or in the current source they are in the following files:
Code: [Select]
Collection/MenuParser.cpp
Collection/CollectionInfoBuilder.cpp
Database/MetadataDatabase.cpp
Main.cpp
RetroFE.cpp

11
General Discussion & Help / Re: macOS
« on: May 21, 2020, 10:47:35 PM »
Maybe there's some clue in log.txt?

12
General Discussion & Help / Re: macOS
« on: May 18, 2020, 07:45:50 AM »
Looks like your compiler does not understand C++11 syntax.
What is your gcc version?

Try edit RetroFE/Source/CMakeLists.txt and change
Code: [Select]
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -Wall -ggdb")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
to
Code: [Select]
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -Wall -ggdb -std=c++11")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -std=c++11")

13
Feature Requests / Suggestions / Auto pan effect on a large image
« on: May 08, 2020, 05:16:14 PM »
I want to show case some posters that do not fit entirely on the screen due to their aspect ratio. I'm using the following animation to zoom in and slowly pan around the large image.

Code: [Select]
<reloadableImage type="cover" alpha="1" width="2000" xOrigin="center" x="center" yOrigin="center" y="center" xOffset="-200" yOffset="-200" layer="2">
    <onIdle>
        <set duration="6">
            <animate type="xOffset" from="-200" to="200" algorithm="easeinquadratic"/>
        </set>
        <set duration="6">
            <animate type="yOffset" from="-200" to="200" algorithm="easeinquadratic"/>
        </set>
        <set duration="6">
            <animate type="xOffset" from="200" to="-200" algorithm="easeinquadratic"/>
        </set>
        <set duration="6">
            <animate type="yOffset" from="200" to="-200" algorithm="easeinquadratic"/>
        </set>         
    </onIdle>
</reloadableImage>

It looks great but if the images have different sizes, the displacement needs to be adjusted accordingly.
It would be nice if we can have an "auto-pan" image type that does this automatically.

14
Sorry to dig an old thread...but I want to see if there's any update to the last request, specifically allowing key combos.

I like the MAME way of configuring keys. There you could have OR and AND to specify key bindings, like ESC OR Q OR Joy_Left AND Joy_Button0 AND Joy_Button9, in that way if I'm on a cab without a keyboard, I could exit by using the Left + Button0 + Button9 combo which has little chance to be triggered by accident.

15
Feature Requests / Suggestions / Re: RetroFE on slow storage media
« on: April 21, 2020, 04:05:57 PM »
Thanks Pieter. I guess you get what I wanted to achieve. When time allows I'll give it more thought.

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