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Messages - KMetalMind

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Announcements / Re: RetroFE development
« on: February 18, 2018, 09:09:16 AM »
Yeah, it supports it, I just wasn't paying enough attention  :-[

A menu feature using the layout system would be literally perfect! I would love it  ;D It would be nice too if the options in the menu could be configurable too (reorder options, change option names, donīt use some options, etc). That would let people remove options they don't want to use, translate it, etc. It would need some kind of new txt config in the main path though, and it would be a little harder to program, but it would be totally configurable then  :)

Announcements / Re: RetroFE development
« on: February 18, 2018, 06:53:14 AM »
My mistake, I had the font file on the main directory and not on the core one  :-[ Mixed both words.

My opinion: The controls configuration works perfectly and I don't know if I would personally evolve it much right now. Maybe you could assign a key in retroFE for triggering this config?

Minor improvements that could be done, all subjective:
  • Add the rest of the file while creating it, as it helps too (keys help and deadzone setting)
  • Maybe show the same text you are showing while configuring keys in multiple lines. Example: On the first line "Press the Up direction". And on the second line "It is mandatory for retroFE". Having many lines on the same one is less legible.
  • Put all the mandatory keys on the beginning, and the rest after them. I feel it's usually easier to setup directions, enter menu, previous menu, exit, etc than assigning first keys for pages, random, letters, favorites...

Haven't tested the aspect ratio one, just that it works on 16:9 right now. Can somebody with a cabinet test it properly?

Edited after remembering that you can indeed configure multiple keys right now  :-[

Announcements / Re: RetroFE development
« on: February 17, 2018, 08:47:07 PM »
Of course, here it is  ;) log_ok.txt is a working log and log.txt is after deleting controls.conf.

The exe is the one you last posted. Some other files may be outdated. Should I update them? Everything works perfectly unless I delete controls.conf.

Announcements / Re: RetroFE development
« on: February 17, 2018, 10:14:48 AM »
Hi Pieter!

On Windows, without controls.conf, it doesn't open for me:
Code: [Select]
[2018-02-17 11:06:33] [INFO] [Configuration] Importing "Z:\Super DreamStation Plus\RetroFE 0.6.169\controls.conf"
[2018-02-17 11:06:33] [ERROR] [Configuration] Could not open Z:\Super DreamStation Plus\RetroFE 0.6.169\controls.conf"
[2018-02-17 11:06:33] [ERROR] [RetroFE] Could not import "Z:\Super DreamStation Plus\RetroFE 0.6.169\controls.conf"

I haven't find any regressions on anything I use on my build, which is awesome, as I still used v0.7.21b1  :D

General Discussion & Help / Re: Wii U names
« on: December 28, 2017, 11:59:05 AM »
There are supposedly two ways of doing it:
1) Easy but slow: Use this setting in the collection's config:
Code: [Select]
list.romHierarchy = true
2) Manual but fast: Put the names of the games (without the extension or folder, just the name of the rpx) in an include.txt file on the collection, then use this setting in the collection's config:
Code: [Select]
list.romHierarchy = false
I use the second because Wii U games have too many folders and I have everything on a NAS, so somehow it affects speed.

Share your theme / Re: Super DreamStation Theme (WIP)
« on: July 28, 2017, 05:29:33 PM »

Donīt worry  ;) Iīm not a graphic designer either and I understand what you mean. I made the original layouts while using Mamewah, just because I didnīt like the ones I saw. I couldnīt use animations and when I started videos werenīt as used as today, so everything was too static and needed something to stand out. I just fast ported everything to retroFE because I didnīt want to lose around 3 years of making everything by hand (layouts, screenshots per game, etc). Now thereīs plenty of good content out there, and I wouldnīt use all the time I used in making all this.

The real thing is I still miss more layouts centered on each system, but it takes too much time to do that and I canīt see many people trying it at all. You either make too generic layouts per system, or they will clash between them. I personally prefer them to clash rather than being too generic, but thatīs my taste.

The reason for posting the content here is in case somebody else find this usable. You can use the layouts as they are, delete any content you dislike (delete the character images if you donīt like them, and the layout will keep working), or just reuse the content you find worthwhile in your own layout. Some of the assets used were hard to make or find, so if it helps anybody, Iīm glad I posted it here instead of just using it on my build.

Double post  8) and a bump.

Are you still working on this theme? I really dig the three menu system.

Honestly, Iīve stopped working on it for months, and I just do minor changes just to have it usable when I add new systems. I didnīt have much time on the end of the last year, but on this one Iīm using my free time to enjoy the games rather than building my system. Iīll post all the content I have just in case itīs useful to anybody, and sorry for the late reply.

General Discussion & Help / Re: Wii U names
« on: July 28, 2017, 04:49:24 PM »
I personally just rename .rpx files. They are just like the .exe for PC games, so the game keeps working perfectly even if you rename it.

About the launcher, try renaming the game folder as the .rpx, and then use this file:
Code: [Select]
executable = %RETROFE_PATH%\launchers\Cemu\Cemu 1.8.1b\Cemu.exe
arguments = -f -g "%ITEM_DIRECTORY%\%ITEM_NAME%\code\%ITEM_NAME%.rpx"

It works perfectly fine on my build  ;)

Announcements / Re: RetroFE 0.7.20
« on: February 08, 2017, 06:32:21 PM »
Does RetroFE 0.7.21b1 solve your issue as well?

Yes!!  ;D

Iīll elaborate:

Create a new launcher on your launcher folder: whatever.conf. It should have exactly this content:
Code: [Select]
executable = %ITEM_DIRECTORY%\Launch.bat
arguments = "%ITEM_FILEPATH%"

Check that your collectionīs settings.conf is pointing to your launcher.

Create a new .bat file with this content. If you havenīt done it before, you can create a new .txt using Notepad, and rename the file from whatever.txt to Launch.bat.
Code: [Select]
@echo off

Put the Launch.bat file in the same folder where you have all the links to the PC games, your "roms" folder.

When you launch an item in your collection, the launcher will execute the .bat pointing to your link. The .bat launches the application, and retroFE waits until its finished. Tell me if you still have trouble, as there are plenty .bat code variations in case you still have the problem.

Announcements / Re: RetroFE 0.7.20
« on: February 04, 2017, 03:01:37 PM »
I think it's the fix in Page.cpp in this commit:

Sent from my SM-G920F using Tapatalk

You are totally right!  ;D After commenting both lines, the theme is fixed  ;)

Share your theme / Re: Super DreamStation Theme (WIP)
« on: February 04, 2017, 08:51:00 AM »
Nope, they were downloaded from different sources, that needs a lot less work and gives the choice of using different art per setting (although it could need some minor changes on the layout to look good).

Iīm finishing the Atari 2600 one (currently working on the XML).

Feature Requests / Suggestions / Re: Multiple Inputs - Keyboard & Gamepad
« on: February 04, 2017, 08:43:54 AM »
This totally works on last version  :D

I use this on my Windows retroFE build, and it works perfectly on all games... Hope it helps!

Code: [Select]
executable = %ITEM_DIRECTORY%\Launch.bat
arguments = "%ITEM_FILEPATH%"

Launch.bat (put it into your PC collection rom folder, with the lnks)
Code: [Select]
@echo off

General Discussion & Help / Re: Help with short up-to-date videos
« on: February 04, 2017, 08:32:30 AM »
What do you use for recording? I would probably help but Iīm heavily outdated on recording programs. If you know any program good for Windows, it would really help  ;D

I just noticed that unless my controller is active before I start RetroFE, no inputs are registered. Is your controller activated before you start RetroFE?

^ I can confirm this happens. But it happens on any application (Xbox360 controllers must be connected BEFORE launching any application to be able to use them on that one).

I discovered recently that SDL2 has a gamepad hotplug system; I think supporting it would just be a matter of listening for the right events and calling some SDL functions in response.  Might be a good thing to add to the feature list.  All my gamepads are Xbox360 Wireless, so I can't reproduce the crashing behavior.

I have a Xbox360 and a XboxOne controller wired all the times without problems... I think I had a Xbox360 wired and a Xbox360 wireless at some time too. But I donīt have others to test the crash  :-\

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