Author Topic: RetroFE development  (Read 144512 times)

Pieter Hulshoff

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Re: RetroFE development
« Reply #240 on: August 17, 2021, 05:12:09 PM »
It seems to stop after trying to load the meta.db file. Would you mind deleting that file, running it again, and send me the log file?
Also, try running it with a single monitor attached to your computer to see if that makes a difference.

RED.DOT

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Re: RetroFE development
« Reply #241 on: August 17, 2021, 07:15:27 PM »
log after deleting meta.db attached. (dno if its still necessary)

Quote
Also, try running it with a single monitor attached to your computer to see if that makes a difference.

That's it, with only 1 monitor connected retrofe launches.
« Last Edit: August 17, 2021, 07:50:58 PM by RED.DOT »

Pieter Hulshoff

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Re: RetroFE development
« Reply #242 on: August 17, 2021, 08:20:13 PM »
OK, so it seems somewhere in the multiple monitor setup, the SDL library in RetroFE gets incorrect information from Windows. Did you try using the screenNum0 setting to switch output to another monitor? Try using 2 monitors with screenNum0 = 0 and with screenNum0 = 1 to see if that works or not?

RED.DOT

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Re: RetroFE development
« Reply #243 on: August 17, 2021, 09:45:51 PM »
It looks like with only 2 monitors connected (and using screenNum0) retrofe works.
With 3 monitors connected it stops working completely no matter what monitor I'm trying to force it on.
« Last Edit: August 27, 2021, 03:40:33 PM by RED.DOT »

Pieter Hulshoff

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Re: RetroFE development
« Reply #244 on: September 11, 2021, 09:43:19 AM »
Here's 0.10.25 containing LEDBlinky support. A new version of LEDBlinky has just been made available where RetroFE can be selected. You can find the updated LEDBlinky version at https://www.ledblinky.net/LEDBlinky.htm.

Just add
LEDBlinkyDirectory = C:\LEDBlinky
to your main settings.conf file (use the directory where you installed LEDBlinky of course).

By default, RetroFE will use the launcher file name as emulator to send to LEDBlinky (so the mame.conf launcher file will send mame as the emulator name to LEDBlinky). You can override that by settings the LEDBlinkyEmulator parameter in the launcher file, e.g. LEDBlinkyEmulator = dolphin.
« Last Edit: September 12, 2021, 05:52:51 PM by Pieter Hulshoff »

STAiNLESS

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Re: RetroFE development
« Reply #245 on: September 12, 2021, 08:35:45 AM »
time to replace all by buttons :)

Pieter Hulshoff

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Re: RetroFE development
« Reply #246 on: November 14, 2021, 09:06:20 AM »
My apologies. RetroFE 0.10.26 contains some features on request that I posted elsewhere in the forum, but I forgot to upload it here as well.
Added features:

- Flacc support
RetroFE should now be able to play your .flacc music files.

- Borders
By adding
windowBorder = yes
windowResize = yes
to your global settings file you can now get a bordered resizable window around RetroFE.

pixelcade

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Re: RetroFE development
« Reply #247 on: December 01, 2021, 06:51:43 AM »
Here's 0.10.25 containing LEDBlinky support. A new version of LEDBlinky has just been made available where RetroFE can be selected. You can find the updated LEDBlinky version at https://www.ledblinky.net/LEDBlinky.htm.

Just add
LEDBlinkyDirectory = C:\LEDBlinky
to your main settings.conf file (use the directory where you installed LEDBlinky of course).

By default, RetroFE will use the launcher file name as emulator to send to LEDBlinky (so the mame.conf launcher file will send mame as the emulator name to LEDBlinky). You can override that by settings the LEDBlinkyEmulator parameter in the launcher file, e.g. LEDBlinkyEmulator = dolphin.

Thanks Pieter! Just did a quick test of 0.10.25 and can see the LEDBlinky integration working. I'm the creator of the Pixelcade marquees and have an existing integration with LEDBlinky which means retrofe can now support Pixelcade marquees native. I'll need to test a bit more to confirm all is good but looking good on first pass. Any idea when this will make it into the main download? thanks much!! Al

Pieter Hulshoff

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Re: RetroFE development
« Reply #248 on: December 01, 2021, 05:54:58 PM »
I didn’t have a full release planned, but I can see if I can find some time during the Christmas holidays to make one.

dougan78

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Re: RetroFE development
« Reply #249 on: December 31, 2021, 06:30:31 PM »
Happy new year and thank you for another great year of retrofe updates!  Cheers!

Pieter Hulshoff

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Re: RetroFE development
« Reply #250 on: February 15, 2022, 05:48:36 PM »
Here is release 0.10.27.

Added some more jukebox features. We already had the jukebox="yes" parameter for reloadableVideo and reloadableAudio tags.

Added controls:
jbFastForward1m: skip forward 1 minute
jbFastRewind1m: skip backward 1 minute
jbFastForward5p: skip forward 5%
jbFastRewind5p: skip backward 5%
jbPause: pause video
jbRestart: restart video

Added animation:
onJukeboxJump

Added reloadableImage and reloadableText type "isPaused".

Added reloadableText types "duration" and "current".
« Last Edit: February 15, 2022, 05:56:35 PM by Pieter Hulshoff »

Jays Arcade

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Re: RetroFE development
« Reply #251 on: February 16, 2022, 04:10:53 PM »
Update works great. Thanks Pieter!

Pieter Hulshoff

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Re: RetroFE development
« Reply #252 on: February 16, 2022, 07:13:59 PM »
Here's release 0.10.28. This should add video support for mkv files.

BritneysPAIRS

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Re: RetroFE development
« Reply #253 on: February 16, 2022, 08:48:10 PM »
Hide mouse works great also :) MKV plays back great, but when moving to another file type about half of the time retrofe exits.
« Last Edit: February 16, 2022, 08:56:20 PM by BritneysPAIRS »

Pieter Hulshoff

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Re: RetroFE development
« Reply #254 on: February 16, 2022, 09:00:35 PM »
Interesting. I see no issues under Linux, but I'll give it some more testing under Windows. It makes me wonder, considering the other video issues people have been reporting, whether there are some serious issues with the current Windows gstreamer library. I may have a look at whether the current version or perhaps an older version might solve these issues.