Author Topic: RetroFE development  (Read 123484 times)

JonahUK

  • Guest
Re: RetroFE development
« Reply #105 on: January 20, 2017, 11:42:34 PM »
I currently have 3 potential helpers on the coding front.

Excellent!
Things can only get better!

KMetalMind

  • Newbie
  • *
  • Posts: 44
  • Karma: +1/-0
    • View Profile
Re: RetroFE development
« Reply #106 on: January 21, 2017, 08:39:08 AM »


Just a quick question? Would it be possible to keep animating images which are not reloadable just like menus? That would make everything even more smoother.

Can you give me an example of what you're looking for?

Reading twice I may have confused the improvement. Is the change that button presses keep getting triggered while art is loading, or does the menu art continue to be animated while art is loading? I thought it was the later one, so I was asking if that could happen too to the image tag too (currently while loading art all image animations freeze while loading next art, even the no reloadable ones).

Just got word tonight that someone's already on it. I currently have 3 potential helpers on the coding front.


I haven´t been able to spend much time on retroFE on last weeks, but all the last changes in bitBucket are totally amazing. Keep up the good work!!  ;D ;)

Pieter Hulshoff

  • Administrator
  • Hero Member
  • *****
  • Posts: 1534
  • Karma: +46/-14
    • View Profile
    • Towel 42
Re: RetroFE development
« Reply #107 on: January 21, 2017, 11:13:24 AM »
The loading of art now always waits until the animations are complete. The onHighlightExit animation doesn't trigger until all menu animations have stopped.

It's basically:
- menu actions
- onHighlightExit
- load art
- onHighlightEnter

Sent from my SM-G920F using Tapatalk


KMetalMind

  • Newbie
  • *
  • Posts: 44
  • Karma: +1/-0
    • View Profile
Re: RetroFE development
« Reply #108 on: January 22, 2017, 10:46:16 AM »
I found a bug yesterday: On latest build, on Windows, nothing launches properly. The problem is that retroFE is searching all the launchers from the collection folder, instead of using the root retroFE folder. I´ve tried returning to 0.7.20b1, but the bug was already there  ;)

Pieter Hulshoff

  • Administrator
  • Hero Member
  • *****
  • Posts: 1534
  • Karma: +46/-14
    • View Profile
    • Towel 42
Re: RetroFE development
« Reply #109 on: January 22, 2017, 11:15:24 AM »
Strange, I will investigate.

Do you have a log.txt for me?
« Last Edit: January 22, 2017, 11:18:32 AM by Pieter Hulshoff »

KMetalMind

  • Newbie
  • *
  • Posts: 44
  • Karma: +1/-0
    • View Profile
Re: RetroFE development
« Reply #110 on: January 22, 2017, 12:16:03 PM »
Of course  ;) Here´s the log.

Pieter Hulshoff

  • Administrator
  • Hero Member
  • *****
  • Posts: 1534
  • Karma: +46/-14
    • View Profile
    • Towel 42
Re: RetroFE development
« Reply #111 on: January 22, 2017, 12:26:39 PM »
Your NES settings.conf file is missing...

Sent from my SM-G920F using Tapatalk


KMetalMind

  • Newbie
  • *
  • Posts: 44
  • Karma: +1/-0
    • View Profile
Re: RetroFE development
« Reply #112 on: January 22, 2017, 01:16:15 PM »
Have you seen the correct log? Mine fails when executing a game, in this log, a Master System one:
Code: [Select]
[2017-01-22 13:15:15] [ERROR] [Launcher] Failed to run: Z:\Super DreamStation Plus\RetroFE 0.6.169\collections\launchers\Fusion\Fusion36\Fusion.exe
(My launchers are on the default folder, without changing the path on any settings.conf)

Pieter Hulshoff

  • Administrator
  • Hero Member
  • *****
  • Posts: 1534
  • Karma: +46/-14
    • View Profile
    • Towel 42
Re: RetroFE development
« Reply #113 on: January 22, 2017, 01:33:14 PM »
Sorry, seems my phone gave me the wrong log.txt file.
You're using BASE_ITEM_PATH in your launcher config file; as far as I know that expands to the collections path by default. In previous versions, that path wasn't expanded correctly.

KMetalMind

  • Newbie
  • *
  • Posts: 44
  • Karma: +1/-0
    • View Profile
Re: RetroFE development
« Reply #114 on: January 22, 2017, 02:43:09 PM »
Really thanks!!  ;D You nailed it!! Changing BASE_ITEM_PATH for RETROFE_PATH has fixed it.  ;D

Pieter Hulshoff

  • Administrator
  • Hero Member
  • *****
  • Posts: 1534
  • Karma: +46/-14
    • View Profile
    • Towel 42
Re: RetroFE development
« Reply #115 on: January 24, 2017, 09:42:03 AM »
If anyone's programming new features, please let me know so I can mark them on the first page. That way we can prevent two people spending time to implement the same feature. :)

bodbod

  • Jr. Member
  • **
  • Posts: 91
  • Karma: +1/-0
    • View Profile
    • Don't be a sheep, Do It Yourself !
Re: RetroFE development
« Reply #116 on: January 26, 2017, 03:46:51 PM »
Hi Guys,

where can we see the timeline and test some betas ?

Thanks for the great work !

Pieter Hulshoff

  • Administrator
  • Hero Member
  • *****
  • Posts: 1534
  • Karma: +46/-14
    • View Profile
    • Towel 42
Re: RetroFE development
« Reply #117 on: January 26, 2017, 04:05:27 PM »
You can always check in bit bucket to see what we're working on. 0.7.20b4 should be available soon, and I plan on making that 0.7.20 once it's properly tested.

Sent from my SM-G920F using Tapatalk


KMetalMind

  • Newbie
  • *
  • Posts: 44
  • Karma: +1/-0
    • View Profile
Re: RetroFE development
« Reply #118 on: January 27, 2017, 08:06:19 PM »
Loving latest features on bitBucket  ;D Multiple key bindings, launchers per Operative System and smoother videos!!

Thanks again to everybody involved!!  ;)

marxkemp

  • Newbie
  • *
  • Posts: 9
  • Karma: +0/-0
    • View Profile
Re: RetroFE development
« Reply #119 on: January 27, 2017, 09:46:09 PM »
Can't wait! :)