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Author Topic: The Dynamic Skins For All Xport Emus  (Read 12054 times)

gilles9999

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The Dynamic Skins For All Xport Emus
« Reply #135 on: November 08, 2008, 02:21:00 AM »

Fine,res~x, fine biggrin.gif

I am updating the dynamic skins genesis,nes, atari st, master system to be as "top notch" as atarixl and adamx dynamic skins;And i'm adding extra banners in all of them.And the dynamic virtualboy is near finished tongue.gif
After all the systems are covered i'll starting a new theme for the dynamic skins i guess
How are the progress for atarixlbox and adamx? A release coming soon?
And i'm waiting to see how madmab handle the synopsis with adamX (only by matching the crc, rom name?)
Before working on the future synopsis
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madmab

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« Reply #136 on: November 08, 2008, 04:24:00 PM »

Not much change with either emu.  I still need to add the synopsis and .jpg documentation viewing among other things.  I do have atarixlbox compiling under the dual skin code.  But I need to fix the overlay code since it changed when I worked on AdamX.

Things get a little busy at home around this time of year.  It doesn't help with all the drama at work either.  laugh.gif  But I'm slowly hacking away at things.
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gilles9999

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« Reply #137 on: November 15, 2008, 06:40:00 AM »

1) Here is THE ULTIMATE COLECOVISION DYNAMIC SKIN!

http://www.megaupload.com/fr/?d=UC0JVWDE

Yes, Finally i have solved all the f##king order problem of the sprites
now:

-The "banners" sprites are sorted from 1 to 10
new custom banners (congo bongo, dragon fire,miner 2049er,tarzan,gateway to asphai)
So if you want to choose a different banner go to
"configure skin/skin editor/gameselect menu settings/sprites settings/configure sprite 4"
and press left or right to choose your banner here!

-The colecovision boxart is updated (the old one was pixelisated) now it's a lot more cleaner

-The readme is updated

-Custom ADAM main screen and emuload (if you don't like the colecovision system main screen)

-The "in game" option menu screenshot is now correctly set in all the settings

2)Madmab, ressX, please test it; it's a looot more user friendly for the future users
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ressurectionx

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« Reply #138 on: November 15, 2008, 06:24:00 PM »

Well.... it looks like I won't be able to give you my idea.  It worked perfect before (besides the having to scroll through a bunch of empty slots), but with the new emu it seems to be broken again.  Now it freezes up the Box all the time when I try to change sprites.  

I do like your new skin gilles, but I had a different idea about how to set up the sprite names.      

Here's how I had my sprites set up and they worked fine before(God I hate having to retype all of this again):

I think the skin theme stuff and the console stuff should come first, since we've already decided that there will need to be different skins for each theme due to memory constraints.  (10 slots devoted to each of those)

01_[PM3] Splash Screen
02_[PM3] Madmab Edition
03_[PM3] Cursor
04_[PM3] Loading Bar
05_[PM3] Rombrowser Blade
06_[PM3] Rombrowser Half-Blade

10_[CONSOLE] Colecovision Logo
11_[CONSOLE] SDTV Boxart Colecovision
12_[CONSOLE] HDTV Boxart Colecovision

Next I gave 20 slots to the buttons, because I think we could have a few more button settings like "4 buttons horizontal" added, plus it gives about 10 more slots if we slightly alter the buttons in some way to have a different button set to choose from.

20_[BUTTONS] - A
21_[BUTTONS] - B
22_[BUTTONS] - X
23_[BUTTONS] - Y
24_[BUTTONS] - ABXY (Two Lines)
25_[BUTTONS] - ABXY (One Line)

After that, I devoted the next 20 to borders, in case we have alternate ideas on that.  10 may be sufficient here though.

40_[BORDER] 4 3 SDTV Grey
41_[BORDER] 4 3 HDTV Grey
42_[BORDER] 4 3 HDTV Black
43_[BORDER] 4 3 SDTV Black

Ideally, the banners would be at the end because they're the most likely to be added to.

60_[BANNER-Gilou9999] Colecovision         (System banner)
61_[BANNER-Gilou9999] Colecovision II      (Controller banner)

The following I was trying to add now, but everything is hosed up.  They include yours and a few from Sotu and Guybird that I was going to add at the end that I will reflect here.

62_[BANNER-Gilou9999] Congo Bongo
63_[BANNER-Gilou9999] Dragonfire
64_[BANNER-Gilou9999] Miner 2049er
65_[BANNER-Gilou9999] Gateway toAsphai
66_[BANNER-Gilou9999] Tarzan
67_[BANNER-Sotu] Colecovision
68_[BANNER - Guybird] Colecovision


As you can see, the names look great this way.  Everything is capital letters and real clean looking like my romsets.  Plus, there is no question of which sprite type you're in because they're clearly labled before the sprite name.

Plus, there is even less sprite slots used by default this way than on your current one, since we put the stuff least likely to get updated in the Dynamic skins in the beginning and left the room for the stuff most likely to get an update at the end.

Let me know what you think and if you can alter your skin to do this.  Before, I only had two problems.
1) lots of empty sprite slots while editing
2) I couldn't figure out how to setup that damn green light cursor for the menus.

Now I can't do anything and I can't set up the skin anymore to share with you guys for testing.

Later guys,
~Rx


EDIT:  And nevermind a stupid question I had earlier about putting the Xtras on the E drive by default.  I just noticed I'm already running dangerously low on hard drive space on E as it is.  I may have to start putting screenshots within the emu directory.
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madmab

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The Dynamic Skins For All Xport Emus
« Reply #139 on: November 15, 2008, 11:31:00 PM »

QUOTE(ressurectionx @ Nov 15 2008, 09:00 PM) *

Well.... it looks like I won't be able to give you my idea.  It worked perfect before (besides the having to scroll through a bunch of empty slots), but with the new emu it seems to be broken again.  Now it freezes up the Box all the time when I try to change sprites.  

I do like your new skin gilles, but I had a different idea about how to set up the sprite names.      

Here's how I had my sprites set up and they worked fine before(God I hate having to retype all of this again):

I think the skin theme stuff and the console stuff should come first, since we've already decided that there will need to be different skins for each theme due to memory constraints.  (10 slots devoted to each of those)

01_[PM3] Splash Screen
02_[PM3] Madmab Edition
03_[PM3] Cursor
04_[PM3] Loading Bar
05_[PM3] Rombrowser Blade
06_[PM3] Rombrowser Half-Blade

etc, etc, etc.

Now I can't do anything and I can't set up the skin anymore to share with you guys for testing.

Later guys,

Don't give up yet!  That why it's called beta!   I send it to you guys so you can find these things.  I only tested it only Gilles latest colecovision skin and did not have any issues.  (unless stupid me sent you all the wrong one again ).  laugh.gif

Anyways just send me the skin, whether it is done or not and I'll run it and debug mode and find out what it is that the code does not like.  I'm sure it's something simple.

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ressurectionx

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« Reply #140 on: November 16, 2008, 12:41:00 AM »

QUOTE(madmab @ Nov 16 2008, 01:07 AM) *

Don't give up yet!  That why it's called beta!   I send it to you guys so you can find these things.  I only tested it only Gilles latest colecovision skin and did not have any issues.  (unless stupid me sent you all the wrong one again ).  laugh.gif

Anyways just send me the skin, whether it is done or not and I'll run it and debug mode and find out what it is that the code does not like.  I'm sure it's something simple.


My bad  laugh.gif

Just frustrating is all.  Hope I got how cool it was out there with the post.  I was just thinking that I wouldn't get to share it with you guys to see what you think since I couldn't get it working.  

I just uploaded it to megaupload now.  Here's the http://www.megaupload.com/?d=Z8MRCMUO

Let me know if you guys can figure it out.  I think this is the best way to make the skins with any future edits in mind from now on since we can't make a centralized directory.  

~Rx
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gilles9999

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« Reply #141 on: November 16, 2008, 11:56:00 PM »

Ok guys,it seems we are quite ok about the final form of the dynamic skin. tongue.gif
(did you guess it would be so hard to work with the emus contraints?)

-So i have followed your advices rsX, and worked with subfolders, i just added 2 subfolders, now we have:

[BORDER] 0-9
[BOXART] 10-19
[BUTTONS] 20-29
[LOGO] 30-39
[PM3] 40-59
[TEXT] 60-69
[BANNER]70-

You see RsX how hard and boring it is to re organize all the sprites in all the settings uh? tongue.gif
Banner folder is at the end, since it will be the most used folder
It is alphabetically sorted, we loop the folders like this
[BANNER]-[BORDER]-[BOXART]-[BUTTONS]-[LOGO]-[PM3]-[TEXT]


-I have worked also on the display order, So now, the banner folder is always the "configure sprite 1" in all the settings; the first sprite customizable by the user will be the banner and it's good

-I have set the popup menu with "text size 16" and "line height 20" in each settings, but i don't know your opinion here, is the text tall enough for you?It musn't be too big or else the synopsis is cut of the screen

-here is the new dynamic skin:

http://www.megaupload.com/fr/?d=KSWBIXER
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madmab

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« Reply #142 on: November 17, 2008, 01:57:00 AM »

QUOTE(gilles9999 @ Nov 17 2008, 02:32 AM) *

Ok guys,it seems we are quite ok about the final form of the dynamic skin. tongue.gif
(did you guess it would be so hard to work with the emus contraints?)

-So i have followed your advices rsX, and worked with subfolders, i just added 2 subfolders, now we have:

[BORDER] 0-9
[BOXART] 10-19
[BUTTONS] 20-29
[LOGO] 30-39
[PM3] 40-59
[TEXT] 60-69
[BANNER]70-

You see RsX how hard and boring it is to re organize all the sprites in all the settings uh? tongue.gif
Banner folder is at the end, since it will be the most used folder
It is alphabetically sorted, we loop the folders like this
[BANNER]-[BORDER]-[BOXART]-[BUTTONS]-[LOGO]-[PM3]-[TEXT]
-I have worked also on the display order, So now, the banner folder is always the "configure sprite 1" in all the settings; the first sprite customizable by the user will be the banner and it's good

-I have set the popup menu with "text size 16" and "line height 20" in each settings, but i don't know your opinion here, is the text tall enough for you?It musn't be too big or else the synopsis is cut of the screen

-here is the new dynamic skin:

http://www.megaupload.com/fr/?d=KSWBIXER
I'll be sure to check it out when I can.  If you did not know you it is probably easier to load the .ini files for the configurations into a text editor and do a little search and replace.  Rather than adjusting them inside the emu.  wink.gif

As for the popup menu we have to decide.  I can just hard code the numbers to prevent any unexpected issues.

But another idea has been sifting in the back of my mind and that is a totally new "menu" for the synopsis with options to display matching commercials, documentation, FAQ, if any.

This of course would be "seperate" from whatever menu option we create for that stuff.  Just an idea floating around out there though.  May never even get around to it.

Keep up the hard work, though, we are almost there!!
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ressurectionx

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« Reply #143 on: November 17, 2008, 07:56:00 AM »

QUOTE(gilles9999 @ Nov 17 2008, 01:32 AM) *

Ok guys,it seems we are quite ok about the final form of the dynamic skin. tongue.gif
(did you guess it would be so hard to work with the emus contraints?)

-So i have followed your advices rsX, and worked with subfolders, i just added 2 subfolders, now we have:

[BORDER] 0-9
[BOXART] 10-19
[BUTTONS] 20-29
[LOGO] 30-39
[PM3] 40-59
[TEXT] 60-69
[BANNER]70-

You see RsX how hard and boring it is to re organize all the sprites in all the settings uh? tongue.gif
Banner folder is at the end, since it will be the most used folder
It is alphabetically sorted, we loop the folders like this
[BANNER]-[BORDER]-[BOXART]-[BUTTONS]-[LOGO]-[PM3]-[TEXT]
-I have worked also on the display order, So now, the banner folder is always the "configure sprite 1" in all the settings; the first sprite customizable by the user will be the banner and it's good

-I have set the popup menu with "text size 16" and "line height 20" in each settings, but i don't know your opinion here, is the text tall enough for you?It musn't be too big or else the synopsis is cut of the screen

-here is the new dynamic skin:

http://www.megaupload.com/fr/?d=KSWBIXER


Hey Gilles,

Good to see you guys thought it was a good idea to think of options in the future with this one.  Having just messed around with renaming things for a few hours I could only imagine what a nightmare that could have been to have to do every time you want to add one sprite and you had to rename 30 different sprites to get it next to its "kin".   (Especially when you figure you'd have to re-do 10-15 different previews too!

Being the "Monk" type folk that I am, I can definately appreciate the desire for keeping the stuff in alphabetical order, but I chose instead to put those least likely to be updated first and those most likely to be updated last (on that point, you may have other ideas Gilles, since you've been the one doing all the adding so far).  I figured that the way that I had set them up would give us the most versatility in the future while wasting the least amount of free slots at the same time.  

I know what a pain it is now to start that from scratch, so I won't bring it up again if you don't feel like re-arranging them how I had them or close to it.   cool.gif

Did you make them all nice and capital letters like I had them?  I really think that looks sharp and gives the finished product a much more professional look.

I will re-do my 2 layouts now and would like you to check them out when I'm finished.  One of them I'm particularly proud of and would like to see in the end product.  Unfortunately, since there doesn't seem to be an easy way to make the emu place the sprites and the previews on different levels, my greatest game preview design doesn't look like it will ever see the light of day.  (Here's keeping my fingers crossed on that one)

Oh.... did you keep the Sotu and Guybird banners in the latest release?  I hope you did, but I figured I'd mention that they were just examples since I resized them in MS Paint (And I know you said to leave all the future image manipulating to you  biggrin.gif )


Madmab,

Speaking of the layers, have you thought about my suggestion a while back to add a function to the sprites that would allow you to place the sprite below or above other sprites?  I figure if the default was "Layer 0", we could do a range along the lines of -8 to 8 from there and have full control of which stuff we wanted to be on top of other sprites.  (On one of my setups, I had put the intro text for the emu centered in the movie preview box that would be covered up by the previews when you scrolled through the game. The only problem....... The pesky "Madmab Edition" sprite would always find its way "behind" the preview boxes after you superimposed it more than about half over the box.)

It looked really sharp, but would have looked even better with the "Madmab Edition" sprite in the middle where it should be.

This, of course, would be freaking awesome if there was some way to make the video and artwork previews recognize which "Layer" they were set to and bury them behind stuff more in the foreground at the time they were displayed.  (I know... that's me beating a dead horse)

QUOTE
If you did not know you it is probably easier to load the .ini files for the configurations into a text editor and do a little search and replace. Rather than adjusting them inside the emu.


I actually thought of that, but I didn't really know where to look.  Probalby could have figured it out pretty easy if I spent a few minutes familiarizing myself with the document.  Which .ini file would we use to manipulate this particular aspect in case I want to do it in the future?  That would probably shave hours off the time needed to do this instead of doing it by hand in the emu.

Later guys.  Great work!
~Rx
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madmab

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« Reply #144 on: November 17, 2008, 01:57:00 PM »

Believe it or not the sprites do have a "sorta" default display priority.  The normal sprites have the highest priority and the select sprites have the lowest priority.

So for example sprite 1 will always be on top of all the other sprites, etc.  (Or do I have that backwards?).  After the sprites it's the screenshot, fonts, and then movies.  Or is that fonts, screenshots and then movies.

Anyways I was thinking I can probably create a screen that would let the player move sprites around.  For example...

Sprite 01 -> object 01
Sprite 02
Sprite 03
Sprite 04 -> object 02
Sprite 05
Sprite 06
Sprite 07 -> object 04
Sprite 08
Sprite 09
Sprite 010 -> object 05

You could say...  Select object 1 (which is currently sprite 1) and either bump it up or down (not sure which button to use for that).  The screen would then reflect this.  Or maybe just swap one object with another.  If you bump it into sprite 4 (move it down) it would just move object 02 up to sprite 03.

So at the very least moving sprites around would be possible.

I didn't wanna say anything because I'm a little hazy on the "copying from one C structure to another".  I think I may have gotten the hang of it when doing the synopsis..  But not sure.

As for the screenshot and previews and text.  Those are different beasts.  The preview "object" is created outside of the x-port code when I call the routine to play a movie.  So I'm not sure if there is an easy way to control it's location.  Text is always displayed last so should have highest priority.

This is all based on the assumption that object priority is based on when it's created.  I could be totally off on this.  It may be that there is some other way to control this.  Direct 3D is something I do not know a whole lot about.  Maybe there is some z buffer somewhere I can manipulate.  Who knows..   uhh.gif
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gilles9999

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« Reply #145 on: November 19, 2008, 02:12:00 PM »

wow it's a really technical question,
and i think only our master jedi XPORT should answer this

second thing, is the final form of the dynamic skin ok for you?
I don't think we can go far for the moment about the "dynamic" experience
(it is for sure, really good as it is now)
As far as i'm concerned the emu is 100% ok for me (perheaps it should be best if the popup menu was centered when i recall a synopsis, like it is in the first page of the synopsis thread (legend of zelda example)
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ressurectionx

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« Reply #146 on: November 19, 2008, 11:49:00 PM »

Hey guys.  I'm messing around with the skin settings now.  Here's what I'm thinking....

1)  "Madmab Edition" always goes to the back once you put it on top of another sprite.  You can't move it around the screen like you can the other sprites either. (Invisible walls, I guess)  Any way to fix this?  I would like to use it in the game select screen along with the XPORT sign, on top of the movie preview box and it will be covered by the videos when you scroll through.

2)  Whenever I do something like changing the directory location for a movie, screenshots, etc., then you go to load a rom, it doesn't start at the romlist.  It starts at whatever directory I chose for the movie, screenshots, etc.....  This is also the same reversed.  (I have my roms all separated from the emulators instead of putting them in the rom folders inside the emulators, so it's quite a bit of navigating I have to do when I go back and forth between them whenever I change an option)  Is there a way to have the emulator save the location of each setting instead of just saving the last location for anything you're doing?

3) Can we please try to figure out a way to directly chose which directory you want to use for movies and get rid of the code that automatically puts the "ADAM" folder there?  I'd like my videos folder to read "Videos" within the emus instead of whatever folder that the code is going to make.  Instead of copying the way that the emulator does spreadshots directories, we could copy the way that it does the roms directories.  Think that would work?

4) Within the "Configure Sprite X" settings it still just says "Offset X and Offset Y".   Can we change it to read "Offset X/Move Right-Left" or something along those lines?  I thought this had already been done in a previous beta, but that may be somewhere else that it was done.

5)Here was the way that I suggest we do the "layering" of the sprites.  Also, a little change in the order of the sprite settings that I know we talked about before:

Configure Sprite X

Sprite Graphic
Offset X (Move Right/Left)
Offset Y (Move Up/Down)
Scale
Layer--------(0 by default.  You can scroll through -8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8 to bring graphics to the front or back with ease)
Top Boundary
Bottom Boundary
Left Boundary
Right Boundary
Flip Horizontally
Flip Vertically
Frame Speed
Transparency
Loop Animation?
Motion X
Motion Y
When Hit Wall Rotate

After we make that setting, maybe we can talk to XPORT and see if he has any ideas how we could incorporate that "Layer"number in the movie/artwork preview code that comes afterwards.  Maybe there would be a way to assign a "Layer" to the previews themselves that would tuck them away behind a sprite if it's Layer value was less than the sprite that it is superimposed over.

EDIT:  5) I just found out something real cool about XBMC.  You are able to view pictures in XBMC that are collected in zip files.  I checked this on ZSNESXBox and XPORTS emus and it doesn't seem to work with them.  On ZSNESXBox you can't even see the .ZIP file in the "View Images" and when you try to open a zip in the "View Screenshots" in XPORTS emus it says that it can't open it and the file may be corrupt.  

Is there any way we could get the ability to read from zips like XBMC in the emu too?  That would save tons of space on our hard drives if we use manuals since when I zipped Actraiser I it wen't from 10.5MB to only less than 4MB and still looked perfect in the XBMC image viewer.


---------------------------------------------




I will be editing this post soon with a few other things when I get them finished and uploaded.  I capitalized all of the letters for the sprites folders.  I also created my own game select preview to add to the emulator.  (I just did one setting, since I honestly can't tell a lick of difference on my TV between HD and SD skin configurations)  

Also Gilles, I have been collecting wide icons for all systems, genres, XBox games and putting them in a very large package that I will put on the Xtras thread when it's completed.  In that set, I have some icons for each system that could be used as banners.  I was going to resize them, but since I use paint I know that it will detract from the quality.  Would you mind resizing these for me?

Later,
~Rx

EDIT:  Geez... I forgot to check out the synopsis code until now.  It looks great!  I agree with Gilles that if it could be centered that would be awesome, but it really is a cool feature you guys put together there.

HAHA!  Who did the "It's Only Rock 'N Roll"?  

It's Only Rock 'N Roll

Genre: Textual
Release Data: 1984
Developer: Coleco

A mess of a game done entirely in text. Defies definition,
but the idea is to start up a band and make a million
dollars. Warning: do NOT use this game to turn a friend on
to the ColecoVision. I should also note that fellow editor
Sean Kelly likes this game. But then again Sean likes
Herpes too, so this isn't a terrible shock to us.
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madmab

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« Reply #147 on: November 20, 2008, 05:30:00 AM »

1) I think I explained this earlier the display order of the sprites is determined by the sprite number.  Sprite 1 always displays on top of all the rest.  The "select" sprites get the lowest priority.

2) Yeah it's always done that.  I suppose I could modify the "change default directory" menu to preserve the former directories when used.  The skin configuration code does that as well and it drives me batty.  laugh.gif

3) I set it up so if you "point" the movie directory to the "D:" drive it will not add the directory name.   Remember?  biggrin.gif  "D:" = emu directory so the emulator knows if you are using the "D:" drive you are definetly in the emu directory.

4) Yeah I did the ole change it in one place not realizing it was in two.  laugh.gif  Corrected.

5) See number one.  That is why I made my earlier proposition.  The only way I know of changing the "layering" is to physically change the "slot" that the sprite is using.  Unless there is some Direct3D paramater somewhere that determines the display order.  If there is I wouldn't know.  I do not know a whole alot about it.

Synopsis code.... I used to have it centered but someone requested it to be left->aligned?   uhh.gif
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ressurectionx

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« Reply #148 on: November 20, 2008, 06:16:00 AM »

QUOTE(madmab @ Nov 20 2008, 07:06 AM) *

1) I think I explained this earlier the display order of the sprites is determined by the sprite number.  Sprite 1 always displays on top of all the rest.  The "select" sprites get the lowest priority.


I hate to be argumentative here, but in my experience this is simply not true.  Depending on the sprite or any other mysterious variables some may show above others while some show below others.  The "Madmab Edition" seems to ALWAYS show up under the other sprites.  Try it out and see.

QUOTE
2) Yeah it's always done that.  I suppose I could modify the "change default directory" menu to preserve the former directories when used.  The skin configuration code does that as well and it drives me batty.  laugh.gif


That would be awesome if you fixed that.  I know it bothered me before, but I wasn't editing skins and bouncing back and forth all the time so I really only had to deal with it only one time with each emu setup.  Crossing fingers that you can get it done.

QUOTE
3) I set it up so if you "point" the movie directory to the "D:" drive it will not add the directory name.   Remember?  biggrin.gif  "D:" = emu directory so the emulator knows if you are using the "D:" drive you are definetly in the emu directory.


Yeah.  We had that conversation before.  I just prefer the way that changing the default directories works for roms and goes exactly to where you point it to.  In my opinion it is painful and confusing to do it the way that it is now.  If I needed it explained to me before I got it working, I can only imagine how many questions will be asked about this by n00b posters with 3 posts on their record.

EDIT:  Reading this even now I'm confused about it.  Are you saying that if I were to point to "D:", it would not put the folder ADAM in the emu directory?  If that's the case it's not bad.  Actually the more I thought about this, the more I was thinking that I may just put all of my movies together in the F:\Movies directory so adding the folder like it does for the screenshots might not be such a bad idea afterall.  

I may do the same with the Manuals, TV Commercials and other Xtras as well.  I'm also considering moving all of the screenshots from the E: to the F: drive as well because I'm really running out of space now with all the screenshots and if I was to do a bunch of the lesser known systems I'd almost surely max out the E:\ Drive well before I was done.

Would you make the folders that the emu creates match the names that the emus make for the Screenshots then?

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4) Yeah I did the ole change it in one place not realizing it was in two.  laugh.gif  Corrected.


Excellent....

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5) See number one.  That is why I made my earlier proposition.  The only way I know of changing the "layering" is to physically change the "slot" that the sprite is using.  Unless there is some Direct3D paramater somewhere that determines the display order.  If there is I wouldn't know.  I do not know a whole alot about it.


Maybe NES or XPORT could answer this question.  Like I said above in number one this doesn't work the way that you think it does and I have found many more than one instance where there is exceptions to this rule.  

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Synopsis code.... I used to have it centered but someone requested it to be left->aligned?   uhh.gif


I think we're all crossing wires here.  I think what Gilles wants (and what I would like to see too) is the text in the bubble left-aligned, but when there is very minimal text, like in a game like Jumpman, the box will center itself on the screen instead of staying all the way to the left of the screen.  Correct me if I'm wrong Gilles.

Later guys,
~Rx
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madmab

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The Dynamic Skins For All Xport Emus
« Reply #149 on: November 20, 2008, 06:44:00 AM »

1.   I did.  Go load one of Gilles skin configs.  Go into the skin editor under, game select menu setting->sprite settings.  Notice that sprite #1 (highest priority )is set to one of the "window 4 3" sprites.  Sprite #5 is set to the "rombrowser blade".  Now change sprite #1 to = "text madmab edition" and then use "offset x" to move it in the same area as the "rombrowser blade".  You will notice that it "covers" the rombrowser blade which means it has the highest priority.

Maybe you need to give me a step by step of what you are doing so I can step thru the same process and see what you are referring too.

2.  I just fixed this so it is no longer a headache.  laugh.gif

3.  Like I said POINT the movies directory to the D: drive and it will not add "ADAM" to the directory name.  I thought we already agreed on this.  Your words "I'd like my videos folder to read "Videos" within the emus instead of whatever folder that the code is going to make."  I assume that means you want your movies directory within the same directory as the emulator.  Point the movie directory to the "D:\videos" and it will not add "ADAM" otherwise it will act just like the screenshots and SAVES directory and add "ADAM".  After all, we do like to be consistent in how the emu behaves right?

For every person that complains about it adding "ADAM" will be the same amount asking why it doesn't when the screenshots and SAVES directory do.


Synopsis.txt....  OK.  Gotchya.  I don't think the skin accounts for that kind of configuration.  laugh.gif  It just aligns the box around the text..  ok.  I think I have a workaround for that.  Lemme try my idea and I'll get back to you guys.
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