17 May 2015, 11:57 | #41 |
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DPaint V seems to agree that something is wrong with the image: https://www.dropbox.com/s/6zhyytdgz6...2011.15.01.png
I can view it in PPaint and DOpus though, so I'm not sure what the problem is. I'll have to investigate further and get back to you. Were both images saved from the same program with the same settings? |
17 May 2015, 12:02 | #42 | ||
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Of course.
Quote:
Quote:
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17 May 2015, 12:47 | #43 | |
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Quote:
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17 May 2015, 18:38 | #44 |
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The same thing happens with both photoshop and paint pro shop. Testing PPaint open/save did not work on AGS1, will try it again, thank you very much.
Can I ask another thing? Am I wrong or menu colors are #0 and #1? #0 is used on border, wouldn't be better to use #0 on border, #1 and #2 for menu colors? I think having separate color for borders and menu will be better Also, an horizontal scrolling menus (put outside of the screen would be better for some style. On 4:3 horizontal scrolling is more intuitive and I guess you can have 640*256 games images with #0 locked for borders and menu/text outisde of the screen (GUI inserted game's images) Another question: how does lock color work? I'm having odds results. My idea is to use a locked palette for background (first 64 or 120 color), saving a photoshop .act then load the .act to force that colors into games images so it's not an issue BUT trying to force the first shared colors (116 in this image) seems to not work. Where does the color count start to lock colors? Thank you very much |
17 May 2015, 20:13 | #45 |
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As per https://github.com/MagerValp/ArcadeG...ots-and-colors it locks the last colors in the palette, e.g. lock_colors 16 would lock 240..255 in the background image. For the screenshots just reduce them to e.g. 240 colors and leave the top colors unused.
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18 May 2015, 00:46 | #46 |
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Got it, thank you
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20 May 2015, 17:03 | #47 |
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Here's the final version
Text and menu are outside of the screen, the selector is all image-driven. The fade animation is really great with this style |
20 May 2015, 18:29 | #48 |
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Nice!
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20 May 2015, 19:11 | #49 |
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And here's Myst. Trying to match game's style
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02 June 2015, 14:38 | #50 |
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I posted a snapshot with one new option,
blue_button_action, which can be either quitor none. The default is to quit when the blue button (the secondary joystick button) is pressed but you can change it to none if you don't want that feature. https://dl.dropboxusercontent.com/u/...2-20150602.lha Last edited by MagerValp; 02 June 2015 at 14:44. Reason: Grammar. |
10 September 2015, 23:01 | #51 |
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Any plans for .mod support on AGS2? a playlist in the config with a random option?
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10 September 2015, 23:13 | #52 |
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I've done some experiments with the E module player, but it's not something I'm actively working on.
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01 October 2015, 13:07 | #53 | |
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Quote:
I'm not sure if it is due to lowlevel.library or iffparse.library but I have them in the 1.3 libs folder setup although I'm unsure if they work with 1.3 |
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01 October 2015, 14:39 | #54 |
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Kickstart 2.0+ is required, I use several system calls that weren't available in 1.3.
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12 January 2016, 15:17 | #55 |
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21 March 2016, 10:39 | #56 |
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First I have to say Arcade Game Selector 2 is great and I really enjoy using this to launch games. It’s pretty amazing it runs on a stock this on my A1200 and A600.
I have built Powershell scripts to download games and generate screenshots and build AGS2 menu for AGA and OCS. The output is now some nice 4GB Compact Flash images for A1200, A600 and HDF files for emulators. Here some screenshots of the result: Amiga AGS2 AGA: Amiga AGS2 OCS: Amiga AGS2 settings: Amiga AGS2 settings options: For those interested, I have created a github repository https://github.com/henrikstengaard/a...d-game-scripts with the Powershell scripts and output I have built so far. |
21 March 2016, 13:00 | #57 |
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Looks really good nice job.
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21 March 2016, 15:26 | #58 |
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Very cool cyberhead97, thank you for sharing the scripts.
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21 March 2016, 19:51 | #59 |
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Thanks, Im planning to write a scriptet upgrade of whdload slaves and a rewrite of imgtoiff in Powershell with the tweaks needed for AGS2 making it run in plain Windows setup
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17 April 2016, 16:58 | #60 |
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Interestingly I recently bought an android based GPD XD handheld console for my retro gaming needs and discovered that there wasn't any real choice for an Amiga frontend. After quite a bit of hunting around, I came across MagerValp's excellent AGS2 which was my first introduction to AmigaE. I have been fiddling with the code to tweak a few things to my liking. I've also been working on compilation builder in C# using Frode Solheim's (of FS-UAE fame) excellent Open Amiga Database for scanning against. I plan to release the source at some point for others to play with. Thanks to MagerValp for sharing his code.
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