Jump to content
RealModScene

Search the Community

Showing results for tags 'lua'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Announcements
    • Site News
    • Scene News
  • Phoenix
    • Aurora releases
    • Aurora support
    • Aurora Localization
    • Skins, Coverflow Layouts, Scripts and Trainers
    • Skin development and LUA scripting
    • Unity Support
    • Requests and Suggestions
  • FreeStyle Dashboard / F3
    • News
    • FreeStyle Dashboard Releases
    • Support
    • Skins
    • Skin Dev
  • Xbox
    • Tutorials
    • Homebrew
    • LibXenon
    • Games
    • Software
    • Other topics
  • PlayStation
    • Tutorials
    • Homebrew
    • Games
    • Software
    • Other Topics
  • Matchmaking
    • North America
    • Central & South America
    • Europe
    • Asia
    • Africa
    • Australia
    • Modded Lobbies
  • MarketPlace
    • Buy
    • Sell
  • Miscellaneous
    • Feedback
    • Other Topics
    • LiNK News

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 6 results

  1. Hi, This Script gives you the ability to manage your Console-Temperature directly with Aurora. Script: Icon: Name: Temperature Manager Description: "This script displays and manages your fan speed and target temperatures." What it does: - Displays you the current CPU, GPU, RAM and CASE Temperature in Celcius (°C) - Displays you the current FAN-Speed - The Values are updated every Second (live), without refreshing the Scene - Optional: Sets the Target Temperatures permanently. (requires reboot) - Optional: Sets Fan-Speed temporarily. (lost after reboot) Screens Why did i create this?: Hmm, don't remember. What are the benefits?: - You can watch temperatures live - You can set permanent target Temps (Reboot required) - You can set temporary Fan-Speed (no Reboot required) - You can finally stop for asking Fan-Speed Features Disclaimer Be aware. Even though the given values should be in a safe range, i don't recommend setting anything above 70°C and under 30% Fan-Speed. If your console burns down, i won't help you. Is it final?: It's Version 1.0 Anyone who wants to contribute, can report Bugs, Suggest Features/Fixes or extend by using GitHub or this Thread. Where is the download?: When it's released, with the Aurora Script Repo, you can download it directly to your console. There was a canceled Version: TemperatureManagerCanceledVersion.zip
  2. Hi there, ever wondered how the Aurora Database looks like? You don't know how to get the Information from a database? This simple Script gives you the ability to view the Database of Aurora. Script: Icon: Name: DB Viewer Description: "View your Aurora Database" What it does: - Gives you the ability to navigate through all Tables - Displays the Database Content and Tables directly on your Console Screens Why did i create this?: You can check your Database Content straight on your console. Maybe you want to check your content for errors or need some information. ... What are the benefits?: - Check the Database Content. Yes even that could be useful. ... Is it final?: Work In Progress. Also here are some Limitations, which are already known. Anyone who wants to contribute, can report Bugs, Suggest Features/Fixes or extend by using GitHub or this Thread. Where is the download?: When it's released, with the Aurora Script Repo, you can download it directly to your console.
  3. Hello there, Dropping the script here in case anybody needs this on their own modded XBOX 360. Game Status Manager This script allows you to manage your games by assigning a custom status. It also allows you to manage your list of custom statuses to assign to your games. The script supports individual profiles meaning each profile can manage its own custom statuses and games list assigned status I did this script because Aurora game management is very limited. It only allows you to set favorites and hide your game lists. With this script you can assign your own status on a game which you can then filter by creating your own filter script and also you can view the assigned status on game info display via a subtitle script. I have included both sample filter and subtitle script for you to expand upon. Utility Script Screen Main Menu Selection - manage status list or games list Status Management Game Management Status assignment on a game menus So as per above - aside from assigning your custom statuses, there are extra features that updates Aurora ContentItems (updates the release date) and UserRecentGames (removes an entry) tables. Included on the attached is a subtitle script that makes use of the status assigned games table Attached are the scripts. To use it simply unzip the GameStatusManager.zip and put it under User\Utility of Aurora, you will do the same for Filters.zip and Subtitles on their respective directories under User\Content\ If you find any bugs just let me know. Cheers, Mervs GameStatusManager.zip Filters.zip Subtitles.zip
  4. reserved - Lists Title IDs and Names with locally missing Cover-Assets (Technique is checking Aurora GameData-Dir for corrupted files (yet)) - Checks Xbox Unity also for availablility - in DB means, if the Title is registered in the DB. If not, it means, the Assets might be trash - results.txt for results open for testing CheckForMissingCover.zip
  5. I was wondering if it would be possible to make a LUA Script allowing access to friends from xbox unity from using other scripts, or your own. Then if you could make a party chat for your friends to talk to them in game and from Aurora dash. I would also like the party option to be on the pop up dash, in the same part as joining xbox link/unity. But also it justing being a script works to. If possible to have the party chat script or in, pop up dashboard. To has access to xboxunity website friends list to create a party on the website and you join from website. Finally to have the option to join anyone or create your own party on xboxunity site. So the choices are run party chat from xboxunity site, 2nd to run on jtag/rgh from scripts menu on aurora dash, 3rd to have the option on the pop up dash. A special please and thanks if created and for reading my suggestion.
  6. The Aurora Scripting How-To Guide Aurora and its new Content Management foundation has been designed around the concept of scripting. Using Lua 5.2 as the baseline, Aurora provides user definable functionality to the way your content is sorted and filtered as well as subtitle information provided in the game details. This document will be enhanced and fleshed out as more information is made available; however, its primary purpose at this point is to provide the end-users with minimal documentation so they can start writing their own scripts and configure Aurora to their preference. As mentioned above, there are currently three types of script functions: Sort, Filter and Subtitle. Below you will find function prototypes and some information on building your own script functions. Sort Script Functions In the Aurora Media folder, you will find a sub-folder titled Scripts. This folder contains all of the .lua files that Aurora uses throughout the Content Management foundation and the Game List. For Sort Script Functions specifically, you are going to be referring to the Sort.lua and SortFunctions.lua files. Sort.lua contains the registration function that Aurora calls to add sort methods to the dash and SortFunctions.lua contains all of the core functionality. Sort.lua At the top of the file, you will see the following code: require(Enums) require(SortFunctions) This is including other .lua files into the Aurora Lua Virtual Machine and will make those functions available for code later on in the file. After the require, you will see the following code: -- Set up our global table GameListSorters = {} -- Add a sort method GameListSorters["Title Name"] = GameListSortAlphabetically GameListSorters["Publisher"] = GameListSortPublisher GameListSorters["Developer"] = GameListSortDeveloper GameListSorters["Recent Activity"] = GameListSortRecentActivity GameListSorters["Recently Added"] = GameListSortRecentlyAdded This specific code is generating a table defined as GameListSorters. The key of the table is what you see in [ ]. The value of the table is what you see to the right of the = sign. Let's take the following code: GameListSorters["Title Name"] = GameListSortAlphabetically The key in this line of code is the Title Name. The value in this line of code is the GameListSortAlphabetically. When Aurora loads this table, it will pair the key with the value and create a look up table, allowing the user to select their sort method by the key and have it execute the value (the function). SortFunctions.lua This is one of the files included at the top of the file in Sort.lua. In this file you will see many different functions that define how your content is going to be sorted. For example, the following function is going to alphabetically sort our content by title. function GameListSortAlphabetically(Item1, Item2, Type) -- Check if sort Descending if Type == SortType.Descending then return string.lower(Item1.Name) > string.lower(Item2.Name) end -- Sort Ascending return string.lower(Item1.Name) < string.lower(Item2.Name) end In the above code, you will see the name GameListSortAlphabetically. This is the name of the function and, if you noticed, is the same name we used as the value in the GameListSorters table. When Aurora gets a request to sort content, it will first check to see what sort method the user has specified (the key). Then, for each and every content it finds, it will run this function and compare the two items. The job of this function is to tell Aurora if one piece of Content is to be placed ahead of another piece of Content in the list. To determine this, the function is supplied with three (3) parameters: Item1 // ContentItem 1 Item2 // ContentItem 2 Type // Sort Direction (Ascending or Descending) Essentially; in plain English, the function is asking, "Given that we have a sort direction of type Type, is Item1 ahead of Item2 in the list?" So, let's revisit the code above: function GameListSortAlphabetically(Item1, Item2, Type) -- Check if sort Descending if Type == SortType.Descending then return string.lower(Item1.Name) > string.lower(Item2.Name) end -- Sort Ascending return string.lower(Item1.Name) < string.lower(Item2.Name) end First the function checks if the type is SortType.Ascending or SortType.Descending. The ascending and descending values are defined in the Enums.lua file. (The Enums.lua file should not be modified if you want your scripts to work.) After we have determined the SortType, we can now determine if Item1 is ahead of Item2 in the list. Item1 and Item2 are structures known as Content. This structure and its available properties are listed below under Appendix A. In this particular case, we are sorting alphabetically, so we need to figure out if the Name of the Content is greater than or less than the Name of the other Content depending on the Sort Type. If Item1 is ahead of Item2 in the list, then it is said to be *true*. If it is not ahead, then it is said to be false. To tell Aurora what the function has decided, we return either true or false. Subtitle Script Functions For Subtitle Script Functions, you are going to be referring to the Subtitle.lua and SubtitleFunctions.lua files. Subtitle.lua contains the registration function that Aurora calls to add subtitle methods to the game details and SubtitleFunctions.lua contains all of the core functionality. Subtitle.lua Just as you saw in Sort Functions at the top of the file, you will see the following code: require(Enums) require(SubtitleFunctions) After the require, you will see the following code: -- Set up our global table GameListSubtitles = {} -- Add a subtitle method GameListSubtitles["Publisher"] = GameListSubtitlePublisher GameListSubtitles["Developer"] = GameListSubtitleDeveloper GameListSubtitles["DateAdded"] = GameListSubtitleDateAdded GameListSubtitles["LastPlayed"] = GameListSubtitleLastPlayed GameListSubtitles["MediaID"] = GameListSubtitleMediaId GameListSubtitles["TitleID"] = GameListSubtitleTitleId GameListSubtitles["BaseVersion"] = GameListSubtitleBaseVersion GameListSubtitles["TitleIDMediaID"] = GameListSubtitleTitleMediaId GameListSubtitles["TitleIDMediaIDBaseVersion"] = GameListSubtitleTitleMediaIdBase GameListSubtitles["VirtualPath"] = GameListSubtitleVirtualPath GameListSubtitles["ContentPath"] = GameListSubtitleContentPath GameListSubtitles["DeviceCode"] = GameListSubtitleDeviceCode GameListSubtitles["DiscInfo" ] = GameListSubtitleDiscInfo GameListSubtitles["Genre"] = GameListSubtitleGenre GameListSubtitles["SystemLink"] = GameListSubtitleSystemLink GameListSubtitles["_Blank"] = GameListSubtitleDefault This specific code is generating a table defined as GameListSubtitles. The key of the table is what you see in [ ]. The value of the table is what you see to the right of the = sign. SubtitleFunctions.lua This is one of the files included at the top of the file in Subtitle.lua. In this file you will see many different functions that define how your subtitle is displayed in the game details. For example, the following function is going to display the games TitleID on screen. function GameListSubtitleTitleId(Content) return string.format("Title ID: %08X", Content.TitleId) end When Aurora gets a request to display a subtitle, it will first check to see what subtitle method the user has specified (the key). Then, for the selected content, it will run this function to ultimately generate a display string. The function is provided with a ContentItem struct to allow you to create the subtitle. The structure of the ContentItem can be viewed in Appendix A. To tell Aurora what to display, the function returns a simple pre-formatted string using whatever information you desire from the Content structure. Filter Script Functions For Filter Script Functions, you are going to be referring to the Filter.lua and FilterFunctions.lua files. Filter.lua contains the registration function that Aurora calls to add filter methods to the game details and FilterFunctions.lua contains all of the core functionality. Filter functions are defined some what differently than Sort and Subtitle functions as they can be grouped into sub categories. Filter.lua Just as you saw in Sort and Subtitle Functions at the top of the file, you will see the following code: require("Enums") require("FilterCategories.FilterCategoryGenres") require("FilterCategories.FilterCategoryMisc") require("FilterCategories.FilterCategoryUser") require("FilterFunctions") The primary difference here is that we've added additional files that also reference different filter functions. They are split into multiple files like this strictly for organizational purposes; but, if you wanted could all be under the same file, FilterFunctions.lua. After the require, you will see the following code: -- Set up our global table GameListFilterCategories = {} -- Add a Category GameListFilterCategories["Genres"] = RegisterGenreFilters() GameListFilterCategories["Misc"] = RegisterMiscFilters() GameListFilterCategories["User"] = RegisterUserFilters() GameListFilterCategories["Xbox 360"] = GameListFilterXbox360 GameListFilterCategories["Xbox Live Arcade"] = GameListFilterXBLA GameListFilterCategories["Xbox Classic"] = GameListFilterXboxClassic GameListFilterCategories["Indie"] = GameListFilterIndie GameListFilterCategories["Kinect"] = GameListFilterKinect GameListFilterCategories["Applications"] = GameListFilterApplications GameListFilterCategories["Homebrew"] = GameListFilterHomebrew GameListFilterCategories["Emulators"] = GameListFilterEmulator This specific code is generating a table defined as GameListFilterCategories. The key of the table is what you see in [ ]. The value of the table is what you see to the right of the = sign. If you have a sharp eye, you will notice that some of the values look like: GameListFilterCategories["Genres"] = RegisterGenreFilters() This is because we are defining a sub-category. When the value ends in () we are going to be calling another function that generates a new table. You ultimately will end up with a table within a table, or nested tables. Aurora is expecting pretty specific formatting; so if you decide to add new categories; try to stick to the conventions provided in the base files as they will help get you on the right path to creating your own filters. FilterFunctions.lua This is one of the files included at the top of the file in Filter.lua. In this file you will see many different functions that define how your scripts will filter content. function GameListFilterKinect(Content) -- Return if this game is a kinect game return bit32.btest( Content.Flags, ContentFlag.KinectCompatible ) end When Aurora gets a request to filter content, it does so by executing the user selected filter functions for each ContentItem found in the data base. When multiple filters are selected- they are applied using a bitwise AND operator meaning that if the user selects Xbox 360 AND Xbox Classic then their list will be empty because a game can't both be Xbox 360 and Xbox Classic. However, if the user selects Xbox 360 AND Kinect, then it will show Xbox 360 Kinect games. To tell Aurora what content to display and what content to filter, the function returns true or false. True if the content is to remain in the list and false if the content is to be removed from the list. Conclusion Well we hope that this how-to guide was a good starting point for your scripting adventures. Please feel free to post in the support forums if you have any questions or come across any bugs. If you think you can improve this guide- feel free to assist there as well. Note: In future updates, we have made it a goal to never replace or edit the FilterCategoryUser.lua file. It is recommended that if you want to make custom filters, sorts, or subtitle scripts, you do so in custom files, or have backups of your scripts prior to updating. Thanks! Appendix A - Content Struct struct { int Type; // ContentType [See Enums.lua for possible values] string Root; // Root of the storage device that this content resides. [Hdd1, Usb0, etc.] string VirtualRoot; // Virtual root that this content resides. [ \Xbox360\System\Hdd1, etc ] string Directory; // The directory that the content is in string Executable; // The name of the file for this content [ default.xex, CONTAINERNAME ] bool Enabled; // Flag representing whether or not the content is on a device that is mounted int AssetFlag; // Currently not working int Id; // Id of the content item as generated by the database string Name; // TitleName of the content int TitleId; // TitleId int MediaId; // MediaId int BaseVersion; // BaseVersion int DiscNum; // Current Disc number for this content int DiscsInSet; // Total number of discs for this content string Developer; // Developer name string Publisher; // Publisher name string Description; // Description (Synopsis) text string ReleaseDate; // Release date (not avaialble for all games) int Flags; // The XEX Flags- [See Enums.lua for possible values] int Genre; // Flag code for the genre [See Enums.lua for possible values] string GenreStr; // Localized/Translated string containing the genre of the content double LiveRating; // Rating (out of 5) as displayed on xbox.com int LiveRaters; // Number of raters as displayed on xbox.com bool SystemLink; // Flag denoting whether or not this game is LiNK supported bool Hidden; // Flag denoting if this content has been marked as hidden bool Favorite; // Flag denoting if this content has been marked as favorite int Group; // This is the category of content as determined by the Aurora Content Scanner string ScriptData; // This is the string set during scan path creation struct { int HighPart; int LowPart; int Month; int Day; int Year; int DayOfWeek; int Hour; int Minute; int Second; int Milliseconds; } LastPlayed; // Date-Time structure representing the last time this content was launched struct { int HighPart; int LowPart; int Month; int Day; int Year; int DayOfWeek; int Hour; int Minute; int Second; int Milliseconds; } DateAdded; // Date-Time structure representing the date this content was added } Content;
×
×
  • Create New...