Ya lo he visto. Y lo que no sé es para qué te has puesto a modificar el conveyor helper. Si este módulo ya tiene opciones de mostrarte el texto por sí solo o mezclado con el artwork.
¿Te has leído todas las opciones?
// ----------- General List Options -----------
type = ch.Spinwheel; // OPTIONS: ch.Coverflow / ch.Spinwheel / ch.Linear_Vertical / ch.Linear_Horizontal
bend.direction = ch.Right; // OPTIONS: ch.Left / ch.Right
bend.gl_radius = fe.layout.height / 2; // OPTIONS: radius of the spinwheel in pixels
x = fe.layout.width / 2; // OPTIONS: top left x-coordinate if gamelist is linear or the center x-coordinate if a spinwheel or coverflow
y = fe.layout.height / 2; // OPTIONS: top left y-coordinate if gamelist is linear or the center y-coordinate if a spinwheel or coverflow
width = 270; // OPTIONS: linear game list total width in pixels
height = 0; // OPTIONS: linear list's height in pixels
ms_speed = 150; // OPTIONS: in milliseconds, sets the speed of the conveyor
fade_after_nav = 30; // OPTIONS: 0-255 Fades the entire gamelist after navigation to this value. set to 255 to disable fading
fade_delay = 5000; // the amount of time in milliseconds before the fade should start
fade_speed = 1; // the mulitplier controlling the speed of the fade
fade_selected = false; // OPTIONS: TRUE/FALSE fade selected game if gamelist fading is active
// ----------- Spinwheel options -----------
spinwheel.shape = 180; // OPTIONS: shape of the spinwheel arc in degrees eg: 270, 180, 360
spinwheel.rotate_items = true; // OPTIONS: true / false - Rotate the items along the spinwheel arc
spinwheel.startDegree = 90; // The degree on a circle to start drawing the spinwheel. From left to right 0= left, 90 = top, 180 = right, 270= bottom
spinwheel.effects.x = 1.00; // a number that changes the spinwheel algorithm to create cool effects
spinwheel.effects.y = 1.00; // a number that changes the spinwheel algorithm to create cool effects
// ----------- Linear List options -----------
linear.padding = 6; // the amount of padding in pixels between each gamelist item
// ----------- List Item Options -----------
item.contentTemplate = ch.Artwork_or_Text; // OPTIONS: ch.Artwork / ch.Text / ch.Artwork_and_Text / ch.Artwork_or_Text / ch.Flyer_and_Artwork / ch.Custom
item.count = 12; // OPTIONS: Total number of gamelist items to display
item.sizeScaling.low = 0.20; // OPTIONS: 0-100 Scaling size percentage to use for the item furthest from the selected item
item.sizeScaling.high = 0.80; // OPTIONS: 0-100 Scaling size percentage to use for item closest to the selected item
item.sizeScaling.currentlySelected = 1.0; // OPTIONS: 0-100 Scaling size percentage to use for the currently selected item
item.alphaScaling.low = 60; // OPTIONS: 0-100 Scaling size percentage to use for the item furthest from the selected item
item.alphaScaling.high = 210; // OPTIONS: 0-100 Scaling size percentage to use for item closest to the selected item
item.alphaScaling.currentlySelected = 255; // OPTIONS: 0-100 Scaling size percentage to use for the currently selected item
item.height = 500; // OPTIONS: Height of each gameList item in pixels before scaling - dynamic with linear vertical lists
item.width = 270 ; // OPTIONS: Width of each gameList item in pixels before scaling - dynamic with linear horizontal lists
item.margin.left = 10; // OPTION: bounding box left margin size for all images and text
item.margin.right = 10; // OPTION: bounding box right margin size for all images and text
item.margin.top = 10; // OPTION: bounding box top margin size for all images and text
item.margin.bottom = 10; // OPTION: bounding box bottom margin size for all images and text
// ----------- List Item Content: borders / backgrounds / gloss / colors -----------
item.toggle.backgroundColor = false; // if set to "TRUE" the game item background can be colored (use item.normal.color)
item.toggle.backgroundFile = false; // if set to "TRUE" the game item will use a file as the background (file: item_backgroundFile.png)
item.toggle.selectedBackgroundColor = false; // if set to "TRUE" the selected game item background can be colored (use item.currentlySelected.color)
item.toggle.selectedBackgroundFile = false; // if set to "TRUE" the selected game item will use a file as the background (file: item_selectedBackgroundFile.png)
item.toggle.glossOverlay = false; // if set to "TRUE" will overlay the game item with a gloss file (file: item_glossOverlay.png)
item.toggle.borderOverlay = false; // if set to "TRUE" will overlay the game item with a boarder file (file: item_borderOverlay.png)
item.normal.color.red = 128; // OPTIONS: background red color channel 0 - 255
item.normal.color.green = 0; // OPTIONS: background green color channel 0 - 255
item.normal.color.blue = 128; // OPTIONS: background blue color channel 0 - 255
item.currentlySelected.color.red=0; // OPTIONS: background red color channel 0 - 255
item.currentlySelected.color.green=128; // OPTIONS: background green color channel 0 - 255
item.currentlySelected.color.blue=128; // OPTIONS: background blue color channel 0 - 255
// ----------- List Item Content: Text -----------
text.message = "[Title]";
text.alignment = Align.Centre; // OPTIONS:left/right/center
text.normal.font = "Arial";
text.normal.size = 16; // OPTIONS: text font size for every gameList item
text.normal.color.red = 255; // OPTIONS: text font red color channel 0 - 255
text.normal.color.green = 255; // OPTIONS: text font green color channel 0 - 255
text.normal.color.blue = 128; // OPTIONS: text font blue color channel 0 - 255
text.currentlySelected.font = "Arial";
text.currentlySelected.size = 18; // OPTIONS: text font size for every gameList item
text.currentlySelected.color.red = 255; // OPTIONS: text font red color channel 0 - 255
text.currentlySelected.color.green = 255; // OPTIONS: text font green color channel 0 - 255
text.currentlySelected.color.blue = 128; // OPTIONS: text font blue color channel 0 - 255
// ----------- List Item Content: User Defined Artwork -----------
artwork.type = "wheel"; // OPTIONS: name of the artwork to use for the conveyour
artwork.type2 = "snap"; // OPTIONS: name of the artwork to use for the conveyour setting "Flyer_and_Artwork"
artwork.preserveAspect = false; // OPTIONS: true / false
// add_favoriteImage(path,x,y,width,height); // add a favorite image to the game item.
// ------------ Options when creating custom gameitem objects -------------
gi_textFallback = false; // When true, the game item will show the game name when no artwork is available
text_fallback_index = -1; // Only adjust if not working correctly. Set the index of the text object that should be shown when gi_textFallback=true
artwork_test_index = -1; // Only adjust if not working correctly. Set the index of the fe.image object which is to be tested when gi_textFallback = true
Utilizando la opcion ch.Artwork_or_Text me ha salido lo que tú quieres en un pispas...